Seryzilian

GM of Set's page

1,220 posts. Alias of Seth86.


RSS

1 to 50 of 1,220 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The attack is clumsy but even in the clumsiness they manage to be his you a bit. Hard to anticipate an attack that has no thought behind it 1 damage

The icicle pierces the skin of the corpse, gurgling and very sickly sound is heard as the water trapped in its body sprays out as it collapses on the ground
anyone within 5 ft of this one needs to make a fortitude save

-Posted with Wayfinder


They are undead yes. they are rather tough. may need sharp object to pierce their skin

Helle, as they explode, and the water inside their logged bodies spray over you you suddenly feel you inside lurch. not sick or anything, but you cant seem to place what just happened

Your evil eye does seem to make more water flow out of the walking corpse

Odorn and Dvaller, you easily hit the slow and lumbering sailor zombies, but your attacks do not seem to do any form of damage to their grey and shrivled up skin

Odorn feels the weight as a zombie slams his shoulder into his chest 2 damage

Neither of Snorri or Dvallar was succesfully attacked as their slow movements and perhaps the attack from Helle through their aim, if one could call it that, off

Party is up


With the assault happening, one of the zombies goes down. As it hits the ground it erupts in a massive spray of water.

everyone. Make FS. Side note. The remaining zombies do not hit their targets. So team is up again

-Posted with Wayfinder


Hi guys. Sorry for being absent, couldn't access my posts until now. Will give an update tonight

-Posted with Wayfinder


Snorry's swing goes a bit wide as he seems to miss judge their erratic movement
Both the others hit, but their bloated flesh seem to ripple and warp around the blows

The zombies that were charged seem to sway and then fling themselves at their assailants

snorry
Slam: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The bloated sailor simply seems to flail at nothing

dvaller
Slam: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

It almost gives her a nasty head but but she managed to pull her head away just in time

Helle now as a waterlogged sailor in her face to deal with

-Posted with Wayfinder


At the shout the bloated forms slowly turn. Water still pouring from the facial orifices. A continual state of drowning it seemed. Gurgling they reach out to you. Their advances slow and eratic. One could hardly determine how they would move next

no Rolling initiative. You each get a full round before the zombies reach you

-Posted with Wayfinder


Okay. Will continue tonight

-Posted with Wayfinder


Was waiting on Helle to answer. Will get game moving forward tonight

-Posted with Wayfinder


little one is doing well. So it would seem I can post again =^^=

I wouldn't mind playing. But slow pace GM I'm good with too. I can let you know of what my plans are/were if we do decide to swop =^^=

-Posted with Wayfinder


So here's the deal :
Today GMT+2, 3:25 am we welcomed my first born into the world. 16 July 2017

Welcome to my partner in geeky crime. Aldrèa

-Posted with Wayfinder


you guys still want me to continue?


sorry. I don't blame anyone. With the boards completely whacked the last few days. Let's see if we can get the ball rolling again

-Posted with Wayfinder


They seem to be shambling. You do not know how close or even what would trigger these abominations to attack you. Water seems to be flowing from their dislocated jaws into the stream below them, As it vanishes underneath the rocks.

Now that you are close, those of you with profession sailor or knowledge history, Can make checks

DC15:

These poor souls. They seem to be from a ship that was presumed lost at sea. A ship that hailed from the town you set out from. Yet there is no wreckage here... How did this come to be?

-Posted with Wayfinder


need to add. The ground is slick with water and moss. Any movement faster than half speed will require acrobatics check. Full move. DC 10. Charge or the like. DC 15

-Posted with Wayfinder


If didn't follow you down. Guys this time it's all on me. No excuses. I simply looked at my games and I just didn't see me playing OR GMing. I don't know if I was just lazy or burnt out...

Indeed. The smell and the little you know, these creatures are no longer alive. But the exact details on how to deal with them eludes you.

You slowly move forward to the creatures. As you get closer, one of them turns, even though it was facing you, it did not seem to see you. It could be a few things. But the most prevalent reason you suspect is that it was half of both eyes were missing. Not to mention the bloated grey skin of a body that was in the water too long.

-Posted with Wayfinder


sorry guys. None of my games updated. Catching up now

The beings seem very human. You are still a far way off. None of them seem to have noticed you yet. As you get closer. You can hear groans coming from them. Not much else. And a very strong odour starts to fill your nostrils

Nature 11:

The smell of decay of flesh

-Posted with Wayfinder


As you slowly approach the opening, you are greeted by a large natural cavern. Rocks jutting from the ceiling as well as the floor. Jagged at the edges and more smooth as it goes down to the middel. A stream seems to be making its way through entire length of the cavern. As you take in the natural wonders, your eyes catch movement. Three portly humanoids milling about near the other end of the cavern. The seem to be converging near the area where the stream vanishes past the wall of the area.

-Posted with Wayfinder


As you slowly make your way forward, an opening comes into view. What you can make out is a feint light source from the opening. The sound of water is more clearer now. You can hear it flowing and the sound is coming from the opening.

-Posted with Wayfinder


The sound of your footfalls are all that you hear. It os almost deafining in your ears. Till what feels like hours. about 20min of walking you hear the sound of dripping water. But due to the echo in the tunnel you have a hard time to determine how far ahead the sound is from

Perception DC25:

Over the echo there is a very feint sound of shuffling

-Posted with Wayfinder


I had a bit of a relapse with my depression... will try to get things back on track asap


My absence is due to work. Over weekend and yesterday drove over a 1000km... a bit paste.
Will catch you guys up tomorrow.

-Posted with Wayfinder


When the last person steps through. The lever is pulled. Loud grinding can be heard, and then a loud click. Other than that there is no sign of anything visible that changed.

Everyone can make a perception check. But please note for which side you make the check. One for where you came from and the other from the fork in the road. Only 1 can be made. And need to choose for what side

Perception DC15 (way you came):

The gate seemed to shudder a bit as you heard the load click. You think it may have been locked in place

Fork DC20:

There seems to be a feint sound coming from the left tunnel. One can barely make it out. Could it possibly be movement?

-Posted with Wayfinder


lowlight. There are a few patches of luminous moss. Orange in color

As you struggle to prop the gate open, one of those who enters (either one.) Notices further down the way is another similar lever built into the wall. The tunnel, past the lever, seems to split into two direction from your position

-Posted with Wayfinder


Each lever convers more and more grinding until the last lever is pulled and the ominous click feels like the sound of thunder in your ears. What sounds like metal on metal screeches and slowly the gate that barred your way to the deeper of the cave begins to grind open for you

-Posted with Wayfinder


just the one lever or do you pull them in succession as discussed? But will post as if you pulled only one. Will add if all of them are pulled

As the lever is pulled cranking and clicking could be heard. One was not sure if things were falling into place or perhaps there were things being armed. But other than the noises, nothing else happens as the lever clicks into place as its pulled completely

-Posted with Wayfinder


Reason i didnt bump my in game post, i know im very slow most of the time, so i dont force people to post when i myself dont post regurly... but i did post in game ;)


Still here

-Posted with Wayfinder


sorry for delay

One does seem to figure out a story to this puzzle. The two wolves seem to be at opposite ends of each other. They clearly do not wish to be in the company of the other. The fight also clearly depicts a winner.

-Posted with Wayfinder


Hey folks. Just saying work is putting me under a lot of stress. Will be back to posting by the weekend

-Posted with Wayfinder


you can make me a perception check.

Perception DC15:

You catch that the levers are someway aligned the same way as the murals

-Posted with Wayfinder


Mural (?):

Depicts a wolf ripping the jagular out of a man on the ground. Very gory

Mural (?):

In this depiction one can see a wolf that is standing on some sort of jutted out piece of rock. It seems to be howling

Mural (?):

On this one you can see a wolf snarling with what seems to be a cave behind it

Mural (?):

This mural depicts a wilf entering a cave

-Posted with Wayfinder


Who has the amulet? And is it being worn?

-Posted with Wayfinder


well. To be honost. I am taking inspiration from that ;) at the moment. No. Just take it slow. If you do wish to hurry to clean the murals, you need to make a dex check. DC15 not to damage them

-Posted with Wayfinder


Odorn, as you look around, you believe there are some sort of murals on the top section of this cavern. But they are completely covered in dirt and dust. Only way to uncover them is to go up there and clean them off

sorry. This is my fault. I thought i posted this 3 days ago. But it was just sitting in my wayfinder... unposted :/

-Posted with Wayfinder


much thanks =^^=

You enter a rather large cavern shape. The light is enough to illuminate most of it. But flame does throw shadows everywhere. So the room itself looks alive

To your front is a pedastil. There are 4 levers on it. A few feet infront you see a large, thick iron bar gate that seems to be blocking the passage ahead. There are stone stairs leading to what seems to be walkways around the chaimber

-Posted with Wayfinder


sorry for delay. But today i heard my unborn childs heartbbeat for first time. So yey =^^=. Will try to update tomorrow

-Posted with Wayfinder


will post proper tomorrow. Start of work had me busy.

Ulf points into the cave
"Near the back. You go in, the tunnel makes a turn, then you should arrive in the room where i found the levers"

As you enter the cave, the passage narrows till only 2 can walk next to each other. The walls are covered in what looks like pictures. Carved deep into the stone. The light of the torches almost creates an illusion of the pictures dancing as the shadows move with the light

-Posted with Wayfinder


still dark, more than 60ft in.

-Posted with Wayfinder


When you finally reach the top, you find yourself at the mouth of the cave. Its very dark and the only light is that of the rising sun

You can see the cave narrows at the back. Beyond that. Darkness

-Posted with Wayfinder


He points up the "path" and explains
"Once you are over that little ridge, you will be infront of the cave."

The path he points is basically just a pathway that easy to access. But not easy to use. Rocks. Loose ground. Vegitation. All this you need to contend with.

difficult terrain. Not dangerous. Unless you wish to run up the slope...

-Posted with Wayfinder


if those are not for the falling damage, you dont need to use them. You are all healed up. Only damage you should have is from the fall. One more thing, your wand does 1d8+2. But your characters wont know this, unless time is spent to observe the magic

-Posted with Wayfinder


do you leave To enter the cave then?

-Posted with Wayfinder


Ulf waits patiently for them to meet him at the bottom
"Okay, i will take us to the mouth of the cave, from there i will follow once I know it is safe. I can only say what i know about the entrance. There seems to be a puzzle of some sort, it involves levers, how it works, i do not know. Beyond that room, is a mustery to me. Do be careful"

-Posted with Wayfinder


yes. Enough time. Its been at least 3 days since then

-Posted with Wayfinder


i see people are still waiting. I know i was gone for a while. Will move it along in the morning/afternoon

-Posted with Wayfinder


Hope you all had an awesome and blessed Christmas. Will get things going again tomorrow =^^=

-Posted with Wayfinder


"Yes. The rabbit is for all. But if you prefer the cakes, we can probably salt the rabbit and have it as rations for the cave?"

He makes sure the meat is rationed and dealt evenly before he begins the slow decent down the slope to the cave

---- DC 10 acrobatics check, or slide down the rest of the way, and take 1d6 non lethal damage due to scrapes and cuts

just posting to show im still here. Life still a bit hectic

-Posted with Wayfinder


Im posting this in all my games. Gm/Player. Last few days has been quite exciting. And hectic. My wife told me shes expecting. So been busy with tests etc to make 100% sure. So now. Officially. In about 8 months from now. I will be a father =^^=

-Posted with Wayfinder


Was a very rough week, all my games went down hill, drove over 1000km, and was spent

Early the next morning, since everyone finally had a good night's sleep, you awoke with the smell of meat being cooked.
Ulf at a fire, cooked meat on the roast, you think it may be rabbit

"Good morning! Hope you all slept well, for today, we o into the cave!"


healed up and ready for the evening

The cropping and the ledge throws a shadow over the entrance of the cave. If it wasnt pointed out, you would probably never even have known of its location

Ulf yawn and stretches
"Need a good night's sleep. Tomorrow is going to be a very long day"

-Posted with Wayfinder

1 to 50 of 1,220 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>