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

Saktar starts moving to the room

We should keep watch in the interception and place some torches on each corridor further away, at least for those who don't see in the dark. Keebo sleeps near the guard to be on constant surveilance.
I'll take the last watch

On my watch I don't need the torches, I have darkvision


Tactical Map

Let me know when you have an agreement on how it is going to be done. Remember you can use Discussion posts if you want to debate it OOC.

Grand Lodge

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

No need, we'll do as Saktar says ahah

Grand Lodge

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

Maybe one of the priests takes 1st shift? It would be Duncan -> Lok -> Tsin -> Saktar. What do you say?

Grand Lodge

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

Fine by me. Just waiting to see how much Ducan heals the group and then I'll use my last spells to heal whoever still needs healing.

I also have dark vision, so I'm not too concerned with the lights.

Grand Lodge

male Wood Elf Ranger 1

Gather around me people. I will heal everyone.

channel energy: 2d6 ⇒ (2, 5) = 7

Grand Lodge

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

Assuming the kids don’t need healing
For Lokee Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 3) + 3 = 13
For me Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 8) + 3 = 18

Grand Lodge

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

Done with the spells. If you want more come back tomorrow plz :-)

Grand Lodge

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

Ok then, off to sleep, the children stay in a corner in the room


Tactical Map

As everyone starts getting ready to bunk down, a few doubts seem to arise...

"But sirs, isn't this room the one with all the skeletons... Won't they be coming back to claw us sirs...?" - Kimi asks.

"Bad, baaaaaaad" - Mikra offers his own insight on the issue at hand - "Bones is bad. Unless chicken bones. Mikra likes chicken. Hmmmmm..."

Savram simply sits in the corner, shaking...

Keebo approaches you all with his head down - "Huh masters..." - he stutters - "Keebo maybe sleep close to children? To protect children? Yes?" - he looks at you all hopefully - "Keeping watch in tunnel is sooooo dangerous masters... But masters is strong, so masters is ok. But Keebo is good for nothing kobold" - he spits on the floor in disgust - "Keebo weak, so maybe stay in room guarding children?" - then finishes with a sheepish smile.

By the way - the kids cannot see in the dark. Do you have any light sources?.

Grand Lodge

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

Regarding lights, for the night we can burn wood from stuff in this place if needed.
I have 1 light spell that lasts 30 minutes.

Is anyone still injured after Duncan heals?


Tactical Map

What wood exactly Lokeemon, and who goes to grab it?

Grand Lodge

male Wood Elf Ranger 1

I have a common lamp and a flask of oil. How long does it lasts?


Tactical Map

A flask of oil burns for 6 hours - you can assume you have one already in the lamp.

Grand Lodge

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

I can recast the light cantrip at will, so we are missing 8 hours of light (the 8 hours I'll be sleeping)

Regarding possible wood sources:
- the beds in the barracks?
- The tables in the "Kitchen"?
- the bed and desk from the isolated room?

Grand Lodge

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

The oil lamp will do for when you're sleeping.
Anyone else has that cantrip memorized?

Grand Lodge

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

I approach the kids with some food in hand.
I'm guessing they'll be afraid as usual, so I just set it down close to them.

Hey erm... sorry if I scared you earlier. I'm not a bad guy, you can trust me. We're all friends here.
Eat up, you must be hungry and you'll need your strength for your ride home to your family.

Diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21

Regardless of their reaction, I leave the food and go back to my seat to eat my own.

Let me know how much they eat so I take it out of my stash.

Grand Lodge

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

Yee, we will take you back to your village, if you are hungry or thirsty or need anything else, let us know.

Also, let us not forget Keebo!

Grand Lodge

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

Saktar pats Keebo on the back

Your place is with the warriors Keebo, near the guard. The rest of the group will be near the children, they'll be safe

diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14

No f... way I'll let a kobold near us when we're all sleeping


Tactical Map
Tsin Tao wrote:

I approach the kids with some food in hand.

I'm guessing they'll be afraid as usual, so I just set it down close to them.

Hey erm... sorry if I scared you earlier. I'm not a bad guy, you can trust me. We're all friends here.
Eat up, you must be hungry and you'll need your strength for your ride home to your family.

The kids initially shy away from Tsin, but as he speaks to them calmly, and puts down food, they tear into it without a second thought - "Thanks Mister. What about them skeletons? They not coming back?" - Kimi blurts out among bites

Even Savram comes forward from his stupor to eat.

The three of them eat about 1 day worth of rations Tsin.

Lokeemon Keilsparn wrote:

Yee, we will take you back to your village, if you are hungry or thirsty or need anything else, let us know.

Also, let us not forget Keebo!

Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8

They still shuffle away from Lokeemon though, even if he approaches with the best of intentions.

Saktar Litharion wrote:

Saktar pats Keebo on the back

Your place is with the warriors Keebo, near the guard. The rest of the group will be near the children, they'll be safe

"I... Ok masters..." - Keebo grumbles with a resigned expression, grabbing the spear and moving off.


Tactical Map

Eventually you all settle down to rest.

Problems?:

1d100 ⇒ 80
1d4 ⇒ 3
1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 6 ⇒ (12) + 6 = 18

Tsin:

During your watch, and as you sit in the darkness listening to Keebo snoring, another sound reaches your ears - there is some shuffling coming down from the tunnel leading East.

Standing perfectly still, you see a kobold skulking his way toward you from the intersection! He is wearing a studded leather, carrying a dagger in one hand, and a javelin in another.

What do you want to do?

Grand Lodge

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

PLAYING FOR TSIN

Tsin makes sure he keeps hidden as he watches the intruder, looking form more of the creatures.

As soon as he's close enough, he fires without warning

Fire when he's at 30'

arrow: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 3 ⇒ (4) + 3 = 7
sneak attack: 2d6 ⇒ (5, 6) = 11

initiative: 1d20 + 6 ⇒ (10) + 6 = 16

If the creature's alive and he wins init, he fires again

arrow: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 3 ⇒ (6) + 3 = 9
sneak attack: 2d6 ⇒ (2, 6) = 8


Tactical Map

Tsin's first shot hits the mark, even if the creature tries to avoid the attack. Even wounded, it is still however able to react faster than the ninja, and bolts around the corner.

No chance for a second shot Tsin, but you can change your actions, if you would like.

Dice:
1d20 ⇒ 19

Grand Lodge

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

I don't want to change the first shot, but if he runs I want to run after him, instead of shooting.
Just around the corner. Then if I see him I shoot, otherwise I double back and wake up Loki.

If I see the kobold running,
Att/Dmg: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

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

Wow, lucky rolls!

Confirm critical: 1d20 + 7 ⇒ (3) + 7 = 102d6 ⇒ (3, 5) = 8


Tactical Map

Tsin, when you get around the corner, the kobold is not there...


Tactical Map

1d20 ⇒ 1

Lokeemon, you are woken up by Tsin :D

Grand Lodge

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

Loki, there was a kobold snooping around.
I'm gonna go look for him a bit. Take over my watch ok?

Grand Lodge

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

With a sleepy voice: Wha .. wha ... ok

I put on my armor and go to the intersection at C13.

Grand Lodge

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

I leave Loki and move stealthily towards where I last saw the kobold.
When I get to the intersection (L13) I head North.

I'm moving stealthily and pausing every 3 or 4 steps to listen for any sounds that can be heard.
I'm also looking for tracks.


Tactical Map

Tsin:

You move along the northern corridor, until you reach the double doors which are still ajar - this is the room where you encountered the ghouls - their corpses are still strewn all over the floor from your previous combat.

There is a mess of tracks and gore, too hard to distinguish anything. Also, you hear nothing suspicious, except for maybe a distant, rhythmic, metallic clanging sound....

Just dice:

1d20 ⇒ 7
1d20 ⇒ 13

1d20 ⇒ 11
1d20 ⇒ 9

Grand Lodge

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

Obermind:
I pause there for a bit, maybe 30 seconds, hidden. I want to focus on the sounds and see if anything moves in the room or corridors.


Tactical Map

Tsin:

Same thing Tsin.

Grand Lodge

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

Obermind:
I go to the door at Q6 and have a listen. It's still closed, right? If it's quiet I double back to our camp.


Tactical Map

Tsin:

You listen carefully at the door (yep, it is still closed), and you think you hear some scratching and scuffing from beyond maybe, but that's it...

However, as you are listening you have a sudden, terrible feeling - you turn around just in time to see the kobold from earlier, standing up from behind one of the large stone blocks in the room, and throwing a javelin at you. He misses by a mile however...

Before you have a chance to react, he steps forward without a word, uncoiling that unusual weapon you have seen used before - a three-pronged barbed hook attached to a length of chain - and launches it at you with deadly precision, scoring a nasty gash on your shoulder.

Tsin, you take 4 points of damage, and I will be needing a Fortitude Save please. Then you can act. GO!

Rollin':
1d20 ⇒ 5
1d20 ⇒ 4

1d20 ⇒ 1

1d20 ⇒ 5
1d20 ⇒ 3

1d20 ⇒ 16
1d3 + 1d6 ⇒ (1) + (3) = 4

Grand Lodge

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

Obermind:

Fortitude: 1d20 + 4 ⇒ (20) + 4 = 24

I want to tumble behind the kobold (to N8) and attack him with my shortsword. I'm using my buckler, by the way.

Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10

Att/Dmg: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (1) + 2 = 3

(If I successfully land behind him and that gives me a sneak attack, here it is...)
Sneak: 2d6 ⇒ (1, 2) = 3


Tactical Map

Tsin:
Tsin tries to move around the kobold, and over the corpse covered stone block, but the whole place is slippery and gory, and that is probably why he is unable to follow through. The kobold also tries to swing as the ninja moves in closer (he has an AoO because your Acrobatics failed), but Tsin's armor is enough to protect him.

The failed maneuver does not disturb Tsin Tao, being a seasoned adventurer as he is, and the ninja still manages to try and attack his enemy, without success however. In response, his foe steps back, and attacks with the chained weapon again, missing by a mile this time.

More preoccupying however is the fact the doors behind the ninja open wide, to reveal yet more kobolds, who snicker evilly, and quietly...

Tsin GO!

Some dice:

1d20 ⇒ 8
1d20 ⇒ 11

Grand Lodge

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

Obermind:

I will try again to tumble to the kobold's back (to M8).

Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22

If I manage that, I keep running through the corridor heading South, towards camp (I stop at J13 at the end of the round, if I have enough move to get there).

Grand Lodge

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

Obermind:

Acrobatics for hop up: 1d20 + 9 ⇒ (7) + 9 = 16


Tactical Map

Tsin:
This time around, with amazing agility, Tsin Tao jumps over the stone block and past the kobold without ever giving him a chance to react, then hustles down the corridor.

His persistent foe takes a step to the side, and launches again that devilish chained weapon at the ninja, cursing as the weapon misses its mark again - "Szapnira" - it growls in a whisper.

Tsin GO!

Tha dice:
1d20 ⇒ 6

Grand Lodge

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

Obermind:

I retreat. Bravely and with style.
I move to the square South of Loki

When I'm with Loki...
I found the kobold. He has some friends.
Cover me while I draw my bow, they may be hot on my trail.


Tactical Map

Looking down the hall, neither Tsin nor Lokeemon notice any movement nor sounds...

Grand Lodge

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

Loki, Tsin ran back to where you are and said:

I found the kobold. He has some friends.
Cover me while I draw my bow, they may be hot on my trail.

But apparently the kobolds didn't follow him there...

Hmmm I guess they decided against taking us all on.
Go back to sleep, I'll finish my watch now.

I want to stay at the intersection (B13) and watch from there. I keep my bow at the ready.

Grand Lodge

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

Go back to sleep? Isn't it better if we sort this out?
How many kobolds did you see?

Grand Lodge

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

It was the one who came to our camp, he seemed to be more trained than the others. Not only did he survive my really awesome shot but he hides real well and wields a strange weapon.
Then two more joined the fight but I didn't get a good look at them.

The way I see it We can go after them but they can be anywhere by now.
Plus, either we all go and miss our much-needed rest or we need to split forces, which is better for them, not us.

So I think it's better we finish resting.

Grand Lodge

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

As I remember, the room with the zombies had a door, let's try to block it with some benches from the mess.

Soo my idea is to go South from our position get 2 benches and put the benches blocking the doors at L9 (entrance to the room with the zombies)

The bloking should be done by putting 1 part of the bench in the floor and the other point of the bench in the door in diagonal. It should be preaty hard to open the doors and if they manage to open the doors I expect the benches to fall and make some noise.

I'll:
- go get the benches and bring 2 of them to I13
- then I'll scout without the benches, with weapons in hand, until L14
- then I'll close the doors at L9
- then bring 1 bench from I13 to block one of the doors
- then bring the other bench from I13 to block the 2nd door
(assuming that at L9 those are double doors that can only be properly secured with 2 benches)


Tactical Map

Everyone wakes up from loud noises of scraping and dragging as Lokeemon re-decorates the place - Savram begins crying in fear - "They are coming!" - he yells.

I'll give you all a few moments if anyone else wants to post.

Spoiler:

1d20 ⇒ 4

Grand Lodge

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

Saktar just grunts and keeps sleeping

Quiet down godammit!


Tactical Map

Keebo jumps up, spear in hand - "Masters!! We are under attack!"


Tactical Map

Eventually the children settle back to sleep, calmed down by Duncan and Kimi, Lokeemon continues with his work and Tsin remains on watch duty.

Keebo stays with the ninja for a while, but eventually falls asleep snoring loudly, curled up in one corner.

Lokeemon methodically goes through the process of securing the double doors to the abattoir as best as he can - he neither sees nor hears anything suspicious.

What next guys? Lokeemon, Tsin? Back to sleep or?

???:

1d20 ⇒ 5
1d20 ⇒ 4
1d20 ⇒ 2
1d20 ⇒ 18
1d20 ⇒ 13

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