Up From Darkness, a horror themed game (Inactive)

Game Master baldwin the merciful


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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

Climb: 1d20 + 13 ⇒ (11) + 13 = 24

Climb: 1d20 + 13 ⇒ (7) + 13 = 20

Unless anyone has any objections, Akio will wait until last.


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

Masumi will do whatever he can to ensure everyone gets up safely.


Evil GM

Akio has not problem with his climb.

Takeo and Hajime are the only one's missing. Hajime's is in another one of my games, so I'll nudge her over.


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

climb 1d20 + 20 ⇒ (17) + 20 = 37
climb 1d20 + 20 ⇒ (19) + 20 = 39

Hajime appears to effortlessly scale up as she keeps an eye on the stirges.


Evil GM

DMPC Takeo's climb checks

climb: 1d20 + 15 ⇒ (20) + 15 = 35
climb: 1d20 + 15 ⇒ (16) + 15 = 31

Takeo will take up the second position in the shaft behind Masumi.

Climbing order: masumi, Takeo, Hajime, Kichiro, Akio

The end of the shaft the party emerges into...


Evil GM

This octagonal room is smaller than those below it, being only about thirty feet wide, though the ceiling is fifteen feet high. The whole chamber stinks of death and there are bones and white, blood-stained
rags scattered around the floor. There is another kumo-gaki in the room, not far off, but he has a look about his demeanor when you arrive into his lair...there a hint of recognition and intelligence.

ROOM 10 MAP


Evil GM

Initiative:

Up From Darkness

Takeo: 1d20 + 1 ⇒ (6) + 1 = 7
Hajime: 1d20 + 2 ⇒ (11) + 2 = 13
Akio: 1d20 + 5 ⇒ (16) + 5 = 21
Masumi: 1d20 + 6 ⇒ (14) + 6 = 20
Kichiro: 1d20 + 3 ⇒ (13) + 3 = 16
Kumo-gaki: 1d20 + 6 ⇒ (8) + 6 = 14

Initiative Order:
Akio
Masumi
Kichiro
Kumo-gaki
Hajime
Takeo

RD 1: Begins...


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

Sorry. Corp or Incorporeal?


Evil GM

He is corporeal undead


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

Leave me an open lane!


Evil GM

Kichiro looks over at Masumi..."With pleasure.


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

Hahime continues to hang back to give Masumi room to charge and sends a bolt of energy at the undead.

disrupt undead
range touch 1d20 + 6 ⇒ (1) + 6 = 7
damage 1d6 ⇒ 1


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

Are E7 & G7 available spots?


Evil GM

Mausmi yes they are, its just how the grid lined up on the pdf.


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 draws his katana and moves to engage the kumo-gaki from behind.

Move action (assuming the kumo-gaki is flat-footed and cannot make AoO's): G5 -> F6 -> F7 -> F8 -> F9

Attack (+2 Ghost Touch Katana): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Damage (+2 Ghost Touch Katana, Two-handed): 1d8 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16


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

Presuming an open lane...

Masumi charges the nightmare beast, mystical dagger in his hand.

Attack, charge, +1 keen: 1d20 + 6 + 2 + 1 ⇒ (19) + 6 + 2 + 1 = 28
Damage, str +1, +1 magic, scout sneak: 1d4 + 1 + 1 + 4d6 ⇒ (4) + 1 + 1 + (1, 1, 5, 5) = 18

Crit Confirm, charge, +1 keen: 1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Crit Damage, str +1, +1 magic: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Evil GM

Both Akio and Mausmi work in concert together, and strike the flatfooted kumo-gaki but the critical hit slips off his natural armor.


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

Not to be a pig, but... if Akio did get behind it, Masumi gets +2 flank. For 15, does it have more than 5 natural AC? Grasping...


Evil GM

of course it has a higher FF AC....16

I'll tke it's action in the morning.


Evil GM

Random determination:

1=Akio, 2=Masumi 1d2 ⇒ 2

The creature unleashes it's furious assualt on Masumi biting and swinging it's katana.

bite: 1d2 + 11 ⇒ (2) + 11 = 13;damage: 1d6 + 4 ⇒ (2) + 4 = 6
plus blood drain fort save DC 16 con damage: 1d4 ⇒ 3

katana: 1d20 + 9 ⇒ (17) + 9 = 26;damage: 1d10 + 6 ⇒ (9) + 6 = 15

The joys of flesh being torn.


Evil GM

Rd 1: Kichiro DMPC

Kichiro moves forward to G 7 and attacks with a boned claws.

claw1: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23;damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Claw 2: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13;damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4

DC16 save for infused negative
fort: 1d20 + 3 ⇒ (8) + 3 = 11

Initiative Order:
Akio - moved to F9 hit 16
Masumi -moved to F7, flanking and hit for 18HP
Kichiro - 1 claw hit for 4, plus 1 neg damage
Kumo-gaki- 1 hit on Masumi 15 HP
Hajime - failed disrupt undead
Takeo -

Takeo has an action remaining


Evil GM

RD 2:

Initiative Order:

Akio -
Masumi -
Kichiro -
Kumo-gaki-
Hajime -
Takeo -

RD 2 Map


Evil GM

If Takeo doesn't post by the end of RD 2, I will take his actions. In the meantime let's begin RD 2.


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 swings twice more at the kumo-gaki, one swing striking particularly true.

Attack (+2 Ghost Touch Katana, Flanking): 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
Damage (+2 Ghost Touch Katana, Two-handed): 1d8 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
Confirm Critical (+2 Ghost Touch Katana, Flanking): 1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24
Critical Damage (+2 Ghost Touch Katana, Two-handed): 1d8 + 6 + 2 + 2 ⇒ (1) + 6 + 2 + 2 = 11

Attack (+2 Ghost Touch Katana, Flanking): 1d20 + 7 + 2 + 2 ⇒ (9) + 7 + 2 + 2 = 20
Damage (+2 Ghost Touch Katana, Two-handed): 1d8 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18


Evil GM

Akio's first attack tears a large chuck of decayed flesh from the creature but it is still standing looking ragged.


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

Attack, flank: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
Damage, flank sneak: 1d4 + 1 + 1 + 4d6 ⇒ (2) + 1 + 1 + (2, 5, 5, 3) = 19


Evil GM

Masumi's flanking attack misses the creature.


Evil GM

Rd 2: Kichiro DMPC

Kichiro moves forward to G 7 and attacks with a boned claws.

claw 1: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27;damage: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
claw : 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17;damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Kichiro's attack finishes the undead creature.

You see stairs leading upward.


Evil GM

Everyone receives the following Vignette #2

You remember...

You remember sitting astride a proud horse as you surveyed the two dozen men standing in a row before you, their arms and legs chained to
prevent them from escaping. A squad of soldiers stood behind you and there were other horsemen as well.

You remember that you were on a green hill beside a great mound and on ornate arch, topped with the insignia of the shogun marked the entrance into the mound.

You remember looking at the arch, and the darkness behind it. A shudder went through you and you turned quickly away from it, back to the
prisoners.


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

Hajime shakes her head, trying to clear out the lingering image from the vision.

"Visions yet again. Keep getting flashes of my past, but nothing useful for knowing how to get out of this damn haunted place."

Hajime looks up the stairs, wondering what could be up there?

any lights coming from up there or no?


Evil GM

no light


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

Masumi winces from the pain of his newly acquired wound but moves cautiously, checking for traps every step of the way...

Perception, traps: 1d20 + 13 ⇒ (16) + 13 = 29
Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Evil GM

You walk up the stairs...

MAP

When you get up to the top landing there a clinking sound coming from a distance, the faint sound of metal on metal. At the end of the hallway it is exceptionally dark...darker than what you've encountered so far.


Evil GM

As the group approaches a bend in the corridor the deep darkness overtakes there simple torches and light spell. It is as if you've been sucked into the darkness suddenly, unable to see. Kichiro growls and reaches out tryi to touch the wall or person in front of him, which he barely manages to do.

There is a arrow's whizzing sound nearby...

What are you going to do? you to turn and try to follow the cool stone brick passage or do back downstairs.


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

Perception, hearing, arrow was pressure plate, tripwire or someone: 1d20 + 10 ⇒ (10) + 10 = 20


Evil GM

Masumi the best you can figure out is the arrow sound was nearby, it sounds like battle is raging with the clinking metal. You appear to be in some sort of maze.


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

"Let us just keep going. There is no sense in turning back and this has to lead somewhere, right?"

Hajime keeps trying to use her light spells.


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

Wait, a rope please...

In the darkness Masumi ties a rope around his waist and explains... Handing the end of the rope to Hajime...

I'll crawl ahead, elbows and knees... checking for tripwires, pressure plates and pits. I'll call out possible paths, you tell me which way.


Evil GM

The deeper darkness makes your light spell irrelevant here.


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

Though so, but Hajime would still try a few times at least. Still kinda in a strange state of shock and denial.

Hajime takes the rope from Masumi and ties one end around her own waist as well.

"Sadly my light spells are not working here. Perhaps we should all just crawl in case more arrows come through here?"


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

Does it not work or is it being smothered? If the latter, leave it on so that we may know when we've cleared this... area.


Evil GM

The sound of fight continues to echo from nearby, Masumi you enter a tight area 3 feet wide, and you have three options of travel straight, left or right.

MAP in Darkness


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

Masumi awaits the group decision.


Evil GM

I'm waiting on your all to tell me which direction your are heading.


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

"I don't know that it matters, but I say we turn right."


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

Masumi moves down the right passage, but not before a cursory check.

Perception, traps: 1d20 + 13 ⇒ (18) + 13 = 31


Evil GM

Masumi you do not detect any traps to the right as you begin. The deeper darkness remains and the sound of a combat is a bit closer. You travel a short distance when there is turn which ultimately ends in a dead end.

MAZE MAP

I shrunk all the tokens to small size so they fit better on the tight map.


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

Seems to be a wall... I'll check if it opens. Do we still have a 10' pole? Should check the ceiling. Make sure it's there.

Perception, secret door: 1d20 + 10 ⇒ (5) + 10 = 15


Evil GM

Using the 10ft pole your can tap the ceiling it's roughly 12 feet high. You find no secret door in that area.

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