Ernst "Love" Lowfield |
Seems like this one is appropriate: "Welcome to the deep end of the alignment pool."
??? You lost me on this one.
Padrym Steelribs |
A normally good character is assumed to have switched to evil because they're wearing dark clothes and glowing eyes, much like the avatar difference between Khepri and GM Blood.
DM - Voice of the Voiceless |
The party makes their way with cautious haste back up the decline that leads to the Stockade and back out into the Grand Transept. The sheer enormity of the main cavern strikes you again after the short time spent in the smaller chamber below. Behind you the dark stalker makes no attempt to follow, though Cynara still hears the whistle sounding... though this time in an irregular pattern of blasts rather than a single continuous one.
Khepri finds the light of his torch spilling out into the space around you and casting large and indistinct shadows about you. The shifting nature of the light make it hard to concentrate on anything that is further away than twenty or thirty feet away.
Quickly regaining your sense of direction, you recall that the road out leads to the right and along the wall. However you feel your blood freeze for a few moments at the distant and echoing mocking laugh of a hyena seeming to echo around you... but coming from your left. The laugh is soon joined by indistinct and quiet sounds of feet and boots on stone, and guttural conversation.
1d100 ⇒ 73
1d100 ⇒ 30
Stealth: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Cynara |
Perception check: 1d20 + 7 ⇒ (15) + 7 = 22
"Not very sneaky, are you?" Cynara gestures with her head in the direction of the sound while she switches from spear to mace & buckler.
DM - Voice of the Voiceless |
A mangy were-rat head emerges clearly where Cynara gestures and chitters in an unsettling staccato "Bearded two-legs and man-things... Bad-bad you make for yourself... Shadow and dog-men want you kill-dead..." not moving forward, but not backing away. Beyond the mangy one you can see other rodent forms milling about and sniffing the air.
DM - Voice of the Voiceless |
The were-rat sniffs the air cautiously, eyes flitting to the others in the group, trying to gauge intent.
In this case, Diplomacy to influence will take a minute... which may have other implications...
Just want some consensus on whether you're turning on the charm, or just want it to react to the words only.
Feigr Roarrgun |
Feigr nods to Padrym and Cynara, "Very well..." He turns to the were-rat, "She's right pal. Sounds like company is coming. You want to chat, then come with us. We came up not kill-dead because we knew when to leave and it sounds like that's now."
DM - Voice of the Voiceless |
The were-rat chitters a sinister imitation of a braying laugh and responds "I not walk... I watch... Hurry little bearded two legs... Shadow and Dog-men are coming..." he then squats and pats the head of a dog sized rat that has sidled up beside him and watches as you depart...
In the distance, deep with the Grand Transept - the laugh of the hyena continues... drawing slowly closer...
Re-confirmation - straight back along the way you came in?
DM - Voice of the Voiceless |
As you begin to trace the wall back to the entrance, you can see and sense the wererat and his rodent companions trace your path - though at a distance and with some dexterity. You catch only snatches of fur and shadowed motion.
The whistle still sounds intermittently and scattered sounds of hyena can still be heard in the distance. You make it almost a third of the way to the entrance when...
Light Crossbow at Khepri: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 ⇒ 4 and Fort Save DC 16 or unconscious for 1 minute
...a quarrel flies out of the dark ahead and buries itself in Khepri's right thigh.
Khepri of the Dawn |
Khepri manages to keep up with the others despite his limited sight. Hoping that he is the target of any attack since he is surrounded with light, Khepri gets his "wish" as the missile hits him.
Fort Save 1d20 + 10 ⇒ (18) + 10 = 28
Perception 1d20 ⇒ 15
Khepri resists the urge to call out in pain, but a grunt escapes his lips. "Arrow from ahead and above, maybe on an upper floor of one of the buildings."
HP 32/36
AC 22
Effects
Lay on Hands 7/day Used - [2]
Smite Evil (2/day) Used - [0]
Ernst "Love" Lowfield |
Perception, canny: 1d20 + 13 ⇒ (4) + 13 = 17
"Kill the lights unless you're collecting crossbow bolts. Here use this to see if you have to. Come on lets step it up."
Love hands Kepri a candle and tindertwig.
DM. I was unable to find rules on how far away you can see a light. The Glowing Glove leaves prints that glow as a candle and are "... easily visible from a distance of up to 60 feet." For what it is worth...
"Let's hope he was a sentry and they haven't passed us already."
"Nice thought. I expect we'll have to punch our way through some of them. Fortunately they don't seem to be the stand up and fight types so stay together and keep moving. Take the tail Steelhead. I'm on point. They had enough time to lay a simple trap or two while we were dealing with your great aunts and uncles back there."
Dolgrym Sharpaxe |
While the others are dealing with the light situation, Dolgrym has an idea. He removes his Raven bracer, and tosses it into the air, and it changed its shape into the black metallic raven. "Tell Sangvit we are trying to get out, but we are encountering some resistance. Be prepared for some company behind us, if we make it out. If we aren't out soon, well, you know the rest..." At the end of the message, the raven takes off toward its target.
"At least they will be prepared if we don't make it back out. Maybe they'll come looking for us."
DM - Voice of the Voiceless |
On the topic of light visibility - it's a bit of a grey area, but my thoughts are that a torch or light spell would be visible from a long distance as it would be the only source of light in complete darkness. Just like you can see a car's headlights from a long way away at night.
A candle could be more easily concealed though.
Dolgrym takes a moment to release the raven with a message before he hustles along with the group. You make it another forty feet or so along the path before another quarrel is loosed at the group...
L Crossbow at Love: 1d20 + 10 ⇒ (9) + 10 = 19 for 1d8 ⇒ 8 and DC 16 Fort save or unconscious (poison)
...ploughing deep into Love's stomach. However this time you see exactly where the shooter is. Roughly fifty feet ahead on the path lies a ruined building with a partially intact second floor. The sniper is crouched in plain sight on one knee and calmly reloads his crossbow. The figure is swathed in black cloth and looks to be another of the dark stalkers.
The wall on the ground floor is more intact, though bears some open windows. The ground is strewn with the usual assortment of debris, though you can also just pick out the trace of some stairs leading to the sniper's nest.
1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
At this point - if you can give me a round worth of actions that would be grand.
Dolgrym Sharpaxe |
Dolgrym moves forward another 20' and casts a spell at the dark stalker, hoping to incapacitate it for a moment.
Cast Ear Piercing Scream. DC 15 Fort save for half damage and to avoid being Dazed for one round.
Damage 2d6 ⇒ (1, 3) = 4
Ernst "Love" Lowfield |
Ow! Fort save 1d20 + 5 ⇒ (12) + 5 = 17. Ha dwarven immune system FTW!
Perception 1d20 + 13 ⇒ (6) + 13 = 19 I am however distracted by the pain.
Wincing as he removes the bolt Love slots it into his own crossbow as he moves up. (say 20 feet unless some cover presents itself)
The dark clad dwarf then drops prone and takes aim at the sniper. attack lt.xbow 1d20 + 7 ⇒ (18) + 7 = 25. Damage1d8 ⇒ 6. Note to GM. The bit about reusing the bolt was pure fluff. I have crossed off one of my bolts for the shot.
"Watch out. Sniper may be bait. Watch for more of them."
DM - Voice of the Voiceless |
Love returns the quarrel to the group's tormentor and is rewarded witrh a grunt of pain.
Padrym and Khepri hustle forward ahead of the party as Padrym draws up next to Love after focusing on thoughts that have been lost. Cynara also keeps pace with the second group.
Cynara has an action in hand
It is then that your ears burst with a sensory affront as Dolgrym opens his mouth wide and screams tangible force at the sniping dark stalker...
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
...though the figure is able to maintain it's focus despite the sonic assault. Any pretense of stealth fades further as the unearthly sound echoes throughout the Grand Transept.
1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
The sniper unleashes another quarrel, aimed this time at Feigr...
L Crossbow: 1d20 + 10 ⇒ (6) + 10 = 16
...though the bolt skitters off the well defended dwarf.
Back to you guys:
Feigr and Khepri are 10ft from the building
All others are ~30ft from the building.
Ernst "Love" Lowfield |
perception, canny: 1d20 + 13 ⇒ (10) + 13 = 23 And got you..
"Two more in the tower."
Voice. Did Padrym's 25 on a kn.Dungeon give us any info on these things weaknesses?
Love lines up a second shot on the sniper.
Attack, lt xbow: 1d20 + 7 ⇒ (13) + 7 = 20. If that hit 1d8 ⇒ 8 damage.
Dolgrym Sharpaxe |
Dolgrym, almost entirely out of spells, has one more trick up his sleeve. He speaks a few words and the sniper is surrounded in shimmering force, hopefully blocking his vision. Dolgym continues moving toward the exit.
Cast Glitterdust. DC 16 Will
Feigr Roarrgun |
"Nice try pal. Love, I don't think we have time to be mucking around with three of them. Let's keep moving." Feigr continues past the building. Double move past the building unless Khepri stops in which case Feigr would move past and then come back to help Khepri.
Padrym Steelribs |
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Seeing the two in the tower at the same time as Love, Padrym moves to disable them in the same way Dolgrym took care of the sniper.
Glitterdust the guards, DC 14 Will.
DM - Voice of the Voiceless |
Love's bolt strikes the stalker, but looks to have been turned by the creature's armor.
Love - you know roughly what is in the Bestiary entry, so that they are stealthy poison users with some innate magical ability - but no overt weaknessess.
Sniper Will: 1d20 + 3 ⇒ (8) + 3 = 11
Stalker Will: 1d20 + 3 ⇒ (3) + 3 = 6
Stalker Will: 1d20 + 3 ⇒ (2) + 3 = 5
Twin bursts of glittering light explode on the positions where the dark stalker's lie in wait. All three of them appear to bodily reel from the luminary force they are affronted with. Faint and inhuman screams of pain can be heard... before the dark stalkers almost fade from view entirely. The light from Khepri's candle disappears and he is plunged to darkness.
Even those with darkvision find their ability to see much reduced. There is a faint outline of the dark stalkers within the burst of glittering dust conjured by both Dolgrym and Padrym - but the rest of the path fades into featureless black. The enemies before you appear to step back and away, having lost interest in their prey when they lost their sight.
Grey area in the rules - but essentially the Dark Stalkers instinctively dropped greater darkness when they lost their sight. I'm rule of thumbing that glitterdust still works, but is muted - so the stalkers have concealment (20% miss chance), but not total concealment.
I'm assuming you continue on down the path?
Dolgrym Sharpaxe |
Dolgrym nods with satisfaction and keeps chugging straight toward the entrance.
Khepri of the Dawn |
Khepri will use one of his lay on hands uses to create a nimbus of light
This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.