Weekly Geeks

Game Master Krallek

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Male Half-Elf Rogue 1

Knowledge (Local):1d20 + 2 ⇒ (15) + 2 = 17


Good enough.

Byron knows that crocodiles don't eat fresh meat. Instead, they take their kills to a "meat locker" underwater and let them decay a bit before chowing down.


Male Dwarf Level 2 Fighter

that settles it then Byron...you go swimming, see if them toothy bastards have caught some other adventurers we can loot from, the rest of ya...watch fer any more of them things eh?


Male Dwarf Level 2 Fighter

*snorts awake from catnap*
By the tremendous tits of Torag, what a dream I had boys!! I dreamed we were in a forest like this, yet we were a' sneakin' upon a castle heavily guarded by those who look like black versions of him
*points to Dixiecup or Pixiedust or whatever his (her) name is*
we was all a bit tougher and had different equipment, but it was definitely me and although you all looked different...it was you all with me. We had a heck of a time fighting them darkies, but we prevailed in the end! then we entered the castle and there was this scary bird headed beastie who was an awful looking thing, he would...fart? and we would be all sick and stuff, then he would bite us and scratch at us...he was a tough cork-sucker boys!! then i woke and realized she was just a dream...whew, I never wanna face one of them bastards.

*looks at everyone*

anyone get swimming yet?


After an hour or so of poking about in the muck and diving down you find the croc's meat locker. You begin the disgusting chore of pulling up rotten body parts from several carcasses in varying states of decay. Most of the "pieces" are completely unidentifiable but one you come across looks suspiciously like a human arm. Upon examining the hand, you notice a ring on one of the fingers.


Male Half-Elf Rogue 1

By far now the wettest member of the party, though now slightly less muddy, Byron brings up from the muck and ooze what is still identifiable as an arm and hand. He picks something shiny off of one of the fingers and throws the rest of the arm back into the water.

What do we 'ave 'ere? *Holds the ring between thumb and forefinger and lifts it to examine closely.* Couldn't say if it has magic or not, but can tell you it's worth more than a kick in the pants, heh.

Appraise: 1d20 + 6 ⇒ (19) + 6 = 25

By rights, I'd say that Vulgar earned this harder than the rest of us, though it might be an appropriate time to talk about how we should go about splitting the loot found on our little jaunt.


Male Dwarf Level 2 Fighter

Give me that]
*snatches it from Byron, and examines it like a jeweler*

1d20 + 2 ⇒ (10) + 2 = 12 Appraise

I dunno what she does, but it looks expensive, let the skinny singer have a look at it, I hear they knows stuff about stuff, but watch he dunna pocket it


Male Drow Bard/1

The fabled Ring Of Kazad'Um the Hunter! He was a great hero of the third age. This is near priceless and will serve to improve my skill at archery.
*pixiedust pats Vulgar kindly on the head and Byron on the ass, before flashing a winsome smile at Kellic, as he slips the ring on his thumb.* :-)


Its not magic. But it is worth 350gp.


Male Half-Elf Rogue 1

*frowns*
So, a "finders-keepers" policy on the loot then, eh Pixiedust? Vulgar, how 'bout I find Pixiedust's arm, you find your axe, and the axe finds his thumb? Then we can try this new game again, now that everyone knows the rules, and the person that finds the ring on the thumb that once belonged to Pixiedust declared the winner and getting to keep the ring, and the thumb of course.

*deep breath and wide smile*
I would suggest an even split policy, unless of course you would want to trade your share for something in particular that we find with the haul. All to be divided at the end of our little adventure. Standing to reason, of course, that some items would be more useful for one member of the band to use, at least for the duration of our time together, and they can use it until other arrangments need to be made.

*notices the confused look on Vulgar's face, the the dwarf's hand on that big axe*
That is to otherwise say... *ahem* To Vulgar:If we find a magic axe, you'll get the magic axe because no one here can swing an axe like you. If the bard finds a magic flute, well... he can have it.
*knowing wink at the dwarf*


Male Dwarf Level 2 Fighter

AHHHHH...now I got it, we keep what we kin use, split the rest up all even like. Anyone who kin both use the item kin trade or barter or whatever. Sounds like a plan...my man!

*looks at the he/she albino thing*

ye kin keep the ring ...fer now, but I'm expecting my fair share of the loot back in town


Male Human Monk 2

*Kellic listens for a moment and then turns from the group and goes back to looking for those dam mushrooms*

What good is a trinket like that? It didn't serve its last owner any good... still, it could be used to buy weapons... or whores... hmmm...

1d20 + 8 ⇒ (5) + 8 = 13perception to find mushrooms.


Well, normally I would say the DC for finding those mushrooms is 14 but since you spent quite some time here camping out while Byron fished about in the water for rotten meat, I will certainly grant you sufficient bonus for that check to work.

Kellic finds:

1d3 ⇒ 3 mushrooms.

[ooc]Since you are basically done the mushroom side quest, the next bit will take you to the tower. Just a word of advice, be on guard at all times from this point forward. As you might expect, the recent reopening of this tower just might have attracted the attentions of other adventure seekers. From your own experiences, you would be well aware that not all of them are the scrupulous law-abiding types. Simply put, there may be another party or two in the area that have the same basic approach as Kellic and Vulgar have had on pretty much every campaign they have ever played.[/dice]


Male Half-Elf Rogue 1

Assume that I am sneaking up to every check point possible to scout the area for those exact situations. Since this is a PBP, perhaps there will be a bit of patience for me to scout, turn around, report and bring the party forward. Tabletop figures and timelimits seem to make this strategy moot around the basement environs.

I wonder who or what else might be interested in this place. Humph, first time I've thought of that, being so busy as to find a group that would share and interest in getting there. I couldn't be the only one interested in an ancient tower, recently shaken open by the quakes. As long as I get a bit forward to have a look and avoid landing us in any trouble by being able to assess the situation with my mates, we should be able to stay in decent shape. That second croc caught us by surprise, that was the trouble with that fight. Have to remember to keep my eyes open.

Let's try to keep some sort of cover on our approach, well, as much as possible. It's not like we're in a rush. We can take our time and try to avoid catching the attention of any other nary-do-wells that would be interested in keeping us away from this place.

*As the tower appears on the horizon, crouches down and begins to whisper.* Wait here and lemme see if I can find a... quieter route to the tower.

Stealth: 1d20 + 9 ⇒ (1) + 9 = 10
Perception (from higher ground, if possible, to scope the area closer to the tower): 1d20 + 9 ⇒ (12) + 9 = 21


Male Dwarf Level 2 Fighter

what is that bloody thief doing? he keep sneaking off ahead, sending us hand gestures like bloody mummer. Two fingers up, a fist next, then his fingers walking along his forearm...bloody hell what is all that tinkering about? I wanna kill stuff!!!

*stays hidden behind stumps and down falls*

I hope he hurries up, I gotta go pee


Male Half-Elf Rogue 1

*Walking in crouch, shrugging shoulders and raising hand. Other hand holding on tight to his shortbow.*

Calistria curse this pack! Slipping all over my back, not cinching tightly to stay in place. I hope the rest don't mistake my arms flailing about to readjust this pack to mean anything. We should've talked about that before I left. This shouldn't be too much trouble, it's not like I'm sneaking up to the front door, just to the top of this ridge to have a little gander at the approach to the tower. That'll have to go to the top of my purchasing priorities, a new pack that fits tightly. Well, near the top anyway.

*Pack slides to the left.*

Damn! I wonder if the heroes of legend had such trivial problems their first time out? They must have, the bards just omit the part where Tabour the Brave's pack slipped uncomfortably and distracted him from piercing the giant's heart.

*Raises arm again.*

Gotta be careful. Getting closer and wouldn't want a baddie to spot me, even if he thinks that I'm waving hello. I did mention for the rest to stay put, didn't I?

*Glances over his shoulder.*

Yup, they're stayin' put. Oh boy, what's that.....?


As the tower comes into view, Byron halts the party to go ahead and scout the area. As this area is essentially lowlands populated with rolling hills, he easily finds higher ground to get a view of the lay of the land.

Byron sees the following:

Spoiler:
From your vantage point, you can clearly see the tower about 3/4 of a km off in the distance. You can also make out the side of the wall that has collapsed and has sloughed off onto the grassy field nearbye. You can clearly see an exposed room on the second floor. Surrounding the tower are rolling plains hills, gullies, several copse of trees, and even several lakes for as far as the eye can see. You see no signs of life from this far off.

Byron, please give me d20 roll. Lets call it an intuition check. Since you have a 10 wisdom, you get no bonus to that roll.


Male Half-Elf Rogue 1

What we're calling an intuition check: 1d20 ⇒ 14


Yeah, good enough. As you survey the scene, you believe that there would be many places for people to hide nearbye. It gives you a bit of an uneasy feeling.


Male Half-Elf Rogue 1
DM Krallek wrote:
Yeah, good enough. As you survey the scene, you believe that there would be many places for people to hide nearbye. It gives you a bit of an uneasy feeling.

Is there a route that would keep us behind cover, or following a valley type thing? Ideally we should keep low enough to approach so as not to give everybody in the neighbourhood the heads up that we're coming by cresting a series of hills for the most direct route. If I find one, then I'll tell my mates o my findings and give them warnings about the terrain.

I would then like to adopt a sneak to a corner, peer around it, call the rest of the party to join me if the coast is clear and/or I need help. And make the rest of the way to the tower in this catepillar fashion.


Male Human Monk 2

holy crap, a guy goes out for a Friday night and comes back to being left in the dust!

*Kellic too sneaks up ahead, staying 15 to 20 feet to the side of Byron and looking for more stuff to pound in the face and/or groin*

Funny, I would have thought that elf to be a bit more stealth...

Stealth =1d20 + 8 ⇒ (5) + 8 = 13
Perception =1d20 + 8 ⇒ (17) + 8 = 25

Spoiler:
Bruce Wayne is Batman


Ok as pointless as Kellics post was, the bruce wayne thing made me lol. You learn nothing new from the clumsy yet perceptive monk. Using the elfs technique you slowly make your way over to to clearing that surrounds the tower. The entrance to the tower is about 200 m away and from your vantage point you can see inside the entrance. you basically see an empty room.


Male Half-Elf Rogue 1

Is there a route to the entrance that would allow for a hidden approach? If no, then I will take an angled approach that would keep me out of a direct line of sight to the entrance's exposed room until I get to the wall of the tower.
Are there any signs of action along the tower, windows, roof, etcetera?
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

I hope that these guys have a good attention span.

You three stay here and keep an eye on my approach. I'm not that good, so you'll be able to watch me the whole time. I'm thinking that there might be something else interested in the same area as us. Let me close in on the tower a bit to get a better look and then I'll wave you on to follow.

Stealth, first 30 feet (10 meters): 1d20 + 9 ⇒ (13) + 9 = 22
Stealth, second 30 feet (20 meters): 1d20 + 9 ⇒ (1) + 9 = 10
Stealth, third 30 feet (30 meters): 1d20 + 9 ⇒ (9) + 9 = 18
Stealth, fourth 30 feet (40 meters): 1d20 + 9 ⇒ (19) + 9 = 28

*Waves for the rest of the party to follow.* Providing there is no sign of a threat.


You see no signs of life or activity and successfuly make it to the opening. You wave the rest of the party over.

The ruined siege castle now being called the Fallen Fortress rises out of the churned earth of the Cairnlands. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountain of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower’s darkened interior.

Map

Roll perception checks please.


Male Dwarf Level 2 Fighter

1d20 + 4 ⇒ (16) + 4 = 20

Hmmm... I dunna think there's much action in that keep over yonder. However, it is my first time out on an adventure and I don't really know what to keep a look out fer...HAR


Vulgar notices that there has definitely been a fight here recently. There is blood on the ground and even some abandoned equipment. Someome got their a$$ kicked.


Male Dwarf Level 2 Fighter

*pilfer through equipment* (do I find anything?)
WHISPERS...lookie here boys, someone got beat up badly...best be on our toes
*moving slowly and on hyper alert*


There is a smear of blood leading out of the door on the right. It looks as if someone was dragged out of there hastily during a fight. The abandonned gear is a backpack full of adventuring gear. In the pack you find 10 days rations, pots and pans, a mallet and 10 iron spikes, and a smokestick.


Male Half-Elf Rogue 1

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

If the way is clear, Byron stealths over the the door from which the trail of blood originates.

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16

*Gives the 'quiet' sign to the rest of the group and brings his ear closer to the door to have a listen.*

Perception (to listen): 1d20 + 9 ⇒ (8) + 9 = 17


Byron sneaks up to the doorway. Leaning up with his back against the wall next to the door he listens intently. He can clearly make out a clicking followed by a kind of sick wet sucking sound.


Male Drow Bard/1

ooc: 22 posts since I last checked in??? you all need to find things to do...like play Skyrim all day ;)

Pixiedust rolls perception: 1d20 + 2 ⇒ (15) + 2 = 17 and looks around feeling very bored.
What was all the noise the sexy half elf was making about my thumb?? This ring looks nice...we can sell it to the fence, split it four ways, pay off my debts and buy some new boots...mid-thigh, black leather would be nice
Yawn...
I ready my bow, moving quietly to stand about 30' or so from the hole, where I can cover my brave comrades...and launch a song if needs be. I am also keeping an eye on the surroundings so we don't get jumped by another wandering crocodile while we focus on Byron's butt.
Stealth: 1d20 + 4 ⇒ (8) + 4 = 12


Pixie strikes his best stealthy pose, crouches low, and pads silently over to where
Byron is patiently listening. On his way over the rubble, he trips as one of the moderate sized bouders shifts under his weight and breaks loose. It tumbles down the slope crashing and banging on a series of other boulders before coming to a rest on the grassy plain with a loud thud.

Byron grimmaces and notices that the sucking noise comes to an immediate stop. He hears more of that clicking sound and then a dead eerie silence.


Male Dwarf Level 2 Fighter

*making no attempt at being silent, Vulgar climbs over all the rubble and boulders and prepares to defend his friends*

ROOOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRR HERE KITTY KITTY


Ok guys, please go to that map link and post your positions using the grid sysem. I have placed a "fog of war" on the map for areas you cannot yet see. So obviously you need to pick a spot in the unfogged area. I assume Byron is near the door to the north as is Pixie. Choose your spots and let me know please.

Map Link

Initiative:

Kellic: 1d20 + 8 ⇒ (6) + 8 = 14
Byron: 1d20 + 5 ⇒ (14) + 5 = 19
Pixie: 1d20 + 3 ⇒ (2) + 3 = 5
Vulgar: 1d20 + 2 ⇒ (20) + 2 = 22

Badguy(s): 1d20 + 3 ⇒ (4) + 3 = 7

The initiative order is:

Vulgar
Byron
Kellic
Badguy
Pixie

So please let me know your square and your intentions for the first turn.


Male Drow Bard/1

P8
Ready to shoot bad guy on my turn.


Male Dwarf Level 2 Fighter

M7 and I attack at the first chance I get
1d20 + 5 ⇒ (1) + 5 = 6 to hit
1d10 + 3 ⇒ (5) + 3 = 8 Damage


Male Half-Elf Rogue 1

L8 would make the most sense from what I described.

By Calitria's wings! That singing princess just made enough noise to rouse the dead, or whatever that thing behind the door is. Impatient sot. This Vulgar though, fearless! I'm finding that I'm liking him more and more.

*Shoots Pixiedust a scowl.*

Will do my best to 5' step so as to flank and sneak attack whatever Vulgar is attacking, if possible, as long as there is only one creature visible. If more than one creature visible, Byron moves back and shoot at it.

Attack with rapier: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak: 1d6 ⇒ 4

Attack with bow: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 ⇒ 5


Male Human Monk 2

O5

1d20 + 4 ⇒ (11) + 4 = 15 to attack with shiriken and then I move in closer tot he enemy.

1d2 + 3 ⇒ (1) + 3 = 4 Damage


What exactly are you attacking? You heard a noise and now you dont.


Male Dwarf Level 2 Fighter

Why are we in initiative then?


There is a critter to fight for sure but you cant see it through the wall.


Male Half-Elf Rogue 1

I guess it would be up to Vulgar or me to open the door.


Male Human Monk 2

I 5' step to o6 and ready to attack anything that comes out that I feel looks like it needs a good ass kicking... use the about attack for that.

Spoiler:
Varder is Luke's Father!


Initiative rounds will start once combat begins so technically we are not in initiative just yet. The creature you heard sucking and clicking away has heard you obviously but then everything went silent. You are not certain, but you believe it to be still in the room and not yet fled.

I have updated the map a bit to show you a bit inside the room as there is no door as Byron has mentioned. It is just a doorway.


Male Dwarf Level 2 Fighter

I see..okay then I take a few deep breathes and ready my weapon and shield, steady my nerves and will spin quickly into L7 ready to smash whatever is there. Since we weren't technically in a fight the last time I attacked..."nothing" I would like to reroll:
1d20 + 5 ⇒ (15) + 5 = 20 To hit
1d10 + 3 ⇒ (9) + 3 = 12 Damage


Male Half-Elf Rogue 1

5' step to M8 to see if I can catch a glimpse of whatever is making the noise: Perception 1d20 + 9 ⇒ (1) + 9 = 10

*Motions Vulgar to hold until I have a chance to fire at any nasty that I see.*

If I see anything that we would not be interested in parleying with:
1d20 + 3 ⇒ (5) + 3 = 8 to hit with shortbow
1d6 + 1d6 ⇒ (2) + (1) = 3 for damage, including sneak attack

If there is nothing to shoot at, I continue stepping back into O9, allowing me to continue looking in the room through the doorway.

Holy! Bryon isn't helping the situation with these rolls, sorry.


Byron peeks into the doorway with his bow at the ready. Glancing about without entering the room you cant see much in there. Its quite dark but you think you can see some broken furniture and some fresh blood in the floor. He gives Vulgar an unknowing shrug and Vulgar steels himself for the job. After a few deep breaths he rushes into the room with his axe at the ready. But the battle lust fades as he notices the room is empty.


Male Half-Elf Rogue 1

*Follows Vulgar into the room, a bit more cautiously. Looking around intently, side to side, up and down.*
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Moving to L7 or K6.

What could have been making that noise? It couldn't have gone that far. Unless it's laying in wait to ambush... we should stick closer together.

*Byron looks over his shoulder and gives motion for Kellic and Pixiedust to get closer to him and Vulgar.*


We will pause as Vulgar enters the room. What pixie and kellic do is important. Also I cant update the map on my phone.


Male Drow Bard/1

I will advance 15' forward to M8 (I think). I will cast dancing lights into the room-- 4 torch like lights (20' radius light each) with a bit of a disco ball effect-- that stay within 10' of each other and can move 100' a round...no concentration check for me to control them, etc. One light in each of I5, J5, I6 and J6. Then I stand ready with my bow, posing with a saucy hip-shot since I caught Byron looking.
Perception 1d20 + 2 ⇒ (19) + 2 = 21 on keeping an eye on the general area so we don't get jumped.

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