the BBE was very much his type...and the temptation was so very strong. To give in to that seductive voice...but a last minute jolt of reason snaps Hero from that spell, and strengthens his resolve.
Trek to the Caves (Over)
- Lirilei
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Trek to the Caves (Leg 3)
A Whole Campaign 3/5
the BBE was very much his type...and the temptation was so very strong. To give in to that seductive voice...but a last minute jolt of reason snaps Hero from that spell, and strengthens his resolve.
6. The Big Bad Evil Individual tries to lure you to their side.
the BBE was very much his type...and the temptation was so very strong. To give in to that seductive voice...but a last minute jolt of reason snaps Hero from that spell, and strengthens his resolve.
- Dice rolls
- [6] = 6
1d10: [6] = 6
Last edited by Lirilei on Sat Dec 16, 2023 3:51 pm, edited 1 time in total. word count: 55
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Trek to the Caves (Leg 3)
A Whole Campaign 4/5
A quiet little cabin with woods behind, and some farm land around, a few animals, the sound of warm laughter filling the air from inside the cabin. A small self sustaining farm that was perfect for him. Until it wasn't. Until it was all destroyed in an instant leaving him with nothing except heartache and ashes.
A scene from your life before you became an adventurer.
A quiet little cabin with woods behind, and some farm land around, a few animals, the sound of warm laughter filling the air from inside the cabin. A small self sustaining farm that was perfect for him. Until it wasn't. Until it was all destroyed in an instant leaving him with nothing except heartache and ashes.
- Dice rolls
- [1] = 1
1d10: [1] = 1
Last edited by Lirilei on Sat Dec 16, 2023 3:56 pm, edited 5 times in total. word count: 72
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Trek to the Caves (Leg 3)
A Whole Campaign 5/5
Of course it was an ambush. It was always an ambush. It was why he hated escort missions so much! And half the time it felt like the escortee was a double agent and just ugh. MEssy. Hero grumbled a little as he drew his weapon ready to fight and defend. He wasn't letting them fall here!
It's an ambush!
Of course it was an ambush. It was always an ambush. It was why he hated escort missions so much! And half the time it felt like the escortee was a double agent and just ugh. MEssy. Hero grumbled a little as he drew his weapon ready to fight and defend. He wasn't letting them fall here!
- Dice rolls
- [5] = 5
1d10: [5] = 5
word count: 67
- Astoria
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Trek to the Caves (Leg 3)
5/5
Shrine and the group were walking along and the path they were supposed to be taking seemed to be blocked off. After some discussions they went back and went down a different path, only to find that it was a dead end. Well, this wasn't ideal. After some discussions to go back and clear the other way they realized that the way behind them was now blocked by other individuals, it was a trap!..... Not again...... Thought Shrine as she prepared herself for the fight to come.It's an ambush!
- Dice rolls
- [5] = 5
1d10: [5] = 5
Last edited by Astoria on Mon Dec 18, 2023 11:09 am, edited 2 times in total. word count: 94
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
Roll for Stats
Result: 6+2+6 = 12 = +3 tickets
Total Tickets: 3 tickets
Math Rocks Go Click-Clack
Roll for Stats
Result: 6+2+6 = 12 = +3 tickets
Total Tickets: 3 tickets
- Dice rolls
- [6, 2, 6, 2] = 16
4d6: [6262] = 16
word count: 22
- doomsayer
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
Wild Magic Surge
Results: For rolling = +1, no special numbers
Total Tickets: 1 Ticket
Math Rocks Go Click-Clack
Wild Magic Surge
Results: For rolling = +1, no special numbers

Total Tickets: 1 Ticket
- Dice rolls
- [33, 19, 13, 76, 88] = 229
5d100: [3319137688] = 229
word count: 22
- doomsayer
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
I give the Help Action and Guidance
Results: For rollling - +1 Ticket, no special number (
)
Total Tickets: + 1 Ticket
Math Rocks Go Click-Clack
I give the Help Action and Guidance
Results: For rollling - +1 Ticket, no special number (

Total Tickets: + 1 Ticket
- Dice rolls
- [5, 14]+[2] = 21
2d20+d4: [514] + [2] = 21
word count: 27
- doomsayer
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Trek to the Caves (Leg 3)
A Whole Campaign
1/5
Now Smitty doesn't see very well in the dark, and he doesn't have very good sense of hearing, but what he lacks in perception, he has spades in curiosity. As everyone retires for the evening, Smitty makes his rounds at the edge of the light of the fire, keeping his eyes trained in the darkness and his ears listening for any strange sounds. After about an hour, he hears an ominous scraping. It isn't coming from inside the camp. With enough effort, he identifies that it is coming from the ruined rock wall nearby.
Unsure whether the scraping poses a danger to the party, he lights a torch on the embers of their bonfire and investigates. When he is close enough to see the surface of the wall, he shines a light upon it. Shivers run down his spine as he sees writing being carved into the wall by...nothing. It's like some sort of invisible creature is chiseling the lines on the wall. But he is equipped with a magic item that sees invisible creatures, so that doesn't make sense. When the carving is finished and the scraping is silenced, he holds his torch up high to see what was written.
In a voice that he borrowed from his childhood friend, he says out loud, "I can't read that."
1/5
The party, worn and tired from their trek and unexpected battle in the desert, decides to stop and set up camp in the shadow of a large ruined wall. Hopefully it can shield them from any desert wind or other environmental mishap that could happen while they rested. As is customary, the youngest of the party is assigned first watch--that falls to the young birdfolk paladin Smitty.4. Your party has set up camp for the night. What happens during your first watch.
Now Smitty doesn't see very well in the dark, and he doesn't have very good sense of hearing, but what he lacks in perception, he has spades in curiosity. As everyone retires for the evening, Smitty makes his rounds at the edge of the light of the fire, keeping his eyes trained in the darkness and his ears listening for any strange sounds. After about an hour, he hears an ominous scraping. It isn't coming from inside the camp. With enough effort, he identifies that it is coming from the ruined rock wall nearby.
Unsure whether the scraping poses a danger to the party, he lights a torch on the embers of their bonfire and investigates. When he is close enough to see the surface of the wall, he shines a light upon it. Shivers run down his spine as he sees writing being carved into the wall by...nothing. It's like some sort of invisible creature is chiseling the lines on the wall. But he is equipped with a magic item that sees invisible creatures, so that doesn't make sense. When the carving is finished and the scraping is silenced, he holds his torch up high to see what was written.
In a voice that he borrowed from his childhood friend, he says out loud, "I can't read that."
- Dice rolls
- [4] = 4
d10: [4] = 4
word count: 315
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Trek to the Caves (Leg 3)
A Whole Campaign
2/5 (incredibly ominous that I had to roll 3 times before I got any reult other than a 4)
"I am Dara, Chosen of The One Who Endures, and I would like to ask you all to accompany me to hell."
It is a journey frought with pain, challenge, victory, loss, acceptance, new found love, and--most importantly--the realization that Dara is in no way equipped to survive the perils of the nine hells.
2/5 (incredibly ominous that I had to roll 3 times before I got any reult other than a 4)
The little girl, no older than eight years old, in an immaculately clean white dress speaks with a maturity and confidence that is way beyond her years.9. It's an escort mission.
"I am Dara, Chosen of The One Who Endures, and I would like to ask you all to accompany me to hell."
It is a journey frought with pain, challenge, victory, loss, acceptance, new found love, and--most importantly--the realization that Dara is in no way equipped to survive the perils of the nine hells.
- Dice rolls
- [4] = 4
d6: [4] = 4 - [4] = 4
d10: [4] = 4 - [4] = 4
d10: [4] = 4 - [9] = 9
d10: [9] = 9
word count: 112
- doomsayer
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Trek to the Caves (Leg 3)
A Whole Campaign
3/5
The firs hour in, most of the party already saw them in the periphery. Slaver Dark Elves that overpwoer and capture their prey for profit. Using the telepathic connection established by the wizard before you started travelling, the whole party has been warned of their presence. Considering how heavily armed and experienced you all are, the consensus was to leave them be. But for the whole time you have been travelling, they have decided to tail you. The fighter and barbarian start stretching and keep limber while you walk, and the wizard and sorcerer can only rolls their eyes at the thought that such a small slaver contingent can take this party on and win.
Suddenly--although completely expected--Dark Elves come out of the shadows in the tunnels in front and behind them.
With absolutely no enthusiasm, the Cleric says out loud, "Oh no. It's an ambush."
The fight is over in seconds.
3/5
You've been trekking through the tunnels for nearly three hours now. It's all been quite easy considering this is the favored terrain of the ranger and that between them and the cleric, survival skills needed to be employed have been all trivial.5. It's an ambush!
The firs hour in, most of the party already saw them in the periphery. Slaver Dark Elves that overpwoer and capture their prey for profit. Using the telepathic connection established by the wizard before you started travelling, the whole party has been warned of their presence. Considering how heavily armed and experienced you all are, the consensus was to leave them be. But for the whole time you have been travelling, they have decided to tail you. The fighter and barbarian start stretching and keep limber while you walk, and the wizard and sorcerer can only rolls their eyes at the thought that such a small slaver contingent can take this party on and win.
Suddenly--although completely expected--Dark Elves come out of the shadows in the tunnels in front and behind them.
With absolutely no enthusiasm, the Cleric says out loud, "Oh no. It's an ambush."
The fight is over in seconds.
- Dice rolls
- [5] = 5
d10: [5] = 5
word count: 209
- doomsayer
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
Roll for Stats
Result: 4+3+2 = 9 = +3 tickets
Total Tickets: 3 tickets
Math Rocks Go Click-Clack
Roll for Stats
Result: 4+3+2 = 9 = +3 tickets
Total Tickets: 3 tickets
- Dice rolls
- [4, 3, 2, 2] = 11
4d6: [4322] = 11
word count: 22
- doomsayer
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
Wild Magic Surge
Results: For rolling = +1, no special numbers
Total Tickets: 1 Ticket
Math Rocks Go Click-Clack
Wild Magic Surge
Results: For rolling = +1, no special numbers

Total Tickets: 1 Ticket
- Dice rolls
- [61, 12, 100, 67, 2] = 242
5d100: [6112100672] = 242
word count: 22
- doomsayer
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Trek to the Caves (Leg 3)
Want More Tickets?
Math Rocks Go Click-Clack
I give the Help Action and Guidance
Results: For rollling - +1 Ticket, no special number (
)
Total Tickets: + 1 Ticket
Math Rocks Go Click-Clack
I give the Help Action and Guidance
Results: For rollling - +1 Ticket, no special number (

Total Tickets: + 1 Ticket
- Dice rolls
- [3, 17]+[3] = 23
2d20, d4: [317] + [3] = 23
word count: 27
- doomsayer
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Trek to the Caves (Leg 3)
A Whole Campaign
4/5
BOOM
Wooden shrapnel fills the air as the chest, unexamined but attempted to be opened by the barbarian, explodes. And now the room is filled with green smoke and half the party is puking out their last meal.
4/5
The Rogue is the first to speak as the light from the party's front torch reveals the presence of the chest. "Okay! Everyone knows the routine. Throw something at it, see if it responds. Check the area around it for traps, when we are sure that there are none in the area, we check it for traps, then we check if the locking mechanism is trapped. Wizard, let's take ten minutes for Detect Magic because I can't see that. Wait, Barbarian what are you--!"10. Okay so there's this big chest in the middle of an empty room. What do you do?
BOOM
Wooden shrapnel fills the air as the chest, unexamined but attempted to be opened by the barbarian, explodes. And now the room is filled with green smoke and half the party is puking out their last meal.
- Dice rolls
- [4] = 4
d10: [4] = 4 - [10] = 10
d10: [10] = 10
word count: 149