Memory Lane PBP (Inactive)

Game Master Winterwalker

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Male Elf Wizard Level 1

Spot check on dragon parts [7,4] = (11)

The Exchange

Delweir wrote:
Delweir shakes his head and takes account of his surroundings. Is there anything that could serve as a 10-foot pole to probe for quicksand?

There are plenty of pieces of wood that will suffice yes.

The Exchange

Duneriur Mawdancer wrote:
Spot check on dragon parts [7,4] = (11)

Are you trying to spot after the fact? [the dragon visit] or did you mean to 'search' the wreckage for any signs of the beast left behind?

Spot is more a skill used to see what looks out of place, see through a disguise, see a spider crawling up your arm in time to flick it off etc. Though not limited to just those actions, however search sounds like what you want to do.

The Exchange

Alvartus 'The Gilded Pick' wrote:
If Kavelin appears steady on the sandbar, Alvartus joins him nonchalantly, whistling while waiting for his supposed compatriots.

There is plenty of room to stand and not sink. You could possibly wade to the shore on either side as well if you want to get wet, or make a raft, there's plenty of spare wood now.

The Exchange

Duneriur Mawdancer wrote:

Duneriur walks over and removes one of the torches.

He then ask Grenep for one of the wedges

Knowledge (arcana) check on Door wedges [17,8] = (25)

Grenep, this appears to be too heavy for the likes of me, if you feel comfortable carrying it you should .. might come in handy.

The wedges seem to be just that, normal old wedges. They are pretty sturdy looking being made of metal however.


Male Half-Orc Druid 1

Any info from any of Grenep's rolls?


Male Elf Wizard Level 1
Dungeon Master WA-74 wrote:
Duneriur Mawdancer wrote:
Spot check on dragon parts [7,4] = (11)

Are you trying to spot after the fact? [the dragon visit] or did you mean to 'search' the wreckage for any signs of the beast left behind?

Spot is more a skill used to see what looks out of place, see through a disguise, see a spider crawling up your arm in time to flick it off etc. Though not limited to just those actions, however search sounds like what you want to do.

I was doing a check on the wreckage for anything left behind, bits and pieces.


Male Human Cleric 1

"What do we think," I ask from where I am standing on the sandbar, "Should we make a camp for the night and see what the morning light shows us about our location or should we go traipsing through a swamp at night. Personally I think waiting out the night would be the wisest course at the moment."

The Exchange

Duneriur Mawdancer wrote:
Dungeon Master WA-74 wrote:
Duneriur Mawdancer wrote:
Spot check on dragon parts [7,4] = (11)

Are you trying to spot after the fact? [the dragon visit] or did you mean to 'search' the wreckage for any signs of the beast left behind?

Spot is more a skill used to see what looks out of place, see through a disguise, see a spider crawling up your arm in time to flick it off etc. Though not limited to just those actions, however search sounds like what you want to do.

I was doing a check on the wreckage for anything left behind, bits and pieces.

Yes, that would be a search roll, not a spot.

The Exchange

Grenep Featherwise wrote:
Any info from any of Grenep's rolls?

Night begins to settle over the swamp, cloaking the dense undergrowth in darkness and turning the water's surface to black. With it comes a clinging, creeping fog, rising from the water like a spectral steam. The fog surrounds you, its dampness caressing you like cold, dead hands. The swamp seems to retreat from the mists, its sights and sounds disappearing into some unseen distance. All that remains visible is the cold, choking fog. Even your companions seem far away.

For a moment, everything is quiet. What few sounds you can hear are amplified by the surrounding mists: your own breathing, your beating heart. Then the fog begins to dissipate, fading away as quickly as it appeared, leaving you and your companions alone in the dismal
swamp.

For Grenap only:

Spoiler:

The swamp seems even darker than it did before The nearby trees have become twisted shadows with clawlike branches reaching out, and a foul odor rises from the murky water. Overhead, through the tangle branches, the sky also appears strange. The stars have subtly changed positions, and the moon is closer, nearly full. Menacing clouds begin to roll across the western sky like a curtain of black smoke. In but a few moments, the clouds blot out the feeble starlight completely.

A storm is brewing—a very bad storm.


Male Half-Orc Druid 1

DM only

Spoiler:

Could Grenep tell if the mist was natural or unnatural? Also can he tell if the apparent change in the firmament is just an illusion of the atmosphere or is real? Finally, does the ship seem secure? Would it provide sufficient shelter from a storm? Is it 'safe'?

The normally light-hearted druid begins to get a grave look over his face as he checks out the surrounding area and looks to the skies "Um...guys, this...this is not good. I don't think we can stay here. There's a...Bad storm coming. And it doesn't feel...right"

Grenep dumps everything he's picked up in his pack and grabs one of the torches "Gritchy, stay close to me" for once the grouchy badger doesn't seem to argue

If the water in the swamp seems too deep for Gritch to easily navigate Grenep will pick him up too and either carry him or put him in the top of the backpack-he'll have his head poked out the top and be able to easily jump out. If the weight of everything is too much, G will leave behind as much wedges are necessary for someone else to pick up if theyt want to


Male Human Rogue 1

Alvartus waits until somebody else in the group does something. If someone wades across successfully, he follows shortly afterwards. If it looks like they are building a raft, he waits for its completion.

The Exchange

Grenep Featherwise wrote:

DM only

** spoiler omitted **

The normally light-hearted druid begins to get a grave look over his face as he checks out the surrounding area and looks to the skies "Um...guys, this...this is not good. I don't think we can stay here. There's a...Bad storm coming. And it doesn't feel...right"

Grenep dumps everything he's picked up in his pack and grabs one of the torches "Gritchy, stay close to me" for once the grouchy badger doesn't seem to argue

If the water in the swamp seems too deep for Gritch to easily navigate Grenep will pick him up too and either carry him or put him in the top of the backpack-he'll have his head poked out the top and be able to easily jump out. If the weight of everything is too much, G will leave behind as much wedges are necessary for someone else to pick up if theyt want to

Druid Insight:

Spoiler:

Travel through the swamp will be foolish. In some places the water is several feet deep, concealing roots, pits, and even more sinister dangers. Even with torches you don't think it would be wise to attempt to walk through the swamp on foot, the storm clouds blot most of the light out, making every shadow a potential danger, and hiding many a danger.

The Exchange

Mist(Grenep/anyone)

Spoiler:
no knowledge on the mist is gleamed, but it is still present it never went anywhere. Seems to be just that, mist.

Dark storm clouds gather in force, though no rain falls, it looms ominously above your heads. It makes no sound, no flashes of light, it just gathers.


Male Half-Orc Druid 1
Dungeon Master WA-74 wrote:
Grenep Featherwise wrote:
Any info from any of Grenep's rolls?

Night begins to settle over the swamp, cloaking the dense undergrowth in darkness and turning the water's surface to black. With it comes a clinging, creeping fog, rising from the water like a spectral steam. The fog surrounds you, its dampness caressing you like cold, dead hands. The swamp seems to retreat from the mists, its sights and sounds disappearing into some unseen distance. All that remains visible is the cold, choking fog. Even your companions seem far away.

For a moment, everything is quiet. What few sounds you can hear are amplified by the surrounding mists: your own breathing, your beating heart. Then the fog begins to dissipate, fading away as quickly as it appeared, leaving you and your companions alone in the dismal
swamp.

I'm sorry, did that mean that the fog just dissipates around Us but is still filling the swamp?

"Uh, guys, I'm not getting a good feeling here. Something about this doesn't feel natural at all. But I also now that it'd be real dumb to try and find our way through this strange swamp at night. As long as this ship's not sinking or anything I say we try and make ourselves comfortable here for the night and then make a raft or something in the morning". He looks at his companions to make sure he has their attention. "And we better post a guard" Grenep then looks around again at the creepy swamp and shudders slightly and says under his breath "...or two."


Male Human (Chelish) Illusionist 1

"I for one am not comfortable with the idea of trekking through a dangerous swamp in the dark of night, a storm looming overhead, even if we have a druid to guide us. I suggest we each carry one of these magical torches, and take the remainder; we may be able to trade them for coin or useful goods once we return to civilization.

I vote we use the remnants of the ship for shelter, as Grenep suggests. We can use wood from the wreckage to build a fire for warmth and to ward off animals. I'd like more time to examine these wedges; they may have unknown uses. If not, we should probably take them along...never know what might be useful. In the daylight we can scrounge for anything else that may be of use, and perhaps adjust our spells to something more suitable for a hostile environment.

Also, my face hurts a bit..."

To the party: We should probably decide upon or let someone take up the role of party leader. We could use the discussion forum to decide on party actions and allow the leader to post them here.

To the DM: If we're resting here for the night, Kavelin will take the following actions:

1)Cast detect magic and examine any auras that might be on the wedges, or anything else within range. (+8 Spellcraft check to discern auras, +10 if they are divination)

2)Hold one of the torches and pronounce "Night" to see what effect it has.

3)Pronounce the word on one of the wedges while holding it.

The Exchange

Grenep Featherwise wrote:
Dungeon Master WA-74 wrote:
Grenep Featherwise wrote:
Any info from any of Grenep's rolls?

Night begins to settle over the swamp, cloaking the dense undergrowth in darkness and turning the water's surface to black. With it comes a clinging, creeping fog, rising from the water like a spectral steam. The fog surrounds you, its dampness caressing you like cold, dead hands. The swamp seems to retreat from the mists, its sights and sounds disappearing into some unseen distance. All that remains visible is the cold, choking fog. Even your companions seem far away.

For a moment, everything is quiet. What few sounds you can hear are amplified by the surrounding mists: your own breathing, your beating heart. Then the fog begins to dissipate, fading away as quickly as it appeared, leaving you and your companions alone in the dismal
swamp.

I'm sorry, did that mean that the fog just dissipates around Us but is still filling the swamp?

"Uh, guys, I'm not getting a good feeling here. Something about this doesn't feel natural at all. But I also now that it'd be real dumb to try and find our way through this strange swamp at night. As long as this ship's not sinking or anything I say we try and make ourselves comfortable here for the night and then make a raft or something in the morning". He looks at his companions to make sure he has their attention. "And we better post a guard" Grenep then looks around again at the creepy swamp and shudders slightly and says under his breath "...or two."

Sorry, I did state that, consider there to be 'some' mist still around, not as heavy as it was earlier however.

The Exchange

Kavelin the Red wrote:

"I for one am not comfortable with the idea of trekking through a dangerous swamp in the dark of night, a storm looming overhead, even if we have a druid to guide us. I suggest we each carry one of these magical torches, and take the remainder; we may be able to trade them for coin or useful goods once we return to civilization.

I vote we use the remnants of the ship for shelter, as Grenep suggests. We can use wood from the wreckage to build a fire for warmth and to ward off animals. I'd like more time to examine these wedges; they may have unknown uses. If not, we should probably take them along...never know what might be useful. In the daylight we can scrounge for anything else that may be of use, and perhaps adjust our spells to something more suitable for a hostile environment.

Also, my face hurts a bit..."

To the party: We should probably decide upon or let someone take up the role of party leader. We could use the discussion forum to decide on party actions and allow the leader to post them here.

To the DM: If we're resting here for the night, Kavelin will take the following actions:

1)Cast detect magic and examine any auras that might be on the wedges, or anything else within range. (+8 Spellcraft check to discern auras, +10 if they are divination)

2)Hold one of the torches and pronounce "Night" to see what effect it has.

3)Pronounce the word on one of the wedges while holding it.

Noted, I will provide results once you actually 'do' the actions.


Male Human Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0

"I agree that we should take shelter in the hulk of the ship. Swamps are dangerous enough in daylight. I was not much harmed in the crash so I can stay up as first watch but I think we should remain awake in pairs."


Male Half-Orc Druid 1

Not feeling sleepy in the slightest, Grenep will volunteer to take the first watch with Delwar (unless someone else needs it).

Before doing anything else Grenep places his feet firmly on what ground he can find and uses his Earth Sense ability to determine how many other significant sized creatures are within a 20' radius. The half-orc will then pick up his still slightly wounded badger friend and place him on his lap. For once Gritch, tired after a long and exciting day, doesn't complain. Grenep will start up a conversation with Delwar saying "So, you cast arcane spells and stuff huh?" but if the wizard seems uninclined to talk the ugly druid will just sit and pet his furry friend and stare out at the gloomy swamp, being alert for any signs of danger or anything else strange.


Male Human Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0
Grenep Featherwise wrote:
"So, you cast arcane spells and stuff huh?"

"Yes. However, I hope that I won't have to cast anything in anger until we are at this Silver Princess' palace. Do you think that the dragon, or whatever attacked the ship, carried off Charles?"


Male Human (Chelish) Illusionist 1

DM: Since it seems we're staying, Kavelin will take the aforementioned actions once he finds a spot in the ship's wreckage to settle down in. Casting detect magic, then focusing for three rounds on one of the wedges: Spellcraft check of (19+8)27, 29 if divination magic is involved.

"Once I'm done sorting this out, I'll retire for the evening. I'll be happy to stand last watch with someone."


Male Gnome Cleric 2

"I'll take second watch," Simn volunteers, "Wake me when it's time." This being the least popular of the watches, since it involves interrupted sleep, he doesn't expect to hear any argument on the subject. Since there's been no sign whatsoever of any crew, he can only assume that they were never aboard in the first place. This lack makes the ship all the more impressive, and its loss all the more poignant. Simn wonders to himself what future visitors to the site will make of the wreck, so far from any body of water.

Then he shrugs the thought away, finding himself a sheltered nook of the wreck to sleep in. Sleep may be a while in coming, given the adrenaline still lingering in his system and the talk of suspicious storms. Still, he has to get his rest while he can. He suspects that the next few days are going to be hectic.

The Exchange

Kavelin the Red wrote:

DM: Since it seems we're staying, Kavelin will take the aforementioned actions once he finds a spot in the ship's wreckage to settle down in. Casting detect magic, then focusing for three rounds on one of the wedges: Spellcraft check of (19+8)27, 29 if divination magic is involved.

"Once I'm done sorting this out, I'll retire for the evening. I'll be happy to stand last watch with someone."

They detect of no magical schools. Nor seem to be anything but spikes to jam in a doorway to keep them open.


Male Half-Orc Druid 1

Grenep responds to Delwar with a sigh "I hope so too. Anger's not good" and then says in a small voice "but, I get angry sometimes...I can't help it.." He pulls out Charles's helmet, casting detect magic on it as he does and inviting the wizard to examine it with him "I dunno, I just hope he's ok where ever he is"

"Oh my! The Princess! How did I forget!" Setting the helmet aside, Grenep begins to study the stars in an attempt to determine where in the world they are
Survival, K Nature, K Geography (1d20 7=12, 1d20 4=19, 1d20=14)

The Exchange

Grenep Featherwise wrote:

Grenep responds to Delwar with a sigh "I hope so too. Anger's not good" and then says in a small voice "but, I get angry sometimes...I can't help it.." He pulls out Charles's helmet, casting detect magic on it as he does and inviting the wizard to examine it with him "I dunno, I just hope he's ok where ever he is"

"Oh my! The Princess! How did I forget!" Setting the helmet aside, Grenep begins to study the stars in an attempt to determine where in the world they are
Survival, K Nature, K Geography (1d20 7=12, 1d20 4=19, 1d20=14)

Studying the helmet:

The helmet is not a helmet at all... It was a head. Detect magic reveals nothing on the 'head.'

/chuckle


Male Human Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0
Dungeon Master WA-74 wrote:
Grenep Featherwise wrote:

Grenep responds to Delwar with a sigh "I hope so too. Anger's not good" and then says in a small voice "but, I get angry sometimes...I can't help it.." He pulls out Charles's helmet, casting detect magic on it as he does and inviting the wizard to examine it with him "I dunno, I just hope he's ok where ever he is"

"Oh my! The Princess! How did I forget!" Setting the helmet aside, Grenep begins to study the stars in an attempt to determine where in the world they are
Survival, K Nature, K Geography (1d20 7=12, 1d20 4=19, 1d20=14)

Studying the helmet:

The helmet is not a helmet at all... It was a head. Detect magic reveals nothing on the 'head.'

/chuckle

Delweir watches intently while Grenep examines the helmet-head.

"Is there anything flesh and blood in there?"


Male Human Cleric 1

I check the sandbar to see if there is any wood suitable for making a campfire.

After this, I take my place amongst the others, silent and thoughtful.

When others start to volunteer for watch duty, I offer, "I can take the last watch. I like to see the dawn."


Male Human (Chelish) Illusionist 1

In passing to Sir Muerdon: "In that case, I shall see you dark and early in the morn." Kavelin will walk over with the wedges to Alvartus.

To Alvartus: "Nothing exceptional or magical about these that I can discern, but if we need to keep a door open...say against traps or mechanics...they should serve well. Come to think of it, they'd be just the thing to keep a door wedged shut should we not want anything to come out of it. We'll take along as many as your professional expertise advises."

To DM: Kavelin will use the remaining duration of his spell to scan the sandbar and wreckage to locate anything else with a dweomer that might be found, then will assist in gathering wood for the fire, after which he'll retire.


Male Human Rogue 1

"Kavelin, my "professional experience" mandates that we take as many as we can carry. One can always get rid of something, but it's much harder to use it if you don't have it on you."

Alvartus begins making a crude bed by putting a half-dozen chairs together.

The Exchange

Sir Muerdon wrote:

I check the sandbar to see if there is any wood suitable for making a campfire.

After this, I take my place amongst the others, silent and thoughtful.

When others start to volunteer for watch duty, I offer, "I can take the last watch. I like to see the dawn."

There is wood everywhere that's usable.

The Exchange

Kavelin the Red wrote:

In passing to Sir Muerdon: "In that case, I shall see you dark and early in the morn." Kavelin will walk over with the wedges to Alvartus.

To Alvartus: "Nothing exceptional or magical about these that I can discern, but if we need to keep a door open...say against traps or mechanics...they should serve well. Come to think of it, they'd be just the thing to keep a door wedged shut should we not want anything to come out of it. We'll take along as many as your professional expertise advises."

To DM: Kavelin will use the remaining duration of his spell to scan the sandbar and wreckage to locate anything else with a dweomer that might be found, then will assist in gathering wood for the fire, after which he'll retire.

The only magical aura you detect is a faint aura coming from the torches at the moment.


Male Half-Orc Druid 1
Delweir wrote:
Dungeon Master WA-74 wrote:
Grenep Featherwise wrote:

He pulls out Charles's helmet, casting detect magic on it as he does and inviting the wizard to examine it with him "I dunno, I just hope he's ok where ever he is"

"Oh my! The Princess! How did I forget!" Setting the helmet aside, Grenep begins to study the stars in an attempt to determine where in the world they are
Survival, K Nature, K Geography (1d20 7=12, 1d20 4=19, 1d20=14)

Studying the helmet:

The helmet is not a helmet at all... It was a head. Detect magic reveals nothing on the 'head.'

/chuckle

Delweir watches intently while Grenep examines the helmet-head.

"Is there anything flesh and blood in there?"

Ah...so what Is in the Helmet GM? And any luck on the star gazing?

The Exchange

Grenep:

Head: It is not a helmet, it is a head. What is in the head seems to be stuff an epic heal roll would be needed to solve. :) No one has the pre-reqs to make the craft roll associated with it.

Stars: The stars are not familiar to you in this strange sky, you have never been where ever 'here' is until now.


Male Half-Orc Druid 1

To Delweir: "Um, nope! I don't know What all this stuff is! It...it looks like...I dunno What it looks like..?"

To Everyone: "Um, guys, I don't where where we are or how we got here but I know it No where near where we were and there's no way we could have gotten here in the time we were in this flyey thing."

Grenep will spend the rest of his watch subdued and avoid looking at the sky...


Male Human Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0
Grenep Featherwise wrote:

To Delweir: "Um, nope! I don't know What all this stuff is! It...it looks like...I dunno What it looks like..?"

To Everyone: "Um, guys, I don't where where we are or how we got here but I know it No where near where we were and there's no way we could have gotten here in the time we were in this flyey thing."

Grenep will spend the rest of his watch subdued and avoid looking at the sky...

"Do you think we have left the world entirely? There are theories that one can travel from one world to another. Are the stars here completely different than the ones in our sky?"


Male Half-Orc Druid 1

At Delwar's words Grenep does another very unlikely thing for a half-orc and pales...in combination with his ugly mug it's not a pretty sight. He stammers a reply "I..I don't know. I never even Thought of that. B-But I sure don't recognize any of these stars...oh no! How will we get home?"

Grenep picks up and tightly hugs the badger who had been comfortably sleeping on his lap. The half-orc is rewarded for his effort with an annoyed nip on his thumb which the frightened druid hardly notices


Male Human Cleric 1

As I build the fire, I observe, "Things may look better in the morning light. Until then I suggest that we rest ourselves and prepare for a trek in the morning. It would look like the adventure we were being led towards has turned into something else entirely and we will have to find a native of this land if we wish to discover more of where we are."

I plan on following my own advise and resting until its my turn to stand a watch.


Male Elf Wizard Level 1

Well it would seem we have plenty of watch dogs. Let me know if anything happens between now and morning.

Duneriur pulls his bed roll near the fire and rolls over to sleep

The Exchange

Please let me know who is on what watch order.

The Exchange

Trying to sleep in the swamp is horrific. The fire does nothing to keep all manner of vermin away. You are awoken constantly by strange noises and to swat at bloodsucking bugs.

Three hours of constant attacks has left those trying to sleep raw and fatigued, a constant interruption to your sleep cycle. Those awake constantly hear things moving about all around them. The occasional red eye staring in your direction and the constant warding off of bloodsucking parasites intent on penetrating your skin.

Snakes can be seen skirting outside the glow of the camp fire, drawn to the large heat signature, then slithering off back to the swamps darkness.

The Exchange

Once the Watch order is squared away, everyone roll spot and listen checks so I can apply that to the immanent arrival of some friends of the swamps.

I will decide if you are surprised at all, and apply or subtract a bonus to your initiative score so we can decide which side acts first.


Male Human Rogue 1

Well, my Spot and Listen are mediocre at best so I am best left to an early morning shift. Also might want to share duty, I have sticky fingers.


Male Elf Wizard Level 1

Listen [18,4] = (22)

Spot [15,2] = (17)


Male Human Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0

Delweir are Grenep are on first watch.

Listen Check: 13

Spot Check: 18


Male Gnome Cleric 2

Simn is on second watch. Spot (1d20+3=21) Listen (1d20+8=10)


Male Human (Chelish) Illusionist 1

Kavelin has last watch, as does Muerdon and Alvartus, I believe.

Spot (1d20+2) = 18, Listen (1d20+2) = 10


Male Human Cleric 1

Final Watch.

Spot: (1d20+4=19)

Listen: (1d20+4=5)


Male Human Rogue 1

Oops. Forgot my checks.

I don't have access to IC right now. Could the DM please roll? +2 on each check.


Male Half-Orc Druid 1

Grenep's Listen;Spot;Gritch's Listen;Spot (1d20 8=20, 1d20 5=8, 1d20 3=13, 1d20 3=4)

Grenep will also be frequently using his Earth Sense ability while on his watch to check for any other creatures nearby

Earth Sense

Spoiler:

EARTH SENSE [GENERAL]
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13.
Benefi t: As long as you are touching the ground, you can
take a move action to sense the number of creatures within
20 feet that are also touching the ground and the direction
to each one. You cannot pinpoint the location of any creature
with this feat.
Special: Creatures with the air or aquatic subtype may
not select this feat.

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