On the Ring World

Game Master Capt Wombat

Gaming on the Vast Ring World, where any race can be found, where the gods have gone, where ruins and newkindoms can be found after the fall, where Adaventr and danger awaits players.


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Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

I figured take a days work of rations and water, then come back that afternoon. That way we can set up a base camp and know what we need to bring for the main journey.


The next day the key is charges, and the lady is ready to activate it when you are, items can be got before you set off, the small troop of men at arms have made sand bags during the night, the ball room is empty and the gate now has a wall of sand bags around it.
They have set up cross bows to stop any thing bad get back out the gate with you.
The prof is cow towed as he's powers are now blocked and with the big Sargent over looking his every move he helps set up the gate. All is ready for your departure into the unknown.

Part 2 - The gate


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

DOT


Wile your getting read to head off there is a knock at the door, one of the troops gos to see what it is and comes back with a letter for his half giant Sargent.

He reads it then says.

"The commanders Bevin says he's sending over a survival expert, says we will need one if it's wild the other side of the trip. Says he's called Gurrs Maggle and he's a good trusted being. Being? What's he mean by that. Arr well got some more on checking he is who he says he his but that's for me. Right so when he comes you will be ready for the off then"

He gos back to over seeing his men.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

well that is good to know the. Before we go here take these annie jack hands her a bunch of scrolls Scarlet i got us a wand of healing. It won't be useful for in combat medications but outside it will do the job.

Well if everyone is ready and can hope to come back with lots of stuff...


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie grabs the handful of scrolls.

giving jack a quizical look but... she is about to say but he is off with something else.

she takes a look over the scrolls trying to make heads or tails of what to do with them.


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

The door is answered by a military man, and Gurrsmaggle pushes past him into the house wasting no time. He looks over the corridors in the building while navigating it's halls to where he can hear people speaking. He keeps track of escape routes, and troop positions, just in case there is need to leave.

Gurrsmaggle quickly enters the chamber and immediately salutes the commander.

Gurrsmaggle, the survival expert, reporting for duty sir. He says with a raspy voice.

Description:

Gurrsmaggle is dressed in a tactical uniform and has a matching backpack firmly affixed to his back. He has dark green skin, and red eyes. You see that he has 2 scimitars sheathed, and he moves with extreme fluidity. He does not appear to be heavily armored, but would be very capable in a fight.

You can also tell that he was trying to make is presence known before entering the room so as to not startle anyone. If not for that, he is so small it would be almost impossible to detect him.

He speaks in a stereotypical goblin voice, but is very direct and to the point.


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Welcome aboard Gurrsmaggle. There can never be too many survival experts on board (Zaeltor is also quite decent at it by the way) :D


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

same, I got a +7,


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Zaeltor looks like he is better at survival than me hehe. I had a home game where I came in as a druid and the party had a Ranger already. One of the character said "man, we could really use a guide! Welcome aboard." Was pretty funny.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar looks down at the little goblin and stiffles a laugh. [B]Being that you are still alive, I'll tske your word that you are a survival expert


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

"do you have any equipment for making maps, where we are going will be uncharted territory, and it would be nice to be able to get back home, alive by preference"


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Gurrsmaggle does not reply until a response is given by the commanding officer in the room.


Sargent Noss looks him over, he seems happy Avery things in order.
"Right At ease soldier, , I'm Sargent Linker and you under me wile your little green butt is here got it" says the 12' tall half grass giant. "That's the bad news now here's the good news, welcome to your new posting Corporal Gurrsmaggle"

He hands from the letter he's holding two small bits of cloth and salutes you.
After you return it he carry.s on.

"Now your orders are to work with the team of civilians here and try to keep them alive as best you can in what ever place is on the other side of that gate. They ain't army so ya can't go ordering them around, your an adviser, so I would suggest advising very strongly if you think they is just about to get them selves killed if you know what I mean. Now once you have stitched your new Corporal insignia to your uniform. You can introduce ya self to the troop, we have a bed for ya on the second floor. A word to the wise the lady here is to be respected like the camp commanders wife you got that! Also that we chap with the collar around his neck working on this gate thing is not to be trusted as far as you can spit a temple, so keep a beed on him at all times, so saying that your dismissed Corporal Gurrsmaggle and I'll let you introduce ya self to the gate team."

He smiles and heads back to the sand bag work.

word to the wise meta gaming by saying I'm a batter survival expert than you here is not on, your PC don't walk around with a PC sheet, they have NO idea how good or bad relatively a PC is to another. Gurrsmaggle has just shown up with ALL the kit, and he's been trained by the army and he's got one thing None of your pcs have, he's been out in the grass lands, so next time in discussion for all ooc rules chat and don't think your PC is upto it because of one number is higher, Gurrsmaggle you get army survival kit think it adds +2


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie goes up to the goblin. happy to have some one her size among the group.

she just smiles at him for a few moments. she pulls out a ragged stuffed teddy bear with some patch work over some of the seams.

have you seen my bear Tibbers


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Well hello then Corporal i am Jack and i will be leading tthat team of civilian trough the gate. Let me introduce you to everyone. Our melee combat specialist are Hall and Gigar, our ranged archer is zaelor, over there. This young woman is Scarlet our medic. Annie is a summoner and arcane caster. So welsome indeed.


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

"Zaeltor" - the monk corrects.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Actually, I'm more of the stealth/acrobatics of the group, but combat works!


Gurrsmaggle wrote:
Gurrsmaggle does not reply until a response is given by the commanding officer in the room.

you need to post again greeting every one then we can move on to you guys using the gate


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

"he was correct about my position, it's my job to get hit and hit them so you guys stay relatively safe, "


Ok moving the game along now.

The prof sets up the Gate, its platform is 20' Across. so your all going to have to fit on the pad. You check you stuff once more then one by one talk onto the Gate platform, The lady and max look on. he gives you a smile.

"best of luck"

The lady looks at you then activates the Key

The Time is 8pm [we are using now the 24 clock is its simpler]
You have 12 hours before it Auto-activates.

Mission Clock 12:00:00 Hours left

You feel like you have been pulled apart, a falling feeling and then blinding light then dark, your are all sicked for one round.
You get pulled back together then appear in the dark.

Its cold and damp, The air smells of plants, damp, and fetidness. you can hear dripping, other than that there is little sound or wind.

Darkvistion or you have light running:

You in a small room, there is an arch way to the north leading out into a hall way. Around you its some plant life, seem like moss and clutter, some bone. There is a dead Beast body with no head with 4 small rat like things eating on it, who run off as you come into being.

What next team?


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Zaeltor moves towards the northern archway, peering into the gloom beyond for any signs of activity first, and then checking the ground for tracks.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Survival: 1d20 + 12 ⇒ (11) + 12 = 23

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

I thought we wrre leaving at 8 AM?
Gigar looks about the room, looking for any doorways. He remains silent and moves cautiously.
stealth: 1d20 + 12 ⇒ (7) + 12 = 19
perception: 1d20 + 7 ⇒ (7) + 7 = 14(+1 for traps)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

all right everyone got through says jack then lets move out after Gigar has given the all clear signal


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Introductions

Nice to meet you all, I am Gurrsmaggle, my friends call me Gur. Easier to say in conversation. I feel like it rolls off the tongue just a bit. You all look capable, I hope I will be able to keep up!

Moving Along

Gur looks like he is about to loose his lunch and he grips his stomach. Luckily he has just enough fortitude to hold it down.

Glad to see we all made it, never get used to that. He says with a whisper. He then ducks and moves to the doorway stealthily, hands on his blades.

Stealth: 1d20 + 21 ⇒ (4) + 21 = 25
Perception: 1d20 + 8 ⇒ (2) + 8 = 10 +2 vs traps

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar nods his head as he turns around for a second during his investigation. He points at each member of the crew as if counting them, with the exception of Gurrmaggle. He looks around for a second more then smiles in appreciation at the Goblins obvious skills in stealth.


8am me bad

There are tracks, they look human but get over trod by beast tracks. No traps, the archway Leeds to a long dark corridor the only light coming from some kind of bio glowing moss. You can see other archways 10 in all including your own, all seem to have platforms like the ones your on in them,

there is some thing odd with the floor, it's sloping slightly, about 5 degrees.

To the left and right of you opening at the ends of the corridor steps leading up.


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

No sounds coming from up ahead?


Just Water dripping


M Neo-Elan Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

Hall goes over to inspect the other arches trying to see if any work casting an agumented detect psionics spellcraft: 1d20 + 18 ⇒ (9) + 18 = 27 know:tech: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

It appears as if there is more than one device. Lets just hope the welcoming party is taking a nap. Gigar creeps along the wall, heading up the slope.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie "holsters" Tibbers in her hip side teddy bear carrier. she rubs her hands together guess its sneaky time? she looks to tibbers and puts her finger to her lips shhhhhh

Annie then tries to emulate the goblin by disappearing into the shadow

stealth: 1d20 + 10 ⇒ (1) + 10 = 11

maybe more like this


As you move around you come across remains. Smashed skeletons and ripped bits of very old fabric. Insects scurry underfoot all white. The walls look manufactured perfectly smooth with no joints. There are odd alcoves in the walls. There and there remains of devices, wire rusted parts. A belt of some kind. Bits of glass. As you walk to the steps there it's only the full glow from the teleport pad you used and the plats. But looking up you feel wind coming down the steps. All is silent but water dripping down the steps,


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Up we go?


Hall you only pick up he gate as active.


Fem

Affixing her small(spiked) shield to one armor wrapped arm Scarlet draws a long, twin barreled weapon from its holster hanging from her hip. Gripping the stock and with finger resting besides the trigger she covers the room.

(Basically two lightning bottles affixed to a x-bow stock)

Perception:1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar stops for a second and raises his first to stop the others. He then kneels down to examine the belt without touching it.
perception: 1d20 + 7 ⇒ (10) + 7 = 17+1 traps


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Jack will cast a detect magic to see if the belt show aura


Gigar wrote:

Gigar stops for a second and raises his first to stop the others. He then kneels down to examine the belt without touching it.

[Dice=perception] 1d20+7+1 traps

there is some kind of object on the belt, its in a holster, you have never seen anything like it. Seems to be a rod with a handle and trigger.


Fem
GM Capt Wombat wrote:
There is some kind of object on the belt, its in a holster, you have never seen anything like it. Seems to be a rod with a handle and trigger.

(⌐_⌐)

S.c.a.r.l.e.t. wrote:

Scarlet draws a long, twin barreled weapon from its holster hanging from her hip. Gripping the stock and with finger resting besides the trigger she covers the room.

(Basically two lightning bottles affixed to a x-bow stock)

*Cough, cough*

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar looks over at Scarlet and her odd weapon, then back down at the holstered item.
(know:tech?: 1d20 + 1 ⇒ (19) + 1 = 20)
Scarlet, come up here and have a look at this would yeah? What would you make of it?


Fem

Scarlet puts her weapon away and does as she's bid by Gigar.

"Oh! I haven't seen one of these since...." and she blinks "You know...I can't remember where it was I saw one of these before..." She finishes, sounding slightly puzzled. Retrieving the item she pulls the item from its pouch and proceeds to 'snap' the thing towards the ground.

Hino-Komuro1908

She frowns...."Now....why isn't that working....?" She asks herself, sounding very puzzled and thence proceeds to carefully examine the item.

Use Magic Device:1d20 + 6 ⇒ (3) + 6 = 9

The video does a really nice job of explaining how said weapon worked. (^_^)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Hold on scarlet please before activating anything. What ever we find and that we can bring back needs to be turned over to the company of the Lady. Do you know what it is and what it is supposed to do?


Fem

"Uhm....I think so..." She replies...absently tapping her bottom lip with the device...She coughs...

I dun't rilly have none skills with figurin' this thingy out. *Blush*

Scarlet blinks..."What the heck was that I just said...." (O_o)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

No worries i will put it in the loot to be identified by the company once we get back, if you would? Jack extend his hand to scarlet


You look at it, its looks like some kind of hand gun but there seems to be no way to load it and its dead v power, a cable leads to the belt.

Great website

Ok other than that nothing, you heading up left or right.

I am looking into map making now with Google Docs
:)


Fem

"Hmmm...odd..." Scarlet comments as she traces the cord from the device to the belt. "Looks like we take it all...'

Ready to gather all the shiny and move on. (^_^)


Mission clock 08:20:06am

Steps next left or right


Fem

Scarlet looks to the left....

Perception:1d20 + 5 ⇒ (11) + 5 = 16

Which ones go up and which ones go down? I would think taking any stairs that go up would be the better option?


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie pokes around looking to see if anything might be flamable

perception: 1d20 + 8 ⇒ (15) + 8 = 23

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