Legends are Made, not Born (Inactive)

Game Master bwatford

The PCs are all townsfolk from the wilderness village of Dundraville. For the past few years, an ogre that lairs in a nearby cave has extorted goods from the town, in exchange for not attacking or destroying town property. Up until now, the ogre's demands have been ale, sheep, and mundane supplies. The townsfolk complied, and the ogre never bothered them. But last month, the ogre's demands included gold and building supplies. This set the townsfolk on edge and then, just last week, the ogre returned to town two weeks early to demand more ale, gold, and, even worse, captive townsfolk! The good folk of Dundraville decided something had to be done. They put together a plan to spike the ogre's ale with poison, but when they delivered the ale to the ogre without any prisoners in tribute, the ogre flew into a rage. The brute dragged two townsfolk off to its cave, to be eaten for sure. The ogre's reign of terror must be stopped. Six brave citizens of the town have banded together with a plan to put an end to the evil ogre's villainy!


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Actually Bec goes before Casimir in Initiative so he would have to delay to take advantage of your offer. Just a heads up to keep it all straight.

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:23 pm


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Mischa draws an arrow and readies her arrow to go after all the melee focused members of the party have had a turn, seeking to preserve her arrows.

Readied shot on beetle: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 5

Is that the final one of them? she asks.


Male Human A 1

I think it may be dead after my sword stroke assuming no one kills it before me.


Newt moves away from the beetle to keep out of its jaws.

Eek! Get away!"

Moving to I4.


Lord Casimir dispatches the final beetle with a swift perfect blow from his sword.

The three beetles lay before the group dead but strangely their light glands still glowed the reddish orange color even after their deaths.

COMBAT IS OVER

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:24 pm


Anya unassumingly moves up the line, past the glowing glands and into the beetle chamber.

on her way, she offers... Nice teamwork, everyone.

(I,10)


Human || Perception +1 || HP: 10 Warrior 1

"Indeed" - Bowen concurs - "I had never seen one of these" - he adds, moving closer to one of the beetle corpses, wanting to understand if the glands still keep on shedding light after they are dead, or if it simply will fade off in the next few seconds.


Could be useful, but... Ewww.


Human || Perception +1 || HP: 10 Warrior 1

"If they keep their glow, we clean them up good, don't worry Anya" - Bowen smiles.


Anya considers, Could act like a torch in some netting at the end of a stick.


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

I do not know but as long as they glow we can use the. Mischa moves into the cave and looks around. Let us search this cave and then move into one of those two tunnels. This place is like a maze

Mischa will search the cave after the stronger members of the group move in as well.

Per: 1d20 + 6 ⇒ (14) + 6 = 20


Anya's curiosity is always nudging...

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Bowen contemplates harvesting the glands, seems to be a simple matter as long as you don't rupture them, each beetle has two such glands so that is a total of six, they shed light much like a torch but only about half as far, ten foot radius of light equal to a torch and ten foot of low light beyond that. They could be placed inside a lantern or simply attached to something.

In the cavern the flowstone formation over the pool is stunning and the pool of water seems to be fed by an underground spring. Other than that the search turns up nothing of interest.

OOC:

Let me know who is harvesting a gland and how many and where you are putting them if you want them.

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:25 pm


Human || Perception +1 || HP: 10 Warrior 1

"I think I can..." - Bowen pipes in, proceeding in removing the glands as carefully as he can.


Male Human Male Human Commoner/1| HP 11/11 | AC 14 T 11 FF 13 | Fort 4 Ref 1 Will -1 | Init 1 | Per 3

Bec carefully skirts the beetles, looking around him warily.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Edit: He notices that he is, in fact, inside a cave.


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

North or east? They look much the same to me


Sorta does look the same, right Bec... Maybe we use the glands as markers for a way back out.

Mischa, are you this apathetic about everything or just caves and tunnels? Either way seem less trodden?


Bowen quickly and efficiently removes the six glowing glands and sets them on the ground beside him, now he must figure out what to do with them.

There does not seem to be any footprints going in either direction.

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:26 pm


Human || Perception +1 || HP: 10 Warrior 1

bwatford, I can stow the glands on my backpack for the time being, right, and maybe use a ripped piece of cloth from the dead in the previous room to tie one of them to a torch?


Male Human A 1

Casimir motions them together...Here is what I am thinking. I am sure the ogre finds these...things wondering around all over the place. If he is up and around he might not get alarmed if he sees this type of light coming into wherever he sleeps. I think we should use these as lights instead of our own light, even though its not as bright. What do you all think?
As far as the glowing sticky things, we could place one in the bullseye lantern and store the rest?


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Don't know what you mean by glowing sticky things. I think we just have the glands from the beetles.


Bowen stores 5 of the glands in his backpack and attaches one to an unlit torch for his light source.

OOC:

Bowen plus 6 beetle glands 5 in backpack, one on torch

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:27 pm


Male Human A 1
Mischa The Witch of the Woods wrote:
Don't know what you mean by glowing sticky things. I think we just have the glands from the beetles.

Yep Casimir is just referring to the glands. He doesn't even know what a "gland" is other than glowing sticky things :]


Male Human A 1

Maybe the Ogre is deeper within the hillside...do we know which way see to go deeper in?


Berries red potatoes brown, this is the passage we go down...

North. Our destinies await.


Male Human Male Human Commoner/1| HP 11/11 | AC 14 T 11 FF 13 | Fort 4 Ref 1 Will -1 | Init 1 | Per 3

Bec shrugs, Whatever you say, Anya'drea.


So the group discussed which way they should proceed, no one had moved an inch toward either option as of yet.

Remember if you are moving with your action then you need to let me know which map square you are moving to.

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:28 pm


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Mischa recommends that Newt take one of the beetle glands for light and she will follow 20 feet behind him when he moves into the northern tunnels. Her artificially lit pebble should go to one of the rearguard. Since she is in the middle she will take another one of the beetle glands.


Male Human A 1

Lets try that way then, its agreed. You are a brave man Newt, scouting for us like this. Points north.
He squeezes his shoulder.
Just be careful.


Anya watches the other folks "decide".


Human || Perception +1 || HP: 10 Warrior 1

Bowen distributes the glowing glands as suggested, and follows the others North.


Female Aasimar Cleric of Shelyn/5 | HP 37/37 | AC 18 T 12 FF 16 | Save F 7 R 4 W 11 | CMD 17 | Per 10

I don't know what it is Eleanis says and casts Detect Magic.


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Please disregard that Eleanis post. The boards are acting weird and that was cross posted from another game I'm playing.


Male Human Male Human Commoner/1| HP 11/11 | AC 14 T 11 FF 13 | Fort 4 Ref 1 Will -1 | Init 1 | Per 3

I thought I recognized that character! I'm Hal in that campaign.


Continuing his scouting, Newt moves ahead to find out what else is about. he also reloads his crossbow.

Moving to F14.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25


Mischa takes one of the beetle glands as her light source and extinguishes her torch and stowed it.

Bowen gives one of the glands to Newt and takes the lighted pebble from him which goes out as the magic spell expires.

Bec is the only one with a torch still lit.

As Newt slowly moves through the main cave in had the decision of the north passage or the east passage ahead of him.

OOC:

Mischa plus 1 beetle gland
Newt plus 1 beetle gland
Bowen minus 2 beetle gland

Spells & Effects In Play:

The floor of this grand chamber is covered with debris and is considered rough terrain. Running or charging in this chamber requires a DC 12 Acrobatics check.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:29 pm


Anya waits for Newt to choose.


"Umm, that one!" Newt says as he points to the one up top.

Moving to B13.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Newt slowly moves north with the dim light of the beetle gland.

There seems to be a chamber ahead, the smell coming from the north is both damp and musty with a thick acrid scent. Newt can see what he believes to be some type of toadstool growing out of the floor a few inches tall just ahead.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Fire Beetle Nest Time: 12:29 pm


Why'd you stop?


Male Human A 1

Please move Casimir up to H14 and draws out his bow, he motions Bec to move up to H13.

Just in case! he whispers an arrow loosely notched in his bow.


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Mischa moves up as well with her biw and tries to see what lies beyond.

perception: 1d20 + 6 ⇒ (18) + 6 = 24


"Because careful, see? No rushing."

Newt stealthily moves his way near to the toadstool. B13.

Stealth: 1d20 + 11 ⇒ (16) + 11 = 27


Male Human Male Human Commoner/1| HP 11/11 | AC 14 T 11 FF 13 | Fort 4 Ref 1 Will -1 | Init 1 | Per 3

Bec pats his dagger at his belt as he clutches his spear, quietly moving up beside Casimir.
Move Bec to H13


From what Newt could now see it was not a single toadstool but the entire cave was filled with them. The ochre colored toadstools covered the entire chamber. The cave continued opening to the north but Newt's light source would not allow him to see the farthest reaches of it. Located in the eastern spur of the room is a ledge about 10 feet high off the main floor.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Mushroom Field Time: 12:29 pm


Human || Perception +1 || HP: 10 Warrior 1

"Mushrooms?" - Bowen chips in from the back - "See anything dangerous?"


Male Human A 1

Newt hold back... Casimir whispers, Bowen, does it appear as if there are any tracks going into the room? If it doesn't seem to be used we should try the other corridor. I don't get a good feeling from that room.


Female Elf Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

If there is no danger then we should bring our stronger lights into the cave to see what is there Mischa says The path to the ogre's lair could be anywhere


Human || Perception +1 || HP: 10 Warrior 1

Untrained Survival: 1d20 + 1 ⇒ (13) + 1 = 14

"I am not sure Casimir..."


Male Human A 1

I was thinking that if no one comes in here that it is unlikely to be where the Ogre is and not to bother with it until after we have brought the evil beast to justice.
But I will defer to the group's judgement of course if we think it is worth searching.

Casimir takes out a cloth and wipes the sweat dripping from his brow. He has never been in his armor this long before...it feels like twice as heavy as when he started...

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