Rambler's Legendary Planet (Inactive)

Game Master Scribbling Rambler


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Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Guaranteed safe!


Male Elder GM

The door is in poor shape, but opens easily enough. Sunlight filters through the filthy window to reveal a kitchen, which contains both a large oven and fireplace. Both show signs of recent use. A set of filthy pots and pans, dented cooking utensils, and a stack of simple, wooden plates rest on the brick hearth. The sagging wooden floor in the center of the room is stained by splashes of dried liquid, through which several bootprints track to the southeast door.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Drawing his great sword, Morgrom steps inside.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Male Elder GM

The floor creaks loudly under Morgrom's weight.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul wrinkles his nose in distaste. Muttering to himself "It is bad enough they are evil and mad. But this. This is disgusting. They are pigs too."

He will go in behind Morgrom.

He will have a look around Perception: 1d20 + 9 ⇒ (2) + 9 = 11,
examine the dried liquid on the floor Perception: 1d20 + 9 ⇒ (10) + 9 = 19 or Heal: 1d20 + 0 ⇒ (4) + 0 = 4 (in case it's blood)

He also examines the boot prints to see if they are recent Survival: 1d20 + 2 ⇒ (13) + 2 = 15.


Male Elder GM

Though he is considerably lighter than Morgrom, the floor also creaks beneath Haer Kul's tread. The investigator determines that there are bloodstains in the room, though they were probably mixed in with water. There are two sets of bootprints near the central stain: one much larger than the other, even larger than anybody in the group. Only the large set of prints go to the southeast door and back.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Quietly: "I suspect the larger footprints belong to Silam Oddle. If the bloodstains indicate an altercation, he may not be in league with the militia after all, and may be willing to help us. I believe we should follow the large tracks out of the southeast door."

"And when we are done here, we should pull up the floor and see what lies beneath."


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Having learned his lesson from the bugbear, Morgrom moves cautiously to the door and if the door swings away from him, use the tip of his sword to push it open, prepared for anything on the other side. If the door opens towards him, he will use the door as cover, remaining behind it.


Male Elder GM

The cramped room behind the door was probably a pantry, though it seems to hold very little now.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Again, quietly, "Disappointing. Shall we try the next door on the east wall?"

Haer Kul will listen at the next door, and then move back to allow Morgrom and Thorthal unobstructed access.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Male Elder GM

Haer Kul hears nothing beyond the door.


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

Thorthal will cautiously open the door.


Male Elder GM

The door opens into a small hall leading to a parlor. A well-worn path leads down the hall to a set of stairs rising to the second floor. The parlor is covered with grime, and a few hardy weeds grow between the floorboards. A mildewed sofa and three dusty rocking chairs are placed about the room, and a few peeling portraits hang on the walls.


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Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"This feels like some kind of murder house, gentlemen. I feel the cold hand of death in this place."

Reaches back and pulls scuttles out from under his shirt.

"Ah my mistake."


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Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos puts on his goggles, adjusts them a bit, and takes them off and rests them back on his forehead again.

"Nope, not a nice place at all."


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom gestures to the door next to The gnome, "Try that one."


Male Elder GM

The door beside Haer Kul seems to be stuck.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul will inspect the door to see if it is locked instead of stuck.
perception: 1d20 + 9 ⇒ (11) + 9 = 20


Male Elder GM

The door is swollen shut, and has obviously not been used in some time.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Perhaps we should leave it alone. It may be the only thing holding up this room from collapse. Shall we make our way further into the lions den?"


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom steps into the hallway, moving up to the door, wary that anything might come out of the door or from the front room.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Are there tracks going to the next door on the north?

Haer Kul will quietly and carefully Stealth: 10 + 10 = 20 enter the hall leading to the parlor.

He'll take a quick look around Perception: 1d20 + 9 ⇒ (15) + 9 = 24 to see if the coast is clear.

If it is clear, on the way back, he will also listen at the door in the north wall of the hallway Perception: 1d20 + 9 ⇒ (5) + 9 = 14. And that's why I took 10 on the stealth check.

Then, assuming he was not seen, he returns to the group, and quietly reports his findings.


Male Elder GM

I think you may have been posting at the same time.

Morgrom and Haer Kul move up to the next door. Haer Kul sneaks forward and looks around. He then returns to the hall beside Morgrom.

Haer Kul:
Haer Kul didn't see anything new, but he thought he heard some boards in the ceiling creak near the door the group is checking.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"I thought l heard some boards in the ceiling creak near this door, the one we are checking. We should, how do you say, peel an eye and leave it on the stairs, no?"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul will take a close look at the ceiling (well as close as a gnome can get to a ceiling) to look for peep holes or arrow slits:

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

"What youz lookin at?"

Perception: 1d20 + 2 ⇒ (3) + 2 = 5


Male Elder GM

Haer Kul sees nothing of the sort.


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

"Mebbe it's jist some o th' wee ones?"


Male Elder GM

Please note that I will be away from tomorrow morning until Monday. I will likely be unable to update maps, and unlikely to post much, if at all.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"I don't see anything. But I do hear movement upstairs. Perhaps we should leave the door closed and investigate up there first?"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Upon reflection, wait here. I wànt to sneak up and take a look. I will be right back. "
stealth with inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (1) = 21
perception: 1d20 + 9 ⇒ (8) + 9 = 17


Male Elder GM

At the top of the stairs is a small room, with a narrow passage leading off to two doors. At the south end of the room are neat stacks of small wooden chairs, as well as a blackboard covered in drawings.

Haer Kul can hear creaking floorboards behind the nearer of the two doors, as if somebody just shifted their weight.

Map pending.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

If Haer Kul does not see anyone in the room, he'll listen at the nearer door.
Stealth: 10 + 10 = 20
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

If that doesn't go south, he'll listen at the farther one too.
Stealth: 10 + 10 = 20
Perception: 1d20 + 9 ⇒ (1) + 9 = 10


Male Elder GM

As Haer Kul approaches the doors, he realizes that the creaky floorboards make him less stealthy than he might wish. Nothing reacts to his presence, though he is fairly certain that somebody is laying in wait beyond the door to the side of the hall.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Whispering "I believe I should be able to mimic the sounds of the floorboards creaking toward that door. Perhaps we can test this ambush out from a short distance." (Once I know what is happening).


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul "stealthily" retreats down the stairs (Stealth: 20), and reports his findings to the rest of the party.

Haer Kul looks at Petronicus and has a feeling like he knows what the wizard will say before he says it.

After Petronicus speaks: "That, sir, is wonderfully devious. I suggest we place those with ranged weapons near the top of the stairs, and if anyone prefers the personal touch", looking at Morgrom, " they can wait against the wall beside the door."

Looking pleased with the plan, "When your ruse draws them out, we can fire, and then the melee can be joined. We will ambush the ambushers, no?"


Male Elder GM

Is this the plan you wish to go with?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I didn't see the new map last night. So ignore what I just said in my last post.

Haer Kul gazes thoughtfully at Petronicus. "Me, I am not sure that will draw them out. I think they wait for someone to enter, no? I had the impression that they could hear me creaking on the floorboards up there, and still they did not come out."

"Perhaps if you made the creaking of the floor and then the opening and closing of the far door, they may think we entered went through it and may come out to follow us or wait for our return. Yes, and before the opening of the door, perhaps the sound of voices engaged in some kind of indiscernible discussion."

Haer Kul quickly sketches out a diagram: (link) "What do you think of positioning ourselves like so, while M. Petronicus makes the voices and the floorboards to cover us?"

"If they do not come out after a time, then perhaps we just go ahead and explore that far room and deal with them later."

Haer Kul will wait till he sees them, then cast Produce Flame.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"This sounds like an excellent and most devious plan. Let's do it."


Male Elder GM

The group goes upstairs, and carry out the plan, but nobody emerges from either door.


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Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom walks to the end of the hall and kicks open the door, "Heeeerez Morgrom!"


Male Elder GM

Morgrom bursts through the door to discover a musty bedroom. Clouds of dust spring up at his entrance, getting in his eyes and nose. He has an instant to see a mummified corpse on a bed covered in flowers and herbs before the door behind him opens.

"No!! Leave Momma alone!!"

Behind Morgrom is an enormous, shaggy man wielding an axe. What is particularly unusual is that he grew to such a height in spite of the massive hunch in his back.

I'll give the rest of the party a surprise action

Morgrom: 1d20 + 1 ⇒ (10) + 1 = 11
Petronicus: 1d20 + 1 ⇒ (20) + 1 = 21
Haer Kul: 1d20 + 2 ⇒ (10) + 2 = 12
Thorthal: 1d20 + 2 ⇒ (13) + 2 = 15
Bardos: 1d20 + 5 ⇒ (16) + 5 = 21
Silam: 1d20 + 1 ⇒ (7) + 1 = 8

One action only, Vasili
Bardos
Petronicus
Thorthal
Haer Kul
Then, full round
Bardos
Petronicus
Thorthal
Haer Kul
Morgrom
Silam


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos will delay for now.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Mr. Silam Oddle, I presume? We mean you no harm."

On Haer Kul's turn:
"We don't wish to hurt you. We just want to talk. We want only to find out who has been taking your fellow villagers, and why." Diplomacy w/ inspiration: 1d20 + 3 + 1d6 ⇒ (16) + 3 + (2) = 21


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus waves his arms about and utters some at an words. Gloopy grease appears on the axe. "Just put your weapon down so we can talk."

Reflex save dc17


Male Elder GM

Refelex: 1d20 + 4 ⇒ (18) + 4 = 22

The woodsman maintains his grip on his slippery axe.

Thorthal steps into the hall, but stays back from the man in case he wishes to talk.

Haer Kul tries to calm the man down as in his spoiler. Please note that the difficulty to improve the attitude of a hostile person is 25+their Cha modifier.

On to normal initiative...
Bardos
Petronicus
Thorthal
Haer Kul
Morgrom
Silam


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Then his CHA must be at least 2 for me to have failed. He's certainly not showing it now...

"Gentlemen, subdue him if you can! He's clearly mad."

On Haer Kul's turn:
Haer Kul gesters and a bright light flares in Silam's face. (DC 12 Fort to negate, or dazzled for 1 minute.)


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

"Unfortunately this spirit does not know the spell of Sleep!" Bardos exclaims as he continues to stall.


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Male Elder GM

The spirit is unwilling to make the flesh weak.

Petronicus
Thorthal
Haer Kul (stated)
Morgrom
Bardos (on delay)

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