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

Game Master Edeldhur


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Grand Lodge

Male Human Dwarf Hp:8 AC: 3

F*** I posted as Keshkodai… sry


Regional Map // Ravine map // Tactical Map

"I..." - the halfling hesitates...

"Thank you" - the girl takes a tentative step toward the dwarf, and you get a better look at her - a black-haired young half-elf girl with fierce green eyes wearing a leather hunting vest, slacks, and high hard boots, looking much like a miniaturized adventurer - "We need to find the others! Mikra!" - she adds very quickly as she runs off into the other room, to return seconds later with a crying boy who constantly rocks back and forth, mumbling something incoherently...

"I am Kimi" - she offers - "And this is Mikra" - the girl adds, trying to calm down the other child - a young boy with black hair and a kind face, now marred by tears.

"And I am Edrin" - the halfling adds, also stepping forward and extending his hand in a greeting - "We have but a few cuts and bruises sir I believe" - he tries to straighten out his vest - "Thank you, and your friends for your help" - he adds with side glance at Saktar - "We managed to escape from the lower tunnels with all but one of the children..." - he explains - "But alas I think Savram ran in the wrong direction, and Jurin... Oh dear Gods what was that...? We really should hurry kind sirs"

Grand Lodge

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

What was what?
Tsin signals everyone to quiet down and focuses on listening to whatever the halfling heard.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Regional Map // Ravine map // Tactical Map

Tsin, I think there was a misunderstanding... Edrin didn't hear anything right now. Maybe I didn't explain it correctly - the relevant portion is 'Jurin... Oh dear Gods what was that...?' as in something bad happened to Jurin, caused by something the halfling cannot fathom :D

Grand Lodge

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

Saktar growls from the back Let's get moving then, we're wasting time

He then turns to Keebo

Do you know the way down?

Grand Lodge

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

Mikra! I’m so glad to find you. Your father is so worried with your disappearance he asked me to find you.
We can’t leave the other children behind. I’ll use my healing powers and then we’ll go looking for them.

Assuming everyone is within 30 feet distance of me, I cast “mass healing” :-)
Channel Energy: 2d6 ⇒ (6, 4) = 10

Grand Lodge

Male Human Dwarf Hp:8 AC: 3

Mikra, Kimi and Edrin, stay close to us but behind me. Can you tell me what we are going to find in the lower tunnels?

I wait for their answer and then ask

Now tell us the way down. We must find Savram before we leave.


Regional Map // Ravine map // Tactical Map
Saktar Litharion wrote:

Saktar growls from the back Let's get moving then, we're wasting time

He then turns to Keebo

Do you know the way down?

"Yes Mega Master - Keebo knows but... Keebo afraid... Manies bad things downsss, even with strong weapon" - he yelps, showing the newly acquired spear.

Duncan Moonforge - Torag Priest wrote:

Mikra! I’m so glad to find you. Your father is so worried with your disappearance he asked me to find you.

We can’t leave the other children behind. I’ll use my healing powers and then we’ll go looking for them.

"Me Da?!" - the boy stops crying for a moment, then seems to look around, looking for someone - "Da?!" - he shouts - "Da?!"

"No Mikra, not here. Back in town - we'll be there in no time, you'll see..." - the girl tries to calm him down.

"Da..?" - he whispers back.

All remember to update your HP with Duncan's channel ;)

Keshkodai wrote:

Mikra, Kimi and Edrin, stay close to us but behind me. Can you tell me what we are going to find in the lower tunnels?

I wait for their answer and then ask

Now tell us the way down. We must find Savram before we leave.

"I think we can find the way back down" - Edrin seems in a much better mood than before, after the healing takes effect - "But Savram is not down there, he ran in that direction there" - he points to the northern tunnel.

Grand Lodge

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

Ok, lets find Savram, and then go down he hesitates and glances to the their new companions
Don't forget about Jeva

He keps himself in the back of the group as they move along


Regional Map // Ravine map // Tactical Map

Lokeemon, to the south it is an adjacent room mostly bare, and from the corridor to the north you hear nothing.

Grand Lodge

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

Turning to them
What happened to Jurin? So that we know to what we must be prepared.

While I watch them and listen to them I use sense motive to see if they are being truthful or hiding something.
Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9

Then I go to the entrance of the north tunnel and say:
Tsin, scout ahead, let's go after Jurin!

Grand Lodge

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

Yup, let's go. Usual deal.

I go on ahead, stealthy but pushing it as far as I can. Once I get to the first intersection I listen carefully both ways. If there's nothing, I keep going North.


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"Jurin was dragged away by... Something..." - Edrin replies to Lokeemon - "Seemed like a hulking dwarf wrapped in heavy chains... Its face, hands, and body were riddled with glowing hot hooks and half-melted razor wire I think... And black smoke was rising from his smoldering beard... The smell of burnt hair and flesh was unbearable... And his face... Contorted..." - he shudders.

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

Tsin moves on ahead up to the intersection, then pauses to listen. He thinks he can hear voices from the East, but cannot be sure. It could just be wind blowing through the tunnels...

He keeps going north until he comes upon closed double doors.

Ball on your court guys. GO!

Dice:

1d20 ⇒ 6
1d20 ⇒ 9

Grand Lodge

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

Saktar listens the discription carefully, trying to identify this creature

I have Knowledge arcana +10; dungeoneering, local, nature, religion and planes +8

knowledge: 1d20 + 8 ⇒ (3) + 8 = 11


Regional Map // Ravine map // Tactical Map

Saktar, you do not remember any particulars about such creature.

1d20 ⇒ 15
1d20 ⇒ 19

However, Duncan and Lokeemon have heard of such creatures before...

Duncan and Lokeemon:

The creature is most likely a Forge Spurned:

When a dwarf perishes, he is sometimes brought before his divine lord and judged. If found unworthy he is pierced with burning barbs and returned to the world as an undead terror on an accursed errand to gather souls. The penance varies depending on how displeased the master is with his subject. Lesser offenders need only capture ten or twenty souls. Others are condemned to spend several lifetimes gathering hundreds of souls to earn a reprieve from their fiery torment. Most of these accursed cast-offs are dwarven smiths, warriors, or clanlords who failed to please their god in life. They are consumed with their need to forge their soul chains and prey upon any creature they feel they can easily best. If a forge spurned is felled and its chain taken by another, it seethes in dark fury. A forge spurned stops at nothing to retrieve its chain, lest it be forced to forge another, extending its period of burning torment.

Forge spurned often haunt their former homes, skulking in darkened dwarven halls or among the ruins of their people’s past glory. They prefer to remain below the earth where their malevolent soul forging goes unnoticed by others. Forge spurned often lair near magma vents, lakes of lava, or other hot environs that facilitate their sinister toil.

Mechanical details you can remember: They are undead and immune to fire. They burn whomever touches them, and they have a fire based breath attack. The soul chains that wrap them also attack its opponents independently of its forge spurned master, and any slain victim may be soul bound into the chain (as per the soul bind spell), but this necessitates a day of work at a forge. Anyone may claim a felled forge spurned’s chain, and it will serve its new master willingly, although the wielder risks being transformed into a forge spurned, damned to continue collecting souls, if his/her will is broken.

Grand Lodge

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

It’s an undead creature. If we find it we better try to take him down from a distance as is can release fire around him and burn whom it touches. It must have taken Jurin to a forge… Ok, maibe we are close to Savram so let’s go find the kid and then go looking for a Forge.

Grand Lodge

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

Guys, this undead is immune to fire and anyone that touches him will burn. Ho yeee, and they also breathe fire and they walk around with a chain that also attacks ...
He needs to take Jurin to a forge to soul bound him.
If we hurry and are lucky, We may just get there in time to save Jurin ...
Let's go!

I follow Tsin listening and looking around to see if I notice anything (especially in the intersection).

Grand Lodge

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

What do I see further North along the hallway?

An undead blacksmith huh? I guess I should be looking for heat, not noise...

From now on I pay special attention to air temperature. I want to head where it seems to be warmer.


Regional Map // Ravine map // Tactical Map

Tsin, 5 posts above I wrote you had come upon a closed set of double doors ;)

Lokeemon, Tsin is scouting - you want to walk next to him?

Grand Lodge

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

Weird, I acttually read that entire post at the time but somehow that got filtered out...

I want to inspect the doors, checking for traps and whether it's locked or just closed.
I also want to listen for noise on the other side.


Regional Map // Ravine map // Tactical Map

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Tsin carefully checks the door for traps, and for noise on the other side - he finds it to be safe, and only closed. He hears no noises coming from beyond the door.

Grand Lodge

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

Speaking in a low voice using the message spell...
Guys, keep coming North to a double door. Seems safe, I'm going in to check it out.

I open the doors slowly and check out the room.

Grand Lodge

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

Nope, I don't want to walk next to Tsin.
Just saying that when we do go after him I want to take a look/listen especially in the intersections.
After Saktar tell us it's clear to go, I take the lead and look and listen carefully in the intersection ...


Regional Map // Ravine map // Tactical Map

Tsin opens the doors slowly, and peers into the room - it seems to be an old, dark ossuary - cold and full of the sound of dripping water. A dark corridor runs north down the center of the room, while to either side two large bays open into small niches that contain ancient dwarven skeletons. At the far end of the corridor rests a large iron anvil.

The ninja can hear a distant, low crying and sobbing coming from somewhere in the room.

Grand Lodge

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

I walk into the room, sticking to the shadows, and try to understand what's going on. Is the room very large?

I hear someone crying, I might be close. I say to the message spell.


Regional Map // Ravine map // Tactical Map

Tsin, you need to be more detailed. 'Trying to understand what's going on' will give you the info you already have ;) And yep, the room is quite large, about 40' per 50' as far as you can see.


Regional Map // Ravine map // Tactical Map
Lokeemon Keilsparn wrote:

Nope, I don't want to walk next to Tsin.

Just saying that when we do go after him I want to take a look/listen especially in the intersections.
After Saktar tell us it's clear to go, I take the lead and look and listen carefully in the intersection ...

Lokeemon carefully pauses at the intersection, but hears nothing more than the murmuring winds through the tunnels.

1d20 ⇒ 11

Grand Lodge

Male Human Dwarf Hp:8 AC: 3

Let’s go, Tsin found something. Kids stay at our back.

I ran to the room where Tsin is, ready to fight.

Grand Lodge

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

Saktar keeps himself close to his friends

After they pass the interception, he begins to be more on alert for anything that might sprprise them from behind


Regional Map // Ravine map // Tactical Map

Tsin as you were getting ready to fully explore the area, Duncan comes lumbering down the hallway - you can hear him from miles away.

Map updated. You guys are all together.

Grand Lodge

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

Duuudes, no... What's the point of me coming first if you're gonna follow like a pack of rhinos?
There was no danger...

Ah well, you're here now. Check out these alcoves on both sides, I'll move down the center and check for other exits.

I move down the center corridor carefully towards the anvil, checking for traps.
I want to examine the anvil and then the walls, to see if there are any hidden exits to the room.


Regional Map // Ravine map // Tactical Map

As soon as Tsin begins moving through the central aisle he understand his mistake - distracted by his companions, he did not remember to check the corridor itself.

As he approaches, two skeletons animate, and throw their heads at the ninja from their barred alcoves!

Dice:
1d20 ⇒ 16
1d20 ⇒ 4

Damage: 1d3 + 1 ⇒ (1) + 1 = 2

One of them hits Tsin squarely in the face.

Tsin you take 2 points of damage from a skeleton head.

Initiatives:

Tsin Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Saktar Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Lokeemon Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Duncan Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Skeletor: 1d20 + 7 ⇒ (15) + 7 = 22

Sorted Initiative:
Skeletors 22
Tsin 17
Saktar 11
Lokeemon 5
Duncan 3

-- Round 1 --

Much faster than the seasoned group of heroes, two other skeletons use the same bizarre technique, and also hurl their heads at the surprised ninja.

More dice:

1d20 ⇒ 15
1d20 ⇒ 3
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

And another one manages a hit on Tsin.

Tsin you take another 'head to the head' :D for 4 more points of damage.

You are up guys, Tsin > Saktar > Lokeemon > Duncan. 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 maintains his distance, firing simple cantrips at his foes

Not sure of what the penalty is for the bunch of people in the way
acid splash: 1d20 ⇒ 11d3 + 1 ⇒ (2) + 1 = 3


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Kibbo snickers as he notices Saktar getting ready to cast a spell - "Power Master..." - he seems to mumble.

But then he stares blankly for a moment as the spell hits the wall harmlessly, turning to Saktar and to the fight back and forth - "Wall is danger Master?" - he inquires.

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 not to fluster and speaks with a wise and condescending tone

Sometimes Keebo, a distraction is better than an attack


Regional Map // Ravine map // Tactical Map

Keebo just keeps staring very intensely at Saktar for a few seconds - he seems to be trying to grasp the notion of strategy... "Yes!" - he nods with a roar at Saktar - "Deeestract! ion!" - and begins hopping up and down, madly scraping his spear on the wall.

This produces an absolutely dreadful, loud grating sound, but Keebo smiles happily at Saktar - "Keebo deeestract! ion!" - he shouts.

Grand Lodge

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

I move towards Tsin, I go to column C (5 feet to the E of Tsin) to attack the skeleton on the 1st alcove to the E of Tsin.
Guys, let's clear quickly ...

Attack with power attack: 1d20 + 8 ⇒ (10) + 8 = 18
Attack: 2d6 + 9 ⇒ (4, 6) + 9 = 19

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 calm Keebo down

Ok Keebo that's enough. Let the warriors do the fighting now and let's keep watch. More enemies might come


Regional Map // Ravine map // Tactical Map

"Yes....." - Keebo replies with a whisper, then remains very still, holding the spear in both hands.

Lokeemon moves close to his ninja companion, nimbly evading the skeleton claws grasping for his throat, and slashing with a brutal swipe that turns the skeleton into nothing more than a pile of bones.

You are up guys, Tsin > Duncan. GO!

Rollin':
1d20 ⇒ 9

Grand Lodge

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

I attack the blue skeleton.

Att/Dmg: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (3) + 2 = 5


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Tsin swings his short sword, but it bounces off the bones without much effect.

Tsin, you should be at 12/18hp.

You are up guys. Duncan GO!

Grand Lodge

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

After my failed strike, I move 5' North to be in front of Blue, leaving space in front of Yellow.


Regional Map // Ravine map // Tactical Map

-- Botting Duncan --

"No! this cannot be!" - Duncan steps forward boldly, past his warpriest companion, even as the creatures try to claw at him and fail.

Then the dwarf slams the hammer hard on his shield - "Down with ye, by Torag's beard!" - he roars - "Down I tells ye!"

Once he does, a strong silvery radiance emanates from him, and engulfs everyone in the area - his companions feel no effect, but the undead cannot resist its strength and ALL crumble down on the floor!

Even those that had not yet animated ;)

Dice!:

1d20 ⇒ 8
1d20 ⇒ 3

2d6 ⇒ (3, 6) = 9

1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 11
1d20 ⇒ 14
1d20 ⇒ 11
1d20 ⇒ 13
1d20 ⇒ 8
1d20 ⇒ 6
1d20 ⇒ 20
1d20 ⇒ 19
1d20 ⇒ 6
1d20 ⇒ 1

Duncan you have spent another channel - not sure if you have any left by now...

Combat over! Go!

Grand Lodge

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

My friend, your faith in Torag is as strong as ever!
and I give him a small tap in the back ...

I fear that others may have heard us, everyone pay attention.
- Tsin, check the rest of the room before we move on.
- Duncan, I also feel the urge to jump into battle, but we must be careful. You know that the Forge Spurned needs a day of work at the forge, and we are seeing the forge, so he won't kill the children without we see it.
Let's keep calm and use our head, I believe this ruins may yet present many challenges to us ...


Regional Map // Ravine map // Tactical Map

"I am not sure who you're calling the forge spurned sir" - Kimi pipes in - "But if it is the monster who dragged Jurin away, it is not here. It is far down the other corridor" - she points back, then looks around - "Here is where Savram ran to, when the other kobolds where chasing us..." - she adds.

Grand Lodge

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

Thank you Kimi for that information. What else can you tell us from that corridor, any other creature or danger?

Tsin, can you finish exploring the room, I want to understand where's that crying and sobbing coming from?

Kimi, while Tsin explores the room can you tell us how you got here?

Grand Lodge

Male Human Dwarf Hp:8 AC: 3

I can cast 4/day so I think I still have one left.

Lokee, Tsin said someone was crying! Do you think I care if an undead knows I’m comin when he’s doin something to a kid?

Grand Lodge

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

Well, there's certainly an anvil over there but I wouldn't call this room a forge. Seems to be more of an ossuary.

Plus, if Kimi says the forge... spurned? took Jurin down the other corridor we should probably go there now. We can come back here later.

But I did hear someone crying. Is there any other kid unaccounted for?

Once I say this I resume exploring the room. I try to locate where the crying is coming from, all the while keeping an eye out for traps.

Maybe we should split up? I could stay with Saktar and the kids and search this place while you two warrior types explore the corridor Kimi mentioned?

Grand Lodge

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

It takes the monster 1 day of work to soul bound someone.
I say we search for the kid sound on this room and then go after the creature

Grand Lodge

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

Ok, let's get moving, we're wasting time!

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