GM Snorter's Rise of the Runelords Campaign


Play-by-Post

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Male Human (Varisian) Rogue 2

Sephird sits quietly and double checks his gear before taking the advice of the guide and settles himself into a less uncomfortable position.

Pulling the brim of his hat low, he rests for the voyage.


Galstok wrote:

At the sight of the boats, Galstok, looking doubtful, leans over to Tregar, "These things will get us there in one piece, right? I'm agreeing with the need for haste, but loosing half before the hunt can truly begin is a bad way to go about it."

Quote:
"I hope we all are ready for we are walking into."

"The Spirits willing this will be a successful hunt, but if they call me to them I will go."

As they head out, Galstok finds a place to settle down. "I suppose now is as gooda time as any to plan the next part."[b] Looking over at one of the fisherman, [b]"Where exactly are you dropping us off at?"

The fisherman glances over at you and smiles. "Well my large friend. I was hoping that you would be able to tell me. All the instructions I got from the Lady Mayor was to take you lot out to the Isle and drop you off."


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

"I would say land on the side opposite the bridge. That gives us the best chance of being undetected for as long as possible." Ensu offers.


Male Human (Varisian) Rogue 2

Muffled from under his hat, Sephird comments, "Far side sounds good to me, if we can get there before light. Otherwise, along the shore and hoof it to the base would be better."


Male Shoanti Human Barbarian 2

Sorry about the MIA guys, had some medical stuff come up with fiancee.

"Aye, and if out of site of the Isle if possible I think. I hope our prey does not yet know we are coming and that they continue to do so."

Liberty's Edge

"I wouldn't want to bet too highly on that; if Tsuto got away across land, we may yet beat him to the rock, if he escaped by boat...we may have a welcoming committee."


Male Human Fighter 1

"I guess we will see what awaits us when we arrive. Expect the worst and hope for the best." Kavrik takes out his whetstone and begins sharpening his longsword.


Male Shoanti Human Barbarian 2

"No, I'm not counting on it. I'm fully planning on fighting our way from landing to there, but we can hope can't we?" The last bit he said with a sardonic grin.


After what seems like hours on the cold dark water, you eventually spy your destination. A huge upthrust rough and craggy outcropping of rock looms ahead of you in the half-light, climbing over 80' above the waves. Sillhouetted against the moonlight you can vaguely make out the shape of a face, but with massive features, aged by centuries of wind and sea spray. The island is connected to the mainland by a swinging rope bridge that stretches over the 60' wide open gulf of water. Where it joins the mainland are situated two burning torches and these are mirrored on the island side as well. A vast hedge of thorns grows wild along the mainland side of the coast and the path away from the bridge seems to dissapear into this hedge. The rope bridge itself is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf eighty feet below. The most impressive feature of the island is a wooden one-story stockade, built on its flat top. Two thirty-foot-tall watchtowers guard the stockade’s southern facade, facing the rope bridge. The towers have torches burning atop them which throw shadows at crazy angles as the flames gust in the wind.

The sailors pull back on the oars of the boats, awaiting your next move.

Liberty's Edge

"Yeah, that bridge looks like a death trap, all right."

"Looks like they're all watching that way, too. All the better for anyone climbing the 'south face'."

To the oarsmen
"Can you put us right at the base of that rock? Is there any place to land?"


Tregar Quill wrote:

"Yeah, that bridge looks like a death trap, all right."

"Looks like they're all watching that way, too. All the better for anyone climbing the 'south face'."

To the oarsmen
"Can you put us right at the base of that rock? Is there any place to land?"

The oarsman grimaces at you. "I think so, but not for long and then we will have to back off. Cant wait around here, what with these currents and those cliffs. Once we drop you off, I think your on your own. No way we can pick you up from here."


Male Shoanti Human Barbarian 2

"We all knew it might be one way. But is there any way up from that landing to the top?"Galstok looks back at their objective. "I think we might be needing that climbing gear."

Liberty's Edge

Tregar unwinds the grappling hook, and hands it to Galstok.

"How far do you think you can throw that?"


She looks at both options available to them, then speaks, "Seems like both means of getting onto the island is going to have it's own challenges. I fine with either way we go."


Male Human Fighter 1

Kavrik stands as the boat gets closer, then straps his shield to his back and grabs some of the rope. "Ready to go whenever you folks are. Anyone a decent free-climber to set the ropes?"


Male Human (Varisian) Rogue 2

"I slept through that class... we will just have to go slow and be careful."


Male Shoanti Human Barbarian 2
Tregar Quill wrote:

Tregar unwinds the grappling hook, and hands it to Galstok.

"How far do you think you can throw that?"

Taking the hook and rope, "Dunno, let's find out. Where should I throw to though? You see a good spot?"

Perception:1d20 + 5 ⇒ (17) + 5 = 22
If Galstok sees a good spot he will attempt the throw if within reasonable distance.
Throw: 1d20 + 5 ⇒ (9) + 5 = 14

Liberty's Edge

"See if you can get him in the eye."

He squints at the giant head, wondering if the inhabitants might have carved a window there.

Perception:
1d20 + 7 ⇒ (2) + 7 = 9

"That'll surprise any Peeping Toms."


Male Human (Varisian) Rogue 2

Sephird turns a critical eye to the cliff, looking for the best place to climb up.

Perception 1d20 + 4 ⇒ (17) + 4 = 21


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Ensu just stays out of the way, as he tends not be very well suited for this portion of adventures.


Male Human Fighter 1

*nudge* Anyone out there?


Male Human (Varisian) Rogue 2

Still looking at the cliff-side to see if there is an easy way up.


Sorry 'bout that guys...real life etc...

From where the boats are swaying you can just spot, on the North face, what appears to be a natural cave opening. Vines and lichen surround the opening, which is around 30' above the water. A ledge above it hides it from view from above. Galstock spots this possible entrance and swirling the rope and hook above his head, throws. The grapple finds purchase within the hole.


Male Human (Varisian) Rogue 2

30' of climbing at 1/4 is four rounds, DC 5

Sephird checks his rapier and shortsword, and settles his pack at his feet along with his bow and quiver, reducing his weight.

"Give me some extra rope and I'll go up first." Sephird looks up, and as he gets ready to start climbing, "Tie my bag and gear to the second rope after I'm up and I'll pull it up, then everyone else's gear."

Sephird spits into his hands, and starts climbing up the rope, bracing against the cliff face as he goes.

1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (7) + 3 = 10

He pokes his head over the top of the ledge, looks about, and if clear will stand up, and toss out the rope he brought up, securing it around a rock outcropping. He then checks the security of the grappling hook's hold.

Sticking his head out over the edge, he motions for the others.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Ensu takes a deep breath, hoping it doesn't end up being his last.

Perception to look for hand/foot holds to help him up 1d20 + 4 ⇒ (5) + 4 = 9
Climb Check 1d20 - 1 ⇒ (11) - 1 = 10

Liberty's Edge

Wahey! No ranks!

If the second rope is secure, I'll start up; otherwise wait for Ensu to clear the ledge.
Doing the same as Sephird; leaving any encumbering gear in the boat, to be dragged up after.
I suggest we send the gear next, in case we get interrupted.

Climb checks:
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (7) + 2 = 9

May as well do all your checks at once. I checked, but I can't help anyone climb any faster using Exp Retreat.

Liberty's Edge

Just confirming; we're all level 1 still, aren't we?
I've lost track of my current xp.


Male Shoanti Human Barbarian 2

Galstok waits for the others to climb securing the base of the rope. After everyone else is up he sends up the gear on the second rope. Once those are secured he makes his way up the rope.


Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
Climb: 1d20 + 4 ⇒ (17) + 4 = 21

Once he gets to the top he takes a look around.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

I have down that I am at 1015/2000 on exp.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Climb 1d20 - 1 ⇒ (20) - 1 = 19
Climb 1d20 - 1 ⇒ (1) - 1 = 0
Climb 1d20 - 1 ⇒ (7) - 1 = 6
Climb 1d20 - 1 ⇒ (17) - 1 = 16
Climb 1d20 - 1 ⇒ (16) - 1 = 15
Climb 1d20 - 1 ⇒ (5) - 1 = 4

After trying twice, and getting just far enough to make the fall painful both times, Ensu just comments, "This does not appear to be working." as he uses a burst of positive energy to be heal himself.


Valoria sits patiently until the others are up with their gear before tying her backpack to the second rope. Once her gear is safely on top she speaks to herself, "This is so not being a lady. To be hanging on a rope on a wall. Oh well, here I go.", then grabs the first rope.

Rolls:
If conditions allows for take 10, then Valoria uses the opportunity.

Else if not, then these rolls:
Valoria climb: 1d20 + 1 ⇒ (1) + 1 = 2
Valoria climb: 1d20 + 1 ⇒ (12) + 1 = 13
Valoria climb: 1d20 + 1 ⇒ (1) + 1 = 2
Valoria climb: 1d20 + 1 ⇒ (7) + 1 = 8
Valoria climb: 1d20 + 1 ⇒ (17) + 1 = 18
Valoria climb: 1d20 + 1 ⇒ (5) + 1 = 6

Once on top she gives a sigh and shakes her head, "I believe this is not the last of the climbing we will be doing.", then picks up her backpack onto her back.


Male Human (Varisian) Rogue 2

Once everyone is up, Sephird takes a better look around, is this a cave or just an alcove/ledge? How far back can he see?


Male Human (Varisian) Rogue 2

"Marco?"


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Ensu eventually makes it up, but you can tell he is less than ecstatic about the whole thing.

Liberty's Edge

"So, did we just climb in the ear, or what?"


Male Shoanti Human Barbarian 2

I'd been hoping Aj would let us know what is going on, but I am not so sure now.

Liberty's Edge

I don't want to lose this game, having got this far. At the risk of being presumptuous, does anyone mind if I step in as GM? I own the AP, though I haven't read it in full, since I got it.
I will of course, not abuse this, and if need be, I can hand over control of my PC, or have him act in support role.


Male Human (Varisian) Rogue 2

Fine by me.

Liberty's Edge

Thanks for the vote. I'm letting my son have first dibs on the PC right now, but I'll see if I can get things moving tonight. Can everyone who's still watching give me a shout?


Male Human Fighter 1

Good by me as well.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Ensu is still here, despite the bumps from climbing up the rope.


Male Shoanti Human Barbarian 2

Would be perfectly fine by me, and thank you for being able and willing.

Shadow Lodge

Well, that's five out of six, so we'll assume Valoria's OK with that, until we hear from her. And to AJ; this is purely to keep things running, during whatever crisis you're having.

I've extracted the map from the pdf, and added some fog of war effects, to cover what you can't see.
Map currently hosted HERE.
Just need to decide where better to host it, where everyone can access it. That'll be a job for later, as it's 01:30am here.

All those Climb checks are fine, but before I declare everyone is up, I need some clarification from Sephird what he's doing while he waits for the rest.

You're in a fairly cramped cave on the eastern side of the head.
The eastern opening to the sea is 10' wide.
The cave opens up after the opening, to 20' N-S, and 15' E-W.
20' inside on the western wall is a smaller tunnel leading further west.
The cave also winds away to the SW, curving to the left.
None of the exits are lit.
Don't forget, you went up unarmed, bringing your gear on the next rope.


Male Human (Varisian) Rogue 2

I would have hauled weapons and packs up after each person, wouldn't make sense otherwise.

Shadow Lodge

The whistling of the wind, and crashing of the surf below serves to cover some of the sound of your activity, though you realise the reverse holds true; you are acutely aware of how exposed you are, and how difficult it would be to hear a goblin approaching with a knife for your gut.

You haul up your pack from the boat, its swaying in the surf below you drawing your eye, enticing you to sway in the cave mouth to compensate, but you realise the trap and snap out of it, fixing your gaze on a static point of rock, with occasional glances behind you.

Your pack rolls into the cave entrance, and your trusty weapons provide a measure of confidence as they return to your grasp.
The others are making their way up the rope, as you turn to face the dark.

Shadow Lodge

I'm going to need an Initiative check from Sephird, no surprise involved.

Not so important for the rest of you, though you can roll in advance. As the rest of you are still climbing, you'll be coming up in the order already stated, over the coming rounds. Anyone relying on assists may find they are left to their own devices, whether that makes any difference or not.

Sephird:
As you turn, you realise some of the 'drips' weren't quite as innoccuous as you thought. A curious squat shape clings to the roof of the western tunnel, resembling nothing more than a leather sack. What distinguishes it from said sack, is the long tentacle it is whipping toward you.


Male Human (Varisian) Rogue 2

Initiative 1d20 + 4 ⇒ (14) + 4 = 18

"Aww, cobbler's curses!"

Shadow Lodge

Thing's Initiative 1d20 + 5 ⇒ (17) + 5 = 22

no, I'm not letting on it's attack bonus, yet, but it was a near miss. Count the days till Uncanny Dodge!

As the end of the tentacle flashes in front of your nose, you realise it ends in a bone stinger. You then remind your limbs to react.
The creature is roughly ten feet away, on the low ceiling.


Male Human (Varisian) Rogue 2

Round 1 Initiative 18, AC 17/14/13 HP 9/9
Fort +1, Ref +6, Will +1

Sephird quietly alerts his companions "Ware! We have company."

Sephird takes a step back to the edge of the cave if need be), hoping he is out of range, and fires an arrow up at the creature.

Shortbow 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d8 ⇒ 4

Shadow Lodge

The creature tries in vain to move aside, but cannot compete with the speed of the arrow. It wobbles on stubby pads from the roof, as the arrow strikes the central mass, but is deflected by its tough hide.

Notes to players:
I'm keen to keep things moving as much as I can. Inertia is the nemesis of PbP, and the more players, the more likely you'll be waiting for a response, especially in combat, where everyone is supposed to have a turn. As a result, there's a few tips I'd like to use, to prevent stalling.
One that I use even in my face to face games, is that I assume PCs are using whatever skills are relevant; Perception, Knowledge, Diplomacy, etc., and the GM can make those rolls.
If an NPC speaks to you, I won't need to answer six posts of "Can I use Sense Motive?", I'll just assume that your SM mod reflects how naturally suspicious and cynical your PC is, check them all in one go, and post the results.
Same with Knowledge; it's painful to watch a game bog down in "Can I identify the creature with Kn Arcana?", "You don't know what it is.", "Can I use Kn Planes?" "You don't know what it is.", "Can I use Kn Dungeoneering?" "You don't know what it is."
Second player: "Can I identify the creature with Kn Arcana?", "You don't know what it is.", "Can I use Kn Planes?" "You don't know what it is.", "Can I use Kn Dungeoneering?" "You don't know what it is."
Third player: .....uuuuhhhh stop. GM knows what the relevant skill is, rolls a bunch of checks, as soon as it's relevant, tells player one "You know this", tells player two "You know this", tells player three to six "You don't know anything."
I'm aware that not everyone does this, or considers it good practice, indeed if you look in my post history, there's a thread where someone went apoplectic at the thought of players being given 'free' information.
So I thought it best to explain my style, and why I do it, so there's no confusion later. I won't assume anyone blows a finite resource unless they tell me, but if you have a constant situational modifier you think I've missed, feel free to ask.


I am back now, after cable thieves last week tried to steal the exchange cables only to discover they were fibres when they cut through the cables.

Seeing Valoria is the last to climb the rope if not mistaken, it will be a few rounds before she is able to join in the battle.

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