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.


2,401 to 2,450 of 4,080 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>

The dwarves assure the elves that they are made of far tougher stuff and push on down the kill alley which still feels threatening due to the battlements looming overhead.

Fortunately, they are now untended and after only another thirty feet, the alley ends at the open interior gates. The gates however, are less than welcoming as they feature a dwarf skull nailed to the gate with spikes and broken blades piercing it. Gnoll graffiti is scrawled around it.

Gnollish:
Beware the Spine Lords!!

Beyond, you gain your first interior view of the mines.


Diminished sunlight enters through the wide opening above the battlements behind you dimly illuminating the scene. The ceiling seems generous at some 70-80 feet above, perhaps in deference to guests. Indeed, the buildings to your right look to be a variety of caravanserai with lodging and areas for animals. Above and behind this block is a wide stairway leading to a raised neighborhood some forty feet above the floor of the main chamber.

Toward the back of the huge chamber looks to be several large public buildings with open common squares now empty except for broken statues. To the left is a small park-like area with water cisterns, overgrowth, and algae filled pools.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

The gate decoration gets a growl of discontent from the dwarf's massive throat, but discretion tells him it may be better to leave be for now. "What ya think, pointy ears? Seems a bit quiet ta me.",he says to Chitleen.


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

Let my familiar flitter around and see whether any enemies are about. But this is a dwarven stronghold. You dwarves would have an idea of where we should be careful. On another note, the lizard killed back then are common, the one killed perhaps a subterranean offshoot.

Daeron takes out Ghema, instructing him to fly the to the ceiling above.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak takes off his helmet and looks around at awe at the legendary lost mine, trying to imagine it in its heyday.


Male Elf Alchemist (Crypt Breaker) 5

"Quiet yes, but we would be fools to consider it empty... let us see whether Daeron's companion sees threats within."


Ghema quickly circles the area nearest the party and comes back to report that the gnolls from the gate have retreated to the caravanserai. Tararr adds that the werebats are above the raised level and it looked like he was being carried to the big buildings at the back of the cave when shot down by the gnolls of the caravanserai.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"To tha bats den? Dinna think we want them flyin' around."

Lockjaw waits for direction from the more forward thinkers in the group.


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

Enemies abound. You dwarves must be pleased.

Daeron whispers thanks to his familiar before he puts his pocket loving bat back into his hideout.

Continuing, the long haired elf adds.

We still do not know of our enemies strength and numbers. Some of us have a grudge for those werebats as do I. The advantage lies with them for aerial mobility and ability to access places we cannot. I would suggest to take care of them and usurp their lair.

What I do think of most is our ability to continue a sustained campaign. That would mean a retreat, easily defensible with our numbers. If we make our camp at the only exit in and out of the mines we could ambush any traffic and wear our enemies by attrition.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

"Sounds like a fine plan ta me. I just want my stinkin' gear back."


Male Elf Alchemist (Crypt Breaker) 5

Pinching the bridge of his nose "Tararr - you still bleed... and it will take much of Karakk's patron's attention to salve your wounds. Do you really think that we are ready to assault the bats in their fastness right now? - we have barely survived entering the portcullis, let alone attempting to force the issue. The gnolls know we are here... what if they come upon our backs as we are engaged with the bats?"

"We need to lay down some defenses on a ground that is favorable to us and be patient."


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"An' where do ye reckon we do that Chitleen? I agree we've spent much takin' down tha gnolls but I've nae likin' fer attackin' through tha portcullis again. Mebbe we find a way to raise it fairst then find shelter fer tha night?"


note: it'll take a squad of engineers to repair the massive portcullis.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Closest first? We could try to clear out those campsites over there. If only we knew how many gnolls were in there. You elves have any magical tricks to draw them out? I could summon a pig or something but I cannot do that at present."


Male Elf Alchemist (Crypt Breaker) 5

Replying to Lockjaw "Well perhaps next time we should not meet every threat by charging heedlessly at it... I would withdraw back outside the walls to where we rested last night and at least have open ground to flee to if death. Otherwise the portcullis may act as the lid of a trap around us."

"I say we pull back, and return tomorrow at full strength." adding to Karrak "I have little in the way of tricks that might draw out our foes... apart from appearing as I am - an enticing morsel."


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

As thought previously, we should use the enmity between the werebats and gnolls to our advantage. I somehow believe we should find a hideout within the mines. Running that gauntlet everytime we enter the mines would wear our dwarves ragged. Meanwhile whilst we are here, we should explore our surroundings more fully? How about that park-like area yonder?


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"Aye well, if'n ye got a better idea fer closin' on 'em next time spit it out. Crossin' this gate in combat twice ain't an option I'll be takin' ye can bet on that."


Male Elf Alchemist (Crypt Breaker) 5

Sighing "Very well, onward to death and dismemberment... remind me to tell your corpse I told you so if we die. Let us look to the park as Daeron suggests."


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

Stealth: 1d20 + 4 ⇒ (15) + 4 = 19

Let us get moving. With discreetness as well. I will restrain the use of light for awhile, unless we need it the most.


Not ready to cede the hard won gate, yet too sorely wounded to assault the gnolls in their lair, the expedition looks for shelter in the apparently uninhabited park. There is a gentle rise as they move across the entry court and the ceiling lowers as well toward the west end of the transept until it pinches down to half the height of the rest of the vast chamber. The light from the entry is dim, but more than enough for the keen-eyed elves.

The piping songs of the cliff dwelling birds that swirl and dive over the the series of ponds is counterpointing by dripping water from the stalactite studded ceiling and the gentle murmur of the water flowing between the pools. The pools themselves have become filled with algae and the islands overgrown with untended ferns and small fungus. Four ornate bridge lead to a series of small islands and then on to a blockish building that might offer shelter for the night.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen picks up a rock from the ground and tosses it into a nearby pool... then watches for any response...
Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Chitleen's rock plops through the mat of algae leaving a dark hole. The green carpet rocks softly as ripples radiate out from the disturbance, however nothing more occurs.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Tararr takes the rearguard keeping an eye out for any signs of ambush as they approach the square building.

"Plannin' on takin' a swim,elf? Hehehehe."

Perception 1d20 + 7 ⇒ (11) + 7 = 18

Am I regular size again?


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

I could not reason the function of the building beyond these bridges and islands. A dwarven gazebo perhaps?

Daeron looks around the underbrush before addressing his elven kin.

My studies of the outdoors is dismal as to not able to discern any clues of probable fauna residing here. Would you share your skill on this matter?

Aid another, survival?: 1d20 ⇒ 3


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"Gazebo! Where?"

Lockjaw looks around, axe at the ready.

"Eh, I dinnae see any 'bout. Let's head fer that stone thing there. Assumin' tha water ain't gonna et us."


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Let's try to enter that building quietly. Perhaps we can shelter in there without drawing their attention."

Karrak looks for possible exits or vantage points on the building, planning to circle it before entering.


With all eyes on the algae covered pools, the explorers start across the first bridge of three leading to the square building. No sooner has Lockjaw reached the midway point then a sticky silk attaches to his stone pauldron and pulls taut. Another silky thread from above whizzes past Karrak's ear!

Half hidden between stalactites about thirty feet above are two strange crab-like creatures spitting silk at you.

Initiative rolls:

Chitleen 1d20 + 3 ⇒ (1) + 3 = 4
Karrak 1d20 + 2 ⇒ (14) + 2 = 16 +1 underground
Daeron 1d20 + 5 ⇒ (17) + 5 = 22
Lockjaw 1d20 ⇒ 20
Mankato 1d20 + 1 ⇒ (4) + 1 = 5
Tarrar 1d20 + 4 ⇒ (12) + 4 = 16
Skyhook1d20 + 1 ⇒ (1) + 1 = 2

Round 1
Daeron
Lockjaw
Tararr
Karrak
Mankato
Chitleen
Skyhook

sheesh. more init suckage for the monsters. now underground for dwarves concerned with such.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 1 Init 20

Status:

HP = 28/34
AC = AC = 21/10/21
SR = 8
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/3 (1d6)
Smite Evil/day = 1/1 (+2 hit, +3 damage, +2 deflection AC)
Status Effects = None

"What in tha blazin' hells!?"

Mindeful of his pointy eared companions predilection for conversation and ranged combat Lockjaw places his shield firmly in front and holds his ground rather than attempt to grow wings.

Full Defense. Am I grappled by this sticky stuff? If so I'll make a CMB to break free instead. CMB: 1d20 + 6 ⇒ (6) + 6 = 12


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

Can you just pull the tentacle and dislodge the animal its attached to, Lockjaw? Perhaps it would taste good.

Knowledge check to identify, dungeoneering?: 1d20 + 8 ⇒ (7) + 8 = 15

Daeron points a finger at the creature licking Lockjaw and whispers,
Hantam!

Two orbs erupt from the elf's finger and strikes the creature unerringly.

Magic Missile x 2: 2d4 + 2 ⇒ (4, 3) + 2 = 9


To clarify, you are in marching order on a narrow (5' wide) stone bridge: Lockjaw, Karrak, Chitleen, Daeron, Mankato, Tararr

Daeron:
The creatures are cave fishers, vermin that can pull victims around their own size or smaller up to their lairs with strong silk webs. They are not particularly formidable, but dangerous enough.

Daeron identifies the creatures as cave fishers and blasts one with arcane bolts. The creature keep reeling Lockjaw up though. Despite the heavy dwarf's resistance, his boots are lifted from the ground.

on to Tararr, etc.


Male Elf Alchemist (Crypt Breaker) 5

Round 1: AC 16, HP 19/19

Chitleen reaches within his satchel for another small vial and hurls it at the cave fisher that is reeling in the smelly dwarven morsel...

Bomb: 1d20 + 6 ⇒ (12) + 6 = 18 for 2d4 + 4 ⇒ (3, 2) + 4 = 9

Catching both if possible.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak ducks aside, pulling out his crossbow and shooting at the one grappling Lockjaw.

1d20 + 3 ⇒ (2) + 3 = 5

I'm a cleric, not a target shooter.


Male Oread Monk HP 27 Init +1; Senses Darkvision; Perception +9 AC 17, touch 15, flat-footed 15 Fort +4, Ref +5, Will +7

Mankato will wait and see what he can do since he is not skilled at ranged combat.


Male Elf Alchemist (Crypt Breaker) 5

Mankato - you could grab hold of Lockjaw and try to stop him getting reeled in?


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

But if they don't reel me in I can't hit them...


Chitleen Shudra wrote:
Mankato - you could grab hold of Lockjaw and try to stop him getting reeled in?

things are tight on the bridge, but seeing as there's room in front of Lockjaw for Mankato, I'd say he could run along the top of the low rail to reach the front of the line with a DC 15 acrobatics


Stuck at the back of the line, Tararr grits his teeth as he looks for a way into the action. Karrak's crossbow 'misfires' as he excitedly aims for the cave crustaceans. Mankato considers his options while Chitleen tosses a bomb upward at the lifting lobster.

The vial explodes on the beast nearly shaking it lose, but it continues hauling Lockjaw skyward another 10 feet into the air. The other cave fisher persists on catching the next dwarf, this time hitting Karrak with the tough sticky strand.

Round 2
Daeron
Lockjaw
Tararr
Karrak
Mankato
Chitleen
Skyhook

the fishers are thirty feet up and ten feet apart. i'll be away until Sun.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Way to leave us hanging!


Male Oread Monk HP 27 Init +1; Senses Darkvision; Perception +9 AC 17, touch 15, flat-footed 15 Fort +4, Ref +5, Will +7

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

"Puff me up, elf.", Tararr yells to Daeron.


1 person marked this as a favorite.
Male Elf Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

That sort of request especially from someone with a pronounced vulgar vocabulary is easily misunderstood. Nevertheless your meaning is clear and yet I am unable to comply for that knowledge is lost for the day.

Despite the stickied dwarves's plight, Daeron takes his time articulating his reply.


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

Perhaps if I greased the adhered surface these animals will dislodge themselves?

Let me try another method.

With glistened fingers from butter, Daeron gesticulates at the strand thowers.

Lithcin!

Grease at the stuck shellfish attachments. DC17 reflex save to avoid falling off?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Anybody got a sword or axe? I need to cut this tentacle," Karrak calmly asks.


Male Elf Alchemist (Crypt Breaker) 5

Round 2: AC 16, HP 19/19

Chitleen reacts to Karrak's request and slips his Talwar from it's sheath. He rushes over to the Cleric and hands it over hilt first.

Talwar = longsword


good call Daeron, unfortunately I rolled a 19 :(

Tararr roars commands at the elf not understanding the complexity of spell casting. Daeron instead greases the ceiling, but the terrible vermin is stuck to the roof like a tick. Lockjaw switches to his throwing axe and sunders the filament crashing back to the ground. The heavy dwarf hits the bridge hard as Mankato easily runs the railing to his side. Lockjaw- 6 hp

Karrak looks askew at the webbing now attached to him and calmly asks for a blade which Chitleen quickly provides.

Round 2
Tararr
Karrak
Skyhooks

New locations: Mankato, Lockjaw, Karrak, Chitleen, Daeron, Tararr; assuming Karrak delayed for the blade. Alternative actions for Tararr?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Thank you, friend elf."
Karrak reaches up and saws at the filament.

Combat maneuver to sunder
1d20 + 4 ⇒ (20) + 4 = 24


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

"Gimme one of those bows!",Tararr says as he tries to maneuver himself into a more advantageous position.


With a quick cut, Karrak frees himself from the line. Perhaps figuring this meal is more trouble than it is worth, the cave fishers retreat. The uninjured one slips back into a nearby fissure, but the scorched and greased one only slips as it moves back and plummets into the algae covered pool to float up dead a moment later.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

"Hell's bells! I really wanted a piece of one them crabs."


The strange man-sized lobster creature bobs in the slime nearby, ripe for the picking.

2,401 to 2,450 of 4,080 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Hungry Voodoo's Mines of Zolurket All Messageboards

Want to post a reply? Sign in.