Alurad Sorizan

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264 posts (577 including aliases). No reviews. No lists. 1 wishlist. 12 aliases.


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Yeah sure. I just got your PM so I sent you an email. Let me know that you, as opposed to your spam filter, got the message!


Sorry I have been so AFK on this. I am really busy with work and life, and I don't see that changing for about a month. Are you ok waiting that long? Or would you like to archive? I'm sorry - it's just unforeseen circumstances :(


Sorry I have been so AFK on this. I am really busy with work and life, and I don't see that changing for about a month. Are you ok waiting that long? Or would you like to archive? I'm sorry - it's just unforeseen circumstances :(


The Gambling part of this adventure seems to be a bit of a hook, but the actual gambling game is a bit lame, in my opinion. Do you want to consider dropping the idea of the tournament and the gambling? As far as I can tell, it's just a hook, and doesn't do anything else. We'd have to re-think the timing aspects, but I just wanted to get your thoughts.

I am happy to continue doing things with the gambling in the way we were, however; it's just not exactly as fulfilling as I thought it would be.

Thoughts?


The guard's eyes widen as he feels the first blow. In a flash, he crumples dead to the floor in a pool of his own blood.


There are, but my intent was that they weren't plentiful, and, you won't be able to reach them from where you are anyway -- shorty!! ;) Sorry if I was confusing - as you know, this is the "me-made" portion. Yes you can try to hide in the rock pile rubble again, for sure.


DM Only:

1d20 ⇒ 8
1d20 ⇒ 18
1d20 ⇒ 19

As you turn away from the guards, you hear one of them mutter "Did I see something there?" Another mutters, "Did I hear something?"

"I'll go check - you guys wait here." You hear footsteps.

You make your way back to the opening of the well, cognizant of the fact that one of the guards is heading in your direction. Looking up, you are dismayed to see that the guard has cut your rope about six feet above the ceiling, and the ceiling is eight feet above you. No amount of jumping will allow you to go back up the well the way you came down.

The only way out is past the guards, one of which is about to head around the corner where he will surely see you.

No way to get back up the well. The only way out is past the guards. How you get past them is up to you. :)


DM Only:

1d20 ⇒ 18
1d20 ⇒ 8

"Move aside ain't no question, so you ain't askin." He pauses for effect.

"But we was told ta be nice to you folks, so I guess you can go ahead."

He moves aside, along with his partner, and motions you toward the gate.

"Just pull the handle; up in case you can't figure it out."


The guards continue to talk quietly amongst themselves. They do not notice as you approach.

Kat Listening: 1d20 + 7 ⇒ (2) + 7 = 9

You don't hear much and creep a bit closer.

Kat Stealth: 1d20 + 10 ⇒ (11) + 10 = 21

DM Only:

1d20 ⇒ 13
1d20 ⇒ 18
1d20 ⇒ 4
1d20 ⇒ 5

You're just near enough to hear them, and they still haven't seen you. You can't make out everything, but you hear snippets of the conversation.

"The boss is gonna want to hear about this. There is definitely something wandering around down here."

"Whatever it is can't know we're here. We need ta kill it."

"That's up to the boss, not you."

"The boss will reward me for helping keep our secrecy. I am gonna kill it."

"The boss will kill you for killing it before it can find out what it knows!"


Sorry I have been a little overwhelmed by work stuff these past few days. Hopefully I will get some time to update later tonight, but if not, then tomorrow.

Thanks for your patience


"How did you get out here in the first place? I wasn't told about anyone leaving the Keep."

Whatever you do, make sure to roll the appropriate Bluff or Intimidate or Diplomacy or whatever. I will play Kediwyn as appropriate, when appropriate, if appropriate


I would like to either go Rogue or Bard (or perhaps a Barbarian). I'll wait to see what others choose and then pick the one that fits best.


I will make a new character as well. I have a few thoughts in mind. And if you want to find a few others to join, I am good with that too!


No problem at all. Thanks for the heads up!


The two of you make your way up the cliff without incident. Kediwyn seems quiet and pensive, but not unfriendly. As he walks, he is constantly looking around. Occasionally, hi fingers the ornate handle of a dagger the he keeps sheathed at his belt.

The sun lies in a line just barely above the top of the clock tower of Kent's Keep as you round the corner, and as you walk up to the guards, you hear the familiar chiming of the bell that signals the next round of gambling will begin soon.

The guards look at the two of you suspiciously.

"Who are you?" one of them barks.


DM Only:

1d20 ⇒ 2
1d20 ⇒ 9
1d20 ⇒ 6
1d20 + 10 ⇒ (20) + 10 = 30

You make your way carefully down the long tunnel. As you round the bend, light from outside can be seen filtering through the mouth of an opening to the outside. A slight breeze makes its way down the tunnel and tickles your face.

The guards are stopped at the edge of the opening. The warm afternoon sun reflects off the helms of the three guards who are now speaking in hushed tones. They do not notice you.

From your vantage point, you see that this tunnel leads out into a cleft of some sort. A sheer rock faces dotted with crippled trees and underbrush dominates the southern side. You can't really see what lies to the north from your current position.


DM Only:

1d100 ⇒ 39
4d8 ⇒ (6, 2, 2, 6) = 16 x100 /6 = 267
1d100 ⇒ 92
1d3 ⇒ 2
1d100 ⇒ 24
1d100 ⇒ 3

Between all the chests, you manage to find 267 silver pieces, an Azurite gem, and a malachite gem. There is nothing else of value in this room.


You notice nothing more than you did at your first glance around the room.


The room is self contained and looks to be the long lost remnant of some ancient storage chamber. Dust lays thick on everything and you find no sign of traps or other suspicious items. Some old chests lay about, along with casks which have long been empty and are nothing but husks of what they once were. The walks are thick with spider webs clinging to the hewn rock.


Sorry for the slowness of my posts the last while. I'll try and be more consistent; life's just been busy with a lot of change lately. Thanks for sticking with me :)

I updated the map.

You find yourself on the other side of the rock pile, standing in an open cavern. Light trickles in through cracks in the ceiling and high in the walls, but it is dim, at best. You can make out the vague shapes of piles of ... things ... on the floor around the walls. It smells dank and musty and you get the feeling that no one has been on this area for a very long time.


OK thanks for the heads up. Things are a bit busy for me right now, so we'll do what we can this week and then pick up the pace again when you return. I still owe you a reply.


Nothing happens. You continue to stay hidden in the rocks. After the body of the dead orc guard had been thoroughly searched, the three orcs head back down the hallway in silence.


You watch as one of the orcs walks toward the dead body that the spider had half wrapped in webbing. He leans over and starts pulling away the webbing and then looting the body.

Meanwhile, the other Orc asks, "What did ya find? Ye better share or I'll tell the boss that you ran like a sissy from the spider and that's why Grenz died."

You hear a feint voice, and then watch in horror as the orc that climbed the rope came crashing down to the floor with a cut piece of your rope dangling from his hand. "Look out below," he yelled on his way down. After he landed, he looked at his companions with a smile and said, "Well, whoever came down on this rope surely isn't going to go back up that way. Have you found anyone?"

You feel a slight pushing of air behind you, as though there was something behind you; behind the rocks.


You wiggle your way between some of the fallen stones; makning yourself as small as possible. From your hiding place, you watch as the guards walk toward you, and then stop at the spot where the ceiling opens up into the well.

"Wonder how this rope got here?" one of them asks.

"Be on alert. Grenz over there has already been killed by that damn spider; and after we were told it was dispatched. Damn. Where is Grenz's body, anyway?" The owner of the second voice squints and looks toward the pile of stone where you are hidden.

"What goes up, must come down," said the third guard. "I'm going to go have a look." That said, he starts climbing the rope that remains hanging down from above.

DM Only:

1d20 ⇒ 8

Please roll another perception


DM Only:

1d20 + 10 ⇒ (8) + 10 = 18
1d20 ⇒ 5
1d20 ⇒ 14
1d20 ⇒ 12
1d20 ⇒ 12

You manage to pull the spider back to the pile of rocks without anyone seeing you, but as you complete your task, you are aware of voices and movement very close to you.

Please roll stealth


I posted, by the way ...


Your rapier slices the head clean off the spider and it thuds to the floor. Thick blood flows down the tunnel toward where you came down the well.

Nice hit!


You hear sounds of conversation coming from behind you. The spider is still following you.


Updated the map. You are not 90 feet before there's another corner. To me, you're just out of range of the spider right now and since your speed matches the spider, barring you running into something around the corner, you will stay just out of its reach. Make sense?

As you make your way around the first bend, trying to stay away from the spider, you catch sight of a faint light emanating around another bend that is about 30 feet behind where you are now.

Please roll another perception


I am back now. Need a day or so to catch up, but I'll get to it as soon as I can. Thanks for your patience while I was away!


I am back now. Need a day or so to catch up, but I'll get to it as soon as I can. Thanks for your patience while I was away!


I don't have the wherewithal to update the map right now, but you can move the extra 10 feet around the corner and still be in the tunnel (and out of the spider's range)

You scurry backwards, away from the spider, rounding the small bend in the tunnel without seeing anything specific around you. You watch in horror as the spider runs forward with surprising speed. So far, you are managing to stay just out of reach.


You were on the tunnel floor with your sword drawn ... "sword at the ready. She retrieves her sunrod with her free hand. Making sure to place a nice solid wall at her back, she slowly begins edging her way towards the tunnel. I updated the map"

Sticky webs fill the tunnel and catch you by the legs and the arms. You try to jump out of the way, but it's no use. You are now caught, and the spider starts to creep forward, a hungry look in its eyes.

You are grappled now. You can use an acrobatics (DC12) or a strength (DC12) check to try and break free of the web. It's still your turn in the round.


Spider Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Round 1
Initiative Order
1. Spider
2. Kat

The spider leaves the half webbed body in front of itself and rears back. As it falls forward, a mass of sticky webbing flies from underneath its mouth and toward the ground surrounding you.

DC 12 Reflex to Save


Heads up! I start a vacation tomorrow (today actually). Since I'll be at home and then traveling over the weekend, I don't know how much I will post. I have a feeling it will be way less than normal.

Bringing my daughter away for school, so we'll be kidless at home - a major change!


Ha. I was about to give you a heads up as well. I start a vacation tomorrow (today actually). Since I'll be at home and then traveling over the weekend, I don't know how much I will post either. I have a feeling it will be way less than normal.

Bringing my daughter away for school, so we'll be kidless at home - a major change!


DM Only:

10+3+1=14

"Easy there, 'friend'. I don't imagine you can blame me for wondering how a spider can kill five of my best men. Must have been one hell of a spider, yes?"

You can tell from his demeanor that he doesn't believe you, but is choosing not to make an issue of it.

"Thank you, then, for your help. Are you hurt? I might have something that can help. It's the least I can do if you tried to save my men. You'll have to come with me back to the camp, though. It's over there."

He points over his shoulder and down the path, then slides his sword back into its sheath.


DM Only:

1d100 ⇒ 29

Still hanging from the rope, your sunrod casts light around you. You are about two feet from a stone floor. The opening from the well is above you, about five feet up. In one direction, you can see a tunnel leading off and around a bend. In the other, there is a pile of rocky rubble. Standing atop the rubble, you see a large spider spinning a web around the body of one of the guards that walked past you. The spider looks toward you menacingly. Dark blood trickles from a wound in the spider's side.

Updated your maps


LOL I love it - don't have time to respond right now, but awesome!


The rope chafes around your waist and arm as you slowly lower yourself to where you can grab one of the handholds. You start your decent, slowly feeling for new foothold and handholds. Spiderwebs tickle your neck and back as you pass through the opening in thick web.

Suddenly, your foot slips and your hands aren't strong enough to hold. Thankful for the rope, you feel you stomach lurch as you begin to free fall toward the bottom.

The rope goes taut and wrenches your body, but you are unharmed and hang limply in the air. Thankful that your rope wasn't longer than the well was deep, you try and see your surroundings, but in the darkness you can only make out shadows at best.


You don't find anything else particularly interesting in the room. There are some torch sconce's on each wall that might serve as an anchor for a rope if you want to lower yourself into the opening.


DM Only:

1d20 + 10 ⇒ (15) + 10 = 25

The man looks at you, eyebrow raised slightly. "A spider ... " he pauses and a thoughtful expression crosses his face. "Wait a minute -- what do you mean killed them all?"

The man's posture looks a little more tense.


You notice a large web stretching across the well about 20 feet below you. One side of the web has been dislodged. It looks like the stone along the wall is chipped in places, possibly some handholds for climbing, but you are not sure.


No worries man.Things are going to be slow for me for the next week. I am off work for a week starting Wednesday, so I don't know if I'll be on a lot, or a lot less! No rush at all.


The rocks crumble and fall down the side of the shaft. You hear them clatter to the stone bottom below, but manage to keep yourself from falling in.


"Don't know if you're an enemy, but I do know that I'll not be killing a random stranger without good reason. I only know one way to get here from this side, so what did you do, follow my guards?"

You note that he holds his blade very confidently and comfortably, almost as though it was an extension of his arm.


Working on something and the weekend is coming up. This truly custom area is really fun and I am really excited about the possibilities, but with every opportunity, I need to create and think a little more. This current guy and his response to you was totally random - literally my "muse" decided to change what happened on the fly - so instead of attacking you, he talked. Now I get to go in a different direction and I have some fun ideas. Please bare with me!! :)


An old well, the mouth being perhaps a little less than ten feet wide, is central to this chamber. Crumbling stone walls along its edge attest to ages of misuse.

You hear sounds coming from the bottom of the well.

Please roll acrobatics to see if you fall when some stones crumble as you come near and look


The guard catches a movement out of the corner of his eye and deftly dodges out of the way.

"Woah there friend!" he says, drawing his own blade. "watch where you go stabbing that thing. What did I ever do to you?


You do not see any traps.

As you peek around the corner, you see that the hallway ends in a small room. It is empty except for a pile of stone in the middle, but from here you can't quite tell what it is.

Updated map - I had forgot to do that for a few days sorry

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