DM VoV - Throne of Night - Explorer's Adventure Path (Inactive)

Game Master Mark Sweetman

Tunnel Map


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Minor Crab-beast

Continuing onwards through the dark tunnels you settle in for an extended trudge. Following the main passageway roughly north and east once you rejoin it hours pass where the only variation is whether your left or right foot is thrown forwards.

As you trudge, there are a couple of minor offshoot passages that you pass. One leads Eastwards and the other more Westerly. There is little to the passages that might recommend one direction o'er another.

Main tunnel trudge, or offshoot?


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"Any of these branches look interesting to the rest of you? I suppose my vote would be to keep the main path."


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"I don't know...we risk getting cut off, if there are enemies down the branches. The other possibility is that there are potential allies who prefer to keep hidden off the beaten path--the deep gnomes can be like that. Too, the more we can learn about this place, the better off we'll be in the long run. I'd prefer to reconnoiter at least a little ways down each of the branches."


Minor Crab-beast

The offshoot of the tunnel leading East is predominately disused and you cannot see any tracks or markings that suggest inhabitance.

The offshoot to the West is also far from well travelled, though there are some older foot trails and a light smoothing of the tunnel's floor that suggests it connects to something upon the other side.

The main bore of the tunnel has the stronger indications that it is more heavily travelled though.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"All right then. Let's try the offshoot to the west. We can make sure it isn't currently inhabited and then continue down the main tunnel. Sound like a plan?"


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde nods. "Agreed."


Minor Crab-beast

Moving into the Western tunnel you continue for a good mile or more and note no real change.

The side tunnel doesn't appear to be used with any regularity - but you suspect it will connect back up to another tunnel elsewhere.
For clarity you've gone a bit south and a lot east then a bit further north from when you entered this 'level' of the underworld - so you suspect this offshoot may connect up with the rest of the tunnel system at an area that you could've reached by taking alternate directions prior.
I'll try to get up a mudmap sometime tonight to help cut through the massive confusion.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym follows, his axe ready for more slugs.

"Anybody else getting turned around in here? We should start making a map maybe."


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"I like to think my direction sense is very good, but I have to admit that these tunnels are quite confusing, seeming to double back, almost like they are all running into each other. Mapping is a wonderful idea."


Minor Crab-beast

Map thus far

A - where you came down
E - dead end with the writing
D - slug lair
The side tunnel you're investigating at the moment is the one going North out of hex 0620


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

I say we continue to head north east following the main path, but I'm fine with any direction someone feels stronger about.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

I'll second that game plan.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Could you put the map link in the Campaign header? It'd make life easier for us. Also, what's the scale?

"I agree. This branch isn't that well-traveled. Let's get back to the way east."


Minor Crab-beast

Will update into the Campaign header a bit later once more is revealed. FYI each hex is meant to be 8 miles across, but I've been fairly fast and loose with respect to actual travel time, etc.

You travel back to the main tunnel and continue on for another half a day before making a discovery. Lying in the middle of the tunnel is the decomposing corpse of a surface human. Cautiously looking for foes you find no reason for immediate caution and move forward to where the body lies.

It has been dead at least a few days, flesh slowly rotting and being consumed by maggots. There is no steel left upon the corpse, just the remnants of travelling clothes. The skull of the human is smashed and broken.

Heal DC 15 or Knowledge Nature DC 20:
A closer inspection of the head shows that there is a distinct lack of brain tissue. And more troublingly the fragments of remaining skull seem to indicate that something bored it's way into the human's skull.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"I wonder how a surface dweller made it all the way down here? Without the ability to see in the dark, he'd have had to have some help, or something brought him down here."


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Heal Untrained DC 15: 1d20 + 3 ⇒ (11) + 3 = 14

"Probably had torches, or some other light source. Still, if he's been killed and stripped we should be quiet and do some looking around. Or move through this area quickly."


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

This is a good time to burn Hilde's daily Lore Master take 20, I think.

Hilde gives the body a close examination. As she probes at the damaged skull, she blanches. "That's a little disturbing. It looks like something bored into his head and ate his brain."

Generic Knowledge check to see if Hilde knows of anything that might feed this way: 1d20 ⇒ 14

Add +14 if Knowledge (Arcana), add +9 for all other Knowledge skills.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"Quite a mystery. Here, give me a couple minutes and I'll take a closer look at him." As Stáli rolls the man's head to the side, he recoils reflexively. "Oh, this is strange and not good at all. Look here. Something has bored into the skull and it looks like his brain has been eaten or removed."
Heal (untrained): 1d20 + 3 ⇒ (18) + 3 = 21


Minor Crab-beast

Dungeoneering is the applicable

Hilde:
You have heard legends of some creatures that take bodies as hosts... burrowing into the skull and parading the dead one as a marionette. Companions do not suspect the death as the words and actions are unchanged, until one day the parasite changes hosts and the previous is discarded as a worthless husk.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"There are ancient tales of body thieves--aberrations that can burrow into a victim's skull and control the cored body like a puppet. They can mimic the victim well enough to pass unsuspected for a time, and when the thief moves on the previous body is discarded...rather like this one. I had thought them legends, as this is the first proof I've ever seen or heard of." She hastens to sketch the head wounds and jot down some notes for later reference.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"So now the real question. Where is the new body?"


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde smiles. "How good are you tracking?"


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"At that I'm a fair hand. Let me look."

Padrym will scan the area in order to find any tracks leading away from the corpse.

Survival (Tracking): 1d20 + 15 ⇒ (1) + 15 = 16

That's...awesome.


Minor Crab-beast

Though Padrym's initial attempt at tracking is somewhat comical as he accidentally picks up the tracks of five dwarves who have recently passed through the tunnel... he is redeemed by the simple fact that there are only two directions. Since you haven't passed anyone - if there is anyone else still walking then they would by rights have to be before you.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"I guess keeping in the same direction is really our only choice."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"Forward it is then. Sounds like we should expect more trouble ahead once we catch up with it."


Minor Crab-beast

Not too long after leaving the spot where the body had fallen, Padrym's eyes improve and he is able to discern several tracks. A group of roughly four to six humans (or near enough to their gait) travelled to where the body fell... but they seem to have doubled back upon their own trail. By the distance between prints and the shuffling cadence you'd wager that they are half-stumbling in the dark and not all of the company can view through the darkness with the same ease that you can.

They appear to be a couple of days ahead of you, but you wager that you'd be able to catch them if you hustle forwards at pace.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

When Padrym fills the group in on his findings, Agna addresses the others. "If those humans are down here without a light source, they need our help. They will be picked off by most of the creatures down here. I say we pick up our pace, and try to save them, if possible."


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"That's assuming that they aren't these body thieves. We should still try to catch up with them, though." Hilde stifles a smile. "It'll be good to be able to actually catch up with a longshanks."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"Yes, that would have been quite the accomplishment back on the surface. We do seem to have the advantage now that we're down in our homeland once again. Let's go, but warily."


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"Agreed, we should catch them up, but I don't think we can assume anything down here is helpless or friendly until they prove otherwise."


Minor Crab-beast

Hustling down the tunnel as you track, you urge what speed you can from your legs without o'ertaxing them and seek to make up the distance. A full day in pursuit follows before the tunnel hits a T-junction. Coming upon it from the South - the tunnel branches to the West and East. Looking upon the tracks you see that they continue along the Eastern arc of tunnel.

Survival DC 20:
Though most of the tracks go East, there is a single set of stumbling tracks that doubled back and took the Western arm of the passage.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli looks at the branch of the tunnels, "Well here's a quandary. Which way do you all think they went?"
Survival (untrained): 1d20 + 3 ⇒ (1) + 3 = 4


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Survival Untrained 1d20 + 1 ⇒ (9) + 1 = 10


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym looks at the tracks and shrugs.

"They went East."

Survival (Tracking): 1d20 + 15 ⇒ (11) + 15 = 26

"Except for this one. Someone doubled back and went West. Stumbling."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"I think we keep moving east then. See no reason to change the plan to follow them now."


Minor Crab-beast

Confirmation on heading towards the main pack to the East and not the lone one to the West?


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Knew I'd forgotten a post....

Hilde shakes her head. "This may be a stretch, but what if there was more than one of these body thieves inhabiting human bodies, and one of the ones who wasn't taken got away from them? Let's go after the singleton--it isn't moving very fast, so we should be able to catch up with it, find out what it knows, and then follow the others." She pauses, struck by a thought. "Or maybe that one is the body thief, and it killed the others and fled, looking for someone else to take. In that case, we'd better find it before it gets to a large settlement."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli stops and considers for a moment. "Mmm. Hadn't considered that. I suppose that is a good course of action just in case that is what has happened. West it is."


Minor Crab-beast

Diverging from the Eastern path to track the lone creature to the west, it takes another hour of hustling before your darkvision betrays a slumped prone figure roughly 90ft before you. It is a human in rags... and it is not moving.

Please give me a single Perception check in your next post as well


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"Either way is fine with me. Heading west is fine. Hopefully we will get there in time to save at least one surface dweller."


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

I'll leave the Perception check to Padrym.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"Looks like our quarry may have passed on. We'd better approach cautiously though after what you said about these body thieves."
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Guess I should have waited for Padrym too!


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Perception: 1d20 + 12 ⇒ (10) + 12 = 22

My posting will be difficult this week, I'm in Boston training for my new job.

Padrym stares at the body and the surrounding area.


Minor Crab-beast

Moving forward nearer to the body you are able to see that it is dead, and the skull has been torn open and the brain missing as with the one you found earlier. Padrym picks up on a few tiny clawprints in blood near to the corpse but there is no sign of which direction the creature went or sign of it nearby.

The corpse itself is in the early stages of decomposition, though its tracks are fresh... you wager that it was dead before stopped moving... perhaps walking only as a marionette and it's movements suffering through gradual decay.

Double back and towards the living? - or otherwise?


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"That's disturbing. Unless any of you have a way to follow the body thief, we'd better go find the others before something else does. If they're alive, maybe they can tell us something about this one."

Is there anything on the body in the way of equipment? How about signs of damage before death, things like shackle marks that might indicate that this person had been imprisoned?


Minor Crab-beast

Taking a closer look at the body Hilde can see some old scarring at the ankles that suggests some time in suffrage. There are not any possessions on the corpse though... apart from some scraggy rags for clothes.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"These body thieves are a problem. We all need to stick together..."


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"Aye, and we need a code word, unless these beasties can steal our memories?"


Minor Crab-beast

Based on the previous knowledge check you know that the creatures can steal enough of a mind to mimic their chosen marionette well enough that many could not tell the difference... but not specifically whether detailed thoughts are plundered as well.

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