One Dark Stormy Night in Aundaire


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Male Human Summoner 2

Hey Nass, you remember that "Winter is Coming" pbp you were in when Ravadel disappeared? Well, Rev is taking over the dm-ing, so if you're still interested go post in the discussion thread.


Havelock Ebonwood wrote:
Hey Nass, you remember that "Winter is Coming" pbp you were in when Ravadel disappeared? Well, Rev is taking over the dm-ing, so if you're still interested go post in the discussion thread.

sweet can you link me to the thread... once a game i deem inactive i remove them from favorites and it will take me time to locate the thread again


Male Humanoid Lurker 1/ Nerd 1

Here's the discussion thread.


Male Human Summoner 2

Uh, NaDarr? Anyone?


Waiting on NaDarr if he doesn't post by tomorrow will move on along with posting an updated map


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Brilliant energy drops from above scorching the creature in flames. the flames warm the Boaster.

sacred flames, also gives ally temp hp (half my charisma modifier so richard gets 2
1d20+6, 1d6+6=[8, 6], [1, 6] got stuck on the mountain without internet for longer than expected.


NaDarr wrote:
Brilliant energy drops from above scorching the creature in flames. the flames warm the Boaster.

Posted NaDarr as having shifted a step back to avoid an opportunity attack from a zombie

NaDarr shifts a step back and unleashes a Sacred Flame that neatly demolishes his zombie assailant as well as aiding Richard.

After NaDarr

The Wight responds by unleashing a claw attack on Richard
Claw attack 1d20+9: 9+9 for total of 18 to hit Richard which hits doing 1d6 necrotic damage: 3pts of damage and Richard loses a healing surge

Graz's turn


Male Human Summoner 2

Graz shoot two arrows at the wight.

Using Twin Strikes, and I'm pretty sure he's still under the effects of Huntes Quarry. (1d20+7=21, 1d8+4=10, 1d6=6), (1d20+7=12, 1d8+4=10), for 16 damage total.


Havelock Ebonwood wrote:

Graz shoot two arrows at the wight.

Using Twin Strikes, and I'm pretty sure he's still under the effects of Huntes Quarry. (1d20+7=21, 1d8+4=10, 1d6=6), (1d20+7=12, 1d8+4=10), for 16 damage total.

First arrow catches the wight almost sending it sprawling but as a result the second misses.

Initiative List:
Wight 20
Graz 14
Richard 12*
Havelock 11
Nass 10
NaDarr 4

Richard's turn


Male Human Fighter / 2

Sure Strike, 1d20+12=17 vs W AC, 1d10+2=11 damage to W
Though reeling from the Wight's last attack, Richard utilizes the flanking to ensure his greatsword lands.


Richard the Boastful wrote:

Sure Strike, 1d20+12=17 vs W AC, 1d10+2=11 damage to W

Though reeling from the Wight's last attack, Richard utilizes the flanking to ensure his greatsword lands.

The wight blinks... it looks down in confusion before looking back at Richard as its body slowly slides apart its legs remain upright for almost avfew seconds as the rest of its upper body slides to the floor next to Nass as both begin to decay so rapidly its almost as if it was aging a century for every moment you all look upon it.

Finally it disappears as behind you another of the three bars blocking the door that seals away the interior of this "Test" grinds its way open.
The sound has barely ebbed away when the door to the south crashes to the floor with a peal of thunder that almost deafens you...

Congratulations you have defeated the Wight and his Zombie minions!


Male Human Fighter / 2

4 healing surges to get back to full 34HP, 5 Healing Surges and Daily power remaining


Okay updated your xp totals now before we move on will you all make a Perception check

Unless Graz replies or one of you can get word from him I'll assume he has decided to leave the game


Male Human Summoner 2

So, all doors except the one to outside are now open?Also, I thought we had more experience than that. :( Perception: 1d20+2=13


Havelock Ebonwood wrote:
So, all doors except the one to outside are now open?Also, I thought we had more experience than that. :( Perception: 1d20+2=13

The door to the north and south are now open, the door opposite the now magically sealed entrance had four bars across it sealing it shut, three have now slid open leaving the one left keeping that door sealed shut


Male Human Fighter / 2

Perception Check, 1d20+1=17


Richard the Boastful wrote:
Perception Check, 1d20+1=17

Richard:

Spoiler:
You notice that the Wight dropped what looks like a clasp to the ragged cloak he had been wearing before he was cut in half


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr studies the door with four bars on it. "if three of them have opened, how many are left?

just kidding but not by much with a perception roll of one...1d20=1


Male Human Fighter / 2

Richard bends down and picks up something that he saw fall from the wight after striking it down. He then shows the rest of the party. see spoiler above, if it's magical then someone else can take it as I got an armor upgrade by looking in the mirror in the last room.


Male Human Rogue Level 1

Perception (1d20=14)

Nass wonders around while the group gets them selves rested after the combat. He watches as Richard picks something up and heads to that direction "What do we have here?"


Richard the Boastful wrote:
Richard bends down and picks up something that he saw fall from the wight after striking it down. He then shows the rest of the party. see spoiler above, if it's magical then someone else can take it as I got an armor upgrade by looking in the mirror in the last room.

It will need an Arcane check


Male Human Summoner 2

"Here, let me take a look at that." Havelock grabs the broach and holds it up to the light.

Detecting magic: 1d20+9=24


Havelock Ebonwood wrote:

"Here, let me take a look at that." Havelock grabs the broach and holds it up to the light.

Detecting magic: 1d20+9=24

Havelock only:

Spoiler:
Necrotic Clasp: This clasp is designed to allow the wearer to recharge an encounter power once per encounter or at the cost of depleting it until the wearer undergoes an extended rest to recharge one daily power used by the wearer


Male Human Fighter / 2

"Let's go this way," Richard points towards the unexplored area.
not sure which direction we haven't ventured yet, South?


Male Human Summoner 2

"Yes, let's. Oh, and that clasp allows you to reuse some of the less-strenuous tricks you know a second time in a fight, but you can't use it for the rest of the day."

Just read the spoiler for me above.


Male Human Fighter / 2

"Havelock, you keep the magical clasp, we could use some of your more powerful spells fighting these undead."


Male Human Summoner 2
Richard the Boastful wrote:
"Havelock, you keep the magical clasp, we could use some of your more powerful spells fighting these undead."

"Alright."

So, DM, any way in particular that you want Graz to disappear, because I don't want to run him for another fight.


Perception checks everyone... except Graz of course


Male Human Summoner 2

Perception: 1d20+2=16


Havelock Ebonwood wrote:
Perception: 1d20+2=16

Havelock only:

Spoiler:
Graz has disappeared, he was standing near the now sealed entrance but once the far end door to the south crashed open he was gone...Well unless his player posts in the meantime!

A strange wind howls through the entry chamber coming straight out of the now opened room at the southern end the light flickers momentarily but as the wind dies you're left looking at your next destination.

Will post the next map shortly am in the process of moving home and for some reason my parents decided to lend me a helping hand so I'm busy hunting for my 4e books as you read this!


Male Human Fighter / 2

Perception Check, 1d20+1=5


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

1d20+5=6 Though he can barely see passed the open door NaDarr looks to The Boastful.
Ha! I beat you!


Apologies on the delay below is the map detailing the interior of the next section, let me know where you want your characters to move to as I get the next bit ready

The Offering

The southern door now lies on the floor its release revealed a corridor leading into a chamber which is lt by a succession of torches that as far as you can tell lit after the door hit the ground.
There are torches on both sides of the corridor and look like there are more inside the chamber.

When the door hit the ground a series of lights within the corridor lit up and spread inside the chamber sort of like when the sg team first arrived in atlantis and the steps lit up as they ascended them


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"This looks familiar, I think we just traveled this didn't we?" With no other paths presenting themselves NaDarr waits for everyone's nod of ready. The dragonborn strolls into the room behind Richard, but positions himself at the corner of the corridor I8


Male Human Fighter / 2

J5


Male Human Summoner 2

Havelock stays in the back.

G7. Also, we've lost Nass. Should we try some more recruitment?


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

recruitment up to the ice witch, but ok by me. good news: I got an interem position/promossion and my time has been utterly sapped trying to learn everything. (hence the post midnight post.

I will be posting less frequently, but will be reading and hope to be back to a schedule soon.


Heading into the corridor the chamber before you is similarly illuminated as what you witness in the corridor the walls on either side of the corridor are adorned with a mural depicting paired warrios walking side by side as if in battle save their weapons aren't drawn before you in the chamber there is a small stone dais sitting upon which is a well carved chest that looks as if left unlocked.

Will post a request for reinforcements shortly ask any questions you wish whilst I get the updated map with your locations on it ready by tomorrow


Male Human Fighter / 2

Perception Check for the murals, 1d20+1=8
Perception Check for the chest, 1d20+1=15


Richard the Boastful wrote:

Perception Check for the murals, 1d20+1=8

Perception Check for the chest, 1d20+1=15

1st check you're wondering why they're using shields instead of having weapons drawn and the second it looks like a chest hewn from stone with a lid the place looks quite dusty but surprisingly no cobwebs...


Male Human Fighter / 2

Richard sheaths his greatsword as he thinks the murals are telling him something and he'll approach the chest slowly.


Richard the Boastful wrote:
Richard sheaths his greatsword as he thinks the murals are telling him something and he'll approach the chest slowly.

Make another perception check then


Male Human Summoner 2

Havelock looks at the mural, looking for any historic relevance.

History and Arcana, do I know anything about the mural? 28, 20


Male Human Fighter / 2

Perception Check, 1d20+1=17


Richard the Boastful wrote:
Perception Check, 1d20+1=17

<CLICK!>

The sound as you take your first cautious step forward freezes you momentarily as something blasts straight past you that you didn't even see what it was even though you did hear!

Dart trap: 1d20+4 vs Reflex: 5+4 for a total of 9 so thats a miss!


Havelock Ebonwood wrote:

Havelock looks at the mural, looking for any historic relevance.

History and Arcana, do I know anything about the mural? 28, 20

The murals show a pair of warriors back to back holding their shields up as they step down the corridor from your perspective

Roland steps into the chamber and his second step inside something audibly clicks under his foor and something blasts past him on both sides of the chamber.

Seems a standard trap is the challenge of this chamber


Male Human Summoner 2

"So, traps. Excuse me for a few minutes." With that, Havelock leaves the room, leaving the rest of you in darkness.

I assume there's about 60 pounds of rock sitting around here in 20 pound chunks I could use Mage Hand to drag back to the trap room and use to set off any pressure plates?


Male Human Fighter / 2

Richard backs straight out slowly trying to retrace his footsteps, realizing that Havelock has devised a more intelligent plan.


Havelock Ebonwood wrote:

"So, traps. Excuse me for a few minutes." With that, Havelock leaves the room, leaving the rest of you in darkness.

I assume there's about 60 pounds of rock sitting around here in 20 pound chunks I could use Mage Hand to drag back to the trap room and use to set off any pressure plates?

Havelock walks back into the entry chamber narrowly avoiding tripping on the shattered door that fell to the ground a short while ago.

Its a mite too heavy to move alone even with Mage Hand but its not the only thing available...

There's a dull rumble as what sounds like thunder reverberates into the chamber.
Looking up there seems no reason why the foul weather would echoe so well inside this chamber as all of a sudden a section almost above the middle of the chamber breaks through the panel covering what looks like an air shaft.
The panel hits the floor and shatters as two figures struggling atop the remains eventually roll apart from each other.
One of thema shifter gets immediately to their feet and looks ready to continue fight whilst the other an elf simply brushes his clothing and stands up before glancing above.
Another figure who looks human is holding onto the end of a rope that passes out of sight in the now revealed air shaft looks down at you weakly.
"A hand... anyone?" the figure asks as the opening above suddenly slams shut cutting the piece of rope the figure was holding onto and he lands on the ground before you a little dishelvelled but otherwise fine.

Good enough introduction?


Male Razorclaw Shifter Avenger 2

Wind crouches low and growls his hand on his sword.

"Damn elf!"

His eyes finally adjusting to the small light in the room he looks around. There were others here, as his eyes began to pick up details he realized they were the other Thrune agents. Slowly standing upright and removing his hand from his hilt he brushes himself off.

"Finally caught up to you. The name is Wind, I was tasked by the Church of the Silver Flame to help you."

Looking up at the now sealed air shaft he cursed silently under his breath.

"By the Flame, tell me you guys know how to get out of here once the mission is complete."

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