The Road From Highmoon [4E FR]


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Male Goliath Warden 7

Sturdy enters the cabin after Aldric and takes a look around the place for himself. He's especially interested in the mounted deer's head.
Perception Check, 1d20+7=23
After his inspection Sturdy exits and stands watch motioning for the others to hurry up. Before leaving the cabin and returning to the tunnel, Sturdy motions for Aglaeca to come close to Sturdy as though he wants to whisper a secret in his ear.
I'm assuming we all want to return to the tunnel?


Human Inquisitor 6

Quinn remains outside and looks out into the forest, making sure no one is coming.

Perception: 1d20+9=18


Male Human Anti-Paladin (Lord of Darkness) / 1

"Well THAT is certainly strange." Karn says as he looks about the unassuming room before sheathing his dagger and leaving the cabin to return to the tunnel.


Male Human Invoker 2

Verjack puts the legal aspects out of his mind and turns to the task at hand, "Was there anything that would lead us to our quarry?"


Male Tiefling Warlock 2

Aglaeca steps close to Sturdy, to hear what the not so gentle giant has to say.


Male Goliath Warden 7

Once we hear from DM Nixon if we find anything of interest in the cabin.
Sturdy leans in as though to whisper in Aglaeca's ear but instead plucks a long hair from the unknowing Tiefling's beard. "Sorry I had to do that if you had known then you may not have obliged." Sturdy places the hair in an inconspicuous place in the door jam shutting the door on it after everyone has exited. "This way if the hair has fallen we can tell if anyone has come or gone while we're clearing the tunnels."


Back from my trip!

In the cabin, you find a few papers and documents regarding more crates from grimmerzhul. Some of them describe large cages that are used to transfer large game, or lots of smaller creatures at once.

Nothing looks too off about the deer head, it is in fact real.

The hair stays perfect and in place, ready to alarm them to any passers-through.

Once the adventurers head into the tunnel they are greeted once again by many crates and a hand car.


Male Human Cleric 2

Aldric takes a close look at the car. Does it look like it is pulled by humanoids, is there an animal harness, or does it appear to be propelled by some magical or mechanical means? Does it look like it has been used recently? Perception check 1d20+5=13, if a check is even needed.


Male Goliath Warden 7

Were there any other names on the papers in the cabin?


There is very little information left laying about but one name that you do notice on some of the papers besides those of Grimmerzhul is one Anna Nir.

The cart in this room appears to be functioned by mechanical means, and when I say mechanical I mean a hand pumped lever that pushes the cart along the track.

As the adventurers of our story stand around the cave and inspect the carts, a faint screeching of metal can be heard in the distance. It sounds like it is approaching.


Male Human Cleric 2

Aldric clutches his mace warily. He briefly considers dousing the torches, but realizes that plunging the room into utter darkness would be foolish. "Any quick ideas?" he whispers loudly enough for all to hear.


Human Inquisitor 6
Aldric Casternall wrote:
Aldric clutches his mace warily. He briefly considers dousing the torches, but realizes that plunging the room into utter darkness would be foolish. "Any quick ideas?" he whispers loudly enough for all to hear.

"Hide and hope they don't notice us."


Tunnels

The screeching grows louder, and it is obvious that the cart will be arriving very, very soon. To be honest, it sounds like perhaps the cart is moving unnaturally fast for such a mechanism.

Where would everyone like to be?


Human Inquisitor 6

I'll take M6.


Male Goliath Warden 7

Sturdy dives behind some crates.
D6


Male Human Invoker 2

Verjack gets behind his companions.
I'll take N5


Male Human Cleric 2

Aldric takes a place next to Sturdy at D7.


Male Tiefling Warlock 2

Aglaeca stands boldly at the middle of the little opening, holding no weapons, smiling, and saying loudly when the people get into sight,

"Bairwin sent me to meet you" [Bluff Check 21 ]

Aglaeca does his best to look nonthreatening and helpful.


Male Human Anti-Paladin (Lord of Darkness) / 1

Letting the tiefling take care of the bluffing, Karn wil quickly dive behind a barrel and once again, blend in with the cave wall as he quietly draws a dagger, ready to through in case Aglaeca needs help

Stealth 20

Karn's slim frame is crouched behind the cart in G5


Suddenly the air is filled with a foul, stench. The stench of something rotting. The screeching from the tunnels grows more and more loud, It is possibly an echo but the adventurers begin to detect that there could be at least two carts moving down the tunnel.

Working on an updated map for you guys right now, should be up very soon.


Suddenly the screeching from the tunnels becomes almost unbearable when around the corner you see two carts barreling out of control towards you and you can see that the cart has been loaded up with undead. The cart smashes into the idle cart and sends undead flying into the room, most of them instantly turn towards the living in front of them. Aglaeca in particular, who appears as a welcoming party.

Map, Initiative Please.


Male Human Invoker 2

Init: 1d20+1=17


Human Inquisitor 6

Initiative: 1d20+2=11


Male Human Cleric 2

Initiative: 1d20=9.


Male Goliath Warden 7

Initiative Check, 1d20+1=2


Just need initiative from karn and aglaeca, I'll give it a few hours and then I'll roll for you just to get combat rolling.


Rolls


Map

Round 1
______________________
Verjack is up
Karn
Quinn
Aglaeca
Aldric
Zombies
Sturdy


Male Human Invoker 2

"Suffer the light of creation!"

Stand: Blades of Astral Fire on G7 vs. Refl 1d20+7=10, 1d20+7=23, 1d20+7=14, 1d20+7=22, 1d20+7=26, 1d20+7=8, 1d20+7=27, 1d20+7=17, 1d20+7=9; Dam: 1d6+6=8 radient dam, Crit dam on 7th zombie 12+1d6=17


Human Inquisitor 6

Quinn moves closer and shoots a single arrow at a remaining zombie.

Moving to J5 and using Jinx Strike: 1d20+7=15, 1d10+4=12


The burst of light instantly sears most of the mob of zombies coming down the tunnel.

Karn Deft Strike (1d20+8=25)

Karn rushes forward through the dying zombies and stabs another of them with his dagger, making short work of him.

Quinn fires off a shot that moves just past the zombies as they fall and sticks one that is further back directly in the brain. He drops to the floor instantly.

I lost my map file but I will tell you that the zombie at e8 is the only remaining one currently

MAP

Round 1
______________________
Aglaeca is up
Aldric
Zombies
Sturdy
___________
Round 2
___________
Verjack
Karn
Quinn


Aglaeca fires at the remaining zombie?

(not sure if one or any are left atm)
Minor Curse whatever foe i am shooting at (+1 Ac)
Eldritch Blast 15 10+5 for 11 7+4 +6 Curse for 18 damage

Move Action stay put


Male Human Cleric 2

On the off chance that Aglaeca missed, or the zombie is still standing, Aldric shifts to E6 and sends a blast of radiant energy at the remaining zombie.

Lance of Faith 1d20+6=20 for 1d8+5=10 radiant damage.

Disregard if all of the zombies are down at this point.


The tiefling quickly dispatches of the last zombie and the room grows still aside from the movement of the party.


Male Human Cleric 2

Aldric examines the skeletons to see if there is anything unusual about them, or anything that identifies who animated them or what their purpose was.

Perception 16, Religion 19.


Aldric

Spoiler:
The zombies seem pretty much normal, or however much normalcy can be identified with a zombie. One thing that you recall from the very brief moment you just had with these zombies is that they didn't seem to be focused on Aglaeca or anyone else in their vision, it almost seemed like their focus was on something behind you. The cult temple.

It is not apparent who animated these bodies.


Male Tiefling Warlock 2

Aglaeca says, "They must be aware that we have dispatched bairwin, making the most likely answer, baring magic, is that bairwin was supposed to send some kind of signal to whoever is on the other end of this track, and as a result of the absence of that signal, they have assumed the worst.

This means that the foe on the other end of the track is both in league with the cult and knows that we are coming, I propose we follow these tracks, perhaps even using one of these carts for most of the way if possible, and destroy whatever necromancy using cretins are on the far side. Who's with me.


Male Human Cleric 2

It can be assumed that Aldric shared the result of his perception check with everyone.

"I agree. One of these carts should get us there quickly, I think. Let's see where this track leads"


Male Human Invoker 2

"Very well, let us be on our way."


I'm going to be trying out our first skill challenge, I'll have that posted a bit later today


As you stare at the carts and track before you, you come to realize that there is some work to be done before you are on your way to whatever evil is on the other end of this tunnel.

This is a three tier skill challenge with 4 successes before 2 failures for each tier.

Tier 1: Getting the carts back on the track;

Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception

Tier 2: Getting the Carts Moving;

Major Skills: Arcana, History.
Minor Skills: Acrobatics, Endurance

Tier 3: Navigating the Tunnels;

Major Skills: Streetwise, Nature.
Minor Skills: Athletics/Acrobatics, Perception

The minor skills will lower the DC's of the primaries

Tier 1: Roll on.


Male Goliath Warden 7

Before attempting to move any of the carts, Sturdy does a thorough inspection of each to devise the best way to maneuver them back onto the tracks. Preception Check, 1d20+7=27
Sturdy attempts to put the first cart back on the track using the knowledge he gained during inspection. Athletics Check, 1d20+11=13


Using his clever knowledge of locks, widgets, and devices, aglaeca attempts to aid the carts swift placement.

big fat 11


Tier 1: Getting the carts back on the track;
Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception

Sturdy points out some key wheel locks and track alignment issues to help the group get things back on track so to speak.

Thievery DC lowered

Aglaeca takes note of Sturdy's advice and is able to open up the wheel locks so they can be properly placed on the track.

Heh you only just barely made that one thanks to sturdy

1 Success, 0 Failures
Perception can no longer be used to lower the primaries


Male Human Invoker 2

Verjack, being a creature of more academic persuits, abstains as the others work to fix the cart.


Male Human Cleric 2

Aldric puts his modest knowledge of dungeons and contraptions to use to see if his knowledge can be of any assistance.

Dungeoneering 1d20+5=15


Male Tiefling Warlock 2

Aglaeca spoting the idle folks in the crowd starts giving out orders, preparing the group of people to attempt to right the cart, regardless of academic pursuits.

(that's 18 to athletics check to aid another. Can we get a bunch more people aiding, and then get sturdy or someone to make the main check...)


Human Inquisitor 6

Recalling his past experiences, Quinn helps Karn realign the wheels onto the track.

Aid Another on the next Thievery check: 1d20+3=17 Note: Was originally a Dungeoneering check, but realized after I made it that Aldric made that check.


Male Goliath Warden 7

I already made my Athletics Check in my previous post, a 13, not impressive, could use aid from another if possible. I will make another once I find out if my first was a success or failure.


Tier 1: Getting the carts back on the track;
Major Skills: Athletics, Thievery.
Minor Skills: Dungeoneering, Perception

Aldric assists Sturdy by showing him the best place to get leverage on the cart, While Aglaeca does his best to help with the lifting. The Goliath uses his strength to lift one side of the cart successfully back onto the track.

Quinn, standing with Karn notices something about the way the track locks the cart into place once it's in the right location.

Ok minor skills are now out, you have successfully lowered the primaries as much as possible

2 Success, 0 Failures


Male Goliath Warden 7

Sturdy moves to the other side of the cart and attempts to put those wheels on the track.
Athletics Check, 1d20+11=16

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