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

Game Master Edeldhur


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Grand Lodge

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

Fortunately history is my speciality ;)

Know(history): 1d20 + 8 ⇒ (8) + 8 = 16

Then again... maybe not lol

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 Kibbo

Come closer Kibbo. Do you know this Gristogar is?

He then speaks to the room to whoever is listening
We don't scare easily and have more to do than speak to voices in the wall.

Then he turns to the group
Guys, lets search this this room and move on. Get the skeletons boots and gauntlet, they're magical.
Lok, keep watch in the corridor

Then he begins to help the search

Perception aid another: 1d20 + 3 ⇒ (17) + 3 = 20


Regional Map // Ravine map // Tactical Map

Saktar, you remotely remember something about a Gristogar in relation to Droskar's Crucible, but you cannot pinpoint what it is.

As you address Kibbo, he shakes his head vigorously - "Kibbo don't know - sound like dwarf name, no?"

Who will lead the search? In PbP we need specific actions - Saktar will wait for someone to initiate the search? Or will he initiate the search himself? Stuff like that.

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 wait for someone with better perception to initiate it

Grand Lodge

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

Ok, I hesitantly begin searching the room.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 (+7 for traps)

I'll look around but I'm not touching the skeleton my friends. Spooky dwarf skeleton magic gives me the creeps...


Regional Map // Ravine map // Tactical Map

As soon as Tsin begins rummaging through the room, a flutter of wings and a shriek can be heard as some sort of creature emerges from underneath the bed - "Nooooooooo! Begone! I kill youuuuuu!" - it flies in mad circles above your heads, eyes filled with hatred. It is vaguely humanoid and about the size of a cat but looking more like a toothy, winged devil - "Do NOT touch Maaaaaster!!"

Critter looks somewhat like THIS. Knowledge (Arcana) for more details.

Kibbo hides behind Saktar's legs, whimpering.

Grand Lodge

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

Saktar tries to identify the creature

Knowledge(Arcana): 1d20 + 10 ⇒ (7) + 10 = 17

Grand Lodge

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

is it the same voice?


Regional Map // Ravine map // Tactical Map

Saktar:

The creature appears to be an Homunculus - a miniature servant created by a spellcaster from his own blood. They are usually weak combatants but make effective spies, messengers, and scouts. Its precise features are specifically detailed by its creator.

They are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. More importantly, if the creature’s master is slain, the homunculus are known to go insane, mindlessly attacking any who intrude upon its lair.

There are rare recounts of occasions when, an homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair.

It is the same voice Lokeemon.

Grand Lodge

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

This appears to be an homunculus, a sort of golem created by wizards. If its master dies they become insane, we must destroy it

That said, I'll move out of the room, maintaining line of sight

Obermind:
Did I remember anything that may help fight it?

Just in case... Initiative: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

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

Iniciative: 1d20 + 1 ⇒ (18) + 1 = 19

"Face me flying demon"
If it is within 30 feet I attack it with an acid dart (range touch attack)
attack: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 1d6 + 1 ⇒ (5) + 1 = 6 (if hits)

Grand Lodge

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

If we must destroy it, then so be it...
Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Since I was somewhere in the middle of the room I guess I can attack it or move and attack it? I attack with my Great Sword:
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Grand Lodge

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

Too bad, it's kinda cute...

Initiative: 1d20 + 6 ⇒ (17) + 6 = 23

Shortbow att/dmg: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 3 ⇒ (1) + 3 = 4


Regional Map // Ravine map // Tactical Map

The measly creature does not stand a chance against the adventurer's powerful onslaught - with arrow, blade and mace they hack/pummel/puncture it to pieces in mere seconds.

It gurgles some sort of plead in what may have been a last glimpse of sanity, and then it is dead.

You guys are up. Go!

Grand Lodge

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

hmmm ... check if there's any other surprise in the room ...

Grand Lodge

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

Well, that's done

Saktar keeps watch outside the room

Remember: boots and gauntlet at least, but search all around

Grand Lodge

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

I'm guessing I don't get a second search roll, right?

Erm guys, I'm going to stand watch instead, in case there's more of these things. Can someone else take a look?


Regional Map // Ravine map // Tactical Map

You take a second tour of the room, and find also an half-finished obsidian statuette of an owlbear resting on the table.

In addition, an obsidian tablet rests on the same table carved with what seems to be some sort of 'last message' - LINK

Grand Lodge

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

If we didn’t have time to use detect magic in the intere room, I do it now. I make also a “normal” search in the room
perception: 1d20 + 4 ⇒ (3) + 4 = 7

What do you guys think of this message?

Grand Lodge

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

hmmm... creepy. But I don't think that this info will help us much, let's move on

Does the name Black Forge rings a bell?

Knowledge: 1d20 + 8 ⇒ (16) + 8 = 24

I have lots of knowledges (religion, local, planes, history), only Arcana is +10

Grand Lodge

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

Probably just the homunculus writing what was in his head.
Tsin, do you want to check if there are any traps before we pick the stuff up?

Grand Lodge

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

Hmmm, this used to be a place where dwarves had an important mining and forging operation, that much is clear.

This guy was probably pretty important judging by these chambers and his having magical gear. He was also pretty devoted to their god, judging by this last message.

Does the statue of the owlbear tell you which god he worshipped? I don't know may gods so I've no clue.

Kobolds must have come in after the dwarves all left or died out. Is that right Kibbo?

Anyway all this tells me is this place must be worth checking out.
There must be treasure to be had and adventures to be... adventured?

Tsin shrugs and resumes his search, now focused on traps and secret doors or compartments.

Grand Lodge

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

Tsin we are here to save kids that have been gone missing!! Don’t forget your focus man.


Regional Map // Ravine map // Tactical Map

Saktar:

You wrack your brain trying to piece everything together under the light of your vast knowledge. You remember Droskar to be some sort of minor dwarven deity - it's foundation on the belief that sufficient toil would lead to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believed that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes

Curiously enough, he was one of the greatest student smiths of Torag, until it was discovered that he had been copying his work from others whom he had enslaved. For this he was cursed to never be able to create an original work and cast from the pantheon, taking refuge in a Lower Plane, in a realm called The Black Forge.

As for the ruins themselves where you now stand, you remember reading somewhere about how the tyrannical crushing fist of Droskar's doctrines changed this place from one of utter decadence and decline into one of endless obedience and constant toil. Crafting works of masonry and metallurgy were the only means of abating the Dark Smith’s unceasing anger, until there were no more great works, but only work and toil for the sake of it - the quality of dwarven craftsmanship plummeted as they attempted to ceaselessly churn out monuments, temples, and armories in Droskar's honor.

Now that you think of it, this crucible is a hallmark of this decline in imagination and spirit. Its spartan interior is a testament to the joyless final days of the dwarves. Smooth halls stretching between cold-stoned chambers, and nothing more...

--------------------

1d20 ⇒ 15
1d20 ⇒ 8
1d20 ⇒ 6

Tsin sets himself to the task of exploring the room thoroughly and indeed finds a secret door, in the wall opposite to the entrance.

Map updated.

Grand Lodge

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

Tsin takes a listen at the secret door, then checks it for traps and if all is quiet and there are no traps, he opens it and checks it out.

Of course Duncan my man. Looking for the kids we check this place out, and while checking this place out we're looking for the kids.

No harm in profiting while we're helping right?

Grand Lodge

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

This is a worship place for a cruel god, Droskar. His demands for his followers slowly drained them of their strength and creativity leading them to their downfall.
I'm thinking that this place was maybe abandoned and occupied by these creatures afterward. I'm also guessing that something must have been left behind, starting a brand new cult?
Anyway, we must go on, from what I recall this god demands toil and labor, not sacrifices. The children might still be alive, working as slaves maybe

Assuming we enter the passage, Saktar remains in the middle of the group

Grand Lodge

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

"His demands for his followers slowly drained them of their strength and creativity leading them to their downfall" - sounds like some managers I know :D

Grand Lodge

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

As long as you keep your priorities strait, there’s no problem at all Tsin :)

Grand Lodge

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

So, do we enter or what?

Tsin, wanna check ahead?

Cast message on everybody

Grand Lodge

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

Yup I was checking for traps and noises and stuff. If there aren't any I'm going in.


Regional Map // Ravine map // Tactical Map

Tsin Tao carefully checks the secret passage for traps and, finding it safe, simply depresses a square stone on the floor under the table - the secret door opens into an empty, unlit corridor.

Go!

Grand Lodge

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

Usual routine guys? Give me a minute or two and then follow. I'll use Saktar's message spell if I get in trouble or something.

I go in ahead, stealthily and checking for traps.


Regional Map // Ravine map // Tactical Map

Secret!:

1d20 ⇒ 15
1d20 ⇒ 14
1d20 ⇒ 6
1d20 ⇒ 8

1d8 ⇒ 7

As the others muck around the room, Tsin Tao plods onwards and through the short corridor until its dead end - with time and patience, he checks the wall, his sensitive fingers tracing the contours, and feeling for drafts and intervals.

With a smile, he realizes there is another hidden door, and proceeds in looking for the mechanism to open it, finding a hidden compartment to his right, containing a small lever which when pulled, slides the door open to reveal the room beyond it. After checking it for traps, and finding none, the ninja does exactly that.

It seems to be an octagonal chamber with simple stone benches lining the walls. The benches are positioned near small openings along the west, northwest, and northeast walls, and an unusual device that resembles a stone trumpet is attached to the northeast wall near the opening. In the middle of the area stands a large, tall pedestal, depicting some sort of map carved in stone atop of it.

Even as Tsin scouts the room from the darkness of the corridor, faint whispering sounds seem to permeate all the chamber...

Map updated! 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 keep in touch with scout whispering

Tsin, we're advancing slowly. Warn us if you see anything strange

Then he turns to the group

Let's advance, slowly

Grand Lodge

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

I whisper found a room that's creeping me out a bit. Seems empty though.
I'm going in, you guys can start coming.

Then I move slowly into the room

Grand Lodge

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

Let's go then
I say this as I take the lead.


Regional Map // Ravine map // Tactical Map

Tsin inches forward, not seeing any immediate danger, but with that dreadful feeling something is very wrong...

A feeling quickly confirmed, as a malignant cloud of shadows veritably oozes from behind the main pedestal, its skeletal maw eerily babbling incoherently as the creature’s claws manifest from the darkness.

The whispered muttering/groaning/complaining is both nerve wracking and disturbing, insidiously probing at the ninja's sanity.

Image is on page 2 HERE.

Will Save please Tsin tao :P

Grand Lodge

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

Will save: 1d20 + 5 ⇒ (10) + 5 = 15

I whisper f#$& there's something here. Hurry Saktar, it's a ghost!

Grand Lodge

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

I try to identify the creature

Know(religion): 1d20 + 8 ⇒ (15) + 8 = 23

Guys, trouble ahead, move!

Grand Lodge

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

I rush towards Tsin, if I haven't before I draw my weapon.

After I see the creature I try to identify it or if it makes sense I try to help Saktar identify it:
Knowledge religion: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

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

I run to the camber where Tsin is. When I see the creature I try to identify it while I put myself between Tsin and it (probably to far but I go in that direction).

"What have you run into Tsin?"

Knowledge religion: 1d20 + 3 ⇒ (8) + 3 = 11


Regional Map // Ravine map // Tactical Map

Soooo.... Initiative:

???? Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Tsin Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Saktar Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Lokeemon Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Duncan Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

It seems as Tsin is somehow affected by the creature's mental assault, as he begins whispering (apparently to himself) in panic :D

As he does so, the monstrous shade like apparition lurches forward, reaching for the beacon of life in front of it, the whispered wail increasing ever so slightly - "Usssssssssssssssaieeeeeeeeeeee......."

???? Attack: 1d20 + 4 ⇒ (10) + 4 = 14
1d4 ⇒ 3

Tsin, need another Will Save please, then you can declare your actions.

I also need Will saves from Saktar, Lokeemon and Duncan before proceeding.

GO!

Grand Lodge

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

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12

If I can, I use vanishing trick and move into the room to flank the creature.

I want to move toward the strange device that seems to be a stone trumpet and draw my short bow.

Grand Lodge

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

I chose knowledge religion because it looked undead :D, but have many more if needed

will save: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

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

Will: 1d20 + 6 ⇒ (1) + 6 = 7

I used knowledge religion since it's the only one I got :)

Grand Lodge

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

Stay behind me guys!

I try to place myself between Tsin and the creature and attack it

Face me creature!
attack: 1d20 + 5 ⇒ (1) + 5 = 6
dam: 1d8 + 2 ⇒ (7) + 2 = 9

Grand Lodge

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

will save missing :)

will: 1d20 + 11 ⇒ (11) + 11 = 22


Regional Map // Ravine map // Tactical Map

Geeez Duncan, that's a little bit all over the place - you can't even reach him to attack. you don't have enough move even if you charged. If you look at the map, you are nowhere remotely close to attack. Focus! :P

So, in order:

-- Round 1 --

Init 24: Creature attacks Tsin Tao. It hits. Tsin misses his Will save.

The dreadful creature but touches Tsin Tao - despair and madness invade his senses, almost overwhelming the ninja.

Tsin, 3 points of Wisdom Damage.

Init 11: Duncan moves forward. Assuming a move+move which means 40' into AA:28. He succeeds in his Will Save. And the Knowledge check is free.

As soon as the priest closes in on the shadowy menace, he can feel the insanity gnawing at him, but it is easily dismissed by the wise dwarf. Duncan really can't remember much about the creature, apart the fact it is definitely undead, and it is called an Allip.

Init 10: Tsin vanishes, and circles the creature to the other side of the room. He can draw his bow as part of his move action because his Base Attack Bonus (BAB) is greater or equal to 1.

The ninja invokes its powers to disappear from sight, and moves around the creature while drawing his trusted bow. The shadelike thing seems to hesitate momentarily.

1d20 ⇒ 4

But is unable to pinpoint where the elusive ninja has gone to.

Init 8: Saktar and Lokeemon both move closer to the action, and both roll Knowledge (Religion)

As soon as Lokeemon listens more closely to the incessant babbling, he is struck dumbfounded and fascinated by it,

Lokeemon you are fascinated by this creature's incessant babbling and whispering :D

What does Fascinated mean in game terms?:

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Saktar on the other hand is able to resist the effects, and recognizes the creature perfectly.

Knowledge results for Saktar:

Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths.

Though it can cause no physical harm, an allip’s touch can drain away a victim’s willpower.

Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.

It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip’s mind is so tortured as to damage any other mind that touches it.

Allips are incorporeal (LINK) undead (LINK).

+++++++++++++++++++++

-- Round 2 --

With the ninja gone, the Allip focuses his attention on Duncan, moving closer and trying to touch him in inappropriate ways.

Touch: 1d20 + 4 ⇒ (13) + 4 = 17
1d4 ⇒ 2

Duncan, I am going to need another Will Save, and your actions for Round 2 - in that order please.

The others can all post their actions too I guess, and then we sort things out.

Grand Lodge

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

Saktar yells to the room

He's incorporeal, no point in using regular weapons on him! Use magic or try to wake Lok so he can use it!

Having said that, Saktar grins and mumbles It so happens tha magic is MY speciality

Magic missile w/ arcane point: 4d4 + 8 ⇒ (4, 4, 1, 2) + 8 = 19


Regional Map // Ravine map // Tactical Map

Duncan stands his ground against the evil creature, calling out the name of Torag, and invoking his presence.

Duncan Will Save: 1d20 + 9 ⇒ (11) + 9 = 20

Bolstered by his faith, the dwarf resists the dreadful effects and, taking a step back, layers an additional divine protection on himself.

5'step back to AB:28 to be able to cast without having to use Concentration checks to cast defensively, and casting Protection from Evil on self.

Still need actions from Tsin Tao.

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