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

Game Master Edeldhur


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Grand Lodge

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

Guys ready actions to fire on whatever comes thru the tunnel, I could really use a little extra time!

I give myself War Blessing and for this turn +10 base land movement.

Then I move 15 feet East, placing me directly in diagonal to the NE tunnel, thus anyone trying to pass by me would take an opportunity attack, right?

Grand Lodge

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

3 rounds… if I was Saraiva it will be the time that I would say “wake me when my character acts… :-)


Tactical Map

You can always jump! :D


Tactical Map

Tsin Tao stands up, reaching for his bow, and stumbles into a defensive position, trying to hide from sight.

As soon as Lokeemon manages to find an angle to peer down the tunnel, he sees them - a ragtag bunch of kobolds veritably spewing out at him, screaming and hollering all the way.

They look even more wretched and dispossesed than your average kobold, sporting no armor whatsoever, wearing only completely ragged clothing, and wielding nothing more than shoddy looking picks.

With abandon, two of them throw themselves at the warpriest, and one of them scores a minor hit.

Lokeemon you take two points of damage! (you have now 2hp?)

You guys are up! GO!

Dice:

1d20 ⇒ 13
1d20 ⇒ 3
1d20 ⇒ 15
1d3 - 1 ⇒ (3) - 1 = 2

Grand Lodge

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

Saktar laughs with bloodlust Ah, ah, ah! Look at them coming, they're like ants!

Then he makes his move, trying to hinder them as much as possible

Grease on the square right of the yellow one. DC is 15

Edit: the square I said is suposed to be the upper right corner of the 10' square, so I want to catch the two that are near Lok


Tactical Map

One of the kobolds (yellow) easily manages to navigate the slippery surface created by Saktar's spell, but the other (green) falls down squarely on its ass, which prompts a chorus of yapping laughter from the ones standing in the tunnel behind him

A roar from further back seems to calm them down somewhat however...

Lokeemon GO!

Spoiler:
1d20 ⇒ 20
1d20 ⇒ 6

Grand Lodge

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

I change my blessing to give +1 to AC
Then I attack the yellow kobold (the one standing)
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9


Tactical Map

With one mighty sweep, Lokeemon easily dispatches the standing kobold, spraying all those around him in bloody gore - the creatures seem to hesitate for a split second, but again a growl from the one at the back forces them forward.

Taking advantage of his positioning, and grumbling something about the ones on the floor being harder to target, Tsin stil fires off an exceptional shot that punctures the kobold through his head, dropping him dead instantly.

With surprising agility, the next kobolds in line press forward over the grease, managing to navigate it without falling down - they swing their picks awkwardly at Lokeemon, and one of them manages to score a grazing hit on the Warpriest.

Lokeemon, you take another 2hp of damage, and are now at 0hp!! (Right?)
(0 Hit Points) = When your current hit point total drops to exactly 0, you are disabled. You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act.

You guys are up! GO!

Dice:

1d20 ⇒ 14
1d6 + 2d6 + 3 ⇒ (3) + (4, 4) + 3 = 14

1d20 ⇒ 14
1d20 ⇒ 10

1d20 ⇒ 13
1d20 ⇒ 18
1d3 - 1 ⇒ (3) - 1 = 2

Grand Lodge

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

I keep +1 to AC with my blessing
I use Fervor to heal myself
Fervor: 1d6 + 2 ⇒ (4) + 2 = 6

Guys, I'll hold them as much as I can! It seems the boss is in the back! All the others are probably easy.

Grand Lodge

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

Saktar moves ahead, trying to see the boss

I move to the left of Lok I think? If I see him, I'll fire a MM, if not, Acid splash on the blue one

MM w/ arcane point: 4d4 + 8 ⇒ (3, 1, 2, 3) + 8 = 17
acid splash: 1d20 + 4 ⇒ (1) + 4 = 51d3 + 1 ⇒ (1) + 1 = 2


Tactical Map

You can't seem him from there Saktar - you would need to be NW of Lokeemon - let me know if you want to do that.

Grand Lodge

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

Ok, NW it is


Tactical Map

Lokeemon heals some of his wounds, and Saktar moves forward without hesitation, launching a magical assault on the one apparently ordering the kobolds around - this one short for a kobold, with spindly little chicken legs that contrast bizarrely with his tremendously muscled upper body. His broad shoulders and thick python-like arms are perched precariously on his wobbly little stick-legs. His face is squat and mean. His snout is stunted as if pushed in by a shovel.

The missiles hit him brutally, yet it shakes its ugly head, sending spittle in every directions, and still stands, gripping his large pick in two hands.

Tsin Tao fires another arrow, but now that the ninja is out of hiding the kobold is able to avoid the shot.

Aparently bolstered due to the fact none of them died this time around, the small kobolds yap excitedly, and attack Lokeemon. Amazingly enough, one of them manages to score another hit on the warpriest. The strike is not very strong, yet it slightly dazes him.

Lokeemon, you take 1 point of non-lethal damage.

You guys are up! GO!

Dice:

1d20 ⇒ 7
1d20 ⇒ 12
1d20 ⇒ 18
1d3 - 1 ⇒ (1) - 1 = 0

Grand Lodge

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

I keep +1 to AC form my blessing
I attack the blue kobold
Attack: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Damage: 2d6 + 6 - 2 ⇒ (3, 5) + 6 - 2 = 12

Grand Lodge

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

Tsin is still not feeling in very good shape but it's no time to quit yet, so he mumbles a quick prayer asking for Tsukiyo's help to survive this day.

Then, confident that he's done all he can to cover his chances, he fires again on the kobold boss! With confidence!

Att/Dmg: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 3 ⇒ (6) + 3 = 9

From the map it seems I don't have an angle to fire on the boss but I think I fired on him already while you were botting me, so maybe the map is outdated?


Tactical Map

With one mighty swing, and a sure shot, both Lokeemon and Tsin dispatch the front kobolds.

Tsin your shot before was on a 'regular' kobold.

Saktar to 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 fires a small cantrip, harrasing his foes

Targeting the blue one

acid splash: 1d20 + 4 ⇒ (10) + 4 = 141d3 + 1 ⇒ (3) + 1 = 4


Tactical Map

Saktar burns one of the kobolds horribly, but the resilient creatures press on, the unending roars at their back forcing them into the fray - the burnt one easily traverses the greased floor, but the other one simply skids and slides, eventually falling down.

The one who was able to advance swings his pick at Lokeemon without much conviction, and misses by a mile.

You guys are up. Duncan can also act. Blue is burned, and black is fallen on the floor. Go!

Dice:

1d20 ⇒ 20
1d20 ⇒ 4
1d20 ⇒ 8
1d20 ⇒ 1

Grand Lodge

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

Saktar attacks the same creature, trying to finish it off but his shot goes wide

acid splash: 1d20 + 4 ⇒ (3) + 4 = 71d3 + 1 ⇒ (2) + 1 = 3

Grand Lodge

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

I keep +1 to AC form my blessing
I attack the blue kobold (the only one in reach)

Attack: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
Damage: 2d6 + 6 - 2 ⇒ (6, 6) + 6 - 2 = 16

Grand Lodge

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

I move to the square near Kibbo (Tsukiyo rest his soul) to get a better angle on the kobolds and then shoot at the black one.

Att/Dmg: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 3 ⇒ (3) + 3 = 6


Tactical Map

Duncan BOT!

All of the heroes' attacks miss their marks.

"Ye lads really like to make a mess of things" - Duncan roars moving to the back of the room - "We should be gettin' tha hell outta here, don'tcha think eh?!" - then unleashes a healing burst to encompass them all - "Torag have mercy on us all"

Channel: 2d6 ⇒ (4, 4) = 8

Everyone heals 8hp!

-----

The blue kobold swings again, but is unable to hit Lokeemon. The black one stands up, moving forward and also attacking Lokeemon - to no avail...

The one in the back takes a better look at the greased floor in front of him, and decides do back off down the tunnels, out of sight.

You guys are up. Go!

Dice:

1d20 ⇒ 7
1d20 ⇒ 20
1d20 ⇒ 6

Grand Lodge

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

I want to keep moving North to get a good look at all the kobolds.
If I see the other one running, I shoot him.
Otherwise I shoot the black one again.

Att/Dmg: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

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

If I'm not mistaken I receive +4HP due to Fey Founding.
I believe I had 6HP + 12 => 18HP
I keep +1 to AC from my blessing

I attack the Blue, I beelieve he's unhurted:
Attack: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: 2d6 + 6 - 2 ⇒ (2, 6) + 6 - 2 = 12


Tactical Map

Tsin Tao moves north to get a better view of the tunnel, but the running one is long gone - his arrow shot at the black one hits the mark, but does not drop the critter.

Lokeemon swings his weapon hard, and almost cuts the blue one in half, leaving him quite dead.


Tactical Map

Still waiting for Saktar and Duncan.

Grand Lodge

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

No one seems to injured…

Grand Lodge

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

I thought everyone would be nearly dead but you guys have cool tricks and Duncan the Bot has a nice style :)

Grand Lodge

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

I move close to Saktar and Tsin, then I cast Acid Dart on the black kobold

Acid Dart: 1d20 + 1 ⇒ (15) + 1 = 16
Dam: 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

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

Saktar continues to harass their foes with a simple cantrip

acid splash: 1d20 + 4 ⇒ (2) + 4 = 61d3 + 1 ⇒ (1) + 1 = 2


Tactical Map

With a few strong swings and mighty spells, the group eliminates the last of the remaining kobold.

What now guys?

Grand Lodge

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

Well done guys, let's keep exploring

He looks around at the group before adding Do you still have any healing magic Duncan?

He renews their communication spell and points at Tsin Choose a way, and keep us informed, we'll follow a bit behind

Message on everybody


Tactical Map

Surrounded by an eerie silence and dead bodies, the adventurers seem to hesitate regarding what to do next...

Grand Lodge

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

Well, I want to search the corpses and this room while I think about the way to go.

I start by listening and looking down the tunnel the kobolds came through, to check if there are others coming.

I think we shouldn't rush this one. Let's take some time to think this through.
Can someone check the corpses for valuables or info?
Someone should keep watch on this tunnel in case the boss comes back with more friends. Duncan?

I'll check the room.

Then I move to the tunnel to the side, check the ground for footprints, listen, check for traps, etc.

Finally, the doorway to the west. Same drill, listen, check for prints, traps, secret doors, etc.

Grand Lodge

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

I keep a watch on the tunnel.
Think it through? Like Tsin you go ahead of us and we end up killing all of the bad guys? :-)
I don’t like living the kids behind though…

I go close to the wall on the side where the kids are and ask:
Kimi, how’s everything up there?


Tactical Map

Tsin Tao listens for a moment - from the tunnels the kobolds came from he can hear yaps and hollers in the distance.

Looking around the area the ninja realizes this is a large, mostly square chamber. A doorway opens in one wall, while two other walls have been broken through from the outside. Cramped, narrow tunnels beckon from beyond the breached walls.

For clarification, there are two tunnels (one to the North, and one to the East/Northeast) and one door (to the West). The tunnel 'to the side' (East/Northeast) is where the kobolds came from, and also where the 'boss' fled to. Is the plan to keep watch on that tunnel, and also Tsin going ahead to scout it?

Grand Lodge

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

Saktar barely contains himself while Tsin moves around him

Do you think he had enough time to prepare for us now? Or shall we wait a bit more? - he growls

Grand Lodge

Male Tiefling Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4
GM wrote:
Lokeemon, the hardened slime can be removed as a full-round action with a DC 15 Strength check. Roll when you can.

As I don't remember removing the slime ...

I remove the slime that's covering me Strength: 1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

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

After I manage to remove the slime

Guys, if we want to go after the child we must go Now!


Tactical Map

Ok guys, I am moving this along.

As Lokeemon struggles with the slime, and Saktar grumbles disapprovingly, Tsin Tao heads off the side tunnel through which their opponent just fled, tip toeing around the corpses.

Further ahead he realizes the cramped passageway opens to a large cavern filled with rocky overhangs and jutting boulders.

After some careful exploration he understands this one is most likely a mine of some sort, as carts with rocks and mining implements of all sorts are spread throughout the area.

Moving slightly ahead, he can also see two passageways at the far end of the room - one North and one South.

Grand Lodge

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

Is this the same cavern Tsin saw earlier? The one with the giant bat?

Tsin looks for signs of recent passage on the N and S passageways, and takes the one that looks like it's been traveled most recently.

Then he announces that choice to the message spell and tells the rest of the party to move to the intersection.

By the way, did my search of the corpses in the previous room produce any treasure?

Grand Lodge

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

Lokeemon removes the slime ...
Strength: 1d20 + 4 ⇒ (20) + 4 = 24
And then starts moving to the corridor's entrance.
Assuming I get the message from Tsin to move to the intersection, I then move along to the intersection ...

Grand Lodge

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

Saktar relays Tsin's information to the group and they follow him, a minute behind.
We'll stop if he does, never too close

Grand Lodge

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

Tsin ahead and we follow


Tactical Map

This cave is different from the one with the bat Tsin.

To look for signs of passage, please roll Survival ;)

The corpses back in the room had nothing of value except for makeshift picks. Not even armor...

Grand Lodge

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

Survival: 1d20 ⇒ 14


Tactical Map

Tsin inches along the northernmost tunnel - it seems to almost double back on itself, and just a few yards in, he can immediately hear the distinct, agitated yaps of kobolds far up ahead.

Grand Lodge

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

Message spell:
Guys, I'm closing in on some kobolds just a short walk in the Northern tunnel after the intersection.
Wait at the intersection until I scout this out.

I keep moving forward extra carefully until I can see the kobolds.
I move slower to enhance stealth and check for traps on the way.


Tactical Map

As Tsin Tao approaches, the sounds die out and the conversation stops.

Do you wish to continue advancing Tsin?

Stuff:
1d20 ⇒ 3
1d20 ⇒ 16
1d20 ⇒ 15
1d20 ⇒ 20
1d20 ⇒ 8

Grand Lodge

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

No, I stop and stay silent for a while, hidden.
If I hear or see anyone coming my way, I start moving back slowly.

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