Throne of Night (Overlord)

Game Master NS


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The drow call this entire region of the underworld the Azathyr. It means web, so named for its many labyrinthine passages. Vothys is a small outpost on the very edge of drow power within the Azathyr.

Taecuss dyn Bru and Kalenmourn:
Taecuss dyn Bru and Kalenmourn know that Vothys was built centuries ago to hold the strategic Pit of Hezzarian so that incursions from the surface would be more difficult, but that as the seismically active Earth’s Wound closed off the openings within the Fungal Jungle this became unimportant and Vothys was largely forgotten.

(It is okay for anyone to read this. I am just making it clear who this is for.)

You are summoned before the Baroness, Lady Satha of Vothys.

The audience takes place in area 1-1 of this map. A picture of the exterior of the tower is here. A picture of Lady Satha in her audience chamber is here.

“I have an errand for you. The deep gnome quarrytown of Fasturvalt has two things I desire – stone and slaves. You will seize them for me. I have assembled an army of a hundred fine warriors. I put them under your command. That should be more than enough soldiers to brush aside their pitiful defenses. Even better their ruler, Lord Geirni, is a simpleton who believes he can placate us with treaties and supplications.”

This recently-assembled army presumably consists of the various outcasts and scum that until a few days ago inhabited the drow camp in the cavern behind Lady Satha's tower.

“My generosity does not cease there. I have gifts. The jewels summon forth minor fire elementals for about a minute I’m told. You can either shatter them and command the elementals directly or set them as traps. Amusing little toys to be sure. Use them to burn the gnomish armory. The potions will keep you in good health. See how much I care for you, my honored subjects,” she says with a smirk.

A pampered courtier presents you with a small chest containing three jewels and three potions.

“This errand should be simple enough. Do this and return to me. You are dismissed.”


AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

Elkrakyrr will bow and exit the chambers. Unless someone else takes them first, he'll hold up the potions, attempting to identify them with detect magic.

Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14

Hmm...no luck. These must be complex or arcane in nature. Would someone else like to try?


Here is a map that shows where Vothys is relative to Fasturvalt, including passages you are aware of.

(The location labeled as "The Great Jumping Off Point" is known to the drow as the Pit of Hezzarian. The area with the mushrooms is the Fungal Jungle.)


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn tries to recall anything he knows about the paths to Fasturvault and what he knows about Deep Gnomes.

Knowledge (Dungeoneering): 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge (Local): 1d20 + 7 ⇒ (13) + 7 = 20

As they leave, Kalenmourn shrugs at Elrakyrr and smiles, Perhaps I'll have a bit more luck. Detect Magic
Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

Well, this certainly sounds like it will be fun. When shall we head out?


"The Baroness is not exactly known for her patience, so I assume we are to head out as soon as we can."

"Shall we go look over this 'army' that she has given us command of?"


? Eldritch Abomination Many/Lots

Vayshan says, [b]"Your word is that of the Lord of Hell."[b] He rises, and follows his allies from the Baroness's audience hall.

He wracks his memory, trying to call up the layout of tunnels between Vothys and Fasturvalt, especially trying to remember anything of the layout around Fasturvalt and any potential approaches to the quarrytown.

Knowledge (Dungeoneering): 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge (Geography): 1d20 + 4 ⇒ (20) + 4 = 24


AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

I'm assuming that we can move the "army" through the smaller passages? Or do we have to go through the jungle?

Yes, I think that looking at our forces is an excellent step one. Hopefully among the riff raff there are some that can keep the others in line. We may be traveling for over a week and handing out food and managing provisions directly seems...the work of subordinate creatures.


Yes, I was also wondering about the average size ratio of the minor, secondary and main passages.


Taecuss turns and goes with the others.

"I have no objection to handling logistics. Let's see these troops, appoint ten sergeants over the rest. Then we can coordinate supplies we'll need."

Players please note: the spoiler in the GM's first post to Kalenmourn and I is some general background information that Taecuss would have shared with the others at some point or another.


Male Human Human Crossblooded Rager 1| VP 5/10 W32/40 T18| AC 11/11/10+2 Dodge vs. Goblinoids| CMB +5| CMD 16| F +4| R +1| W -2| Init +1 Per +4

Maldar slinks along behind or beside the others, bowing deeply as they exit the Baroness's chambers. This is the only real gesture that the group can discern, at first, as his twisted figure is entirely covered by a heavy cloak.

"I'd like to ssssugest a small preliminary ssstrike force to infiltrate the city and take out k-key targets, ssuch as that armory. Then we can c-commence the carnage and capture. But that stage of p-p-planning is some time off. The troops must be evaluated."

He lisps and stutters over the words, as some of the formulae and concoctions he's had over the years have sacrificed his speech for greater physical prowess in other areas.


Kalenmourn wrote:

Kalenmourn tries to recall anything he knows about the paths to Fasturvault and what he knows about Deep Gnomes.

Knowledge (Dungeoneering): 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge (Local): 1d20 + 7 ⇒ (13) + 7 = 20

The primary route to Fasturvalt goes through the Fungal Jungle, but the drow are aware of a hidden shortcut they call "the Dark Road."

A Knowledge (Local) check of 20 is sufficient to give all information on Svirfneblin located here: racial entry, monster entry. Of particular note are deep gnomes' resistance to spells, affinity for stealth, and ability to inflict magical blindness.

EDIT: You are aware that just South of Fasturvalt there is a natural chokepoint called "the Needle's Eye."

Kalenmourn wrote:

As they leave, Kalenmourn shrugs at Elrakyrr and smiles, Perhaps I'll have a bit more luck. Detect Magic

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

Kalenmourn recognizes them as potions of Cure Light Wounds.


Vayshan eved'Vytharia wrote:

He wracks his memory, trying to call up the layout of tunnels between Vothys and Fasturvalt, especially trying to remember anything of the layout around Fasturvalt and any potential approaches to the quarrytown.

Knowledge (Dungeoneering): 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge (Geography): 1d20 + 4 ⇒ (20) + 4 = 24

Vayshan has significant knowledge of the geography of the Upper Azaythr. See this more complete map. Possible approaches to Fasturvalt are as indicated on the map: secondary passages to the East and South, and a minor passage to the West. Fasturvalt itself is located in a single massive cavern through which runs a swift river.


Elkrakyrr tlar'Eilser wrote:
I'm assuming that we can move the "army" through the smaller passages? Or do we have to go through the jungle?
Vintressa wrote:
Yes, I was also wondering about the average size ratio of the minor, secondary and main passages.

Major passages are consistently twenty feet across or even wider, allowing huge creatures to pass without issue. Secondary passages are consistently at least ten feet across, allowing large creatures to pass without issue. Minor passages are traversable by medium sized creatures but often only just. Often not level, travel times are doubled. Large creatures and wagon caravans cannot take them.

Due to the meandering paths and difficult terrain, the travel time on the maps provided is approximately one hex per day. A small group of drow could cover 1.5 hexes per day if all the members were unencumbered and not wearing medium or heavy armor.

EDIT: The Dark Road is an exception to the rule that minor passages normally slow travel time, as it has been leveled and extensively cleared. To be clear, an army would have to travel single file.


You and what army?

The seven of you leave Lady Satha's audience chamber with the intention of inspecting your army. Outside you are approached by captain Tethyr Quoll, the highest ranked of Lady Satha's soldiers.

"Your soldiers are awaiting you in the staging area near the South end of the Dark Road with forty days of supplies. It is about a day's march from there to the secret door, and from there it is between twelve and twenty-three days to reach Fasturvalt."

The staging area is in cell 0412 of the map.

Visual description of Tethyr Quoll:
Tethyr Quoll wears a mithril shirt and a fine silk cloak. At his side are a rapier of impressive craftsmanship, an ornate buckler, and a finely-crafted hand crossbow. Around his neck is a silver pendant indicating his office, and he has rings on the fingers of both hands.

Kalenmourn:
Kalenmorn recalls hearing that near Fasturvalt there is supposed to be a hidden supply cache, about two days South from Fasturvalt then another three days West along the Gnome King's Road. The cache was supposed to have been placed there some centuries ago by Lady Satha's predecessor for a contingency which never arose, so unless it has been looted there may still be supplies there.

You believe the hidden supply cache is in cell 0320 of the map.


AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

Elkrakyrr nods and follows the captain.

It sounds as though we should begin our trip. These soldiers, do you know where their faith lies?

He will continue to walk slowly toward the staging area. His iron pentagram swings at his belt, hung from a short chain.

And are you aware of any reports regarding the strength of the forces at Fasturvalt? When was the last time Lady Satha's scouts brought back intelligence from the area?


"Few of the new soldiers were faithful of Asmodeus before they were recruited."

"It has been 20 years since the last scouts were sent to Fasturvalt. Gathering intelligence will be up to you."

In case it was not clear, the staging area will take a number of days to reach. The captain is not walking towards it.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn absently turns the vial in his hand, Hrm? Oh...a curing potion. All of them are curing potions.

He looks around, Yes...seeing this army would be a good idea. But I agree with my brother. Perhaps we could go ahead of the main force and scout out the settlement. Svirfneblin are perceptive and see as well as we do in the darkness. Resistant to magic, stealthy, and a knack for confusing their enemies, including blinding them. If they weren't so much trouble to control, they'd make good allies.

Still absently toying with the vial, A short walk past Fasturvault should bring us to the old supply cache. It might be worth checking.


Male Drow Ranger (Deep Walker) 1
stats:
HP 12/12 |180ft darkvision, Perception +8 | init +3 | AC 17, T 13, FF 14 | Fort +3, Ref +5, Will +2; +2 vs. enchantments

I can't read the cell names on the map, they are too faint. I will share my better map with my allies as we go.

"Let us meet up with our forces, and then plan our next move. Of course, we will need to assess our foe. Stealth is the most natural mean, and if they believe our people placated, we may walk in openly under some pretense."


Knowledge (local) 1d20 + 11 ⇒ (13) + 11 = 24

"Our innate resistance to spells may help against their ability to blind or deafen us, but they share the same defense. Also, they may invoke magic to make themselves harder to see; remember, our heritage of faerie fire can counteract that."

Taecuss has a small backpack on, that he even wore to the audience. He indicates it when he says "I am ready to leave for the rally point at any time."


M

Following his brethren out of the audience chamber, a short drow, with corded muscles and the tensed grace of a large cat strides to the side a few paces. Within earshot but at the edges of the group, ready to circle wide or go scout.

"Scouting ahead is a sound plan. The army to follow." The cloaked roguish figure flashes in the hand sign of their people.


Vayshan eved'Vytharia wrote:
I can't read the cell names on the map, they are too faint.

Here is a map that is higher-resolution and less fuzzy: better map.


"Checking out an old supply cache may be useful, assuming of course there is anything still left of it."

"Scouting ahead as a small advance party certainly does seem to be the best option. If we find ourselves unable to conceal out presence, we could always claim to be an envoy sent from the Baroness to demand more tribute for them to continue to be assured of her good will."


At the Staging Point
In the interests of keeping things moving, I’ll say that you have arrived at the staging point. From here if you want to scout you will need to make specific decisions about the route you will be taking, who will be going along with the scouting party, and what any of the soldiers who are not part of the scouting party should be doing. Your current location is marked on the map.

It takes you two days of travel from Vothys to reach the entrance of the Dark Path. On the fifth and eighth days you pass by drow patrols on that narrow road, each consisting of a half-dozen soldiers with a pair of cave leopards. On the ninth day you arrive at the cavern where your soldiers await.

The soldiers are not as well-equipped as the guards in Vothys. They wear leather armor and carry light steel shields, and have each been issued with a rapier and a hand crossbow with 20 bolts. Each carries 2 doses of drow poison.

You examine the soldiers for potential sergeants. One named Morgus is noticeably taller than the others (though not as tall as Maldar Di'Zernae and Kalenmourn). Vayshan eved'Vytharia notices that another named Zethra carries several daggers in addition to his standard-issue weapons, so maybe he has some experience. Those are just the ones who leap out at first glance. If you wish to spend time evaluating the soldiers you may be able to identify further candidates according to certain criteria.

Your soldiers currently have 31 days of supplies remaining.


AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

I may have missed it, but are all of the soldiers actually drow?

Who has an eye for talent?

Elkrakyrr will wander through the ranks, observing the troops and striking them where he sees individuals failing to stand at attention.

You may have learned to behave like much of our kin - to cut throats and get over when you can. But that is not your new life. In service to Vantressa you will find order at any cost. You will follow your superiors and tolerate no dissent from your inferiors.

He lifts his pentagram and smiles under the mask.

If I find any that have failed in their duties to Vantressa, I will brand your back with this. It is such a punishment as will make clear who is a repeat offender whose soul shall be shuffled off to Asmodeus's coffers.

He'll look for some small, but fit, drow to act as supply carriers for the scouting group, probably 2-3 if possible.

Intimidate (if necessary): 1d20 + 9 ⇒ (13) + 9 = 22


Taecuss shrugs when asked about an eye for talent. "I know little about the practical side of soldiers or soldiering beyond what I've read." Profession (soldier at +2

Taecuss considers the task ahead. "We know of three main routes between us and the doomed gnome-folk. To the west, a tunnel winds through the earth. To the south, another tunnel makes the connection as well, but it would necessitate crossing the Lake of Diamonds; not something I think we could do with a small army and remain discreet. The third is to the east, a long roundabout way through the fungal jungle. All told, I would recommend the western route."


Elkrakyrr tlar'Eilser: Yes, the soldiers all appear to be drow.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn idly sits around carving a piece of mushroom until camp is made. After which he wanders amongst the soldiers listening to anything worth hearing. Leadership, tyranny, or someone trying to avoid notice. All these things are of particular interest to him.


Did Captain Quoll leave any of them in charge while we were en route to this staging point? I'd like to be able to give them orders to leave, say, half a day after us so we can scout the way. We can probably carry our own supplies, but having a couple of soldiers nearby to serve as messengers with the main force would be handy.


Male Drow Ranger (Deep Walker) 1
stats:
HP 12/12 |180ft darkvision, Perception +8 | init +3 | AC 17, T 13, FF 14 | Fort +3, Ref +5, Will +2; +2 vs. enchantments

Vayshan approaches Zethra, and says, "You look like you have seen time in the deep tunnels. The dangers are different out here than in the city, and we need to keep watch for them. You will help me identify who among your cohort will serve us best as scouts. Watch how they move, see who stays aware, who has the instincts we need."

Later, when he reconvenes with his party, he listens to Taecuss's suggestion, and responds, "I agree, but from there, we must decide what to do next. Faravult is situated along a major tunnel, we can use it to approach from either the east or the south. However, there is a minor passage that goes by the gnome quarry, giving us an approach to the town from the west and allowing us to get to the supply cache more quickly. I believe we should take this tunnel to reach the cache. We must also decide where we want to mount the attack from after scouting the town, without warning them of where a potential attack may come from. It would be impractical to split the army and attack from more than one tunnel at once, given that we could not coordinate our actions. We may be able to send an advance party into the city with an honor guard, awaiting the main attack."


Male Human Human Crossblooded Rager 1| VP 5/10 W32/40 T18| AC 11/11/10+2 Dodge vs. Goblinoids| CMB +5| CMD 16| F +4| R +1| W -2| Init +1 Per +4

Having overheard Vayshan's correspondence with Zethra, Maldar has a proposal at the group meeting: "Shhould our friend Zethra have sufficient inffffluence and ability to find others with guile and some good sssense of subterfuge, they'd be ideal candidates for a stealthy ambush. After reaching the cache, let uss revisit our 'who's who' of our armed forces. From them, we'll be able to assssemble our advance party."


Taecuss dyn Bru wrote:
Did Captain Quoll leave any of them in charge while we were en route to this staging point?

It would have been reasonable for Captain Quoll to do that, but as far as you can tell he just told the soldiers to wait at the staging area until their commanders arrived.


Elkrakyrr picks a pair of small but fit drow named Merve and Zeynep to act as supply carriers for the scouting group.

Kalenmourn wanders through the camp inspecting how the troops act when they are at leisure. The large drow named Morgus has an overbearing demeanor and seems to exert dominance over his immediate fellows. There is also a sulking drow named Burak who seems to be trying to avoid notice.

Vayshan eved'Vytharia wrote:
Vayshan approaches Zethra, and says, "You look like you have seen time in the deep tunnels. The dangers are different out here than in the city, and we need to keep watch for them. You will help me identify who among your cohort will serve us best as scouts. Watch how they move, see who stays aware, who has the instincts we need."

Zethra says to Vayshan, "I may be able to find a drow or two like that."

Zethra seems to already have several people in mind, as he heads straight towards them, but he engages in a bit of horse trading. Kalenmourn overhears Zethra attempting to extract a bribe from Burak in exchange for putting his name forward as a scout, then (upon being turned down) trying to solicit a bribe in exchange for not nominating him as a scout.

Zethra later returns to Vayshan with a pair of drow named Irem and Gamze. "I have found two who seem like quick learners. I'll keep my eye out for more."


It sounds like you guys intend to head to the cache taking the porters and scouts with you. I would like to know what the rest of the army is doing. Are they following you a half-day behind like Taecuss suggested?


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn strides up to the drow named Morgus.

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

You. Come. He walks slightly away from the other drow, expecting to be followed. Talk to Zethra. Tell him that I have appointed you as a Sergeant. You will watch these other soldiers for me and report which ones fall out of line. I expect that none will.

Let us see if this one is smart enough to take the hint.

Dismissed.

He then approaches the drow named Burak. If you wish to go unnoticed, you'll have to start doing a better job of it. He pauses and smirks. Do not worry, I'm not here to recruit scouts. I have other plans for you. Kalenmourn rests his hands on his belt and shifts his weight slightly, pausing again. Before the drow can interrupt, he continues, You will serve me in this camp. Watch the one called Morgus, and the others, both Sergeants and otherwise. Dissent and incompetence will not be tolerated. Watch. Report. And you will be left alone. Objections?


Burak shakes his head. His expression is sour but if he has any objections he does not express them verbally.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn approaches Zethra and the others. Morgus will be one of your Sergeants, he states, expecting no objection. He turns to leave and says over his shoulder, I expect that the Lady will have recommendations for Sergeants, if not the others as well. If not, find someone to assist you.

So, what shall we do with this 'army'? Perhaps keep them a half day back until the fork, as suggested? He indicates the fork in the map. At 0518 We can check these minor passages west of Fasturvault for a closer staging ground on our way to the cache. Then send a scout back to lead them if we find anything.


Were there any females in the army or were they all male?

I will go with the idea of having the army follow us a half day later so that we may scout things out.


43 of the soldiers are female, including the scouts Gamze and Irem and the porter Merve.

Clarification: do you intend for Zethra to accompany the scouting party, or stay back with the larger group?


I vote for staying back. The larger group will need its own scouts with it too. You never know what may pop up in a half-day's time, plus they should also keep an eye on the rear of the army too in case anything tries to sneak up on them.


AC 12, T12, FF10 | HP 7/7 | F:+0, R:+2, W:+2 | Init : +8 (+12 with Familiar) | Perc +2

I'm on board with the above plan.

Elkrakyrr seems pleased with his choice of porters and begins hefting supplies, particularly food for the scouting party, onto them.

Asmodeus protects those that serve well. You have found room in your souls for the acceptance of the order granted by the Dark Prince I trust? He whispers, just getting the pair set up near the front with the rest of the scouting party and ready to head out.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Kalenmourn smiles as he looks over the porters and scouts and turns back to the group.

I suggest we choose two or three other Sergeants for Zethra. Any good choices? Lady Vintressa, do any of the soldiers catch your eye? Perhaps one or two are blessed...or will be.

Once that's done, I think it's best we leave as quickly as we can. Vayshan, I trust these scouts are acceptable?


Male Drow Ranger (Deep Walker) 1
stats:
HP 12/12 |180ft darkvision, Perception +8 | init +3 | AC 17, T 13, FF 14 | Fort +3, Ref +5, Will +2; +2 vs. enchantments

I think we need some sneaky types for our advance party, as well as leave some leaders and scouts with the main group to keep them organized and watch out for trouble.

"We work with the tools our Lord gives us, just as He works with us. Let us move out."


Vintressa scans over the female soldiers looking for two competent looking ones to promote up to sergeant and points out to them. "Hmmm, that one and that one."


Elkrakyrr tlar'Eilser wrote:

Elkrakyrr seems pleased with his choice of porters and begins hefting supplies, particularly food for the scouting party, onto them.

Asmodeus protects those that serve well. You have found room in your souls for the acceptance of the order granted by the Dark Prince I trust? He whispers, just getting the pair set up near the front with the rest of the scouting party and ready to head out.

Merve is the quicker to answer. "We are faithful to the dark prince." Elkrakyrr gets no sense from her demeanor whether Merve had any such inclination before she spoke, but at least she is quick to catch on.

Vintressa wrote:
Vintressa scans over the female soldiers looking for two competent looking ones to promote up to sergeant and points out to them. "Hmmm, that one and that one."

The two sergeants selected by Vintressa are named Nehir and Hatice.


The Drow Supply Cache

Taking the Western route to avoid the Lake of Diamonds, it takes 10 days of travel to reach the minor Southward passage that is the most expedient route to the wide path known as the Gnome King’s Highway. You are aware that the Gnome King’s Highway is the primary conduit to svirfneblin settlements outside the Azathyr, but despite the grand name it is not particularly safe and is not regularly patrolled. The main force of drow remains at the fork with the minor passage at 0518 while the smaller scout force travels ahead. Traversing the minor passage takes 8 days, then you travel 2 days West along the Gnome King’s Highway to reach your destination at 0320.

Coming to your destination you pass a gnomish waystone bearing the inscription “5 1⁄2 days east and north to Fasturvalt. 9 days west to Kladdenvalt and 32 days east to Vondehammer.”

You search for the entrance to the drow cache. Vayshan finds a secret door along the South wall disguised to look as an ordinary stone. Behind it are 200 days of rations in the form of hard mushcake and dried auroch meat. This is slightly less than enough to feed the entire army for 2 days, or enough to feed the scout party for 22 days. There are also 120 potion vials. Their contents are mystery to most of you, but after a period of examination Maldar identifies them as potions of gnome’s bane.

Gnome’s Bane:
Gnome’s bane gives a +8 alchemical bonus to fortitude saves to resist the blindness/deafness spell-like ability of the svirfneblin for 24 hours, making the imbiber all but immune. The concoction is also poisonous to gnomes only (treat as arsenic).

During the search, your scouts also noticed that a patch of the ceiling near the North wall is artificial.

The main army has 11 days of rations with them. The scout party has 33 days of rations.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

Gnome's Bane, you say? And there are over a hundred vials of it? Outstanding. This will make our assault much easier.

Is it the ceiling in the drow cache that's artificial? And if so, does it appear that we could climb up into it and perhaps something is hidden there? Or another entrance?

Additionally, was there anywhere along the dotted path west of Fasturvault where we could keep the 100 soldiers closer to the city while we scouted it out? Like a branched off cave, or series of cul-de-sacs? Or is 0518 as close as we're getting?


Kalenmourn wrote:
Is it the ceiling in the drow cache that's artificial? And if so, does it appear that we could climb up into it and perhaps something is hidden there? Or another entrance?

It is in the corridor outside the cache. Yes, you could climb up there; it is near the wall, which is rough and climbable. It is about ten feet up.

Kalenmourn wrote:
Additionally, was there anywhere along the dotted path west of Fasturvault where we could keep the 100 soldiers closer to the city while we scouted it out? Like a branched off cave, or series of cul-de-sacs?

There was no single cave along the dotted path suitable for keeping 100 soldiers, although you could keep them strung in a series of smaller caves spread around 8 miles or so.


HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

It takes a moment, but after the scout points out the exact spot, Kalenmourn seems to finally understand. Oh...I think I see it. That spot there? What do you think it is?

He looks around at the others. No sense in not checking it out, I suppose. Anyone want to go in first? He places his bundle of gear on the ground and prepares for the short climb, letting anyone else go up first if they wish, then following them.

Climb (+2-1ACP): 1d20 + 1 ⇒ (17) + 1 = 18


Male Human Human Crossblooded Rager 1| VP 5/10 W32/40 T18| AC 11/11/10+2 Dodge vs. Goblinoids| CMB +5| CMD 16| F +4| R +1| W -2| Init +1 Per +4

"Perhaps I shall go fffffirst brotherr."

Maldar clambers up the side, occassionally his grotesquely muscled form able to be glimpsed from certain angles as he moves. When he reaches the spot, he will examine it very carefully.

Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

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