Weekly Geeks

Game Master Krallek

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Male Dwarf Level 2 Fighter

do we get the attacks we made earlier? cuz i got a doozie.


Yep, you can keep the attacks. Just let me know if you would like to move to a different spot before I apply them. Its kind of important to know where you are.


Male Dwarf Level 2 Fighter

here is fine then[


Male Human Monk 2

looks good to me


Both Kellic and Vulgar hit. Kellic will need to roll a d100 to see if he hits as the room is very dark.


Male Half-Elf Rogue 1

Put me back to H9 or H10 please. From the looks of it I would be stuck between whatever came out of those doors to the NE and SE to check out what was going on.


Ok, everyone who entered the room needs to make a fort save (dc11). Byron already made it and he is ok. So is Pixie. I need one from Kellic and Byron. I also need Kellic to make a check to see if he actually lands that hit. You rolled well enough to bypass the AC of our little troglodyte friend but since the room is dark you need to roll a d100 for concealment. Anything 21 and over will be a hit ... anything below that isn't.

Vulgar, Pixie, and Byron are not affected as they all have either darkvision or low light vision. As soon as I get those rolls we will conclude the first round.

Oh, and unless I am blind, I dont' see an action from Byron. Are you going to shoot? Or do something else other than move?


Male Dwarf Level 2 Fighter

1d20 + 6 ⇒ (11) + 6 = 17 Fort Save


Male Human Monk 2

1d20 + 4 ⇒ (9) + 4 = 13 fort save


Male Half-Elf Rogue 1

If I can, I'll move around to the side of the trogladite (C8) Kellic to help him out by attacking with my rapier:
1d20 + 1 ⇒ (17) + 1 = 18 to hit
1d6 + 1 ⇒ (6) + 1 = 7 for damage


Ok, that surprise round and round 1 went a bit like this:

Byron tried to sneak into the room to find out what made the scuffling noise and he found two adolescent Troglodytes sitting there bored and eagre for battle. Unfortunately, as he snuck into the room he bumped his foot on one of the many weapons lying about scattered on the floor. This alterted one of the trogs who promptly hurled a javelin at him catching him in the belly.

Kellic and Vulgar, hearing the sound of the javelin, rushed into the room to aid their comrade. Vulgar had no problem tracking down the the enemy in the dark room but Kellic had to go more on instinct and gut feeling. Both rushed into the room to engage. Vulgar landed a crippling blow with his mighty axe and damned near severed off the arm of one of the trogs. Kellic, listened intently for movement and they quickly went in for the kill. Visualizing in his head where the enemy must be. He heroically rushed into the position next to his buddy Vulgar; lashing wildly at the space in front of him. As he did so he heard a satisfying crunching noise as he broke the orbital bone above the eye socket of the second troglodyte. A gout of blood and eye jelly came rushing out as the eye exploded in the socket and burst out the opening.

Pixie, being born in the darker regions of the underworld had no problem rushing into the room and unloading an arrow from his new bow at the badly wounded foe engaged by Vulgar. Meanwhile, Byron recovered enough from suprise attack to stab quickly at the the trog on Kellics side. Both trogs fall to the ground at your feet. After looting them you find:

2d20 ⇒ (15, 8) = 23 silver pieces.


Male Dwarf Level 2 Fighter

FOR DM

Spoiler:
I look through the armour and weapons

We'll be wanting to keep our eyes on them doors boys


For Vulgar:

Spoiler:
You start poking through all the spare weaponry lying about and immediately you notice, though similar to the construction style you are accustomed to, the weapons are definitely crafted using techniques that are foreign to you and your training. You notice little things at first; like how the haft of a war hammer is attached to the head. After a good deal of poking about you decide that although unusual in design and of good quality construction, these weapons are essentially unremarkable as weapons go themselves. Perhaps a collector might have a use for them but for fighting purposes, they are not exceptional. After a great deal of wasted time you start to get frustrated and a you grab a rusty and filth covered war axe and hurl it against the wall in frustration. The instant it hits the stone wall you realize your mistake. It hits with a solid sounding metallic "ting" instead of the worn and rusty hollow sounding "clang" you expected. You run over to the axe and spit on the blade and rub it clean with your tunic. You see very quickly that this is one magificent blade. You pull out your blade oil and set about polishing the blade and handle. Your comrades start to grow impatient but you brush them off with an irritated wave of your hand. After a rudimentary cleaning you notice, aside from incredible construction, this particular weapon has several unusual depressions in the thickest part of the axe blade. You have no idea what the depressions are for. From a blacksmithing, martial, or artistic perspective, it just makes no sense.

Vulgar finds a masterwork dwarven great axe.


Male Dwarf Level 2 Fighter

HAR!! A dwarven waraxe! One of which a lowly soldier would never get to use in battle. No sirree this here is an officer's axe made for a wealthy dwarf by a real master...I canna wait to stick it in that Huur's ear!!


Dont forget to update your ccharacter record sheet. And make sure to add 1 to your to hit rolls.


Male Dwarf Level 2 Fighter

By the way Pixie, I'm helping myself to all of your Christmas gifts from the "elves". Only the stuff which will spoil. thanks


Where to next boys?


Male Dwarf Level 2 Fighter

Kellic... listen at both doors for any sounds or movement. Anyone else have a good ear for sounds?


Male Human Monk 2

*Kellic puts his ear to the door and listens and then does the same to the other*

1d20 + 8 ⇒ (6) + 8 = 14 perception

1d20 + 8 ⇒ (7) + 8 = 15 perception


The door to the north is fairly quiet other than the sound of the wind. To the South you hear nothing. You also have the option to continue up those stairs.


Male Half-Elf Rogue 1

Double check Kellic's listening to the door to the south:
1d20 + 9 ⇒ (17) + 9 = 26 before searching for traps/alarms 1d20 + 9 ⇒ (15) + 9 = 24. If none open it quietly, 1d20 + 9 ⇒ (3) + 9 = 12 rapier at the ready.


Male Dwarf Level 2 Fighter

*walk over to F12 and prepare for anything*


You hear nothing more than what was already heard. Byron slowly opens the southern door; rapier at the ready.

This octagonal room is covered in a fne layer of dust. It’s clearly been abandoned for a long time.

You see a door strait ahead of you.


Male Dwarf Level 2 Fighter

could we get a map update?


Male Half-Elf Rogue 1

There are no tracks in the dust on the floor to the room? Perception 1d20 + 9 ⇒ (10) + 9 = 19 with a +10 due to the brilliance of the question.

I wonder why those things weren't interested in this room?

There is something a bit strange going on with this room boys. If you were one of those lizard thingies, wouldn't you be interested in what was going on in the room next to you? What would keep them away and out of here?


Nice roll ... finally. 8)

You see some faint lizard like tracks in the dust on the floor.

Map Link


Male Half-Elf Rogue 1

What's that thing in the middle of the map? If it is even faintly lizard-like, I'll quietly swap to my bow and shoot it taking a 5' step back to F11 to point for Vulgar to charge at it.
1d20 + 3 ⇒ (8) + 3 = 11 to hit
1d6 + 1d6 ⇒ (4) + (1) = 5 for damage, including sneak attack.

Ahhhhrrrrggg, it's happening again!


Right in the middle of the room? That's the number 5 for the map legend. Its non-lethal. :)


Male Dwarf Level 2 Fighter

HAR HAR...ya sure killed the hell out of that there number on the floor Byron!!
*enter room to H13*


Male Human Monk 2

* Kellic moves to G7 and opens the door*

You two check that room out and we'll take this door. Pixie, cover me


As soon as you enter the room a trap is sprung.

Trap attacks Vulgar 1d20 + 15 ⇒ (19) + 15 = 34 for 1d6 + 2 ⇒ (6) + 2 = 8 damage!

And its a hit!

Oh, and before I start hearing any complaints, yes I know Byron rolled well for checking for traps but he did that when the door was closed. This trap isn't on the door, its inside the room.


Male Human Monk 2

So I suppose you just ignored what Pixie and I were doing because your favorite elf and dwarf were more important?!?


Male Half-Elf Rogue 1

Hmmm, I guess the dwarf isn't that patient after all. Maybe that'll teach him.

Holy Vulgar! Are you alright? Those things came out of nowhere!

If the trap was on this side, someone or something must be on the same side to rig it and keep it loaded.

What kind of trap? Physical? Magical? Dwarf activated? Is it done or are there more charges left (Perception: 1d20 + 9 ⇒ (11) + 9 = 20)? If 'yes,' Disable Device: 1d20 + 7 ⇒ (5) + 7 = 12.


Male Dwarf Level 2 Fighter

By the smelly arse of Torag that was painful!! Anyone got a salve left? I seem to be in some trouble here.
By the way..what kinda bastage puts a trap in an empty room?

and one which gets a +15 to hit? Only one kinda bastage... Best leave it at that as this is a public site


Byron cautiously opens the door and peers into the dusty room. As his elven eyes adjust to the utter darkness of the room he notices several faint lizard-like tracks leading into the room but otherwise the room appears to have been abandoned for literally hundreds of years. Peering about, he notices there isn't much noteworthy in the room other than a door straight ahead of you on the far wall. Impatiently, Vulgar scoffs at the rogue. "Bah! What phantom are ye peering at? Taint nuthin in there ya blind pointy eared bastage!" As the dwarf brushes past the elf he gives him a good natured punch in the shoulder and steps into the room. You hear a slight click and the loud TWANG of a bowstring and the smile fades from the dwarf's face as he looks down and sees a feathered shaft protruding from his gut. "BLOODY HELL that hurts! Medic!"

Kellic also growing impatient decides to split the party up and barge into the other room. Despite the I got a bad feeling about this notion that is niggling at the back of his mind, Kellic calls for the bard to back him up as he heads for the other door. Inside his head one thought keeps playing over and over for all the times splitting up the party has failed in the past, its gotta be a good idea at least once. It's mathematically impossible for it to ALWAYS be a bad idea ... right? As he charges forward he hears the jovial guffaws of the dwarf and the sound of a bow twang behind him. Despite hearing his comrade grunt in pain and calling for aid, Kellic flings the door open, flips the bird at the DM for apparently playing favorites, and peers into the darkness and sees ....

Judging from the shelves lining the walls, this darkened room might once have been a storeroom, though its contents have long since succumbed to the passage of time. A crack in the northern wall has apparently let in some rainwater, which has collected in a large puddle on the floor.


Male Human Monk 2

Hey! If you two are done playing around over there, come check this out!

*Kellic watches as Pixie sneaks in tom take a look. He also takes out a torch for light*


Is this wise sending in your 9 hp bard into a room first?


Male Dwarf Level 2 Fighter

I dunna care which room we plunder first, let's just work together in the same room...and someone gimme a salve...I'm flippin dying here!!
*back out of the room I'm currently in and move to G8*


Pixie pauses for a moment and then says We should wait for the others before we enter. With that he marches back to the other room snd casts cure light wounds on the dwarf.

1d20 + 1 ⇒ (4) + 1 = 5 damage healed.


Male Dwarf Level 2 Fighter

good job buddy...let's get us some bad guys


Male Half-Elf Rogue 1

Fellas, it's a tower. *Makes circular motion with his pointy finger.* All the rooms should link up; moving around a central stair. Just stick together, but wait for the 'coast is clear' sign.

Make sure that the trap isn't about to go off again or reset (Disable Device: 1d20 + 7 ⇒ (5) + 7 = 12) and enter the room, creeping along the north wall. Stealth: 1d20 + 9 ⇒ (16) + 9 = 25; Perception: 1d20 + 9 ⇒ (15) + 9 = 24.

Still can't get over how this room remained undisturbed for so long, especially as the lizard-things didn't appear to have found the trap that hit Vulgar.

Unless something comes up, will get all the way to L13 before stopping, listening at the door (1d20 + 9 ⇒ (11) + 9 = 20), check for traps (1d20 + 9 ⇒ (8) + 9 = 17), disabling any traps (1d20 + 7 ⇒ (5) + 7 = 12) and calling the rest of the party over, instructing them to close the western door if it is safe to do so.


Male Human Monk 2

*Kellic shakes his head in disgust and goins up with the group, making sure not to step in the urine that each of his party members got on the floor when they collectively wet their pants at the idea of being more than ten feet apart*

Metagame much?

how do you keep an idiot in suspense?:
I will tell you tomorrow


Male Dwarf Level 2 Fighter

Kellic seems kinda pissy. Maybe because he hasn't found any treasures for hisself. Ah well, such is the life of one who has sworn off material goods. That joke bothers me...when will he tell us the answer? I MUST know..I MUST!!

Hey Monk... I was wondering if you could take a vow of silence? HAR HAR HAR!! You obviously took the vow to not hurt anything when you fight it!! BAHAHAHAHA
*snot accidentally comes from my nose*


Pixie leans over to Byron and says I think you might have this backwards. I believe the lizard men didn't find the trap because they set it. Look at this room. Its covered in dust except for the lizard men tracks that go straight from the door to where the trap came from. I think they set it to slow down or spook anyone who might be foolish enough to try to enter the tower. Then they left the room and never came back knowing it was trapped.

Byron sneaks very successfully over to the trap and sees that it is a simple bow trap pointed at the door. It would need to be reset manually so it is quite harmless now. When you listen at the other door you definitely hear the wind blowing. You also take a look around the room to get a feel for what it might have been used for in its glory days. As you poke about the room you notice one of the floor stones, though covered in dust, is somewhat loose.

Calm down Kellic. It isn't metagaming to know that 4 of you standing together are stronger than any two of you. Thats just common sense.


Male Half-Elf Rogue 1

This Pixiedust may be brighter than I originally thought.

Good point Pixie, it certainly did give us a jolt. Does the 'silence' thing need to be a vow, or can it come from a series of requests, heh?

*Move over to check out the loose floor stone* Perception: 1d20 + 9 ⇒ (11) + 9 = 20 and if needed Disable Device: 1d20 + 7 ⇒ (15) + 7 = 22. When ready, look to move it and expose whatever is underneath.

Vulgar, could you give me a hand. This bloody stone is heavy and having some extra leverage would help.

*Reach in, under the stone and bring up whatever loot is tucked away, laying it all on the floor for all to see.*

Otherwise onto the door, if locked 1d20 + 7 ⇒ (19) + 7 = 26, get the crew ready to storm in (right?) and open it quietly 1d20 + 9 ⇒ (3) + 9 = 12. Sorry if this is getting a bit ahead of us. I'm becoming conscious how many rolls are needed in PBP for the usual door approach by the party's scout and trying to allow Krallek to keep it moving. We can toss it if something comes up to get in the way to change our plans or directions.


Byron spends an inordinate amount of time examining and fiddling with the floor stone. Whomever designed it was a veritable genius stone mason. After nearly an hour of pulling, prying, twisting, kicking and cursing, Byron eventually discovers the trigger. If enough pressure is applied to pushing the stone down into the floor it eventually sinks into the floor exposing a small finger hold which can then be used to slide the stone under its neighbor exposing a small compartment underneath.

Ahhh!Exclaims Byron as he pulls out an ornate box. The box itself is neither locked nor trapped and once opened it's interior is of soft velvet to protect its contents. Inside are 4 pewter potion vials with a creative resealable wax lid. Three of the potions are light blue (cure light wounds) and one is a deep brown colour (barkskin). You also find a pouch with 5 gems in it (300 gp total value).

As for your examination of the door, you notice that no matter how much effort you apply, that door seems to be stuck. Even the dwarf, an expert on stonework, cannot seem to free the door. Its wedged shut. It appears as if the door frame shifted and came out of square during the earthquake and now the only way to open it would be to destroy the door. Vulgar suggests that though it is possible to do this, it might not be a good idea to start knocking down structure in a building that has recently had a partial collapse due to an earthquake. From your estimates though, this door would lead to a room just above the caved in wall you entered through one floor below.


Male Dwarf Level 2 Fighter

can we please get an update on the map?
*motions to Byron to pass out the bottles to the rest of the crew*
lets check out them other rooms in this here place, carefully though as were nearing the top of the structure to my best reckonin'


How will you proceed from here?

Map Link


Male Human Monk 2

*Kellic wakes up from his nap, having dozed off while the rest of the group stood around watching the elf play with the floor for an HOUR!*

Now can we check the other room?

I wonder what the elf has over the others that they remain so close to him at all times? They are like new born pups, afraid to stray too far from their mothers teet... But i do not think it is cowardess, for the dwarf bravely charges into battle. It is as if some strange other worldly power has control over them, making them think that being apart will do them harm. And while i agree that we need to stay together because enamies could be close, they will not even open two doors at the same time, even when all are still within sight and ear shot. I wonder if they are like this in town? Do they share a room at the inn? A bed? Or perhaps that is it... Could it be..? I shall have to keep a close watch on these ones.

Perception to check out the room before entering it. That water might be a trap?

1d20 + 8 ⇒ (5) + 8 = 13


Kellic, sorry for the graphic but that water is in fact just a puddle. It isn't very deep at all. The room is quite dark but from the light coming in from the room you are in, you can make out the vague outline of a humanoid corpse laying face down in the puddle; weapon still grasped in his hand.

I do need to know who is tracking the loot and who is carrying those potions please. Incidentally, that barkskin potion lasts for quite a while.

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