Hunger in the Darkness - Expedition to the Mines of Zolurket (Inactive)

Game Master Mark Sweetman

A desperate attempt to reclaim the ancestral Dwarvish mine of Tar-Urkatha from the darkness that has engulfed it....


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Male Dwarf Trapsmith Rogue

Love will disable the trap.Taking 10 on this one as it looks to be a simple trap. Disable device, trap finding, MW Tools: {10+11+2+2}=25. Have to fail by 10 to trigger the thing.

Love speaks quietly while he works. "Someone left a present. Tripwire. Looks like just a noisemaker but I'll take it apart to be on the safe side. Won't be a tic."

Re: the back door plan
"We will be a tad exposed moving down the central corridor but it is probably worth it."


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"Let's be sure they don't replace it with something nastier to catch us on the way out. Back of the two story building sounds like a plan."


Minor Crab-beast

The trap is easily dismantled and set aside by Love, and after a short time spent peering into the gloom he leads you along the main thoroughfare. The path is reasonably clear where you walk, but the buildings at each side are little more than rubble. After but a short distance the claustrophobic atmosphere intensifies in the air when you can no longer see any walls... nor the roof as the ceiling elevates as you step deeper and deeper.

It takes a tense few minutes, but you manage to reach roughly where you think you'll need to cut left without any incident. Between the rubble you find a thin alleyway, still choked with debris, but wide enough that you can stand two abreast. Looking at the run of the alley, you wager it will follow through and plant you behind where you intend to travel.


Male Dwarf Trapsmith Rogue

Amble agilely along the alley avoiding alerting anyone.

apparently there was extra something in Love's coffee this morning.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Absolutely. Additional "a's," apparently.


Minor Crab-beast

As all allies avoid any aggravation attributed against barricades brought belligerently beneath carefully contorted calves dextrously deployed delicately, Love leads you along the alley and towards the two storied building where the dark stalkers laid in wait yesterday.

Fickle Hand of Fate:
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

The doughty dwarf picks a careful path and is able to guide even Khepri along a route that avoids too much chance of noise and discovery. The ruins of buildings alongside you begin to slowly gain more structure - a standing wall or more, even some retaining a first floor roof. It does not take long for you to recognize the building where the ambush was laid.

From your approach, you will need to cross into a mostly ruined structure that buts up against the rear of the other. It lacks a second story, but the walls are partially in place. You can see only the fringes of the ambush building, and cover from interceding obstacles makes it difficult to ken much of the internals - but you have yet to spot any inhabitants.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Feigr moves in behind Love as quietly as he can. He peers into the buildings trying to make out anything in the ambush building. The dwarf fingers his holy symbol waiting for a signal that it is safe to speak or move forward.
1d20 - 1 ⇒ (16) - 1 = 15


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Cynara follows, listening intently and taking care to step quietly.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

The mage also follows behind as quietly as he could manage. He waits for Love's instructions as he sees the building ahead of him, knowing the unprotected area was ripe for an ambush.


|| 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 as well.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Khepri moves with the group slowly and as quietly as he can knowing stealth is the best option for now. If they stop for any time he uses his detect evil in the darkness in case he can be useful and warn the dwarves that something may be out there.


Male Dwarf Trapsmith Rogue

Love examines the abutting building. How far are we from it? It has to be within 60 for us to see it at all I suppose. How can we enter? Door? Gaps in the walls? Climbing over?

Low voice "Hold up. Let me get a look at that building."

Assuming to objections Love slips forward to outer wall of the abutting building and takes a look in and about.

Stealth +10. Perception +12 please add 2 for traps & odd stone work.


Minor Crab-beast

Love makes a quick recon before returning to the group.

The still intact wall blocks most of the abutting building so you couldn't get a great look at the ambush site - but you did get a clear view of the second floor and are confident that there isn't a sniper there. You'd need to make your approach via either rubble to one side (difficult terrain) or a 5ft doorway that is open at the wall's rough center.

Love didn't see anyone in the ambush building... but his thief's sense is tingling slightly.

Khepri does not get any auras with his evil divining sight.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

When Love returns and describes the situation, Feigr whispers "No one up top? So, think they have an outpost down below or have they already laid a trap for us? I don't have any fancy magic to burn them out, but I think I might be able to compel one of the spirits here to go pick up a stone or two and see if that draws anyone out."

Basically unseen servant. Definitely open to other ideas 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

"If they have an alarm trap set up they must be close enough to hear it and respond. They're probably in another building, assuming we would return to the one they attacked us from before. What's the best building around here to ambush people hoping to ambush people who ambushed people before?"

Female: What?
It makes sense.
Female: To which people?


Minor Crab-beast

The buildings to the left and right of the two story one both have a partially complete first floor. Out of the two you think the left most would provide a better vantage. The other nearby buildings are more rubble than structure.


Male Dwarf Trapsmith Rogue
Steelribs wrote:
"If they have an alarm trap set up they must be close enough to hear it and respond. They're probably in another building, assuming we would return to the one they attacked us from before. What's the best building around here to ambush people hoping to ambush people who ambushed people before?"

Low voiced:"Good thinking but keep your voice down, sounds carry. I'll check the building on the right."

Feigr wrote:
"...compel one of the spirits here to go pick up a stone or two...."

Low Voiced: "No need to bother the dead, do this the old fashioned way."

(Voice: same stealth and perception mods and earlier. Checking the building on the right and then the left if the right comes up empty.)


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Feigr watches Love move forward once more. He readies himself to rush to the dwarf's aid if the enemies spy him.


Minor Crab-beast

Fickle Hand:
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Love ghosts towards the buildings either side of the original ambush site and finds that the buildings lie uninhabited. Again the mostly intact walls hide many of the nooks and crannies within the central building - but your diligence opens up the potential for approaching the building from either of three sides.

You can come upon the back, left or right of the original ambush site - up to you. Or even stealth out and walk along the original path if you desire to?


Male Dwarf Trapsmith Rogue

Stealth in from the right for a look round.

A shadow among shadows Love slips in unseen


|| 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

Taking Love's admonishment to heart Padrym holds his position, waiting for the scout to return and signal a clear path.


Minor Crab-beast

Fickle Hand:
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 10 ⇒ (17) + 10 = 27

Love stalks just within the ambush site and finds the floor relatively clear of clutter. It does not take him long to spot a well concealed Dark Stalker watching the path that the group travelled the day before. He does not yet appear to have noticed you, and is crouched in front of a low wall that stands between you and he.


Male Dwarf Trapsmith Rogue

Oh for a even a small keg of blasting powder.....sigh.

Love flits back to the group.

Assuming safe arrival

low voiced. "The side buildings are clear. Saw one stalker in the actual building. It appears to be alone. Likely a sentry to alert the others. If you lot keep canny I should be able to get you close before it notices."

Assuming agreement.

Love leads the silent band to the rear of the ambush building.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"We better do everything we can to take it out before it can get a warning off or use that nasty darkness ability. I don't have any spells that will help, but if you get us close, I can charge in and help attack." Feigr creeps up under Love's guidance.


|| 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 nods silently and does his best to follow Love's lead.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"I can blast it, but I don't have enough power to finish it in one bolt. It'd get a warning off," the mage explains to the others.


Minor Crab-beast

Fickle Hand of Fate:
2d20 ⇒ (10, 18) = 28
2d20 ⇒ (1, 12) = 13

Love manages to get the party in close, but just as you round the barricade and bring eyes unto the dark stalker it happens to get up and stretch... and lays eye on the stealthily approaching dwarf. However you are the quicker to react by far and are able to set mind to motion before it puts voice to a cry...

You are roughly 20ft from it - but behind a short wall, so can't charge - but could move into melee. You all get a surprise round action (standard only) before the stalker can. I won't bother with a map at this time.


|| 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

Quietly vaulting the wall Padrym moves next to the stalker, Magatha held low and ready.

Status:

HP = 39/39
AC = 16/12/15
Speed = 20'
Weapon Equipped = Magatha
Arrows = 20/20
Arcane Pool = 3/3
Magus (Bladebound) Spells(CL 4, 7 melee touch, 4 ranged touch):
2 Mirror Image (DC 14), Glitterdust (DC 14)
1 Shocking Grasp (x2), Shield (DC 13), Enlarge Person (DC 13)
0 Acid Splash, Detect Magic, Prestidigitation (DC 12), Light
Status Effects = None


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"Well, I guess it was meant to be," Dolgrym mutters and fires a blast of arcane force at the stalker, hoping to take its feet out from under it, before the fight started in full.

Magic Missle damage 2d4 + 2 ⇒ (2, 2) + 2 = 6

Topple check 1d20 + 8 ⇒ (19) + 8 = 27


Minor Crab-beast

The stalker is knocked painfully to the ground by Dolgrym's missive.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

As Padrym advances and Dolgrym casts his spell, Cynara throws a dagger at the stalker.

Thrown dagger: 1d20 + 5 ⇒ (12) + 5 = 17
Dagger damage: 1d4 ⇒ 1


Male Dwarf Trapsmith Rogue

"...Bugger!"

Love vaults the wall and charges the stalker.

Acrobatics to vault wall as part of charge. Assuming wall is at most 4' tall as it was described as "low" to a dwarf. This makes it DC 16. Acrobatics check 1d20 + 11 ⇒ (15) + 11 = 26. Note may not need to check as we were described as "rounding the barricade" not sure if this barricade is the low wall. Attack dagger, charge, prone target: 1d20 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12. Possible hit vs. flat footed AC so damage, sneak attack: 1d4 + 2d6 ⇒ (4) + (6, 1) = 11. Not bad, but I fear not good enough. Dagger may not be the best choice for a weapon.


Minor Crab-beast

Cynara's thrown dagger nicks the stalker before it drops while the others move up and Love barely misses a dagger thrust.

Just Khepri and Feigr to go.


Male Dwarf Trapsmith Rogue

Well Love never was much of a fighter.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Can Khepri even see it?


Minor Crab-beast

Not yet - but you can still get a standard action reaction.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Khepri will advance as much as I can in the dark toward him


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Surprise Round

No time to get close...but, there is time to... Feigr fingers his holy symbol of Magrim and breathes "Magrim, we have come to Tar-Urkatha to free the souls of my ancestors. Will you now bring me the hammer of one of your priests of old to smite this intruder on our home." Casts spiritual weapon A shimmering ghostly hammer appears in the air and whistles at the dark stalker, but misses him completely.
Attack 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Damage 1d8 + 1 ⇒ (5) + 1 = 6
So much for that idea, at least it sticks around two more rounds...


Minor Crab-beast

Khepri shuffles forward as Feigr summons a weapon of force to strike beside the stalker.

The dark one seems to weigh up his options before loosing a keening wail that pierces the black... before doing something you might not have expected. It's hands go up and it lies still, passively prone and at your mercy.

Back to you guys.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Clarification: did it or didn't it make any noise?


Male Dwarf Trapsmith Rogue
Cynara wrote:
Clarification: did it or didn't it make any noise?
Voice wrote:
....before loosing a keening wail that pierces the black...

So yes I think.

"Shut it.."
Love swings his left hand the black leather sap seeming to grow from nowhere as his arm decends. Attack, sap, prone, helpless, flanked target: 1d20 + 3 + 4 + 2 ⇒ (7) + 3 + 4 + 2 = 16 vs ff ac -9 if target counts as helpless.
Damage, sneak: 1d6 + 2d6 ⇒ (4) + (1, 6) = 11 nonlethal.


Minor Crab-beast

It definitely made noise - a high pitched wail.
No need to reroll Love, but the target is prone and flanked - but not helpless.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

"Let's get moving. Take him back with us!"


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"I agree, let's get him out of here before they descend on us again." Can I attack with non-lethal with the usual penalty with the spiritual weapon or only lethal? If only lethal, I'll dismiss the spell and go to help Love. If I can attack non-lethal, I'll try to help knock him out. 1d20 + 3 - 1 - 4 ⇒ (9) + 3 - 1 - 4 = 7 for 1d8 + 1 ⇒ (3) + 1 = 4 non-lethal damage.


Minor Crab-beast

I don't see any reason as to why you couldn't get the spiritual weapon to go non-lethal.

The group descends upon the surrendered stalker with sap and flat of blade - bludgeoning it into unconsciousness in relatively short order. Ears bent to the black do not yet pick up any sign or sound of pursuers or rescue party.

Where to from here? - back along the Transept wall to the entrance?


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"We could tie him up and still attempt to take the building we were going for, unless we just want to take him back to the others for questioning."


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"Well, this could be a trap, but I'm willing to help clear the building if the rest of you want to continue."


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Let's clear it


Minor Crab-beast

For clarity - is this the two storied building in the Stockade?
I'm assuming you'll hogtie the stalker and leave him behind?


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

If we're clearing out the building, yes. Cynara will want to bring the captive outside when the party leaves, though.

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