Peasant Railgun's Dark Awakenings [D&D 4E] (Inactive)

Game Master Peasant Railgun


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Scarab Sages

Good thing I tried for the stream so!

Am I in K11 or I12?


Jhadar is in I12. Splug is standing on the rocks in J12, squinting into the darkness to the east. Line of sight ends at K11–K13.


Now that you're standing closer to the mushrooms, you get the feeling that you may have encountered this variety before in your study of Nature.

Scarab Sages

Jhadar casts light then has a look at the mushrooms.

Nature: 1d20 + 7 ⇒ (2) + 7 = 9


Bright light shines from the end of your staff, bathing the damp cavern in a warm glow. Splug goes over to a particularly large specimen…

Nature 1d20 + 1 ⇒ (16) + 1 = 17

…and snaps the stem off, revealing a distinctive colouration under the cap that you recognize as belonging to a species with curative properties. Splug finishes the mushroom in several bites Perception: He is very hungry :) and gathers several more to eat.

Scarab Sages

'Keep a few of those for later Splug,' Jhadar harvests 3 of his own.

Then he'll move to explore the tunnel.


Splug follows you east towards the darkness. The illumination from your staff struggles to shine more than five feet away as you are swallowed by the chilling, supernatural darkness.

When you reach M10 light falls on the end of the cavern, and you notice four humanoid figures chained to the walls. These people are clearly alive but in some sort of magical stupor. They wear only tattered mundane clothing. You suddenly realize that these people are your traveling companions! Perhaps you can find something to rouse them, but nothing here does the trick.

Here's where I hand narrative control to you to fill in the description of your companions…

Or if you'd rather not, some familiar faces:
Firstly there is a determined-looking Keleshite woman with tattoos under her eyes. Next to her, is a lithe silver-haired elf maiden. Third is a blond Varisian woman with tattoos on her arms and legs. Finally, to your north is a dark-haired Andoren man snoring away.


Make a Heal check as you consider the next course of action.

Scarab Sages

Ooo, Iconics. Tempting... Yeah! Hell, let them be the familiar faces! Is this near the end of the adventure?

Jhadar looks around to see if he can find anything to help resucitate his companions.

Heal: 1d20 + 2 ⇒ (3) + 2 = 5


Jhadar Kusika wrote:

Is this near the end of the adventure?

This is the last encounter.


With your staff providing illumination, Splug works on the manacles using Thievery.

1d20 + 10 ⇒ (6) + 10 = 16

Not long after your companions are unchained, you cast light on your clothes, and with Splug's help, the two of you carry your friends one-by-one out of the darkness.

Scarab Sages

Awesome!

This has been great, a real eye opener, I get how 4e play now. Also, great game, your GMing was masterful, and I really enjoyed the story.

Just hope I make it back across that stream okay!


Jhadar Kusika wrote:

Awesome!

This has been great, a real eye opener, I get how 4e play now. Also, great game, your GMing was masterful, and I really enjoyed the story.

Thank you! I'll wrap up the adventure with an epilogue.


Male (he/him) Irish Physicist (Programmer Dedication) 5

Great! Thanks again, you've been a huge help!


Jhadar Kusika wrote:
Just hope I make it back across that stream okay!

Jhadar and Splug clear the rubble from F10 and F12 and carry their companions into the room to the north. As the rocks are tossed into the hole, Jhadar hears [Perception] a loud clang. He casts light onto another rock and drops it into the hole. The illumination from the rock shows a water pipe exactly like the one he saw in the cavern with oozes.

Consulting his captured notes and using Voyvod's alchemical equipment, Jhadar uses Arcana and Nature to combine the gravespawn potion and the rejuvenating mushrooms into an antidote to revive his companions. With the climbing kit and rope Jhadar saved earlier, the party climbs down the shaft [Athletics], out of the frog-shaped pipe. Carefully avoiding the rushing stream, the party climbs up the hanging vine, out of the rift and back to the safety of the campsite.

You have thwarted Voyvod's dark plans and rescued your adventuring companions. Congratulations! This ends the adventure.

No 4th Edition experience would be complete without the obligatory Skill Challenge so I tacked on the last encounter as a skill challenge to find and revive your companions. It was a complexity three challenge with eight successes needed to gain 300 XP (equivalent to defeating three standard monsters).

You also get 200 XP for surviving the adventure. Enough XP to hit level two!


Male (he/him) Irish Physicist (Programmer Dedication) 5

Awesome! Thank you! This was great, you've done me a huge favor! Also it was interesting to see the speed on a one-player PBP.

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