Of Gears and Greed (Inactive)

Game Master Nevynxxx

A slightly steampunked up Rise of the Runelords. I've stayed close to the text for this first part, but plan to move away from it as we progress....


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History: 1d20 + 3 ⇒ (15) + 3 = 18

"It's quite beautiful, in an angry sort of way. That weapon is of interesting make, though. I wonder if it's made of anything exotic?"

Wits will reach forward and touch it experimentally. If it doesn't explode, he'll attempt to remove it.


The weapon comes away easily, and even to Witz's untrained hands feels to be weighted nicely for fighting. It should fetch a pretty penny to the right collector.


Sir Herbert Atkins wrote:
The weapon comes away easily, and even to Witz's untrained hands feels to be weighted nicely for fighting. It should fetch a pretty penny to the right collector.

"I say! Once I melt this down, I am certain that I could use the components to create a proper thing out of it. Perhaps some sort of fixed pipe laboratory system..."


Wits Fizzlewick wrote:

"I say! Once I melt this down, I am certain that I could use the components to create a proper thing out of it. Perhaps some sort of fixed pipe laboratory system..."

"Or we could use it to stick bads guys with. I bet Reynard knows how to use it!


Dean Ninian Beard wrote:


"Or we could use it to stick bads guys with. I bet Reynard knows how to use it!"

"I supposed that could be a use for it. Hadn't really of using it as a weapon..."


Wits Fizzlewick wrote:
"I supposed that could be a use for it. Hadn't really of using it as a weapon..."

"Of coarse if he doesn't want it, welllll..."


Lol, okey doke, you have the nice weapon, weather anyone wants to/can use it or not. Where are you going next?


Ninian checks out that alcove to the north of the statue.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

The alcove contains another stone door, identical to the one that lead into this tunnel complex.


Nevynxxx wrote:
The alcove contains another stone door, identical to the one that lead into this tunnel complex.

"Let's leave that alone for now."


Male Human Ranger 2

"It's a ranseur, and yeah I know how to use it. Let's keep moving."


Heading East along the Northern passageway.


The corridor leads straight as an arrow for around fifty feet, with four sets of stairs leading ever deeper into the dark. Abruptly, the corridor ends in another stone door.


"Crap. Let's head down that southern corridor before opening any stone doors. I'd hate to get sneaked up on. We should be able to hear one open.


Male Human Ranger 2

"I would suggest going on but either way is fine by me."

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Ok, that's one vote each way. Any chance of a tie-breaker?


"Hmmm. Paranoia IS a valid choice for men such as we. However, I believe in blazing the path forward. This place intrigues me; it is clearly old, but how then did Tsuto have access to it? What is the tale of that strange star on the statue's book? And where did I put my whiskey?"


Male Human Gunslinger (Pistolero) 1/Rogue 1

"We won't get snuck up on, I'm back here. Just pick a door and open it." Luc has a throwing dagger in one hand and his rapier in the other.


Dean draws his crossbow, makes sure it is loaded, then puts a shoulder into the door.

Strength check if needed. 1d20 + 1 ⇒ (13) + 1 = 14


The door doesn't move, but as Dean removes his shoulder it moves back, as though it should open into the corridor you are in, rather than the one beyond. Sure enough, with a gentle tug, the door swings open easily, and soundlessly. Remarkable for such a heavy door.

The room beyond is circular, and 15ft in diameter, immediately opposite the door you have entered, is another identical door. Water ripples in a circular stone pool lined with skulls in the centre of the room. Smears of what look like blood mar the pool's rim in places.

I won't draw the room, it's too simple, a 15ft circle with a door to the East, and one to the West where you are entering. The centre 5ft Sq is taken up by the pool.

Perception, please, and Initiative


Male Human Ranger 2

Perception1d20 + 5 ⇒ (8) + 5 = 13
Initiative1d20 + 3 ⇒ (7) + 3 = 10


Perception 1d20 + 8 ⇒ (17) + 8 = 25
Initiative 1d20 + 6 ⇒ (19) + 6 = 25


Male Human Gunslinger (Pistolero) 1/Rogue 1

Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24


Perception: 1d20 + 8 ⇒ (7) + 8 = 15 darkvision
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Wits peers into the room, studying the skull pond. "I say, gentlemen, but the people who constructed this place certainly had a morbid sense of fashion."

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

From the shadows where the wall meets the floor, on the other side of the pool from the door you have entered, a monstrosity rises. A head, with evil looking wings attached, but no visible body, the thing is obviously not of this world...

I'll put Emanual at the lowest Init, to see if he turns up. Anyone who beat 19 on the Perception roll (Dean/Luc) can act in the surprise round.

Character Init
Dean: 25
Luc: 24
Reynard: 10
Wits: 4
Monster: 3
Emanual : 1

Knowledge (Planes) DC12:
The creature is an outsider, trapped in our world. It has a horrible shriek, and fatally poisonous bite, and create others like itself in some unfathomable way....


"Whathaf+~@isthat!" Ninian aims his crossbow at the head and fires.

Attack 1d20 + 5 ⇒ (17) + 5 = 22
Dmg 1d4 + 1 ⇒ (4) + 1 = 5


Male Human Gunslinger (Pistolero) 1/Rogue 1

Luc tries not to run in fear and catch it off-guard. If within 30', he tries a partial charge with his rapier. Added sneak attack since I beat its initiative. If not within 30', Luc backs up 20'.

1d20 + 7 ⇒ (11) + 7 = 18; Damage: 1d6 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10


Male Human Ranger 2

Reynard levels his crossbow at the creature as he speaks a single word in response to Dean's question and fires.

"Dead!"

1d20 + 4 ⇒ (20) + 4 = 24
1d10 ⇒ 6

confirm
1d20 + 4 ⇒ (5) + 4 = 9
1d10 ⇒ 3


Reynard Varvanyuk wrote:

Reynard levels his crossbow at the creature as he speaks a single word in response to Dean's question and fires.

"Dead!"

As Reynards bolt hits home, the creature drops from the air to the floor, with a heavy thud.

Well done chaps, three hits from three actions, and it's gone!

Have 120XP...


"Something like that ever alive?" ...and continuing on.


"Something like that ever alive?" ...and continuing on.


The far door leads to another short corridoor, down another short flight of steps. Then to another door. This door leads to a staircase that spirals up for about 30 feet before being blocked by rubble, and earth....


"Ah man!" I guess we go back and try the north door if there are no objections.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Just finnishing up this bit of map ;) If there are no other objections by tonight, I'll go forward with you going through the Northernmost door...


Sorry for the delay folks, been out of the office for a while, so not had my usual drawing/posting time!

The Northern stone door opens as easily and silently as the ones along the corridor did. They open into a large chamber.

This large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden
platform overlooks the room, with two flights of stairs descending to
the prison floor ten feet below. A five-foot-wide wooden walkway runs
from the northern edge of the platform to a passageway to the east.

Map

Init please!


Male Human Gunslinger (Pistolero) 1/Rogue 1

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.


Init: 1d20 + 2 ⇒ (6) + 2 = 8

"Indeed, this place has a most strange composition of rooms. What do you think it is used for?"

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Luc Dantés wrote:
DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.

It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.


Nevynxxx wrote:
Luc Dantés wrote:
DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.
It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.

One of my other games does this and it is pretty smooth. This way, instead of making a post like this:

Initiative 1d20 + 6 ⇒ (6) + 6 = 12

And then having to wait another day for our order, you can just give us the order and we can immediately post actions.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Dean Ninian Beard wrote:
Nevynxxx wrote:
Luc Dantés wrote:
DM, something you may want to try to speed up gameplay is roll initiative for the group. That way we see the order and you can describe the scene and then let us decide how we react. It is something I do in my PbP, just my 2 cents.
It's true, and I've thought about it. I'm reluctant though, because it's one less reason for players to post, which gives me less visibility of who's keeping up....I'll think some more on it though.

One of my other games does this and it is pretty smooth. This way, instead of making a post like this:

Initiative 1d20+6

And then having to wait another day for our order, you can just give us the order and we can immediately post actions.

Ok, anyone else want to chime in? If not, I'll go with group init from now on.


Male Human Ranger 2

1d20 + 3 ⇒ (19) + 3 = 22
I'm fine either way


Ok we have
PC: Init
Luc: 24
Reynard: 22
Monsters: 16
Dean: 12
Witz: 8

I'm assuming Emanual is MIA, and ignoring him now until he posts....

As you enter the room, you are stood on a raised platform, on the floor, near the cell doors, you see two of the monstrous brutes from before. They appear to be half heartedly fighting, and haven't noticed your arrival. As they claw each other, you can see the wounds they cause healing up even as they create more wounds.....


Bump...Remember I'm not worried about you posting in order!


Male Human Gunslinger (Pistolero) 1/Rogue 1

With a flick of his wrist, Luc lets fly his dagger, which misses badly!

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3...if within 30', add 1d6 ⇒ 6 sneak attack


Luc's Dagger clatters harmlessly to the floor, and the beasts stop and turn to see the intruders to their lair.


The dean draws his crossbow and moves within ranger. With a Whoosh! a bolt whizzes out of the chamber towards the monstrosities.

Attack 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d4 + 1 ⇒ (2) + 1 = 3
.
Confirm Crit 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d4 + 1 ⇒ (4) + 1 = 5


Dean's bolt slams into one of the creatures, illiciting a cry of pain.


Male Human Ranger 2
Dean Ninian Beard wrote:

The dean draws his crossbow and moves within ranger. With a Whoosh! a bolt whizzes out of the chamber towards the monstrosities.

Attack 1d20+5
Damage 1d4+1
.
Confirm Crit 1d20+5
Damage 1d4+1

Why would you roll to confirm a crit on a 15?

Reynerd lets fly with a crossbow bolt, the crack of compressed air ringing through the chamber.

1d20 + 4 ⇒ (3) + 4 = 7
1d10 ⇒ 10


Reynard Varvanyuk wrote:


Why would you roll to confirm a crit on a 15?

Oops. I saw the 19 and was posting really quick before running out of the house for the day.


Dean Ninian Beard wrote:
Reynard Varvanyuk wrote:


Why would you roll to confirm a crit on a 15?
Oops. I saw the 19 and was posting really quick before running out of the house for the day.

The confirm wasn't hight enough anyway ;)

Reynard's bolt flies wide, but the Things have taken notice. They move away from each other, one moving to the foot of the western steps. The other moves to the rickety part of the platform to the North, clambering up.

(Just to be clear, the wooden parts form a platform, with the stone floor of this room around 5ft below you. You are stood on this platform, and the projections to the East and West are steps down to the floor (which I may have forgotten on the map ;) )

Just Witz left this round.

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