Darkness over Arglondar

Game Master Chingo Chaplo


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Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

"Hold on Koija!" The Giant bellows as he shoots the massive spear he wields at the beasts tentacle.
sunder?: 1d20 + 6 ⇒ (19) + 6 = 252d6 + 9 ⇒ (1, 3) + 9 = 13


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Thanks for taking care of me

Bhalur using the moment to his advantage as Magnes and Rhialla attacks Ykhtra slashes towards this hideous creature

Attack Ykthra: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Crit Confirmation: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Damage: 2d8 + 4 ⇒ (2, 2) + 4 = 8


Ykthra Fight - Round 2

Initiative Order: Rhialla(27), Koija(24), Kevroth(23), Bhalur(12), Ykthra(9, Magnes(6), Sabrik(4).

  • Rhialla attacks Ykthra with her longsword. She deals 2 damage to Ykthra. Ykthra Concentration: 1d20 + 8 ⇒ (7) + 8 = 15

  • Koija attempts to break the grapple. break grapple: 1d20 + 1 ⇒ (1) + 1 = 2

  • Kevroth fires his musket at Ykthra. He deals 5 damage to Ykthra.

  • Combat has ended.

    Damage Taken:
    Bhalur: 5 damage. (at 14 hp)
    Magnes: 5 damage.
    Rhialla: 1 damage.
    Koija: 12 damage.
    Ykthra: 61 damage. (dead)


  • Ykthra shrieks in pain. It releases its hold of the captives and starts swinging its tentacles wildly around. Then it falls down into its hole, its shriek echoing as it falls towards the bottom deep below.

    Morlocks, Agalar and Ykthra defeated! 733 XP each!


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    Rhialla's feathers of light glide her safely to the ground as they fade from her back; she moves intending to release the captives.

    "Are you conscious? We are here to rescue you, do you know if there are others and where they are?"


    Three of the captives are moaning and seems to be only semi-conscious. The fourth, a young man with hair as white as snow and a grey tint to his skin, struggles to answer you: "They.. are.. in holding cells... through.. other door.." With that he drops his head.


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Bhalur hearing this heads straight away to the place mentioned by young man motioning Kevroth to come with him


    You enter a hallway with a door leading north and a door leading west.


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Magnes swiftly walks over to the corpse of Agalar searching for keys
    "And let me say that fer' what we came to do this was far more work than I ever had interest in gettin' done fer such pay."
    assuming he finds keys.
    Rhialla, they'll likely need these." Magnes says as he tosses the keys underhand to the elf.
    "Now lets get these ones off these poles and in a more comfortable spot."


    Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

    Cat-Deer-Ninja! lol

    Kevroth reloads with ball and powder, following Bhalur after a few seconds.


    Magnes You find an iron ring with three keys.


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Unsure for a moment Bhalur decides to head through the northern door first and opens it


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    With that done Magnes starts improvising semi-comfortable spots to rest out of the upholstery. Then moving to help get the four individuals stuck to the poles down and to a safe spot.
    The Dhouvarr glancing at the gaping chasm in the middle of the room with trepidation whenever he passes it.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "Does that mean you will not be fulfilling your end of the deal you made with the nobleman? Agalar mentioned the two had true feelings for one another."


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Magnes sighs and looks up at the elf "Look I'm gonna save that until we have all this sorted. There's townsfolk to rescue, byzantine villain plots to unravel and very likely parties in our honor on the horizon. Not saying that all this happening stops what I already said would occur were we to just drop the job happening as well. Save it" The Dhouvarr responds with a grunt of effort as he begins moving one of the captives.
    "Now go take those keys to the others, I've no doubt they will need them to open the cells. Though If yer' so worried of my rogue-ish tendencies showing up now I can always do it and you can help these ones off the poles." The Dwarf says, more amused then offended.
    Bet I'd look grant wit' an eyepatch. Perhaps tha' riverboat captain might have one. Migh' be able to buy it on the way back.


    Bhalur and Kevroth you open the door to a room which appears to be Agalar's chamber. There is a bed, a desk, a chair, bookshelves, a large cabinet and a chest. A green book lies on the desk.


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Taking a quick look around and seeing as it is not so important at that moment Bhalur turns around and heads to the door leading west


    You enter a large room with six cells. Eight people are in the cells. They look like they are in a bad condition. "Help us!" a man calls out from one of the cells. "Please free us."


    Map


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Rushing near the cells and speaking in an assuring voice Do not worry. Help has arrived and you will all be fine. Please wait just a moment as I will go retrieve the keyes and come back. Worried about their conditions Bhalur attempt to quickly determine their condition as he turns around towards Kevroth Kevroth, could you please go retrieve the keyes. Either they are with Agalar or in his room but I will stay here to assure these people of things getting better

    Heal (condition?): 1d20 ⇒ 13 or +9 for perception


    Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

    Kevroth nods and turns from the room. It being closer, Kevroth returns to Agalar's room to search for the keys.

    Perception: 1d20 + 10 ⇒ (2) + 10 = 12.

    Wow. Do I find the Agalar's room at least? Glad I wasn't shooting right then. ;)


    You fail to find the keys.

    Rhialla is going to deliver the keys to you any minute now :)


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Magnes shrugs on hearing I assume Kevroth rummaging through shelves and bookcases in the next room.
    "Oi, if yer lookin' fer tha' keys they are right over here"


    Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

    "Ah. Yes. Thank you Magnes." Kevroth takes the keys from Magnes and returns to the prison.

    -Posted with Wayfinder


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
    Chingo Chaplo wrote:

    You fail to find the keys.

    Rhialla is going to deliver the keys to you any minute now :)

    Im missing something... >.<... Edit: Oh the keys! I hand them off to Kev of course.

    Rhialla directs the prisoners from the cells to a central location as the others search the place for anything useful. "Try to stick together, we can only protect you all if you are together, stay calm, and listen to us, please. Do any of you know if there are more of your neighbors down that way?" Rhialla asks pointing in the direction the party has not explored yet.

    "Be patient, this is almost over. Lady Larafae saw us here to save you from the false White Walker and the false priest and we will make sure you are returned home to your village. If any of you are severely injured I can lend minor aid, please help your neighbors if they need assistance."

    Control the freed townspeople (Diplomacy): 1d20 + 13 ⇒ (9) + 13 = 22

    As Rhialla addresses the townspeople she goes to each one to appraise their physical state, and reassure their safety. Once they are all calmer and more organized she will detect evil to see if anyone in the group might be of concern.

    When the others in the group are prepared to talk, "There is more catacomb down that way we have not explored, but I do not think it wise to look for trouble with the villagers. I will stay with them if you all want to explore further on, but we should head back soon."


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
    Chingo Chaplo wrote:
    Bhalur and Kevroth you open the door to a room which appears to be Agalar's chamber. There is a bed, a desk, a chair, bookshelves, a large cabinet and a chest. A green book lies on the desk.

    Don't forget the cabinet the bookshelves and the chest


    Vitals:
    HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
    Male Ikaiji Arcanist 2
    Abilities:
    Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
    Skills:
    Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

    When Ykthra was in its death throes, Koija was released from its clutches. Koija fell to the ground weakened from using a great amount of his energy and the injuries caused by the fell beast.

    He slowly gathered himself and strained himself to use some of his remaining energy to heal his wounds.
    Fortitude check for casting DC 16: 1d20 + 3 ⇒ (18) + 3 = 21
    Casting time: 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4
    casting Myst Healing to get back to 16 HP.

    As the Myst healed his wounds, Koija stood leaning on his hanbo and visibly shaking from his exhaustion.
    "Myrshalar I thank you for guiding the Myst around me."

    Koija then turned to the others.
    "I am glad you were still able to deal with the creature fast, I would not have lasted much longer in its grasp. I desperately need some rest, if it would not be to much trouble?"


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    @Rhialla Bhalur was actually already doing all that but its fine. I guess we both maybe did it together etc but just for your information. With the stuff in the other rooms Bhalur is not so interested so I guess Kevroth, Sabrik and Koiji want to loot them as we are busy

    Bhalur nodding as Rhialla comes and helps him with the villagers. Helping Rhialla with addressing and assuring of the well-being freed villagers Bhalurs offers from his rations to the hungry ones

    -8 Rations, Combat

    Grand Lodge

    Male
    saves and attack:
    Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
    Bhakiri
    Stats::
    Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
    samurai(beast rider) 3
    mount:
    horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

    sabrik begins looting, looking mainly for anything worth selling or using. he ignores any small peaces, such as rings or necklaces.


    Rhialla The prisoners do not know what is down the unexplored tunnel. You sense no evil with detect evil.


    Loot:

  • 323 Derims, 166 Thalen, 860 Drakes
  • Agalar's Grimoir
  • Masterwork Dagger (302 gp)

    Wands:

    Wand of Touch of Fatigue (375 gp)
    Wand of Sleep (750 gp)

    Gems:

    Citrine (60 gp)
    Zircon (55 gp)
    Lapis Lazuli (8 gp)
    Aquamarine (400 gp)
    Ivory (50 gp)
    Peridot (60 gp)
    Total Worth: 633 Derims

    Potions and Scrolls:

    Potion of Reduce Person (50 gp)
    Potion of Pass without Trace (50 gp)
    Scroll of Shadow Weapon (25 gp)
    Scroll of Mount (25 gp)

    Agalar's Grimoir:

    2nd-level spells
    Alter Self
    Bull's Strength

    1st-level spells
    Charm Person
    Hypnotism
    Protection from Good
    Ray of Enfeeblement
    Mage Armor


  • Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

    Given that the captives are being helped by people more skilled in dealing with people, Kevroth goes to stand guard on the approach from the other tunnel.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    With the place cleared out, and no one wishing to press on, Rhialla begins leading the 12 townspeople back towards the entrance, and back toward Dhalkalar. At the bridge she ensures only one person is crossing at a time to be safe.


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Koija:

    "Aye tha' thing looked ta have a nasty handshake, Glad it didn' try ta greet me." Then magnes glances to the townsfolk captives
    [b]"Should probly get these ones home as well, walk with em an' the rest of us'll keep ya safe."

    Magnes frowns and glances down the unexplored tunnel "Seems convenient such a figure in town would never be seen leavin'... Secret tunnel up to the mountains perhaps?" The dwarf mutters before turning and following his allies.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
    Magnes Coalbrow wrote:

    ** spoiler omitted **

    Magnes frowns and glances down the unexplored tunnel "Seems convenient such a figure in town would never be seen leavin'... Secret tunnel up to the mountains perhaps?" The dwarf mutters before turning and following his allies.

    "We can double back perhaps when these people are safe. Make sure we did not miss anything." Rhialla proposes the idea to Magnes.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "Maybe after a night's rest, I can only imagine what time of night it is right now."

    Grand Lodge

    Male
    saves and attack:
    Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
    Bhakiri
    Stats::
    Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
    samurai(beast rider) 3
    mount:
    horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

    down here? No, I'm not going to come back, treasure or not. I don't belong beneath the earth


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    I do not know. It would be better that we find it out now immediately instead later Sabrik. Then we definetely do not have to come back later or at least hire someone to block these tunnels in case there would be something Bhalur speaks as he looks at the people

    And this hole as he watches where Ykhtra was and did fall down I would like to shutdown this whole hellhole if possible. I could move through this tunnel fast enough alone or with help. Nothing else then resonnaince I would say. If there happens to be problems then just retreat back as fast as we can


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Way I see it travelling down the mountain path with a bunch of injured and weary people along for the ride is a fairly terrible idea. I'd say this, split our group. A few stay here to keep everyone safe and the rest head down the unknown path to see if it leads back to town.
    Koija can stay here and recover his magic and I'll keep an eye on everyone along with anyone else who wants to stay. I can seal the doors with a bit of trickery. Can't do much about the gaping hole in the ground though. Jus' close the doors an' hope mostly."


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    Rhialla nods, "Alright, I will go and look, if there is anyone injured it will be best if I am there." Rhialla heals Bhalur and Magnes before heading out to explore.

    Lay on hands >Bhalur: 1d6 ⇒ 1
    Lay on hands >Bhalur: 1d6 ⇒ 6
    Lay on hands >Magnes: 1d6 ⇒ 5


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Rhialla healing Bhalur, Bhalur feels as his body is energizing and getting from flexible as the aching of muscles and small pains disappears. Smiling at Rhialla and touching her shoulder as he squeeses it Thank you Rhialla

    Turning around and heading to the tunnel while leading the way with Rhialla. Before disappearing Bhalur asks Kevroth and Sabrik Kevroth, want to join us? Sabrik will most likely want to stay here with Magnes and people


    Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

    By way of answer, Kevroth slips out behind Rhialla.

    -Posted with Wayfinder


    You walk down the tunnel which slopes down for at least a hundred feet before it reaches a large cavern with two tunnels. One heads west and doesn't slope. The other one heads south and slopes downwards.


    map


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    Rhialla motions with a hand wave to head west at the fork as she presses on.


    West. Right you are :)


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    I am unsure what to make of this for now. Seems like the south one keeps leading down... maybe even all the way deeper to the Darkenkeep and who knows what lies there. I do suggest that we search west one first and then south? If we are still going to continue our journey for a while, I would say we head back and then come back here later when we all are healed Bhalur ponders his thoughs loud

    damn ninjas ;P


    40 feet down the tunnel you reach a cavern with three tunnels besides the one you entered from. They are smaller than the tunnels you've been traveling in so far. One heads northwest, one heads southwest, and one heads southeast.

    map


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "Stay to the right." Rhialla says pressing on.


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Magnes chats with the captives. Koija I think you are there resting unless otherwise stated.

    Shepherd of the lost flock:

    Magnes on the other hand will produce a flask of liquor pour it into a cup and look to the group of unhappy townsfolk.
    "Know this isn't exactly the way you want to spend you day but if my allies can find a safer route back to town then the waiting is worth it." The Dwarf states as he looks to the white haired humanoid in the group
    "As y mighta' heard I've business to discuss with you, trouble come sin waves after all. We can try to get that outa' tha way now if ya'd like or it can wait til we are back in town. Names Magnes by the by. Drink?"
    The Dhouvarr offers, first to the white haired man and then to any of the others conscious and in need of spirits to forget the events of their day.

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