Graypelt

Darkmoon Valer's page

187 posts. Alias of Guy Player Man.


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As of now, I'm giving up on trying to keep the game moving.


The text of the parchment is written in Dwarven.

Dwarven:
"Forgive me, dark father of the forge, my toils shall never be enough."


With a loud crack, the door finally gives way and opens, shattering an ancient wooden chair propped against it on the other side. The room beyond is dark and smells deeply of dust and decay.

The mummified remains of a dwarf rest in the center of this empty chamber. Wearing the garb of a blacksmith, the dwarf has a broken glass vial in one hand, and a scrap of ancient parchment in the other.


The door is stuck.

Make a STR check to try to open it.


You can't determine the properties of the potion.

Map


Willard:
You can't find any fresh tracks in the tall grass.


On the kobold's body is his masterwork shortsword, four daggers, his leather armor, a set of thieves' tools, and a potion.


Hello.


Thumpy and Haunrar together keep the door shut. Deelin's arrow sinks into flesh this time, hitting the kobold's spine. It falls limp to the ground.

The growling and howling of the wolves can be heard as they continue push back against the door. Suddenly, they stop, as a deeper, more controlled growl silences the noises of the two wolves from inside the room.


Round 3

Haunrar slams the door on the wolves, momentarily holding them inside the room as they press back against the door. The nimble kobold continue to dodge Willard's attacks.

Round 4

Deelin back away, releasing another arrow at the stealthy reptilian, missing. Althesia, wounded, stays behind Deelin, while the kobold scurries down the hall.

The wolves continue to put pressure on the door.

...

Keeping the door shut will require at least one person spending the round making a STR check.

Map


Haunrar, make a strength check to close the door on the wolves.


Round 3

Deelin gets behind the kobold, unleashing an arrow into the back of its shoulder. Althesia takes advantage of the distraction, stabbing at the kobold, but missing again. The kobold withdraws from his assault on Althesia, clumsily tumbling through Deelin's legs (you get an AoO).

The wolves still snap at air with their jaws as Thumpy avoids all their attacks, while the wolves likewise evade his swings.

Haunrar, Willard, then next round.

Map

Darkmoon Valer wrote:
Initiative order: Deelin, Althesia, kobold, wolves, Thumpy, Haunrar, Willard


Deelin, I'll consider what you said. Truthfully, everything you'd like to see isn't likely to happen on every post I make.


Deelin, of course it wasn't in your posted actions, since there was no posted action from you.

What do you find irregular about the initiative order I posted?


Haünrar wrote:
Darkmoon Valer wrote:


Haunrar attacks one of the wolves through the doorway, missing.

Map

When did that happen?

When you didn't post for almost a week and I made your actions for you.


Deelin runs out into the yard. Althesia continues to try to keep the kobold at bay, failing to land another blow, while the kobold stabs her with its shortsword (3 dmg).

The wolves continue to prey on Thumpy, but he somehow avoids being hit by any of their attacks. He misses his attack as well, taking a step towards the door.

Haunrar attacks one of the wolves through the doorway, missing. Willard takes another swing with his mighty axe, again being thwarted by the corner of the wall.

Map


Inside the wolves' room, Haunrar swings futily at the nearest wolf. In the hall, Willard wings his large axe at the kobold, but hits the wall instead, chipping off stone debris.

Map

I've deleted and changed some maps on my PB account the past few days. To make sure clicking on the link will show the correct map, try clearing your cache.


Deelin takes a shot at one of the wolves, grazing the wolf with an arrow across one of it's hind legs. In the hallway, Althesia swipes at the kobold, raking it across its chest. It returns the attack, but can't hit anything. The wolves team up to try to take down Thumpy but he fends them both off. He retaliates against one of the wolves and misses.

Haunrar, Willard, then round 2.

Map


In the surprise round, you can only make one move action or one standard action.

Althesia: While waiting for the hallway to clear, you hear the pitter-pat of footstep coming up from behind you. You turn just in time to sse a kobold coming at you wielding a decorated short sword in a stabbing manner. "Ack!" It stops just as you face it, switching its grip and preparing to attack at another angle.

Map

Round 1 is up.

Initiative order: Deelin, Althesia, kobold, wolves, Thumpy, Haunrar, Willard


Initiative order: Deelin, Althesia, wolves, Thumpy, Haunrar, Willard

You can all act in the surprise round.

Map

[1] and [2] are the wolves.


The door gives way without any resistance. Inside a 15x15 foot room, a pair of wolves jump up from their slumber, taken unaware.

Roll initiative.

Photobucket is acting up. Map later.


Deelin:
You hear snoring on the other side of the door.


You leave the bedroom and the room covered in rubble, then head down the hallway. Now what?

Map


In the bedroom, on one of the beds, you find a set of masterwork stonmasonry tools, a small sack of coins, and a ruby gemstone.


What are your actions?


The sun continues to rise, causing the light entering the ruined library to shift. Razorcrows begin to sing their predatory caws outside.


You don't detect anything.


You can see the hallway on the other side.


There's a decent sized hole in the wall adjacent the hallway, 5 feet above one of the beds.


Unless someone climbs onto one of the beds, only two of you can fit into the room.

None of you see or hear anyone. The tools looks like a collection of thieves' tools.


The door is locked, but Althesia is able to unlock it.

This small crampled chamber holds two beds (one of which is covered in bird bones), a small sack, and an array of tools. The other bed looks recently slept in.

Map


I'll NPC Deelin for now. What are your actions?


Who's here?


Willard:
You hear an occasional high-pitched word, spoken in a language you don't know, as well as what sounds like hurried scrambled activity.


Althesia steps out of the room, then pushes the rope with her foot. Large rocks and pieces of stone fall like avalanche, causing damage to the wooden furniture and covering the floor.

The floor in the room is now difficult terrain.


Althesia points out the length of rope on the floor. "Be careful, it's a trap!"


Althesia:
You spot a thin trip rope on the floor of the doorway, that runs all the way to the ceiling, where it's attached to a net. The net is stretched across the ceiling and holds debris large enough to be lethal.

You were lucky not to trip over it.


You unlock the door and the door opens out into the hallway.

This small chamber appears to be some sort of sitting room, complete with a single table and a pair of chairs, both in relatively good condition. Resting atop the table is a half-eaten crow next to a crude knife and a cracked mug.

Map


Yes, there's a lock on the door.

You can't get the lock to unlock on your attempt.


This door is locked shut.


What are the PCs doing after leaving the fungus room?


The leather-bound book is written in Dwarven.

Thumpy:
When you read through the book, you find it is filled with hymns to the god Torag.

I'll be away on a four-day weekend, so I probably won't post again until Monday.


You grab the book without any harm to you.


Make a climb check. Can't take a 10, here.


Yes, you take a total of 5 damage. No, the 18 wasn't a fail, hence 3 three more rounds of damage.


Haunrar: You don't detect any magical auras.

Deelin: Those spores continue to wreak havoc on your body. Take 4 more CON damage over the next three rounds.


Deelin and Haunrar don't hold their breath at the right moment. Fortunately for Haunrar, he's able to shake off any negative effects. Deelin, however, isn't so lucky, as he begins coughing and wheezing (1 CON dmg).

Haunrar, which direction are you facing when using your spell.

Deelin, make four more Fort checks.

Thumpy, you'll need to get your hands on that book to evaluate it.


You can attempt to hold your breath to avoid breathing in the spores. Roll a d2 to do this.


The fungus has all but destroyed all the books, except one. On top of one of the bookshelves is a single tome, untouched by the fungus.

As the party examines the books, and begins to thumb through some of them, a massive puff of spores is released from the fungus all around you, filling the entire room.

Fortitude checks.


The fungus here is a bed of greenish-white mold, rather than mushrooms.

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