Friday, August 10, 2012

The City of Bremel

August 29, in the year 670 by Kingdom reckoning




Bremel is an old town, even for the Kingdom. It was founded nearly 500 years ago when gold and kyanite were found in the nearby hills. Bremel is the last trading post before the wilds of the mountains and the population is more than used to get-rich-quick schemers and adventurers who never return from the mountains. As such, the citizens of Bremel have developed a stand-offish attitude toward each other. After all, in the frontier, it's just easier not to get attached.

There is a single road through Bremel, coming from the capital city of Ashmont to the northeast and leading out of town straight south toward the Expanse and eventually, the sea.

Interesting spots about town:

The Worg's Nest is the dirtiest, meanest tavern in town. Run by a barely civilised half orc female named Gretch.

Cryptic's Den-The Elf who calls himself Cryptic runs an underground magic ring that offers scrying, fortune-telling and seances. If you get caught dabbling in the affairs of the dead or spying on the wrong people, you'll be facing some powerful wizards with powerful agendas.

The Church of Torag is the oldest building in town. As soon as the city was founded, Dwarven missionaries built the Church in hopes of converting the miners. The architecture and gold inlay is a sight to be seen and blessings are to be had by stout adventurers who further the goals of the Church.



You have all been called to the bedside of an ancient dwarf name Euri who you are each acquainted with in your own way. He tells you that he is dying and wants to tell you a story from his youth. He was hunting with his brother and they stumbled upon an old stone staircase opening out of the ground. They ventured into the depths and found rooms, carved into solid stone, that held all sorts of treasure and wondrous items. They found one room to be covered with a thin green mold and when his brother, Rahti, touched it he began to spasm and shake. Euri, fearing for his life, dropped the loot he was carrying and ran out of the dungeon. When he regained his courage and went back for his brother, the staircase was gone. He has spent the last century of his life visiting the site, waiting for the staircase to re-appear. He is convinced that the staircase will open today, a century after it closed on his brother. Now that he is too old to venture back into the depths, he begs you to go and return with the bones of his brother. He assures you that the treasures you find will more than compensate you for the danger you face.


You will all start together in the forest west of town, looking down a dark and ancient stairway completely overgrown with ivy and moss. Please post your character introduction and tell me what you'd like to do.


115 comments:

  1.     My name is Kheldru and I am an alchemist... Or rather I am trying to be an alchemist, but I haven't been able to accomplish much. I can offer you all a steady supply of tinder twigs and thunder stones but I am unsure of how well I may fare in a fight. That said, Euri is an old and dear friend who I could never let down... So I'm in, til we return with the bones or I leave mine there, this I swear. I have my things packed and I'll be ready to go as soon as I find a strong length of rope to bring. 

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  2. I haight Ghalen Stonestout, n Ah Nivir could be turning down anythin ol Euri ast, him 'n is kin kept me Da n tha rest o us in business when that 'arridan Gretch stopped buyin ourn Beer. T'aint horldy likely ta be swearin no oaths n somesuch But I'll be moren glad ta repay tha debt me kinfolk owes im.

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  3. "We all come from the stone, and shall return to the stone." Draymun speaks a quiet prayer for his passing friend and he gazes down the stairway into the depth below. "I apologize for being absent introduction at our mutual friend's beside, but I wanted not to waste his time. My name is Draymun Stonespeak, and any friends of Euri's are friends of mine. That said, I believe it is time to search for Euri's brother, or what is left of him... I'd like to bring some peace of mind to our friend before he joins his ancestors in stone."

    Slinging his hammer over his shoulder, Draymun gives a hearty slap to Ghalen's back before starting to descend.

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  4. Well met, my name is Tom Breaver, a ranger of sorts. Euri was good to me when I was a lad in Bremel. I owe him much. I guess we should follow Draymun before these stairs disappear again.

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  5. As Draymun pushes aside clumps of ivy hanging in his path, he gets a strange feeling about it. (OOC: If you want to spend a minute thinking about it and make a Knowledge Nature check, roll a d20 and add your level and INT or WIS modifier, whichever is higher. I'll move on either way.)

    The stairs are 10 feet wide. Wide enough for three of you to walk abreast. The Dwarves know for certain that the stairs descend 18 feet underground before you step onto a stone floor. The room you are now in is 15 feet across by 25 feet long by 8 feet high. Those that can see in the dark notice two doors on opposite sides of the far end of the room and one directly across from you. You also see that there are sconces carved into the walls of the room that hold unlit oil lanterns. The floor is intricately carved with very old knotwork and runes.

    You are standing in the doorway, what would you like to do?

    (OOC: the way I DM I'll give the basic description of what you see at first glance, there may be things you don't see at first. If you want further information or to look more closely at anything, just say so.)

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  6. ((OOC: Will we just continue to post comments to this post, then?))

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  7. (OOC: Yes, just post comments to this post until it gets too unwieldy or I feel like there's a logical break.)

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  8. Kheldru notices something strange about the Ivy they pass as he descends the strange stair ((Rolled 8)) but he quickly puts it out of his thoughts as he contemplates the room before him, especially the strange carvings and runes on the ground... But their meaning escapes him... Unless a clue may exist somewhere else in the room? Using his Dwarven dark vision he begins scanning the room carefully for anything he may have missed on first glance. ((Rolled 12 on D20 for search))

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  9. (OOC: You don't have to make a roll to look around. It'll just take you about 10 minutes to make a full sweep of the room, going carefully.)

    You are positive the carvings in the floor are of Dwarven make but they are patterns and symbols you've never seen before. The language is recognizable but the syntax is such that you can't make out much more than the words "peace", "kinship" and "war."

    The walls are smooth and expertly carved. The corners are exact 90 degree angles. The lanterns on the walls appear to be full of oil and in working order.

    At the far end of the room, there are three heavy oak doors, bound in iron; one directly across from the staircase you descended on, one to your left and one to your right. The one to your right is just slightly ajar.

    You are overcome with a strange sense that, although you know this place to be centuries or even millenia old, everything seems to be in fantastic shape. Whether that is because it's under some enchantment, or magical protection or whether it's being kept up, you can't say.

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  10. ((OOC: d20+4 Knowledge Nature Check. Apologies for the late roll/response. Let me know if I succeed or fail and I'll post appropriately.))

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  11. (OOC: what was the result of your roll?)

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  12. Kheldru stands hesitant on the steps, torn between the decision to descend or to flee... Knowing this stair will disappear for 100 years and potentially swallow him whole tells him this is something he does not want any part of. Yes, Kheldru decides its time to flee, leave this acursed hole and never look back. As he begins to turn away and head for the exit the shame of failing in his promise is too much to bare. Kheldru, muttering to himself that it's only 100 more years, steels his nerves. "Well, I do believe that we are on a timetable here, and I'd rather not be buried alive... Best case we have one day to do what we set out for, worst case, well we will be down here long enough to test each others patience." Kheldru pulls out a scrap of paper and hastily scribbles out a message, 'Herein this space, during the waning of the moon and the journey of the Pegasus constellation journey a group of stalwart adventures into a mystic dungeon, if ye find this scrap in a bottle then we have failed in our task and are sealed for one hundred winters and summers, know ye and know all, stay away from this place for tis acursed Kheldru's Rest.' Kheldru stuffs the scrap into a bottle and tosses it out onto a bed of grass beyond the stair. "Now, who I bold enough to brave these depths first?"

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  13. ((OOC: D'oh! Sorry, I rolled the dice and then typed the wrong thing. Derp. 14+4= 18))

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  14. (OOC: No worries!)

    Draymun, you find it odd that this ivy has no match anywhere near in the surrounding forest. It is present only inside the stairway yet it is grown so full as to nearly choke the entrance.

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  15. Slowly descending the stairwell, Draymun stops the instant he encounters the ivy.

    "Something isn't right here... best be cautious, Lads."

    He makes his way deeper until he reaches the bottom of the entrance. Scanning the area he notes the doorways and the runes, moves in to take a closer look. After his inspection of the runes, his attention is drawn to the lanterns on the walls.

    "I know that the darkness is no stranger to us Dwarven kin, but there are unlit light sources in this room. Ranger, would you like these lit so that you can make use of them keen eyes?" In the darkness, the grin is almost audible as he pokes fun at his new companion.

    ((OOC: Should he agree, assume that I immediately attempt to cast Spark on the nearest light source. Not sure of their exact position.))

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  16. There are dozens of lamps on each wall, placed in a haphazard pattern. I think we're safe in assuming that Tom will agree to having them lit. You choose one at random and cast Spark upon it. It flares to life. You continue on, another and another, until the entire room is aglow in a soft wash of light. It's an almost reverent feeling you have when you see the light flickering across the old runes and on the smooth stone walls. This place is heavy with the sacredness of age.

    (OOC: I'm assuming that in the time Kheldru was searching the room, Draymun was considering the ivy. This means one round, or 10 minutes, has passed.)

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  17. As the light begins to flood over the floor, Tom begins to look on the floor for signs of travel. Assuming that when the stairs close, the room isn't accessible for the past 100 years, perhaps tracks still exist from the brother's path.

    ((OOC: roll was 17+1+2 = 20)

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  18. Looking for tracks, Tom finds it odd that there isn't a deeper layer of dust on the floor. However, he can quite easily see two tracks leading to the door on the right and one set of tracks leading out.

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  19. Ah do always be cautious Cousin, if ye ain't careful yer ken mess up yer hull batch o brew. Naow, Ah ken see tha trail ol Euri set when 'e legged it outta 'ere, but WHERES IS BROTHERS?

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  20. Kheldru, lost in thought, absentmindedly listens to the news being shared from what each of his companions has found as he considers their options moving forward. It would probably make the most sense to let either the ranger or the monk take point and follow the tracks through this complex to the no doubt dead dwarf... But how does one convince another to risk their life by venturing first into the peril when you yourself are unwilling to proceed. Mulling over these thoughts and others it occurs to Kheldru that while the group has been sitting here processing the scene, unwilling to move forward they had undoubtably raised a fair bit of noise in these seemingly empty halls, Kheldru motions for quiet from the others (whether they care to listen to the paranoid alchemist or not is their decision) and begins to listen, straining his ears for any trace of noise eminanting from beyond. ((rolls a 16))

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  21. Kheldru hears nothing.

    Three doors await the party and the DM awaits your decision.

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  22. "I agree with Ghahlen, following the tracks seems to make the most sense. Two sets in and one set out sound just like the story we were told. Let us linger no longer, for I would not share the same fate as our kin."

    Hoisting his hammer over his shoulder, Draymun begins to follow Ghahlen toward/through the door on the right.

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  23. (OOC: Ghalen, then Draymun, then Kheldru with Tom in the rear?)

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  24. ((Good by me, side by side or?))

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  25. It just so happens that when you open the door, you are looking down a 30 foot long, 5 foot wide, completely dark hallway. The air is musty and cool, and has obviously not been disturbed in some time.

    Since it's 5 feet wide, you can only walk single file.

    Ghalen, you're in front so tell me what you're doing (how far you walk, do you light a torch, are you trying to be quiet, are you looking at or for anything?) You can't actually see the tracks here as you're not a ranger but you can assume they go in the only direction they can go; straight ahead.

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  26. "If I might slow everyone down for a bit," Tom says, "shouldn't we discuss what our strengths are and perhaps come up with an order of march that makes the most sense, or do you feel like making the same mistake the recently..and not so recently deceased brothers made?"
    "My thought, if you'll allow my opinion, is to put the person most likely to see a trap before it traps us, plus verify that we are following the right way. Of course, we don't have to follow the brother's tracks."

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  27. (OOC: Still waiting on Ghalen to tell me what he's doing or for someone to respond to Tom)

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  28. Tom, you stick with me and I'll guide you through, I'll leave the scouting to better men then me though." Kheldru peers forward at the two stalwart companions in front of him, reassured by their menacing postures that he is among capable fighters... and better yet, Dwarves.

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  29. With Ghalen in the lead, Draymun close behind and Kheldru leading Tom, the party makes its way down the tunnel. The dwarves can see well enough but Tom is completely in the dark. Ghalen notes that the walls are carved with the same precision as the entryway.

    When the party has proceeded 10 feet down the hallway, Ghalen sees that the passage abruptly turns right in another 60 feet.

    On his next step the ground beneath him gives way. Please make a reflex save (d20 + Reflex Save + Dexterity)

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  30. {OOC: Just Ghalen or everyone? 18 if thats the case... (12 + 4 *reflex* + 2 *Dex*)}

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  31. ((OOC: Since I am directly behind him, can I do anything in an attempt to help him?))

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  32. It happens so fast, there isn't anything for you to do right now. Once I get his Reflex save you can take action though.

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  33. ((OOC: Just wanted to make sure! I don't think Maz will be able to post until he's home from work tonight, and I was eager to... something. hahaha))

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  34. ((OOC: Someday we might need to talk about me rolling saves for you guys to speed stuff up. I don't want to take away your involvement, but it might move things along.)

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  35. ((OOC: I'm all for ways of speeding things along. Especially since you have a little more time at work to post that some of the others, it might help the narrative flow.))

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  36. A hinged panel in the floor gives way and Ghalen falls down into darkness and hits the stone floor ten feet below but rolls into it, taking 1 point of damage. The floor then slams shut (like a kitchen trashcan.)

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  37. Looking around, this is what Ghalen sees:

    He is in a 10 by 10 rough stone pit. The floor is dusty and strewn with the bones of small animals. 3 walls are plain rough stone. One wall, however, is set with 2 windows covered with metal bars and in between them a rusted iron door. Huddled in a corner is a dark form, larger than a man.

    Meanwhile, the party has lost sight of their lead man. Tom is in absolute confusion.

    Everyone tell me what you're doing.

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  38. "Ghalen!" Drayum hollers as he reaches for his cousin's rapidly descending body, but grabs only air. As the floor snaps shut again it blinks for a moment before taking a knee.

    "He fell into the floor, some sort of trap! We have to get him out of there..." he feels and pushes on the floor, attempting to reveal the dummy walkway.

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  39. "Saint Jarceenas bleedin arse!" Bellowed Ghalen looking up at the hole he fell into

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  40. ((OOC: Shouldn't you make sure that larger-than-a-man thing isn't going to eat you?))

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  41. "Tom, Ghalen fell through the floor and I'm going in after him, of you two can get some rope ready we can maybe get him out!" Kheldru starts to move forward and pulls out a Strength Mutagen and his mace, prepping himself for the floor to give out and trying not to push Drayum forward.

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  42. Draymun pushes at the floor and it gives quite easily. He can see Ghalen crouched down.

    Tom plants his pole on the edge of the floor and pushes it down far enough for Kheldru to slip down and land in the pit. Kheldru, you see the same thing as Ghalen, including the hunched form. It rolls over and groans.

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  43. From the other side of the room, the dark form begins to move. Slowly, purposefully he inches towards Ghalen. Staying just far enough away so Ghalin can't quite make out who, or what is lumbering in the pit with him, he lets out a laugh. Slow at first, but eventually building to a guttural full belly laugh, ending in a cough. "Looks like I'm not the only one who wandered where he shouldn't be. I've been in here for days, if you have food, you had better hand it over, trust me, I'm not against eating... a fatty diet." As the last words come from his mouth he takes his axe off of his shoulder, letting it fall head first onto the ground in front of him, just close enough to Ghalen to let him know he means business.

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  44. ((OOC: Hi, Chris! Welcome to the game!))

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    Replies
    1. Thanks! You all have our an Sam to thank for this one! They talked me into it after a Mexican feast!!!))

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    2. ((pie and Sam, not sure what happened there))

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  45. Tom yells down, "How about someone light a torch or get some light going, please?" Tom mutters something about silly stupid dwarves and why it has to be so freaking dark in this place.

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  46. "I have some rations and some water available, but I am only willing to trade a meal for information, who are you, where do you come from and what do you know of this place?" Kheldru puts away his Mutagen vial and tosses over his canteen to show his friendly intent.

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  47. ((OOC: Am I the only one who can't see in the dark? /mutters))

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  48. Draymun and Tom hear a shuffling noise and moaning coming from around the corner down the hallway.

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  49. "Draymun, unless I miss my guess, we are going to have company soon. We can't pull them up if we have something attacking us, perhaps we should shed some light on the situation and prepare for battle?" Tom asks, as he wedges the pole to keep the door open. "Guys, we might be about to have more company up here!" he exclaims down the hole. Tom then removes his pack and pulls out a couple torches and sits them on the ground, then pulls his longbow and an arrow, preparing to knock and draw.

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  50. I want two things from everyone before we move on:

    1. What immediate action, if any, you wish to take.
    2. An initiative roll. That is, d20 + 1

    All I need for Tom is initiative.

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  51. ((OOC: I rolled a 19, I am not sure if I get any modifiers)))

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  52. On number 2 I meant 1d20 + dex. Sorry.

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  53. ((Straight dex is 17, or +3 modifier, either way, I did okay))

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  54. He dinnae wanna be drinkin that water, do ya ken what fish do in that? Liquid bread is what yer want iff'n yer hungry an thirsty. (Ghahlen rolled a 4 and is readying a flask of beer)

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  55. 12+2=14.
    Kring thinks of nothing by the water and food, hurriedly guzzling down the canteen in a single drink. Discarding the canteen he raises his axe ready for whatever comes down the hole next, not fearing for his safety amoung these smaller races...

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  56. ((Rolled a 9+2=11, Kheldru readies his strength mutagen in one hand and his weapon in the other, moving sidelong to keep Ghahlen between him and the hole))

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  57. ((btw I hate this thing, it never posted my comment because I didn't select the comment as bar when I clicked this hours ago))

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  58. ((OOC: 7-1=6 Initiative))

    Draymun readies his warhammer and shield while listening and watching for whatever is making the noise down the chamber.

    "Fellas, looks like we're going to have some company up 'ere. If you're done lollygaggin' around, we could probably use some help..."

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  59. Tom and Draymun ready their weapons and peer down the passage, listening to the shuffling and moaning grow louder.

    Meanwhile in the pit Ghalen readies his mug of beer and holds it out to Kring. Kring readies his weapon and looks to the opening Tom has created. Kheldru prepares himself.

    As you'll recall, the floor itself has swung down and the other half of the floor has pivoted up. Tom and Draymun can still easily see over it, but there is a gap between you and whatever is coming.

    Then, down the passage Draymun sees a hunched shape in tattered rags, shuffling around the corner. Another follows, and another. All together 3 vaguely humanoid creatures are coming down the passage. They move slowly at first but then, at the same time, they turn and zero in on your position like bats using echolocation. They stumble forward with more purpose, staring into the dark but somehow looking directly at you.

    They are 30 feet away from the hole, 35 feet away from Tom and Draymun, and it is the party's turn.

    (OOC: One at a time please, in this order: Tom, Kring, Kheldru, Draymun, Ghalen. I'm going to try to run at least one round a day so if someone doesn't post, I'll just skip them and assume your character is pausing for some reason. This isn't a punishment or anything, just trying to keep things moving along for everyone. If you don't think you can make your turns for any reason, let me know what you'd like to do and I'll play it out as well as I can.)

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  60. Tom mutters something about dwarven hearing being bad. Sitting his bow down, he lights one of the torches, then lights the other with the first. Tom then looks around for a wall mount to put them to free his hands, glaring at Draymun for a moment.

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  61. (OOC: On your turn you can move your speed and either make an attack or cast a spell. Or you can move twice your speed. If you're not sure what you'll be able to do on your turn, just ask. Or give me a list and I'll let you know what you can reasonably do in one turn. For example, if Kring wanted to climb out of the pit, move to the creatures and attack, that would be too many things. I'd allow him to climb out of the pit and move up and then attack on his next turn.)

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  62. Tom finds a cleft in the wall where he lodges his torches. The hallway floods with light and Tom can just barely make out the shapes coming down the hall. (Torches light out to 20 feet and Tom can see dimly for another 60 feet.)

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  63. Kring, finding new vigor in the ale, leaps toward the back wall, away from the oncoming intruders and scales his way out of the pit with ferocious speed, fueled by his list for the upcoming battle with these newcomers. All the while wondering if he is choosing the right side to fight. We're these bandits? Thieves? Would the murder him in cold blood after they are done with the common foes?

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  64. Kheldru seizes his chance to quaff his mutagen, feeling renewed vigor glow through his veins and a muddling effect creep over his thoughts. Placing his short sword back into his sheath he begins to climb the wall behind Kring.

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  65. (("renewed vigor grow through his veins" even with the correction it's still not the greatest wording, trying to get across that my strength is increased at the expense of my intellect.))

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  66. Draymun watches as his compatriots begin to emerge from the trap hole and takes a step backward while spinning to put his back to Thom's.

    "Keep them keen light-eyes forward, Ranger, I'll keep an eye on the path we've travelled."

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    1. (OOC: This reeks of Firefly and I like it!)

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  67. (I'll assume Ghalen also climbs out of the pit. Things are getting crowded in the 5 foot wide passage. Starting at the pit, you are arranged as such: Ghalen, Kheldru, Kring, Tom, Draymun. You can fight side by side but it will incur penalties to both your hit and AC. Kring can throw things over the heads of the dwarves if he wishes. Tom may shoot but he'll have a minor chance of hitting Kring if he misses his target.)

    The creatures continue toward you, completely intent on you. The one in the lead walks forward, reaches out for Ghalen and drops directly into the pit. The one behind him stops short but is then pushed into the pit by the third creature. The third creature stands helplessly at the lip of the pit and swipes at the air. Looking closely, you notice that they are covered in spots by a thin green slime or film or fuzz.

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  68. Tom realizes things are too crowded for all of the group to fight. Since he can now see things with the light, he begins a search to see how he can get over the trapdoor and continue the journey, once the greenish creatures are dealt with.

    ((Basically, Tom begins to examine the trapdoor the best he can, learning dimensions and if he can see a mechanism or whatever. If that's too far away, since everyone piled out of the trap and into the hall, like a clown car.... Just to be sure, how far down the hall did we go before the trap happened?))

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  69. ((OOC: How wide is the trap pit?))

    Peering back over his shoulder at his fellows, Draymun hollers:

    "Just a thought, fellas... but now that we're all buddy-buddy out of the pit, it might be a good idea to close the trap door again. That is, unless you want to get cozy with a few more friends."

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  70. (OOC: You've gone 10 ft, the pit is 5 feet wide, then another 60 feet til the passage turns right.)

    When you look closely at the trap you see it is constructed very well. The false floor swivels on a pivot in the center. There is a ledge on the other side where the false floor would sit if it wasn't currently propped up. You think someone coming from the other side wouldn't fall in til they got to your half of the tipping point. You also see that there is about 6 inches of stone on either side of the pit that a man might be able to inch along.

    (OOC: I assume Tom takes no other action so it is Kring's turn.)

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    1. Kring, having been in the trap for a while, roars with a bestial vigor, intent on having his way with the denizen before him. ((ooc, can I leap over the pit, swinging my axe as a do so, attempting to lop off the creatures head? Because lets face it, that's what I wanna do.))

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  71. Yes you can. I need a d20 + dex to see if you make it over the pit and land well. Then a to hit roll, which is d20 + str + base attack.

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  72. ((Assuming that Kring does that, I would like to throw a bomb or bombs (depending on how many I can throw per round) into the pit at the two zombies. (assuming they are close enough together, if they aren't then the nearest one instead) when I finish that action, if I'm able, I will move across the 6inch ledge to the other side. (Dex roll for throw is 15 (+2 bonus) and 13 (+2 bonus) to cross the ledge))

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  73. (OOC: I went ahead and rolled for Kring. Hope that's ok.)

    Kring pushes past the other party members and plants his foot on the edge of the open pit and leaps across, swinging his axe as he jumps. He connects and the edge of his axe cuts a devastating swath across the chest of the monster. He is able to land on his feet behind the creature. Kring, I need a Fortitude save, please.

    Kheldru can't see the creatures in the pit because the lid is tipped. Do you just want to toss it down there and hope for splash damage? (OOC: I might recommend moving then throwing. If you want to do that just let me know and I'll take your same rolls, just in opposite order.)

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  74. ((Roger, that works for me. Now let's just hope that Kring survives this Fort save and doesn't become the walking dead.))

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  75. One of the monsters in the pit is engulfed in the bomb blast and falls to the ground. As Kheldru pushes past the creature, it swings at him and misses.

    It's Draymun then Ghalen.

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  76. ((OOC: I'm going to wait this turn, and continue to watch the back flank.))

    Glancing over his shoulder for a moment, Draymun speaks to Tom, "Looks clear this way for now. I'll keep eyes on it while you finish 'em off!"

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  77. This comment has been removed by the author.

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  78. Suren ye ain't gonna be startin so fine a braw without me ya lunkin' behemoth! (((leaping over the pit, following the guy with an axe and whacking one of the zombies)
    (d20+dex 19,+2=21) (d20=str 16+3=19)

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  79. Ghalen leaps through the air and bears the creature to the ground, killing it.

    You heard a scraping sound in the pit as the third creature tries and fails to climb the wall nearest Tom.

    (OOC: Tom then Kring then Kheldru.)

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  80. Seeing the creature trying to climb out, Tom pulls his nocked arrow back, settling on his target, when he's satisfied with his aim, he looses the arrow.

    ((OOC: 10 +5 to hit +1 Feat = 16, in case I hit I rolled a 3 + 1 Feat = 4 --not sure if I have other bonus to hit or damage.))

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  81. Tom, your arrow strikes true but it flies right through the creature's rotten flesh and sticks into the ground beneath it.

    (OOC: Kring, Kheldru, Draymun)

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  82. (OOC: My apologies for forgetting, Ghalen but I need a Fortitude save from you too.)

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  83. (OOC: Good deal. You're probably not infected.)

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  84. ((OOC: is this the probably not infected like the Worgen starting area bite...or should we just shoot him now?))

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  85. (OOC: I don't know what that means, but no, he's not infected right now.)

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  86. Kring takes his time observing what lies ahead, while being weary of those at his rear.

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    1. (OOC: I think you mean wary, but weary is funnier.)

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    2. (OOC: The fact that I commented as my wife may be even funnier.)

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  87. ((LMFAO for Worgen starter area reference... Btw Sam didn't say that Kring wasn't infected... How many dwarves does it take to lock a half-Orc back into his cell?))

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  88. Kheldru pushes open the trap and tosses a second grenade down the hatch. ((Two rolls are 17 and 10, my Dex modifier is +2.))

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  89. Kheldru's bomb does the trick and Tom sees the creature's legs destroyed by the bomb blast as it crumples to the earth, dead.

    Kring looks ahead into the darkness and neither sees nor hears anything but the echos of Kheldru's bomb blast.

    The hallway is empty but for your party and the remains of the fallen monster. The trap door is still propped open by Tom's stick. Ghalen, Kheldru and Kring are on one side of the pit. Tom and Draymun are on the other.

    You are out of initiative order now and you may take actions as you wish, what do you want to do?

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  90. Tom looks around at his companions, none seem worse for the wear. Tom asks the half-orc, "My name is Tom, and you are?" Pausing for a moment, Tom continues, "I think we should forgo stumbling in the dark. Is there a way to carry a light with us, seems these creatures have other ways of knowing we are about? Let's get this place made safe, retrieve anything we need or want, my arrow shot right through that one, I suspect these will need some sort of mace or something. Those bombs did quick work on them, though."

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  91. "I just wish I had alot more, something tells me here is more to these creatures than one might initially suspect. Kring... You look like the kind that enjoys the whole 'chopping body parts off for the fun of it type,' could you do me a favor and without making contact with the creatures flesh, chop me off something to study?" Kheldru lights a torch from his pack and pulls forth various alchemical components, intent on learning what he can of these foes before they meet again... Particularly, more about that strange green plant growing on them. ((Will do a Knowledge Nature, Arcana, Herbalism or something to try and learn about these undead. My roll is 14... If there is nothing I can glean from this then I won't waste the party's time, but it would be interesting to learn what we face.... And it makes me look like Sherlock is on the case))

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  92. "As much fun as it would be for you to play with your new toys, I'd like to remind everyone that we're racing the clock. Personally, I don't want to be trapped down her for a century."

    Draymun motions for everyone to move along down the hallway.

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  93. Before we go any further, I need to know who follows Draymun and who stays with Kheldru. When I know that, I'll start a new thread.

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  94. (OOC: If I don't hear from you by tonight, I'll flip a coin. You can e-mail me if you can't access the blog to post.)

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    1. I'll be sticking with Draymun "I'd not be messin with them bodies, remember tha green stuff whut kilt Euri's brother?"

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  95. ((It will take less than a round to figure this out, an I'd rather not split the party up, we'll just be hurting ourselves, if we can't spare a round to investigate the green stuff that I probably the reason this place has such mystical properties in the first place and why everyone is being infected and dying/raising as undead, then I will skip this and move on, but sometimes taking a second is worth more than running headlong into a fight you don't understand. Also we are yet to loot the bodies, even though it seems like Tom has called for this to be done without explicitly doing so himself, I think? Your call though, but personally I would rather understand what that moss we walked through does to people since our only path out lies through it.))

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  96. I'm not touching that thing. Now, I need some answers. What is this place? I think I hit my head pretty hard falling into that pit..." ((stereotypical RPG amnesia, maybe I'm the reanimated god of boogers?))

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  97. Tom retrieves his arrow, making sure not to touch the dead creatures, the grabs his torches and says, "I think we'll be keeping light up from now on. Should I lead us off through the rest?" Tom crosses over the pit, prepared to retrieve his wooden stick once everyone is across.

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  98. You guys can loot the bodies, but no one so far wants to do so much as touch them. I think you can infer if you decide to do so, you'll have to make a Fortitude save unless you can think of a way to loot without the possibility of infecting yourselves.

    I had decided that it would take about 10 minutes for Kheldru to get all his equipment out, maybe start a fire, do a real analysis on the green stuff (and do it safely.) You can still do that and automatically gain the info, or you can try to rush it and I'll just have you make a Knowledge check and a Fortitude save.

    Right now I've got Draymun, Ghalen, Tom and Kring ready to move on.

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