Up From Darkness, a horror themed game (Inactive)

Game Master baldwin the merciful


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AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

However you wish, Takeo... I suggest Akio, with the mystical katana be free to act.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

Sounds like we have a plan then. On 3 we all pull. 1...2...3!!!


Evil GM

Kichiro prepares his pole to pull.


Evil GM

hajime, Takeo, Masumi, Kichiro make perception check.

perception for kichiro: 1d20 + 10 ⇒ (10) + 10 = 20


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

perception 1d20 ⇒ 3


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Evil GM

Kichiro asks, 'Did you hear that scream from above?" As the four doors are opened.

1=Kichiro
2=Takeo
3=Masumi
4=Hajime

1d4 ⇒ 2

Takeo you perceive a screaming, burning samurai falling down the shaft toward toward from the shaft above.

Make DC 15 Reflex save or be struck for 3d6 ⇒ (5, 2, 6) = 13 of fire damage (as flaming sphere). Regardless of whether they are struck or not, you must also succeed at a Climb check where the DC is 15, plus the amount of any damage taken in order to prevent themselves from falling 20 feet to the floor.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

Takeo clinches himself close to the wall trying to avoid the horriable image falling at him.

reflex: 1d20 + 6 ⇒ (6) + 6 = 12

climb: 1d20 + 15 ⇒ (5) + 15 = 20

Unable to avoid the image it slams in to Takeo knocking him loose of his holds he falls 20' to the floor landing with a dull thud.

dice are not liking me, doesn't look like I'm making it out of here :)


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Is this a "no healing" game?


Evil GM

Oh...there's a special kind of healing you just haven't encountered it yet.

Fall damage: 2d6 ⇒ (1, 4) = 5

Memory Snippet for Takeo:

You remember a torch in your hand as you approach a large house.


Evil GM

After the burning samurai drops it disappears by now you've reasoned that it was another haunt. Perhaps the last fool to try to climb up these shafts From your angle and Takeo's, when he get up the shafts have rungs from what you can see and they shafts themselves extend up for quite some way given you limited light.

Where to next? are you going up 1 shafts or separate ones?


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Got the kids... spring break, were there any nets (as gear or as weapons? might make it easier to climb or build a saefty... net.

What do you think... fire trap up there? If I had some of Hajime's "light", I could climb up and check for traps. Maybe creating footholds for easier climbing.


Evil GM

Spring break was two weeks ago for us, but its a long 4 day weekend for holiday.

The only equipment was previously listed in the storeroom.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

Takeo stands up and looks up.

So which one we wana go up?


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

The one the samurai came down, of course. Masumi offers a genuine smile.

While I'm climbing... if you would knot some rope, it will make the climbing easier later.

Please use the following as needed. Let me know if you need more.

Climb: 1d20 + 21 ⇒ (12) + 21 = 33
Perception, general: 1d20 + 10 ⇒ (8) + 10 = 18
Perception, traps: 1d20 + 13 ⇒ (10) + 13 = 23


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

Hajime will cast light upon Masumi's armor.

I think we should all go up the same shaft.


Evil GM

As each member climbs up the shaft you each have the following memory:

You remember...

You remember stabbing pain.

You remember the curved dagger. In you heart the blood flowing out from your chest as your life drained away. You remember the blood on your
hands as you clutched feebly at the dagger.

You remember the burning of the blazing fires in the night and the cheers of those watching on, cheering for you to die.

You remember the world spinning, the sudden feel of fear as you died.

You remember the cold blackness of death.


Evil GM

Each of you crawl out of the shaft and into a vast, circular room, perhaps fifty feet wide in diameter, has a ten foot high ceiling. The floor and ceiling alike are tiled with spiraling black and white tiles. The effect is quite startling and you can easily imagine the floor and ceiling to be swirling around, spinning slowly, but surely, in counter motions to one another. The whole effect is disorienting.

Everyone needs to make a DC 18 Will check or suffer the effects of vertigo for 3d6 minutes. Those so afflicted suffer a -4 penalty to all
d20 rolls made for skill checks, saving throws or attack rolls.

vertigo: 3d6 ⇒ (1, 4, 4) = 9


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

will save 1d20 + 5 ⇒ (1) + 5 = 6

Shakily, Hajime climbs out of the shaft and crawls away from the opening, not willing to trust rising up to her feet yet.

"That was definitely less than pleasant. I think that I remembered dieing, but I don't feel dead right now. I feel alive. I know that I am alive. so what am I remembering?"


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AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Will Save: 1d20 + 2 ⇒ (6) + 2 = 8

Whoa... Damnit. Strong saki. Yeah, dying.


Evil GM

Kichiro: 1d20 + 4 ⇒ (18) + 4 = 22

"Bad memories." As Kichiro shrugs off he spiral effects.

He looks up ten feet above the shaft openings in the floor are four
identical shaft openings in the ceiling of the room. The ceiling is too smooth for normal climbing.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

will save: 1d20 + 4 ⇒ (16) + 4 = 20

Masumi, Hajime, are you two ok. Those memories, did they rush through your head as well?


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Will Save: 1d20 + 2 ⇒ (14) + 2 = 16 (+2 vs. Fear - would that count?) Holding descriptive text until I know, sorry...:-P

"I saw it, as well...felt it."


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

The memories were strange... but aren't the problem. This pattern, is affecting my eyes, my balance. Masumi tries to shake it off.


Evil GM

Akio this is not a fear effect. So the +2 on the save does not apply.


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Yeah, I totally misread the order of events, sorry...:-P

"Mine as well." Akio sits on the floor, joining Hajime. "Once we're ready, how can we get to the next level? Use the hooks on the poles and climb them, perhaps?"


Evil GM

Kichiro looks up at the smooth ceiling and comments, "the ceiling is too smooth for climbing, but perhaps we can lift up everyone then the last one can highjump up to the bottom rung?


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Masumi considers the man's words. Whatever works...

We should be able to thread a rope through the bottom one or two rungs and pully folks, up, too...

Which is easier? Lower DC?


Evil GM

One will be an acro DC15 the other a climb roll DC5 if the rope is knotted otherwise its a DC 10 climb.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

DC 5 sounds right up our alley. Just sayin'.


Evil GM

Especially for those suffering from vertigo .


Evil GM

Climb checks after the rope is knotted everyone. Are you going up one shaft or multiple shafts?


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

I can check multiple shafts if you wish.


AC 22 (FF 20, T 12) | HP 20/67 | Perc +10 | F+3 / R+6/ W+5 | Init +1

I think we should all stick to one shaft again.


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

"Yes, there could all end up in different places and I really think that we should stick together."


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Perception, traps: 1d20 + 13 ⇒ (20) + 13 = 33
Climb: 1d20 + 17 ⇒ (20) + 17 = 37


Evil GM

Masumi as you lead the way up the shaft you find a grease trap 20 feet up, so it will be a 30 foot fall to the ground if you slip.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

2 snippets, please... double-tap.

Masumi warn the others, continuing cautiously. The fact that grease is typically flammable crosses his mind... He mentions that as well.

Perception, trap: 1d20 + 13 ⇒ (17) + 13 = 30
Climb: 1d20 + 21 - 4 ⇒ (16) + 21 - 4 = 33


Evil GM

memory snippets for Masumi:

You remember being underwater, gripping your sword, as you swam towards a large open pipe.

You remember crawling through a sewer, sword at the ready, as you near a ladder leading up.

You are able to climb past the grease. As you pass the grease a Kumo-gaki appears in the shaft, as if it glided through the wall itself.

It is a twisted, ugly, yellow-skinned creature, with two extra arms and multi-faceted eyes, this hideous monster hisses at you, exposing razor like teeth dripping with ichor and a long, prehensile tongue.


Evil GM

I'll roll out initiative soon, this is tight shaft but two of you should be able to hold on with one arm and attack with the other, if you can keep your balance.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Kumo-Gaki! Secure yourselves!

Akio. The katana!


Evil GM

Anyone with Know-religion can make a check before this begins.


Evil GM

Up From Darkness initiatives:

DM:

Takeo: 1d20 + 1 ⇒ (14) + 1 = 15
Hajime: 1d20 + 2 ⇒ (14) + 2 = 16
Akio: 1d20 + 5 ⇒ (19) + 5 = 24
Masumi: 1d20 + 6 ⇒ (4) + 6 = 10
Kichiro: 1d20 + 3 ⇒ (4) + 3 = 7
Kuma Gaki: 1d20 + 4 ⇒ (10) + 4 = 14

Initiative:

Akio
hajime
Takeo
Kuma Gaki
Masumi
Kichiro

RD 1 begins:

The creature is 5 feet higher than Masumi.

One person can try to get up to Masumi, where the two can hang on the steps fighting one handed each; however, you need to climb past a grease trap that he did not disable.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Oops, didn't realize it was disable-able. With a Nat 20 for 33, you could tell a guy. I'd thought it was just some already greased areas.


Evil GM

I said it was a grease trap. I let you get by it with your roll, you didn't say you were disabling it. I'll let you try to do it now though before the action begins.


AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6

Yes, you did. Thought it was just in place... not waiting for a trigger... just be avoided if spotted/known. You're being more than fair. I'll me more careful next time.

Disable Device, grease trap: 1d20 + 11 ⇒ (12) + 11 = 23


Evil GM

You're able to disable the trap prior to the appearance of the creature.


Male Fighter 7 AC 21 (FF 20, T 21) | HP 34/57 | Perc +2 | F+5 / R+3/ W+2 (+2 vs. Fear) | Init +5

Akio climbs the rope past Masumi and draws his katana.

Knowledge (religion): 1d20 + 7 ⇒ (18) + 7 = 25

Climb: 1d20 + 14 ⇒ (10) + 14 = 24 (Subtract whatever you need to for vertigo)

If he can attack as well.

He swings his katana at the creature, and feels the weapon bite.

Attack (+2 Ghost Touch Katana): 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Evil GM

Akio:

Kumo-Gaki are undead. They spiderwalk so they can move along any surface with ease, they have sunlight weakness, their web-spittle.

Web-spittle - once every 1d4 rounds in place of a bite attack, a kumo-gaki can spit a noisome ball of phlegm at a target. This sticky mass of spittle functions similarly to a web, or a tanglefoot-bag, so
that those struck suffer a -2 penalty to attacks, a -4 penalty to Dexterity, and unless they succeed at a DC 14 Reflex save, they are unable to move (those that succeed have their movement cut in half). Those
stuck to the floor must succeed at a DC 15 Strength check to move. The spittle cannot be cut away, but it can be burned.

Blood drain - A kumo-gaki can drain the blood from helpless victims, such as those paralyzed by their poison, dealing 1d4 points of Constitution
damage per round.


(HP=67/67) (AC=15/FF=14/T=11) (Saves--F=4/R=3/W=5)

Hajime attempts to fling a bolt of fire up at the Kuma Gaki.

ranged touch attack 1d20 + 6 ⇒ (16) + 6 = 22
damage 1d6 + 2 ⇒ (6) + 2 = 8

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