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- -START-
- @DM
- You and the imps work for a good couple hours on the ladder, propping it up on the only tree that came with you, and it seems to reach the portal just close enough that you could touch it.
- Peter_Archus
- Shinyyyyyyy TOUCH
- @DM
- Roll dex for climbing the rickety ladder
- Peter_Archus
- Roll(1d20)+2: 20,+2 Total:22
- @DM
- You perfectly balance on the top of the ladder, the imps close behind you, and touch the floating spirograph. There's a flash of light that leaves stars in your eyes as you find yourself suddenly in a dark room seemingly carved out of a cave. There is a chest and an old, broken down wagon inside the room with you. To the north is a lare mural of some sort, and to each of the other cardinal directions there is a single path. The imps soon follow you and appear with you in the room.
- Peter_Archus
- Are the imps with you?
- @DM
- See last sentence.
- Peter_Archus
- bleh
- Check out the mural
- @DM
- The mural is large and spans the entire wall. It looks like egyptian hieroglyphics with 4 sheep people on either side facing each other, a large snake thing that the top of the mural, and in the exact center is a hole in the shape of some sort of heart.
- Peter_Archus
- Stick hand in the heart of the wall
- @DM
- Nothing happens
- Peter_Archus
- Mkay
- Now onto the exciting part
- RAIDING
- get the chest
- @DM
- You open the chest and find two vials of something red inside.
- Peter_Archus
- Store the vials
- and go to the broken wagon
- @DM
- On the wagon you see the bones of some small animal, covered in sludge inside boxes.
- Peter_Archus
- Further examine the remains
- @DM
- It looks like it might have once been food and maybe a rat?
- Peter_Archus
- "Now that is gross, let's just move on" You walk towards the east.
- @DM
- Roll perception
- Peter_Archus
- Roll(1d20)+1: 19,+1 Total:20
- @DM
- You take one step into the room and turn, immediately seeing two imps at the north of the room. They jump in surprise when they see you, but don't attack. One is a fire imp, while the other is a horse imp.
- Peter_Archus
- Intimidate the Horse imp
- @DM
- Roll to intimidate
- Peter_Archus
- Roll(1d20)-1:
- 17,-1
- Total:16
- @DM
- The horse imp cowers and the fire imp yells at you angrily for scaring his friend. The four imps behind you jeer back at him.
- Peter_Archus
- Attack the Imp: Hack
- Roll(1d20)+2:
- 11,+2
- Total:13
- @DM
- Which imp?
- Also, roll initiative first
- Peter_Archus
- The fire imp
- @DM
- Initiative pls
- Peter_Archus
- Roll(1d20)+2:
- 14,+2
- Total:16
- @DM
- Ok, now you can roll to hit
- Peter_Archus
- Roll(1d20)+2:
- 15,+2
- Total:17
- @DM
- Roll damage
- Peter_Archus
- Roll(1d8)+2:
- 7,+2
- Total:9
- @DM
- You slash the fire imp and it stumbles back.
- Peter_Archus
- (Is commanding an action? and if so what kind)
- @DM
- (it's a minor action, presuade roll)
- Peter_Archus
- Ask the Devil imp to sing
- Roll(1d20)+-1:
- 19,+-1
- Total:18 :D
- @DM
- The devil imp pops up at the command. ARe you going to use your movement action?
- Peter_Archus
- no
- -end turn-
- @DM
- The fire imp turns and runs away, to the two coffins you now see are at the center east of the room, about 25 feet away from you.
- He fires a fireball at you.
- Roll(1d20)+0:
- 10,+0
- Total:10
- Miss, it hits the ground nearby.
- The horse imp is frozen in place at the moment and skips its turn
- The devil imp finally starts singing, and you feel empowered. Add +1 to all damage rolls until the imp stops singing.
- The other imps cheer you own.
- Peter's turn.
- Peter_Archus
- Move over to the fire imp and Hack at him
- Roll(1d20)+2:
- 9,+2
- Total:11
- @DM
- You hack the coffin instead, dislodging the top.
- Peter_Archus
- Angry, you attempt to slap him silly but not quite too silly
- Roll(1d20)+2:
- 14,+2
- Total:16
- @DM
- Uh, you deal 3 damage.
- Peter_Archus
- -End turn-
- @DM
- The horse imp finally snaps out of it and charges at you.
- Roll(1d20)+2:
- 10,+2
- Total:12
- That one also misses
- Fire imp turns and runs away back the way it came again and shoots another fireball at you.
- Roll(1d20)+0:
- 13,+0
- Total:13
- That one also misses and lands pitifully near you.
- Peter's turn, the devil imp is still singing.
- Peter_Archus
- Run after the fire imp again and cripple him
- Roll(1d20)+2:
- 16,+2
- Total:18
- Peter_Archus
- Im gonna assume that hit
- @DM
- Yeah it did
- Peter_Archus
- Roll(1d4)+2:
- 1,+2 +1
- Total:4
- @DM
- The imp explodes into grist.
- Peter_Archus
- Tell the fire imp to heat it up in here by shooting at the horseimp
- Roll(1d20)-1:
- 8,-1
- Total:7
- @DM
- The fire imp doesn't really seem like it wants to, nervous about shooting at another imp.
- Peter_Archus
- "there, there fellow, it's okay"
- -End turn-
- @DM
- The horse imp runs up to hit you.
- Roll(1d20)+2:
- 14,+2
- Total:16
- Roll(1d4)+2:
- 2,+2
- Total:4
- Take 4 damage.
- Peter's turn.
- Peter_Archus
- Put down this horse: Hack
- Roll(1d20)+2:
- 4,+2
- Total:6
- @DM
- You flail uselessly at the imp.
- Peter_Archus
- Request a clawing from the bear imp
- @DM
- You know what to roll
- Peter_Archus
- Roll(1d20)-1:
- 14,-1
- Total:13
- @DM
- One of the teddy imps jump up at the order, all excited to be useful.
- Peter_Archus
- -End turn-
- @DM
- The horse imp gets to go first, though, and takes a swipe at you.
- Roll(1d20)+2:
- 3,+2
- Total:5
- The horse imp is just as useless
- Roll(1d20)+0:
- 14,+0
- Total:14
- The teddy imp is less useless and claws the horse imp
- It takes an indeterminate amount of damage
- Peter's turn
- Peter_Archus
- Hack at the poor thing, can't leave him halve dead.
- Roll(1d20)+2:
- 17,+2
- Total:19
- @DM
- Roll damage
- Peter_Archus
- Roll(1d8)+2:
- 4,+2 +1
- Total:7
- @DM
- It explodes into grist.
- You gain 34 build grist and 40 xp
- Peter_Archus
- You high five all the imps
- @DM
- Most of them cheer. The fire imp still looks a little iffy.
- Peter_Archus
- Try to cheer up the fire imp "Come on, it's okay, i mean, i probably wouldn't hurt another person, at least not without a reason."
- @DM
- The imp shifts side to side, looking at youbefore noding.
- @DM
- Now that you have a moment to look around, you see that you're in a room with two coffins at the center of the eastern wall and a door to the south.
- Peter_Archus
- Try to pull of the lids with your hatchet
- @DM
- Roll str
- Peter_Archus
- Roll(1d20)+3:
- 11,+3
- Total:14
- @DM
- You pull the lids off the coffins and fine two skeletons. In each of them is a human sized and shaped skeleton, except the heads look like a horse or sheep or something. They're both dressed in ancient but fancy clothes. The one on the right is holding a scepter of some sort with a small crown engraved int he top. There's some sort of hole at the bottom, too.
- Peter_Archus
- Pull out the skeleton while jumping side ways from the front of the coffin, you may have been living in the forest for a long time, but you have still seen enough movies to know what will happen if you just take the scepter
- @DM
- Which skeleton?
- Peter_Archus
- The one on the right
- @DM
- I mean, ok, you pull the skeleton out and it hits the ground.
- Peter_Archus
- Weird, no trap
- Welp you take the scepter and swing it around overhead
- @DM
- Yep, you have sceptor.
- Peter_Archus
- Attempt to shoot magical beams from the scepter
- @DM
- Nothing happens.
- Peter_Archus
- "Well that's disappointing, maybe it's actually a key" Oh well, just gonna check out the holes on the tombs
- @DM
- There were no holes mentioned.
- It's ont he scepter
- The bottom of the scepter
- Peter_Archus
- oh
- Go south then
- @DM
- To be continued tomorrow night.
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