Treasure Hunt

Game Master FabesMinis


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male Halfling Commoner 1

Oops.

Concentrating on the dangers behind, Healaugh takes little notice of anything in his immediate vicinity.

Reflex save: (1d20+4=6)


Male Human - dash of elf Miniature painter/ Heroic

Healaugh yanks aside the tapestry; as he does so, something goes *crack* and the hallway's supports give way!

Falling timbers and bricks graze the plucky halfling but he isn't seriously hurt.

Damage (1d6=1)

Healaugh takes 1 point of damage. Brand....


male Halfling Commoner 1

"Eee. Shoddy workmanship." Healaugh rubs his back and hopes that Brand has the sense to stay out of the way of the crumbling masonry.


Reflex save (1d20=18)

Hurray! came thru at least once on the first try

Brand moves along the crumbling corridor

"MMnnmmm, shaky. Hey everyone BE careful!" Brand hisses, once again a furrow cutting deeper into his brow.

Edit: Congrats! we broke a thousand!


Male Human - dash of elf Miniature painter/ Heroic

Awesome. 1000 posts and Brand escapes unhurt.

Brand sees a wire extending from the tapestry all too late, as he dodges the rubble that comes down. Another trap.

The corridor is a dusty pile of rubble but it can be climbed over by the others.


male Halfling Commoner 1

Rubbing his back and taking a bit more care this time, Healaugh proceeds down the next bit of corridor.


Male Human - dash of elf Miniature painter/ Heroic

The group proceed over the rubble, and find themselves in a chamber much like they one they have just left, with storage areas to their right.


male Halfling Commoner 1

"Reet. Anyone see wires anywhere?" Healaugh glowers at the unresponsive walls, floor and ceiling.


Brand is also very cautious of any more hazards looking around carefully

spot?(1st roll) or search (2nd roll) (1d20+3=23, 1d20=10)

is it another crate stacked area or is there anything discernable?


Male Human - dash of elf Miniature painter/ Heroic

Brand spots in the first alcove of the new room (piled haphazardly with crates) that the crates are full of earth, rock and planks of wood. It all seems like useless junk.


male Halfling Commoner 1

"Not got time for this. Best be moving along. Cautious-like. Don't reckon our Brigid-lass means us to die down here, but won't be her fault ifn' we're daft enough to get squashed. Likely next bit o'corridor's trapped. "Go Slow". "

Healaugh's faith in Brigid is unquenchable.


Healaugh walks past the storage areas and comes to another corridor. This one looks like the stonework is sagging somewhat.


male Halfling Commoner 1

Healaugh eyes the corridor dubiously. "Can't be doing with any more rocks falling on us."

What brand of rolls would you like made?


You tell me what the halfling loon is doing, and I'll let you know.


male Halfling Commoner 1

Any loose rocks around?

EDIT

Healaugh will look at the walls as closely as he can and do some tentative prodding with his javelin if he thinks it might trigger a trap before it falls on his head. Failing that, he'll do the tried and tested wannabe adventurer thing of chucking rocks at the floor to see if it caves in amusingly.

Specifically, he will look out for any protrusions or irregularities that might signal trigger points, looking as far down the passage as his lighted javelin will allow.


Healaugh chucks some small rocks at the corridor - nothing seems to happen.

Please make a Spot check.


male Halfling Commoner 1

Spot check on dubious corridor: (1d20 5=20)

After fluffing several rolls recently, Healaugh is getting his mojo back again. Remind me if you will the exact terms of Brigid's blessing?


Eep. I will have to check the thread to find out..

Healaugh notes that the floor is very unstable looking, and keeping one's weight in any one place for too long could be dangerous.


male Halfling Commoner 1

"Reet. M'running across. Doubt my weight will make much odds, and can check for danger."

Before anyone can stop him, Healaugh grits his teeth and throws himself down the corridor.


The brave (foolish?) fisherman runs down the corridor, and makes it safely to the other end. The room he finds himself in bears no relation to Coinneach's map...


male Halfling Commoner 1

"Happen our Coinneach got a few things wrong" he hisses at the others.

What does he see?


Healaugh finds himself in a large open area in which brick walls have been erected, separating the area into smaller chambers with doors leading to them.

Healaugh's map


male Halfling Commoner 1

"Reckon I've found burial chambers..."

Healaugh looks back down "go slow" corridor in some consternation. "Looks nowt like Coinneach's map."

He pauses as a nasty thought crosses his mind. "Old fool said he used wish ring to keep Sea King fresh dint he? M'not sure I'm liking sound of that any too much."


Healaugh ap Caftenar wrote:

"Reckon I've found burial chambers..."

Healaugh looks back down "go slow" corridor in some consternation. "Looks nowt like Coinneach's map."

He pauses as a nasty thought crosses his mind. "Old fool said he used wish ring to keep Sea King fresh dint he? M'not sure I'm liking sound of that any too much."

"Let's hope there IS an actual boat down here somewheres" Says Brand with an audible groan.

Then he calls out "Is it safe to proceed?"

I assume the halfling is scoouting ahead...that and being away from the computer a few days, has curtailed my posting...but I'm good to go now


Melisana calls out in a worried manner, "Oh, Healaugh! Hadn't you better come back? Can you see a boat at all in there?"

Conall grunts, "Old fool's gone a bit limp..." and then rolls the old man off his should onto the ground. "Damn. His heart must have given out. He's joined his master in the afterlife."


Anger wells within Brand at the sight of the old man....

How could he betray good people? He was in the care of Brigid, no? Why? WHY?


male Halfling Commoner 1

Healaugh shakes his head at Melisana's words.

"Just taking a wee look for boat." he calls quietly, surveying the room for anywhere that might concieveably hide such a large object. With a slightly unusual sense of self-presevation, he moves cautiously, only taking a few steps away from the entrance and alert for traps after his previous nasty experiences.

"Brigid-lass holds mah hand. Never fret Miss Melisana."

Spot check to hunt for possible boats: (1d20 5=22)


It becomes ridiculously obvious that there are no boats or boat-shaped objects in the large room, merely a series of doors.


male Halfling Commoner 1

Healaugh sighs and shakes his head before heading speedily down the corridor again.

"Best wake him up and see if he's got more useful ..." he trails off as the expressions of the others tell him that Coinneach will say nothing more, useful or otherwise.

"Been too many deaths for my liking." he says quietly. "Can't be doing with any more. Reckon he'll be wanting to lie with his old gaffer. Can we get him there dos'tha think?"


"I'm for that, who knows maybe ther'll be something useful in there, and I'll guess we'll see the depths to which the mad bugger had been driven" says Brand in an attempt at being stoic, faced with the reality that there indeed may be no boat, and now they're cornered like rats in a trap.


Melisana gnaws her lip, "Healaugh..." she starts, "It seems as if Coinneach mislead us with many particulars of the map. Perhaps there are secret passages that he hasn't marked on there. We haven't looked very extensively anywhere yet."


Female Alfkinder (Half Elf) Adept 1

Siobhán remains quiet, seemingly traumatised over the passing of the old man but not wanting to drag the mood down by commenting. Her body quaking a little she gives a nod at Melisana's suggestion. "Perhaps we should spread out and explore in depth" She offers quietly "Normally I'd want us to stick together but we don't have much time"


male Halfling Commoner 1

"M'starting to think those boxes are there for a reason." agrees Healaugh. "Lay old un down respectful-like and let's be looking."

He heads back into the first alcove and hunts more thoroughly for anything that might be a secret door.

That's the alcove with the ankle height trip wire.

Spotting for secret doors in alcove 1 (where the trip wire was): (1d20 5=21)


Healaugh cannot shift any of the boxes to find anything. The are stacked floor to ceiling; there is no way to search the alcove past the crates/ he finds nothing.


male Halfling Commoner 1

"Pointless." he mutters, moving to the top end of the corridor where Coinneach pulled the lever and trying again.

Spotting for secret doors at top of corridor: (1d20 5=20)


The grumbling fisherman finds nothing of interest next to the level. He does hear the sound of digging and rubble clearing from the shaft. Sounds like the fhoi myore have decided to co-operate in clearing out the stones. They may have a way to go yet.


male Halfling Commoner 1

"Come on, give us hand here. Spread out and search. Miss Melisana, if'n tha canst keep crossbow aimed at rubble, tha canst shoot fhoi myore that breaks through. Rest of us needs to be looking for doors."

Healaugh starts methodically working his way down the right hand wall.


Female Alfkinder (Half Elf) Adept 1
Healaugh ap Caftenar wrote:
Healaugh starts methodically working his way down the right hand wall.

Siobbhán follows suit, working her way slowly and patiently down the left hand wall, trailing her fingertips over it's surface as she prays to the powers that be to help them find a way away from the cursed island.


does Brand with Conall's help have the STR to move the crates? I have Axe if necessary.

Brand move carefully over to where he can try to budge a crate out of the way and calls to Conall or Ynyr to give him a hand.

"Heyo! one of you want to 'elp 'ere? Maybe we can find out what's behind-maybe a way out No?" calls Brand with his customary lack of social grace.


Which alcove do you mean, Brand? The one where the crates are stacked floor to ceiling with no easy way to move them, or the one where they are stacked haphzardly and the crates are full of earth?


Conall shakes his head at the difficulty of moving the crates in the first alcove, "Bit of a daft way to conceal a secret door or summat." he mutters, "You'd want a way to get to it a bit more easily than this."

"What about the other one?" he asks, indicating with his thumb.


Fabes DM wrote:

Conall shakes his head at the difficulty of moving the crates in the first alcove, "Bit of a daft way to conceal a secret door or summat." he mutters, "You'd want a way to get to it a bit more easily than this."

"What about the other one?" he asks, indicating with his thumb.

sorry for the delay

Brand also strains to move the earth filled containers. "Let's!" he says shortly, mopping his perpetually furrowed brow.


The men head over to the alcove containing crates seemingly filled with earth and rubbish.

"So, fancy having a hunt around, then?" Conall asks.


"The way I see it" says Brand darkly "we have no other choice"

and begins to move crates and if possible, quickly sift thru for anything they may have overlooked


Search check-a-roo, please.


I get going trying to think of ways to concise but still have interesting narrative, and I forget about the rolls sometimes o__O

Search check (1d20=13)

EDIT: or if Conall's huntsmans eye seems more attuned that can be to aid the search (my search is NOT stellar)


Search (1d20+3=10) Aid Another, so Brand gets a +2 for a result of 15.

The two men hunt around, moving the boxes, and find...


Fabes DM wrote:

Search (1d20+3=10) Aid Another, so Brand gets a +2 for a result of 15.

The two men hunt around, moving the boxes, and find...

<Drum Roll>


A mis-coloured stone, sticking out of the back wall of the alcove.

"Well now," says Conall, "Would you look at that... seems a wee bit out of place to me."


Fabes DM wrote:

A mis-coloured stone, sticking out of the back wall of the alcove.

"Well now," says Conall, "Would you look at that... seems a wee bit out of place to me."

Brand softly calls the others over "Oi! I think we found something" and moves up to examine it further.

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