The tales of Rossen (Inactive)

Game Master Dalgar the Great

You are all friends or acquaintances that live in the small town of Rossen, located in the woods of Brevoy. An old logging town on the river. An expansion of the sewers has led to the discovery of a cave network. After the expansion crew were found dead a group of the Town Guard and a later an adventurer both went missing in the caves. You, as a group, have been tasked by the church to make your way down into the tunnels, find the missing Brother Mark, and remove any threats still down there.


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You continue that faint trace of Enchantment magic you detected before, although this time it's a little stronger and mixed with slight amounts of Necromancy magic. Otherwise you detect no other sources of magic the nearby vicinity, minus what you have on you of course.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Victor looses arrow with the illuminated head towards the glow. While the arrow flies, he utters something to himself, and asks Erastil for guidance so that he may see what is head of him more clearly.

Perception: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24


The arrow flies over fifty feet, illuminating more of this strange, pockmarked tunnel. It ricochets off a wall at the end of the tunnel and flies into the tunnel as it continues to the North.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Well, you certainly gave that wall what for. Why are you wastin' arrows shootin' at nothing? Ruk asks, oblivious to your clever stratigy and forging forward in the darkness.


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

If there was a beast or other foul thing it certainly would have let out a screech or something similar. No human cries for help neither.

Legorec changes the light source from his greatsword to the shield on his back.

Two light sources for our group, there shouldn't be anything that can really surprise us... for now.


Can I assume your advancing at least up to the corner?


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Yes!


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Ruk, my friend, the light light on my arrow has provided us some additional vision. I have plenty of arrows, and I can always retrieve that arrow as we pass by it. Weapons can be tools, and are not always for bludgeoning someone to death.

Luther attempts to not sound a little condescending to Ruk, but his words still slip out that way. He moves with the rest of the group to the corner, bow in one hand, arrow in the other, ready for something to pop around the corner.


HP 10/10 AC 15 T 14 FF 11 INIT +1 Perc +1 Saves: F:+2 R:-1 W:+3 Lv 1 Spells left 3/4. Bluff +10 Diplomacy +8 Disable Device +3 Sense Motive +6.

Maybe next time we can just cast Bigby's Flashing Fluorescent Sign and save ourselves some trouble. We are looking for something that hunts humanoids, and we have the decency to let it know where we are... Humans... Thrynn rolled his eyes at the last word as well as any elf could. He was mumbling quietly to Ruk, but not quietly enough that he could not be heard by the humans behind him. Remember, you're half human yourself. It's only by the kindness of humans that you even have your life to give away in a dark dungeon. Humans are just... No... We are all just scared and light calms us. Thrynn shook his head and gripped his walking stick with both hands, the wood splintering and twisting around his hands. I mean, let's keep going foreword and see what that strange light is.


You slowly round the corner to reveal a circular cavern about ten feet high with a twenty-five foot diameter. You discover the source of the glow, several large, glowing mushrooms that shed a soft green light. These are not the only thing in the room however. Gathered around an arrow with a glowing tip ten feet away are three large beetles with glowing spots on their backs.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Luther ignores Thrynn's comments, notches his bow and prepares in case the beetles decide to become aggressive.


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Does anyone know if these bugs are aggressive?

Legorec readies his greatsword.

These things were attracted to the light on Luther's arrow...


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Sorry for the lack of responses!

I know that weapons aren't just for killing! Ruk whispers indignantly, You can also beat people up with them, or knock them out! They have tons of uses. For example...

Ruk readies an attack, should the beetles prove hostile.

You can make glowy beetle-gut paint with it!


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Legorec chuckles to himself slightly.

Quite right Ruk, quite right. Legorec whispers in return.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Watch out for the mushroom. We attack on three. Ruk hisses quietly.

1...

2...

3!

Ruk goes for a surprise charge attack on the first!

Attack: 1d20 + 8 ⇒ (16) + 8 = 24

for Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16


The beetle is eviscerated. It twitches as the last life leaves it's body.

Initiative!
Ruk: 1d20 + 1 ⇒ (20) + 1 = 21
Legorec: 1d20 ⇒ 17
Luther: 1d20 + 4 ⇒ (13) + 4 = 17
Thrynn: 1d20 + 1 ⇒ (4) + 1 = 5
Beatles: 1d20 ⇒ 5

The RNG seems to like Ruk better than most.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Not complaining!

With a wild, carefree grin, Ruk slices at the one to his side, then steps and tears at another with his massive tusks!

Raging Greatsword Attack: 1d20 + 8 ⇒ (19) + 8 = 27

For Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15

Raging Tusk Attack: 1d20 + 3 ⇒ (19) + 3 = 22

For Damage: 1d4 + 7 ⇒ (4) + 7 = 11

Holy s#&%, Ruk. You're going to get me kicked out of this game for cheating...


Um, uh... I don't think I need to pull punches in combat...

Just... wow

Is it sad that greatsword hit is a crit? Those poor cr 1/3 beetles. Just minding their own business, lookin at this cool light they found, then...BOOM! 200 pounds of raw half-orc fury.

After killing the first beetle, Ruk taps into some sort of primal, deep, instinctual hatred for beetles and their kind. That sadistic grin after he rushed headlong to murder the poor insects brings a slight chill to his partymates.

Seiously man, beetles kill your dog or something?


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Yes. Oh hell yes.

Ruk grins a half crazed, maddened smirk as he instantly gorges his fists inside each of the beatles, expertly yanking out some gruesome, twisted glowing sack.

What? He asks innocently, licking the glowing goop from his mouth. I told you it could make glowy paint. Now we have glowy paint.

Also it's DELICIOUS...

He sneaks to the corner and slurps some glowing goop right out of the sack, chuckling to himself.

Where to next?


HP 10/10 AC 15 T 14 FF 11 INIT +1 Perc +1 Saves: F:+2 R:-1 W:+3 Lv 1 Spells left 3/4. Bluff +10 Diplomacy +8 Disable Device +3 Sense Motive +6.

I... Uh... Good job Ruk! And here I was worrying. I guess we go further in. Watch out for that mushroom though, I'm not sure what it will do of we were to touch it. I also don't know what would happen if we destroyed it. For now, I say we just be careful and go around it. Thrynn breathed a sigh of relief as he spoke but the adrenaline of the fight that almost happened just caught up with him as he looked around. But first, is there anything in here that we may need?

What's in this room? Are there branching paths? What do we see?


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Amazing Ruk. When I have bugs in my home I will request your assistance! Hahaha! Great job!

I can see why the monastery has such a warrior at hand.

Legorec, seeing that Ruk handily dispatched the bugs, checks the room over for any clues regarding the lost Brother Mark.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15


The room is a circular cavern with multiple mushrooms growing up to your waist and giving off a pale green light. Other smaller mushrooms glow on the walls and ceiling. In one corner you can see a small stream running from a hole in the wall. A tunnel continues on from the other side of the room.

Does anyone have knowledge:Nature or Dungeoneering?


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Not I :/

Well, at least we won't starve! Ruk laughs, gesturing to the large mushrooms.Come, let us find Brother mark.

Ruk continues down the tunnel on the other side of the room.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Sorry I have been MIA this weekend.

Ruk, my friend, that was an impressive display on those beetles. Let's hope this send a message to any other foes who may cross us.

dungeoneering: 1d20 + 3 ⇒ (18) + 3 = 21

Luther inspects the room, and picks up his glowing arrow.

This one may come in handy later, See Ruk, it provided a great distraction so your could turn those beetles into dust.


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Legorec falls in behind Ruk as they travel deeper into the tunnel.

There's bound to be more bugs in here...

Clever distraction Luther, we may need to use that trick to our advantage again.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Ruk grins bashfully, leading the way into the dark, twisted tunnels.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


HP 10/10 AC 15 T 14 FF 11 INIT +1 Perc +1 Saves: F:+2 R:-1 W:+3 Lv 1 Spells left 3/4. Bluff +10 Diplomacy +8 Disable Device +3 Sense Motive +6.

Wait for me guys! Thrynn calls out as he follows the others.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Wait, friends, I may know something about these mushrooms that will help us!

Since I did a dungeoneering check with 21, I assume I should know something


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Legorec stops and turns to listen to Luther before continuing down the tunnel after Ruk.

Ruk, wait up a sec, Luther might have something.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Of course, I have to wait for the DM to see if I actually know anything. haha


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Yeah, nice roll by the way! Is it just me, or are all us rolling REALLY well on this site? I'm terrified it actually IS balanced, and I'm going to roll three ones next time we wind up in combat...!


Really sorry about being MIA for a bit, something came up. I'm not setting a good example lol.

@Ruk. I've been getting terrible rolls on this site for the last month. I figure the boss is gonna start rolling nothing below 18 :p

Luther:
Those mushrooms are called Bright Spores. Not only have they illuminating properties, they can also act as a serious painkiller when injested. Also, the beetles are Fire Beetles. Their glowing abdomens will stay lit for sometime around a week. Since they've been eating the Bright Spores, you think they could last longer.

The tunnel beyond has a slight decline, causing the water to go up to almost two feet deep. A glowing mushroom can be seen sometimes along the walls, albeit smaller than the ones in the room you just left.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

A low growl emanates from Ruk, growing in intensity the deeper the water becomes. Once it reaches the middle of his shin he looks absolutely livid.

He grinds his teeth and forges forward, his greenish features taking on the color of a rotting, unripened tomato.


Yes! I found his weakness /evil laugh


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Those mushrooms are called Bright Spores, they are excellent pain killers and will provide light, they are not dangerous

Luther picks about 6 of the mushrooms and stuffs them into his bag.

We should hold on to these, they will be very helpful for anyone else we may run into. Also, those beetles are Fire Beetles, they will continue to glow for at least a week, we should take some of those also, it could provide an additional light source, we won't have to blow through out torches, and glowing arrows so fast

He bends down and gathers the abdomen of the beetles and puts those into his pack. He continues to catch up to the rest of the party, readying his bow again, with an arrow, not light, notched.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

We continue down the path!


You continue down, sloshing and wading through the murky water.

Perception check!
Ruk: 1d20 + 4 ⇒ (5) + 4 = 9
Luther: 1d20 + 6 ⇒ (13) + 6 = 19
Legorec: 1d20 + 1 ⇒ (16) + 1 = 17
Thrynn: 1d20 + 1 ⇒ (16) + 1 = 17

Stealth roll one: 1d20 + 11 ⇒ (12) + 11 = 23
Stealth Roll two: 1d20 + 6 ⇒ (3) + 6 = 9

For those of you with low light vision that got above a 9, you catch a glint of dull metal in the alcove, and can make out the vague outline of a creature only vaguely humanoid holding something. You see it and it sees you. The creature let's out a series of clicking, echoy sounds. You feel have but a moment to respond.

The tunnel is still 10ft wide, who's in front?


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

I believe Ruk is still lead, I followed right behind him down the tunnel.

What is that noise? It's coming from up ahead, but I can't see it.

The sound is out beyond the light of my shield, I can't make it out...


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

You hear something? Ruk asks Legoric, oblivious to the metallic humanoid he is walking towards. What does it sound like? It's not in the water is it? Ruk lets out a low moan, gazing at the murky pool below him. It's going to be in the water. My mother was a Witch Doctor, and I can feel it in my blood...


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

It's like a clicking sound, Ruk. I don't know if it's in the water or not. Thrynn, Luther... Do you hear that?

Legorec readies his Great Sword for action.


HP 10/10 AC 15 T 14 FF 11 INIT +1 Perc +1 Saves: F:+2 R:-1 W:+3 Lv 1 Spells left 3/4. Bluff +10 Diplomacy +8 Disable Device +3 Sense Motive +6.

It looks like a person in the shadows. Should we talk to it, being that it has to know we are here. Water doesn't make for the sneakiest of walking paths and Legorec's armor has probably giving us away if nothing else or it could have been the growl, or the yelling I did, or the combat, or this conversation right now... Thrynn had always been one for ending confrontation before it started and maybe he could talk to the person (poorly) sneaking through the shadows. After all, it's only one person. What could happen?


HP 10/10 AC 15 T 14 FF 11 INIT +1 Perc +1 Saves: F:+2 R:-1 W:+3 Lv 1 Spells left 3/4. Bluff +10 Diplomacy +8 Disable Device +3 Sense Motive +6.

I roll sense motive on the guy I can see.

Sense Motive: 1d20 + 6 ⇒ (1) + 6 = 7

There are the bad rolls, I knew they were coming.


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

I do hear a strange noise, Maybe I should shoot another arrow in that direction to provide light, although, it worked once as a distraction, I am not sure if it will if whatever is down there is terribly hostile.

I am most likely in the back, either last or second from last.


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Don't shoot it yet! Ruk grins, We don't know if it means us harm.

Ruk sloshes forward, readying to strike the humanoid. Are you friend or foe!?


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Ruk, you are strange at times. Where was this reserve when we happened upon the bugs earlier? Legorec said with a sly grin.

Ruk's reasoning changes like the swings of his axe!

Would that be a diplomacy check for Ruk?


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

I don't think so, as he's simply talking, not trying to increase relations with what he's talking to?

I can't see it yet! Ruk turns, shrugging with a careless chuckle. 'Doubt the church would be happy if I smeared Brother Mark all over the walls.

Last chance! Ruk announces, holding his sword with the business end pointed threateningly into the blackness.


The creature let's out a screech and then you hear a Thunk.

Attack Roll: 1d20 + 3 ⇒ (9) + 3 = 12
Damage Roll: 1d10 ⇒ 8

A crossbow bolt whistles by your ear Ruk.

Btw, since you are in about three feet of water that you can't charge

YOU SHOULD NOT READ THIS, SECRET GM STUFF:
Take 10 damage if you read this

Ready action to attack if someone passes


Male Str 12, Dex 18, Con 14, Int 8, Wis 14, Cha 10 Init +4; Senses Perception +6 Diplomacy +1, Heal +6, Intimidate +5, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7

Should we wait for initiative rolls, or start listing our actions now


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

just in case, here is Legorec's initiative roll.

Initiative: 1d20 + 3 ⇒ (8) + 3 = 11

So much for peaceful communication!


HP 14(16) AC 14(12) T 11 FF 13 INIT +1 Perc +4 Saves: F: +4(6) R:+1 W:+0(2) Rounds of Rage: 7

Raaaaaugh! Ruk screams in fury, more so at the restrictive water than his potential murderer as he sloshes to end his foe.

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

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