Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Ruby returns a while later and gives a description of the fort. It was all broken up on one side. Both levels, like a giant had been throwing rocks at it. It didn't look very hospitable.

With the stinger on the end of her tail she draws a rough map in the dirt of everything she can remember.


Before Ruby can finish her drawing, the voice of Captain Drake sounds in everyone's ears, as though he's standing right next to them.

"This is Drake. It seems you have lost the Shoanti and picked up a priest. Report, please."

Drake is locking onto the Scrysphere, scrying and using Message to make contact with everyone.


so we did. We also met a deer.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

While Vuvu and Drake converse using the Scrystone, Hemmings rummages in his pack for the notes from this Forsend fellow they are supposed to find. The idea that the fortress has broken open reminds him of something.

Forsend's Letter wrote:

It is wonderful, the fortress has opened up. After the small quake one whole side has collapsed, yes things may be lost in the debris and the piles of stone but there is now easy access to enter into the Black Knight's Fortress.

No, no the fortress is just named that for the myths of the region. Most of the records of that fortress and many of the others have been lost due to the zealot changes of who is in favor or not, even in this region.

Beware of the church, for they may want some of the artifacts, just to destroy them.

I hope to spend two days searching for items that have fallen free from the fortress and taking a cursory check inside.

Draxas I hope to share these rewards with you on the 5th. (There is more writing, about two paragraphs, but it seems smudged and splotched with ink.)

Instructions on how to find the Fortress:
follow the river north for 2 hours until you find the giblet (criminal's corpse in a cage, hung from the black tree). From there follow the gargoyle markers along the dirt path, for about an hour which should get you to the abandoned village (beware of the corpses, Stay clear!). You should see a tall stark white Yew tree up on a high hill to the South East, go to it. From here you can see the fortress about a mile to the north. It is strange that you can't see the fortress from anywhere except that Yew tree or the village.

Good Luck, and if you don't hear from me, please send reinforcements, darn myths always coming true...

"Seems like we're headed to the right place. The last notes from the lost pathfinder look like he was nosin' around inside that fort up there. After we get done talkin' with Drake, I suggest we head over there an' see if we can find this lost fella. It says "Black Knight's Fortress", that doesn't sound good. Also this bit about the church and zealots, that sound familiar to you priest types?".


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Nope, but then again I am not from around here. Ohh, you mean the Cheliaxian church of Asmodosous, yes they can be very zealous and they like to keep their records the way they are, written in their favor." Locke responds with trepidation.


Lets get somewhere are rest.


Setting up the timeline... The group gets to the elm tree, Ruby goes scouting out, the group begins to rest, Ruby gets back and Drake talks to the group, then the group finishes resting at the elm tree. About 9 pm everyone is rested.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Does Drake have anything else to allow? Perhaps not if Mr Charisma is talking to him...


All of you can hear him and respond. Message is basically the magic version of a conference call.

"The loss of the Shoanti is unfortunate, but within expected operational projections. This mission is still go. I will check in with you every night. I have negotiated with my superiors for expeditionary expenses that will allow me to resupply you if there is need. I have access to most mundane equipment. Any out of the ordinary requests may take some time to procure, so do try to plan ahead, particularly for anything large. Keep in mind that these funds are far from limitless, and are directly connected to any potential bonus you may receive upon completion. Ruby has copies of the contract each of you signed. Please have your new arrival sign one if he is going to continue working with you."

"Is there anything you require from me at this time?"

Basically, Drake can provide you with normal equipment if you give him advance notice. Cheap stuff he can probably just give you. More expensive stuff you'll have to pay for yourself, but he can bring to you and take cash on arrival.


Male Cleric 1

good evening Venture Captain. I am Frederick Elisha Goldsmith. I am "the new arrival" and would be happy to help as this was ince my home but has fallen under a grave time. I will.be happy to look over and more than lilely sugn your contract if it gives me the opportunity to pull my himeland out of this situation.


Vuvu rattles off a long list of things to be used for potion brewin and acid creationnothing specific but this way I am not putting gold into the pot.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

"What about some fine-crafted lockpicks and the like? I always wanted me some, but never had the coin to get 'em, looks like now I do.
Could use a big bruisin' Shoanti barbarian if you got one o' them around too."

"Only other thing I can think of is information. What is up in Haven and with the cursed family items we found? Any ideas?"


A series of whispers echo in the ears of the group.

"Likewise, Mr. Goldsmith. I appreciate your willingness to aid in this endeavor."

"Haven. I'll look into it."

"As for lockpicks, such things are expensive and difficult to procure. It may take me some time and you may have to foot the bill. I'm afraid my expense budget is not substantial enough to subsidize personal expenses of that nature."


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke pipes in, "a wand of cure light would be helpful, and if the loot from this forray does not pay for it, I am sure I can scramble up some extra coins. We will have the coins for you one way or another."

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

"My arrows are still stocked, so I'm good to go venture captain.", he turns around to his party, "Are we going to venture forward in the middle of the night or wait for daylight? If we're camping then I guess it's my turn to take watch."


"A wand should be a simple find. I will contact you again tomorrow. Good luck."

And the voice faded.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

So about this map of this place that we're going... Ruby continues, slightly annoyed at the interruption.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Ruby:
Thank you Ruby for scouting and the information


The group gets information from Ruby... You all rest, with the watch switching as needed. Locke tells the group that unless we rest until the new day he will have no spells or channeling, but that does not bother him.

Each of you need to show your interest in moving on now, in the night, or waiting for the next day. I hope to have each of you post by 10pm tonight. Then we can move on from there or sooner if everyone checks in.


rest the night


Male Cleric 1

I need to rest and pray to rebuild my strength in case we encounter anything else on our journey tomorrow.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Going on at night seems more dangerous than staying in a defensible place. Plus with our track record we will need Lockes spells

I vote for resting and using the watch pattern described above.

Silver Crusade

Nearly Gods Upper and lower

It looks like with the three that have spoken, and I am sure the others would like to have all of both cleric's spells ready, we will spend the night here, and set out once the praying is done.

It is now up to you to either roleplay the night away or post for advancement into the next day. I will wait to hear from three players before moving on, feel free to post for the night just label it as such.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

"I will take watch for now while the paladin prays."


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings approaches the new priest Goldsmith. Once he appears to be done praying, Hemmings clears his throat to get his attention.

"'Xcuse me, priest, but sounds like you're from 'round this parts? What do you know about Haven and what happened to that place? Know anythin' at all about this Black Knight and the Tower we're headin' to tomorrow?" What's your story anyhow?"

Not sure if you have an releveant background, but if this is your home area, maybe you do?


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Ardamir takes the first watch then rests the night.

Silver Crusade

Nearly Gods Upper and lower

Goldsmith if you want any info go ahead and PM me your checks, otherwise you don't know much about the Black Knight or his Tower, it is a myth. You probably have been gone for 5 or more years.

Everyone, I will be able to DM most of tomorrow, I think so... You all rest for the night and feel refreshed, though it also depends on your opionion of prayers/singing as Locke is singing nicely.

NEW DAY!!!


Great this is a bust week for me but i will post as much as i can


Male Cleric 1

I grew up in town amd was discovered early on that I had a devine connection. I wassent to study about seven years ago and I havent returned until today. As for the Black Knight and his tower it was always thought of as tales told to keep children in line


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings gathers up his belongings and stows them away. "Guess we're headed to the broken up fort. Hope the Black Knight ain't home. Ruby, can you give us a quick recon in case something's on the path?


Alright another day. I will try not to get myself killed.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

"I concur, Vuvu, no dying today. Today I will attempt to fight with a bit more wisdom."


Vuvu looks to Ardamir and grunts


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Once Locke is done with his praying and singing to the great forces that guide us, Sarenrae and many more gods and goddesses. He is withdrawn, not talking to anyone, he is looking through his books.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

"Do not worry paladin, we'll try to cover your back."


Where to? Vuvu barks as he packs up his gear.


If you make comments towards someone you may want to specify before, especially since there is no paladin in the group, and you did not specify otherwise.
Also make sure to level up your blurbs above your postings... besides your crunches.


Ardamir is a Paladin i thought...and Vuvu was barking in general :)

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Yea I thought so too, and so far he is the only paladin.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

[ooc]Correct, I am a Paladin.[/spoiler]


Male Cleric 1

Freddy gathers his belongings after his prayers and chuckles at the good humored nature everyone seems to have.

Well let us see what this balck knight fortress has to offer.


Sorry guys I forgot, I don't know what I was thinking. Anyways more info is still better, especially for your easily confused DM. ;)
Feel free to describe where you are in the procession, how fast, etc.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings takes a spot at or near the front of the group and tries to remain in contact with Ruby who is spying out the road ahead of the group. If she reports something interesting enough, he will dismount to scout the area. Any way to judge the distance to the keep or what might be in between?

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Lecloront will take the back, wary of another ambush. He will be cautious with this surroundings so if that would require him walking a little bit slower then he will walk slower.


Vuvu walks along w his mage armor extract at the ready.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Ardamir will stand near the back with Lecloront for the same reason, to keep an eye out for anything following.


sorry Vuvu is in the center of the fun


Male Cleric 1

Freddy will be up front.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Eyes in the sky, 60' ahead.

perception: 1d20 + 6 ⇒ (15) + 6 = 21


Now back to the Digital World
The group travels for about a mile and the fort gets larger as you get closer to it. It seems that the fort could have five or six levels above ground, though with the size of the fort more levels could be below ground.
You are now 200 feet away from the fort.

Perception Checks:

1d20 + 4 ⇒ (1) + 4 = 5 Freddy
1d20 + 6 ⇒ (5) + 6 = 11 Vuvu
1d20 + 3 ⇒ (15) + 3 = 18 Ardamir
1d20 + 9 ⇒ (3) + 9 = 12 Lecloront
1d20 + 7 ⇒ (10) + 7 = 17 Hemmings
1d20 + 4 ⇒ (4) + 4 = 8 Locke
1d20 ⇒ 9 Xoruk
21 Ruby

DC 20 Perception Check:
You can see a pack of some kind of canines hanging around one side of the fort.

DC 10:
You see a tower, no a even larger building like a fort.

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