Up From Darkness, a horror themed game
(Inactive)
Game Master
baldwin the merciful
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
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
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
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
Evil GM
AC 17 (FF 14, T 13) | HP 42/56 | Perc +10 | F+4 (+8 vs Poison) / R+7/ W+2 | Init +6
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
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.
|