[AD&D 1] AI spelar Keep on the Borderlands

Cyberhest

Swordsman
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Inspirerad av Puckohue tänkte jag lägga upp mitt andra försök att använda OpenAI för att spelleda en AI i Keep on the Borderlands i en samlad tråd här, och uppdatera i takt med att jag får nya möjligheter att spela mot AI:n.

Det fetstilta är AI:n och resten av texten är min input.

The following is a game of first edition Advanced Dungeons & Dragons. The player is a creative, cunning and devious AI-assistant, assuming the character of Kythorn (a first level human fighter, with a vulgar and sneaky personality). The referee describes what Kythorn can see, hear, sense, etc. and Player then describes what Kythorn does.

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Referee: The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave individuals who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. You, Kythorn, as well as your friend Mizra the magic-user, are indeed members of that exceptional class, adventurers who have journeyed to the edges of civilization in search of fame and fortune. Of course, you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Now you must fend for yourselves; your fate is in your hands, for better or worse.

Ahead, up the winding road, atop a sheer-walled mount of stone, looms the great keep. Here, at one of civilization's strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters lurking in the wilds. Somewhere nearby, amidst the dork forests and tangled fens, are the Caves of Chaos where fell creatures lie in wait. By the entrance to the keep, you see four blue-clad men-at-arms.

"Who goes there?" shouts one of them, carefully eying you and Mizra. "State your names and declare what business you have in the keep!"

What do you do, Kythorn?

Player: Kythorn steps forward and gives the man a toothy grin. "The names's Kythorn, and this here is Mizra. We're 'adventurers', if you will. Here to lend our services to whoever's in charge around these parts."

Referee: "Fair enough!" the guard says, allowing you and Mizra to pass over the drawbridge, through the raised portcullis. Inside the main walls of the keep, you and your spellcasting friend find yourselves in a paved, narrow entry yard. You are met by the corporal of the watch - a grouchy man dressed in plate mail, carrying a shield, with a sword at his waist. Beside him is a man in robes. "What is your name?" the corporal asks, staring at you with squinted eyes.

Player: Kythorn gives the man his toothy grin once more. "Kythorn's the name. And Mizra over 'ere is our spellcaster."

Referee: The corporal nods, and the man in robes seems to record your names in some sort of book or ledger. "Welcome to the keep, Kythorn and Mizra" the corporal then tells you. "My lackey here will show you the way to the Traveler's Inn."

Player: Kythorn steps forward. "Much obliged, kind sir. What can you tell us about the area? Anything we should be aware of?"

Referee: "The borderlands is a wild and dangerous place," the corporal explains. "Many orcs, goblins and ogres 'round these parts, to be sure. Sure hope you know how to handle a sword, if you're thinking about adventuring in the area."

Player: Kythorn pats the hilt of his sword and gives the man a confident smirk. "Don't you worry about us. We can take care of ourselves."

Referee: The corporal nods. "Well, chances are you might survive, then, as long as you stay away from the Caves of Chaos."

Player: Kythorn's ears perk up at that. "The Caves of Chaos, eh? What can you tell us about those?"

Referee: The corporal is silent for a few moments, assuming a facial expression of self-importance. "Well, there are rumours abound, to be sure. First of all, there are big dog-men living very high up in the caves. I also happen to know that the altars in the cave are very dangerous. Oh, and a while back, a merchant was captured by monsters. He is now kept prisoner in the caves." With that, he signals that his relating of sagacious wisdom is over, by motioning his lackey to take you and Mizra to the inn.

Player: Kythorn gives the man a sly grin and a wink. "We'll be sure to keep an eye out for those big dog-men, then. Thanks for the tip."

Referee: "Oh, and some parting wisdom," the corporal adds, observing you closely, as if he's sizing you up. "Don't start any trouble here, or you'll be sure to regret it."

Player: Kythorn gives the man a toothy grin and slides his sword out of its sheath just enough to let the man see the glint of steel before giving him a wink and returning it to its home. "Don't worry, we'll behave. Wouldn't want any trouble."

Referee: The corporal nods, his eyes even more skeptical than before. "That better be the case," he mutters, turning his back to you, as the lackey leads you and Mizra south.

Player: Kythorn waits until they're out of earshot of the corporal before turning to Mizra. "What do you think - should we check out these caves?"

Referee: "Of course," Mizra says, a thin smile on his lips. "Isn't that why we came here in the first place?"

Player: Kythorn nods eagerly. "Let's get started then! We'll need to stock up on supplies first, though."

Referee: You follow the lackey, passing by the common stable and the common warehouse to your right, after which the lackey turns westwards. You pass by the smithy to your right, from which loud sounds of hammer against anvil can be heard. To your left, a number of smaller, private apartments are built up against the southern wall of the keep. You continue past a loan bank and a trader before reaching a small square, containing a large, gushing fountain. To the northeast of the fountain, you see a two story building, with a sign revealing it to be the Traveler's Inn.

Player: Kythorn thanks the lackey for his help and heads into the inn to start making preparations for their expedition into the caves.

Referee: You enter the inn. It is still rather early in the afternoon, so the common room is almost empty, save for a couple of old veterans drinking ale in a corner. A short, fat man with a wispy moustache greets you as you step inside. "Welcome to the Traveler's Inn!" he tells you. "We provide quality 'commodations fer all visitors. Lodgin', food an' ale." He winks at you, before adding "an' other things too, if yer in need o' company."

Player: Kythorn gives the man a grin. "We'll be needing a room for tonight, and possibly longer. And we'll need supplies - food, water, torches, that sort of thing."

Referee: "Sure thing," the proprietor says. "Private rooms are one gold piece per night, but if ye are up fer sleepin' in the common room, it'll cost you no more than a silver piece per night. Regardin' supplies, yer should head to Tom the Trader, just a short walk back towards the gate. M'name's Jarl, by the way."

Player: Kythorn digs into his pouch and pulls out a gold piece, handing it over to Jarl. "We'll take a private room, then. Thanks for your help."

Referee: "The two o' you be sharin' the private room then?" Jarl asks, raising an eyebrow.

Player: Kythorn glances over at Mizra before giving Jarl a toothy grin. "That won't be a problem."

Referee: "Fair 'nuff," the proprietor says, shrugging. Pocketing the gold piece, he shows you and Mizra to a quaint, cozy corner room on the second floor of the inn. Following you into the room, Jarl walks up to the window and points to a building in the southeastern corner of the fountain square. "That be Tom the Trader's house," he explains. "Yer will find all the torches and rations you'll need there!"

Player: "Thanks, Jarl," Kythorn says. "We'll head over there now."

Referee: Do you follow the proprietor downstairs again and leave the inn?

Player: Yes, Kythorn follows Jarl downstairs and out of the inn.

Referee: You and Mizra are now standing outside the inn, a few feet away from the gushing fountain.

Player: Kythorn looks around for a moment before turning to Mizra. "Where to first? Tom the Trader's?"

Referee: Mizra shrugs. "Sure, why not?"

Player: Kythorn nods and starts walking towards Tom the Trader's house.

Referee: You enter the trading post, finding yourself in a room crammed full of various stuff: ropes, tools, suits of armor and whatnot. Behind a counter, A tall, thin man with a dark, twirled moustache nods at you. "Welcome, good sirs, to Tom the Trader! How might I be of service this fine afternoon?"

Player: Kythorn steps up to the counter. "We need supplies for an expedition into the caves - food, water, torches."

Referee: Tom smiles. "No problems! Fresh water is freely available in the wild outside the keep, but I'd be happy to sell you iron rations and torches. How much do you need?"

Player: Kythorn glances over at Mizra for a moment before answering. "I think we'll need enough food for a week, and at least two dozen torches."

Referee: "That will be 34 gold pieces," Tom informs you, as he puts 24 torches and 14 iron rations into a large sack.

Player: Kythorn nods and starts counting out the gold pieces from his pouch.

Referee: You now have twelve gold pieces left.

Player: Kythorn gives Tom the gold pieces and hefts the sack of supplies over his shoulder. "Thanks for your help, Tom."

Referee: "And thank you for your patronage," Tom replies with a smile. "Be careful if you're heading to the Caves of Chaos. The monsters there are not to be trifled with."

Player: Kythorn nods. "We'll be careful. Thanks again."

Referee: Carrying the sack of supplies over your shoulder, you and your magic-user friend step back out to the square. What now?

Player: Kythorn looks around for a moment before turning to Mizra. "Should we head out now, or wait until morning?"

Referee: "No point in heading off now, with only an hour or so left before twilight," Mizra suggests. "Beside, a warm meal and, say, a half-dozen flagons of ale would do us good," he adds, winking.

Player: Kythorn grins. "I was just thinking the same thing. Let's head back to the inn and get started on those flagons of ale."

Referee: You head back into the Traveler's Inn, once again greeted warmly by Jarl. You and Mizra sit down at a table near the fireplace and order some ale. The two of you start drinking, enjoying the warmth from the fire, when you notice two dwarves looking at you from the other side of the room.

Player: Kythorn takes a long drink from his flagon of ale before setting it down and wiping his mouth with the back of his hand. He looks over at the dwarves, catching their eye, and gives them a toothy grin and a wink.

Referee: The dwarves approach you, smiling back at you. "Good evening, friend," one of them says. "My name is Taril, and my friend here goes by Nunter." He then lowers his voice, quickly glancing to his sides before continuing. "Say, we heard that the two of you are off to the Caves of Chaos. Is that so?"

Player: Kythorn gives the dwarves a sly grin. "Maybe we are, maybe we're not. What's it to you?"

Referee: "Well," Taril continues, lowering his voice even further, "Me and Nunter came to these parts with much the same agenda. We discussed the matter just now, and thought that it might be a wise idea if the two of us and the two of you would join ranks, as it were, exploring the caves together, with equal shares of any spoils, of course."

Player: Kythorn rubs his chin for a moment, considering the offer. "That does sound like a good idea," he finally says. "What do you think, Mizra?"

Referee: Mizra shrugs and smiles. "I don't see why not. We'll stand a better chance at surviving the adventure if we cooperate."

Player: Kythorn nods and turns back to the dwarves. "Alright, we're in. Let's get started!"

Referee: Mizra looks at you. "I thought we decided to wait until dawn before we head off?"

Player: Kythorn shakes his head. "No point in wasting any time. Let's get started now!"

Referee: Mizra shrugs and downs the flagon of ale before rising from his chair. "After you, good sirs," the magic-user urges you, Taril and Nunter, after a loud burp.

Player: Kythorn grins and downs the rest of his ale before standing up. "Let's go!"

Referee: You and Mizra exit the inn and wait there for a few minutes while the Dwarves retrieve their equipment from their rooms. The sun has set and the night air is crisp and fresh.

Player: Kythorn looks around, making sure they have everything they need before turning to the others. "Are we all ready?"

Referee: Your adventuring colleagues nod, and the party sets off into the night, leaving the keep behind.
 
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Cyberhest

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Här var jag tvungen att rensa fältet, eftersom jag nådde max antal tokens (och OpenAI:s Playground saknar det system som t.ex. AIDungeon har för att automatiskt glömma den text som ligger längst bak). Därför skrev jag in basprompten på nytt, följt av en kort sammanfattning av vad som hände i fästningen.

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Referee: The dwarves bring out lanterns to illuminate the way as you move into the wilderness. The journey takes several hours. The forest you have been passing through has been getting more dense, tangled, and gloomier than before. The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and word you off, but you have forced and hacked your way through regardless. Now the strange growth has suddenly ended - you have stepped out of the thicket into a ravine-like area. The walls rise rather steeply to either side to a height of about 100' or so - dark, streaked rock mingled with earth. The light from a full moon reveals clumps of trees growing here and there, both on the floor of the ravine and up the sloping walls of the canyon. The opening you stand in is about 200' wide. The ravine runs at least 400' west to where the western end rises in a steep slope. Here and there, at varying heights on all sides of the ravine, you can see the black mouths of cave-like openings in the rock walls. The sunlight is dim, the air dank, there is an oppressive feeling here - as if something evil is watching and waiting to pounce upon you. There are bare, dead trees here and there, and upon one a vulture perches and gazes hungrily at you. A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible. Amongst the litter of rubble, boulders, and dead wood scattered about on the ravine floor. you can see bits of gleaming ivory and white - closer inspection reveals that these are bones and skulls of men. animals, and other things... You know that you have certainly discovered the Caves of Chaos!

Referee: So, Kythorn, what do you do now?

Player: Kythorn looks around at the grim surroundings and then draws his sword. "We'd better be careful," he says to his companions. "There's no telling what might be lurking in these caves." He then starts to make his way cautiously towards the nearest cave entrance, keeping a close eye out for any potential threats.
 

Cyberhest

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Referee: The nearest entrance is to your left, in the southern wall of the ravine, at ground level. You approach it carefully, with Mizra, Taril and Nunter following your lead. The cave is completely dark.

Player: Kythorn pauses at the entrance to the cave, trying to see if there is any light coming from within. When he can't see anything, he takes out one of his torches and lights it with a match. He then enters the cave, holding the torch out in front of him.

Referee: There are no matches in this world, but you do have flint and steel, which you use to ignite the torch, before stepping into the cave. The natural cave quickly turns into worked stone tunnels, and you find yourself in a four-way intersection of corridors. To your left, the corridor shifts diagonally to the southeast. The corridor right ahead of you seems to stop in a dead end about thirty feet to the south. The passage to your right seems to end in a T crossing about 30 ft. in. What do you do?

Player: Kythorn looks down each of the corridors, trying to see if there is anything of interest. When he doesn't see anything, he starts to head down the corridor to his right.

Referee: The four of you walk westwards, moving carefully and cautious of any potential dangers. Thirty feet in, the corridor turns into a north/south passage, with one tunnel going a few yards to the south and then turning east, while the other tunnel in your current intersection opens up into a room to your north. As soon as you glance northwards, you notice half a dozen goblins. As soon as these foul creatures notice you, they scream "BREE-YARK" and run towards you to attack! So, what is Kythorns action for the first round of combat?

Player: Kythorn yells "Watch out!" to his companions and then charges towards the goblins, sword drawn.

Referee: The dwarves follow suit, wielding short swords, while Mizra stays in the background, preparing to cast a spell, if needed. You roll 6 for initiative while I roll 2. Thus, you have the initiative. Kythorn tries to slash one of the goblins with his sword and rolls 20, hitting the monster. It takes one hit point of damage and remains standing. The goblin attacks you back, hitting you with his short sword and inflicting four hit points of damage on you. You now have five hit points left. Another goblin swings at you, but misses. Taril attacks one of the other foul beasts with his short sword, but misses. The same goes for Nunter. After that, the dwarves are attacked by two goblins each. Three of the goblins misses, but the fourth one hits Nunter for three hit points of damage. After this, the first round of combat is over. What is Kythorn's action for the second round?

Player: Kythorn tries to slash at the goblin again.

Referee: The dwarves keep attacking as well, while Mizra casts Sleep. Both you and the goblins roll 6 for initiative, resulting in a tied initiative. This means that Mizra's spell goes off before any melee attacks. Your magic-user friend utters arcane phrases, releasing magic energy upon your enemies. All six of the goblins then fall down to the floor, unconscious. Thus, the combat is over for now, and you and your three companions find yourselves in a 40 ft. by 20 ft. chamber, containing six sleeping goblins, a few barrels in the northwestern part of the room, and two exits apart from the one you entered the room from: one in the southern wall and one in the southernmost part of the western wall. What do you do?

Player: Kythorn searches the unconscious goblins for any valuables or weapons.

Referee: The six goblins carry a total of 60 copper pieces and 16 silver pieces. You take them and put them in your pocket. "What should we do about the goblins?" Taril asks. "They are bound to wake up again soon!"

Player: "We need to tie them up and gag them," Kythorn replies. "Otherwise, they'll just make noise and attract more monsters."

Referee: "We only have one rope," Mizra says. "It's not long enough to tie all six goblins up."

Player: "Well, we'll just have to make do," Kythorn says. "Taril, Nunter, help me tie these goblins up."

Referee: The dwarves helps you as you try to tie up the goblins, but the length of the rope only allows you to tie up for of the goblins thusly. "What should we do with the remaining two goblins?" Taril whispers.

Player: "We'll have to kill them," Kythorn replies. "We can't take the chance that they'll wake up and make noise."

Referee: Nunter, who still hasn't uttered a word since you first encountered him and Taril in the Traveler's Inn, smiles and cuts the throats of the last two unfortunate goblins. What next?

Player: Kythorn looks around the room for anything else of interest.

Referee: There are three exits, one to the south, one to the west and one to the east (the latter one being the one you entered the room from). You see nothing else of obvious interest here, save perhaps for what looks like a couple of water barrels in the northwestern corner.

Player: "We should explore this room thoroughly before moving on," Kythorn says to his companions. "Who knows what else might be hiding in here."

Referee: "What did you have in mind, friend?" Mizra asks.

Player: "A search of the room, of course," Kythorn replies. "We need to look in every nook and cranny."

Referee: Your three companions nod at this. Where do you start searching?

Player: Kythorn starts with the water barrels in the northwestern corner.

Referee: Inside one of the barrels, you find a small sack. Containing coins, by the sound of it.

Player: Kythorn opens the sack and looks inside.

Referee: The sack contains 250 gold pieces.

Player: "Well, would you look at that," Kythorn says. "We're already making a profit." He then starts to search the rest of the room.

Referee: Taril points at the wall behind the barrel. "I think there is a secret door there," he says, in a hushed voice.

Player: "Good work, Taril," Kythorn says. "Let's see what we can find on the other side." He then starts to search for a way to open the secret door.

Referee: You find a way to open the secret door slightly. As soon as you do so, you notice that Taril sniffs with his nose, before turning white in his face. "I know that smell," he whispers, his eyes wide. "That's the smell of ogres!"

Player: "Ogres?" Kythorn says. "Where?"

Referee: "On the other side of the secret door," Taril informs you. You can see on Mizra's and Nunter's faces that they are somewhat alarmed by this, as ogres are known to be fierce and dangerous foes.

Player: "Well, we can't just stand here," Kythorn says. "We need to find out how many ogres there are and if they are a threat to us." He then starts to make his way through the secret door, sword drawn.

Referee: As you move through the secret door, you instantly notice a strong, sour odor. On the other side is a 15 ft. by 15 ft. natural cave room. Sitting on top of a great leather bag is a dangerous looking ogre, much larger in stature than you, looking as if he just woke up. Blinking his eyes, he notices you and lets out a menacing growl!
 
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Cyberhest

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Player: Kythorn yells "Attack!" and charges towards the ogre, sword drawn.

Referee: Are you sure you wish to do this? Remember that Kythorn already lost some hit points to the goblins...

Player: Kythorn is already committed to the attack and can't back out now.

Referee: Ok. Roll a twenty-sided die for me, please.

Player: I rolled 12.

Referee: You manage to hit the ogre! Roll a twelve-sided die for me, please.

Player: I rolled 8.

Referee: You inflict a good deal of pain on the ogre. Roll a twenty-sided die again.

Player: I rolled 7.

Referee: The ogre misses you. Roll a twenty-sided die for me two times.

Player: I rolled 13 and then 11.

Referee: Roll an eight-sided die for me, please

Player: I rolled 2.

Referee: Nunter hits the ogre for two more hit points of damage. Mizra remains behind with the tied up goblins in the previous room. What's Kythorn's action for the next round?

Player: Kythorn tries to slash at the ogre again.

Referee: Fine. Roll a six-sided die for me, if you will, and give me the result. Then roll the die once more and give me the result of that roll as well.

Player: I rolled 4 and then 2.

Referee: You win the initiative. Roll a twenty-sided die for me, please

Player: I rolled 10.

Referee: Roll two twenty-sided dice for me and tell me the result of each one.

Player: I rolled 18 and then 19.

Referee: Roll two eight-sided dice for me and tell me the result of each one.

Player: I rolled 5 and then 3.

Referee: You miss, but Taril and Nunter hits the ogre for a total of eight hit points. The beast staggers and looks badly hurt, but is still on his feet. What's Kythorn's action for round three?

Player: Kythorn tries to slash at the ogre one more time.

Referee: Nunter and Taril does the same. The ogre wins the initiative this round. He attacks Nunter. He rolls a 19 - a hit! Nunter takes five hit points of damage, which, in addition to the three points that the goblins inflicted on him, is enough to make him fall to the ground, bleeding. You manage to hit the ogre with your longsword once more, inflicting four hit points of damage. Taril, screaming in anger at the monster who knocked his friend unconscious, pierces the ogre with his short sword, inflicting seven points of damage - enough to kill the fell creature. The combat is now over, with the ogre slain and Nunter on the ground, critically wounded.
 

Cyberhest

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Player: Kythorn kneels down next to Nunter and starts to check his wounds.

Referee: You quickly surmise that he should survive, as long as you dress his wounds properly.

Player: Kythorn bandages Nunter's wounds as best as he can and then looks around the room.

Referee: Aside from the ogre's corpse, you notice the great leather bag that the monster was sitting on. Furthermore, you see a a heap of old bones in the southern part of the small cave. In the northern wall, there is an exit leading back to the outdoors.

Player: Kythorn searches through the ogre's belongings.

Referee: Do you refer to the leather bag or to what he is carrying on his actual person, as it were?

Player: Kythorn searches through the leather bag first.

Referee: The bag contains seven large sacks. Sack 1 contains 287 silver pieces. Sack 2 contains a hard cheese. Sack 3 contains 182 copper pieces and 91 electrum pieces. Sack 4 contains 289 gold pieces. Sack 5 contains a keg of brandy. Sack 6 contains 303 copper pieces. Sack 7 contains 241 gold pieces. "We should head back to the keep," Taril says, after Mizra finally dares to enter the chamber. "Nunter is badly hurt, and he will need time to recuperate."

Player: Kythorn nods. "You're right," he says. "We should head back to the keep." He then starts to make his way towards the exit, with Taril and Mizra following close behind.

Referee: What about the sacks in the leather bag? Do you leave them behind?

Player: Kythorn ties the sacks shut and slings them over his shoulder. "We can't leave all this behind," he says. "It's too much of a temptation for other monsters."

Referee: Since you're going to have to carry Nunter back to the keep, you, Taril and Mizra will only be able to carry a total of four sacks between the three of you.

Player: Kythorn decides to take sacks 1, 4 and 7, since they contain the most valuable items. He leaves sacks 2, 3, 5 and 6 behind.

Referee: You can take one more sack, if you want to.

Player: Kythorn takes sack 2, since it contains the cheese and he is getting hungry.

Referee: Fair enough. You, Mizra and Taril grab the four sacks, and help carry Nunter out of the caves. You are now back outside. The sun is just about to rise.

Player: Kythorn looks around, trying to orient himself.

Referee: You are back in the ravine. The keep is located several hours to the southwest, through the forested foothills.

Player: Kythorn decides to head back to the keep. He knows that it will be a long and difficult journey, but he doesn't see any other choice.
 

Cyberhest

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Referee: Carrying your wounded dwarven comrade, as well as the loot that you managed to score from your short expedition, you head back towards the keep. As you walk, you notice that sack 7 is notably heavier than sack 4, even though it contains less gold pieces.

Player: Kythorn decides to investigate. He opens sack 7 and looks inside.

Referee: You see nothing else in the sack, except for the coins.

Player: Kythorn looks inside the sack again, more carefully this time.

Referee: Nope. Nothing but 241 gold pieces, but still heavier than the sack containing 289 gold pieces.

Player: Kythorn shrugs and decides to leave it be. He has more important things to worry about right now, like getting Nunter back to the keep alive.

Referee: Do you mean that you drop sack 7?

Player: Yes. Kythorn decides that it's not worth the trouble to investigate further and drops sack 7.
 

Sopbil

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"Kythorn takes sack 2, since it contains the cheese and he is getting hungry." Hahaha! Kythorn prioriterar.

Och när han sedan dumpar säck 7 för att han inte ids hålla på med ett mysterium på hemvägen! Kythorn är helt bäst.
 

Genesis

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Måste ha varit tjatigt att sitta och räkna tusentals mynt medan kompisen ligger och förblöder …

Jag kollade lite på länken i andra tråden och blev intresserad av att prova, men innan jag reggar mig: hanterar den bara engelska eller fixar den civiliserade språk också? Det var inte tydligt i dokumentationen jag läste. Ursäkta om det är OT här.
 

Cyberhest

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Måste ha varit tjatigt att sitta och räkna tusentals mynt medan kompisen ligger och förblöder …

Jag kollade lite på länken i andra tråden och blev intresserad av att prova, men innan jag reggar mig: hanterar den bara engelska eller fixar den civiliserade språk också? Det var inte tydligt i dokumentationen jag läste. Ursäkta om det är OT här.
Den klarar av svenska också, men inte fullt så bra som engelska. Berätta gärna hur det går, om du provar att rollspela med den på svenska!
 

Cyberhest

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Stockholm
"Kythorn takes sack 2, since it contains the cheese and he is getting hungry." Hahaha! Kythorn prioriterar.

Och när han sedan dumpar säck 7 för att han inte ids hålla på med ett mysterium på hemvägen! Kythorn är helt bäst.
Också hur han motiverar varför han tar med sig guldet från resens håla: "It's too much of a temptation for other monsters."
Va?
 

Genesis

Ni dés ni maître
Joined
17 Aug 2000
Messages
14,615
Location
Göteborg
Den klarar av svenska också, men inte fullt så bra som engelska. Berätta gärna hur det går, om du provar att rollspela med den på svenska!
Civiliserade språk, sade jag ju! Jag tänkte i så fall köra på franska … :gremtongue:
 

Cyberhest

Swordsman
Joined
24 Jan 2006
Messages
455
Location
Stockholm
Oj, det här tog en sinister vändning.

---

Referee: As dawn turns into morning, the four of you head back through the foothills. The journey proceeds slowly, as Nunter is unable to walk without support from the rest of you. As you didn't get any sleep the night before, choosing to proceed to the Caves of Chaos rather than resting at the inn, the four of you are utterly tired when you finally arrive at the keep, an hour or so before noon. When you approach the gates, the blue-clad men-at-arms instantly recognizes you and lets you in over the drawbridge, through the raised portcullis, without any hassle. You now find yourself in the narrow yard where you met the corporal of the watch during your previous visit. You don't see him around this time, however. What next?

Player: Kythorn will help Nunter to the healer's hut.

Referee: There is no healer's hut in the keep, unfortunately.

Player: Kythorn will help Nunter to the nearest inn or tavern, where he can get some rest and perhaps find a healer.

Referee: You, Mizra and Taril help Nunter back to the Traveler's Inn. "Oh my," the fat proprietor, Jarl, exclaims when you enter. "What happen'd 'ere? Orcs got the best o' poor master dwarf?"

Player: "We were exploring the caves to the northeast and ran into some trouble. This one got hurt pretty badly," Kythorn replies, gesturing towards Nunter. "Do you have a healer here that could take a look at him?"


Referee: "Aye, we've got a healer," the inkeeper says. "Lemme go 'n' fetch 'er." The fat man waddles off towards the back of the inn, while you and your companions carry Nunter over to a table and lay him down on it. A few minutes later, Jarl returns with a tall, thin woman wearing a long white robe. She has a severe expression on her face, but her eyes are kind as she looks down at Nunter. "Let's take a look," she says in a no-nonsense voice, immediately starting to examine Nunter's wounds. She mutters to herself as she does so, something about "stupid adventurers" and "always getting themselves hurt". After a minute or two, she stands up straight and looks at you. "He's going to be all right," she says. "But he needs to rest for at least a week before he partakes in any more expeditions".
 

Cyberhest

Swordsman
Joined
24 Jan 2006
Messages
455
Location
Stockholm
Player: Kythorn nods his head in understanding. "Thank you for your help," he says to the healer. He then looks over at Mizra and Taril. "I guess our expedition is over for now," he says with a sigh. "We'll have to come back another time."

Referee: Your companions nod. "Say," Taril ponders, stroking his beard while meeting Kythorn's gaze, "how much treasure did we manage to loot during that short excursion of ours?"

Player: Kythorn shrugs his shoulders. "I'm not sure," he says. "I found a few sacks of coins, but I don't remember how much was in each one." He looks over at Mizra. "What about you? Did you find anything?"

Referee: Mizra shakes his head, as Jarl comes and carries Nunter to a warm bed in one of the private rooms. "Well," Taril says, "bring out the sacks so we can count it!"

Player: Kythorn retrieves the sacks of coins and dumps them out onto the table. He starts counting out the coins, separating them into piles based on type.

Referee: The total treasure looted ammounts to 539 gold pieces, 303 silver pieces and 60 copper pieces.

Player: Kythorn divides the treasure evenly between himself, Mizra and Taril, giving each of them 179 gold pieces, 101 silver pieces and 20 copper pieces.

Referee: "What about Nunter's share?" Taril asks.

Player: Kythorn pauses for a moment, thinking. "He's not here to claim it," he finally says. "And he's not going to be able to do anything with it for at least a week, maybe longer. I think we should just keep it."

Referee: "That's absurd!" Taril shouts angrily. "We agreed to split all treasure evenly among the four of us!"

Player: Kythorn shrugs his shoulders. "I don't see why we should give him a share," he says. "It's not like he did anything to help us find it."

Referee: "He helped defeated the ogre," Taril exclaims, "and almost died doing so!"

Player: "Fine," Kythorn says with a sigh, "he can have his share when he wakes up. But I'm keeping my share now." He starts scooping the treasure back into the sacks.

Referee: "No, I'll take his share right now," Taril insists.

Player: Kythorn pauses, looking at Taril. "I don't think so," he says slowly, a dangerous glint in his eye. "I don't think you're in any position to stop me."
 
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