In Darkest Times (Inactive)

Game Master Magnu123

In short, this homebrew was intended for beginner GM's. The story contains a variety of elements in sequence that gradually go through different terrains, battle situations, and other challenges to allow a DM to become familiar with the rules.


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Male Human Magus (Blade Bound, Hexcrafter)5

Yeah I'm around been kinda busy with funeral preparations. I'll post my turn in a bit....I'm at a loss on what to do ATM. :)


Oh, I'm sorry to hear about the funeral. My condolences. I can bot you if you'd like some time as well. No rush in any case. Real-world stuff comes first.


Male Human Magus (Blade Bound, Hexcrafter)5

I'm going to delay my turn to right before Thundrik acts. I'll draw my wand and use it to cast enlarge person on Thundrik.
Move action: Draw wand
Standard action: use wand


Lead mines:
Guard 1,Guard 2 =>Argent, Thundrik=>Miro
The guards approach closer, keeping their distance from the pick-wielding slaves. One attempts to disarm Thundrik using his whip, while the other casts a spell against Argent. Both bumble horribly. Argent seems similarly resistant to magic as Thundrik, He begins casting his spell through his wand, and recognizes a resistant force around Thundrik, but he is able to continue his spell successfully. (full round action for enlarge person, It'll kick in with this next round.) One drow comes within 5 feet of Thundrik wielding a whip and he lunges forward. The arc is wide and Thundrik's swing dings against the rails, causing a resound, and a fracture of the rail.

Temple:
" Oh. " The human seems confused for a moment, but he does grab the stretcher and he drags the dwarf noisily into the room before stripping him of supplies, and placing them into his own bag. As you knock a row of jars off the shelves, they shatter horribly, making your skin crawl. Most jars' glows dissipate like dust in the wind, some are already empty with lids part off, but one jar rolls away without breaking, its lid comes off and a glow of faint light tumbles out and zips out of the room. "That's the will returning to its owner, I'm pretty sure. Not sure what happens to the smashed ones. " You note labels under each jar with names in draconic. Your jar is empty with a lid part way off.

Caves:
Casvian grabs some mushrooms for light and is led to the next cave system where Dratis drops to his knees and appears to be inspecting something. There is a distinct smell of rotten flesh here. He speaks in undercommon again, sadly. Leaning closer you see a pile of large bones, nearly stripped. Dratis explains: "My brother, Donnis. A warrior's death was not his way. Always soft, but crafty. He was hiding here from the drow, but it looks like he died of injuries. and..." He trails off. " Our bloodstone has been taken from around his neck. The drow will pay for this!"


Male Human 59/66 hp Ranger(guide variant) 6

"Why is the first chamber important?" Casvian ask.


" Because I smell something. Unless you'd like to sit here and have tea, we should be learning our environment in case of attack anyways. Besides, I'm looking for something. "


"Not sure what happens?..." Alric then notices the dwarf being looted, "No, not not the Dwarf, the drow!" Going to the corpse he loots it himself.
"I'm called Alric by the way." He says trying to cover up his loss of temper.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

woops, wrong avatar.


Male Human 59/66 hp Ranger(guide variant) 6

"Well you have been right so far. I guess we can go that way."


I'm not sure if Argent's spell is going to go off before my turn or after, but the main difference would be his damage if he hits. Also, once the enlarge person goes off, he'll he longer reach, and his AC will drop by 2.

The dark elf steps up to Thundrik to attack, and he misses with his own attempt. Recovering from the momentum, he attacks again.

1d20 + 7 ⇒ (11) + 7 = 18

Medium damage: 1d6 + 12 ⇒ (5) + 12 = 17

Large damage: 1d8 + 13 ⇒ (5) + 13 = 18


Cas: See above. This is the result of travel in this direction. You find a magical scroll on the body of this orc, and an ring resembling your own. It strikes you as strange that the orc would die the way he did here without other resources helping him maintain.

Alric:
"Oh, yeah. En Ahst " from the human as he goes back out and drags in the drow. A glistening line of blood and acid points from the hallway into this chamber now. En Ahst begins rifling through the drow's posessions and hands you a few choice items whatever you like from the drow noble (CR 3) equipment, the rest goes to him

Argent, Thundrik:
Miro has taken to hiding behind the minecart at present, glad to be disconnected on one end. There is a sound of tampering from behind the cart. Your captors are frustrated at this point and they shout the order for you to "Drop!" This time, the resonating sounds of their voices is more penetrating and you can both feel magical effects upon you. The interplay of light and darkness in the room is captivating. Where Argent's body blocks the drow, there is light from his spell,creating a "shadow of light." He finishes his spell and Thundrik steps up to hit the dark elf before him, as his pick becomes larger mid-swing, throwing off his aim yet again. The blow is deflected by the cleric's armor. will saves for the effect and you can take your next round.


Male Human 59/66 hp Ranger(guide variant) 6

"There may be drow here, not that I am afraid of them, but I think it is wiser to free the others first. "

Does Dratis have a ring on?

I completely missed that post, thanks
Survival Check to determine recent footprints:1d20 + 11 ⇒ (17) + 11 = 28


Will save: 1d20 + 2 ⇒ (10) + 2 = 12 (Two higher if it's against a spell, which I assume it is.)

And... I'm assuming that's a big fat fail.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Alric takes the potion, scroll, wand and gold, and leaves the rest to the druid to arm himself. Briefly eyeing the crossbow, he decides he cannot rely on unfamiliar weapons.
"Lets go then, there's no way to hide our escape so we'll have to move fast. We'll bolt the door before we go, hopefully they will stop to search it. What's the quickest exit?"

I'm assuming the druid identified them, if not Then I'll ask him to.


Male Human Magus (Blade Bound, Hexcrafter)5

will save: 1d20 + 4 ⇒ (7) + 4 = 11 I hate these dice<sigh>


mines:
Thundrik just barely suppresses the urge to obey, but Argent is motivated to break his chains. He must work towards this goal each round in some way. Thundrik is attacked by the drow in front of him and his wounds begin bleeding profusely, almost as though his new body is too large for his skin. 1 bleed damage

Alric:
The druid has not identified the magic items other than that they are magical and that they belong to certain schools of magic. He can't do better than that. You quickly pack up and head out, bolting the door behind you. You jam the locks to the best of your ability. As you head out, there is a loud siren sound filling the halls coming from outside. Did you smash all of the jars, or just the one row, by the way?

Casvian:
Dratis does wear a ring as well. You are not able to identify any larger tracks here except those belonging to the orc himself. The tracks are old. weeks maybe. Some small critters as well in here, but essentially bugs and scavengers.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Smashed all he could, thinking that would "open" them quickest. Though apparently it doesn't work like that.
"Maybe we should put a rush on that exit."


Male Human Magus (Blade Bound, Hexcrafter)5

Argent gazes intently at the chain holding him and mutters the the incantation of frost using as little energy as possible in the hopes of making one of the links brittle. He then summons power into the pick that he is holding.
Move Action: stow wand
Standard Action: cast ray of frost
Swift Action: Arcane pool (1pt) to grant a +2 enchantment bonus to the pick.
Ranged touch: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d3 ⇒ 2cold


Alric: You come out into the hallway, but you hear many voices, at least five, gathering in the main chapel of the temple from behind the door, speaking in a rushed undercommon. You can also detect some light from that room. How would you like to make this escape?

Argent: You weaken the chain, but it is not yet broken.

Thundrik and Casvian, your turns?


Thundrik's body increases in size, and for a moment he feels a slight revulsion at the fact that he might pass as a giant. He grips the pick in both hands tightly, readying himself to attack, as his flesh strains to hold himself together. Before he has a chance to attack, he momentarily loses control- he feels his anger coursing through his body, taking over his senses. With a terrifying roar his muscles bulge and writhe, and he brings his pick down with mighty force against the drow in front of him.

Round 1 of Rage. AC is two now 15, and he is at 72 out of 73 hit points. Attack bonus increases by 2, two-handed damage increases by 3. Will save is +4 (or +6 vs. spells and poison), Fortitude save is +10. Oh, and I realized I've been using the wrong attack modifier- my pick is masterwork, so it should be one higher than I've been rolling. So, in any case, my attack modifier is +10 right now since I'm power attacking.

1d20 + 10 ⇒ (5) + 10 = 151d8 + 16 ⇒ (3) + 16 = 19

ARRRRGH!!! And I roll a freaking five. At least I take a chunk of rock out of the ground or something.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

[ooc]Was hoping that smashing the jars would wake up the rest of the slaves. Now Im hoping the Druid knows of another door. If not It's time to gear up and go. So I hope he picked up that drow gear. I also cast Mage Armor on him.[ooc]

"We have maybe six second before we're neck deep in guards, I really hope you know another way out of here."


Mines:
Guard 1,Guard 2 =>Argent, Thundrik=>Miro
The guards now focus their attention on the new monstrosity before them. Thundrik feels their judging eyes upon him and it fuels his anger. He wants those eyes to bleed. One drow attempts to thwart your magical boon, but is unable to dispel Argent's magic. The second releases a dark thought into Thundrik's mind, causing him to become fearful. will save, and another 1 point of bleed for Thundrik. Argent must keep hammering away at the chain or similar.

Alric: No guards seem to notice you from the other side of the door. They seem to be distraught with other concerns. En Ahst does not know of another exit from this location. This is the safe bunker in case of an emergency though, so an exit is not unlikely, he tells you.


Will save: 1d20 + 4 ⇒ (5) + 4 = 9

+2 if it's a spell or spell-like ability, which I think it is, but I don't want to assume. So... here's to hoping that elf is rockin' an 11 in his spellcasting stat, and is using a 1st-level ability.


Thundrik the Scarred wrote:

Will save: 1d20 + 4

+2 if it's a spell or spell-like ability, which I think it is, but I don't want to assume. So... here's to hoping that elf is rockin' an 11 in his spellcasting stat, and is using a 1st-level ability.

umm... nope. Frightened for 2 rounds.


Male Human Magus (Blade Bound, Hexcrafter)5

Argent intones the incantation for acid this time channeling more power into it this incantation enveloping his pick in a glittering sheen of sickly looking colors that seems to simmer in the air of the mine he then strikes twice furiously at the chain with the force of a man possessed.
Swift Action : Arcane strike
Full Round action : Spell combat to cast Elemental Touch (acid) and make an attack at the chain. Spellstrike allows me to use a weapon attack as my free touch attack with touch spells
Free action: Power attack -1 I only have a BAB of +3
Attack 1 : 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1 : 1d6 + 7 ⇒ (4) + 7 = 11Plus1d6 ⇒ 3acid
Attack 2 : 1d20 + 5 ⇒ (11) + 5 = 16
Damage 2 : 1d6 + 7 ⇒ (2) + 7 = 9Plus1d6 ⇒ 1acid
Also I'll need two fortitude saves from the chain DC 15. lol. If they fail they take 1pt of acid damage per round for 1 round. The damage is non-cumulative so it's still one even if they fail both saves.


Male Human 59/66 hp Ranger(guide variant) 6

That is strange. I thought I had posted.

I ask Dratis what he is looking for and I ask him what can he see down the tunnel that he wants to explore since he has darkvision.


Thundrik, Argent:
Guard 1,Guard 2 =>Argent, Thundrik=>Miro
The tide of battle seems grimly turned against the captives. As Thundrik attempts to run, he is whipped fiercely and his bleeding wounds give him more issue 4 points damage total Argent finally breaks the chain though, and Miro scuttles himself behind the cart away from the conflict.

Casvian:
" I"m not sure myself, but we'll know when we see it. " Dratis leads you down the next corridor a distance. "Now here's something. " he says. Tattered blankets, flint, rope, a dagger, and a thin sheet of lead may be found here amongst what was obviously a rough campsite for an extended period of time. "Donnis must have stayed here a time. I think we'll be safe to night here if we choose to. Look's like there's a torch here too, not much use for me, but you might need it. " Know(dungeoneering) check


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

"Alright, lets try the bolt hole for now." As he moves, a thought occurs. "What do you suppose is keeping the guards? Would of thought they would be here by now."


Alric:
"Well unless you'd like to go up and chat with them, all we can do is speculate. That's the escape alarm, so I guess someone's escaped. If we're lucky, they'll catch them quickly. If not, they'll start the executions..." He trails off, searching the walls of the room for a hidden panel, a floorboard, something. You may feel obliged to join him if you like.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Perception1d20 + 5 ⇒ (17) + 5 = 22


Alric:
After a moment of searching, you come across a lever behind the shelves of now dropped and broken jars. Pulling it reveals an opening behind a wall tapestry. You, your druid friend, and his companion all pile through the crawlspace and move along at a blisteringly slow pace. This cavern has obviously not been used in a long time. You come across a small cave-in. Too big and solid to simply dig out by normal means. Unless you can pass this, you must turn back. There is no light as you reach this part of the tunnel. You have been going off touch for a time, to ensure that no drow follow you.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

In frustration at their slow rate of progress, Alric squeeses past the druid and his dog. (En Ahst was his name?). Scowling as his outstretched hand reaches a cave in he begins chanting in Dracoinic, laying his palm flat upon the obstruction.

Corrosive touch on the wall 5d4 + 5 ⇒ (1, 3, 3, 1, 2) + 5 = 15 Arcana

Hey Argent, are there any bonuses on Unraveler? Im guessing it's at least masterwork


Male Human Magus (Blade Bound, Hexcrafter)5

Yup masterwork Falcata. 1d8 19-20/x3crit
With no more chains to break I assume I'm free to attack guards now.
With a mighty roar Argent attempts to attack the guards closest to him hoping to strike true.
Free action 1: grip pick in two hands
Free Action 2: Power Attack
Swift Action: Arcane Strike
Standard Action: Attack1d20 + 7 ⇒ (10) + 7 = 17
Miss Chance: 1d100 ⇒ 52
Damage: 1d6 + 11 ⇒ (2) + 11 = 13plus1d6 ⇒ 1acid
Fortitude DC 15 if it hits for take 1pt of acid damage per round for 1 round and the sickened condition.


Alric:
You are able to corrode through this blockage with a crackle and a spark of your chemical magic. After waiting for the acid to wear away, you can safely pass through the space. After a short time, you come to a sudden change in the tunnel. reflex save

Thundrik, Argent:
Thundrik's magically induced panic has him running towards town, leaving Argent the only target for two drow. They both advance on him, trying to disarm or stab at him, but unsuccessful. Dissatisfied, the drow speak something in undercommon to each other and then they speak into their rings. "Kill the human who attacked us. " At this, the sounds of metal on rock cease and the noises from further into the tunnel begin shuffling towards you. The drow's darkness spell prevents vision in that direction for Argent. new map will be up


Hey, guys- I may not be very responsive for the next couple days. I lost one of my jobs today (the lesser of the two, so it could be worse, but it still sucks) so I'm going to take a bit of time off and rest for a little while. It came at a relatively good time, I'd say, since I'm kinda stuck for the next two rounds.

In any case, I drop out of rage once I'm frightened, so my AC is 16 (normally 17, -1 because my dex is two lower from being fatigued for the next two rounds) and my HP is 62 out of 63. I can't run or charge, but I'm assuming I'll be double-moving away as best as I can.


Understood. I'm sorry to hear about your job. I hope everything works out and we'll keep in contact whenever you are able.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Reflex1d20 + 3 ⇒ (6) + 3 = 9


Alric:
You tumble down a steep incline as the floor drops out suddenly beneath you. You're in freefall for just long enough to contemplate how much you never want to drink mead again. 3d6 ⇒ (3, 2, 6) = 11 You crash down onto the ground. This cavern is large. You can tell by the echo resounding from your crash. A moment later, En Ahst calls down "Alright?"


Male Human Magus (Blade Bound, Hexcrafter)5

Hey Alric if you have acrobatics you really should try to reduce the damage of the fall


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

I have 2 points a level and half of that went to Knowledge(arcana), No acrobatics unfortunately.

"Oww...Well, Im alive. See if you can climb down."
After groping around to retrieve Unraveler, Alric then begins feeling around the wall, trying to get a handle on where he just landed.


Alric:
" I'll see what I can do. Odorf may have more issue climbing down than me." comes from above. "Over here, boy." rings from the sword as he lights up the area. It's a good thing too, as you were about to drop into a large crevace again off to your right. You can just barely make out the bottom of the pit, with two crawling creatures over rusted metals. You grasp the sword with your hand bloodied from the fall. " Ooh! Dragon's Blood!" And his light seems to double. Your eyes become semi-reptilian and something changes.... getting supper. standby for awesome.


Alric, Argent:
A grey light radiates out from unraveler, like a pulse, blacking out the light in your eyes and revealing the bloodstreams flowing around you. Aside from your own, and the green aura surrounding En Ahst and Odorf, you also detect some rusty red systems in the pits below you. Looking around, you can see a huge beehive of blue blood, mixed in with more rusted red. There are more reds, but the blues shine brighter. In particular, you can see a golden blue off in the distance. You recognize this instantly as Argent. Something....strange tells you that this is him. Argent is instantly aware of this release of energy and he knows that Alric has the unraveler and where it is. Alric and Argent get a rough map of the caves and are both aware of the others location. Argent, your hands shine with an indigo energy as unraveler can be felt in your hands. One round with him, make it count.


Maps updated.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Knowledge Arcana1d20 + 5 ⇒ (15) + 5 = 20 What just happened?


In short, some serious magic interaction. Your dragon's blood helped to unleash a hidden power of unraveler. He can detect bloodstreams from almost any distance. Red is common folk, green for those with a connection to nature, blue for royalty and nobles. Exceptions here and there as well, such as Argent.

Also: Paging Casvian: What's up?


Male Human 59/66 hp Ranger(guide variant) 6

Knowledge(dungeoneering): 1d20 + 8 ⇒ (15) + 8 = 23

I am back now.


Male Human Magus (Blade Bound, Hexcrafter)5

Space seems to warp and weft around Argent as Unraveler is once again united with him, however briefly. His right eye ignites into a bright light and looks almost crystalline. Argent throw his head back and laughs maniacally as he once again feel whole. The strikes at the guard then moves toward Unravelers true location.
Swift action: arcane pool to add Keen and frost to Unraveler.
Standard action: attack1d20 + 10 ⇒ (18) + 10 = 28damage1d8 + 7 ⇒ (5) + 7 = 12plus 1d6 ⇒ 6cold
Move action: move 30' in Unravelers direction
Oh nice a crit chance
Confirmation:1d20 + 10 ⇒ (7) + 10 = 17
Crit extra damage:1d8 + 7 ⇒ (2) + 7 = 9


Casvian:
You recognize specifically that the lead sheet has some association with blocking magic. This one seems to be wrapped into a ring shape. Perhaps this is what the other orc brother was using to remain hidden from the drow. You take the torch offered to you, but you resist the urge to light it for now, knowing that dark elves can detect light in caves from supernaturally long distances. " We should keep looking for now, but we'll come back here later. Agreed?"

Argent, Thundrik:
Thundrik's panic subsides, but he finds himself winded, and distant from the fight. He begins making a journey back, thinking to himself "My legs are three times longer, but I'm still so slow. Who came up with that idea?" Argent, united momentarily with his blade, swings with great vigor at the dark elf in front of him, slicing her throat and freezing the wound instantly. She drops, leaving just one guard visible. The darkness she cast dissipates, revealing a shambling group of miners wielding their picks and headed right towards you. One group has stopped, but the others still advance. You know that these ones won't stop until you kill their director. Looking in your hands, unraveler was never truly there, and it was the pick in your hand this entire time. Even the wound given to the elf seems to be a puncture and not a slice. You are aware of unraveler's location, but the distance seems daunting at this moment. Perhaps better to finish this fight first.


Male Half Elf Fighter 1/Sorceror 4/Dragon Disciple 2

Alric peers carefully over the edge of the pits, but as the magic fades, his vision becomes swallowed by the returning darkness. Then, tucking unraveler through his belt, he begins to feel his way toward the light he say as argent, crawling and using his hands to search for crevasses.


Alric:
You are able to see with the light that unraveler continues to give off. "I'm sick of being in the bloody dark. " Two medium sized creatures with large antennae lurk in this close pit amongst many rusted items, but it is possible to see some untouched metals below, perhaps even some gold coins. There is a second pit a good distance away. Whatever's in there, is rotting. The stench is horrific. You can see putrified plant life and meal scraps on the edges of this smooth, almost sleek curve. At the bottom, there are some proper metal objects mixed in as well. En ahst tells you he will search for another way down. As you are discovering this area, he comes down around a corner.

" Where'd you come?" Alric asks
"Took the stairs." Is En ahst's reply, gesturing behind him to a long staircase.

You are free to head out of this trash yard to the town if you like.

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