Up From Darkness, a horror themed game (Inactive)

Game Master baldwin the merciful


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Evil GM

Which direction or what are you doing now that you hit a dead-end


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

Let's keep the same order... I'll squeeze by.. Tacking back, Masumi tries the next tunnel to the right.


Evil GM

Masumi as you squeeze by and eventually track to the right tunnel, you see a dual side-by-side corridors that head to the left.

MAZE Tunnels


Evil GM

Which of the maze tunnels


Evil GM

Masumi checks out the farthest passage on his hands and knees but quickly runs into another dead. He journeys back to the others to report the status.

MAZE UPDATE

Their is sound of heavy footsteps echoing throughout the maze.


Evil GM

Pick a tunnel to go down.


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

South.

If no one is using that gt katana, I is gonna take it soon.


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 has used it quite a bit, thanks. 'Course, if you want it back, that's fine...


Evil GM

As the group proceeds on the their hands and knees tied a the waist, the sound of multiple swords striking one another increases. The floor itself almost feels as if it is vibrating with the sound of battle. Masumi lesd the group to 20 feet when he comes to an intersection. You can continue straight or turn to the right.

Current Map


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

Right.


Evil GM

You are at a 4-way intersection after your turn right.

MAP


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

Right/North.

Wait here...


Evil GM

Masumi turns right and come up on the backside of Kichiro scaring him to death.

MAP


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

South and west, with the others.


Evil GM

The sound of battle seems to be dimming. as you head south you coem to a decision to make as the tunnel branches back to the north or west.

MAze continued


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

North.

Let's fill in the gaps, shall we...


Evil GM

You quickly come to another wall but there is an opening to your left, or west, then you are faced with decision as there is an intersection. You can continue West or turn to the North.

MAP


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

North


Evil GM

As you continue North you notice two more parallel Western passages.

MAP


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

West.


Evil GM

Which West? The top or bottom path?


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

From current position, bottom.


Evil GM

I gave you a few twists and turns to help out.

MAP

Top West I presume is your next action?


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

Reasonable assumption. Yes!


Evil GM

Continuing your twists and turns you come to area where there a are three Westward tunnels (North, Middle, South for reference) which way are your heading. The sound of multiple swordsman's weapons can be heard form all three tunnels.

MAP


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

First come, first served... South please.


Evil GM

Your journey south leads to a dead end.

Map


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

Next (middle).


Evil GM

Another dead end.

Map


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

Last one (North).


Evil GM

At long last you are in normal darkness again!

END OF DEEPER DARKNESS


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

Unnerving, indeed.

Under what light there is, Masumi stands and checks for traps, not letting the light grant false security.

Perception, traps: 1d20 + 13 ⇒ (14) + 13 = 27


Evil GM

Masumi you know there are no traps in the area that you can see.


Evil GM

There is a reddish glow before you illuminating a huge room.

At least eighty feet long, and half that wide, this vast chamber is shaped like some vast egg, with three five-foot wide walkways crossing the length of it, each walkway being five feet apart from the one beside it. Above the walkways, the ceiling curves down to the walls, which themselves curve away into the floor below the walkways. A dim reddish
glow radiates up from the floor so that the whole room is cast in a dim scarlet light, with the shadows of the walkway moving atop the rounded ceiling. On the far side of the room, the walkways lead to a vast arch, beyond which is another chamber

Final Battle


Evil GM

What is the game plan?


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

Do we still hear sounds of fighting?


Evil GM

The sounds have faded away.


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

Masumi skirts along the southern wall..

Perception, traps: 1d20 + 13 ⇒ (13) + 13 = 26


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 follows in Masumi's footsteps, trusting in the other's abilities.


Evil GM

You do not see any traps but you do observe the three walkways crossing the vast cavern, the reddish glow is coming from the pit below. Across the bridges you see another ledge and stone passage way.


Evil GM

As you get closer you can make perception checks.


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

Perception, traps, -3 if not trap: 1d20 + 13 ⇒ (16) + 13 = 29


Evil GM

You don't see any traps on the entry ways of any of the theee foot bridges but you do notice a ledge leading to a cavern opening about 15 feet below and midway down the bridge. The reddish glow does illuminate pit that edges act like a funnel to center where it falls to the unknown.


Evil GM

how will you be proceeding or what is your next action?


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

Just confirming, last perception check discovers funnel leading "down". Apparently something to be avoided. So the task is to cross.

I'd hide up there... Anyone see anything?

Perception, bridge shadows on ceiling: 1d20 + 10 ⇒ (16) + 10 = 26


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

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Akio shakes his head. "Let's go ahead and cross - I'd like to get out of here...if we can."


Evil GM

Closer examination reveals that in the middle of the floor, twenty feet below the walkway, there is a twenty-foot wide pit and that the glow comes up from there. The smooth walls and the equally smooth floor slide quickly away towards the pit, so that anyone who falls from the walkway, or tries to descend towards the pit, will be in jeopardy. You must succeed at a DC 25 Climb check to make any progress. Failure indicates they slide and tumble into the pit.

The walkways are not quite as slick as the floor, but they are slightly
rounded so that anyone who attempts to move at more than half-speed across them must make a DC 20 Acrobatics check to avoid slipping and falling (missing the check by more than 10 results in a tumble into the pit.

The walls to the chamber are glassy smooth and are dificult at best to climb and to find appropriate toe and finger holds. DC 30 climb checks failure by 10 or more results in a tumble down.


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

This module is annoying x 10

Akio, tie this end of rope around your waist, I'll do the same with the other end. We'll go first.


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 does as Masumi says and moves slowly along the walkway toward the opening on the other end of the chamber.


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

If we fight, we fight in tandem, if one falls off the other can even fall to the opposite side.

Masumi leads, crouching and moving slowly.

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