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

"Jus' a few chuckers fer me. No good wit' a bow."

Lockjaw eyes the weapons speculatively.


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

"Why don't we make a harpoon? Lockjaw or Tarrar could spear him and haul him down."


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

"A fine plan in my opinion."


harpoon is a viable weapon, but would require an exotic weapon proficiency to use properly. I believe Chitleen was working on tanglefoot bags as well.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen ensures his quiver has a measure of silver tipped arrows and notes his mostly empty satchel with warding concern... but makes no mention of it. He waits for the others to be ready before following the dwarves towards the bat's lair.


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

"Well,I suppose there is no time like the present. You boys ready?",Tararr says as he hefts his gear.


With a nod to the god Angradd, the party moves to strike down the lycanthropes before they can recover. The caravan is secured with a pair of women and the younger children to mind things and the adventurers make their way deeper into the Grand Transept past low dark storehouses now yawning and empty.

You reenter the wide procession passing between a pair of heroic dwarf statues, bronze faces disfigured and marble bases covered in graffiti. All is quiet except the sound of the dwarves' tread and occasional clank of their arms as the tall granite wall partitioning off the rear of the transept is reached.

A broad iron gate stands slightly ajar at the end of the procession. It is noticeably darker beyond the rusted bars as the ceiling begins to slope gradually downward toward the domed roofs of the public buildings beyond. Large white letters written in running paint next to the gate spell out the warning, "Shoosuva".


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

"Thar it be. Ready?"


Male Elf Alchemist (Crypt Breaker) 5

Chitleen puts finger to mouth for the dwarves to be silent for a few moments before applying the searing tincture of enhanced perception not to his eyes... but his nostrils. Choking back upon the burning sensation the elf's nose swells in size and he begins to sniff the air purposefully. He also applies an attar that smells of nothing to his elbows and the musky perfumed scent of the elf disappears also. "A moment..."

Stalking forward slowly Chitleen stops to close his eyes and sniff every hand of steps, cocking his head and using his ears also to ken where the foes may be in hiding...

Cryptbreaker's Draught for Scent
Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16 and auto detect any creatures within 30ft
Idea is to keep fifteen feet or so ahead of the rest and act as an early warning sounding bell.
Edit: I'm beginning to think that dicebot doesn't like my characters being good at the things they're meant to be good at...


Chitleen steps forward through the gate and is immediately struck by the sickly sweet stink of rotting carrion. There is a dark mound behind the wall near the gate of what by the smell can only be rotting corpses forcing him to step away covering his face.


Male Elf Alchemist (Crypt Breaker) 5

Grimacing Chitleen steps back and whispers "There is a mound of carrion beyond the wall... whether it hides the dead that walk I know not. Perhaps Lockjaw's sight would lend more information."

Is there just a single entry? - or can we try and circle round for a different approach?


The wall is ten feet high and divides the transept. The gate is the only entry.


Male Elf Alchemist (Crypt Breaker) 5

Looking left and right "Though perhaps it would be better to breach the wall at another point."


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

"Walking into the open arms of the already dead does not sound like a good plan. I agree with the elf."


Somewhat put off by the ominous pile of corpses, the adventures look for an alternative route. The ten foot wall continues across the wide cavern however, the stairs leading to an upper level where the werebats are likely to dwell is seen to the east above the tall fortification.


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

"Sar, if'n ye want 'em comin' up yer backside. Lemme look."

Lockjaw will look around the corner at the pile, attempting to find the signs of ambulatory dead.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
K. Religion: 1d20 + 3 ⇒ (14) + 3 = 17


Lockjaw's darkvision reveals a sad huddle of dismembered bodies against the wall. Something moves underneath the rotting limbs.


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

Karrak keeps his crossbow aimed at the pile of corpses while looking for signs of magic.

New spells chosen

status:

HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 6/6

Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Summon Monster I
Sanctuary
Liberating Command
Bless

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II


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

"Something movin' thar, can't make it. Movin' or killin'?"

Lockjaw waits for the group consensus, mindful that attacking everything at first sight does not further the mission.


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

"We need ta be a little more mindful about the killing everything we meet after that last battle. I know shouldn't be the one to say so, but ain't any glory dyin' on the tentacles of a carrion crawler."


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Male Elf Alchemist (Crypt Breaker) 5

Chitleen retrieves one of his alkahest vials from his satchel and cocks his head at Lockjaw "A taste? to see if it balks?"

Rolls if he agrees: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4 for 2d8 + 4 ⇒ (6, 3) + 4 = 13 or 2d4 + 4 ⇒ (3, 1) + 4 = 8
I'm out on a training course for a coupla days.
Edit: The sound of weeping can be heard emanating from the corner "Why doesn't Dicebot like me..."


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

"I say we don't go lookin' for more trouble than we already are, and pass it by. Could be just a centipede or something.


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

Hahaha, at least you got all the shartty rolls out of the way in one post, Chitleen, lol. No need to stretch them out over several.

"I'm with Karrak. We need to save our health for the real target. I'll my life at somethin' that deserves."


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

"Ai't then, lead on."


we'll spare Chitleen the embarrassment of dropping a bomb on his foot then.

Favoring a less direct approach that might avoid trouble, the adventurers follow the wall eastward back behind the warehouses. It is a wide alley as there is a twenty foot buffer cleared around the wall.

plans for getting over the wall?


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

Karrak has a grappling hook. Might be simpler to boost Chitleen up and let him tie or hook the rope on the other side. Ready to give +2 with Touch of Good.


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

Tararr offers to tie a rope to a large hunk of rock and toss it over the wall, boasting to won more than one beer keg chucking contest at many dwarven pub.


Using Karrak's grappling hook, the adventurers manage to get over the wall with a little extra assistance for Lockjaw. The other side is shadowy and dark. Large dim forms of public building loom ahead along with a wide stairway nearby that climbs to fortifications above.


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

Tararr scans the area ahead of them looking for any movement or danger. "You boys ready?


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

Lockjaw shuffles his armor back into place then nods, axe and shield ready.


The stairs ascend about thirty feet along the wall before turning toward the fortifications and a battered gate. Rows of dark holes line the wall occasionally holding some armaments.

Perception DC 15:
You spot a head duck back into a hole near the gate as you approach the foot of the stairs.


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

Perception 1d20 + 8 ⇒ (15) + 8 = 23

"We got one.",Tararr says looking toward a hole near the gate. "Didn't get a good look at what it was, but something is in there. Got anything to force him out,Chitleen? Maybe a thunderstone or somethin'?"


Male Elf Alchemist (Crypt Breaker) 5

Chitleen shakes his head before retorting "Perhaps a smelly dwarf to tempt it's jaws? Besides... a thunderstone would announce our presence to all and draw them to us." Though I have been asleep too long... unprepared... this must change.


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

"I thought a fruity elf might be more likely to attract them than a thunderstone, hahahaha.", Tararr says with a genuine laugh at the elf's ribbing. "But, it seems that our only answer is a quick strike and hope there aren't too many of them for you to handle, skinny.', he finishes with a wink. The comment seems aimed at Chitleen till everyone notices Tararr is looking directly at Lockjaw.


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

"I kin handl' 'em, if'n ye can still lift yer axe, greybeard."

Lockjaw moves forward a few feet.


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

"HAHAHAHA, impetuous beardling! Three pints to one that lays the most low then."


So up the stairs in the marching order on the campaign page:
Lockjaw, Karrak, Chitleen, Tararr? or is Tararr pushing forward to get first kill?


Male Elf Alchemist (Crypt Breaker) 5

Chitleen ensures his quiver is at easy hand before waiting to allow beard to go before beauty.

I'd let Tararr push ahead of Chitleen in this case... otherwise tally ho.


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

Tararr is going for the gusto on this one.


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I like the new look, Tararr.

Lockjaw and Tararr lead the group up the stairs which pass under ominous rows of dark windows. Suddenly there is a grinding sound a pile of rubble and bricks tumble from an open window above.

Tararr and Lockjaw- 4d6 ⇒ (3, 1, 3, 5) = 12 damage, Ref 20 save for half damage


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

Ref DC 20: 1d20 + 3 ⇒ (18) + 3 = 21

"Take more'n that!"

Lockjaw dodges the rocks and looks for a way to the windows above.

Status:

HP = 38/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None


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

Yeah, I dig that avatar. Far more suitable, I think.
Ref DC 20 1d20 + 4 ⇒ (13) + 4 = 17 -10 points I will never live down.

Tararr, distracted by the suddenly acrobatic Lockjaw, takes a load of rocks on his mohawked head. "Dammit!"


Lockjaw hits the wall hard and most of the debris strikes Tararr instead. The battlement opening from which everything fell is about a twenty feet up a sheer stone wall.


Male Elf Alchemist (Crypt Breaker) 5

Sniffing the air as they draw near Chitleen seeks to find if any beast lingers above...
Seeing if he picks up anything with scent.


Chitleen delicately sniffs at the fallen rocks that now litter the stairs and detects the lingering scent of human and bat. Lockjaw thinks the climb to the opening is possible with Karrak's rope and grappling hook though if there are unseen guards above, climbing might be dangerous. The stairs continue upward before leveling off and turning into the wall and gatehouse.


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

If it looks like the stairs lead to the attacker Lockjaw will go that way, otherwise he'll consider the climb unless we decide otherwise.

"Hah, good thing yer head be so hard! Now let's find and kill the bugger."


Male Elf Alchemist (Crypt Breaker) 5

Hissing "Push on, they have fled the window" Chitleen follows on behind the dwarves with bow in hand.


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

Rubbing his and smiling, Tararr nods and presses forward.


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

Karrak keeps his crossbow at the ready, scanning the windows for signs of movement.

Perception 1d20 + 4 ⇒ (12) + 4 = 16


At the top of the stairs, the stone becomes wood as a bridge leads twenty feet to the top of a stone column and another twenty foot bridge turns at a right angle to the heavy wooden door beneath a huge stone sculpture of a glowering dwarf's face. Stepping off either bridge would lead to a plummet thirty feet to the ground below. Additionally, razor sharp pieces of scrap metal have been tossed into the pit beneath the second bridge.

Karrak catches no movement from the galleries on either side.

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