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

The weapon troubles me, but more than that, what happened to our dear friend? Lets continue looking for a way out of this place. At this he continues his way down the hall, heading in the upward direction.
perception: 1d20 + 7 ⇒ (6) + 7 = 13
stealth: 1d20 + 12 ⇒ (13) + 12 = 25


Little Orphan Annie wrote:

Annie pokes around looking to see if anything might be flamable

[dice=perception]1d20+8

Steps on left only go's up wide and large like an Exit to a tube station.

Steps on right go up AND down, like the stair well of a building

@Anny

Its Damp, cold-ish nothing you see in the moss over growth is flammable sorry.

The

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 investigates the stairs to the left then.


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

DM:
Jack will put the belt and the item in the special "bag" to be handed over after the mission

Remember for this first mission, coming back alive with information is what we are after. says jack with a smile


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 will take a quick peak around the stairwell to the right to see if there are any other creatures making noise or anything obvious.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23 +2 vs traps
Stealth: 1d20 + 21 ⇒ (6) + 21 = 27

He looks for tracks to follow in order to get a better idea for which direction to go.

Survival: 1d20 + 12 ⇒ (9) + 12 = 21

Gurrsmaggle will relay any information he finds to the group quietly, then when they have made a decision he will stealthily take point.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 +2 vs traps
Stealth: 1d20 + 21 ⇒ (3) + 21 = 24


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 plods along with the main group, leaving the scouting to Gurrsmaggle and Gigar.


The wide steps going only up don't go far then end. You find yourself's at the top of them and on the next level. It looks like the one below but this time in each small Alcoves has shaft leading up, you can feel wind coming down them and dripping water. In two alcove there seems to the remains of large box's of some kind. One is open and empty, its front open to you. The other looks like its been dropped from a great high down the shaft, it is crushed and concertinaed but closed. At the other end of this hall is the other steps, still leading up and down. As you look at the steps you see tracks [No traps] if you have seen the beasts then you can see they may have been made by them leading down, there is one set of human tracks as well leading up.


Fem

Scarlet follows along towards the back of the group trying to be quiet in her armor.

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 will step up and investigate the unopened box, being mindfull not to touch it or make any sound coming up to it. He will also signal to the goblin to check out the stairs.
stealth: 1d20 + 12 ⇒ (4) + 12 = 16
perception: 1d20 + 7 ⇒ (15) + 7 = 22


It's a crushed metal box you think it must have been about 12' high and about 10' across and wide. It's a good 2' shorter now. You can make out it has doors on the front of it but no hinges. It seems celled closed.


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

jack calmly waits for 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

Gurrsmaggle will assist Gigar.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 +2 traps


No traps


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 then does as instructed and moves to the stairs seeing if there are any observers and try to get a feel for where they are in relation to the structure they are in (what floor).

Stealth: 1d20 + 21 ⇒ (18) + 21 = 39
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


When you look at the box you see a way to prize open the doors.
would only take one or two of you, Hall could do it with ease.

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 also inpects the other container, looking for clues as to what might be in the first container.
perception: 1d20 + 7 ⇒ (4) + 7 = 11


Fem

Scarlet moves to cover the stairs while the others inspect the boxes.


There is a puff of bad smelling air as you prize open the box. Inside you can see about 12 mummyfide body's. All on the floor, they are not undead, just dead. On Closer look you see they have broken limbs legs mostly, like they where dropped from a great height.
They are fully clothed.
Search?

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

Yes lol. Though I was investigating the box that was already opened lol.


Arr the open one is empty


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

Annie follows beside Scarlet. she seems fond of the robot like girl, and she can heal, which always a reason to like someone.

Annie looks up at scarlet, There is nothing to burn here, makes my job more difficult.


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

From afar, while he keeps watch over the side tunnels for any potential threats, Zaeltor watches his companions going about prying the boxes open.

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 begins digging through the dead peoples pockets looking for anything that could identify them (and pocket a few extra coins, lol.)


no coins, the mummy's are old the brake when you inspect them, you find an number of odd devices,

Cards: lots of thin cards made from some thing you have never seen before.

Case: A case with an odd looking device inside, it has makings on small buttons and a glass panel.

Writ bands: Lots of odd looking wrist bands again with small glass panels

Gold Nets: Some gold like hair nets, add thing is the net seems to go into the skulls of the dead, you can brake the skulls to get them out.

Odd Hand: You find one has a odd hand, its mechanical in some way.

Tool box: One has a tool box of some kind but the tools look like nothing you have seen before.

Clothing: There is clothing, Boots hats and so on. some formal clothing some simple.


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

Someone check them for magic? ;) Where is Hall by the way?


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

before my internet cut on me for 15 miniutes I was just about to post what Zaeltor was saying
Hall refreshes his castings of detect psionics whenever it runs out looking around him


The Gold nets are BIG TIME psionic Hall,

The Wrist bands to a far lesser degree.

The Tool kit has come magic in it,


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

spending another power point spell/psicraft: 1d20 + 18 ⇒ (13) + 18 = 31
spell/psicraft: 1d20 + 18 ⇒ (17) + 18 = 35
spell/psicraft: 1d20 + 18 ⇒ (14) + 18 = 32


Fem

Scarlet kneels as she waits for her companions to finish investigating the boxes.

"Well...starting fires is all well and good. What about controlling them and putting them out?" She asks Annie conversationally though she continues to be vigilant.


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

Annie, at first looks to Scarlet like "what are you talking about?" but she gathers her thougts.

i do conrol them, well sort of, fire is the fuel for my magic. if there is already fire it make my magic flow easier, otherwise I have to create it myself. Aaaannnnddd, wellll, sometimes, I get a little carried away she adds that last part with a bit of mischif behind the words.


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

Jack will also cast a detect magic on the items.

I wonder if those boxes were coffins of sorts. Seems like a bizarre custom to just leave them like this and not bury them.


Jack as you pick up the tool you can see that the tool in the tool box is an traveler's any tool


HALL:

The Gold nets:
They seem to be some form of psicrown but of a kind you have never seen before, they seem almost intelligent.

The Wrist bands to a far lesser degree.
Seem to be some form of Psionic communication device [mind link]

The Tool kit has come magic in it,
Tavlers very tool


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

Well then all these go in the loot bag to be checked by the company when we return. he says putting the curious tool that detected magic


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 continues to scan the stairwell.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


You hear something coming down the steps Gur only you hear it 1st
Its a sniffing sound


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

Jack will gather the items and place them in the Company Loot bag


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 makes hand motions for the others to be quiet and prepare for something that is coming down the stairs. He pulls on his ear and points to his nose and points up the stairs. Then he moves to hide in a location that he can ambush whatever comes down.

Stealth: 1d20 + 21 ⇒ (9) + 21 = 30

Once he is in place he draws both weapons and readies his attack.


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 manifests his mind blades and if time allows he also manifests a shield

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 will move silently to the other side of the stairs and ready to manifest should something come through the opening.
stealth: 1d20 + 12 ⇒ (2) + 12 = 14
perception: 1d20 + 7 ⇒ (20) + 7 = 27


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

Jack will put the bag back into his things and get hismself ready for combat


Fem

Perception:1d20 + 5 ⇒ (2) + 5 = 7

"So...Annie...What else can Tibbers do...?" Scarlet asks, completely oblivious to what people are doing around her. :P


Now you can all hear the sniffling and scurrying what ever is coming there seems to be a lot of them

Rounds till eta 1d4 ⇒ 4

Nature roll DC 12


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 finds cover behind one of the overturned big boxes, and waits for whatever is coming their way.


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 positions himself on the other side of the door from gigar ready to charge whatever is coming if necessary

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 think the goblin is already there.


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

then I position myself at 5ft to the side and 5ft behind him


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

perception: 1d20 + 8 ⇒ (6) + 8 = 14

Well Tibbers like to have tea parties but he is very selective about who get invited. and he can rip peoples arms off when he gets really angry, and...

her sentence trails off at she suddenly starts to make out the sounds of something approaching.

something is coming... No time to get Tibbers I might have to ask sparky to help instead

Annie moves beside Zaeltor I think it might be safe here, come on Scarlet over here.

Annie gets Tibbers (aka teddy bear) out and sets him down on the ground next to her

Now you be a good bear and don't get into trouble.


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

Jack will cast a shiled spell on himslef and will position just in fron of zaeltor and the girls to protect all of them


He scurrying gets louder then they come Rats big ones a whole swarm of then.

Round one.

Rats 1d20 + 5 ⇒ (5) + 5 = 10 initi

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