Kings' patron - Worg Hunters

Game Master Mardavig

Team doin' it in the dark.


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Lantern Lodge

I'm just looking for one character to make a roll on the behalf of the other 4 players.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I have a plus 8
Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Nice roll there Zartana. Once we reach the secret entrance, does Donomi smell anything? I will warn our party and cast Obscuring Mist if there are enemies on the other side.

Lastly, whomever goes in first to the entrance (I'm going in last, thanks) I will grant them Diviner's Fortune, a +1 to their next attack/skill/save for 1 round.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Ah, well in that case Kazz himself has a 23. I'm not certain what sort of bonus we would receive from moving under a bubble of solid darkness but it definitely won't hurt our chances.

Stealth - Ammanas: 1d20 + 18 ⇒ (3) + 18 = 21
Stealth - Alexio: 1d20 - 4 ⇒ (16) - 4 = 12
Stealth - Dregan: 1d20 + 8 ⇒ (3) + 8 = 11
Stealth - Hithil: 1d20 + 3 ⇒ (9) + 3 = 12

That should do it if I understand correctly. Maybe Alexio could ditch the armor for the approach?

I think Ammanas should go first, he makes for a very solid scout.

Oh crap, in all the excitement I forgot to deal with my wound! Since we now lack any sort of healer, can we just say Kazz downed his potion of CLW before the approach? If not I'll do it just inside.

Lantern Lodge

Go ahead, drink your potion.

You arrive at the spot under Darkness, but there is nothing to muffle your sound. You are at the base of the hill that forms the foundation of the fort.

As you arrive to inspect the spot you find a dip in the ground, covered in grass. There is one spot, perhaps the size of a chessboard where the dirt has been stripped away to reveal ancient wooden planks. It would seem you will have to do some digging to open up this passage

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Any scent by the wooden planks?

Lantern Lodge

Earth, wood, nothing interesting.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil whispers, "Make a small hole first, Donomi will go in and be my eyes and ears while we dig a larger hole for ourselves."

Hithil and Donomi will try to dig a small hole so Donomi can squeeze through and get inside.

Lantern Lodge

Digging a handsozed hole is no issue. The planks are sturdy but also ancient. Widening a gap in the already exposed section is not difficult.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz down his potion, Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Feeling restored he and Ammanas listen for any unusual activity or sounds of alarm from the fort?
Perception - Kazz: 1d20 - 1 ⇒ (9) - 1 = 8
Perception - Ammanas: 1d20 + 6 ⇒ (18) + 6 = 24

He knocks an arrow and keeps watch while the hole is dug out.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Keeping a mental link with Donomi after he crawls through, Hithil will inform those digging if someone comes within 30' of the entrance so they can be quiet.

Lantern Lodge

Hithil:
Donomi crawls into the darkness below, after a moment you sense frustrations from him, followed by a feeling normally associated with gnawing.

So, you have perfect cover of darkness, no issue there, but anyone attempting to dig up the entrance needs to make a stealth check to perform it as quietly as possible.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil will use Diviner's Fortune on whomever takes the skill check. That will give them a +1 to their roll. That will be my first use of the skill today.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Well if it's a simple matter of staying quiet, few things make less noise than a shadow.

Bow raised as he scans the wall above, Kazz directs Ammanas to assist the digging party with a nod of his head.

Stealth: 1d20 + 19 ⇒ (6) + 19 = 25

Being small, Ammanas might need assistance to dig out the area though he isn't weak and will be able to reach the tighter areas with ease.

Lantern Lodge

Being small Ammanas has some real difficulty doing any digging on the quicktime. Alexio would also be hampered by the near total darkness.

If you leave it solely to Ammanas it will take about an hour to complete, silent as the grave, however.


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

Thanks for taking care of the rolls for Alexio. He's not very good at stealth or darkness.

Alexio tries to keep up with the rest of the group and not wake up the countryside with the creaks and clanks of his armor. When they are at the plank, he tries to look for oncoming lights or noises.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz sighs almost imperceptibly as a clod of dirt strikes his leg. Putting the arrow back in it's quiver he slings his bow quietly. Nodding for Zartana to take over the watch, the kayal shuffles over to the entrance and sets to digging as quietly as he is able.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Lantern Lodge

After perhaps 20 minutes of digging you have exposed a Woden hatch that was
, once long ago, built level with the ground. Those who can see in darkness look down below and see.

darkvision:
a small earth walled chamber. The side facing the fort has a stone door built into it.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Peering into the earthen chamber, Kazz waves Ammanas forward to scout it out and check the door.

Cautious and silent, Ammanas slips into the chamber, searching for threats or anything of note.

Stealth: 1d20 + 18 ⇒ (16) + 18 = 34
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Lantern Lodge

There is nothing but a stone door with a iron ring on it. It appears no one has been down here in decades.

There is enough room to move the party down here, and close the trap door behind you.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Once inside, Donomi (has low light vision & scent) will run ahead to try and scout.

Donomi is going to roll to see if he can find some other exit. He'll use his SCENT ability in case there's living beings with a smell.

Perception to see another exit: 1d20 + 5 ⇒ (3) + 5 = 8
Stealth like movement: 1d20 + 10 ⇒ (20) + 10 = 30


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

With the way clear, Ammanas puts hand on shoulder and guide both Alexio and Dregan inside, motioning for the others to follow.

Once the last of the group is inside he will reach back up and pull the trapdoor shut.

His whisper breaks the silence, "We've managed the hardest part. There is another door leading further in. I'm going to open it but we should all have weapons and a light source readied should we encounter immediate resistance. Don't breach any light unless there is a threat though. For now darkness is our best chance of meeting whatever might lie in here on our terms."

Once everyone is ready and provided there are no objections, Kazz moves to the door, Ammanas beside him and attempts to open the door.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

I can't see in complete darkness, I only have low-light vision. I'm going to assume you also pulled me in once you noticed I wasn't moving.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

If the way is clear, Zartana keeps her bow ready for any surprises on the other end


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Dregan nods to Kazz and then thinking about it says quietly "Thanks" then thinks some more and curses himself quietly.

Lantern Lodge

Make a stealth check, -2, while opening the door.

This is a stone door, so anyone with less than 14 strength requires a check to open it.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Since nobody used my +1 bonus grant last time, Hithil will grant anyone opening the door a +1 bonus (can be skill, ability, etc.) from her Diviner's Fortune ability.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Luckily Kazz is in decent shape :)

Cautiously, Kazz begins to pull on the door, applying force smoothly to be as quiet as possible.

Stealth: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19

Once the door opens he peers into the room beyond.

Perception: 1d20 - 1 ⇒ (15) - 1 = 14

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Donomi will run ahead after the next door opens.

Stealth: 1d20 + 10 ⇒ (11) + 10 = 21

Lantern Lodge

Behind the stone door is a long tunnel, clearly no one has been through here in a long time. The tunnel runs upwards towards the fort, it is perhaps 80 feet long.

At the end of the tunnel is a stone trap door in the ceiling.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Bringing the sight impaired with down the tunnel, Kazz crouches near the trap door. Readying his bow he gestures to Zartana in the blackness, whispering, "Your turn first into the breach. Ware not to venture through before the scouts..."


Female Human Ninja (Scout) 1

Rolls for GM

Spoiler:

Know Local: 1d20 + 4 ⇒ (10) + 4 = 14
Bluff: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil whispers to the group, "Would you like a mist to hide our way? Donomi, my rat, doesn't seem to smell anything, so it might be clear. But listen at the door anyways."

Listening at the door perception: 1d20 + 4 ⇒ (6) + 4 = 10


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz's whisper issues from the dark, "We'll likely make better use of the mist if we need to fall back to the entrance. It seems at least this part of the passage has been undisturbed for some time. There's little to smell but the stale air..."

He pauses for a moment, "Ammanas seems to enjoy it down here..."

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"Okay, sounds like a plan. I'll save that spell for when things get dicey." Hithil pulls out her trusty crossbow. "I've got an unnaturally quick trigger finger."


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

"I agree, a mist seeping up from the basement might or not attract attention."

Lantern Lodge

Ok, so you're all in position beneath the trap door.

Hithil doesn't hear anything from the other side, but donomi smells people out there.

Are you opening the trap.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Thanks for clarification. Scent can be annoying to keep track of.

Hithil informs the party of Donomi's scent of people beyond the door. "Mist or darkness would help. If they alert the rest of the bandits we're in big trouble."


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

Alexio braces his shield and quietly draws his sword when it is revealed that there are likely people on the other side of the trapdoor.

"Ready when you are, " he says quietly.

Two questions: Does the door open up or down? and is/does anybody need to carry a torch? Alexio could do that if necessary.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Looks like we will need a torch, doesn't look like anyone has the light spell :P Have one out but don't light it yet, dead giveaway for whoever is on the other side.

"Roiling mist issuing out of the ground is likely to trigger the alarm no matter what. Wait till we know what we're dealing with on the other side."

Moving carefully, Kazz eases the trap door open (I would assume up?), careful to make no unnecessary noise.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Lantern Lodge

The trap moves up. You look out into a small space that seems to be under a set of stairs. You can hear men moving around and talking above but from a crack in the trap door you can't get a look at them.

The space is all, with room for perhaps there medium creatures. It is open on one side and seems to be facing the palisade wall.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Sliding the trap closed again, Kazz informs the others of the situation.

"Fair amount of movement out there. I can have Ammanas take a look around. See what we're up against and try to locate Raven?"

Lantern Lodge

Sounds like a plan to me, anyone else have Amy feelings on it?

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

It's fine with me.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Edging the trapdoor open, Ammanas slips silently into the for proper, taking in the surroundings.

Stealth: 1d20 + 18 ⇒ (15) + 18 = 33
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Lantern Lodge

Can't argue with a stealth roll like that. So what are you sending Ammanas out to find out?


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

There are benefits to being a living shadow :P

We'll want to know the lay of the fort, determine where Raven and Kenaniah are, where the Stag Lord is likely to be and the most discrete route there from our current location.

It's worth noting that Kazz and Ammanas share telekinetic communication so they can relay information back and forth real time during the search.


Female Human Ninja (Scout) 1

I'm sorry, but I have to.... Telepathic communication... Telekinetic is long range touch...unless you read Braille on each other ;-)

Lantern Lodge

Kazz sends Ammanas out to scout, but while he, it, is away perhaps you, the characters, not Ammanas, could make a perception check.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Donomi Perception: 1d20 + 5 ⇒ (12) + 5 = 17

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