Twisted Night

Game Master FabesMinis


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Male Halfling Bard 4

Looking grim, Healaugh surveys the companions. "Reckon we'd best be going on. Not rightly liking idea of hiking round in dark, but happen Ynyr and Greylan can conjure up more light for us. Don't see as waiting for daylight will benefit poor captured folks."


Male Human Fighter 3

Darvyl accedes, grumbling.


Male Dragonborn Paladin, Level 4
Darvyl Wrightson wrote:
"We know these things are active at night, and I sure can't see in the dark."

"If evil is active in the night, then I will be active to meet it," noted Ddraig, wryly, "and there will be enough light to track by. And besides, it will be easier to follow both the tracks and the music than just the music. I am happy to to go."


Righto, seems you've pretty much all agreed to follow said tracks. If any of you have plugged your ears somehow, you gain +2 to Will defence vs the song, but you also take -2 to Perception checks.

The band of warriors follow the tracks of the villagers by lamplight, until they reach a local landmark.

A tall, narrow hill looks out of place among the low, rolling meadows of pasture that surround the town. One hundred and fifty feet high, a treacherous winding path leads up the hill toward the summit, which is overgrown with dead and dying trees. Broken bits of masonry and the remains of worked stone walls lie scattered around the hillside.


Male Halfling Bard 4

Stuffing his ears with strips of shirt renders the halfling even less perceptive than usual. In vain he struggles to see his own feet, never mind the countryside around him.

Perception check from clothed ears (1d20 2=4)


Sorry, I wasn't asking for a check but you ca nif you like.

Healaugh finds nothing of interest and bumbles around.


Male Dragonborn Paladin, Level 4
Fabes DM wrote:
If any of you have plugged your ears somehow, you gain +2 to Will defence vs the song, but you also take -2 to Perception checks.

I presume that, since Ddraig wasn't affected by the music, neither of the above will apply to him!


Well, it applies to anyone who plugs their ears in some manner. And you resisted the attack THIS time. :D mwahahahaha


Male Dragonborn Paladin, Level 4
Fabes DM wrote:
Well, it applies to anyone who plugs their ears in some manner. And you resisted the attack THIS time. :D mwahahahaha

I presume, therefore, that the reason that Ddraig wasn't affected is because he was indoors when the music started ... but then he came outside while the music was playing.

I'm confused. But then, I'm a dragon of very little brain ...


Probably human Bard/5, (tech)wizard/9
Fabes DM wrote:
Once you have saved, you are immune.

Is this a slight exaggeration then? and we are only immune UNTIL THE NEXT TIME?


Male Dragonborn Paladin, Level 4
Thrugnipp wrote:
Fabes DM wrote:
Once you have saved, you are immune.
Is this a slight exaggeration then? and we are only immune UNTIL THE NEXT TIME?

Presumably this only applies to me, as I was never possessed in the first place, so did not gain immunity.


Male Halfling Bard 4

In game terms, Ddraig made his save against the singing this time around, so he couldn't be affected by it. Nor could the rest of the party once they had made their saves. However, if another batch of singing starts up, we're all equally vulnerable again, because it would be a different attack.

That's the broad outline. The specifics depend on how that particular hazard is written. We might all be immune for 24 hours or 10 minutes. Hence Healaugh's precautionary ear stuffing.


OK, the singing 'attacks' you every hour. If it doesn't 'hit' your Will defence, then you're fine - you are immune for that hour. If it does 'hit' you, then you are dominated until you can make a successful saving throw, and when you do, you are immune until the next 'attack'. Sorry to confuse people, I just didn't bother putting 6 attack rolls in, partly for speed and partly to increase the sense of mystery. Your characters don't know that they will be attacked again every hour, but now you obviously do.


Male Halfling Bard 4

Looking around him, Healaugh wonders what the history of the place is, and what its original purpose might have been.

In the immortal words of Ynyr, he doesn't wonder long. History on strange outcropping (1d20 6=7)


Healaugh hasn't heard of this place before and has little idea what it might once have been.


Male Human Ranger 3

"Want Nechtan tgo take a looksee?"

DM

Spoiler:
if they say yes: stealth (1d20+8=20)


male Halfling Commoner 1

Grumpy at his own lack of insight, Healaugh nods. "Aye. Good plan that."


The pathway to the top is rugged and counts as difficult terrain.

It's slow going as Nechtan walks up in the moonlight, as stealthily as he may.

How far ahead of the group do you want to go? It's 60 feet of trail to the top.


Male Dragonborn Paladin, Level 4

Ddraig (aware that he's as stealthy as an explosion in a fireworks factory) considers that Nechtan is the ideal candidate to creep forward, while Ddraig remains where he is.


Male Human Ranger 3

Nechtan gets the others to wait for him halfway up the hill, as he approaches alone, as stealthily as possible.

If another roll is needed: Stealth (1d20+8=17)


Male Human Atrificer/3

Ynyr waits for Nechtan to report and contemplates the pleasures and pitfalls of stuffing his ears with some sound absorbing substance.


Nechtan has found nothing suspicious so far as he makes his way along the path.


Male Human Fighter 3

Darvyl manages to look bored and anxious simultaneously.


Male Human Ranger 3

Nechtan checks the summit. If nothing is there, he tries to see where the trail heads, and looks off in that direction with the advantage of height.


Nechtan

Spoiler:
As you come to the top of the trail, which is between two groups of trees, you feel something hit your ankle... Please roll initiative.


Male Human Ranger 3

DM


Attack vs Reflex 1d20+4=7

Nechtan

Spoiler:
You realise that you have triggered a log trap! Logs fall down in your path and roll towards you, but you are able to dodge aside in time. They continue to roll down the trail out of your vision in the dark... hopefully they will miss your friends.

Everybody else

Spoiler:
From above you hear a loud noise as of rolling things. Those of you with low-light vision can make out logs rolling towards you! Fortunately, they stop short of your group, their momentum quelled by a dip.


Male Halfling Bard 4

"Happen our Nechtan's in spot of bother. Best go see."

Healaugh plods off up the hill, remembering after a few steps that most of his friends can't hear him and indicating with pantomimed gestures where he's going.


Male Human Ranger 3

DM

Spoiler:
Nechtan assumes that whatever waits has heard him, and abandons stealth for speed, moving to the top of the hill (although he does keep an ear out for screams below).


Male Human Atrificer/3

"Now would you suppose that we have lost the surprise and quiet we wanted see? Do you suppose Nechtan is alright, do you not think we should go to him? But have you not already said that, friend Healaugh?"

Ynyr follows Healaugh.


Male Human Atrificer/3

As he walks up the hill, Ynyr, too, tries to summon up any small fact, from his vast store, that would throw light on where we are.

What is this place? (1d20+6=9)

His knowledge, though immense, obviously does not stretch to this part of the world.


Male Human Fighter 3

Darvyl follows the others up the hill, glancing rapidly about.


Male Dragonborn Paladin, Level 4

"It would seem to be the case, Ynyr" said Ddraig, drawing his sword and setting off at a jog up the slope (gently clanking as he does!)


Everybody - please remember that it's night and the only light you have is Healaugh's lamp. Thus Nechtan can't see a great deal. (Time to look up vision rules for 4E in my case)


Male Halfling Bard 4

Holding his lamp high, Healaugh waits for the rest of the group to catch up with him before heading to where he thinks Nechtan might have gone.


The group reassembles at the top of the hill, in the light of the plucky bard's lantern. I am assuming lantern in one hand, wand in t'other.

You appear to be in a bare piece of earth with potholes and such around. At each cardinal point, there are copses of trees, you think. You have come up on the eastern side of the hill and are now facing northwest. Ahead of you is a barren copse of trees about 50 feet away.


Male Halfling Bard 4

DM

Spoiler:

[ooc]That would be a correct assumption. Should he need to wield the javelin of lightning awesomeness, he'll have to hold the lantern in his teeth or summat./ooc]

"Nechtan? Dost think copse is place to start?"


Male Human Ranger 3

Nehctan shrugs and starts heading towards the copse.


Hey guys, this is where I do something shi-tty. What really needs to happen is for me to drop all the pbps I'm involved in. I can't quite bring myself to do that, so instead I am trimming them. Lame, I know, but it's not like I've been contributing to this game much. I hate to think of Greylan bringin' ya down! Sorry all! Sorry Fabes! I love ya, but I'm barely keepin' it together over here! Snip Snip, Kiss Kiss!


I understand, Dahn. I shall RP the Greylan we all know and love.


Like so...

Greylan hisses, "Where's he going? And... more to the point, are we going there too? He seems to attract logs."


Male Halfling Bard 4

"Aye. Best follow."


"I was afraid you'd say that."


Male Halfling Bard 4

"Tha's got potions Greylan. No cause for fussing as I can see."


I'll do up a map of the copse then...


Male Human Ranger 3

Every party needs a door kicker, right :D


>>>>MAP OF THE COPSE AND ENVIRONS<<<<

The trees count as difficult terrain that provides concealment as they are also bushes/undergrowth. The bits of masonry count as difficult terrain. The light green surroundings are slopes that require a DC 10 Athletics check to move around on and also count as difficult terrain. A failed check results in a slide of 1 square down.

Oh yes... what are you all doing. No need for initiative rolls.


Male Halfling Bard 4

Planting himself firmly at the centre of the copse, Healaugh's eyes narrow as he tries to work out the purpose of the place.

Moves to P13
Nature to work out intended use of copse (1d20 9=29)


Healaugh advances into the copse, picking his way through broken masonry. Once, many years ago this must have been a large stone building of some kind, but now the open area of the hill is the only testimony to the foundations. Nature has reclaimed the rest.

I am assuming that everyone else follows in order to stay in the lantern light.

Ynyr, Nechtan

Spoiler:
You spy some rustling in the undergrowth to the north


Male Human Ranger 3

Nechtan draws his weapons and spins to face the growth to the North.

"Shaw yuirsel!!"

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