Mystery Island

Game Master GM Bourgeoisx


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Searching the skeletons the party finds: breastplate, heavy steel shield, longbow with 40 silver arrows, masterwork longsword.

when bringing the bones to the mouth of the cave demya notices that the way they cam in is now sealed by a stone wall.

After searching the cave move you find it look like it goes deeper but there is a another wall on the east side with a large metal door blocking your way. The door looks old and rusted but you can tell its been used recently.

so your resting for the night? or going deeper?

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

Alistair Casts a detect magic spell on the pile of armor and weapons . Shall we take turns standing watch then?


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik shrugs, "Go or stay... either." then nods to the rusty door.
"If we are sacking out now, I will trap the door, and stay up for watch... sleep would not yet come easy."


Male Human Magic User Level 1

"I can take the first watch" - the wizard pipes in - "I am Medraut, by the way" - he adds.


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

Demya yawns and looks for a decent place to bed down. "Seems like you guys have a plan all under control for the moment. Wake me up when you guys need me to keep watch." And with such tosses down her backpack, blanket, and bedroll.


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

Sounds like a good idea Plik, come get me when you need a break
Daz says as he goes around collecting his javelins, before climbing onto the rock and setting up his sleeping area.


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik looks over Medraut, and shrugs. "I will take second watch then...."
He walks over to the rusty door and gets to work setting his bear trap.

Bear trap - one minute set up:

Bear Trap: CR1 (Craft DC20 to repair)
Type mechanical; Perception DC 15; Disable Device DC 20
Trigger location; Reset manual
Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around
the creature’s ankle and halve the creature’s base speed (or hold the
creature immobile if the trap is attached to a solid object); the
creature can escape with a DC 20 Disable Device check, DC 22 Escape
Artist check, or DC 26 Strength check.


other than the bow. anyone else taking any gear?

As you all take shifts and rest for about 8 hours the time goes by uneventful.

all ability's, spells and HP are back. Alistair, since you a divine spell caster, you may change out your spells if you want or keep the ones you have.

Everyone make a perception check please

For players with 20+ preception:
you smell something in the air. smells like something cooking but you cant make it out. you can tell is coming from deeper in the cave.


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik sniffs the air as he disarms his trap... shakes his head, then a moment later sniffs the air again around the door frame.
"Catching a whiff... scent of cooking."

perception: 1d20 + 7 ⇒ (13) + 7 = 20


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
mmm, meat...
The sleepy hobgoblin packs up his things while Plik disarms his trap. Both eager and wary of the thing deeper in the cave smart enough and capable of cooking it's food.


Male Human Magic User Level 1

GM Bourgeoisx, is there actually any further loot? I was assuming not, but Medraut would search teh bodies of the creatures they fought, and also use Detect Magic to trace magical auras ;)

Medraut wanders for some time midst the remains of their previous combat, stopping momentarily to utter a few arcane words, then continuing, picking up this or that piece of bone and examining it thoroughly.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

"After all the ruckus during last night, who would be calmly cooking just a tad further ahead - I find it all very odd" - the wizard's analytical mind comes to the surface as he listens to the others, and feels the scent himself - "We should proceed carefully"


the only loot was ( breastplate, heavy steel shield, longbow with 40 silver arrows, masterwork longsword). no magic detected


Male Human Magic User Level 1

Not really much of use for Medraut. But maybe for the others :D

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

1d20 + 3 ⇒ (7) + 3 = 10 peception

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

keeping my daily spellsAlistair wakes slowly looks about the cave and enters into his daily devotions. He finishes and watches as the others prepare. I don't smell anything


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Demya rolls over in her bedroll, mumbling something about just five more minutes.


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

"Come... lets move on." Plik waits until all are ready, then opens the rusty door enough to peer beyond.

perception: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Magic User Level 1

I am ready to go.


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

Daz eagerly waits for Pliks all clear


With the party all ready, you move out. The door to the next room is large and made of solid metal. the wall seems to be made of the same thing. with a closer look the party notices that the door is meant to lock from the inside. even stranger is that the door looks used recently. with its have open and marks on the floor you can tell this door was open at some point in the last few days.

Plik:

As plik looks in he see a large room with a huge bolder in the middle and what looks like some type of light on the other side of the bolder. also, your ears pick up voice but you don't know how many are what they are saying.

the red box is were the door leads to. if you want to move in place your icon were you would like. please be detailed in how you move and were. play smart


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik whispers to the group... "Light and voices beyond a boulder in the room's center. We will be seen if we bring light."
"Maybe we who can see go in first? Or we could lead you night-blinds through the dark?"


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

Demya nods. "Not so good in the dark. You guys lead on."


Male Human Magic User Level 1

Medraut nods in agreement with Demya - "My powers do not allow me to pierce the veil of darkness. Yet..." - he smiles - "Do scout the area - we will be ready to react"

Demya, an Avatar would help me creating a mental picture of your character :D


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Daz sneaks beyond the door to find the source of the smell


Daz, please move your icon were you wanna be


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik whispers again "I will set a tar trap at chokepoint on right side of boulder. If you can summon fire, folks covered in tar tend to burn well..."
He winks, then sneaks in.

stealth: 1d20 + 11 ⇒ (6) + 11 = 17

planning on placing a tar trap in the square to the left of my icon "next round" (it requires a full round to set up)

tar trap DC13:

The target is coated in a thin layer of sticky tar unless it succeeds
at a Reflex save. It is entangled, and becomes susceptible to catching
fire from any source of flame. If lit on fire, the tar burns intensely
for 1 round; it deals 2d6 points of fire damage and is destroyed in the
process.

set trap stealth: 1d20 + 11 ⇒ (20) + 11 = 31

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

Alistair waits with Demya and Medraut with his starknife ready. He does not speak for fear of being detected.


das and Plik only:

as you get closer you two here the following.

Male voice 1: When is Kenton going to get back... I tired of waiting here. its been 3 day..

Female voice 1: He is be back when he done! The soul stones are in 3 different areas, none of which are close..

Male voice 2: why cant Lord Akog just send his souls to collet them.

Female voice 1: Because, only mortals can puck this up.

you cant not let the other know what you heard since there not close enough unless you wanna yell it back at them.

so you have few options. 1 is to lesson more and gather info. 2, ambush the voices you here on the other side of the bolder. you 2 would get a free movement and attack be inti are rolled. 3 go back and talk with the others. 4 signal for everone to come BUT they would have to roll a check to see if the voices know your there. or come up with something els.

plik, you were able to set ur trap btw.


Maps updated

everyone els can move in the room IF they want.


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

GM:

Sneaky sneaky rapid shoty
i would like to go around the same side as Pliks trap, so if they chase me they set it off.
Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


map updated

Daz I moved you were I thought you would like, feel free to adjust. also you still have your attack
As you slowly come around the rock you see 3 elf looking people sitting around a camp fire talking.

plik, please take your surprise turn

everyone els will have to wait to do anything till plik and daz act.


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik readies his bow, then sneaks over near Demya and the others.
"Be ready.... If you can conjure fire, hit the first one through."
He then lines up his shot.

stealth: 1d20 + 11 ⇒ (20) + 11 = 31
If this is a one-action surprise turn, that is my one action. Otherwise.. I'm shooting as well to get things started.

shortbow closest foe 45': 1d20 + 4 ⇒ (19) + 4 = 23
1d4 ⇒ 1


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

Attack the red one!
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 ⇒ 2
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 ⇒ 7

well i suck today

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

Alistair pulls out the alchemists fire and moves a few steps closer to the rock.


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

Demya decides to get closer as well.


Male Human Magic User Level 1

Apologies for the delay people

GM Bourgeoisx wrote:
the red box is were the door leads to. if you want to move in place your icon were you would like. please be detailed in how you move and were. play smart

I have moved Medraut accordingly - double move. Now we wait for the resolution of Plik and Daz actions, correct?


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

sounds good


that was a surprise round for you plik.

The 2 arrows Daz fired fly wide and miss the target.

Red male voice: What was that !
Blue female voice INTRUDERS!

Everyone roll init.

init: 1d20 + 2 ⇒ (8) + 2 = 10
init: 1d20 + 2 ⇒ (7) + 2 = 9
init: 1d20 + 2 ⇒ (1) + 2 = 3

if anyone gets above a 10 you guy go 1st

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

init:1d20 + 5 ⇒ (15) + 5 = 20


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

initiative: 1d20 + 3 ⇒ (5) + 3 = 8


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

init: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Magic User Level 1

Init: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male Human Cleric/1 AC16-HP8 Fort +4, Ref +1, Will +5 INIT 5 Speed 20 (encumbered)

Alistair calls on Desna activating "bit of luck"free action.roll d20 twice and use better score for actionson himself and also calls down a blessing on the group+1 bonus on attack rolls and resist fear saving throws.


Ranger 1 | HP 13/13 | AC 17/13/14 | F +5 R +5 W +1 | Init +5 | Perc +5 | CMB +3 CMD 16 | Speed 30' | Darkvision 60'

more shooting at the red one!
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 2

I speak ORC!:
Stupid elves!

Daz fires before heading back around the rock


Male Human Magic User Level 1

I've got a spell to cast, but the range is short, and I really shouldn't step up in their face, being a level 1 wizard and all :P

So, I will wait for Demya's actions.


Human Brawler 1 - AC 17 - HP 11/13 - Fort +4, Ref +4, Will +3 - Init +4 - Perception +6 -Martial Flexibility 2/4

At the moment, Demya's going to take a double move.


plik, did you wanna do anything?


Kobold Rogue ~ AC23 tch16 ff18 ~ HP 65/65 ~ Fort+6, Ref+13, Will+4 ~ CMD 20 ~ Init+5, Perc+18 ~ Darkvision 60'

Plik aims at the nearest of the foes, and fires a little arrow. He stands his ground for now.

shortbow 45': 1d20 + 4 ⇒ (6) + 4 = 10
1d4 ⇒ 3


Male Human Magic User Level 1

Hmmm I was expecting to get a 'tankish' character leading the way, so I could burn them down with Burning Hands ;) As it is:

Medraut takes a step to the side, and with an arcane gesture conjures a ray of frost aiming it at the one closest to him.

Moving right and up from Demya and casting Ray of Frost on green bad guy.

Touch Attack+Bless: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

It seems the bad guys have changed positions... Shouldn't I have acted before them?

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