Count Haserton Lowis IV

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5,949 posts. Alias of Azure_Zero.


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Ayla heals up in moments so doesn't need the potion.

with all the dead orcs defecating, it has become very stinky at the doorway
Fort:Ghur: 1d20 + 8 ⇒ (18) + 8 = 26
and it only making his eyes water.

The doorway is also now a mess with bodies making for a bit of an obstacle to get into the place.....


With the last orc dead, you now have quite the mess before you, and it is getting quite stinky as well given the loss of control over body functions of the now dead orcs.

Rand: 1d3 - 2 ⇒ (2) - 2 = 0

The stink is getting strong enough to water one's eyes, which asks the question what the heck were these orcs eating...

Unfortunately for Ghur his stronger sense of smell is working against him.
Fort save DC: 13 for Ghur to not add to the mess.
sometimes a stronger sense is worse then having a weaker sense.


One Orc remains

atk: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT?
dam: 2d4 + 4 ⇒ (3, 3) + 4 = 10

atk: 1d20 + 5 ⇒ (15) + 5 = 20 Nope
dam: 2d4 + 4 ⇒ (1, 4) + 4 = 9

The Orc Manages to really injure Ayla.


Two more Orcs fall, and the last 2 orcs take there place on the front lines

atk: 1d20 + 5 ⇒ (15) + 5 = 20
dam: 2d4 + 4 ⇒ (2, 3) + 4 = 9

atk: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 2d4 + 4 ⇒ (3, 4) + 4 = 11

they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room...

One Orc fails to injure Ayla, and the other just misses.


Two more Orcs fall, with one being toss and doing the Wilhelm Scream as they fly like team rocket.

two more move into place and attack

atk: 1d20 + 5 ⇒ (9) + 5 = 14
dam: 2d4 + 4 ⇒ (1, 4) + 4 = 9

atk: 1d20 + 5 ⇒ (2) + 5 = 7
dam: 2d4 + 4 ⇒ (2, 2) + 4 = 8

they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room....


Orne just stands there

One Orc falls by Ghur's hands and another steps in to take their place

atk: 1d20 + 5 ⇒ (5) + 5 = 10
dam: 2d4 + 4 ⇒ (1, 2) + 4 = 7

atk: 1d20 + 5 ⇒ (6) + 5 = 11
dam: 2d4 + 4 ⇒ (2, 4) + 4 = 10

these Orcs miss badly


R: 1d20 ⇒ 4

The Orcs rush the party but the hall restricts them

atk: 1d20 + 5 ⇒ (8) + 5 = 13
dam: 2d4 + 4 ⇒ (3, 4) + 4 = 11

atk: 1d20 + 5 ⇒ (14) + 5 = 19
dam: 2d4 + 4 ⇒ (1, 3) + 4 = 8

One orc nearly gets Ayla a wound


Ayla nods, and the Doors open with the orcs coming at you.


How to you set your selves up at the outside door?


GM:

Secret GM Roll: 1d20 ⇒ 17
Secret GM Roll: 1d8 ⇒ 4
Secret GM Roll: 1d2 - 1 ⇒ (1) - 1 = 0

Secret GM Roll: 1d20 ⇒ 6

You all get nice and comfy for a good number of hours even dozing off some in the warm room.

While Ayla keeps guard and you all fail to notice that the level moved.


Bravely Run away, in the cold weather?
You'd need to deal with the Cold DC that is already +3 higher due to not taking time to really warm up.


There is no sound or anything.....


Problem is you got about 50ft of rock between you and the orcs.....


The orcs aren't gonna close the doors behind them.....

Pretty much two choices; Trigger the trap and lock them in for a while, or wait not using it and letting them come to you.


Sorry about that, I have the positions flipped from a while

You can't crush the orcs, due to the inner doors needing to be closed to crunch down, but it'll lock the doors instead.

Position 2 is down, 3 is armed, 4 is Off, 1 is Reset


So Ghur does not move the lever which means nothing is happening.....

And the Orcs are soon gonna be opening the doors into the hall.


Ok, so I flipped the order in my head, position 4 is Off, and it was in position 4 when Ruisxys opened the doors.


Ghur pulls the lever into the reset position.


No need for dice rolls, just pick a level position (1-4), or roll a 1d4 for a random position.


Does Ghur through the lever and if so which position?


Orc Init: 1d20 + 1 ⇒ (1) + 1 = 2

Yeah those Orcs are a bit too slow on the reaction times.


Nat 20, I really have to reward that.

Ghur you realise the Trap doesn't work when the inner doors are open, as the doors prop up against the ceiling preventing them from moving. The ceiling can only move down, when the inner doors are shut. But when the ceiling is down it blocks the doors from opening.


The 2 Orcs that are awake, look to the elf the just entered, then back to their ?cigars? then look back to the elf, then back to their ?cigars?

Then they get to moving to Waking the other Orcs with booming voices

Say 2 rounds for those in the lever room to reach Room F, and it'll be a round or two of the Orcs waking up their buddies.

Roll Init please


Ghur wrote:
Potentially dumb idea. But could we use these levers against the orcs? While I'm not fully tracking how each work, if they chase after Rui and we pull the right level, then theoretically we could turn the traps against them.

Roll an knowledge engineering or an int check to see if that is possible....

------

Overall, I want to know if you all are enjoying this Ruin your delving into so far.....


Your just going to open it......

Sure.....

Ruisxys runs to the door and opens them to find a warm Room with a fire, but is also full of Orcs, Most in bed, but a few are awake......

Map for Area F and E


The lever is back in position, and it just raises more questions, questions, so many questions

Couldn't find the clip of that line on Youtube, so linked to the trailer.


GM:

T: 1d10 ⇒ 2

Just as you leave the room, you hear the lever move, and it moves into position 3.


How long do you wait from the ceiling resets to leaving and checking the doors?


The Ceiling is going back into position


Moving the Leveler into position 1, you hear a earthen grinding noise, pretty much the same noise noise as when the ceiling was coming down.


Yep, Seems I over looked you flipping the switch the first time.

So which position do you move the switch to, position 1, 2, 3 or 4?


Ruisxys looking at the leveler's base sees 4 positions the leveler can go in.

I believe you left the level in the original position when you left the room B the first time, and didn't change the leveler position.

So
Pos 1 - Pos 2 - Pos 3 - Pos 4
?? - Crushed - Original - ??


Which switch position do you put it in, as you found two states the first time, when you returned there was a third state.

There could even be more switch states.....


Checking in Area B, The Switch has indeed moved into a new position.


Everyone runs for the exit and gets out before the ceiling nearly touches the floor, leaving only a 1cm gap.

Your all back outside in the cold of area A


LOL, I just found a local copy of a certain flash file I had which is this, But was having trouble getting it run right, so I found a YT recording of it.


Orne notices the ceiling is getting closer


Those double doors have handles, which means, it's a set of doors then need to be pulled, not pushed.
and the doors are now kinda blocked from opening....


?: 1d2 - 1 ⇒ (1) - 1 = 0

Ruisxys tries to open the Doors, and hears a click, but the door's don't open.

Then you all hear a sound like stone grinding....


Back in the Hall C, you can see the doors that go outside and ones that proceed inside further.


Ghur pushes on the door easing the burden on Ayla who can now move out of the way.

Orne doesn't find anything to prop the door with.


That would require a perception check to find something to keep the door open ......


STR check?

orce STR: 1d20 + 4 ⇒ (11) + 4 = 15


Not going to leave the room, while the door to freedom is open?


As Orne tries to find a way to open the door Ruisxys is working on, without it's handle. He finds out that door is a FAKE door, a pure trick and trap.

Ayla and Ghur manage to force the door open everyone used to enter the room, and are currently holding it open.

another round of Fort saves DC 11,
since the door is open it didn't increase.


Backing a kickstarter so I can add some life to some NPCs later on.


Ghur starts to crack the door open and one can start to feel some air now moving to and out the door.

Ruisxys fumbles in trying to get the handle stuffed.

another round of Fort saves DC 11,
since the door is cracked open it didn't increase.


That trap room is now having me play this in my mind...

It's Hacknet's Panic track, though, a number of other tracks from the game would also fit like;
Roller Mobster, Outrun the Wolves, Malware injection, Payload, snidney Whiplash, and Sabotage (the last two would fit quite well)

The tracks are up on youtube to listen to.


Ruisxys rips the orc's shirt and quickly tries to stuff it in.

Ruisxys, Dex Check please to in trying to stuff the handle.

Ayla has no luck pulling the door open, and Ghur tries kicking it through it's strong door frame.

Orne is starting to feel drowsy, -1 on all rolls.

another round of Fort saves DC 11


Since I asked How you check the door, well....
Also given the wording I can have some fun with it...

Orne sees not issues with the door as Ruisxys gives it a once over.
So Ruisxys tries to open the door by pulling the door handle on the door which is stubborn to open,
but after a good pull it pops out, and a thread is attached to it triggering the other door to close suddenly and you seeing and hearing gas coming out from the opening left by the door handle

Fort Save, everyone DC:10
It'll increase each round it isn't stopped or you have escape the room.

Now to think of solutions to the trap room.
Also some simple solutions may effect things.

Might of wanted that Orc alive.... to warn you about that door...

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