Raithun's Heros (Inactive)

Game Master Death_Keeper

This campaign is set in the mythical land of Raithun, where an evil is brewing, the clouds of war are starting to gather throughout the kingdoms, and Heros are needed to answer the call of good and fight!


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Naldoc Tisbane wrote:
Seems the way is down, huh? You wanna lead the way, Kale?

Sorry it actually goes up


Male Human Rogue/1
Master of the Campaign wrote:
Naldoc Tisbane wrote:
Seems the way is down, huh? You wanna lead the way, Kale?
Sorry it actually goes up

Post corrected. :P


HP 12/12, AC 20

"Sure. Let's go." Kale said with a not taking to the stairs.


Male Human Rogue/1

Naldoc will have his bow out since we will be going up stairs.


Naldoc Tisbane wrote:
Naldoc will have his bow out since we will be going up stairs.

With the long trek down the path and now endless climbing you are all feeling quite tired....


Male Human Ranger-1

"Why do I have the feeling that were marching into a trap?" Chad questions the group with a tired huff.


HP 12/12, AC 20

"Could be. Goblins love their traps."


Stop? Or continue?


HP 12/12, AC 20

Continue


Waiting on other votes


Male Human Rogue/1

Oh, sorry, yes continue!


Male Human Ranger-1

Sorry continue as well.


Everyone gain the fatigued condition and you arrive at a rotten wood door...


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Continue


Male Human Rogue/1

Naldoc will check to see if the door is locked and/or trapped in some way before the group decides if they want to enter or break it down.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


HP 12/12, AC 20

Kale tried to get his breath back while Naldoc checks the door.


Naldoc Tisbane wrote:

Naldoc will check to see if the door is locked and/or trapped in some way before the group decides if they want to enter or break it down.

[dice=Perception]d20+5

as far as you can tell the door is flimsy as a spider's fart and not trapped...


Male Human Rogue/1

Naldoc, confident in his assessment of the door, opens it and peers inside.


Grushdeva du kalt misht

Seeing the empty room (though well constructed) beyond you and your group continue to bear the weight of your packs and continue trudging through the building...

though you see signs of goblin habitation, the place seems to have been hurriedly abandoned


Male Human Rogue/1

Continuing down the passageway then, since I don't think I want to search through goblin filth.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne mutters a brief arcane phrase to herself as she scans the chaos.

Detect Magic


Corynne wrote:

Corynne mutters a brief arcane phrase to herself as she scans the chaos.

Detect Magic

There seems to be no trace of any magic here...

Long straight lines on the walls suggest something was dragged along the walls... and a dessicated goblin corpse lay under a coat of cobwebs and dust


Male Human Rogue/1

What do you make of these lines, Kale? What could cause that?


Male Human Ranger-1

As the group pauses at the room to catch there breath Chad leans down to see how old the goblin tracks are and if there are any non goblin tracks as well.

Perception:1d20 + 6 ⇒ (6) + 6 = 12 if needed
Survival:1d20 + 7 ⇒ (9) + 7 = 16


Chadwick Nor'vell wrote:

As the group pauses at the room to catch there breath Chad leans down to see how old the goblin tracks are and if there are any non goblin tracks as well.

Perception:1d20+6 if needed
Survival:1d20+7

The marks on the wall seem oddly familiar

And the goblins haven't been here in a while... weeks... at least...

Except for three or four sets of more recent floppy footprints


HP 12/12, AC 20

"Not sure. Something a little too wide for the hallway being dragged through?"


Male Human Rogue/1

I guess we see where they go then. Only way to find out! Naldoc will head on down the hallway, watching for any signs of what caused the marking and for any dangers.


Naldoc Tisbane wrote:
I guess we see where they go then. Only way to find out! Naldoc will head on down the hallway, watching for any signs of what caused the marking and for any dangers.

Roll perception


Male Human Rogue/1

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Naldoc Tisbane wrote:
[dice=Perception]d20+5

a cleverly hidden false tile conceals a pit trap


Male Human Rogue/1

Whoops, this looks like trouble here. Naldoc points out the pit trap that he was able to see.

If there is a safe way around it I will point out to the rest of the group where to go. If I must somehow disable it, then I will disable it (taking-20 since there seems to be no immediate threat).


Naldoc Tisbane wrote:

Whoops, this looks like trouble here. Naldoc points out the pit trap that he was able to see.

If there is a safe way around it I will point out to the rest of the group where to go. If I must somehow disable it, then I will disable it (taking-20 since there seems to be no immediate threat).

It spanned the entire width of the hallway, you take twenty...auto fail.

A 20 by 20 section collapses

Naldoc. Saving throw reflex....

Crossing now requires a clever solution or jump check


Male Human Rogue/1

Hmm, I guess I couldn't see that there was no way to disable it, or how big it was?

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10


Naldoc Tisbane wrote:

Hmm, I guess I couldn't see that there was no way to disable it, or how big it was?

[dice=Reflex]d20+6

Read rules on take 20...

You fall in and take 2d6 points of damage... 1d6 on a DC 15 acrobatic check


Male Human Rogue/1

Ah, I didn't realize that the trigger for this trap would be like that, I wonder if my character would have though. My mistake I guess.

Acro: 1d20 + 8 ⇒ (1) + 8 = 9

Bad time for a bad roll

Damage: 2d6 ⇒ (1, 2) = 3

Great time for a bad roll


HP 12/12, AC 20

"Naldoc!" Kale shouts, moving forward to the edge of the sudden pit. "Are you alright!? say something!"


Male Human Rogue/1

I'm OK... I think. I guess I was closer to the edge than I thought. Naldoc will take a look around in the pit that he fell in while he is there.


Naldoc Tisbane wrote:
I'm OK... I think. I guess I was closer to the edge than I thought. Naldoc will take a look around in the pit that he fell in while he is there.

The pit is around 25 feet deep, full of musty cloth bits and bones, possibly from previous victims... a crevice in the wall just might be big enough to slip into...


Male Human Rogue/1

Can somebody throw me a torch? There's a big crack in the wall down here and it might lead somewhere...

Assuming I get light, can I see what is down that way?


Naldoc Tisbane wrote:

Can somebody throw me a torch? There's a big crack in the wall down here and it might lead somewhere...

Assuming I get light, can I see what is down that way?

If no-one throws you down a torch you can presumably light one from your pack

The crevice has been there a long long time and at the lower end the sides of the crack have been worn smooth


Male Human Rogue/1

Naldoc will start go inside and see if he can tell if it leads anywhere interesting. He will not go too far as he wants to be able to stay in contact with the party.

I'm gonna take a quick look, I think someone or something has used this before. Maybe you could find a way down?


Naldoc Tisbane wrote:

Naldoc will start go inside and see if he can tell if it leads anywhere interesting. He will not go too far as he wants to be able to stay in contact with the party.

I'm gonna take a quick look, I think someone or something has used this before. Maybe you could find a way down?

Its a very tight squeeze, you cannot fit at all with your backpack on... perhaps dragging it behind or pushing it ahead of you would help?

if one of these are done:

the passage is so tight and claustrophobic that it is hard to breathe... but it might get bigger further on... Do you want to continue?


Male Human Rogue/1

No, I do not. I will see if I can be rescued from the pit by the others, or see if there is a way I can climb my way out.


HP 12/12, AC 20

Kale unsnaps a coil of rope off his pack and lowers it down into the hole.

"Why don't you come on out of there."

Sorry, spent a few days sick as hell. Better now.


Male Human Rogue/1

Naldoc will climb up the rope and out of the pit. Well, that was embarrassing. I have a lot to learn I suppose. Naldoc examines his injuries and tries to straighten himself up. So how do we get across? Or do we go back?


HP 12/12, AC 20

"Good question."

Who's left in the game? Is it just us?


Grushdeva du kalt misht
Sir Kale wrote:

"Good question."

Who's left in the game? Is it just us?

[Ooc] I think so.... you guys should probably invite a couple friends


Male Human Ranger-1

I'm around, just had some RL issues that I got handled.
How wide is the pit?

"If one of us can get to the other side and set up a rope then we could climb down this side and up the other. Just a thought, since I can leap over with ease." He says with a little shaky confidence.


Grushdeva du kalt misht
Chadwick Nor'vell wrote:

I'm around, just had some RL issues that I got handled.

How wide is the pit?

"If one of us can get to the other side and set up a rope then we could climb down this side and up the other. Just a thought, since I can leap over with ease." He says with a little shaky confidence.

20x20


Grushdeva du kalt misht

From down past the hole comes a floppy footed extremely fast gait

A goblin scurries panicked into the hallway

"Uguert meh meh gahht" the goblin shrieks...

Goblin:
Run, Run Bad Luck for Ugurt

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