| Hezrog Occorum |
The middle passage has very light but present drow traffic. The passage leads generally west, and there's something eating cave fishers that way. There's also a running water source. I suspect there is a decent possibility of an alternate way up if we do collapse this tunnel, though if it exists it would most likely be much more difficult to get an army through..
| Hezrog Occorum |
I was looking for tracks and see if there was any more drow traffic. There is some, but it is fairly light. Most likely just occasional scouting parties.
Herzog doesn't have much to offer this situation, other than tracking.
| Cindy Lu |
I do not want to meet a full force of drow in the caverns and an not sure we can spot their scouts before we are spotted ourselves. It may be best to try to ambush them as they come out of the cave and then fall back to reinforcements. Its crucial that our troops have a way to overcome their darkness ability too.
| GM Ascension |
Setting up just outside the cave to wait for reinforcements to arrive, night comes. To the north can be seen lanterns and torches - the army making its way in the dark to your location.
Athar offers to go and lead them to your position.
All has been silent, but an echoing inhuman shriek comes from within the caves. It only reaches your ears at a low volume.
| Cormick Egerton |
I am unsure where these noises are coming from and where we are in relation to this long chute we are trying to close.
Cormick has no desire to go wandering around in the cave systems looking for echoes of strange noises, but will join the group if they are all going. With his knowledge of caves, he knows that echoes can be misleading in the distance to the source when in caves and tunnels.
| Cindy Lu |
Aerin, I am curious too. But these enemy see better than we do in the dark and those caves are their natural home. Their scouts will likely see you well before you see them, if you see them at all. I recommend you do not go. Better to stick together though, so if you insist, I recommend we go together.
| Hezrog Occorum |
Hezrog says to the group:
I see no advantage in giving up our defensive position just to go back and get a closer look at an onrushing army. If the noise is something friendly, the drow have descended on them and by the time we arrive it will be far too late. If the noise is something unfriendly, which I find far more likely, we would be surely walking right into a trap. I plead that we stay here and help our allies shore their defenses on the surface where we are strong.
| GM Ascension |
Cormick, I placed everyone back outside the caves, assuming you'd want to sleep where the Roc could provide support if needed, and where at least the dim light of the moon provided a light source. So the hole and the various passages are several hundred feet in.
Aerin, light source or other means of seeing in the dark?
With Aerin standing a few feet into the cave while plans are discussed a second noise echoes forth from the mouth of the cavern. This is different than the first, a high pitched growl.
| Aerin Starsong |
Casting A Shield spell aerin will turn back toward the party taking her weapon out I know that sound. To arms we will be assaulted by hounds any seconds. she will move to a defensive position inside the corridor to block the path in order to prevent the creatures from assaulting Cindy, comrick and issa
| GM Ascension |
With a light source removing some of the darkness in the tunnel Aerin stands guard awaiting what comes.
At the far edge of the light two hound like creatures come into view. Spikes protrude from the creatures shoulders, and the bodies are hairless. Muscles rippling beneath dark patchy skin.
| GM Ascension |
As Cormick sends four orbs of light whirling down the cave the two beasts advance slowly, despite still being some 60' away both crouch as though ready to spring.
Init rolls from everyone.
Hounds are at 16
Will get a map up late tonight - though basically everyone is up on a fairly wide ridge next to the cave tunnel.
| GM Ascension |
Init Cormick: 1d20 + 2 ⇒ (17) + 2 = 19
Init Hezrog: 1d20 + 1 ⇒ (7) + 1 = 8
Cindy are you also flying up into the air? Or staying at ground level for now?
Cormick is up, then the hounds
The hounds are kuleni. A rare demon that not many know about, or know much about. They are hunters of the abyss, able to feed on the flesh of any creature. When the creatures feed they take on some of the attributes of the creature they have fed upon - enhanced strength or agility, or the ability to cast spells - or even other attributes.
They have standard demonic immunities and resistances.
Kuleni are seldom seen without a hunt master, or zingeli demon, but about such demons you know only that command kuleni.
And photobucket is down atm, so no map.
| GM Ascension |
Comrick delays.
A demonic looking figure appears behind Issa, roughly humanoid. Scales cover the body, and in its hands is a whip, a hunt master.
It lashes out with the whip against Issa, the leather wrapping around his legs and yanking him to the ground.
Trip attempt d20 + mods = 29
As the whip strikes one of the hounds vanishes, reappearing near Issa. It pounces on the downed human, claws and teeth tearing.
Attacks d20 + mods = 33, 23, 24. Damage d8 + mods + 2d6 + mods = 22. Grab attempt 10, failed.
The second hound remains crouched down, still waiting to spring.
Party is up.
| Aerin Starsong |
Round 1
Arcane pool: making weapon +3 (bypass Cold Iron)
Aerin will move up to attack the hound that got to issa fighting defensivly
PA Bladed Scarf: 1d20 + 14 - 2 - 4 ⇒ (20) + 14 - 2 - 4 = 281d6 + 12 ⇒ (2) + 12 = 14
Crit Conf PA Bladed Scarf: 1d20 + 14 - 2 - 4 ⇒ (3) + 14 - 2 - 4 = 111d6 + 12 ⇒ (1) + 12 = 13
Current AC 33
| Hezrog Occorum |
What is this sorcery!?
Hezrog quickly studies the huntsmaster before charging to L2 to attack.
If AoO,
AC26, CMD26
Else
Shield Slam: 1d20 + 18 ⇒ (2) + 18 = 20 / Damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16
And Bull Rush: 20
Aerin don't forget your fortune hex =)
| Cormick Egerton |
As I did not see any Kn checks yet.
Kn Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
Kn Dungeoneering: 1d20 + 7 ⇒ (2) + 7 = 9
Kn Local: 1d20 + 7 ⇒ (12) + 7 = 19
Kn Nature: 1d20 + 7 ⇒ (20) + 7 = 27
Kn Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Cormick steps forward with this rapier at the ready and cast vanish on Issa Al'Sadri.
5' Step to L5, cast vanish on Issa (up to 5rd duration)
| Issa Al'Sadri |
Issa asked Innulamane to attack his ennemies then he tries to cast fly on himself.
Concentration DD21: 1d20 + 11 ⇒ (8) + 11 = 19 but he failed.
Using Cormik invisibility, he stood up and made a 5ft. step towards the entrance.
| Innulamane |
At his master's order, Innulamane fly to attack the hound attacking Issa.
Claw: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Damages: 1d6 + 7 ⇒ (4) + 7 = 11
Grab: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Crit Confirm: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damages: 1d6 + 7 ⇒ (3) + 7 = 10
| GM Ascension |
With the hound knocked away, no need to cast defensively, so you get the fly spell off.
Aerin's scarf cuts into the creature as Innulamane drops from the sky, claws outstretched. The claws dig deep, tearing at muscles and tendon, and holding the creature fast.
The hunt master takes takes a step closer, its whip lashing out at Aerin and yanking her feet from beneath her. A second last from the whip targets Hezrog, but fails to connect.
Attack to trip Aerin, d20 + mods = 31. vs Hezrog, 13
Immediately the second hound appears nearby and pounces on Aerin.
Attacks 32, 16, 21. Damage d8 + mods = 7
The first hound twists in Innulamane's grip, teeth snapping and claws raking. Attacks 19, 15, 26. Damage d6 + mods = 8
Party is up