Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.


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Dwarf Barbarian 2

Cortos explore the camp, looking for a more comfortable place to let Jerrand rest better. If he doesn't find anything dangerous in it, he will carry the dwarf there, and help him recover.

Grand Lodge

Also can try a few channels before bed...but Bam! Bam! is a better idea. :P


Male Elf Alchemist (Crypt Breaker) 5

Chitleen gives the camp a thorough search for anything that might be useful before turning in for the day.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Dwarf Barbarian 2

Warrior-type characters that I play have the tendency to seriously disappoint in the worst possible situation, so let's wait :)


Exploration of the ruined camp finds two bodies of what must have been half-orc slaves, of course they've been mostly eaten so it is hard to tell how they died, let alone who they were. The wind has scoured any other evidence away.

Two of the tents can be repaired to provide shelter from the wind and sun as you rest through the day.


Male Elf Alchemist (Crypt Breaker) 5

Knowledge (Nature): 1d20 + 7 ⇒ (7) + 7 = 14 Eaten by sand-spiders or human-like jaws?


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Daeron nods to the warriors as he passes by them, a salute to their courageousness.

He approaches the tents noting the current state of ruin. After a quick assessment he mentions,

I could restore these tent to a semblance of usefulness from their current state of dilapidation, but alas the spell I had thought in mind has not been prepared.

Daeron could use Mending to bring the tents to usefulness at camp break but since it is needed now rather than later, could the team just rig it so it is at least functional?


Chitleen:
The bites appear big enough that you could rule out cannibalism.

EDIT: Daeron- Without an appropriate craft or profession skill, you couldn't repair the tents well enough to withstand a strong wind for any length of time, but you could jerry-rig them well enough for an afternoon.


Shirish solemnly attends to what remains of her brethren, using her shield, if necessary, to carve appropriate graves before the light and heat becomes too oppressive. At the foot, she offers a prayer to Gorum, and to Pharasma in Orcish, to honor their memories, then seals the graves again.

Again, Shirish volunteers for watch in the hottest part of the day, to spare the party the discomfort.


Dwarf Barbarian 2

Actually, Shirish, it's better if I take the first watch. I just can't sleep if it's too darn hot, so I might as well stay awake and look around. Get some rest, I'll wake ye up later.


The day passes without incident accompanied by the everpresent moan of the wind and rattle of sand against the tent walls which makes you oddly ill at ease. As the sun sinks toward the southernmost mountains of the Brazen Peaks, you prepare for the evening.


Male Elf Alchemist (Crypt Breaker) 5

After awakening, Chitleen spends some time with his myriad crystal vials. He seems to be adding a range of oils and powders to a small bottle with an eye-dropper. Satisfied, he stows his workings and prepares to venture into the stone building.

"Salaam good companions, are we ready to proceed?"


Dwarf Barbarian 2

I am. How's Jerrand?
If he yet has to recover, Cortos suggests to rest a little more at the camp.

Grand Lodge

OOC:
Just so if I am getting this right...

- We traveled at night (best way in the desert) and arrived near dawn at camp.

- Spider kicked my butt right before we decided to get a little rest. (assuming 8 hours)

If the above is correct Jerrand would have channeled energy at least twice. Saving two in case of an attack during the day.

Pre-rest Channel Energy (include Shirish in this please) - 2d6 + 0 ⇒ (6, 6) + 0 = 12

Natural Healing +1

Then before we are ready to go exploring he will pray for spells.

Jerrand looks a little rough even after the days rest. And his disposition has taken a turn for the worse (and that's bad) due to his poor showing in the fight with the spiders.
-

"Dis place do be cursed. And by Gorum I will see it do be scoured and cleansed, or burnt ta dee ground." the dwarf grumbles in reply to Cortos's question.

"We needs be 'bout finding out what be going on 'ere." He says hefting his warhammer and shield. "I be ready when ye all be."


Jerrand should be able to heal everyone up before he renews his spells. You are good to go.

The wind howls at your back as you approach the half-buried structure. It is formed from blocks of worn sandstone, pale beneath the gray sand of the dunes. The front of the structure has been cleared and the bronze plated doors stand slightly open just wide enough to pass one at time. The images of a comet streaking from the stars arcs from the top outside corner to the bottom interior corner in a mirror image on each door.

perception DC 20:
You can barely make out carved signs in Ancient Osiriani in the sandstone around the doors and there is a trace of dried black ooze on the edge of one of the doors.


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Have we come to the place of our destination? It seems probable as the doors have been breached, may be that the deceased Jawad has a role in this.

What does the Wayfinder tell you, ranger? Is this the location we seek?

Daeron looks out for traces of magic near the entrance.

Casts Detect Magic

Grand Lodge

Weapon at the ready and his open-faced helm in place Jerrand looks about.

Although vigilante his old eyes aren't getting any better with time, and the helm muffles most sounds.

Perception 1d20 + 3 ⇒ (6) + 3 = 9


Shirish Perception 1d20 + 7 ⇒ (15) + 7 = 22

Shirish holds up a hand for quiet and kneels beside the door with the dried black ooze.

"Some manner of... crust, here," she points to it. "Perhaps one of the more learned can assist in identifying it?"

At the slight elf's suggestion, Shirish opens the wayfinder to determine its course.

Shirish Kn. Dungeoneering (Crusty stuff) 1d20 + 4 ⇒ (3) + 4 = 7 big dumb fighter


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Here. Allow me to discern its properties.

Daeron examines the crust more intently.

Knowledge(Nature): 1d20 + 8 ⇒ (10) + 8 = 18


Destination achieved, the wayfinder's needle stops glowing and goes back to acting like a normal compass.

The crust looks like dried slime, but doesn't resemble anything natural that you can identify.
same marching order listed on the campaign page?


Dwarf Barbarian 2

Same marching order it is.
Let's go in already. I'll stay in the back.


Male Elf Alchemist (Crypt Breaker) 5

Before entering the tomb, Chitleen removes the eyedropper from within his robes and drips some of the fluid into his eyes. A few moments after applying the fluid, he doubles over in pain and barely restrains himself from crying out. When he straightens you notice that Chitleen's pupils are now dilated to crowd out the iris of his eyes entirely and the white of his eyes is wickedly bloodshot.

Smiling gamely though it is clear he is still in pain, Chitleen draws his talwar and moves forward to take his position near the front.

Have applied Cryptbreaker's Draught
+4 to Perception and I have Darkvision for 10 minutes, so lets get cracking :) - brings me up to +13 for sight based and +14 for trapfinding.
Hungry Skull - will leave it in your capable hands as to when the draught runs out.


Fully cured, Shirish will take point, as per usual, and prepare herself to take the brunt of the damage. She will be walking with her shield up, of course, which will completely negate any stealth bonus she may have.

Grand Lodge

*mumble, mumble*

"Dang wizards scarrin' da piss out o'me." the dwarf mumbles to himself as he takes his position and readies himself for what might lay within.

Marching order is good for me


Shirish squeezes through the bronze doors with Chitleen right behind her and they enter a perpendicular corridor ten feet wide running north and south 30' feet in each direction before ending in each direction with an alcove holding a man-sized statue. There is an opening in the opposite wall just before each alcove.

Perception checks for the first two.


Shirish Perception 1d20 + 7 ⇒ (2) + 7 = 9 Shirish can see FOREVER!


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Male Elf Alchemist (Crypt Breaker) 5

Perception: 1d20 + 13 ⇒ (1) + 13 = 14 Ahh the sweet sweet irony.


That's awful ; ) Sooo North or South?


Shirish looks to her companion and shrugs. "South?" she inquires.


Male Elf Alchemist (Crypt Breaker) 5

1d2 ⇒ 2

Tapping Shirish on the shoulder, Chitleen gestures towards the South corridor.

Trust me I'm super-perceptive :P


nice. at least you think alike

Shirish moves south straining to make out the statue as the others enter the corridor behind her. Drawing closer she can make out more detail. The statue appears to depict a mosquito-headed woman holding a bowl. Suddenly there is a flash and a glowing hieroglyph appears on the floor at your feet.

Shirish Will save DC 15.


Hurray! Her best save. Let's see this go as well as that fort save...

Shirish Will Saving Throw vs. DC 15 1d20 + 2 ⇒ (20) + 2 = 22 OMG, the die gods have smiled upon me!


An angry buzzing sounds fills the air and Shirish feels numerous pricks over her skin, but shakes off the unseen swarm.


"Stay," Shirish tells her companion. "Can you hear that buzzing?" she inquires.


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Perhaps we should be more aware of traps before we proceed further. Alas that is not one of my strong points.

Should I prepare lights to light up the dark?


Male Elf Alchemist (Crypt Breaker) 5

If the Portentious Skull would allow:
Perception Re-Check: 1d20 + 14 ⇒ (13) + 14 = 27 to see if the trap is spent or will re-set...

Grand Lodge

"An'a let everyting in 'ere no we be about?" the dwarf chides the elf.

*sigh*

"If'n ye needs dae light din I can see no way round it. But best tae let Shirish and Cortos range ahead. Dat way dae may be ables ta sneak up on a ting or two in da dark."

OOC:

Chitleen wrote:


Perception: 1d20 + 13 ⇒ (1) + 13 = 14 Ahh the sweet sweet irony.

ROTFLMAO :P


Chitleen's careful inspection of the warding hieroglyph finds it already slowly repowering although he expects it will take a full day to reset.


Dwarf Barbarian 2

Since Jerrand asked, Cortos will go in the front alongside Shirish, ready to attack anything that moves. Let's not waste anymore time and go inside. I don't like stayin' too much in open ground.


Male Elf Alchemist (Crypt Breaker) 5
Chitleen Shudra wrote:

Have applied Cryptbreaker's Draught

+4 to Perception and I have Darkvision for 10 minutes

Jerrand - I can see in the dark too, and I'm meant to be resident trapfinder. Sooo I'd prefer to stay first row if possible...


Dwarf Barbarian 2
Chitleen Shudra wrote:
Chitleen Shudra wrote:

Have applied Cryptbreaker's Draught

+4 to Perception and I have Darkvision for 10 minutes
Jerrand - I can see in the dark too, and I'm meant to be resident trapfinder. Sooo I'd prefer to stay first row if possible...

Nevermind then, I'll stay in the back.

Grand Lodge

All true but my character wouldn't know that. ;) He'd want a dwarf to be up front.


just to restate your position:
The last bit of sunlight filters through the space between the bronze doors illuminating Cortos, Daeron and Jerrand at the back of the line. To their north the corridor ends with another shadowy alcove and a passage west. Chitleen and Shirish stand at the south end of the entry corridor before the insect-headed statue and another passage west.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen continues down the Western corridor, paying no heed to the dwarf's mutterings.

Perception if you need it: 1d20 + 13 ⇒ (10) + 13 = 23 +14 for traps


Shirish continues to be the one who will move in front and likely stumble blindly into traps unless forewarned about them.

Shirish Perception (if needed) 1d20 + 7 ⇒ (3) + 7 = 10


The western passage is only an opening into a larger room. This chamber extends 40 feet back and is wider than your darkvision can reveal. The sandstone walls are unornamented and columns of massive black basalt divide the room and limit your view further.

Scanning for traps, Chitleen spots a humanoid shape dart between the columns. The empty room suddenly echoes with the slapping sound of bare feet running as several figures about the same size as Shirish quickly come toward you. As they clear the pillars you can see what appears to be the half-orc slaves, however they all bear ghastly wounds and appear to have darkness pouring from their mouths. Four slaves charge forward one of them swinging a beefy arm that hits the wall instead of the Chitleen.

Initiative rolls:

Chitleen 1d20 + 3 ⇒ (6) + 3 = 9
Cortos 1d20 + 1 ⇒ (11) + 1 = 12
Daeron 1d20 + 5 ⇒ (13) + 5 = 18
Jerrand 1d20 + 1 ⇒ (5) + 1 = 6
Shirish 1d20 + 4 ⇒ (2) + 4 = 6
Dead slaves 1d20 + 1 ⇒ (1) + 1 = 2

Round 1.
Dead slaves
Daeron
Cortos
Chitleen
Shirish
Jerrand

map/


Male Elf Alchemist (Crypt Breaker) 5

Hissing "Give me space and time" Chitleen implores his companions to wait.

Cortos / Daeron - could you possibly delay till after me?
You'll still go before the slaves, but will let me get off a bomb before things get tangled up in combat.

Only if they are both ok with the idea:

Stepping back from whatever the half-orcs have become, Chitleen retrieves a glass vial from within his satchel bag and throws it at one of the wretches....

5ft step to E,2
Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 @ C,3; including point-blank shot bonus
If a hit and undead: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5 acid damage - if not undead it's 1d4+3+1
Adjacent ones take 4 acid damage, Reflex DC 13 for half

...the fluid spilling from the shattered vial sizzling as it eats away at both their flesh and the floor.


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Daeron hears the fellow elf's request. He pauses briefly, considering his combat options before deciding to imbue Cortos with some of his arcane might.

He briefly moves to touch Cortos, saying,
Here, rage-warrior, receive a portion of my arcane power to do what is needed.

Augment Cortos: +2 to STR for 1 round. 6/7 uses remaining.


Dwarf Barbarian 2

Cortos would have normally listened to Chitleen words and waited, but then again, Daeron is almost encouraging him to do the exact opposite. Also, he touched him, and Cortos doesn't like to be touched in combat.
So, he just moves through his companions and attacks one of the creatures.
Moving to E5, while raging, and attacking the zombie thing that is close to me. Also, remember that my initiative bonus is +3 while underground. This doesn't change the order of this combat, but keep that in mind next time you roll.
1d20 + 7 ⇒ (1) + 7 = 81d12 + 13 ⇒ (3) + 13 = 16
OH MAN A FUMBLE
WHAT DID I TELL YOU
I BLAME ALL OF YOU FOR THIS


Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Hmm, a glorious blunder. Maybe next time I should just disguise my ability as a well meaning pat on the back. I should have guessed dwarves are homophobic..

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