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

Tararr swings with both ends of his masterfully made ancient weapon seeking to rip the gnoll in two.

Axe head 1d20 + 8 ⇒ (3) + 8 = 11 Dmg 1d8 + 6 ⇒ (6) + 6 = 12
Spear head 1d20 + 8 ⇒ (18) + 8 = 26 Dmg 1d6 + 6 ⇒ (6) + 6 = 12

DC15 fort 1d20 + 8 ⇒ (16) + 8 = 24


Tararr shoves the ghoulish creature away with the axe end and reversing his urgrosh stabs the gnoll in the gut. It continues flailing at him ravenously and a claw scratches his cheek. Tararr-4 slash, DC 15 fort or paralyzed.

Lockjaw is having trouble with the wounded creature that continues to hungrily lap at his throat. He keeps it at bay, but is unable to land a finishing blow.

Round 2
Karrak
Chitleen
R3
Tararr
Lockjaw
Pale gnolls


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

DC15 Fort 1d20 + 8 ⇒ (17) + 8 = 25


Male Elf Alchemist (Crypt Breaker) 5

Unwilling to further expend his store of alkahest, Chitleen waits to see if the others are able to end their foes...

Can Chit safely maneuver to flank?


Chitleen Shudra wrote:
Can Chit safely maneuver to flank?

sure. The ramp and wall are behind you. All is open ahead. Of course, Karrak is being very protective and might have something to say about Chit risking himself ;)


Male Elf Alchemist (Crypt Breaker) 5

Round 2:

As the number of foes diminishes, Chitleen maneuvers himself where he might advantage Lockjaw...
Talwar: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12 for 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Move to flank with Lockjaw, then slash


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

Tararr shrugs off the chill that began to assault him with the fire of Torag's forge coursing through his veins, Again he launches hi all out attack against the undead.

Axe 1d20 + 8 ⇒ (5) + 8 = 13 DMG 1d8 + 6 ⇒ (4) + 6 = 10
Spr 1d20 + 8 ⇒ (15) + 8 = 23 DMG 1d6 + 6 ⇒ (5) + 6 = 11
Hp37/55,Rage 3/16, AC17 DR/2


Karrak waits in the backfield whirling his weapon and ready to bash any of the ghastly gnolls that break past the front line and threaten the elf or himself. Chitleen isn't so patient and conserving his bombs, draws talwar and circles around to aid Lockjaw. The damaged undead gnoll senses the threat from behind and dodges the blow.

Meanwhile, Tararr's axe swing is still hampered by the proximity of his foe, but he manages a strong downward thrust of his spear that destroys the rotten revenant.

R3- Karrak still readied, Lockjaw up and one injured ghast remains.


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

Not wanting to be left out, Karrak approaches and whirls the ball and chain.

Attack 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d10 + 2 ⇒ (5) + 2 = 7


|| 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 3

Status:

HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Warhammer
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

Seeing the advantage Chitleen has provided, Lockjaw attempts to capitalize on it.

+1 Adamantine Warhammer Power Attack Flank: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d8 + 8 ⇒ (4) + 8 = 12


Lockjaw takes advantage of the distraction Chitleen provides and with a powerful swing of his hammer destroys the final ghast. The horrible stench remains, but all is quiet once more.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen looks at his talwar before realising that it is unmarked by blood and he merely slides it away without cleansing. The corpses of the gnolls are inspected for sign of allegiance or possessions...


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

"I tell ya this is the nastiest place I have ever been, hahaha....And I am loving every minute."


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

"We've nae gone farther than tha entrance. What be deeper?"


The foul corpses of the re-dead gnolls have no possessions, but upon closer inspection of the corrupted flesh, you make out a glyph branded against their ribs when they were likely still alive. It roughly resembles a human skull with curved lines in the top.

knowledge (religion) DC 20:
With further study you recognize a crude depiction of a skull bowl filled with maggots. It is the sign of Kabriri, the demon lord of ghouls.


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

K. Religion: 1d20 + 3 ⇒ (1) + 3 = 4

Lockjaw scours his mind for recollection of the image, but comes up blank after a disturbingly short journey.


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

Kn. Religion. (with Guidance and Touch of Good) 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28

Karrak paid attention that day in school.

Karrak grasps his holy symbol. "It is the sign of the demon Kabirri, lord of ghouls. I fear these gnolls have made a dark pact with an even greater power."

status:

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

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

Level 1 (4/day + 1 domain):
Know the Enemy
Sanctuary
Remove Sickness
Ironbeard

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Make Whole
Summon Monster II
Burst of Radiance


With that ominous thought, the explorers make their way back to the caravanserai to repair their goods and get a warm meal and some rest.

as mentioned in the discussion- LEVEL UP!


Male Elf Alchemist (Crypt Breaker) 5

Chitleen retreats once more to the witch's workshop, heat, steam and smoke able to seen... and occasionally suppressed grunts of pain, or the sibilant hiss of an overlarge snake.


The elf eats only a paucity saying nothing and lost in his thoughts. He quickly returns to his lab leaving the dwarves to their meal. Though simple fare, it is hearty enough and Truther has thought to bring some stout ale to wash it down. The old prospectors inquire as to the success of your latest foray.


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

Tararr spends his time getting patched up and lifting anvils.


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

Computer ate my post last night.

"We ran into some undead ghouls branded with a demonic sigil. There is evil yet in these tunnels."

"Oh, and we brought back a chair."

Use Make Whole (memorized). Do I need to do it more than once? If so, will use the wand.


"Ghouls!? You didn't get bit didja?" Trathis asks abruptly.

make whole will do it.


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

"Eh? Na, why? Ya worried 'bout da fever?"

Lockjaw has spent his time in prayer and combat practice, continuing to test his new hammer.


Trathis ogles Lockjaw like he's crazy, "Hells, yeah!! Always seems to be biters hanging around here. Maybe it's the curse." He gives his partner a sidelong glare and his hand rises to check the silver pendant around his throat.

"I'm certainly not sharing camp with a biter."


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

"What kind of biters? Lycanthropes? And what curse? The more you tell us, the better prepared we'll be to deal with it."

Karrak looks at Trathis' pendant.
Kn. Religion? 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 with Touch of Good


Trathis snorts, "Are you daft?! Ghouls! We're talking about ghouls here." His hand drops from the pendant which look like simple jewelry to Karrak.

Truther lifts an ameliorating hand. "Now there's no curse been proven just a lot of desert dwarf gossip. Nothing to it. You can't trust a desert dwarf. They're as joyless as the duergar left below. They don't even enjoy good beer- mushroom tea, fah! Here's a toast to your continued successes!"


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

"AH, Indeed!", Tararr says to Truther's offer of a toast.


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Male Elf Alchemist (Crypt Breaker) 5

Chitleen is just playing with himself until further notice. OOC I'd suggest we rest up, then set out again eh?


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

Sounds good to me.

Karrak drops his line of questioning but tries to recall if he knows anything about the curse.

Kn. History 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17


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

"Biters! Ha, biters! Dan't be warried, nah biters here."

Lockjaw rests up and prepares for the next foray.


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

Need to update sheet, but did take another Barbar level.


It is the next day after the mid-day meal that your bosses tell you that they will be returning to Solku for a few weeks while you finish clearing the way to the mines. They offer one more chance to bargain for the gear they carry or request items to bring upon their return.


8. Erastus 4712

Karrak knows that the secretive desert dwarves hold oaths and taboos in the highest regard. Although common lore says that the mine was abandoned after it became unproductive, it is more likely that the place was deemed taboo. Indeed, the tombs in the valley outside the mountain point to a sudden abandonment of the mines, not a drawn out waning of production though Karrak does not know the reason of the hypothetical taboo.

The dwarf caravan heads out the next morning. All but two of the oldest ex-slaves go with them to seek a new life in Solku. Aktosh remains behind as well, indebted to you for his rescue and wanting to keep an eye on the caravanserai while you are off exploring deeper into the mines.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen works late, but rises early. Rather than seeing off the dwarves, he instead passes Aktosh a tanglefoot bag "The contents should foul the motion of an attacker long enough for you to flee."


Aktosh bows his thanks for the gift and in a voice still rather loud as he readjusts to his restored hearing, thanks Chitleen.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen nods slightly at Aktosh's thanks before moving to find the fragrant pair "To which depth do we plumb today?"


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

I was going to cure all those prisoners but it would take a day for each.


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

"Ya, we got da bats. What next?"


Karrak Ironhand wrote:
I was going to cure all those prisoners but it would take a day for each.

ah, sorry about that. You'll probably need your L3 spell though. Did you pick spells for the day?

Lockjaw's question hangs, but there is really only one way to go... deeper into the Grand Transept as only the far end remains unexplored.


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

After spending time in mediation, Karrak is ready to explore.

status:

HP=36/36

Channel Energy 6/6 remaining
Deflection Aura 1/1
Touch of Good 6/6

Level 0 (5/day):
Read Magic
Create Water
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)
Know the Enemy
Sanctuary
Remove Sickness
Magic Weapon

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

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

WANDS, SCROLLS, POTIONS
Wand of Remove Fear (in spring-loaded wrist sheath)
Wand of Entangle (in spring-loaded writst sheath)
Wand of Make Whole

1 potion of Remove Disease
1 Potion of Resist Energy

1 Scroll of Remove Curse
3 Scrolls of Remove Paralysis
2 Scrolls of Ghostbane Dirge (50)

Everyone should have a potion of resist energy and Tarrar and Chitleen should have one of Remove Disease


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

"Sounds like we need to to push back the direction of them dead gnolls, eh?"


Male Elf Alchemist (Crypt Breaker) 5

Chitleen nods to confirm "Deeper"

Once they breach the compound, he applies a gritty textured fluid to his eyes via a dropper and finds his feet as easily as the dwarves despite the dark.

Darkvision extract - 5 hour duration


The sunward side of the Grand Transept provides plenty of indirect light as you push down the central promenade once again to the dividing wall between the visitor's quarter and the dwarven center.

The broad iron gate stands slightly ajar at the end of the procession. It is noticeably darker beyond the rusted gate 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, gnollish for those that return according to the gnoll witch.

You still smell the carrion pile beyond the gates as you move to the side and awkwardly clamber over the wall from a safe distance. On the other side, the murky light just barely illuminates an overview.

To the far right, the ramps lead up to the armory where werebats and restless spirits recently dwelled. On the opposite wall some other keep at ground level. Surrounding you and ahead are mainly some low long abandoned halls and a public smithy before a great square that sets aside a great palatial building. The palace emerges from the back wall of the transept and rises above the ground on a built up platform. Wide stairs lead up to the imposing entrance beneath a broad domed roof. It is hard to make out details from this distance.


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

"Shall we go straight for the palace?" Karrak looks to his companions.


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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

"Full frontal? Ta early lad. Da keep or halls be best fer starters."

Lockjaw looks at the palace dubiously.


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

"Right, let's secure these halls in front first." Karrak uses Detect Magic as he explores.


Male Elf Alchemist (Crypt Breaker) 5

Raising an eyebrow questioningly "I would have thought the devotee of the hammer might have turned to the smithy... but the halls will suffice."

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Though over half a millennium in age, the halls and smithy hardly look it from the outside. Inside however, nothing remains. Though spared the damaging touch of wind and rain, looters have gutted everything non-structural over the centuries since the mines were abandoned.

nada.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen shrugs "Hardly surprising, but perhaps deeper it will not be so empty. Let us look to the palace... look upon it from without before deciding the best manner to intrude."

Off to the Palace

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