Play By Post D&D Dark Calling Game - Page 13 of 64

The hide flap drops at the entrance to the - Page 13 - D&D / Pathfinder Archive - Posted: 21st Jun, 2010 - 5:46am

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Advanced Dungeons Dragons Play By Post This thread is were the GM will post what is going on in the game. Also the Party Leader will post here the actions of the party. Oliron as DM.
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16th Jun, 2010 - 7:56am / Post ID: #

Play By Post D&D Dark Calling Game - Page 13

Val examines the wire closely. "Some sort of... Mechanism. But to what end? And goblins? Really? I'm not sure goblins can make reliable use of silverware, much less something like this. So it must be those other flying things. But what are they?"



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16th Jun, 2010 - 7:52pm / Post ID: #

Game Calling Dark Dragons and Dungeons Post Play

Myrrani follows the others in the tunnel, holding the glowing stone aloft to provide light. She shudders a bit when the passage becomes narrow, and halts at the crossroads. She checks down both passageways to see if the tunnel widens in any direction.

Finding a stick or item similar Aive will wrap the end with a rag then dose it with oil and light it, making for a makeshift torch and then will have to follow this wire back from where it came, (the direction we came)



Reconcile Edited: testsubject1 on 16th Jun, 2010 - 8:06pm



17th Jun, 2010 - 6:18am / Post ID: #

Play By Post D&D Dark Calling Game Archive Pathfinder / D&D

Myranni stops at the crossroad in the tunnel looking either direction. The left passage goes another 15 feet and turns left (the wire goes down this tunnel). The passage on the right goes another 30 feet and turns left as well. The hole at the dead end is better lit now and there is definitely a ladder leading down there.

Aive (now with torch) follows the wire back from were he came. It leads to the entrance of the narrow tunnel, just before you had to squeeze to enter. It is attached to a knot, on a hidden rolled bundle of hide that is attached to the ceiling. Examining this closer it looks like this hide was originally a flap that acted as a sort of door. The wire looks newer and has been added on, being hidden the way it is down the tunnel. The whole crude mechanism looks like a pull wire. Someone at the other end pulls the wire and the flap drops. Making a door of hide at the narrow tunnel entrance.

Reconcile Edited: Oliron on 17th Jun, 2010 - 6:23am



18th Jun, 2010 - 4:07pm / Post ID: #

Page 13 Game Calling Dark Dragons and Dungeons Post Play

Del listens at the hole 19 on listen. Aive will follow the string just to the corner so he can listen and using his mirror will peek around it. (he will do this at every corner he is at from now on) When and only if he see's no danger in the mirror he will carefully poke his head around it.
17 listen
14 spot



18th Jun, 2010 - 6:28pm / Post ID: #

Game Calling Dark Dragons and Dungeons Post Play

Listening at the hole, Del hears nothing. You do see the hole goes down 20 feet into another chamber. The ladder is crudely made and worn with time. The hole is five by five feet wide.

I will need initiative rolls before we continue. Once Aive started down the left tunnel round one began.

Aive you hear what sounds like strange whisperings of some unknown language coming from around the bend.

Reconcile Edited: Oliron on 18th Jun, 2010 - 6:35pm



19th Jun, 2010 - 7:58am / Post ID: #

Play By Post D&D Dark Calling Game

international QUOTE
Del is standing by the hole (25 feet away),
I should have said 25 feet away from were Myranni is at the crossroad.

I will accept Del's torch being lit already.

I want to make clear, no one has disarmed the trap (wire). Disarming the trap at this point is not an option. It is an immediate action that triggered once Aive moved down the left tunnel.



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20th Jun, 2010 - 2:20pm / Post ID: #

Play Post D&D Dark Calling Game - Page 13

Lwentano 19
sees others reading for battle so he does the same. Drawing his bow he waits till he can see something to attack. He will make sure he does not hit one of his friends.

D:20 attack rolls with modifier of +4: 20, 17, 19, 15, 11, 23
Damage D8 +2 modifer added: 7, 4, 9, 10, 3, 8

Aive readies his bottle of oil and presses himself against the corner
17 init will be fighting defensively -4 attack +3 defense new ac =17
18 15 6 no mods will throw oil all over the first hostile looking creature,


Del Initiative 15
Ashar drops his torch to the ground against a wall of the tunnel to the left (hopefully providing illumination, but not being in the way). He draws an arrow and steps around the corner on his action but will hold until attacked (in case whoever is there is not hostile).


Myrrani init 6
follows the others, ready for some threat. Any enemies they face shall be swiftly met with a magic missile.
Damage roll 3

Sir Valdalen Init 1,
backs up a few steps to be clear of the others for as wide swings as possible, draws her sword and readies her shield in the glittering torchlight as the sounds of danger approach, saying "I think we rang the doorbell. Or the dinnerbell. Or both. But look at how small the door is. That can't possibly be very much trouble..." Yet the Paladin backs up a few more steps anyway, asking for Heironeous' oversight for the group all the same.

SA: Attack when in range or monsters approach, using sword as offensive +1.

D20 Rolls (for whatever): 17, 7

Longsword Hit: 15, 19 (+3 = 18, 22) *penalties for being in enclosed space?
Longsword Damage: 2, 5 (you add to damage rolled?)

Reconcile Edited: testsubject1 on 20th Jun, 2010 - 2:24pm



21st Jun, 2010 - 5:46am / Post ID: #

Play Post D&D Dark Calling Game D&D / Pathfinder Archive - Page 13

The hide flap drops at the entrance to the narrow tunnel (15 feet from the crossroads).

Aive and Myranni, you see a dark figure step out, from the corner, at the end of the left tunnel. (15' away from the crossroads and 10' in front of Aive).

Aive throws his oil grenade at the figure. The oil breaks on the ceiling above the figure showering it in oil and fire. Del releases her magic missile and it flies past Aive, striking the target.

The human shaped figure finishes casting a spell. A crazy smile takes hold of the flaming figures face as Aive's torch starts to spout a black choking fog. The black smoke billows quickly out, filling the tunnels.

Del as you hustle forward to Myranni you're enveloped by the cloud.

Everyone must roll once, vrs. Will or fortitude, whichever is their stronger save (DC 15). Failure results in a -4 penalties to Strength and Dexterity (for the next 4 rounds), rolling over (success) means you are unaffected, in this way, by the smoke. Your vision is still impaired though, all sight, even darkvision, is ineffective in or through the cloud.

Reconcile Edited: Oliron on 21st Jun, 2010 - 5:50am




 
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