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Author Topic: Roll through the Keep of Bloodstained Dreams (86 -Story time over)  (Read 49591 times)

Loud Whispers

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Re: Roll through the Keep of Bloodstained Dreams (9 - Keep now open 24/7)
« Reply #105 on: August 04, 2012, 05:51:46 am »

Tiruin

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Re: Roll through the Keep of Bloodstained Dreams (9 - Keep now open 24/7)
« Reply #106 on: August 04, 2012, 06:01:42 am »

"Alright, looks like we've passed the preliminary obstacles.

"Shall I lead?"


Examine the inside of the courtyard for the obvious main gate.

Then examine the courtyard walls for any sign of an opening or crevice or a sewer grate or...something to create a camp, or at least a bed.
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Yoink

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Re: Roll through the Keep of Bloodstained Dreams (9 - Keep now open 24/7)
« Reply #107 on: August 04, 2012, 11:56:54 am »

Silent now aside from the rustling of his shroud and the occasional creak of weathered bone, Trael moved to the main door to the keep, raising a hand and attempting to open it, sword gripped in the other.

>Try to enter through the main door! Forcing it open if necessary.

>If that fails, go through the Eastern door, taking a two-handed grip on the sword.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Baradine

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Re: Roll through the Keep of Bloodstained Dreams (9 - Keep now open 24/7)
« Reply #108 on: August 04, 2012, 12:01:36 pm »

Run back to the main group.  Vote on going through the west passage.
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IronyOwl

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Re: Roll through the Keep of Bloodstained Dreams (9 - Keep now open 24/7)
« Reply #109 on: August 04, 2012, 02:01:19 pm »

Examine all three passages and/or doors, depending on my companions' success at opening them.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Knight Otu

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #110 on: August 04, 2012, 04:33:19 pm »

Go West.
You open the door to the western passage. Apart from some rubble, it is empty. Another door in the north should lead into the western rear courtyard, a door to the west into the western outer walls, and a door to the east should lead into the main keep.

"Alright, looks like we've passed the preliminary obstacles.

"Shall I lead?"


Examine the inside of the courtyard for the obvious main gate.

Then examine the courtyard walls for any sign of an opening or crevice or a sewer grate or...something to create a camp, or at least a bed.

Examine (1d6+1=6)
Well, the obvious main gate would be the obvious main gate in front of you. Or maybe the one behind you. There's also a number of barred windows in the wall and keep, and a few unbarred windows near the wall gate, littered with broken glass, but those are all far too small. Finally, there are tiny holes, presumably once holding mountings for torches, two flanking each door and the gate. Setting up camp? You'd probably have to do with the courtyard floor at this point. You are so lost in your examination, that you lose focus on what happens around you.

Silent now aside from the rustling of his shroud and the occasional creak of weathered bone, Trael moved to the main door to the keep, raising a hand and attempting to open it, sword gripped in the other.

>Try to enter through the main door! Forcing it open if necessary.

>If that fails, go through the Eastern door, taking a two-handed grip on the sword.
You open the main door and prepare to step in. Four hissing creatures give you pause, though. Ghouls!

Run back to the main group.  Vote on going through the west passage.
You run back to the group. Seeing the ghouls shambling towards the group, you say. "Maybe... we should take that other door?", indicating the open western door.

Examine all three passages and/or doors, depending on my companions' success at opening them.
You get down to the courtyard. You peek into the western passage, finding it empty beyond Rorgrin, some rubble, and more doors. Behind the main door, you spy four shambling ghouls. You decide it might be in your best interest not to distract yourself with door number 3.

As the main door opens, the group finds itself confronted with four fearsome undead - ghouls

Enemies - 4 Ghouls

Spoiler: Zalgus (IronyOwl) (click to show/hide)


Spoiler: Trael (Yoink) (click to show/hide)

Spoiler: Rorrim (Tiruin) (click to show/hide)

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Loud Whispers

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #111 on: August 04, 2012, 04:36:17 pm »

Throw pebbles at Rorrim

How close are the ghouls, and to whom?

Knight Otu

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #112 on: August 04, 2012, 04:45:25 pm »

((Right. Close range for everyone, at the momenz.))
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IronyOwl

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #113 on: August 04, 2012, 04:52:16 pm »

Attempt diplomacy. When that fails, hit it with a stick.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Loud Whispers

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #114 on: August 04, 2012, 04:56:16 pm »

Hit closest ghoul (in the face) with the warhammer!

Use all action points available for the attack!

Baradine

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #115 on: August 04, 2012, 05:32:39 pm »

Let's tests out their weakness to fire, shall we?

Throw a Firebolt at one of their faces, then follow up with a slash to the same ghoul (If it's not dead).

((Also, I should be fully healed of that one hit point.))
« Last Edit: August 04, 2012, 07:46:49 pm by Baradine »
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Tiruin

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #116 on: August 04, 2012, 11:04:57 pm »

"Finally!"

WARCRY FOR INSPIRATION//ENEMY DEMORALIZATION!

And then STRIKE at the nearest ghoul that is HARMING AN [ALLY]
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Yoink

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Re: Roll through the Keep of Bloodstained Dreams (11 - Zonk)
« Reply #117 on: August 05, 2012, 12:16:05 am »

Trael had been half-expecting something to lie in wait. Not surprising. His sword swung upwards before arcing down towards the closest ghoul.
He wasn't about to let these things get in his way. No matter what they were, he would kill them.
"What are they, Larry?" He mumbled as he fought, "Are they... Undead? Like us? Rather awkward, eh?"

Hack them apart like the worthless obstacles they are! Then press on, keeping alert as I move into the keep they came from.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Knight Otu

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Re: Roll through the Keep of Bloodstained Dreams (12 - GM rolled a 2)
« Reply #118 on: August 05, 2012, 03:40:03 am »

Throw pebbles at Rorrim

How close are the ghouls, and to whom?
Seeing that Rorrim is distracted and not noticing the ghouls, you toss your pebbles at him. Throw pebbles (1d6=3, 1d6=5) He eerily steps aside just in time to avoid being hit.

Attempt diplomacy. When that fails, hit it with a stick.
(1d6+1=5) You present your skull staff to the undead monsters, calling out "I am your master! You must obey!" The creatures pause a bit, then turn away from you. One hisses "Not Prodith. But save for last." Well, that wasn't exactly a failure, but since it didn't actually save you. Close in, attack/ghoul dodge (1d6=4, 1d6=3, 1d6=4) You rush at the nearest ghoul, trying to whack it with your skull staff, but it evades your attack.

Hit closest ghoul (in the face) with the warhammer!

Use all action points available for the attack!

Your pebbles thrown away, you, decide to mash some ghoul. Close in, attack/ghoul dodge (1d6=5, 1d6=2, 1d6=2). You nimble open the door into the main keep from the passage, then clumsily swing your warhammer, trying too much to put more force behind your attack, gracing the enemy (half damage dealt (2 damage), 3 action points used.)

Let's tests out their weakness to fire, shall we?

Throw a Firebolt at one of their faces, then follow up with a slash to the same ghoul (If it's not dead).

((Also, I should be fully healed of that one hit point.))
((That you are.))
Firebolt ghoul/ghoul dodge (1d6+1=2, 1d6=1) You cast your firebolt spell, targeting the ghoul wounded by Rorgrin, but the shot goes a bit high, scorching the top of the ghoul's skull (Half damage (1 damage); 1 action point used). The ghoul however tries to dodge a few seconds after the fact, landing face first on the stone floor.
Close in, attack Ghoul/ghoul defense (1d6=3, 1d6+2=3, 1d6=1)
You don't quite get a path to follow up with a melee attack.

"Finally!"

WARCRY FOR INSPIRATION//ENEMY DEMORALIZATION!

And then STRIKE at the nearest ghoul that is HARMING AN [ALLY]

Focus on the battle (1d6+1=2) You don't quite get a focus on the battle before it starts, as you were too engrossed in your examination of the keep. You barely get a warcry out. Battle cry (1d6+1=4) Everyone is duly impressed, but keeps on fighting.

Trael had been half-expecting something to lie in wait. Not surprising. His sword swung upwards before arcing down towards the closest ghoul.
He wasn't about to let these things get in his way. No matter what they were, he would kill them.
"What are they, Larry?" He mumbled as he fought, "Are they... Undead? Like us? Rather awkward, eh?"

Hack them apart like the worthless obstacles they are! Then press on, keeping alert as I move into the keep they came from.

"Hardly any more awkward than mammals eating mammals."
Hack the ghouls (1d6+1=7) Try to dodge (1d6=3) You impale the ghoul's head is front of you, killing it instantly. But now your sword is stuck in ghoul skull. "Now that's a bit more awkward."

Enemies - 4 Ghouls

The ghoul charged by Zalgus grunts as it ignores the necromancer, seeing Trael as the bigger threat, and tries to bite the skeleton. Ghoul attack, Trael defense (1d6=5, 1d6=1) The creature gets a good bite at Trael's arm, though the cloak prevents some of the teeth to find their mark (3 damage)

The prone ghoul tries to stand up(1d6=4), and comes into a crouching position.

The third ghoul tries to get into the melee to attack Rorgrin. Close in, attack Rorgrin/Rorgrin defense (1d6=3, 1d6=5, 1d6=5) The commotion is too great for the undead to get into the fight though. (no attack occurs from it.)

As the battle starts, Zalgus attempts to sway the undead creatures to his side, but only succeeds in delaying attacks on his own person. Rorgrin emerges from the western passage, scraping one of the ghouls, which is then scorched by Baradine's magic as well. Overwhelmed by the attacks, the monster tries to dodge, falling straight down, but quickly rises to a crouch. Trael loses little time and impales the face of another ghoul on his sword, killing it, though it remains impaled. Rorrim, who had been examining the keep walls, can do little more than let out a battle cry. One of the remaining ghouls then bites down on Trael's arms, while the third tries in vain to get into melee.

Ghoul 1 - Melee with everyone but Rorrim
Ghoul 2 - 2/5 hp, melee with everyone but Rorrim, crouching (Gets -1 to attacks)
Ghoul 3 - Close

Spoiler: Zalgus (IronyOwl) (click to show/hide)


Spoiler: Trael (Yoink) (click to show/hide)

Spoiler: Rorrim (Tiruin) (click to show/hide)


Spoiler: Combat notes (click to show/hide)
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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Loud Whispers

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Re: Roll through the Keep of Bloodstained Dreams (12 - GM rolled a 2)
« Reply #119 on: August 05, 2012, 03:47:37 am »

Stab the ghoul in the face.
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