Finding The Fall: Moral Decay in Taldor (Inactive)

Game Master Molech

A few goodly adventurers in the Duchy of Mulcrow in Taldor, though they begin their tale fighting for justice, benevolence, righteousness and tolerance, are doomed to become tainted and jaded through their ambitious adventures, only to tragically find that they have Fallen from grace into depravity, nefariousness, and villainy.


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CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Despite knowing that she has little chance of succeeding Terra takes a look at the tracks to see what she can determine.

survival: 1d20 + 4 ⇒ (7) + 4 = 11


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

I see that the GM has skill focus making a subtle point. :D

Aliesah and cutie check the tracks

survival: 1d20 + 6 ⇒ (3) + 6 = 9 track, aid cutie

survival cutie: 1d20 + 14 ⇒ (9) + 14 = 23 track


After sniffing around the tracks, Cutie paws on the ground briefly in communication and holds its head up high in supreme confidence, then looks at the opening of the cave, with almost an "asking-permission" expression.

Of course, sniffing around the area, Cutie is careful to be as quiet as possible after Aliesah has given the command for stealth.
Not that the rhino-babe is all that quiet (stealth): 13 = 13

50 yards away, hearing the rhino shuffle around the cave, startled birds take to flight.


Whether or not the Xvarts have posted any guards inside the entrance, you do not yet know.

Perception rolls just in case:
If there's one guard I'm only using the first roll; if there are five I'm using the first five, or if there are none, well, then this is a trick ;)
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (11) + 6 = 17


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"Do we want to attract attention?" Gregary asks while Cutie paws his way around the area.

"Raggo can make some serious noise, you know." He raises an eyebrow.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

"We do have a good location to draw them out to, it should be fairly easy to deal with them in smaller numbers. Of course that assumes they are dumb enough to come out here that way." She remains in her place with her whip at the ready should an enemy come out of the cave.


As Terra and Aliesah are surveying the Xvart tracks they can listen inside the cave in case they hear anything. Perception

DM Info:
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

As Terra examines the tracks she also takes a second to listen at the cave entrance.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


Terra easily hears a muffled voice from deep inside the cave mouth, although it is of a different language or accent than that of the Xvarts from last night's failed attack.
Further, she thinks she can just hear a bit more shuffling from a small but indeterminate number of other creatures.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Moving back to the others she says, "There are voices down there, I can't make them out but they aren't the same as the xvarts. There are also several other smaller creatures which I would imagine are the remaining xvarts. If I had to guess we have our little slavers and their captives down there. I also doubt they'll be coming out anytime soon."


Terra's remark about them not coming can be juxtaposed with the superficial observation that the caves seem small from out here (The mouth is barely wide enough for a Large creature to squeeze through.) and Xvarts are Small themselves. Additionally, Xvarts aren't exactly diurnal so they may be more likely to stick with underground activities during daylight. (Several other considerations, on both sides, are applicable though they have more to do with tactics, common sense and other such metagame elements.) I for one would love to see a brilliant plan implemented to coax the creatures out of their holes so you could lustily butcher them, but it'd have to be a pretty clever plan....


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

"Smoke them out?" Wulfrun almost states more than asks. "With a well enough fire the smoke and ventilation will force them to address us or suffocate for lack of trying.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"We'd need to build it inside the cave itself, but if we're willing to risk the danger I'm okay with using smoke." Gregary wraps his face up in consternation. "There is a problem, though - they have kobold slaves. If we smoke them out we may suffocate the creatures."


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Terra replies, "Yes, they might all be kobolds, but it's also likely the missing people are down there as well. Smoking the xvarts out could well end in the deaths of all of the the slaves, kobold and human alike." She thinks a moment, "Maybe a better way would be to give them bait to lure them out to us. They seem to be after slaves so maybe some of us making ourselves seem 'easy' targets would work."


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

How about we just go in? Aliesah moves a bit to the cave, cutie beside her.
Keep an eye out for traps and she starts to walk to the cave opening.


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

Raggo looks around, looks at Aliesah, and then follows her. "I like you."


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

"There is not room enough for me let alone our number in that opening, but you are welcome to check it out." she says to no one in particular.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"I'm for luring them out somehow if we can. Even if only some of the xvarts emerge we'll be breaking up their forces into smaller numbers, and we have the advantage out here. We'll be able to determine our positioning at will, also." says Gregary. "Scouts are welcome, of course, to go in - I have no experience at being quiet so I'll stay out here."

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

"I too am not the most quiet, but I will cover you from here."


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Aliesah moves up to the entrance, biding cutie to stand for the moment.
She carefully looks inside the cave, an arrow notched in her bow.

stealth: 1d20 + 7 ⇒ (8) + 7 = 15

perception: 1d20 + 11 ⇒ (17) + 11 = 28


Aliesah sees the pitch of blackness just beyond the edge of light coming through the canopy of trees and various vines & shrubs.

The mouth of the cave looks as if it extends 20 or so feet in without widening; medium creatures can be "hunched over" upon entering. The daytime light, such as it is, barely reveals what looks to be a drop-off just past the 20-or-so-feet mouth. The sounds heard earlier came from down there. The hole at the edge (drop-off) looks to be about the same width as the mouth of the cave (medium creature can "hunch over" / large creature can squeeze).

Survival DC 14:
The mouth of the "cave" and tunnel beyond look like, though they may originally have been naturally occurring, have been manipulated with nature magic to their current size & shape. ... Vines & such growing inside, as well as leaf litter & various guano suggest no ground-changing magics on that kind of scale have happened here in a long, long time.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

survival: 1d20 + 4 ⇒ (1) + 4 = 5


Does Aliesah enter the cave and move in the twenty feet to the drop-off?

What kind of light source does she have? The cave has Low Light conditions for the first fifteen or so feet; the last couple feet before the drop-off is pretty dark.

If Aliesah moves in, who all is at the mouth of the cave and who all is forty feet away (or whatever)?

Feel free to discuss options...


Tucker the Kobold
Xvart slave
.
.
.

Spoiler:
Heeheehee. This should be fun.

*Brownie points if you know about the Kobold named, er, "Tucker."


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

tucker's kobolds were a tribe of kobolds that through planning, traps, intelligent use of their dungeon home and sheer terrifying tenacity in combat drove parties away. First mention I ever saw was in a dragon magazine.

Aliesah picks up a stone and casts light on it. Then she throughs it in the room. Then she waits to see if there is a reaction.


No reaction to the extra light -- there is now regular light conditions in this 20' cave/tunnel and you can assume 15' of Low Light conditions going into the drop-off at the end of the 20' cave/tunnel.

No more need for Stealth attempts.


Cayosin stands at the mouth of the cave adjacent to Cutie, ready to enter when asked or to run in and attack if need be.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Terra would be staying back a ways from the entrance, she wants to make sure she has space enough that nothing can easily rush out of the entrance at her. I'd go with around thirty feet back from the entrance.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Aliesah advances slowly to the drop off. A whistle and gesture brings cutie to her, five feet behind and to the right side.

perception: 1d20 + 11 ⇒ (7) + 11 = 18


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

rage stands ten feet in front of terra far enough away as to not make too much noise. His location also gives terra some cover and an opening to charge if necessary.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Aerodus sits his horse, a small frown painting his face as he watched Aliesah advance. 'May the gods go with you you brave and deadly woman!'


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

you know, if we are facing tucker's kobolds, this is about to go horribly wrong. :)


Aliesah Leafborn wrote:
you know, if we are facing tucker's kobolds, this is about to go horribly wrong. :)

.

....And on that note--

.

Looking carefully ahead of her as she advances, Aliesah almost, almost, notices a slight trip-wire about five feet before the drop-off. She does, however, easily hear an immediate rumbling behind and above her and even sees how the trip-wire was carefully crafted to enter a diminutive hole in the bottom of the rock-wall where it secured the device holding aloft some boulders nearer the mouth of the cave.

The trip-wire having been tripped, the boulders now collapse.

So now,...
Five feet into the mouth of the cave, boulders fill the "square" -- it will take a "strong" character one Full Round Action to clear the area enough for it to be rough terrain for a 5-foot-step.

Cutie must attempt a REF Save DC: 21 against the boulders or take full bludgeoning damage instead of half.
3d6 + 3 ⇒ (1, 5, 3) + 3 = 12

Cutie and Aliesah are on the inside of the boulder-fall; everyone else is outside the cave, a pile of boulders between them and their two allies.

Roll Initiative

.
.
.
...The cave is not nearly wide enough to be "on the right side" of Aliesah, only directly behind her.


Cayosin
.
.
.
Initiative: 1d20 + 8 ⇒ (5) + 8 = 13

I can jump in the cave mouth quickly and start moving those boulders out of the way if you guys get ready to run past me and see if Aliesah & Cutie need help!


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Reacting faster than Cayosin Raggo runs forward and begins clearing the rocks.
Would raging speed it up? It makes me large.


Large creatures must squeeze through the cave-mouth. It would not be good.
Note that it is a Full Round Action to clear the Boulders to make it merely Rough Terrain.

Let's get all Initiatives to see who goes first but yeah, you & Cayosin are the most obvious choices to clear the rubble. (Of course, since I'm running Cayosin right now it may be good for his PC to do stuff like this.)


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Init: 1d20 + 2 ⇒ (8) + 2 = 10


Monster Initiatives:
.
.
.

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 4 ⇒ (15) + 4 = 19

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Initiative-1d20 + 1 ⇒ (8) + 1 = 9

Aerodus dashes towards the hole, dismounting fluidly at the entrance, his hands beginning to glow with a golden light. He reaches up as he walks towards the hole, and begins to run his hands down over his face and hair. As his hands caress down over his face his body begins to shrink and change, giving out a bright golden light. As he stops before the entrance the light explodes in a flash, and standing where the tall Aasimar stood just moments before, was a light bleached Gnome-esq creature, with long flowing white hair, and a distinct lack of wings.

"Let's go save our Hunter." he muttered, as he drew his Greatsword, now sized for a much shorter person.

Cast Alter Self to become a Svirfneblin and draw my Greatsword as part of my move. (I just had him do it after the spell happened for fluff reasons, not mechanical)

Effects:

Alter Self 4 minutes = 40 Rounds.
Rounds Remaining 39


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Gasping in horror, Terra thinks to herself, Oh my goddess, can she have survived that? Knowing she's not of much help in moving the rocks, Terra waits for the passage to be open and moves forward to enter with the rest of the group to reach Aliesha.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

Gregary stays outside of the cavern for now, waiting for the rubble to be cleared before he rushes in to help. He casts dancing lights and directs two of the lights to rush in to the head of the cave, to aid in sight for his human allies.


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.
DM Ray wrote:

Large creatures must squeeze through the cave-mouth. It would not be good.

Note that it is a Full Round Action to clear the Boulders to make it merely Rough Terrain.

Let's get all Initiatives to see who goes first but yeah, you & Cayosin are the most obvious choices to clear the rubble. (Of course, since I'm running Cayosin right now it may be good for his PC to do stuff like this.)

Ok, Raggo will assist in moving the rocks until he is able to get through.


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

initiative: 1d20 + 2 ⇒ (12) + 2 = 14 Wulfrun is hardly aware of what's happened, but perks up to attention when the cloud of earth and dust spews from the mouth of the cave.


Initiative Order:

.
.
.

Unknown Enemy(ies) 23.6
Unknown Enemy(ies) 19.4
Raggo of Gorum 19.1
Unknown Enemy(ies) 17.7
Wulfrun Taverner 14.2
Cayosin 13.8
Unknown Enemy(ies) 12.5
Terra Minora 10.2
Aerodus Aluain 9.1
Gregary, Lord Crowley IV 8.4

Aliesah Leafborn (tbd)
Cutie (tbd)


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

oops!

initiative: 1d20 + 6 ⇒ (5) + 6 = 11


Arsinoitherium - Animal HD6 Hp 66/66 AC 25 TAC 10 FFAC 25 Fort +6, Ref +5, Will +2 // Perception +1

reflex: 1d20 + 5 ⇒ (8) + 5 = 13

initiative: 1d20 + 1 ⇒ (16) + 1 = 17


Cutie takes the full brunt of the falling rocks!

From below her, Aliesah Leafborn can hear what sounds like arcane casting but there is no way to discern what is being magicked. Beyond that she only hears the dust and debris settling from the trap.

It is Raggo's turn. He can move into the narrow cave mouth and begin hauling out small boulders or get Ready to move in and help Aliesah, letting Cayosin move in to get the boulders (or something else, of course).


Rd 1:

.
.
.

Unknown Enemy(ies) 23.6 (unknown)
Unknown Enemy(ies) 19.4 (unknown)
Raggo of Gorum 19.1
Unknown Enemy(ies) 17.7
Cutie 17.1
Wulfrun Taverner 14.2
Cayosin 13.8
Unknown Enemy(ies) 12.5
Aliesah Leafborn 11.6
Terra Minora 10.2
Aerodus Aluain 9.1
Gregary, Lord Crowley IV 8.4


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Swift action, aspect of the tiger (+2 DEX)

(if the light stone is under the rocks. )

Aliesah casts a spell

Lux

spellcraft DC 15:
light

And touches her bow. A pearly light illuminates the area.

(If Light is still there)

telum of reverentia

spellcraft DC 17:
weapon of awe

And touches her bow, which seems to shiver with power.

sylvan:
Cutie! Guard!


Arsinoitherium - Animal HD6 Hp 66/66 AC 25 TAC 10 FFAC 25 Fort +6, Ref +5, Will +2 // Perception +1

Cutie shrugs off the damage, and readies to strike any who approach.

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