GM Lysander's "The Price of Immortality"

Game Master Rivien

It begins as a time-honored village tradition...but who knows where it will end?


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Male Undine Bard/Watersinger 1 [HP: 9/9 | BAB +0 | AC: 15 T:13 FF:12| Init: +3 | Fort: +1, Ref: +3, Will +0 | Perc: -1 (deal with it)]
skills:
Acrobatics 7, Diplomacy 7, Perform dance 7, Perform string 7, Stealth 7, Use Magical Device 7

I am resisting the urge to make a "My Little Pony" reference.

Heal Check:

[dice] 1d20 [dice]


Male Undine Bard/Watersinger 1 [HP: 9/9 | BAB +0 | AC: 15 T:13 FF:12| Init: +3 | Fort: +1, Ref: +3, Will +0 | Perc: -1 (deal with it)]
skills:
Acrobatics 7, Diplomacy 7, Perform dance 7, Perform string 7, Stealth 7, Use Magical Device 7

Heal Check:

1d20 ⇒ 7


Upon approach, Caundur and Kylar notice the scattered bones of a human underneath one of the horses.

If you wish to move the horse, please make a strength check.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

"Bones? I wonder what else is under this horse. Kylar, would you give me a hand with this?"

Strength: 1d20 + 1 ⇒ (4) + 1 = 5


For each party member who helps, you get +2 to the check. Will anyone else help?


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

Assist (Strength) 1d20 ⇒ 10


Phil is successful; the roll is up to 7.


Male Undine Bard/Watersinger 1 [HP: 9/9 | BAB +0 | AC: 15 T:13 FF:12| Init: +3 | Fort: +1, Ref: +3, Will +0 | Perc: -1 (deal with it)]
skills:
Acrobatics 7, Diplomacy 7, Perform dance 7, Perform string 7, Stealth 7, Use Magical Device 7

"I love touching dead things, Mind if I help?

Assist (strength): 1d20 ⇒ 15


Up to 9.


Male Human Sorcerer 1 [HP: 11/11 | BAB +0 | AC: 12 T:12 FF:10| Init: +2 | Fort: +2, Ref: +2, Will +3, Perc + 2]

Assist (Strength): 1d20 - 2 ⇒ (10) - 2 = 8


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

"Let me show you little wand-wavers how to really lift."

Strength Check:

1d20 + 1 ⇒ (13) + 1 = 14


Up to 11. Still not enough to move the horse...


Going to go ahead and roll for the other two PCs to see if you guys can move the horse:

Ilamin: 1d20 + 3 ⇒ (17) + 3 = 20
Niamh: 1d20 + 2 ⇒ (5) + 2 = 7

Unfortunately, the group's combined strength is not enough to move the horse. You do, however, rummage through the pack on the side of the horse. Inside are 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil.


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

Kurgryn takes the lamp oil, as it may be necessary for the lamp that the townspeople gave to me. I also suggest that we rest outside before entering the cave.


Kurgryn, please either use dialogue or out-of-character commentary to make suggestions.


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

My bad. Kurgryn takes the lamp oil, as it may be necessary for the lamp that the townspeople gave to me. I also suggest that we rest outside before entering the cave.


Male Human Sorcerer 1 [HP: 11/11 | BAB +0 | AC: 12 T:12 FF:10| Init: +2 | Fort: +2, Ref: +2, Will +3, Perc + 2]

Joeepi assesses the wounds from his fall and decides a night of rest would be very beneficial.

"I agree that we should rest soon, but we should move from this immediate area."


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

Caundur shakes himself out of a daze.

"Woah. Did anyone else just zone out for what felt like 11 days? Weird.

Anyway, I agree with Joeepi that we should rest, though I don't know that there is any better place than this area here. I'd rather us be fully rested before we start exploring the crypt."


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

"Agreed Caundur. I think I shall try one of these giant pillows laying about and see how it treats me."


F Changeling Fighter 1 (HP: 10/10 ♦ BAB: +1 ♦ AC: +16, T: +13, FF: +13 ♦ Fort: +2, Ref: +3, Will: +2 ♦ Init: +3 ♦ Perc: +2)
Skills:
Survival: +6, Knowledge(dungeoneering): +4

Niamh selects one of the food rations and tucks it into her pack, leaving the other where it lay.

"At the very least, we should put some distance between ourselves and the carcasses. Preferably upwind.".


If someone agrees with Niamh, you will move away from the crypt and go to bed. If not, I will put you to bed where you are.


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

"Yes let's find somewhere a little more sensible to rest for the night."


The group agrees to find a suitable sleeping spot and moves uphill and upwind from the rotting horse corpses. There is not much fireside chat, as the group is unnerved by the dead horses and unsure of what to expect in the morning. One by one, each member retires and drifts off into restless sleep.

The party arises the next morning at the first rays of sun, ready to enter to the Crypt of the Everflame.

Last chance for any pre-Crypt preparations.

GM Screen:

1d20 ⇒ 18


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

The party sat in silence, glancing from one to another, for years and years. Through rain and drought and wind and snow, they sat. The people of Kassen never learned of their fate, which was probably for the best. And so, our brave adventurers withered away, mere steps away from the Crypt of the Everflame.

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