GM Jiggy's Impact at Woodhaven (Inactive)

Game Master Jiggy

When a meteor strike turns Woodhaven upside down and brings dark secrets to light, the PCs are called upon to restore the peace.


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Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

cleaning out a rat warren are we! I'm in. Garnult says to the wizard


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Yes, lets keep investigating."
Cassidy will also look around to see what she finds. Any secret doors or hidden passageways?

perception: 1d20 + 5 ⇒ (7) + 5 = 12


GM stuff:

Tolbert's Kn(Local): 1d20 + 8 ⇒ (4) + 8 = 12
Tolbert's Kn(Local): 1d20 + 8 ⇒ (4) + 8 = 12
Tolbert's Kn(Local): 1d20 + 8 ⇒ (1) + 8 = 9
Tolbert's Kn(Local): 1d20 + 8 ⇒ (1) + 8 = 9
Tolbert's Kn(Local): 1d20 + 8 ⇒ (8) + 8 = 16
Tolbert's Kn(Local): 1d20 + 8 ⇒ (18) + 8 = 26
Garnult's Stonecunning: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Warren's Tracking: 1d20 + 9 ⇒ (7) + 9 = 16

Following Tolbert's lead, you begin trekking through the haphazard network of alleyways. It takes some time—about an hour in all, including a couple of instances of embarassing backtracking—but eventually you determine that the "hidden" parts of the alleys form a winding path, with one end terminating in the northwestern part of town where you began, and the other ending at a T-intersection in the western part of town (with the branches of the "T" leading to the open streets and the stem heading back where you came).

Warren:

You almost miss it, but there's a subtle difference in the appearance of the alley floor in the stem of the "T". You realize that it's a difference in the accumulation of barely-visible tracks in the alley. Basically, once you get within about 10-15ft of this intersection, there's a sharp drop in accumulated foot traffic, as though more people walk the length of the alley than actually enter through the branches of this "T".

It's about 10:30am now. The stem of the "T" is about 10ft wide, while the branches that end the path are about 5ft wide and about 15ft long.


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Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren stands at the intersection of the T and is looking at the ground and turning. You see him dart down each branch of the T and come back and then starts walking to the back of the building directly opposite the stem. Ok, there is something strange going on here. It looks like there are more tracks going down the alleyway we came down than both of these branches combined. I think there is a secret door here. Probably at the back of that building, but perhaps in the ground.

Warren looks for a trail heading into the building to confirm his suspicion but regardless then looks for a secret door in the building.

Tracking: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 Favored bonus Humans included.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Woah! Monster rolls! Don't you dare say anything about good rolls again though Jiggy! We all know what happened last time


Scanning the area briefly, Warren's eyes land on an area of grimy pavement containing what look like finger-smudges. As it turns out, that part of the ground can be pushed down and your fingers inserted under the adjacent pavement, gripping like a handle. Pulling upward reveals a secret door!

A ladder leads down about 15ft to a stone floor, but nothing else can be seen from up here due to the angle and narrowness of the shaft.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Well, looks like we found their secret base, or at least an entry way to it. Do we go down, see what else we can find and perhaps recover the rock? Or do we go back and report to the captain, so she can send a large contingent down at once? If we go down now we would have the element of surprise on our side."


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

We go now before they can hide again. We may need some light down there as I can't see in the dark like Garnult here. We should check for traps and then head in. We may have raised an alarm already when we opened the door.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Well alright then. Garnult says as he casts a simple spell to bring a small globe of light to Warren's beltbuckle.


Descending the ladder, you find yourselves in a manmade subterranean tunnel. Planks line the dirty, stony floor to make it less rough to walk over, and lit torches are mounted on the walls. The tunnel runs roughly north-to-south, but about 30 feet in either direction it curves to the west. No one appears to be here with you.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Shall we go south," Cassidy whispers.


By the way, are you guys closing the hatch you came through, or leaving it open?


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"We're on the North side of town, I believe, so the South is likely less occupied. I say we start in that direction."


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

We'll close the hatch and I'll move as quietly as possible to the south.

Stealth: 1d20 + 3 ⇒ (9) + 3 = 12


Led by the man trying to hide behind the light of his own belt buckle, the group of you begin following the torchlit tunnel south. It winds this way and that, until it comes to an end after about 150 feet. The "floor" planks stop about 10 feet shy of the end of the tunnel, where it appears that the digging began to meet a natural cavern: there is a hole in the stone wall about 4 feet across and a couple of feet above the ground.

From your position about 15 feet from the wall, you can't really see what might be beyond the breach aside from it being an open area. On the ground near the wall lie a few cinderblocks, some stacked and some not.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult says Wait here. as he turns off Warren's light and walks up to the open area, his darkvision giving him an advantage. Perception: 1d20 + 5 ⇒ (14) + 5 = 19 Stonecunning


As Garnult's spell is extinguished, the lighting in the area sinks to dim torchlight. Garnult steps up to the wall and gazes through the opening.

Garnult:
There appears to be a natural cavern on the other side of the wall. The chamber is big enough that you can't see the ceiling from outside and you can barely see the back wall of the chamber at the edge of your vision. Lying on the bare rock floor are two emaciated bodies, each about 45ft from the opening.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

While Garnult inspects the room through the hole, Cassidy pulls out her katana, ready for action, in case of need.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

What the... Garnult says....He gestures to Warren to come closer and he lights a nearby stone with magical light. He chucks the stone as close to the bodies as he can. Can ya see that?


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Yep, I can see that and I have a bad feeling about this. I'm thinking they found another chunk of that metal maybe. Let's go in an be ready for anything.

Warren takes a good look around and enters in.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

My plan is to circle the room counterclockwise along the edge searching for anything out of the ordinary and the approach the bodies.


GM stuff:

1d20 ⇒ 6

As Garnult throws the glowing stone through the hole, the group can see that there are two emaciated bodies on the ground within the chamber, a few dozen feet back.

Warren climbs in, sword in hand. No sooner does he clear the hole and begin to look around than a shadowy shape reaches down at him from above!

Grapple: 1d20 + 9 ⇒ (6) + 9 = 15

Unable to dodge that which he didn't see coming, Warren finds himself grabbed by hairy limbs almost as big as himself!

Initiative:
Thing: 1d20 + 2 ⇒ (18) + 2 = 20
Warren: 1d20 + 2 ⇒ (10) + 2 = 12
Garnult: 1d20 + 0 ⇒ (2) + 0 = 2
Cassidy: 1d20 + 2 ⇒ (20) + 2 = 22
Tolbert: 1d20 + 1 ⇒ (10) + 1 = 11

Order:
Cassidy
Thing
Warren
Tolbert
Garnult

Cassidy, you're up!

Warren:

You're able to actually see the creature grabbing you: it's a spider the size of a bear, and nearly as hairy. It's clinging to the sloped ceiling/wall directly above you.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy lunges into the room coming to Warren's aid. She slashes at the creature. activates arch. luck

attack: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d8 + 5 ⇒ (7) + 5 = 12

knowledge ?: 1d20 ⇒ 19


GM stuff:

HP 25/37

Cassidy scrambles into the chamber, slipping past Warren while the creature's attention is focused on him. She strikes, wounding it greatly!

Cassidy:

What you see is a massive tarantula, with a body the size of a bear. You've heard of such cave spiders as these, and know that their mouths are powerful and also carry a deadly venom with the potential to kill in less than a minute. Although this variety of spider hunts rather than using webs, it is still an excellent climber and is as likely as not to drag its prey away from a fight rather than try to win.

1C2W: 1d2 ⇒ 2

The creature keeps its focus on Warren!

Maintain grapple: 1d20 + 9 ⇒ (4) + 9 = 13

Still wincing from the pain of Cassidy's attack, the creature loses its grip on Warren!

Warren, you're up, and no longer grappled.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Whoa, lethally poisonous spider here!" Cassidy shouts.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

On Garnult's turn he will reach over and tap Warren on the shoulder, using his Touch of Law ability. You next roll is treated as if you rolled an 11


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Assuming I can attack it without moving, Warren yells out [b}Big bad spider![/b] He then attacks it!

Kn: Nature: 1d20 + 5 ⇒ (1) + 5 = 6

Two-Bladed Sword Attack 1: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Two-Bladed Sword Attack 2: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Warren spins his blades at the spider, but misses twice!

Tolbert up, then Garnult's Touch of Law, then Cassidy.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert backs into a clear space, and readies his grease in case the spider thing attempts to grapple anyone else.


Tolbert watches the hole intently in case anyone needs his intervention inside.

Garnult approaches the hole, then reaches through and imbues Warren with some steadiness!

Cassidy, you're up!


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy will attack the spider.

Katana: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d8 + 5 ⇒ (6) + 5 = 11


Cassidy swings, but misses!

The spider, no longer having prey in its clutches, lashes out at the one who hurt it!

Bite against Cassidy: 1d20 + 7 ⇒ (20) + 7 = 27, Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Confirmation: 1d20 + 7 ⇒ (3) + 7 = 10, Crit damage: 1d8 + 6 ⇒ (7) + 6 = 13
Doesn't confirm, so just the 10 damage.

Save vs Poison: 1d20 + 3 ⇒ (19) + 3 = 22

The poison fails to take hold! Warren's up, with a Touch of Law active. Then comes Tolbert, Garnult, and Cassidy.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Feeling empowered by Garnult's touch Warren again attacks the spider.

Attack 1 11+5=16 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Two-Bladed Sword Attack 2: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d8 + 3 ⇒ (7) + 3 = 10


The spider hisses angrily as Warren puts two large gashes through its carapace!

Tolbert, then Garnult, then Cassidy.

GM stuff:

Spider 5/37


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult will bless Cassidy with his Touch of Law ability. Next roll counts as 11.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert bravely stands back and maintains his readied spell!


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Relieved that the poison didn't take affect, Cassidy quickly attacks hoping to put an end to the fight before it bites again.

Attack 11+6=17 Damage: 1d8 + 5 ⇒ (4) + 5 = 9
last round of arch. luck


Cassidy's blade slices into the spider, which then falls from the ceiling with a thud as its legs curl up over its body!

Out of combat. And with no CON damage, you lucky skunks!


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"What in the world was that doing down here? Was it a guard or a pet or something?"


GM stuff:

1d20 ⇒ 19

Cassidy and Warren:

You both know that this type of cave spider tends to have a subterranean den, and then venture out (either to connecting caves or to the surface, or both) to hunt for food.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

It was probably hungry for Beetles.... Garnult grumbles.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"It be my guess that it naturally lives down here." Cassidy goes over to examine the bodies that are in the cavern.

perception: 1d20 + 5 ⇒ (9) + 5 = 14


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

That's right Cassidy. They live below ground and venture out for meals. Lets look around this cave while Cassidy looks at the corpses. We need to see if there are any other exits.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


The emaciated bodies both look like humans. Each has one or more pairs of large puncture wounds which bear grotesque discolorations. They look exactly like you expect you may have turned out had you fallen victim to the spider's venom. Neither corpse bears any noteworthy combat gear.

Looking around the cavern, it appears to be just over 60 feet long and about 35 feet wide and reaches a. It looks as though the tunneling project that you had been exploring eventually breached the eastern end of the natural cavern. On the western end, near the ceiling, there is a large crack that you'd guess is how the spider used to get in and out of this den.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"Well, it looks like this thieves' guild problem has been solved for us! Where shall we go for lunch?"


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Looks like we went the wrong way. We'll go back and try the other direction.

As long as there are torches we shouldn't need any light from you Garnult. If we do, could you cast it on yourself so I can try and sneak up on anything we come to?

Stealth: 1d20 + 3 ⇒ (5) + 3 = 8


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Why would I do summat silly like that! I can see in the dark silly human, your the one what needs the light Garnult chuckles at his dwarven superiority humor.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Before exploring more, Cassidy will pull out her cure light wounds wand and heal herself.

wand: 1d8 + 1 ⇒ (3) + 1 = 4
wand: 1d8 + 1 ⇒ (7) + 1 = 8


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

The reason you do that is so that you give me a little extra light and when the bad guys hear you clanking down the hallway they see you but miss me and I wallop them unawares!


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Oh, well. Why didn't ya say so earlier. You humans and your secrets... Garnult casts light on a rock and passes it to Cassidy.


GM stuff:

4d20 ⇒ (1, 7, 13, 2) = 23

Backtracking through the tunnel, you pass the secret door to the alley and take the northern tunnel. It turns westward and, much like the southern tunnel, twists and turns for a great distance.

As you approach a sharp bend to the left, you hear the sound of running water coming from around the corner.

Garnult:
You also hear footsteps from the same direction as the running water.

You are all about 10 feet from the bend.

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