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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I tend to agree, beside... fungi don't entice me.

Kn Nature, what are these: 1d20 + 7 ⇒ (2) + 7 = 9


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 it won't take but a moment to look around. Mischa says. Let us just make sure this truly is a dead end before moving on


No tracks could be found anywhere near anyone's location, in fact besides the vermin that the group has encountered it doesn't look like this back entrance is used at all.

Anya moves up to Newt to try and determine what the strange fungi are. All she can tell is they are not your common household variety, she hasn't ever seen anything that looked like these before.

The field of mushrooms is very dense inside the room.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Mushroom Field Time: 12:30 pm


Let's go back and east.


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

We are to find a hidden route in to surprise the Ogre. If that ledge leads there then it would be worth exploring Mischa says But if no one else wishes to pursue it then we will go East


Male Human A 1

You have nature skills you could look in the room and see if you can tell if there is anything obviously dangerous in there.
The rest of us fear what we don't know...a room not used, filled with mushrooms...nothing good can come from that :]


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

Good idea. Just never thought to be scared of pizza toppings!

Mischa walks up to as close as she can get to Newt and examines the shrooms.

Kn:Nature: 1d20 + 6 ⇒ (5) + 6 = 11


Male Human A 1
Mischa The Witch of the Woods wrote:

Good idea. Just never thought to be scared of pizza toppings!

True, though if Casimir spots Pepperoni he will flee!


Mischa moves up to examine one of the toadstools, she immediately recognizes them.

The mushroom field is composed of ochre toadstools, a poisonous strain of fungi. If disturbed (e.g., stepped on), they release a puff of spores in a five-foot sphere that causes acid damage. The spores are also poisonous if inhaled.

A DC 13 Dexterity check is needed per square (Currently anything in Rows A, B, C or D) to cross the room to the ledge without disturbing the mushrooms. Failure results in setting off the mushrooms in that square. If you attempt to cross please give me the exact path and roll your checks as appropriate.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Mushroom Field Time: 12:30 pm


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

Would Mischa know of any way to 'harvest' the mushroom to use it somewhere else if that's possible at all?


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

"I am not against exploring it Mischa - I'm here to do my best in keeping you guys safe" - Bowen pipes in with his usual modest demeanor - "If you tell me this might be worthwhile, you can count me in. And if you can bear the smell, I'll take up point" - he smiles.


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

Actually, this is... very dangerous, these mushrooms are not to be trifled with

bwatford, if Mischa can pick one of the mushrooms for possible later use (could she throw it and have it explode later basically) and the Nature or Survival roll is fairly low then she will attempt to harvest. If not then she will back away and agree with the others that they should forget this place and go East.


Not to be... truffled with!


The damage from the spores comes from the fact that an entire five foot section would go off at once due to close proximity of them being packed together. Just one mushroom would not do enough on its own and would go off as soon as it was picked. However Ochre Toadstool Poison could be extracted as a inhaled poison, Craft Alchemy Check DC 12 and would take a few days to distill even one dose and create.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Mushroom Field Time: 12:30 pm


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

That is.. not what I said Mischa says firmly and backs away from the cavern and back south to stand near the Western tunnel.


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

Bowen follows without another word.


Was funny, still...


I have updated the map with new positions. Really all I can do to everyone post more specific actions.

Updated Map of Current Area

---------------------
Current Location: The Back Door: Mushroom Field Time: 12:30 pm


Anya nearly holds her breath as Newt retraces their steps and begins scouting eastward.


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

Bowen takes up position at the corner with his bow in hand, watching as Anya proceeds with the scouting.

M:17


Newt scouting DMPC'd.


Male Human A 1

Go ahead and move Newt down the east passageway, we will follow 20-30' feet behind him with bows drawn.


Newt retraces his steps back through the cavern with the lake and heads east to see what lies beyond that passage.

Seeing only corridor ahead the group travels down it, after about 600 feet it ends in a dead end. Newt begins to search the wall ahead and soon finds a loose switch Newt flips it and the wall ahead opens like a door.

Newt's light source doesn't illuminate all of the cavern but he can clearly tell it has a low 7-foot ceiling. Along the south wall from which Newt just opened the secret door are several stacks of crates. Positioned in front of the crates is a small wagon. To the southeast, several small casks are tucked into the corner. Each bears the symbol of an ale cask with crossed barley sheaves superimposed on it.

Quickly checking the contents of the crates he is hiding behind Newt informs the others that the crates are all unlabeled and contain dried foodstuffs, salted meat, and other rations. One crate holds several hand tools and iron nails.

Not wanting to come out from behind the crates to explore further Newt looks to the others. "Look like we are slap dab in the middle of Ogre country if you ask me."

Updated Map of Current Area

---------------------
Current Location: The Ogre Cave: Storeroom Time: 12:35 pm


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

"Anyone else in the cave?" - Bowen whispers back - "If not, move further?"


What entrance does the Ogre use, surely not this one.


Male Human A 1

Casimir pulls them back into the hallway then cautions them, Losing the element of surprise...could be lethal for all of us. Even as slovenly as this beast is he could kill most if not all of us if we don't hold onto our one advantage.

He then goes on the offensive, selling his idea, Here is what I am proposing...it may sound crazy but it would possibly not alert the Ogre to our presense. Newt, you may not like this but it can work...just here me out.
What if we were to dress Newt up as one of the bugs. He is not much larger than them. What if we cut the shells in half and tie each side to him. If he wonders into the Ogre he could simply scurry back without alarming him to our presense. I know it sounds really...bad but none of us can pull it off except you and it will give you a chance to see the ogre and not give us away.
Think about it for a minute...if you won't agree to it I understand though.


And... caltrops. If we could start a fire, smoke him out, might pass out.


Male Human A 1

Yes, a good idea, if we could draw the Ogre to an ambush. He sees the bug scurry in and out. Decides to squash it and you lead him into the Caltrops and our bows. Maybe we can hurt him badly before he can even get to us?


He's been acting... smart. What if he's not alone?


While Lord Casimir goes over his plan Newt quietly slips away, making his way out from around the crates to the cask in the southern part of the cave and begins searching the cask taking 10 on perception.

There are nine casks all together marked with the name Berkclay Bros. Brewery. Two are empty, two hold water, two hold wine that has turned to vinegar, and three are full with ale. Five of
the ale casks are marked marked with a small "x" underneath. (The three full ones and two empty ones.)

Updated Map of Current Area

---------------------
Current Location: The Ogre Cave: Storeroom Time: 12:36 pm


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

We have to discover where the ogre is before we can plan to lure him out so I can see no other option than what we are doing right now. Newt scouts and we follow close behind in case he needs help. But yes if Newt is willing to wear the shells then it might help us lead it to a trap.


Male Human A 1

Do we know that Ogres can see in the dark? I read most of the posts from start but didn't catch all of the details.


Have we identified other entrances into this... storeroom?


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

Knowledge Nature for ogre: 1d20 + 6 ⇒ (12) + 6 = 18


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

Seeing that it's safe Mischa will move up to E7 and look around the area Perception: 1d20 + 6 ⇒ (13) + 6 = 19


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, torn between terror at what may await and a wish to protect Mischa, reluctantly moves up into the room, crouching behind the crates as he looks around.
Move to F-6
Perception: 1d20 + 3 ⇒ (6) + 3 = 9


Mischa racks her brain for any knowledge that she may recall about Ogre's she recalls the following from a book she read once...

This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.

Mischa:

Ogre
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30
Fort +6, Ref +0, Will +3

Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.

As Bec enters the cavern with his torch it lights much more of the room and deeper into the complex. Upon seeing this Newt moves back to the group behind the crates. "So much for being sneaky, anything within eyesight of that torchlight knows we are here."

Updated Map of Current Area

---------------------
Current Location: The Ogre Cave: Storeroom Time: 12:37 pm


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

Bowen moves up to join with his companions, making sure there are no immediate threats - "I am not sure how successful we would be at disguising someone like a beetle" - he chuckles - "But it may be worth a try"

D:5


Male Human A 1

That was the point I was trying to make...if Newt wanders into the room with light he can't really sneak up on the Orge and the element of surprise is lost.
If the Ogre just thinks it is one of the bugs he may not be as alarmed...I am guessing they are seen in these caves from time to time if we have encountered them.
he whispers and moves up just behin the crates bow drawn. He strains to listen for any noise beyond them into the darkness.

Perception 1d20 + 4 ⇒ (9) + 4 = 13


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

Anyone with bright light should take care not to move up too fast. Mischa agrees I do not know if anyone has been alerted already. Hopefully not. It should be noted that despite our hopes ogres have excellent vision in the dark.


Shhhh... Less talking, more doing. Bec, can you set that spear against a charge? This might be the best place for an ambush.

Kn Nature: 1d20 + 7 ⇒ (15) + 7 = 22

Didn't realize Ogre was Kn Nature, sorry.


Male Human A 1

Then it makes even more sense to disguise Newt as a bug...at least we may have a chance to not lose surprise. I know it sounds silly but it might work...what would it hurt to try?

He doesn't press the issue anymore and waits for the other to accept or dismiss his idea.


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 looks at his weapon, Yes, I think so.

Good thinking!


I'll do it... Clean one up for me. Newt's more useful unencumbered.


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

Not really sure if I can assist with the disguise - Bowen's skill set is really limited. Though I can assist if we are planning to draw the ogre towards us, by planting a trap - that he knows how to do ;)

"If you tell me where we will plan the ambush, I can try to set a trap to give us all the advantage we can get" - Bowen nods seriously - "That is one thing my father taught me well"

If the group decides to set up the ambush in this area, Bowen will go to work, with a setup that will make the ogre's life as miserable as possible - he will take his time (take 10 for a total of 18) :D


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

I must bring up again that we need to find the ogre first before we can plan a trap though this is a good place for an ambush


Anya:

Ogre
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30
Fort +6, Ref +0, Will +3

Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.

Newt listens intently to the groups banter on a plan then chimes in. "I'm going up a little further to scout around. I suggest everyone take up tactical positions here and ready to shoot anything bigger than myself if I come running back."

With that he heads off to the north part of the cavern. As he gets there he motions back to the group using hand signs that the passage/cave splits off in two different directions.

Updated Map of Current Area

---------------------
Current Location: The Ogre Cave: Storeroom Time: 12:38 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 moves up to I6 and nods at Newt with bow drawn. Anyone with a full torch should stay back or go to the Eastern end of this room to maintain stealth She whispers.


Not many of you are good at deciding, huh. Which way does he go?


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

We may as well flip a coin child. Let us say East for now.

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