Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


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hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Well met Samuel!" Yasmin grasps his hand "Sit down with us"

The people that have guarded the caravan with her have not seen such a show of friendliness from the half-elf before.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Finishes slurping up his stew and sips down the ale finally leaning back in his chair and waving over the kindly bar tender saying Lady innkeep, do you know of any poasible jobs or adventures for a band like ourselves?

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn peers into his familiar satchel. "Looks like you won't be the only one with fur or feathers for a bit, Sky. Try to stay out of trouble.", he says to the bird in Auran. He looks around the table, "This is my friend, Sky", he says smiling.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Should I have brought an animal? Jeez, why do people insist on having an animal with them? Best company is yourself."


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"I can train an animal for you fairly quickly, if you want. I am truly sorry that you think that your own company is better than that of an animal. They are very, very good partners that one can rely on to the death. And they ask little in return. Unlike most people that I've met.

Good morning Sky. Bissi, Sky is a friend and NEITHER a pet nor food. Bissi, introduce yourself to him properly."

Turning towards Finn
"If we are to spend time together, far better that they meet each other now when we can control the situation than later when we might be busy. If you can tell Sky to not worry. And PLEASE tell him to NOT play any tricks on them."

Solvi watches quite closely, much closer than he watched when Bissi met Ray, as Bissi goes over to Sky. There are a couple of times when it almost appears that Bissi is about to do something but both times a gesture from Solvi calms her. A minute or two later, she comes back to his side.

The other two cats then also go over and sniff the bird but there is no issue. It is clear that Bissi is the boss of the cats, if Sky has passed muster with Bissi then they're fine with him.

To be clear, only Bissi will ever come on adventuring. The others are just there for flavour. Although I miss the old Beastmaster class :-)

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Sky will be on his best behavior.", Finn says to Sky while smiling at Solvi.

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Looking at Shriek: I have wandered the forests nearby for some time, but I did not grow up here. I'm from...farther away.

Gilraen looks down at Ray and gestures to Sky. He will be your friend too. The wolf lets out a "huff" of understanding.

Gesturing to Yasmin, Gilraen grins. She might be your friend.

Gilraen goes back to drinking ale and eating stew, occasionally tossing some choice bits to her wolf. She is looking around the tavern for anything interesting.

perception check: 1d20 + 9 ⇒ (13) + 9 = 22

Liberty's Edge

The inn is as nice a place as it can be. The bar is friendly enough as you all eat, but you are given a wider berth than the other patrons. It's quite and everything seems peaceful.

Then the earthquake happens. The town as rocked by a single jolt that you hear more than feel. All told, the place survives rather well. outside, you hear screaming and see a wave of dust wash through the city streets.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi quickly tells his menagerie to stay here, then goes outside with Bissa and heads towards the screaming, longbow in hand.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell jumps up as if the bell for the clerics of Calistria had rung and brought all the clerics to the fore, Dashing out the door and towards the screaming as fast as possible


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Trying to maintain himself calm Shriek looks around and shouts so everybody can hear "Get under cover! "

He then moves to the door and looks outside with the others "What do you think that was? "

The half-orc suggests to go in the direction of the sound and dust.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Stay close, Sky", Finn says as he races outside. The earthquake has instantly filled him with claustrophobia from being inside the dimly lit tavern...


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin races outside, all business.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

"There!" the half-elf points to the source of the dust cloud. She races of towards it.

Liberty's Edge

In the distence, you hear cries. As you move outside, the cries become words The tower! The wizard tower's fallen!

Out in the streets as the dust settles, the towns guards and their leader begins shouting and trying to take stock of the situation.

There is no aftershocks, and it appears the damage may just have come from the tower's fall.

Seeing that no one outside of the tower is hurt, the leader asks Ok, it seems the tower has fallen. He says in a brisk tone that isn't the least bit excited It's not in town, and I know it's dangerous. Who's willing to explore the tower?

A hush falls over town as men and women all around all find ways to not look at the man.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Seeing this is the opportunity the former caravan guards have been looking for Orell speaks up
"this group here! We will do it!" He says excitedly


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Absolutely we're willing. But first, what reward are you offering? And why is it dangerous?"


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Yeah, let's talk rewards before we risk our lives"


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek looks a bit surprised at the group Well, this might easily be what I have been looking for. He draws his longsword and placing the pointy blade over the ground, he stands with both hands over the hilt, attentively listening to the old man there.

"I will join the group. I will just request shelter and rights to loot whatever we find there. You said this was the Wizard tower. Why do you call it like that? Who inhabited the structure?" the half-orc feels the excitement of the adventure rising through his veins.

"I am ready whenever you are" he murmurs to the group "You are also coming Gilraen, aren't you?" he smiles to the small gnome.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Samuel! Get your sword out of the ground! That will dull the point!"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell oils his large crossbow and then pulls out the loading claw and in effortless speed (two move actions) he loads the double crossbow saying
my trainer could do it faster and said as I grow in skill so too will I

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

I'm with Shriek. Was there a wizard or anyone else in the tower? And other than the fallen debris...is there another reason it is dangerous?

Finn looks around at the townsfolk to see if anyone seems to know anything...

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

As soon as the boom of the earthquake hits, Gilraen jumps on Ray's back and follows the group out of the tavern. Upon hearing the request of the town leader, she nods vigorously.
Ooh, ooh, pick us!

On Ray's back, she just about reaches chest height on Shriek. Looking up, she grins, I like that loot idea, too! I want to know if I'm going to come back with my arms and legs in the right spots, though.

Liberty's Edge

Sheriff Benhovy looks over the group of outsiders, looks around and sees no volunteers, then says "Good Enough! I don't really have the power to offer a reward, but if loot is what your after, you might be able to find some. As for what's there...it's a wizard tower that just up and collapsed! I don't have a clue what magicks are at work.

He then gets in close to your group and says I keep this town safe, and that means busting the odd smuggler and keeping tom in the drunk tank on Starday night. I pray Desna watches over you.

He then backs up again, looks at the crow and says These men and women have agreed to check the tower. Give them a wide birth!

The assembled townspeople all mummer in agreement and disperse, watching to see what you do.

It doesn't seem like anyone here knows anything beyond the wizard's tower has fallen.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Well, lets look at the front door shall we?"

Solvi approaches the front door (stays back 10 feet)

Throws Detect magic although without Knowledge Arcana or spellcraft its not really that useful :-(

perception: 1d20 + 9 ⇒ (8) + 9 = 17


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin moves her two-bladed sword in her hands and walks to the door.

"Whoah! Tell us if you are throwing spells!"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will also close to within ten feet next to Solvi with the crossbow at the ready giving a close inspection of the grounds

perception: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn follows the others as they approach the fallen tower...

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek is also surprised by the spell, but recognizing the movements he holds himself calm.

The half-orc observes the structure as it lies now in the ground, and explores around it trying to find a different place to access, be it in the ground or in the upper part.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Is there a map of the place or can we have at least a detailed description of the layout? Is there any floor kept intact or has everything collapsed? If there are openings, how many? Is the door closed or locked?

If the entrance seems to be out of danger after all his companions has studied it, Shriek tries to open it. In case it is locked, he places his strength to help open it.
Strength (take 20): 1d20 + 3 ⇒ (9) + 3 = 12

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen hangs back at first, letting her senses and her wolf's senses examine the situation.
G perception: 1d20 + 9 ⇒ (5) + 9 = 14
R perception: 1d20 + 5 ⇒ (8) + 5 = 13
Ray also has the scent ability.

If she and the wolf do not hear or see or smell anything dangerous, she will approach cautiously behind Shriek.

Liberty's Edge

The tower is a bit out of town, but you can easily find our way out there. It takes a bit of time to get out there, but more like an hour of walking instead of several days.

When you get out there, you are not alone. There are two guardsmen and a obvious noble and his entourage. As you approach, both groups look and you and begin to take stock of the situation.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

I'm confused. I thought that we'd already been asked to explore the tower and were already at the front door


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek greets the guards and the noble "So what is the situation here? Anything we should know before we go in? The major requested us to explore the tower and we are here to do so."
Can we have a description of the setting or a map so we can plan where and how to start the better? Thanks! And hope you had fun in your RPG event

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell moves up seeing the noble and guards and gives a curt bow waiting for an answer as he surveys the area

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn follows Shriek's lead and moves to stand just behind him.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin waits for the noble's reaction.

Liberty's Edge

sorry for any confusion. The tower is out of town. It's big, it's down, and it's scare for anyone who's grasp of adventuring is "those crazy bastards who git eaten by goblins". You easily make it to the tower grounds, so life's ok.

The guards look at Samuel, and then turn to the noble. The noble in turn tries to take control of the situation Today's your lucky day. Mulle and Hodd here can't handle this without the Sheriff to hold their hands, and I want to know what happened here. You seem to be a capable bunch. If you go in there and look through the rubble- find out what happened-I'll pay the lot of you 500 gold pieces. While you're looking around in the ruins, keep an eye out for any signs of our local eccentric, Hunclay. It seems somewhat suspicious to me that he's not answering his door. The noble points at the manor house adjacent to the remaining rubble of the tower Let me know what you find.What say you? The sheriff can't offer you gold, but I can!


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Do we get to keep any stuff we find inside? Or just the 500 gold pieces?"

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Very generous of you, sir., Finn says with a slight bow of his head. I'm curious...what connection do you have to this tower that you would offer this reward?

Also, can you tell us more about this Hunclay fellow?

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell nods with the others listening as he looks over the ruins crossboe ready


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Samuel nods accepting the deal "Sure, and as we agreed with the Sherriff, we will keep all the loot we find"

And then, getting impatient, the half-orc walks next to the door and smashes it open with his sword.
Strength: 1d20 + 3 ⇒ (18) + 3 = 21

Liberty's Edge

Two things happen at once-
1-Finn, Samuel, and Solvi begin to talk to the female noble-I am the Lady Origena Devy, and I own these lands. It's in my best interest to see it protected. If something or someone is downing manors in my sphere, some one will pay! However, I will promise you this-what you find you may keep, until the time the wizard takes control of his tower again. If that does not happen, then his possession are yours.
She then turns to Finn and says, Hunclay is our local crazy wizard. He's useful in his own way. I would hope he is well, but I have my fears...

2-Samuel gets bored and goes to break the door. It a bit away from the main conversation, but the half-orc punches hard strong into the door. It doesn't budge, but does shift a bit in its hard oaken frame. As he reals from the blow he sees the grisly remains of a kobold, the flesh charred badly and limbs contorted by fire, still lie on the doorstep of the manor house.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

GM: I take it the lower level of the tower is still standing and has the kobold on the doorstep

Yasmin stands a bit to the side, keeping an eye on everything while the others do the talking.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek attempts to asses for how long the kobold has been dead.
Heal: 1d20 - 2 ⇒ (2) - 2 = 0
"Well... my guess is... the kobold has been burned" says the half-orc without much other idea.

Before anyone else can finish approaching, Shriek attempts to finish opening the door "I hope that corridor is not trapped" and registers the kobold and any dangers in the corridor.
Perception (kobold): 1d20 + 2 ⇒ (4) + 2 = 6
Perception (corridor): 1d20 + 2 ⇒ (10) + 2 = 12

"I cannot see any marks from a trap here, perhaps the kobold was attacked by one of the wizard's spell or something. It might be he activated some kind of defence trying to steal something and the tower collapsed by the power of the blast" he looks behind self-confident.

If anyone decides to go in, he follows close after observing the place is safe.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

perhaps there might be another way to go in besides the front door where the kobald was fried? with that Orell walks around the collapse searching the entire grounds (Taking 20 on perception since no combat)

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

We will keep a lookout for Hunclay then.

Finn steps over to where Shriek is standing and take a look at the kobold.

Heal: 1d20 + 0 ⇒ (13) + 0 = 13


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi will also check the door to see if he thinks it is trapped

perception: 1d20 + 9 ⇒ (2) + 9 = 11

"You're right, there are no traps to be found here"

Solvi will see if he can follow the Kobolds tracks, see where it came from. Won't follow TOO far but he is hoping they'll lead to another entrance or something

survival: 1d20 + 9 ⇒ (16) + 9 = 25

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen, amused as she watches her new friend Shriek attempt to punch down the door, finally speaks up:
[b]Ray and I can look around for some tracks, too![b]
Gil survival: 1d20 + 7 ⇒ (2) + 7 = 9
Ray perception: 1d20 + 5 ⇒ (9) + 5 = 14

Liberty's Edge

The group stands over the kobold, and is able to determine that something did indeed fry the little bugger. However, beyond that, you're not quite sure. It was fire, but not a ton more is found.

Looking for tracks, you see they lead back to the ruins of the tower. The first floor is standing, all be it with most of the top floor pining it under rubble. There is a sloop you will have to walk up if you want to get to the second floor entry or to even look for one up there.

The manor you're currently at is a bit away, but not too far from where the tower fell.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

well, lets check the tower first and then the manor and Orell will carefully walk up the sloop into the tower, crossbow at the ready


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek points to the first floor entry "I think it is more secure to proceed to the first floor first and clean it before moving to the probably less stable second floor"

He walks into the first floor looking for dangers.
Perception (darkvision): 1d20 + 2 ⇒ (7) + 2 = 9

In case there is no way into the first floor or the group decides to first attack the second one, the half-orc attempts to climb up the slope without removing his armor.
Climb: 1d20 - 1 ⇒ (12) - 1 = 11

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