The Dales and Beyond

Game Master littlehewy

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Might have come from/gone to that small hole we heard voices from back at the campsite.


Ideas? Thoughts? Jack, you still have a rope attached to you, and are stable in your position.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Jack calls back to the others
"I am going to see if I can climb down this pit...just to see how deep it might be. Also, I want to try and see if I can swing to the opposite side."

Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz doesn't like separating again. If Jack can get to the other side we could use the rope to get across.."


Thoughts? If I had the 10 gp of materials for summoning another familiar, I could get a crab with blindsight to see through the magical darkness. Then Jack could hold the crab and I transfer consciousness to the crab and shout at him whats there. Other than that I don't really have anything that could deal with magical darkness yet.

I think what Jack is doing is the right thing, just have to see it to conclusion I suppose.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Besides tracking the badger, I got nothing.

Survival Tracking: 1d20 + 4 ⇒ (5) + 4 = 9

Sorin lets her weight off of the rope to confirm her assumption. ”Yep, not doing anything here, heh” She looks at the other two for permission to step away and the goes to see if she can figure out where Jack’s attacker scurried off to.


Jack climbs easily down the rough, rocky side of the void, and finds that it is a pit, only 20 feet deep. Feeling around in the darkness he can feel hard, four foot long iron spikes driven into the hard clay at the bottom. The spikes seem to be coated with some sticky substance at their points. In any case, the pit is only ten feet across, and the other side is just as easy to climb.

Sorin goes back to the wind-swept chamber, but can't find any trace of the badger's passage. Perhaps the constant currents have erased any markings it may have left.

Even in the inky blackness, if you're all careful and use ropes to avoid sliding down the slope you'll be able to climb into and back out of the pit no worries. I'll assume you're all over the other side.

Jack, the first one out of the pit, finds that the ceiling is much higher immediately after the pit, and what's more, he can see one of Nilelane's globes once he takes a few steps from the edge. The tunnel opens out into what looks to be a massive chamber only ten feet from the edge of the magical darkness. Eventually you are all across, thanks to the use of ropes and teamwork. The huge cavern before you beckons.


Could I use prestidigitation to "clean" the sticky substance off the spikes as we go?


Sure, would take some minutes to do, but that works. Once you're all levelled, let's move on, shall we?


As she stumbles out of the darkness, Nilelane appears to almost hug her little globes of light. She is shaking and steadies herself on the wall for a moment "Is that what its like...death?" she inquires.


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg once out of the darkness sees the cavern and immediately starts to secure the surroundings to ensure the teams safety.
perc: 1d20 ⇒ 18

'We need to make sure there's not nasty surprises here. I'm beginning to very much not like this place!
Beergs eyes are glancing from wall to wall, ground to ceiling looking for anything that appears out of place or a danger.


Beerg moves to the end of the tunnel, peering into the extremely large cavern. It stretches out beyond the limits of Beerg's darkvision, and the current radius of Nilelane's globes of light, although the ceiling is visible some 40 feet above your heads. As the airflow is no longer funnelling through a small opening, the breeze here is noticeable, but not significant. The cavern floor that you can see has been cleared of loose rocks and the bears obvious signs of significant use, particularly in the abundance of tracks that crisscross each other, and there appears to be an aggregation of soot on the ceiling.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz thinks someone's been camping here. Perhaps the badger wizards that got Jack. Be cautious!"

Surv: 1d20 + 3 ⇒ (14) + 3 = 17 He looks around for the freshest tracks.


Haha badger wizards!

The tracks are all jumbled, and what's more, it appears that some care has been taken to erase some of them. Still, Kraz is a good enough tracker to pick out small, lightly falling feet (drow?), large furry ones (obviously quaggoths), and some other misshapen booted foot that he's unfamiliar with. Some drow and quaggoth tracks head up the tunnel you've just exited, others go in various directions.

Kraz, assuming you're staying close to the entrance, that's all within a 20' radius of the tunnel mouth. There may be more to find out in the rest of the huge cavern.

GM's screen:
1d20 ⇒ 1
1d100 ⇒ 47


At mention of the drow tracks, Nilelane halts the party and whips together a little illusory puppet show for their amusement.

First the party is moving down a corridor whistling a little song happily, when all of a sudden 1000 poisoned crossbow bolts come out of the shadows, killing everyone instantly. The curtain draws and the scene starts again...

This time, Nilelane's appearance changes to match a drow female and the party walks down the corridor whistling a darker tune. The drow come out of the darkness and say "Identify yourselves!" at which point the party uses their hesitation to win the fight.

In the end, a crowd of small children appear who were watching the puppet show along with you and cheer, some crying in ultimate amazement.

As if that was self-explanatory, she chants for a moment and her skin becomes black as the night sky, her eyes glow a soft lavender and her hair white as a long dead corpse. She includes in the illusion an adamantine armor and a great tentacled whip, and finally lets loose with the most evil laugh she can manage "Hahahahah!"

Deception: 1d20 + 3 ⇒ (6) + 3 = 9

...however, as a first try its a bit weak. She is a bit too cute or sad to take seriously.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin watches Nilelane’s play and the illusion spell. Nodding the whole time. It’s when she laughs that Sorin cringes ”Eeeesh, maybe you should be the mean “silent” type.”


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg will continue up the tunnel with shield and hammer drawn creeping forward while still keeping his wits about him.

Let me know if I'm about to walk into something Jack!


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Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Kraz stands there watching the show with amazement, similar to Shrek and Donkey when they first enter Duloc. His simple mind cannot help but enjoy the show.

"Oh! Oh! Do it again!" he then stops somehow remembering the parties location.

He ponders for a second before speaking.

"Kraz doesn't think this is the time or place for puppet shows Miss Elf.. That said I did enjoy it and when we get back to the surface I would be interested in watching it again. Kraz thinks we should get focused on finding them Badger Wizards now though.."


"Silence, male!" she exclaims, lashing her tentacle whip this way and that.

Deception: 1d20 + 3 ⇒ (8) + 3 = 11

Again, the words have no bite. In the final analysis, Nilelane is simply not cold enough to deliver on the full drow experience.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin smiles and shakes her head at Nilelane's attempt to be cruel. "It's still not a bad idea. All it needs to do it give our enemies pause. Let us keep moving, these elves have to be here somewhere."


The party, herded along by your drow mistress, heads cautiously into the centre of the cavern. It seems be about 150 feet across in diameter, roughly ciruclar, with five exit tunnels spread around from the north-west to the east (you have entered from the south). The cave seems devoid of any items or features of interest.

What do you do?


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz thinks we should make a mark on a tunnel to show we've been there and then search them all, one by one."


Nilelane takes out the little white handkerchief they found earlier and lights it on fire, promptly snuffing it out with her drow black leather high heel, kneeling down close to note which tunnel the smoke bends towards....


Nilelane wrote:
Nilelane takes out the little white handkerchief they found earlier and lights it on fire, promptly snuffing it out with her drow black leather high heel, kneeling down close to note which tunnel the smoke bends towards....

Nilelane Investigation: 1d20 + 3 ⇒ (13) + 3 = 16

The smoke bends towards the tunnel you have just exited from. However, you note that the smoke bends most strongly away from the second tunnel from the left, which leads more or less due north as far as you can tell. It seems to be the source of the ventilation that causes the howling winds through the straw-like tunnel you crawled through to get to this section of the caves.


Can I use the bottle of ink from my scholar's pack to estimate slope of the passages, like a liquid carpenter's level? Just up/down/level


Sure thing. Which tunnels are you planning to check? I'll assume everyone is moving with you as you do so.

Just to clarify for everyone, you've entered from the south. The five other tunnels fan out, from left to right starting at the northwest, two more heading to the north, the fourth heading northeast, and the fifth tunnel leading directly to the east.


All 5, I suppose starting with the middle one


The middle (third) and northeast (fourth) tunnels seem to head somewhat upwards. The tunnel to the east appears to be sloping slightly downwards. The first and second tunnels seem more or less level.


She notes all this information of slopes and winds on the map, showing the others.

Doesn't seem to be any reason to pick one over the other, who has point? ;P Can roll random I guess, left to right, 1-5

Tunnel Selector (TM): 1d5 ⇒ 1


We'll just wait for a consensus with a quorum of two, but as you say, there are no obvious reasons to choose one over the other.


Saves:
★ Wis +2 ★ Cha +4
Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)
M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Beerg watches with curiosity as Nilelane uses her ink to estimate the slopes and wind direction.

"Nilelane, you've done your research.I'll follow your decision."

Beerg turns toward tunnel 1? 'I'm happy to be upfront again with Kraz... Kraz, let's move. "


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

”Let us find a way out first, in the event that we need to escape. The wind tunnel seems like a bad choice for an escape route. Maybe where the source of the wind is coming from will lead us out. ” Sorin kneels to takes a look at each of the tunnel entrances to see if any of them are trafficked more or less than the others.

Survival: 1d20 + 4 ⇒ (19) + 4 = 23

Great ideas Nilelane! if we choose not to do this, now would be a good time to mention rope trick is available. That would be suitable enough to assure Sorin, and to continue down any path.


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz is fine with whatever his good friends think. he is ready."


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Still unsteady from his harrowing brush with death, Jack has been uncharacteristically quiet since you awoke. He follows the group but seems to be in a bit of a daze, but as Nilelane begins her investigations of the tunnels, a bit of the old gleam seems to come back into the rogue's eyes.

"Great ideas in discovering the paths ahead Nileland. Let's see where your choice leads us, shall we!?"


The party moves forward into the tunnel, with the half-orcs leading the way. After some 30 feet the tunnel bends sharply to the right, and as Kraz walks around the corner he almost trips over what seems to be a manacled foot poking out from behind a small boulder. Peering down, Kraz sees that there is an unconscious dwarf wedged behind the boulder, almost naked but for a few rags, a large stick on the ground beside his calloused, outstretched hand. The manacles around his feet, which end in short lengths of severed chain, are wrapped in dirty strips of cloth. He looks to be in terrible condition, ribs sticking out in his chest, his cheeks gaunt, and his unconscious breathing laboured. His beard has been roughly hacked off sometime recently from the chin down, though the moustache and long sideburns remain.


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

Seeing the poor dwarf, Jack removes his picks and goes to work on the shackles on the poor fellow's legs.

"Sorin, see if you can do anything for his wounds. Kraz and Beerg keep watch if you do not mind, and Nilelane look through our packs and see if we have something for this poor dwarf to eat and drink!"

As he is asking his friends to help, he examines the chains and manacles on the dwarf's legs.


The cloth strips around the manacles are stuck to chafing wounds on the dwarf's ankles, and the smell of infection wafts from them as you examine them. The manacles are well-made, quality items, although you're fairly sure you can crack them.

Please check the discussion thread for a quick poll on how you want to rule lockpicking.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin moves next to Jack, placing her hand on the rogues shoulder. "Torm's wisdom upon you." she says as divine energy drifts over Jack. guidance, add +1d4 to your next ability check Jack

She kneels further and examines the dwarf, Hoping that she can find some way to help him.
Medicine: 1d20 + 4 ⇒ (16) + 4 = 20
would healing magic help his wounds any?


Jack clicks open the manacles while Sorin looks over the dwarf. He is wounded, many small wounds, some of them older, but the worst injury is his throat - it has been cut, and poorly stitched back together, fairly recently. It has healed, but badly, and is now an angry red scar.

He has fallen to 0 hp, but has stabilised. He can be healed normally.


Nilelane magically extracts various foods from Jack's pack such as:

ice cream cone with cherry on top
a full turkey on golden platter
a huge clump of drippy spaghetti with meatballs
haggis
pink frosted donuts with sprinkles
a live badger
crepes suzette flambe
sack of fresh walnuts

...tossing them all in a huge pile disinterestedly, until at last finding a slightly green potato with roots growing on it (real) from a trail ration and offering it wholeheartedly.


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Skein looks at the other briefly and then places her hand on the dwarf’s chest. ” May the Trinity’s energies restore you. “

Cure Wounds: 1d8 + 2 ⇒ (8) + 2 = 10


The dwarf starts awake with a splutter and a wheeze, then looks around at you in fear. His expression slowly softens as he realises you are tending to him rather than threatening him, and he closes his eyes for a moment in weariness. He then opens them again and looks around the party, nodding his thanks, his gratitude shining from his eyes. In the barest whisper, he croaks, "Thank you, my friends..." Even this amount of speech appears to cause him pain, although his eyes do crinkle in the tiniest smile as Nilelane hands him a potato. He takes it, nodding again.

"My name," he starts off in his hoarse, gurgling, raspy whisper that sounds painful enough to make you wince, "is Tirrendale Talltales... although I might need a new moniker. Who might all of you be?"


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"I am Kraz and these are my good friends. Who put these manacles on you?"


"The... the drow. They manacled us all," he rasps (in a voice not unlike Harvey Fierstein's...). "We fought... we still fight. But they take the women, the children... they never come back. I... I need your help. We need to help them!"


Male, N Human, Rogue 3 | HPs 18/21 | AC: 15 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

"You need to rest a bit first and regain some of your strength. My friends and I will watch over you and when you are a little stronger we can talk. ok?"

Jack motions the rest of the group to one side away from the dwarf and speaks softly.

"Ok, so now what? Do we push forward and see what is happening, or try to return to the tower and inform them there?"


As Jack moves away and speaks to the rest of the group, the dwarf gurgles, painfully from the sound of it. "No, there's no time for rest! We must hurry!" he hisses in his scratchy whisper. "Before they take more away!" With that, Tirrendale reaches behind his head, shaking his hair loose, and pulling a small shining item from his tangled locks. It appears to be three entwined rings, set in silver and attached to a leather thong. "I can help! My goddess..." he hisses. He tries to stand, but falls forward as he does.

Sorin, though he is healed somewhat, from your previous Medicine check you can tell that he is still exhausted (i.e. suffering from one or more levels of the exhaustion condition).


Quote:
Who might all of you be?

"You hereby consume the spud of the 7th House, Xorlarrin!" she explains "Such tots are grown in the twilight hills of Menzoberranzan..."

Deception: 1d20 + 3 ⇒ (7) + 3 = 10

...but its obvious despite her appearance, she is no drow.

Man, hope I roll high if/when I actually need it lol


Oh man, I completely forgot you were disguised as a drow! I'm going to cover my mistake by hand-waving his Wisdom save when you gave him the potato... His eyebrows shot up in fear for a moment till he realised you were magically disguised.

To Nilelane, he winces a little. "You may have to work on your acting a little... but that could work, if you get it right."


Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
HP 16/39 | AC 15 | Init +2 | Passive Perc: 13
Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

"Kraz likes Tater Tots!"


Female, NG Half Elf, Monk 1/Cleric 1 | HPs 20/23 | AC: 15/17 (shield of faith) | Init: +3 | PP 14 | S:+2, D:+5, C:+1, I:+1, W:+2, C:+1 | War 0/2 | Channel 0/0 | Kai 0/2 | Insp: Yes | Spell Slots: 1st - 1/2

Sorin smiles at Kraz, to Jack ”We need to pursue this. If we can save more of the dwarves, perhaps they can help us route the dark elves. The tower has been warned of the dark elves and should already be making preparations.”

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