Drums In the Deep, The Calling Of All Ages (Inactive)

Game Master william Nightmoon

A Tale Of Four Lost Souls, as they fight to survive.
For the night is dark, and full of Terrors.


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HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

"No," Ssithinelor states, simply. "If you can make magic light, make it on something else than torch. Something we may not need. Throw that down the well."


Male Dragonborn Paladin of ??? 1 | HP: 13/13| AC 11/11/10| CMB +5| CMD 16| F +4| R +1| W +1| Init +1 Per -1

Krasota concentrates. He concentrates hard.

Light.

Nothing happens.

LIGHT.

Nothing happens.

LIGHT! LIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHT LIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHTLIGHT!

He nearly bursts a vein under his Draconic scales.

"Well... I... it seems my great and powerful god has not graced me with the power to create small amounts of light at will. No matter. I'm sure that such a paltry trick is of no consequence in the long run..."

He holds up the nearest useless object to Adrion and Lysa.

"Who would like to do the honors?"

After one of them uses Light on the object, Krasota drops it down the well.


Female Aasimar Cleric / 1

Lysa will attempt to concentrate at the object and make it light up.

Sovereign Court

game master

the closest useless object could easily be marked up to the dead goblin, or a rock...

the stone lights up, when tossed into the well it is seen falliing for about 40 ft. clacking on the well's walls, deeper and deeper until it vanishes in the darkness, like a dieing star. you still hear the clacking of the stone for a full minute before it stops, or rather fades away.Fool of a took!

you hear a rumble, and from the room with the darkness comes a creaking. any who check can see the inky black moving away, to the left down a split tunnel about 10ft. wide. the sound of screeching can be heard from the direction it heads...


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor's head whips around at the sound, then turns back to the others.

"We should get farther away," he states, and goes downstairs to the closed door.


Female Aasimar Cleric / 1

Lysa will also head downstairs. "Can you get the door open?


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

In answer, Ssithinelor gives it a good, hard kick.

Strength Check: 1d20 + 15 ⇒ (14) + 15 = 29


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Adrion stands back from the door as Ssithinelor attempts to batter it down, crouching slightly and ready for whatever new challenges may wait on the other side.

Sovereign Court

game master

The door blasts apart, flying away in a blast of splinters. Kicking it down was as easy as simply turning the handle. You can see that on the other side it was barred with an iron bound bar. It is bent backwards, likely from the force applied...


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor smiles toothily at this proof of his strength... but was it really his strength? In truth, he had no idea where this 'blessing' had come from, or whether it would vanish at some point...

His smile fading, the lizardfolk cautiously entered the next room, looking around for any signs of danger or anything of use.


Female Aasimar Cleric / 1

"Impressive kick.

Lysa will cautiously enter the room, take note of the bent metal bar and begins looking around. The first thing she looks for is to see if there is another door or entrance/exit of any kind in the room. Then she'll look at anything that may be laying around.

Sovereign Court

game master

Beyond this door looks like what was once an Outpost. It has been cleaned of it's supplies however. All that remains is a few bottles and a couple of small locked chests...

However if one manages to scrounge a bit they can find a Flint bar, half of a Flint and steel. One might be able to sue it if they had some steel...

A skeleton sits in this room... Infact several of them do. They appear to all be goblinoid, however there are a few human skulls among those on the ground as well as what appears to be a Kobold's skeleton.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

No other doors out of this room, then?

Ssithinelor searches around the room, finding the piece of flint and throwing it in his bag. Finding nothing else, he goes over to the chests.

"If I break them, what is inside may break," he states. "Perhaps it is better to carry them and find their keys, yes?"


Male Dragonborn Paladin of ??? 1 | HP: 13/13| AC 11/11/10| CMB +5| CMD 16| F +4| R +1| W +1| Init +1 Per -1

Krasota follows the group, not wanting to find out what they may have just awakened. Upon entering the room with the skeletons, he balks and sounds as though he's about to begin a prayer... but doesn't remember any.

He searches the skeletons for cause of death, hoping that they may illuminate more about this strange place .

Perception: 1d20 - 1 ⇒ (6) - 1 = 5

Sovereign Court

game master

there are no doors, Infact there is only a tunnel blocked by a makeshift barrier. seems like this area might have been a last stand, and someone had managed to bar the door in time before they were overwhelmed. good thing Ssith wasn't the one attacking. from the rate of decay, it seems this battle happened at least 5 years ago.

the cause of death isn't obvious, although most of the bodies do have chipped bones, like from the blade of an axe or sword.

the tunnel beyond the waist high barrier leads upwards at a small incline. torch scones lie empty every 20 ft... until it ends in a T about 40ft down, an old sign hangs in the hallway, its words covered in dust.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Adrion steps over the barrier and quietly creeps up the tunnel, on the lookout for hidden dangers, and glances down the side passageways. He then brushed the dust off of the sign and attempts to read it.

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 7 ⇒ (8) + 7 = 15


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor grabs the two small chests and puts them at the bottom of his bag, careful to arrange things such that the precious food supplies won't be crushed.

He quietly follows behind Adrion as the elf walks up the passageway, glad this tunnel is trending upwards. He ignores the sign, instead wary of movement and traps.

Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Sovereign Court

game master

the sign points out two directions, the left tunnel labeled "Haven" and the right labeled "Deep Well"

your silent steps are unheard... as far as you can tell


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Yeah, after I rolled a one? Someone heard us. :D

"Haven sounds better... but perhaps it is a trap? We go carefully," Ssithinelor whispers to Adrion, then creeps down the left tunnel.

Stealth: 1d20 + 6 ⇒ (19) + 6 = 25


Female Aasimar Cleric / 1

"Haven does sound much better. Deep Well sounds ominous and I cannot remember whether or not I can swim and don't want to risk taking a dip in it."

Lysa follows the scaled fellow down the left tunnel.


Male Dragonborn Paladin of ??? 1 | HP: 13/13| AC 11/11/10| CMB +5| CMD 16| F +4| R +1| W +1| Init +1 Per -1

"Well... I... erm... I suppose I'll follow." Krasota says. All these choices seemed equally as dubious as the next, and yet there were no other real options.

He only hoped he could be useful in the near future, as he was beginning to feel like dead weight to the group, a feeling he was not used to and certainly did not like.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

”Yes, Haven does sound preferable,” Adrion replies. He quietly follows Ssithinelor, peering ahead down the tunnel.

Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Sovereign Court

game master

As you make your way down the tunnel the air becomes warmer, more comfortable. Then, like a peel off thunder, Drums can be heard, but not down the way your going, rather from behind you... And you hear the screeching and wailing of those goblin things, crying as they chase some unknown prey... Or you for all you know. A few moments pass and it becomes clear that they are nowhere near you. The drumming comes to a crescendo before all the sound suddenly stops...

Whatever it was, it was loud enough to echo through the tunnels...

Adrion notices slime along one of the walls... It likes thick on the smooth stone.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Perception: 1d20 + 5 ⇒ (18) + 5 = 23 Can Ssithinelor see it, too?


Female Aasimar Cleric / 1

Lysa jumps as all the sound stops. "Somehow, I'm more nervous now than when the drumming was going on.."

Lysa starts to walk faster down the tunnel. "This tunnel can't go on forever, I hope it leads to a way to the surface."


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Does the tunnel slope up or down at all?

Adrion picks up his pace as well, and points out the slime to the others.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor freezes as the drumming starts, then starts moving quickly as soon as it stops. He looks around warily and notes the slime when Adrion points it out.

Perhaps it is left behind by that creature in the dark? he thinks to himself, but says nothing aloud. Instead, he just stays on the opposite side of the corridor from the slime and keeps moving.

Sovereign Court

game master

The tunnel has a slight incline,
and is 10ft wall to wall, floor to ceiling

Ssith is lucky enough with his sharp eyes to see a slight difference in the air about 20ft down the hall... Where a scattering of intact weapons lie on the ground. It's blurrier,... Then it comes into focus and you can easily see a wall of slime, filling the corridor wall to wall. It seems to solid, and your unsure if it's the kind of slime that likes to devour whole animals in seconds.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor hisses and freezes, then slowly begins to back up. "Slime across the hall," he states, gesturing towards it with his spear. "We do not go this way."

Sovereign Court

game master

At the sound of your words the slime quivers, and it clearly has become aware of you all...

DM Dice:

1d20 + 0 ⇒ (8) + 0 = 8
1d20 - 5 ⇒ (13) - 5 = 8
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (20) + 2 = 22

Init order: Lysa, Adrion, Ssith, slime

Dungeoniering DC=13:
This is a gelatnious cube Beating the DC by five gives you one question about stats for every 5 you beat


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Knowledge (dungeoneering): 1d20 + 5 ⇒ (7) + 5 = 12

Adrion has a strange feeling of having known something about the slime, but he can’t quite seem to recall it now.

Are we using initiative blocks, or strict initiative order?


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor doesn't think a wall of slime is a good thing to stab. But if it's slow to react...

He turns and starts running back the way they came, glancing back to see if it follows... and how fast it does so.

Sovereign Court

game master

Block, Just waiting until the whole party picks their actions first.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Adrion slowly walks back down the tunnel, still facing the slime. He stops after about 20 ft and concentrates on a rock on the tunnel floor, trying to move it mentally. To his surprise, it leaps off the ground and flies at the ooze.

telekinetic projectile attack: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 ⇒ 4


Female Aasimar Cleric / 1

Lysa chooses to run away from it as well, though she keeps looking over her shoulder to see if it continues to follow them.

Sovereign Court

game master

The gelatnious cube slides forward, thankfully pretty slowly, however it doesn't seem occupied with trying to attack you, rather than just simply engulf you, it advances 40ft, leaving behind the weapons and armor that had been floating within on the tunnel floor behind it.

It gurrgles as the rock hits it, sliding into it's ooze body. You notice the rock doesn't melt inside it.
Summary, Everyone took full turn to run except adrion, who is now only 30ft away, where everyone else is around 40. The cube took 4 damage

Round 2


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

How far is the T junction where we turned?

Not having a weapon he's willing to throw away, Ssithinelor keeps running, keeping an eye out for where the passageway they came from split off from this passageway.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Adrion telekinetically hurls another stone into the wall of slime, then takes advantage of his increased speed to retreat 50 ft back down the tunnel.

"Anyone have any ideas what that thing is and how we can stop it more efficiently?" Adrion asks as he passes the the others. "I have a feeling its going to take a lot of rocks to finish it off."

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 ⇒ 4

Sovereign Court

game master

The T juntion is just 15 ft back, as you run, you notice the torch scones again... These ones have torches in them...

Down the other tunnel you can hear whispering, or distant speach. Someone is coming from that tunnel!


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

"Back to the first room, where we wake," is all Ssithinelor answers, turning down that passageway as he reaches it.


Female Aasimar Cleric / 1

Are there any stones we can pick up as we run to throw back at the slime?

Not knowing which way would be best, Lysa follows the scaled one down the tunnel.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Perhaps it’s flammable? Worth a try, Adrion thinks. He telekinetically lifts a torch from its sconce and flings it at the ooze, then runs after Lysa and Ssithinelor.

Attack: 1d20 + 2 ⇒ (2) + 2 = 4


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

My impression was the torches aren't lit


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Are the torches lit DM?

Sovereign Court

game master

No, but it is a club, and clubs have a throwing range, so... unfortunately the torch only flies ten feet before clattering on the ground,

A light appears down the tunnel leading to the well, and the voices get louder. -down here! If ye be men and not monsters we're here! cries a voice. The tunnel is blocked!

The cube slides closer, engulfing the torch, which desolves quickly, leaving only the metal bands that held the wood firm.

Round 2 over, everyone moved back into the tunnel before, third party approaches, and the cube is still following.

Round 3 start.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

Ssithinelor little trusts the voices down the other tunnel, and instead keeps running down the tunnel that leads back to the room they awakened in.


CN male elf psychic (amnesiac) 1 | AC 12 (tch 12, ff 10) | CMD 11 | F +1, R +2, W +3 (+2 vs enchantment; +2 vs fear, death; -2 vs distraction, mind-affecting) | Init +2 | Per +7, SM +1 | HP 7/7 | phrenic points 3/3 | 1st level spells 4/4

Not wanting to face the slime or the source of the voices alone, Adrion runs after Ssithinelor.


Female Aasimar Cleric / 1

Sorry, I think the boards must have swallowed my last post.

Lysa continues running with the other two, struggling to speak as she runs. "I don't suppose *huff* that either of you know how to deal *huff* with this thing? *huff* Or what we will do when the tunnel ends?"

Sovereign Court

game master

As you come down the tunnel where the voices come from you spot a dwarf and a cloaked figure. The dwarf waves for you to hurry, and the cloaked figure begins Spellcasting, his thin arms waving in the intricate motions of arcane magic.
A beam of flame shoots from it's outstretched hand and flies past the party, striking the wall of ooze. The beam causes the blob to shiver, but it continues to approach

God's be dambed! The thing won't die! shouts the dwarf, hefting an iron battleaxe.

Round 3: Party retreats to voices. Second group fires spell at ooze, ooze continues to follow.


HP 13/13 | AC: 14 T: 13 Fl: 11 | CMB: +5 CMD: 16 | F +4 R +4 W +1 | Init -5 | Perc: +5 Animal Focus 1/1
Current Effects:

I'm confused, are we going down the tunnel towards the Deep Well, or back to the room we woke up in?

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