Trekking the Darkmoon Vale - time to grow up boys and girls! (Inactive)

Game Master Edeldhur


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Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I just nod and disappear down the North tunnel.

Moving silently, checking for noise at intersections before picking a direction.
Also checking for traps along the way

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

I'll try to lead him along the way, questioning Teebo when an intersection appears

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I felt like posting, so here are my rolls :)

Take 10 on Stealth = 10 + 9 = 19
Take 10 on Perception when listening at interceptions = 10 + 6 = 16

Perception for traps: 1d20 + 7 ⇒ (8) + 7 = 15


Regional Map // Ravine map // Tactical Map

Tsin Tao inches along the tunnel - others, less experienced scouts would probably have beads of sweat forming on their brow, but not the half-orc. Another day, another tunnel...

Or not:

1d20 ⇒ 16
1d20 ⇒ 20

Tsin Tao only:

You reach a crossroads in the tunnels, and stop momentarily to try and grasp at clues which may give away what lies in each direction.

From the right you hear absolutely nothing, except perhaps a draft.
From the front there seem to be some sort of dripping or sploshing sounds.
From the left you hear absolutely nothing also, or maybe buzzing in the distance?

What do you do next? Map is updated.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I whisper as softly as I can but so Saktar can hear with the spell:

3-way fork, I'm taking a left.

Then I go left :)

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

I turn to Teebo

"There's an intersection up ahead, which way?"

If I'm convinced with the answer i'll relay it to Tsin, along with another comentary

"Wait at the crossroads and I'll tell you the way. We're not in a hurry"


Regional Map // Ravine map // Tactical Map

Kibbo looks hesitantly between Saktar and the tunnel - "Int... Ssssession yes!" - he exclaims triumphantly, lifting two fingers - "Four ways! Always take..." - then looks at his own hands - "Left!" - he finishes with a huge smile, and his right hand in the air.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Ahahah, no way this is going to end bad

Saktar looks at the creature with a mixture of anger and confusion.
A few seconds later he simply shrugs and whispers

"Tsin, go right!"

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Erm alright, but I think right is the way out. I'll let you know

Ok, I double back and take the right tunnel.


Regional Map // Ravine map // Tactical Map

Map update comes later today.

As Tsin Tao moves down the corridor, he begins to hear a sound he can't quite place, not quite like sloshing nor sucking, but maybe a mix...?

Spoiler:

1d20 ⇒ 18
1d20 ⇒ 16
1d20 ⇒ 10
1d20 ⇒ 11
1d20 ⇒ 2

Inching ever closer, he spots a T intersection in the distance, perpendicular to the corridor he is currently in. His attention is drawn to something else entirely however...

What seems to be like a headless corpse lies on the ground at the intersection, while three filthy rats about the size of small dogs with a coat of coarse fur, a long and scabby tail, and two glittering eyes, mill about the fallen carcass, gnawing and chewing at it.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Damn that's gross. I smell a trap though...

I whisper Saktar you guys hold up there, there may be a trap. Ask the runt if he knows anything about that.

Then I start looking for a trap myself.

I had rolled a Perception for traps earlier so I don't know if I should roll again. I'll roll and you discard if there's no need for it.

Perception for this trap: 1d20 + 7 ⇒ (10) + 7 = 17


Regional Map // Ravine map // Tactical Map

Tsin Tao moves carefully along the tunnel, all the time expecting the measly rats to scurry away from him. However they do not...

At the last possible moment, they instead turn on the ninja, attempting to bite him viciously.

Spoiler:

1d20 ⇒ 191d4 ⇒ 2
1d20 ⇒ 14
1d20 ⇒ 2

While the others squeal in frustration, one of the creatures actually manages to sink its disease ridden teeth onto Tsin Tao's flesh - the wound seems superficial enough, but the filthiness in the creature's teeth hints at something more dangerous.

Spoiler:

1d20 ⇒ 2
1d20 ⇒ 9

Tsin, you take 2 points of damage, and I will need a Fortitude save please. And you are up by the way - Round 1. Fight!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Fortitude Save: 1d20 + 4 ⇒ (4) + 4 = 8

I whisper F$+@, I'm getting attacked by filthy rats. Your assistance may be needed...

I attack the one that hit me!

Attack/Damage: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Then I move back 5 feet


Regional Map // Ravine map // Tactical Map

Dice and more dice:

1d3 ⇒ 3
1d20 ⇒ 10
1d20 ⇒ 2

Tsin Tao curses at the vicious and surprising attack, but doesn't take longer to react, skewering one of the rats with his short sword, putting the disgusting creature out of its misery as it squeals horribly.

The other two try to pile on the ninja, biting left and right at his heels and feet, but to no avail.

One rat down - you're up Tsin. GO!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Damn these vermin! Brrrryuck....

I attack another one, with a shiver of disgust...

Attack/Damage: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

19 is a critical hit, so dmg = 6

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar pauses and turns to the rest of the group with a puzzled expression

I think we should hurry, Tsin is under attack... from rats?

If we start to move I'll try to keep myself in the middle of the group


Regional Map // Ravine map // Tactical Map

Tsin crit confirm: 1d20 + 4 ⇒ (5) + 4 = 9 <- No crit.

Tsin's swing is hard, but not enough to kill the rat this time, and the creatures fall upon him yet again.

Ninja dies?:

1d20 ⇒ 10
1d20 ⇒ 9

The dreadful creatures are however as inept as can be, and both are unable to hit the ninja.

Tsin Tao you are up. GO!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Ok, another attack on the same rat:

Attack/Damage: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (4) + 2 = 6

Then another 5 feet back.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I start running in Tsin direction ready to hit the rats

If needed here it goes
iniciative: 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Rats or not, let's go!

I run as fast as I can towards Tsin.


Regional Map // Ravine map // Tactical Map

Everyone rushes toward Tsin Tao before it is too late, their footsteps echoing loudly on the stone corridor.

The ninja fights for dear life, but is not very effective at it, and misses yet again. The rats seem encouraged by his inability, and keep on gnawing at him.

Spoiled:

1d20 ⇒ 4
1d20 ⇒ 13

But are as inneficient as their opponent.

Tsin Tao you are up. GO!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Die already, you filthy creatures!

Attack/Damage: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (6) + 2 = 8

And 5 more feet back...


Regional Map // Ravine map // Tactical Map

With exhasperation, the ninja swings yet again, taking down the already wounded rat The remaining one simply turns tail and flees, as fast as her little legs can carry her down the tunnel.

Combat over Tsin. You hear rushing footsteps coming from the central four way intersection where you came from, before encountering the rats. GO!

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I go in the direction of the footsteps to meet them halfway and stop the noise as soon as possible :)

It's ok guys, I killed the rats. There's a headless corpse they were gnawing on and I suspect a trap so I'll go on ahead again to make sure we're clear. Give me a while and then follow.

Then I move back to the headless corpse and search for traps, while trying to understand what happened there.


Regional Map // Ravine map // Tactical Map

Spoiled:

1d20 ⇒ 14
1d20 ⇒ 15
1d20 ⇒ 9
1d20 ⇒ 15

Tsin Tao takes some time to examine the gory scene - the corpse lies there, missing large chunks of flesh, which were probably ripped off by the big rats.

Also, and even though you are not trained in human physiology, one other thing is clear - the head was not cut off, but instead probably ripped from the torso.

You find no traps in the vicinity.

To garner more details regarding cause of death and other stuff like that, you need the Heal skill (can be used trained only)

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Wow, his head was ripped from his torso. How... unnecessary. And somewhat unsettling I confess.
Why again didn't I listen to my dad? Scaling fish, gutting fish, selling fish, that would be nice and safe.

Then again, eating fish, smelling like fish, getting sick at even the mention of fish. Wanting to kill my dad for teaching me about fish in the first place. F**~, bring me the rats anytime!

Alright! That did it! Head ripping monsters it is. Damn, that felt GOOD!

After this I check the corpse, maybe it has something interesting in its pockets.

Then I move ahead down the corridor, feeling great about my chances of surviving and getting a nice steak dinner tonight. Or rations. As long as there's no fish in them....


Regional Map // Ravine map // Tactical Map

I'm gonna give a chance to the rest of the group if they want to chime in, then I will move us along.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I started running towards Tsin for some time now, so I assume I got there. I help Tsin cheking this gory scene and I use the Heal skill.

By the beard of Torag what has happened in here?

Heal: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

I follow Duncan into the corpses.

Hell if I know What did that?

I look around for any sign that could reveal what was the opponent that made that. Maybe I can find some tracks and identify the type of creature.
Survival: 1d20 + 7 ⇒ (14) + 7 = 21

And if I see Tsin before he rushes off down the corridor:
Duncan can you help Tsin, it seems the rats were confusing him with dinner.


Regional Map // Ravine map // Tactical Map

1d20 ⇒ 16

Tsin Tao, his attention momentarily drawn away from the headless corpse, and after being reassured by the presence of his companions, looks north and south from the intersection - to the south, two sturdy wooden doors stand closed.

To the north, two massive stone doors stand open - from this distance, the ninja can make out a strange stone obelisk rising in the center of the room from floor to ceiling, its surface covered with metal bands and encrusted with deposits of a strange greenish mineral. The floor of the chamber is strewn with headless skeletons and scattered bones (no skulls among them). A dented steel shield and bits of metal armor lie at the foot of the obelisk.

His concentration is broken by the arrival of his noisy friends, the roaring dwarf and the clanking tiefling.

Duncan Heal check:
Duncan, you realize not only the head was in fact ripped from the rest of the body, but also that the body itself seems to be weakened and diseased, the tissues around the neck area soft and offering almost no resistance, which is quite awkward even for a corpse.

Lokeemon Survival:
Lokeemon, you find no tracks at all, apart from the rats, and some faded ones coming perhaps from where your group has just come - these last most likely belong to the victim. Otherwise, and even though the floor is gory, there seems to be quite a bit of... Hair scattered all around?

New map is up.GO!

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar eyes are drawn to the obelisk

Kibbo, what's that?


Regional Map // Ravine map // Tactical Map

Kibbo is not there Saktar - he did not run after you.

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

We lost kibbo?
We are close by so I check if he's still there.

I run back to check if Kibbo is still there and if he's not I come back.

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Tsin, wait a moment.
What fiendish creature can make this...?

I have Knowledge religion, planes, arcana and dungeneering
Knowledge: 1d20 + 3 ⇒ (17) + 3 = 20


Regional Map // Ravine map // Tactical Map

Lokeemon dashes off into the tunnels, his breastplate squeaking and squealing all along.

Lokeemon:

When you get to the entrance room, Kibbo is not there anymore, but you hear muffled screams from the short corridor to the right, and the room beyond.

Duncan:

You remember having read about extraplanar creatures - Varg... Something... Who occupy graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. Tales abound about them being nothing more than flying autonomous heads, their hideous shrieks which paralyze their victims, along with their kiss which causes decay, and eventually the death of the body.

Even more dreadful are the tales which recount the head coming free autonomously to become yet another abomination, once the body is completely drained.

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Hey guys, try to stay silent. Whatever did this may still be around,
there's a room full of headless skeletons up ahead.

Stay here, I'll go check it out. And be quiet.

I say and do all this after the clanging noise from Lokeemon's armor subsides ;)

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

I move (not run so that I don't make too much noise) back towards the corridor.
At the end of my movement, after I turn right at the intersection, I speak towards the group.

Guys, I heard screaming back there.
It's better if we go and see what Kibbo has gotten us into.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar turns to the rest of the group

Our stealth is gone. Better regroup, there's no point in taking unecessary risks.

-- edited for removing message --

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

Guys, don’t laugh but I think that we’re facing extraplanar creatures that have the form of flying heads. Be careful, if I’m right their shrieks can paralyze their foes and their kisses causes the decay of the body... all those beheaded bodies… are just not a good sign…


Regional Map // Ravine map // Tactical Map

While Lokeemon was doubling back to check on Kibbo, Tsin Tao decided to plod onward, and check the path ahead.

Since you didn't roll Stealth or said you were going to check the room stealthily, I should just assume you are walking normally Tsin :P

Done:

1d20 ⇒ 2
1d20 ⇒ 8

As he inches to the room, apart from the details previously observed, he notices from the entrance this is a large circular stone chamber with four massive iron doors in the north, south (from where he just came in), east, and west walls. The south and east doors stand open, while the north and west doors remain closed.

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Assuming I was still a bit far from the group I move until the intersection (around AE-45).

And I say with a volume just enough for Tsin and the others to ear me
Tsin if you aren't seeing anything moving I say let's double back and see what was screaming back there


Regional Map // Ravine map // Tactical Map

You'll have to wait a moment Lokeemon - Tsin was moving as you went to investigate Kibbo's whereabouts. He still has a few more moments to act if he so wishes, before you return.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Skatar begins to growl, his bad temper flaring up

He takes a deep breath and whispers through his spell

Guys, remember that I can hear you without you screaming our location to every monster in this hole

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

I whisper just loud enough for the spell to carry my message to the rest of the guys...

The room looks empty, I'll move in just a bit further to confirm.

Then I circle the room close to the southeast wall towards the open doors, to check out what's there.

I move stealthily and keep checking towards the center of the room, in case there's something behind the obelisk.

I assume at some point during this move I hear Saktar and Lokeemon's comments. Then I say:

What scream Lokeemon? I didn't hear anything.

Grand Lodge

Male Human Arcanist 3 - HP:13/23; Available spells: 0/5; Init +5, Perception +3; Arc.Res:3/6 Loot list

Saktar whispers again to everybody

Kibbo has escaped, let's regroup and go find him. I'm sure he's with his friends but I rather face them now than be ambushed later

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

if I hear Tsin I communicate with Saktar.

Tell Tsin that when I went after Kibbo I heard screaming. Don't know what it was.
If he's not seeing anything interesting I say we double back.

And by the way, I was unable to find any tracks of the creature that could have possibly done this.
Don't know if it were any heads but I did found some hair...

Grand Lodge

Male Half-Orc Ninja 3 - HP 13/18; Ki 1/3; Init. +6; Percep. +6 (+7 for traps) (-2 Wisdom)

Perception for trap: 1d20 + 7 ⇒ (19) + 7 = 26

Grand Lodge

Male Dwarf Priest 3 HP:18/26 Spells:Spells (4/3+1/2+1/1)

I speak only loud enough to be heard by Lokeemon and Saktar
No tracks and decaying heads loosing hair… wait for Tsin to see if we’re about to be attaked from that direction and then move back after Kibbo before his head join the others and start flying our way

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