Xyro's Falcon Hallow Campaign

Game Master xyrophobic


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Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky in searching around for something to fix the large cauldron finds a smaller one. Excitedly he calls the others, "Guys, ooh look what I found, another cauldron. OK its small, but I could use it. If you give me 4 hours or so I could probably come up with a couple of nice potions, for a very cheap price. Oooh does anyone want one, I can make a potion to make you feel better or something to help you make miraculous shots with your arrows and another one helps protect you when someone tries to hit you. So do we have a few hours we can stay here, you don't have anything to pressing today do you?"

Stinky can make 2 potions from Cure Light Wounds, Shield, True Strike.


"Resting is probably a good idea."

"You sure you're feeling okay, Jonas?", Edward grabs something that Jonas might find interesting off the shelf and offers it to him, try to help him realize he still has scavenging to do.

Then Edward checks on the Fox and tries to see if it will be receptive to training:
Wild Empathy:1d20 ⇒ 3


Edward Brickhouse wrote:


Wild Empathy:1d20

Wow, yo just insulted it's mother :))

Dug says "Ash much ash I would love to resht, zhere are shick people who need zheshe medishins. Unlessh zhere ishn't enough time to reach zhem before dark, we should probably shtart looking for zhe iron bloom mushrooms."

Know: Local 1d20 + 6 ⇒ (9) + 6 = 15


Edward Brickhouse wrote:

"Resting is probably a good idea."

"You sure you're feeling okay, Jonas?", Edward grabs something that Jonas might find interesting off the shelf and offers it to him, try to help him realize he still has scavenging to do.

Then Edward checks on the Fox and tries to see if it will be receptive to training:
Wild Empathy:1d20

the fox seems more interested in licking itself and following Jonas around that doing anything for you.


Dug of Falcon Hollow wrote:
Edward Brickhouse wrote:


Wild Empathy:1d20

Wow, yo just insulted it's mother :))

Dug says "Ash much ash I would love to resht, zhere are shick people who need zheshe medishins. Unlessh zhere ishn't enough time to reach zhem before dark, we should probably shtart looking for zhe iron bloom mushrooms."

Know: Local 1d20+6

you would be able to make it to the ruins tonight but you would show up at dark and may have to deal with making a safe place to sleep. Though staying in a witch's house may not be any safer.


"If we leafe now, we can reach the ruinsh by dark, but we should probably camp in the woodsh over night"


"Well we best get going then. The way our luck has been there are bound to be delays. Lets keep our eyes open Jonas has already been eaten twice today." Layf warily starts scouting down the trail toward the ruins.

[ooc]Survival:1d20 + 6 ⇒ (18) + 6 = 24
Perception:1d20 + 5 ⇒ (3) + 5 = 8

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky, not wanting to be left alone in the witches hut, takes the small cauldron and joins the others on their trip away. "Umm, so where are you off to now? What you gonna do there? If its just picking mushrooms, then I know lots of places with all sorts of mushrooms, some are really lovely to eat."


"We are looking for the Ironbloom mushrooms. they are shupposhed to be near the dwarves."

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky's eyebrows raise and his eyes open wide, "Cor, those are quite rare from what I know, this is exciting! Don't mind if I come along do you? This is just the most exciting thing that's happened to me recently. And that includes when my brother, Radiner rescued me when one of my experiments that went awry and nearly bought the roof down on us. Fortunately Radiner was there to mend my cuts and bruises and stuff. But still, you say we're off to see the dwarfs, such a gruff and funny race, but really good with a pick-axe, or so I've been told. Oh this could be so exciting and maybe I'll show you one of my experiments later. You'll really like them, makes the biggest impact you know!"

Stinky rambles on about experiments, continuing the conversation, whether anyone is listening or not. He sporadically interjects information he knows about Ironbloom mushrooms in a random and totally irrational way.

Knowledge Nature about Ironbloom mushrooms 1d20 + 7 ⇒ (15) + 7 = 22


Carnider "Stinky" Dravonic wrote:

Stinky's eyebrows raise and his eyes open wide, "Cor, those are quite rare from what I know, this is exciting! Don't mind if I come along do you? This is just the most exciting thing that's happened to me recently. And that includes when my brother, Radiner rescued me when one of my experiments that went awry and nearly bought the roof down on us. Fortunately Radiner was there to mend my cuts and bruises and stuff. But still, you say we're off to see the dwarfs, such a gruff and funny race, but really good with a pick-axe, or so I've been told. Oh this could be so exciting and maybe I'll show you one of my experiments later. You'll really like them, makes the biggest impact you know!"

Stinky rambles on about experiments, continuing the conversation, whether anyone is listening or not. He sporadically interjects information he knows about Ironbloom mushrooms in a random and totally irrational way.

Knowledge Nature about Ironbloom mushrooms 1d20+7

mushrooms: stunty little things that only grow in dark places thick with metal, a favorite among dwarves.


evening approaches, do you want to camp at the hut or move into the woods?

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky agrees with whatever the other decide and will tell them what a good decision it is.


"We can make a camp jusht shy of the ruins. Letsh go!"


"Okay, if Jonas' good with marching to the ruins, let's camp there." Edward follows Layf's lead. Assuming last place in the marching order.

Survival:1d20 + 7 ⇒ (4) + 7 = 11
Perception:1d20 + 5 ⇒ (16) + 5 = 21


The party moves into the forest again with Layf and Dug guiding the way to the old Dwarven monastery. When you are about an hour out you find a site that will do just fine for tonight and set up camp. Save for howling trough much of the night the evening passes uneventfully.

anything that you wanted to do before the new day?


A couple hours before dawn, Dug sets out alone to do a quick scan of the ruins under cover of darkness. He goes no closer than he must to get a quick view, and see if there is anything, or anyone, inhabiting the ruins.

Stealth 1d20 + 5 ⇒ (3) + 5 = 8
Perception 1d20 + 7 ⇒ (14) + 7 = 21

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky wakes early around dawn, hearing the birds in the boughs nearby singing in a new day. He uses the glowing embers of last nights fire to restart a warm campfire again. Taking his recipe book out of his backpack, he gathers together several flasks and beakers. Scrabbling into his backpack, he finds the green and brown herbs he is looking for and using his mortar and pestle, starts to grind the ingredients into a powder. With the cauldron he took from the witches home, he starts to brew.

A couple of hours later, Stinky is seen pouring some white translucent liquid into a clean flask and labels it CLW.

Spellcraft to brew the potion 1d20 + 10 ⇒ (5) + 10 = 15

Stinky brews 1 potion Cure Light Wounds


Edward awakes and communes with nature and her spirits.
Cure Light Wounds and Shillelagh prepared
Then searches for anything that may be appetizing in the area.
Survival:1d20 + 7 ⇒ (7) + 7 = 14


Dug also forages on his way back tot he camp site.

Survival 1d20 + 6 ⇒ (7) + 6 = 13


Stinky brews a potion. Edward and Dug find a few rabbits and enough hearty roots and vegetables for a good stew that will give a +1 bonus on fort saves for the day for all who eat it.


Dug of Falcon Hollow wrote:

A couple hours before dawn, Dug sets out alone to do a quick scan of the ruins under cover of darkness. He goes no closer than he must to get a quick view, and see if there is anything, or anyone, inhabiting the ruins.

Stealth 1d20+5
Perception 1d20+7

Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

As the party stop and look at the ruins before them, Stinky takes a minute to make an extract of shield.


Dug turns to Layf

"What do you shink? Front door or over the wall?"


The approach is form the south, as Dug asks Layf for a plan Stinky creates an extract.

Map
external view of the monastery


Dug heads out, around to the East side of the building, and enters the court yard through the rubble of the fallen wall
Perception 1d20 + 7 ⇒ (6) + 7 = 13 and just in case, acrobatics 1d20 + 1 ⇒ (11) + 1 = 12 to maintain balance on rubble

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky follows Dug, who obviously must have a plan. Stinky takes a good look over and around the rubble before continuing, he's a bit nervous coming in from the side, and doesn't quite understand why they didn't use the font door. "oh well!" thinks Stinky might as well get used to this adventuring, if its what these guys do, better watch out for trouble, you never know what might happen. He tries to pick out the easiest path through the rubble.

With Stinky's short legs he has a great deal of difficulty making it across the rubble.

Perception 1d20 + 6 ⇒ (16) + 6 = 22


Tall grasses and chunks of stone debris have all but overtaken this small yard. Off to one side, a wooden stable has collapsed into a mound of rotting timbers and moldy straw. The outer wall on the east side has also collapsed, leaving a ragged hole. Three doors exit into this yard— a pair of double doors to the east, a single door to the north, and a lone door leading into the squat tower in the southeast corner.

Stinky:

Spoiler:
you eyes scan the yard and come to stop in a well in the northwest corner with what looks like a body slumped against it.

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky catches up with Dug and starts pulling on his arm, or anything he can get hold of. His voice is a little high pitched and he breathes or pants very very quickly, almost between every word. [b]"Oooh! Oooh! look over there, is that a dead body. Are we safe here?"[b] He points in the direction of t a well.

Dug can now read the Stinky spoiler above, as can any of the party who is with us.

If Dug goes over to investigate, Stinky will follow. Stinky only does anything with the corpse, if Dug or someone else in the party says its safe. Stinky then, holding his nose to stop any nasty smells from entering his nostrils, looks over the body, trying to find the cause of death, or notice anything unusual with his body.

Health check 1d20 + 4 ⇒ (2) + 4 = 6


Jonas awakes sleepily in the morning and drags himself out of his bedroll with much effort. He partakes in some of Dug and Edward's stew and thanks them for it. The gnome paces along with the party on their journey almost absentmindedly, occasionally taking time to pet his new friend fox when he allows... or even chat with him, albeit a very one sided conversation.

Jonas cuts his latest conversation with his newfound friend short as he notices Dug and Stinky wander off towards the monastery that has suddenly appeared in front of him.

Jonas hustles up to the party and tries to catch up on what he has missed. He joins Stinky over the body and attempts to determine what could have happened.

Acrobatics 1d20 + 1 ⇒ (15) + 1 = 16
Heal 1d20 + 4 ⇒ (6) + 4 = 10
Perception 1d20 + 0 ⇒ (1) + 0 = 1


Edward finishes a training lesson with Charcoal, and looks around to find Dug and Stinky gone, and Jonas hustling over the wall of the ruins. Edward calls to Charcoal and quickly goes to investigate. When he sees the body he carefully examines it to determine a possible cause of death.

Acrobatics: 1d20 - 4 ⇒ (8) - 4 = 4
Heal: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Layf follows Dug into the courtyard with his bow in hand. He keeps his eyes on the doorways to make sure nothing is watching from inside. As Stinky and Dug head to the well Layf peers cautiously through the doorway in the western part of the courtyard.

Layf is not going through the door, trying to see as much as he can from 10 to 15 away from the door.

Perception:1d20 + 5 ⇒ (2) + 5 = 7


Jonas, Crazy Gnome Oracle wrote:


Jonas hustles up to the party and tries to catch up on what he has missed. He joins Stinky over the body and attempts to determine what could have happened.

It appears he was eaten by a large animal.

The well has a rope into the water some 30' below.

Looking through the door, Layf sees what appears to be a dark entry hall.


"Letsh clear the shtand alone building firsht, so we have shomeplashe to work out of." Dug gestures at the tower in the south east corner.


"That sounds like a good idea" Layf says as he puts away his bow and draws his sword. "I'm not sure there is an elegant way to do this," he mutters mostly to himself as he heads toward the door. Once he gets to the door Layf looks over his shoulder and says "Ready when you guys are."


"Shoundsh good, you go right, I'll go left?"

Dug nocks an arrow to his short bow, and follows Layf into the structure.


Edward readies his shield and keeps his club stowed, "Hold on a sec, lemme see if the animal that got that guy is in there. I may be able to calm it down a bit." Edward looks around for tracks and then peers inside the door.

Survival1d20 + 7 ⇒ (6) + 7 = 13
Perception:1d20 + 5 ⇒ (6) + 5 = 11

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky stays close to the back of the group his crossbow at the ready, a bolt already loaded. "I hope that whatever ate that person isn't still around, looked big and nasty teeth marks those." Stink continues to look around nervously. Watching as Layf attempts to open the door.


There are tracks all over the yard but none lead into the room.

The door is stuck shut. STR check to open


Seeing the party stack up in front of the doorway, Jonas scurries over to join them. Taking up position in the rear of the party, he rifles about for something to defend himself since it seems the party is expecting danger.

He pulls out his hooded lantern (unlit) and holds it shakily above his head ready to strike..... something?


Once the door doesn't open freely Layf looks at Dug and says "Be ready!" With no further warning he takes a step back then lunges forward slamming his shoulder into the door.

Strength:1d20 + 3 ⇒ (2) + 3 = 5

What a crappy roll!!


"Lemme give it a try, Layf", Edward says.
Edward takes a couple steps back and rushes forward slamming his shoulder into the door.
Strength:1d20 + 4 ⇒ (9) + 4 = 13


Dug gives the door a kick Strength 1d20 + 2 ⇒ (2) + 2 = 4

or aids another if Layf or Edwards rolls were high enough.

edit- Wow, we're doing so well!! What CR is this door anyway?!?!?!

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

Stinky, remembers reading somewhere, or was it a story his father told him, the magic words to open doors. He quietly says "AlliShabazamOpenTheDoor" .. but nothing happens. He repeats the words louder this time and again nothing happens. He looks at the others, shrugs his shoulders and says, "Well you can't say I didn't try."


as Edward slams into the door is falls open revealing a square room. Thick webs cover much of the ancient crates and barrels stored inside the base of the tower. A rickety wooden staircase ascends along one wall to reach an open trapdoor above.

Map


"Layf, wanna check up shtairs? I'll covfer you."

Dug moves to the base of the stairs, and aims his bow up (readied action if anything hostile comes out, Attack [dice]1d20+2[dice] Damage [dice]1d6[dice]

Dark Archive

Male Gnome Alchemist/2 HP:13/13 bombs used: 0

With all the excitement, Stinky remembers they may not be alone, so turns to look out over the courtyard, surveying the buildings for anything that might be moving, attracted to the party by the sound of the crashing door.

Perception 1d20 + 6 ⇒ (9) + 6 = 15


"Got it" Layf says tersely as he starts up the stairs with his sword at the ready. Layf scans the room at the top of the stairs straining all his senses for signs of something lurking.

Perception:1d20 + 5 ⇒ (19) + 5 = 24


Helps if I type the code properly :)

Dug moves to the base of the stairs, and aims his bow up (readied action if anything hostile comes out, Attack 1d20 + 2 ⇒ (11) + 2 = 13 Damage 1d6 ⇒ 3

Perception 1d20 + 7 ⇒ (20) + 7 = 27


Waiting for them to search the upstairs, Edward keeps an eye on the courtyard in case something heard the noise of the door and comes to investigate.
Perception:1d20 + 5 ⇒ (6) + 5 = 11

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