MiniGM's Unlikely Heroes Campaign

Game Master Vuvu


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Unnamed

I am awaiting you guys, not sure if you want to continue the way you were going, try the other door etc


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

If the frogs are all dead, we investigate the room they came from.

"Hmmm the smell of barbecued frog is not bad. Can't say the same for barbecued dwarf..." - Reknar chuckles and moves into the 'frog room'.


Unnamed

The hallway, is more or less empty. All there is of note is a door at the end of the hall to the north and halfway down the hall to the west.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

The dwarf chuckles at Reknar's comment but not before he indulges in a few delicious frog legs. With the tastsy juice dripping form his lips he nods, "Doorway looks invitin' enough."


Unnamed

Our heroes wander down the hall, and there is nothing to be heard outside either of the doors

Reknar:
I know something you don't know...wanna know?


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

MiniGM:

'Talkative again? Sure, shoot!'

Reknar moves up to the western door mumbling something about not being a rogue, then opens it, weapon at the ready.


Unnamed

Reknar:
. There are rats behind the door you are about to open. Nothing behind the other one. you can hear the self satisfaction in his coice


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

Reknar opens the door ever so slightly, to check inside.


Unnamed

Initiative time!!!!!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

Init: 1d20 + 2 ⇒ (19) + 2 = 21

I was just peeking...


Unnamed

yup, and they are just ready to eat you

Reknar:
[I]And this is why no one wants to help you! Here I tell you there are rats over there and you go and just open the door!

3d20 ⇒ (10, 10, 14) = 34

However, Reknar manages to slam the door before the swarm of rats can really get moving.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

MiniGM:

'Yeah, yeah... Keep feeding me decent information - that is how trust is built'

"Next door over" - Reknar nods at his companions - "This one has an... Infestation..."

Same MO - listening at the door and checking it before opening.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Unnamed

Reknar:

Nothing alive in there big boss

Reknar hears nothing.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Reknar cracks the door open but suddenly slams it shut before Nic can act.

"Well...lets git the other on open." Nic moves over the second doorway. "Ready when you are."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

With a nod at Nic, Reknar opens the door ajar, and peers inside.


Unnamed

The door opens into a large room, with an exit on the far end. Otherwise it seems to be empty.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

Reknar takes a look around the room, before proceeding.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic walks around the room looking at the walls searching for secret doors.

perception: 1d20 + 4 ⇒ (11) + 4 = 15

"See anything Rek?"

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"I was half expecting this room to be filled with beetles or something."

He muttered following along. Like Nic he was letting his eyes wander looking for anything strange.

perception: 1d20 + 9 ⇒ (1) + 9 = 10


Unnamed

Reknar holds up a hand. Most of the room.is actually a trap. If he steps forward the floor will give away


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

"Whole place is rigged" - Reknar explains to the others - "Thorin, think this can be disabled somehow?"


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic steps back to make room for the Candymaker. "Guud catch." A bead of sweat drips form the Nic's brow. "Guud catch."


Unnamed

Anyone want to roll for him?

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

Sorry guys site didnt update there were posts.

He studied the workings of the trap quietly for a moment then finally shrugged and tilted his head.

"I think I see how it works, Step back just in case."

He began carefully moving closer to the trap while pulling out his tools.

disable device: 1d20 + 9 ⇒ (9) + 9 = 18


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic cringes a bit...waiting.


Unnamed

Thorin manages to deftly jam the plate in place. He thinks.

Reknar:
You should go first


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"Reknar you're the heaviest you go first. Besides, if the floor drops into a pit with 3 ft long spikes, you'll want me safely up here to heal ya."


Unnamed

Reknar:
with friends like these...am I right? You can hear the grin in the voice of the skull

I like this Nic fellow!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

MiniGM:
'Funny man..'

Reknar raises an eyebrow and looks at Nic - "You sure I am the heaviest?" - then moves off to test if the trap is correctly jammed, and check out the room.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic slaps is stomach twice as he sucks it in a bit. So, is it gonna hold?" Nic chews anxiously on his cigar stub.


Unnamed

Reknar finds it holds easily

There is a door to the South and a door to the north

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

perception door south: 1d20 + 9 ⇒ (5) + 9 = 14
perception door north: 1d20 + 9 ⇒ (19) + 9 = 28

The floor secure he moved first to check the door to the south then to the north.


Unnamed

Nothing at the South...burbling at the north


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

Those rolls also cover checking for traps MiniGM?


Unnamed

Yes absolutely


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"See my weight logic panned out." The dwarf comments out loud. He waits a bit longer for Thorin to check for doors. "Which one is first?"

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"we got a bit of noise, coming from the north door, nothing to the south. Do we want to clear out all the problems first?"

He asked motioning to the northern door.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

"Yep, we deal with potential trouble first" - Reknar snarls, and will open the door when the others are ready.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic strolls forward morningstar in one hand and a wand in his other, "I'll say a blessin' if there's trouble in there. That'll give everyone some help hittin'."

Bless wand is in hand.


Unnamed

You throw open the north door and find a burbling g fountain with a small altar next to it

Spoiler=Reknar] this place is horrible.[/spoiler]


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

knowledge religion: 1d20 + 4 ⇒ (13) + 4 = 17

Nic steps inside the room to get a better look at the altar and fountain.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

"Make anything of this?"

Religion (Aid?): 1d20 + 7 ⇒ (15) + 7 = 22


Unnamed

This is a small shrine to Abadar. Upon closer inspection the fountain and shrine are inlaid with text referencing the great vault, and other Abadaran mythos. This complex just gets stranger and stranger the more you wander it. The water flows gently, burbling. It is very inviting. There is an exit out of the end of the room, or you can return back the way you came to the room that seemed to be silent


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"Abadar is the god of law, cities, merchants and fortunately for us...wealth. Me goddess and him git along well." He pulls a gold coin and says a quick prayer of thanks before he tosses it into the fountain.

He begins to detect magic focusing first on the altar, then the inviting water, then moving outward across the room.


Unnamed

There is a gentle glow and flash of light, and everyone feels strength and clear headed

24 hour owls wisdom and bless buff you all


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nice boon.

Nic glows and then comments, "We've been blessed, now lets make sure we use it fer some guud. Let's bring the rule of to this cavern."

Bless: Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.Bless counters and dispels bane.

Owl's Wisdom: The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

Reknar is not a religious type, but he cannot deny the rush of divine energy energizing them, and nods his agreement at Nic.

Nice boon indeed! Any further exits from this room MiniGM?


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

My previous post should have stated: "Let's bring the rule of law to this cavern."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 3/6

For some reason I read it like that :D


Unnamed
MiniGM wrote:
This is a small shrine to Abadar. Upon closer inspection the fountain and shrine are inlaid with text referencing the great vault, and other Abadaran mythos. This complex just gets stranger and stranger the more you wander it. The water flows gently, burbling. It is very inviting. There is an exit out of the end of the room, or you can return back the way you came to the room that seemed to be silent

:)

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