Trekking the Darkmoon Vale - time to grow up boys and girls! (Inactive)

Game Master Edeldhur


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Tactical Map

I'm gonna let the others pipe in at this time.


Tactical Map

No one? :P

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Sorry for my absent in the last few days guys! My bad!

Thank you for your help Kitana, and yours my friend (Colbrin). I think it’s dam time that we search the ruins of the orphanage.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Let's gooooooo already :)


Tactical Map

Gonna need some more activity from the others - this is not a one man show :P

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Two men :P

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Sorry, vacations

Haunted or not we will search that place.


Tactical Map

Roll Call - Huh... Is this thing on?

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

You want everyone to roll 1d20?
Roll: 1d20 ⇒ 19


Tactical Map

lol


Tactical Map

Guys, a few quick questions:
- It is now evening. Are you planning on departing right away?
- Has everyone made sure they have all the rations, etc they may need?

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Let's leave in the next morning

How long is the journey?


Tactical Map

The Orphanage is about... 8 miles outside of town.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

We don’t know what fate has befallen the kids. They can be just held to be sold has slaves, they can be working as slaves or even worse. No! I can’t rest when we have a lead on the kids.
I say we leave at once! The fate of the kids is on our shoulders and is not the darkness of the night that will stop us from doing what is right!!!

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

How's the path until the orphanage, is there a well defined path to follow? Is it good enough to follow during the night?

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Well, if we don't have enough food to last a few days at least, we need to go buy some.
If there's a place open where we can do so, let's go and get under way. 8 miles shouldn't take more than a couple of hours.

If we can't buy food, let's wait until morning.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Oooor... Someone can stay behind to buy food and catch up with the rest tomorrow.

I also think it would be best to get going as soon as we can. So... any volunteer?

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I have rations for 6 days and I don’t mind sharing with you. Don’t you have any rations between you?
Have you spent all your rations on our trip here? :)


Tactical Map

Guys, let us try to post at least once a day to keep the game going?

For now let us assume you have one week's rations (7 days) on all of you - keep in mind that you should make an effort to keep your character sheets updated with stuff like that, and shopping in itself can be an adventure ;)

That being said, I am moving us along:

Your first stop in looking for the missing children is Elara’s Halfway House, the scene of the infamous dare and the last place any of the children were known to be.

The halfway house stands on a small rise about 8 miles outside of town, right on the edge of the vale - you arrive there in the dead of night, your bones and muscles already asking for some rest - but you are adventurers after all, so you press on!

Please check which of you can see in the dark, and which of you cannot, light sources, that kind of stuff.

As you approach the site you realize the blackened husk of the orphanage lies atop a hill. Charred timbers are strewn among piles of caked ash and the only edifice left standing is a soot-stained stone arch. A small stuffed doll lies below the arch, her face seared off and her patchwork dress spilling dirty stuffing.

Beside her, a troop of half-melted tin soldiers stand in formation, their bodies twisted and deformed by the blaze that claimed their owner’s life.

Ball's in your court now guys ;)

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I have darkvision, and for those that need a lamp and torches

I carefuly (looking around for “enemies”) search the place to see if there is any clue on the kids and what has happened here


Tactical Map

Duncan, roll a Perception check please.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Roll required… be afraid be very afraid :)

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

:(

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Hate to be a copy cat, but that's pretty much what I want to do too :)

First I do a perimeter check for enemies, then if I don't see any danger I start looking for clues of what happened (tracks and whatnot).

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

I have dark vision and 10 days of rations.

(Whispering)- Guys, anyone cares to scout the surroundings before we move into the orphanage?
Apart from saying this to the group, I check for any movement or anything else that looks suspicious.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Tactical Map
Duncan Moonforge - Torag Priest wrote:

Roll required… be afraid be very afraid :)

[dice=Perception]1d20+4

:(

Duncan, just a Rules reminder :D

Taking 10 and taking 20:

Taking 10 and Taking 20

A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.

Taking 10

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20

When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

As you guys start searching around, Tsin Tao and Lokeemon spot a charred trapdoor beneath an inch of ash in the center of the ruins. The lock is melted shut, but the door itself looks in pretty bad shape.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Thanks for the reminder, I didn't know that stuff very well :)

I approach the trapdoor and try to listen for noise coming from inside.
I do a take twenty on this, with Perception +6.

If I don't hear anything, I want to find some boards on the door that are in worse shape so that we can pull them out as quietly as possible and go in.
Since the consequence of that would be to pull out the wrong boards and make lots of noise, I take 10 on this one. Is that Perception? +6. I don't have any Carpentry skills or anything like that

I also want to check for traps while I'm examining the trapdoor.
Take 10

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

While Tsin Tao "handles" the door I keep an eye for the surroundings and the inside of the orphanage.
If needed, I take 10 on my perception role (+6)


Tactical Map

Tsin Tao listens but hears no noise coming from inside, neither does he find any traps.

After taking a second look at the trapdoor, it would seem opening it without making some noise will not be possible, as it will be necessary to break through whatever remains of it.

Lokeemon keeps watch, but he hears nothing particular apart from the now familiar chirp of the Nightjar, and the rustling steps of his companions as they move around the remains of the burnt building.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Hey guys, this lock is fused shut, probably by the fire, but we can smash the boards. I don't hear anything inside but I'm pretty sure whatever's inside will hear us.

I'm up for it though, as I don't see any other way to find out where those kids went. I seriously doubt they went through here, or anyone else for that matter.

Do you want to keep looking or shall I smash it up?

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

I have a crow bar, it's faster than smashing the boards but they will still hear us.

Does the trap door have enough holes in it to wrap a blanket around the a board and the crow bar to muffle the noise?

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

I have darkvision too

One thing guys. If the lock is fused shut, I’m thinking it isn’t used for a while. I'm all for exploring dark and mysterious basements but if we’re looking for the kids we should probably look around more, no?

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Since the floor has 1 inch of ash I'm betting that the fire that "fused shut" the door wasn't that long ago.

But I don't mind to search the woods around the orphanage for 1 hour or so just to be sure there isn't another entrance or that the kids are not in an hole nearby.


Tactical Map

Let me know when you guys have a decision on how to proceed.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar looks around the ruins
Can we tell if the fire was recent? Strong smell, smoldering wood, etc?
Perception just in case: 1d20 + 3 ⇒ (15) + 3 = 18

I like the “Kick the door in” approach but I prefer to kick the right door. My powers aren’t limitless… yet – He adds that last remark with a grin


Tactical Map

Nope, fire wasn't recent - by the looks of it probably happened years ago.

You decide to leave the trapdoor where it stands for the time being, and broaden your search - from a distance you spot what seems to be like a makeshift tent, maybe 50 yards away from the ruins.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Thanks for the tip DM… I had forgotten all about it :)

Maybe we should check the tent first. Can any of you approach it without being spotted?

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar looks at the tent and growls inaudibly.

Someone should go and take a look quietly. I can provide cover from 130’ away.

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Tsin Tao, "you are up"

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Yeah, sounds like my kind of thing I say with a grin while I pull my hood over my head

I approach the tent stealthily and behind cover if possible.

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

My goal is to get only as close as I need to see if there's anyone in. If not, I want to approach slowly while looking for tracks, especially recent ones.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Gosh darn freakin dice roll. Should have taken 10


Tactical Map

Tsin Tao picks his path carefully toward what seems to be a tent - when he gets closer he realizes it is mostly shredded on the ground beside a crude fireplace of flat stones.

Signs of a struggle are everywhere, with broken twigs, crushed foliage, scraps of clothing, and patches of blood on the ground.

What about the others, are you all staying back?

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar approaches carefully up to 100’ from the tent looking around for threats

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Stealth: 1d20 + 2 ⇒ (16) + 2 = 18

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

If possible I want to see Saktar but I don't want to blow his cover. I'll stay some 30 feets behind Saktar.
I'll try to hide and spot any movement around us or closer to the tent.

Taking 10:
Perception: 10+6 = 16
Stealth 10-2 = 8

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I go on the back of everyone trying not to blow up our cover (take 10 if possible). I do this while I keep a watch on our surroundings.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
stealth = 11 (10+1 dex)

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Alright, there was a fight here. That much is obvious. Who was fighting though? And where did they go?

Are there any dead bodies? Weapons left behind?
I'm looking for stuff that allows me to identify who was here and where they went, so I'm moving slowly and looking for tracks.
Also looking for left over items, equipment, even body parts.

Taking 10 on Perception +6 = 16


Tactical Map

Tsin Tao approaches carefully to find that the signs of a struggle are everywhere, with broken twigs, crushed foliage, scraps of clothing, and patches of blood on the ground.

Poking around, he finds what seem to be a few reptilian scales around the fire pit.

Tsin Tao:

Roll me a Knowledge (Local) to see if you can recognize these scales.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Sorry guys, busy day at work :(

Obermind:

Knowledge (Local): 1d20 + 6 ⇒ (10) + 6 = 16


Tactical Map

Tsin Tao:

Nope, you don't recognize the scales.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I keep looking as I was, now focusing mostly on tracks, and I signal the rest of the guys to come over.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar approaches the tent slowly and tries to figure out what happened

Assuming I see the scales or that Tsin shows them to me, I try to see if I recognize them. If someone wants to help, roll aid another

Knowledge(local): 1d20 + 8 ⇒ (1) + 8 = 9

Tsin, there's blood here. Do you see any trails leading away from here?


Tactical Map

Dropping off the scales for now, the ninja focuses on tracks, and indeed is able to find footprints in the area, which differ in size even though they are all small - they seem to lead away from the camp in general.

Rules reminder: Perception allows you to detect tracks, but to follow them you need to roll Survival - if you are not trained in Survival (trained = having at least one skill point in it), you can only follow tracks if the DC is 10 or lower (not the case).

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