The Village of Criglysnot

Game Master Johnny_Panic

MAP OF VILLAGE

Tree Fight


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As you get to the door, you push past in and bring up light, If your not all using Darkvistion Your looking at a corridor leading to some steps. There is blood here and a smashed bottle.

Alchemy DC 14, or heal DC 16


Climb: 1d20 + 4 ⇒ (7) + 4 = 11

Valerie began to climb only to look down a freeze in place. It seemed the young Kvalheim was afraid of heights...

Climb: 1d20 + 4 ⇒ (1) + 4 = 5

But she tried to gather her courage, only to let go of the rope and begin falling to the group below.


A strong and able climber, Berold acts quickly when he sees Valerie falling!

touch attack: 1d20 + 6 ⇒ (13) + 6 = 19
climb: 1d20 + 9 ⇒ (4) + 9 = 13


Valerie you fall and as you do spin, you have heading to hit the water below, Then you stop, as a strong hand grabs you leg, you hand there a moment. as your eyes focused you see just under the water a ring of cold Iron spikes. One has a sliver of green cloth on it., Then you'er pulled up and thrown into the doorway and the others by Berold.

You all get into the passage safely.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss holds up his amulet of Gozreh, the dripping leaf holy symbol of the god of nature. He whispers in draconic and the amulet begins to glow with light.

"Blood, and a struggle. Maybe someone yet lives. We must go, and be wary."

He takes point, claws flexed and tail nearly straight back as he moves into the tunnel.

Survival for tracking: 1d20 + 8 ⇒ (12) + 8 = 20


Struggling to see anything in the dark tunnel, Berold follows...

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Dank and dark it leads on at a slight incline. Korliss you follow wet footsteps.

Perception rolls please DC18


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Valerie gasped when Berold caught her and safely brought her to the ground. Looking at him she offered a smile and said "If we make it out of this, remind me to thank you."

Then they moved down into the tunnel, though Valerie couldn't see a thing.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


The slope is slimy and wet, green alge grows over it and you can see where water must have flowed not long ago.

If you make the roll:

You can see two sets of foot prints in the slime, one bear foot the other booted

Soon you get to some steps leading down, the slime is thinker here, on steps, walls and roof.

DC 22 Dex of acrobatics roll please if you seek to walk down un aided by some means


Ouch that is steep! For a level 1 that is almost impossible.

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

Valerie placed her hand against the wall, to try and balance herself as she took the first step.


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Dexterity: 1d20 + 2 ⇒ (16) + 2 = 18

Tarial tried her best not to arse over teakettle as she headed down the slippy slope.


acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11

Berold quickly realizes that the steps are dangerously precarious and that they will need to find a safe way to get down. He heads back to retrieve the rope, figuring that they can always ask for help on their way out.

"I-I-I'll stay up here. You c-c-can hang on t-t-to the rope to get d-d-down," he proposes.


I did say unaided, with a rope, if you use the it you can add +5 to a new roll


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss and Gromusch use the rope to descend down the slope.

Acrobatics: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24 Korliss

Acrobatics: 1d20 + 2 + 5 ⇒ (19) + 2 + 5 = 26 Gromusch


Berold shakes his head, "If we're g-g-going d-d-deeper, we need more supplies."

More ropes. Some tools. Torches. Food. And blankets. He looks around at the group of them and realizes both that they aren't ready for this and that they have no choice as they have to do their part. He climbs back out of the well and looks for his uncle Ted who will surely help to find what they need for their expedition into the unknown...


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

"How are we going to get any of that at the moment, though?" Tarial frowned slightly. "And before the adults start shoving us in safe places?"


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Tools and supplies, we will improvise. If you fear, stay behind Korliss, younwill be protected."

Korliss begins heading down the tunnel, following the tracks as best he can.

Survival: 1d20 + 8 ⇒ (14) + 8 = 22


"We could take it from my cellar." Valerie said. "Some food and items. A couple of us could run back, grab some items and run back. Even if the adults try and stop us at least one of us could make it back." She pointed out.


As Korliss moves down he sees the tunnel open up into a larger space, not much bigger bit there are three more tunnles leading off. One slim and tall, one short and wide, the 3ed is little more than a pipe, that you could at a squeeze get down.

Perception DC 18


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Nope.


There seems to be a slow flow of water coming from the slime wide pipe. In that water is blood a pink wash of blood. You can move down it with ease.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss continues down slowly, claws ready and nose sniffing the air ahead.

Gromusch follows closely behind his master.


Valerie slowly followed after Korilss, keeping her ears open.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Tarial followed along, giving a quick Detect Magic on the bloody area just to be safe.


As you move ahead the pipe opens up and you see what looks to be a chamber with a slope leading downwards. Lying on the floor are two beings.

IMAGE HERE

They are both lying on the floor, bleeding out, there bodies covered with cuts. Weapons but and near by.

Valerie:

As you get close you see one still has life, its eyes flicker to the sound of your approach but it's dying


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss pulls out a handful of berries and whispers over them in draconic briefly. The fruit glows with a green light before resuming their normal red glossy sheen.

Casting goodberry, yielding 2d4 ⇒ (2, 3) = 5 berries.

He moves up and places a berry into each fallen creature and works their mouth to make them eat.

"Fallen ratmen? Deep in these tunnels? Bizarre."


"Korliss! That one still lives!" Valerie said as she quickly moved to the one who still had breath. "We're going to lose him quickly though!" She warned him.


One is dead, but the other the one Valerie points to seems to respond. he is very hurt and out cold.

GM rolls:

Stabilize 1d20 + 4 ⇒ (11) + 4 = 15

The bleeding seems to stop but the rat falk is still alive but out cold. There clothing is very fine and well kept. You can tell they all seem to be masterwork or close to it. Slick black robes, a fine scimitar blade, short bow and a quiver of arrows. A dagger with a black gem in held in a belt. Each has also 2 scrolls hidden in their belts.

Note: each has an amulet with this symbol.

Spell craft roll DC12 to known what the scrolls are -

Religion DC14:


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"They travel armed like soldiers. Or adventurers, perhaps? Those of you who can use such things, you may wish to arm yourselves. This ratman will live, but his injuries are beyond my ability to heal for now. The dead has no need of his things, though."

Korliss slings the unconscious ratfolk over his shoulder and moves along, hoping the others will arm themselves appropriately.


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Well, Tarial had no idea what the symbol or the scrolls were, as her self-taught abilities were somewhat lacking in those areas. Instead she knelt beside the wounded ratman, trying to be careful it wasn't a trap...but if it wasn't maybe she could help. If she could wake him up without hurting him, he might be able to answer some questions.

Heal: 1d20 + 2 ⇒ (16) + 2 = 18


Tarial binds the wounds so they do not start to bleed again and the party moves on. The slop leeds down into a large cave, the little light you have shows it to stretch for a distance. Its slow and there is water. A dark shallow underground lake. There are two small rafts mored up. You can tell there was some kind of bigger craft but its gone now. Just a cut rope shows where it was. You can fit 3 on a raft.

Perception rolls please DC 16


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Satisfied that, even if she couldn't revive the Ratfolk she could at least make him more comfortable, Tarial scanned the area near the raft to be careful.


Perception: 1d20 + 6 ⇒ (14) + 6 = 20

"But why are they here?" She muttered curiously.


Valerie
As you look around you see that each raft has a pole with a hook on it.
Looking closer you can tell theses must have been what the Rat kin used to get here.

But how are the poles used to move the rafts?

Tarial,
your looking at the poles and glance up, you see a metal ring has been fixed to the secling of the cave. Its rusty and must have been there a long time, but looking deep into the space you see another. Deeper in. This must by how they pulled the rafts.

Ok if your going on the rafts let me know who is one which.
Raft 1 and Raft 2

Also the dead rat kin, I am taking it you took there things.
So the party has, 1 MW simitor sword, 1 MW Dagger, 1 MW short bow and a quiver with 26 arrows, two unknown scrolls. And if you want to go all our a set of black silk robes for a Rat kin. If same again if your strip the second rat kin.


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Tarial pointed out the rings. "That must be how they're moving the rafts." The implications were a bit disturbing - how was there a whole waterway system set up like this under town that none of them knew about? - but she hoped onto the first raft anyway.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"These two traveled armed and ready for trouble. Blades, bows, even magic scrolls. If I had to guess, they're scouts for some group. If they ran into more of the green fey lady's monsters, that could explain why they're beat up and whatever else was tied up here is gone."


Unless any of his companions object, Berold takes the scimitar and boards the first raft.

"If there w-w-was a b-b-bigger craft," Berold echoes Valerie's concern, "then there must b-b-be more of these c-c-creatures."


Berold gest on the raft, its surprisingly stable.

Who is going on the others


Valerie moved to look at one of the other rafts. "I'm not sure I'd even know how to work this thing." She said as she looked it over. "Not to mention it is so dark down here, could we even find our way?"


Image of Cave


"If w-w-we w-w-wait until they come back, it may be t-t-too late," Berold answers with concern. He looks at the lot of them, trying to ascertain if they really have what they need to embark on such a venture...

How many torches do we have?


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

"I can see in the dark, so I can guide us if we need it," Tarial offered.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"We can pull the rafts if you can't manage them. You lot just stay dry and aloft."


I take it your going on the reafts, if you are, do you take the Rat Kin? who is on which raft? You will need to roll Dex/clime as its the closes skill I think think of other than boating. Or Swim depending on if you on a reft or swimming. DC for both is 12 per 100' you will need to roll 3x if someone is in the water helping the rafts the DC gose down to 8 - You get also a perseption roll each time you make athe DC. To find something the Perseption DC is 14, so that is 3x roll to make it to the other side - with a free persetion roll each time you make a movnemt DC rolls. 3xDC12/8 [dex/clime]and 3x DC14 [perseption] rolls.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Korliss slings the unconscious ratman on one of the rafts and begins to swim with the vessel.

"Stay alert, and keep your footing. If you can use those bows, perhaps get them ready."

Swim speed 30, and swim at +12, can take 10.


Valerie chose to at least give this a try. What is the worst that could happen?

Dex: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Dex: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Dex: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Dex: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

The young weaver seemed to get a good start, though having a bit of a problem after it, however after that small hiccup she seemed to have it down fairly well.

Also she'll have anyone else on the raft who needs to get over.


dexterity: 1d20 + 3 ⇒ (1) + 3 = 4
swim: 1d20 + 9 ⇒ (18) + 9 = 27
perception: 1d20 + 6 ⇒ (8) + 6 = 14

swim: 1d20 + 9 ⇒ (20) + 9 = 29
perception: 1d20 + 6 ⇒ (9) + 6 = 15

swim: 1d20 + 9 ⇒ (18) + 9 = 27
perception: 1d20 + 6 ⇒ (10) + 6 = 16

Berold loses his footing as soon as he steps onto the raft and falls into the cold water! Now wet, he decides to swim across, pushing the raft along to assist his companions...

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