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

Game Master Edeldhur


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Regional Map // Ravine map // Tactical Map

Nothing seems to come at you Tsin. But you still kinda hear some shuffling ahead in the distance.

Grand Lodge

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

Saktar warns the rest of the group

Kobolds ahead, prepare yourselves

Then he messages to the ninja

How many are there?

Grand Lodge

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

I whisper really quietly:
Can't talk now

Then I move forward again, doubly careful. Same plan as before.


Regional Map // Ravine map // Tactical Map

You press onward, until you can see at least some more of what is ahead. After a bend in the tunnel you notice it opens up into a larger chamber, its walls and floor covered with a semi-transparent slippery gray slime that resembles mucus.

Even more worrying, is the green-scaled kobold with an overly long snout, swathed in black leather armor, amd mounted on slurk-back. He points at you, yapping something in a high pitched voice!!

--Round 1--

From just around the corner to the room entrance, another of those disgusting slimy creatures half hops, half slides at the Ninja, stopping only to squirt him with some sort of slimish and gooey like substance from one of his nodules.

The disgusting substance covers Tsin, and immediately begins to harden!!

Tsin you are now Entangled: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

The hardened slime covering you can be removed as a full-round action with a DC 15 Strength check.

Tsin, you are up! GO!

The Dice:

Initiative Tsin: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
1d20 ⇒ 11

Grand Lodge

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

I whisper to the message spell
F&&%in kobolds slimed me! There's one kobold and two slurks at least.
I'm moving back, you guys come forward.

Then I move back as far as I can (withdraw).


Regional Map // Ravine map // Tactical Map

Rest of the team - what are you up to now?

Grand Lodge

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

I start running and say to the message spell and to those around me
We're moving on Tsin!

Grand Lodge

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

Saktar advances but hesitates a bit, glancing sideways to Keebo's body
The slightest hint of sorrow in his eyes is quickly replaced by anger and determination

Guys, lets move, there are enemies to kill!

Grand Lodge

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

I use a War blessing giving me this round +10 feets to base movement
Then I move 30' forward
Let's go!

Grand Lodge

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

What would help me to avoid the gooey slime AC or Ref save?
Knowledge? : 1d20 + 1 ⇒ (13) + 1 = 14 (if knowledge religion helps I have +4)


Regional Map // Ravine map // Tactical Map

Lokeemon, the best defense vs the slime would be AC.

--Round 1--

Entangled and tripping over himself, Tsin rushes down the tunnel to meet up with his companions. He doesn't get very far because of the goo which hampers his movement.

Both the unmounted slurk, and the one carrying a rider give chase - they get really close to the ninja, but not close enough to attack.

The kobold rider however, fires a single shot from his crossbow which hits the mark!

Tsin, you take 6 points of damage! And I need a Fort save.

You guys are up. Go!

Dice:

1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

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

Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

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

I keep moving/wobbling towards the group as fast as I can, in retreat mode.

Grand Lodge

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

I change my blessing War Blessing to give me +1 to AC.
I then run towards Tsin, placing myself beside him.
Come on guys!


Regional Map // Ravine map // Tactical Map

Botting Saktar and Duncan.

Tsin manages to drag himself away from the slurk, and move around the corner to finally meet up with his companions.

Lokeemon valiantly stands beside the wounded ninja, as Duncan and Saktar close the rear, keeping a close eye on what may be coming around the corner.

Map updated. Saktar will move and ready an action to attack the first thing coming around the corner with an Acid Splash.

Acid Splash Readied Attack: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

--Round 2--

The heroes don't have to wait much - soon after, a slimy slurk rounds the bend in pursuit, taking Saktar´s Acid blob to the face, and gurgling in pain. It still stands though, and releases a wad of the sticky substance at Lokeemon, covering the Warpriest in it.

Lokeemon, you are now Entangled.

Behind it, another slurk comes into view, this one bearing a rider - a green-scaled kobold with an overly long snout, swathed in black leather armor. The creature yaps at seeing all the heroes in wait, loads his crossbow, and takes a shot at Lokeemon, missing his mark however.

Heroes GO!

Dice:

1d2 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 14

Grand Lodge

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

I cast "shield of faith" on Lokeemon

Grand Lodge

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

I'm guessing that this slimy slurk is more or less like the one we fought in the other room
Assuming that, I should have more than 50% chance to hit. If that's the case I'm using power attack.
As Lookemnon directly fought one of these creatures in the past, I'm using Lookemon experience to decide and assuming this is not metagaming ...

I move 5 feet and place myself between Tsin and the creature.
Let's take these slime creatures down!
Great sword -2 entangled -1 PA: 1d20 + 9 - 2 - 1 ⇒ (14) + 9 - 2 - 1 = 202d6 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12

Grand Lodge

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

Only one spell left I think, I'll save it for now. I'll target the one with the crossbow

acid splash1d20: 1d20 + 4 ⇒ (17) + 4 = 211d3 + 1 ⇒ (1) + 1 = 2


Regional Map // Ravine map // Tactical Map

Lokeemon swings powerfully, but even though his attack connects, it does not bring the disgusting creature down.

From afar, and even with all the obstacles between them, Saktar manages to hit the kobold rider, giving him a nasty burn!

Wounded and 'slimied', Tsin Tao retreats behind a stalagmite in the room, attempting to hide from his opponents.

dice:

1d20 ⇒ 13
1d20 ⇒ 9
1d20 ⇒ 15

Round 3 coming up shortly.


Regional Map // Ravine map // Tactical Map

--Round 3--

"Grashnazark trabazhyereth!"- the kobold yaps excitedly from the back of the slurk, and the other beast in front of them suddenly lurches forward, trying to barrel Lokeemon over. But the warpriest stands his ground firmly against his slimy opponent.

With a snarl of disappointment, the kobold fires another shot at the warpriest, but it goes wide.

From behind him in the corridor, you can hear additional guttural yapping sounds.

Heroes GO!

Dice:

1d20 ⇒ 6
1d20 ⇒ 9

Additional note: Guys, if you do not manage to keep your statline updated, I will assume I am right. Refer to the last slide of the powerpoint for what I think is the current status of your characters. Let me know if corrections are needed.

Grand Lodge

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

I move close to Lokeemon and attack

By Torag’s beard yield! You slimy *#$%#* creature of hell!
attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

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

Ok, statline updated. No spells left, much better ;)

Grand Lodge

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

I try to get rid of the slime!

Strength (DC15): 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

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

I keep on attacking the slimy creature
If Duncan killed the creature in front of me I move 5 feet to the next one and attack.
Great sword -2 entangled -1 PA: 1d20 + 9 - 2 - 1 ⇒ (7) + 9 - 2 - 1 = 13
Damage: 2d6 + 6 + 3 ⇒ (6, 4) + 6 + 3 = 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 looks exhausted but still manages to summon up some magic

acid splash: 1d20 + 4 ⇒ (20) + 4 = 241d3 + 1 ⇒ (3) + 1 = 4
crit: 1d20 + 4 ⇒ (11) + 4 = 151d3 + 1 ⇒ (1) + 1 = 2


Regional Map // Ravine map // Tactical Map

Tsin is able to rip off the slime impeding his movements.
Both Duncan and Lokeemon miss their attacks.
Saktar hits with his Acid missile, inflicting another wound on the kobold.

No crit though Saktar :P

--Round 4--

Again the slurk presses against Lokeemon, trying to push him back, but again the creature is unsuccessful.

With a howl, the kobold fires another arrow at the warpriest, but misses also.

Heroes GO!

dice:

1d20 ⇒ 11
1d20 ⇒ 4

Grand Lodge

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

I sneak from behind the rock and fire a shot at the kobold, you know, to kill it...

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Att/Dmg: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 3 ⇒ (6) + 3 = 9

Sneak dmg: 2d6 ⇒ (5, 4) = 9

Grand Lodge

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

I keep on attacking the slimy creature. (and missing)

Great sword -2 entangled: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10

If Duncan kills the creature I move 5 feet forward (if it's possible to delay the move 5feet to after my attack)

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 harassing the kobold

acid splash: 1d20 + 4 ⇒ (12) + 4 = 161d3 + 1 ⇒ (1) + 1 = 2


Regional Map // Ravine map // Tactical Map

Duncan Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The two holy warriors seem to be having a hard time to face the monstrosity before them, as both of them fail their attack on the Slurk.

Saktar also misses with his spell, and Tsin Tao is spot by the kobold just as he comes out of hiding, his shot going wide just for that reason.

Tsin and Saktar, keep in mind you are getting -4 penalties on all ranged attacks, because of cover.

--Round 5--

The slurk mindlessly continues to try and push Lokeemon backwards, to no avail.

The kobold fires yet again at the warpriest, but misses also...

Heroes GO!

The usual GM secret stuff:
1d20 ⇒ 19
1d20 ⇒ 11
1d20 ⇒ 10

Grand Lodge

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

Gorum, I lung for battle, but this is when this battle ends!!

As I focus my mind on my deity I find the focus to hit my mark!
Great sword -2 entangled: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Grand Lodge

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

Tsin goes back behind the rocks and comes out on the other side (South of the rocks) stealthily, to shoot again.

Yeah, this battle ends now!! is what he would have shouted if he wasn't trying to be stealthy, so instead he just thinks it.

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

Att/Dmg: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 3 ⇒ (1) + 3 = 4

Sneak dmg: 2d6 ⇒ (2, 2) = 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 keeps focusing on the kobold

acid splash: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 161d3 + 1 ⇒ (2) + 1 = 3


Regional Map // Ravine map // Tactical Map

Duncan Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Duncan´s attack on the slurk misses, as well as Saktar's magical assault, and Tsin´s subterfuge arrow shot.

Lokeemon however, will have none of it! Swinging mightily he cleaves the awful creature in twain!

Reverted the order there a tad, to make the action flow more smoothly, as well as botting Duncan more easily :D

-- Round 6 --

The kobold rider yaps something, and from around the corner comes another kobold - you have already seen this one before - he is short, 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...

With murder in the eyes, this aberrant one swings his heavy pick at Duncan - "Dwarf be ded! You no take candle!" - he roars!

Duncan, you take 10 points of damage from the pick!

From behind him, the rider tries to shoot Lokeemon, but misses yet again.

Heroes GO!

dice:
1d20 ⇒ 12
1d4 + 7 ⇒ (3) + 7 = 10
1d20 ⇒ 2

Grand Lodge

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

G+%!+#n it, die already!!

Tsin shoots at the rider again and moves back into cover afterwards.

Att/Dmg: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

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

The more you are the more I'll kill, for by Gorum you shall fall today!

Great sword -2 entangled: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Grand Lodge

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

Saktar grows more and more frustated

This is pointless

So he changes tactics

Daze on the new arrival

Grand Lodge

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

#$&#*#%$&

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Regional Map // Ravine map // Tactical Map

Lokeemon hits the new arrival with a mighty attack, and Saktar targets the kobold with a dazing spell which leaves him reeling. On top of this, Duncan teams up with his companions for another attack, and a solid hit on the kobold. Somehow he still stands though...

Tsin's shot goes wide, as the ninja moves for cover.

-- Round 7 --

The rider kobold seems more and more agitated, furiously yapping and shooting at Lokeemon, this time scoring an accurate shot and chuckling contentedly at the wound inflicted on the Warpriest.

Lokeemon, you take 3 points of damage, and I need a Fort save.

Heroes GO!

Da dice:

1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (19) + 4 = 23
1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

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

Fort: 1d20 + 5 ⇒ (15) + 5 = 20
I taunt the rider Kobold: Argg ... you hide behind your lackeys, come and fight me!!
THen I attack the new arrival
Great sword -2 entangled: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 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 focuses on the rider now

Daze again. DC 14

Grand Lodge

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

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 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)

Tsin stays focused on the kobold rider.
He moves stealthily SE and attacks:

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27

Att/Dmg: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 3 ⇒ (4) + 3 = 7

I don't think I have enough move to do it this round, but my goal is to end up S of Duncan, so that I can get a clear shot at the rider.


Regional Map // Ravine map // Tactical Map

The combined attacks from Lokeemon and Duncan bring down their strange kobold foe with sword and hammer.

Tsin's arrow however misses the mark, and Saktar's spell seems to have no effect on the resilient kobold rider.

-- Round 8 --

It curses aloud, firing another shot at Lokeemon out of spite, then yapping something at his slimy mount, who promptly runs down the tunnel and away from the heroes.

Lokeemon you take 7 points of damage and I need another Fort save please ;)

Heroes GO!

Dice:
1d20 ⇒ 16
1d20 ⇒ 18
1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

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

If everyone is less than 30 feet from me I cast “channel energy”

I think now is a good time to recover boys.
Channel Energy: 2d6 ⇒ (1, 6) = 7

Grand Lodge

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

If nothing happens I heal Tsin in the next round.

Cure light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

Be careful boys, don’t you count with more healings .


Regional Map // Ravine map // Tactical Map

That is the last channel for today I believe Duncan, correct? And yes, all your allies are healed - I have updated the game docs.

Grand Lodge

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

Saktar casts a simple spell and looks around before saying
No point in going stealthy now, let's move and finish this

Detect magic and see if anything tingles. Then he follows the group onwards

Grand Lodge

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

Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Let's go guys before they regroup!
I run after the bad guy


Regional Map // Ravine map // Tactical Map

Saktar's spell does not detect any magic in the possessions of the fallen kobolds, or in the cave they stand in, except for some of the items the other adventurers are carrying.

Duncan I doubt you have any remaining level 1 spells, but let us assume you do...

Duncan heals Tsin further as the companions regroup, and then they give chase to their quarry. Going further down the tunnel, they arrive at another large natural cave - its walls and floor are covered with a semi-transparent slippery gray slime that resembles mucus.

Apart from the entrance you just came from, another narrow tunnel leads south out of this cave, while a flight of steps leads up to the north.

Map updated.

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