Soulbound Doll (Bear)

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5,519 posts. Alias of Helaman.


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Good good, the goblin speaker says beaming, not quite catching on. Kill big lizard things, yes!.


I love u guys... never considered that.


Hope all is resolved to your satisfaction.

So... you guys going back down?


He offers up a dirty rag, folded and refolded on itself.

Call out Grubbahpya! and throw this to them. They smell, know it from me and they leave you alone. Just don't go into home room and all is good.


Prisoner is healthy, fer now, growls Eddrikk. The dwarf looks up at the human.

so reckon ye could lend us a hand eh? Help out a bit?


I give pass... you gimme a minute to make, and with that he grabbers to his fellows, then ducks, alone, into a tent and closes the flap... leaving you to talk among yourselves. On the upside, the goblins look more relaxed and no longer hostile.


The goblin who does all the talking... and presumably the thinking, scratches one kneecap for inspiration while looking confused, then it seems to register.

Oh! Well, we not tell them. Not yet, you go first and then we not remember to give you message. I fix this, give pass.


The goblins on seeing your reappearance.

They dead now? You have heads? What for you leave spy here sneak sneak eh?


Eddrikk, being your party's token dwarf, growls back This human just... well wandered into camp and gaballald he's lost. The greenies are confused.


Sarn sees the goblins surrounding Eddrikk and a human in plate armour. There is no immediate combat or violence but it's clear tensions are high. The goblins seem deeply suspicious and agitated.


I'm here n' pissed oof, came the call back.

Some Chappy in armor just sort of wandered into the camp and the Gobbos are pissed off too. Step up!.


You move rapidly and up the stairs to the sounds of excited, maybe even goblin voices and your exasperated dwarf yelling Back oof orn I'll kill th' lot of ya.


Terion says "Let's head up... I think we have a misunderstanding here. We got enough problems without this nonsense".


You hear another series of "Barking" and "Clicks" then... silence.

For now? We are out of initiative... let's see what you come up with.


Any one else?


Out now.


Sounds good

The party hussles around the corner, Sarn chanting protective prayers, while Terion just swears.

S@&+, s#$%, s~@@.

Next Round

Party 1d6 ⇒ 6
Gobbos 1d6 ⇒ 2

Party Up


Lets get this old stitched together horse moving. Sorry for the delay.

Bugger this! I know a set up when I see one!, Terion says running back to cover Sarn with his shield.

Lets break and get back a bit and rethink things.

Party actions? Or a runner with Terion as rear guard?


Sounds the ticket... we will pick up again tomorrow.


Lets say you can move... doesn't hurt the game at this point. Also they are back in the darkness... and so cannot be seen.

Sooo... what now?


Screw it...

The warrior holds his torch up and charges into the dark... revealing a pair of goblins, their eyes glowing in the torch light.

Initiative

Crew: 1d6 ⇒ 5
Gobbos: 1d6 ⇒ 5

Allly oooop...

Crew: 1d6 ⇒ 1
Gobbos: 1d6 ⇒ 5

The Gobbos sling twice at the warrior! Then retreats down the corridor making some sort of coughing bark noise.

1d20 ⇒ 10 for 1d4 ⇒ 1
1d20 ⇒ 8 for 1d4 ⇒ 3

In their panic both shots go wide, clattering off the stone walls.

-Party Up-


Not forgotten or abandoned. Today is the US Monday so I figured a Terion return by today... plus I had a court appointment today (ended well) and it's my oldest daughter's birthday. Between running around on both errands? Let's just say I didn't have a lot of bandwidth.

Guaranteed, you'll see a return to form starting tomorrow.

In the interim if someone wants to post Terion's action here? IF he doesn't post then I'll use whats here and move the game forward.


Nice moves... Terion?


No damage taken then

Lamp oil is no alchemist fire... the oil spills then splutters on the ground but gives little light and will go out next round.


Terion Hope u don't mind: 1d6 ⇒ 5

Things were going pretty well up to that point when...

1d20 ⇒ 13 for 1d4 ⇒ 1 drop torch/lamp or take damage
1d20 ⇒ 15 for 1d4 ⇒ 1 drop torch/lamp or take damage

Two sling stones fly out of the darkness at Nilelane. One skims off and over her shoulder but the other stone grazes her elbow.

Roll for INITIATIVE!!! Queue Conan theme music

Party for 1d6 ⇒ 3
"Them" for 1d6 ⇒ 2

Party UP!!!!


Sweet... another roll for you and Everyone else then... at full numbers


Sarn Ket wrote:

I’m usually 2 in 6, so I think that means on a 1 in 6 I hear something here? Is this a modified roll due to some environmental effect? Heavy door, quietly dying tortured prisoner with no tongue etc?

[dice=Heavy Door killed the Radio Star]1d6

Distance... Nilelane is up ahead of the party

Nilelane, what's your next thought? Explore further in that direction? Shift south? Open the padlock?


You can see thru the bars of this room into the shadowed interior... the very heavy door and its outside padlock leads you to believe this is some sort of holding cell.

Nothing stirs within... that you can see in the range of your light.

Map is up... I've marked Nilelane as an orange dot

D6 rolls for listening for stuff from everyone please... Nilelane gets it at base roll. Everyone else is -1. IF this drops your base chance to zero in d6, then no need to roll... ie You have a 2 in 6. Now its a 1 in 6. If you have a 1 in 6? For this roll its no chance.


Unmapped hall... let me know approximately where you are heading via NSEW etc


New map is UP and bugger me if those little bastards only drew the bits of the map that were important to them...


She's sure it would fit a wolf, large cat like a mountain lion or a skinny bear or similar. She packs the leash and harness,


This room seems to have seen a lot of traffic throughout the years, but it appears to have been last used to keep wild animals. You can see a large cage with bits of dark fur in it, with a leash and belt next to it hanging on a rack.


Nothing of interest apart from some old grains among the pottery and what might have been dried fruit, long past edible, is discovered.


I will update the map later today but so far nothing special or specific required in this room to room search. So far. ;)


The door isn't locked... and doesn't seem trapped. The treasure Hunter expert pushes the door open and reveals a room filled with broken pottery and shelving in disrepair. It seems to be a defunct store room. The jars, both intact and broken, are large enough to have stored a decent amount of grains or similar when the were last likely in use.

This leaves you with just the corridor south and the door near where the rats had massed up...


The rats flinch at the breaking ceramic and when the torch lands the darkness turns to light as the oil burns into flames with an audible Woooomph.

The effect is immediate. Some of the smaller rats, spattered with oil scream and tear around this way and that while the main group of rats sprints off into the darkness, squeaking as they go.

In short order both oil puddle and rats burn themselves out leaving the smell of smoke, burnt oil and singed hair.


A 'mischief' or pack or rats are revealed... and pack may be the better word because while some of the rats are large... others, the more stand out ones are as large as a small dog. These ones give a small 'hiss' and the mass of rats edges forwards.


Many pairs of eyes reflect red light from the corridor south of the door... low to the ground.


S~!%!!! Now I want to put in that machine!!!!


Sarn, thinking of rabbits, and keeping watch hears something weird... a clucking or chugging... or is there a squeak in those sounds? The echoes of the corridor makes it difficult to pinpoint where the sound is coming from or what that sound is.


No weapons and armor etc in forge


Nice RP there! Also, map is up

The corridor winds onwards, again the quality of stone work is not exactly tip top. The ceiling is rough hewn stone, 7 or so feet high, and the corridor is straight and still approximates 10 feet wide. Again wooden panels, and beams still seem to either support the structure or were never removed after construction finished. While the floor has been worked to keep it flat and somewhat even (for a given value of 'Flat"), at times either cut off stones or the odd board of wood has been placed in deeper divots.

Rounding one corner, with due care a door is spotted, again aged and iron bound. On nearing the door and looking down the connecting corridor another door is spotted in the shadows at the edge of Nilelanes lamplight.

And on that note... DM Roll, nothing to see here: 1d6 ⇒ 1

Ooooh Goodie!

-- Players Up.


Map up in a bit


Pushing on? And after leaving are you reconcealing the entry?


Nilelane figures it's worth about a quarter of a trap kit because at the end of the day it's a heavy spring and a levered sharpened length of metal bar... the real good bits are the trigger component buuuuuut if she digs it all out, it can't be reset. The good news is that she CAN reset it now and always trash it for parts later.

Also, if you can get the forge up and going (which won't be hard, the worst part is gonna be the chimney), you could use it to repair any armor damage etc with a tinker roll... once. Or until you get more fuel in.


Nice one

An aged metal spring released and sharpened metal blade scythed through the air missing her moving legs by a hair's breadth. Had the trap been maintained? Well... it would have been another matter.

Convinced, after checking, hindsight being 20-20, that there was no further traps in the entry Nilelane edges into the room holding her lamp high. The room is filled with dust and cobwebs... it seems neither goblins or other inhabitants had stumbled upon the large room. Moving cautiously more and more of the room is revealed.

In the center of this hidden room is an old forge that looks like it hasn't been used in ages. On the south wall an old lamp hangs forlornly, its glass filled with cobwebs and dust, and a wooden wall mounted board where a few rusted iron tools still hang. Against the north wall is a pile of what is likely coal or charcoal with a short pile of wooden chunks next to that. The anvil, again rusted somewhat by the passage of years sits near the forge along with an enamelled bath or tank... dry and empty of anything except webs.

The forges chimney runs upwards and into the ceiling... likely now blocked by the ruin above.


It was Nilelane... my bad. It was late. BUT let's roll with it

Moving the panel to one side Nilelane steps into the space revealed.

Click!

Nilelane has a single action in a post to tell me what she's doing!

I had considered moving straight to savings throw as she said she entered the passage BUT a)as Nilelane has been careful til now gonna assume there is still a measure of care and b) I have a DM specific in game reason for the SLIGHT delay to effect


Din works carefully...

Architecture : 1d6 ⇒ 2

And is rewarded!

A wooden panel, cunningly fitted gave itself away to her questing fingertips... too well crafted compared and placed compared to the others...

Map updated with Secret Door


I had to blur the room number in the middle out is all.


Moving down to the end of the corridor you find it turns to one side...

The party falls back again to allow Nilelane to range ahead. She works slowly. Putting down the lamp and probing ahead at times, and at other holding the long pole in her dominant hand while the lamp holding hand and arm supports the weight of the pole while she works.

The ceiling continues to be about eight feet or so in height, and the floor while rough, shows signs that the builders attempted to at least to work the stone floor enough so that the surface is even. Aged wooden supports and wood panels brace sections of the walls.

Update in a bit

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