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235 posts. Alias of Death_Keeper.


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Sir Kale wrote:

Kale walks over to the goblin, not really sure what he was looking for, but knowing he'd either have to help the little creature, or kill it.

"Anyone speak goblin?"

20ft pit


Naldoc Tisbane wrote:
Did the Voice of God just answer the question I posed to the group? LOL

Well the Voice of God, is kind of pointing out that the guy who was shot by you, then mauled by a spider will likely be difficult to communicate with or examine from 30 ft away


Naldoc Tisbane wrote:
Wow! What a shot! Great job, Chaddy! Naldoc exclaims as the spider expires to the archer's arrow. One day I'm going to learn how to do that. I hope. Naldoc looks over toward the goblin. What about him?

get over there and look...


Death_Keeper wrote:

The spider hisses and charges over the pit, using the wall as a floor

will post actions soon

The spider leaped at the paladin, 1d20 + 2 ⇒ (1) + 2 = 3 but it's teeth bounce off his hammer, taking damage before the arrow from chadwick enters its brain... it twitches as it rolls onto its back, its eight legs curling over its stomach


Chadwick Nor'vell wrote:

Chad takes aim at the spider, "Kill the spider, the goblin may be able to give us info." With that comment he launches the arrow at the spider.

Bow Shot:1d20+6
Damage:1d8+2

The arrow flies from 'Sure Shot's bow with great accuracy, striking the spider in the fleshy goo filled abdomen, it hisses loudly but doesn't go down, staring at you with its eight beady eyes


Naldoc Tisbane wrote:

Naldoc will start go inside and see if he can tell if it leads anywhere interesting. He will not go too far as he wants to be able to stay in contact with the party.

I'm gonna take a quick look, I think someone or something has used this before. Maybe you could find a way down?

Its a very tight squeeze, you cannot fit at all with your backpack on... perhaps dragging it behind or pushing it ahead of you would help?

if one of these are done:

the passage is so tight and claustrophobic that it is hard to breathe... but it might get bigger further on... Do you want to continue?


Naldoc Tisbane wrote:

Can somebody throw me a torch? There's a big crack in the wall down here and it might lead somewhere...

Assuming I get light, can I see what is down that way?

If no-one throws you down a torch you can presumably light one from your pack

The crevice has been there a long long time and at the lower end the sides of the crack have been worn smooth


Naldoc Tisbane wrote:
I'm OK... I think. I guess I was closer to the edge than I thought. Naldoc will take a look around in the pit that he fell in while he is there.

The pit is around 25 feet deep, full of musty cloth bits and bones, possibly from previous victims... a crevice in the wall just might be big enough to slip into...


Naldoc Tisbane wrote:

Hmm, I guess I couldn't see that there was no way to disable it, or how big it was?

[dice=Reflex]d20+6

Read rules on take 20...

You fall in and take 2d6 points of damage... 1d6 on a DC 15 acrobatic check


Naldoc Tisbane wrote:

Whoops, this looks like trouble here. Naldoc points out the pit trap that he was able to see.

If there is a safe way around it I will point out to the rest of the group where to go. If I must somehow disable it, then I will disable it (taking-20 since there seems to be no immediate threat).

It spanned the entire width of the hallway, you take twenty...auto fail.

A 20 by 20 section collapses

Naldoc. Saving throw reflex....

Crossing now requires a clever solution or jump check


Naldoc Tisbane wrote:
[dice=Perception]d20+5

a cleverly hidden false tile conceals a pit trap


Naldoc Tisbane wrote:
I guess we see where they go then. Only way to find out! Naldoc will head on down the hallway, watching for any signs of what caused the marking and for any dangers.

Roll perception


Chadwick Nor'vell wrote:

As the group pauses at the room to catch there breath Chad leans down to see how old the goblin tracks are and if there are any non goblin tracks as well.

Perception:1d20+6 if needed
Survival:1d20+7

The marks on the wall seem oddly familiar

And the goblins haven't been here in a while... weeks... at least...

Except for three or four sets of more recent floppy footprints


Corynne wrote:

Corynne mutters a brief arcane phrase to herself as she scans the chaos.

Detect Magic

There seems to be no trace of any magic here...

Long straight lines on the walls suggest something was dragged along the walls... and a dessicated goblin corpse lay under a coat of cobwebs and dust


Naldoc Tisbane wrote:

Naldoc will check to see if the door is locked and/or trapped in some way before the group decides if they want to enter or break it down.

[dice=Perception]d20+5

as far as you can tell the door is flimsy as a spider's fart and not trapped...


is this dead? should i just end it?


Everyone gain the fatigued condition and you arrive at a rotten wood door...


Waiting on other votes


Stop? Or continue?


Naldoc Tisbane wrote:
Naldoc will have his bow out since we will be going up stairs.

With the long trek down the path and now endless climbing you are all feeling quite tired....


Naldoc Tisbane wrote:
Seems the way is down, huh? You wanna lead the way, Kale?

Sorry it actually goes up


Among the squalid mess is apparently nothing of value but the darkened area holds a spiralling old staircase...

Its a fairly sturdy affair, though covered in footprints and filth


Corynne wrote:
I've actually been wearing a necklace with a light spell cast on it but nobody really noticed at the time.

Need a perception on you


Well looking through that pile you find

3d7 ⇒ (3, 2, 3) = 8

Nothing of any real value...

And there is a darker area, to one side of the room


As you round the corner into a dimly lit mossy cave you all see mounds of debris and junk....


Perception everyone!!!


The tracks are far apart.... running speed....

Maybe 2 hours....


No traps are obvious, but as you trek on the mud gives way to dirt.... with small footprints in it.

How fresh requires a survival roll


Naldoc Tisbane wrote:
I assume we continue on, unless we want to figure out what the gloop is.

Mud


If everyone agrees,

You continue forward, deep into the cave.... thefloor slopes slightly down....

Its sticky floor makes slight 'gloop' noises with every step


There seems. To be a long. Dark damp tunnel leading away,


Sir Kale wrote:
I'm here. Still guarding the room.

you guys want to go ahead by yourselves? Or want me to try getting new PCs


slow up guys, I want to see if our whole group is here


Naldoc Tisbane wrote:

Naldoc peers around the room. Ugh, nasty place. What could be in here of any value?

[dice=Perception]d20+5

How big is the room? Any other doors?

The room is long and thin, stretching into the darkness, most of the crates and barrels are on one side and no goblins are visible


Sir Kale wrote:
Kale opens the door and leads them through.

Down the rickety ladder you all climb into a dark, wet storeroom with dirty broken barrels and crates


..... anyone alive out there?


Naldoc Tisbane wrote:
Naldoc will squat down and examine the edges of the trap door in an attempt to determine whether is it trapped or locked. He'd rather not have the knight simply open the door and have something bad happen, he has heard a few gruesome tales from those passing through his parent's trading posts about deadly powders and flying knives.

The tap door is old rusty and weathered but not inherently dangerous


Naldoc Tisbane wrote:

Oh, ok. I do it in all the other games but I'll try to not do it in here. Since this trap door is the door in the room I'd like to use my last roll to check it for nastiness.

Describe how you search


Naldoc Tisbane wrote:

I'd say so. Well, guess we can go further in and see what this key fits.

Assuming there is another door I will check it out for traps if its closed. [dice=Perception]d20+5

No other door, but you do find a trapdoor under the stairs

Also everyone please never use the dice="whatever" it screws up Reply formatting


Naldoc Tisbane wrote:
Naldoc will pick up the key and see if there is anything else of note on the late goblin. I guess we could find out what this fits into? Might be important, might not.

Stealthily or not?

There isn't anything that you can see that the key would fit


Naldoc Tisbane wrote:

Naldoc stops and turns to the knight for direction. What now? Do we keep looking around for more goblins or should we just move on?

[dice]1d20+5

You notice one of the goblins has a rusty fat key barely hanging out of his belt pouch....


Naldoc Tisbane wrote:
OK, so how many goblins are left in this room?

Corpses, just corpses..

The goblin dropped to the ground dead as a doornail.

What do you do?


Sir Kale wrote:
The door? As in the one I'm about to break down? Is there another door?

Yea, that door :)


Naldoc Tisbane wrote:

Crap, I did roll. I bet I forgot to save it.

[dice=Crit]d20+1
[dice=Damage]d6+1

Meh, oh well. I think it was only 2 or 3 damage I lost.

The goblin seems quite injured as it sprints to the door trying to escape


Corynne wrote:

Corynne says a strange word as her hand whips forward as if throwing a knife as the silvery flash of a shimmering dagger flies unerringly at a goblin.

Cast magic missile
1d4+1

The goblin shrieks in pain and attempts to flee, Naldoc gets AoO

Everyone else (except you cor) make a perception check 23


Cor
Goblins
Rena
You


The leftmost goblin dies with an arrow in its sternum, and the second is swiped at by the weapons of Naldoc but is unharmed


Sir Kale wrote:
Can we get a description of the layout, or a map?

25ft diameter room with door on one wall, directly ahead is the table turned on one side with goblins cowering behind it. To your right is the stairs that the other two PC's are crouched on


Chad you first... goblins go after Cor does


Okay everyone, sorry for all the massive delays on me, tonight at 5 ill get some posts up

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