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

Game Master Edeldhur


1,351 to 1,400 of 1,537 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Grand Lodge

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

DO I hear anything from either corridor?
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

If not, let's go right through the stairs.

Grand Lodge

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

Saktar follows the group taking care not to slip on the floor

Grand Lodge

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

I still had the domain spell and I “used it” to heal Tsin but actualy I could not. I just check it in the Core Rulebook and I can’t transform a domain spell into an healing one. Sorry I should have check it first.


Duncan Moonforge - Torag Priest wrote:
I still had the domain spell and I “used it” to heal Tsin but actualy I could not. I just check it in the Core Rulebook and I can’t transform a domain spell into an healing one. Sorry I should have check it first.

Shame on you!! :D I reverted Tsin's hp - I think he had 13 before?

---

Lokeemon hears no telling sounds from any of the tunnels, so the group plows ahead to the north, and down a flight of stony stairs.

Further ahead they come to a 'crossroads' in the caves - a tunnel heading off in each direction.

Up to you guys, which way?!

Mistery:

1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 6
1d20 ⇒ 11

Grand Lodge

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

Saktar, since I lend you the pearl of power, have we slept? Seems like I lend it ages ago but in game time… I have no idea :)

Grand Lodge

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

Yep, we've slept, I'll give it back to you

Seeing Duncan struggling with his spells, Saktar remembers the pearl and returns it to him

Grand Lodge

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

I look for tracks and check for sounds at the intersection.

If nothing, I say we go left.


Survival: 1d20 ⇒ 8

Tsin looks for tracks - he is however unable to find any real clues.

Grand Lodge

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

It all looks the same to me guys. Let's head left.

I wait a few seconds for any disagreement then head left :)


The group seems to be in agreement with Tsin Tao, as they pose no questions to the ninja´s suggestion - moving along the tunnel they are forced into a single file due to space constraints. Yet they plod onward, until....

The first one noticing it is Lokeemon - a few beautiful purple toadstool mushrooms dot the corridor ahead. He was about to comment on the unusual flora, when the things suddenly begin to tremble and vibrate, emitting what can only be described as an unearthly loud, piercing wail which echoes through the tunnels!!

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

Saktar covers his ears

This must be some kind of warning system. They already know we're here so just shut them up

Grand Lodge

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

I cover my years while I try to think if there is something else with the mushrooms

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

Grand Lodge

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

I try to remember if I ever saw or heard anything about these ... things ...
Knowledge Dungeneering: 1d20 + 1 ⇒ (14) + 1 = 15

How many mushrooms are we talking about (high ball estimate) 10? 50? 100?

The mushrooms are on the 29 on the map? assuming that's the case and there's no visible passage thru the 29:
Let's move left guys!

Grand Lodge

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

Actually it may be better to go right.
The alarm has already sounded, so let's head towards what they're trying to protect.
Hopefully it's the remaining prisoners.

Grand Lodge

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

True! Mov'in on right boys. Go!


Lokeemon Keilsparn wrote:
How many mushrooms are we talking about (high ball estimate) 10? 50? 100?

Two giant mushrooms Lokeemon, they are almost human sized.

Need a final decision on which direction you guys want to head.

Grand Lodge

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

Guys, why don't we back off to 30' or so and shoot the mushrooms from there?

Grand Lodge

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

Saktar holds the angry remark that was coming up his throat and studies the mushrooms with more care

knowledge dungeoneering: 1d20 + 8 ⇒ (5) + 8 = 13

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 15' and shoots one of the mushrooms.

Attack/Dmg: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 3 ⇒ (2) + 3 = 5


The arrow hits the mushroom - it shrieks even louder!!

Grand Lodge

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

Damn guys, we'll wake the dead at this rate.
Let's just move on, yes?

Tsin packs up his bow and moves to turn right, past the mushrooms.
As he approaches, he keeps an eye on the things, ready to dodge if they try to attack.

If they start shrieking again I move back.

Grand Lodge

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

Whoever is here has alreay heard us, so let them shriek. It will serve us as warning if anybody comes from behind

Grand Lodge

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

Let's go right then
I want to look around with care as we move as anything that lives around here has clearly heard this.


As the group moves onward, the tunnel opens into a large passageway, and they are met with a most amazing (and unexpected?) sight - about a dozen kobolds stand in formation, yapping and growling at the group.

Two larger ones seem to command the others to stay put with stronger growls - one is missing an eye, and sports a nasty scar along the right side of his face. His hair is gray and matted. The other has fully black fur and red eyes.

It is the black furred one which addresses your group in broken Common - "Invaders leave Truescale Warrens. Or die!" - he snarls.

Map updated. GO!

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 deep breath and takes a step forward, besides Loki, hands raised in the air...

We are not invaders, we are rescuers!!
Release your prisoners to us. Your tribe doesn't need to suffer more because of this!

I believe this is a diplomacy attempt, maybe with some Intimidation thrown in. I roll with only Charisma bonus for either, so here goes...

This thing I'm trying to do: 1d20 + 2 ⇒ (6) + 2 = 8


I will give the other members of the group a chance to intervene also, and save Tsin's life... Err... Save the situation :P

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 stares menacingly at their leader a glow of magical energy coming to his hands

intimidate aid another: 1d20 + 1 ⇒ (1) + 1 = 2

I'm assuming this is intimidation, Saktar doesn't do diplomacy with these kobolds :D

Grand Lodge

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

Assuming the map is up to date and I'm in front of the group:
I activate war blessing to give +1 to AC

Then I move 5 feet in diagonal and say:
We killed the ghost dwarf, you really think you can stop us?
Give us the kids or you will die just like all the others that tried to stop us!

Intimidate: 1d20 + 1 ⇒ (15) + 1 = 16

Grand Lodge

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

init: 1d20 + 5 ⇒ (15) + 5 = 20

I have a feeling it will be needed


As soon as Lokeemon steps into the room, his words are cut short... At an order from the black furred kobold, he is met by a hail of hurled spears - a few of them scoring some very painful hits!

Lokeemon, you take 14 points of damage!! (According to my math, you have now 1Hp...)

Dice:
1d20 ⇒ 8
1d20 ⇒ 14
1d20 ⇒ 13
1d20 ⇒ 17
1d6 - 1 ⇒ (5) - 1 = 4
1d20 ⇒ 19
1d6 - 1 ⇒ (6) - 1 = 5
1d20 ⇒ 18
1d6 - 1 ⇒ (6) - 1 = 5

Dice (continued):

Tsin Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Duncan Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
1d20 ⇒ 7

Usually, Diplomacy and Intimidate (and Aid Another) are standard actions, which would mean actually Tsin, Lokeemon and Saktar would have acted. But since Saktar kinda did nothing... I am going to say:
- Saktar can act
- Duncan can act
- Then the rest of the kobolds will act

Cannot update the map from work, but Tsin is now in Lokeemon's place, and Lokeemon is one square up to the NE

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 grins unconsciosly

Finally!

No matter how much he wants to end this, he remains calm

Lok heal up and stay back, if you move forward you'll be surrounded.

He tries to draw his magical energy but it is depleted, so he extends his hand back

Duncan, you still have that magical pearl?

His eyes study their opponents and he continues to bark orders

Watch Lok and keep him alive. Tsin, fire away, hit the ones already wounded. Kill the little ones first, lets reduce their number, it's their only advantage

Finally, with his free hand he casts a simple cantrip trying to add to the damage

acid splash on one who hasn't acted yet: 1d20 + 4 ⇒ (18) + 4 = 221d3 + 1 ⇒ (1) + 1 = 2


"Where the hell did ye come from?!" - you all hear Duncan snarl at the back of the group - "Hey lads, not sure what ye got up front, but we've definitely got some company over here" - he adds.

Both Saktar and Tsin notice the new foes that just appeared at their backs are also kobolds, though they seem better equipped than the others.

They also seem to approach more purposefully and carefully than your average yapping kobold.

Cannot update the map from work, but Duncan decides to move North, and heal Lokeemon. Should have updated the map last time I posted....

CLW: 1d8 + 3 ⇒ (4) + 3 = 7

Positions: Lokeemon is one step to the NE, Duncan is next to him, Tsin Tao is in Lokeemon's position. There are kobolds just 5' in the south tunnel.

The valiant dwarf moves forward to heal his companion, even if it puts him at the tip of the spear.

Lokeemon, you heal 7+2 (Fey Foundling) = 9 hit points!

The black furred kobold snarls again, and the remaining kobolds shift their focus, attacking Duncan. Amazingly, all the thrown spears fail their mark...

Both the black furred, and the one missing an eye, throw javelins at the dwarf also, but they miss too...

Dice and more dice:

1d20 ⇒ 6
1d20 ⇒ 13
1d20 ⇒ 4
1d20 ⇒ 9
1d20 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 14
1d20 ⇒ 15

Lokeemon and Tsin you are up! GO!

Grand Lodge

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

Guys, hate to be the one to say this, but... time to run!!

Tsin starts running down the East tunnel, looking back to see if anyone needs help.

Grand Lodge

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

EDIT on previous post:

I say the same thing but wait for Loki's action before I act.

Grand Lodge

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

Many thanks, my friend! Now retreat or we will be surrounded!
I use Fervor to heal myself
Fervor +2(Fey Foundling): 1d6 + 2 ⇒ (5) + 2 = 7

I believe the South Kobolds from the S tunnel will act before Duncan gets to act again.
I change my blessing to get +10 to speed.
I move 25 feet to block the entrance of the S tunnel.
Want to do this so that Duncan can pass to the E tunnel.

Duncan hurry back, I'll hold them


Lokeemon, I don't think you have any Fervor left. I have updated your position.

Tsin, what are your actions then?

Grand Lodge

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

If I fall back and stay behind Loki, do I block the E tunnel?

If so, I don't stop there and move a bit into the E tunnel (half move) and save a ready action to fire on the first kobold I see.

If I don't block, I stay there at the intersection and fire at a Kobold in the northern room.
Att/Dmg: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

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

With the map updated I can see that I'm facing a Kobold.
So I rather attack the kobold.
Power Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14

Grand Lodge

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

As it seems I don't have enough movement to reach the kobold and attack :(
I'll stand my ground with a ready action to attack the 1st kobold that approaches.

Grand Lodge

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

I realy hope this new group is an enemy of the one in front of us…

I retreat behind everyone else while keeping an eye to the kobolds to see what they do.

Go! Go! Go!

Grand Lodge

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

Tsin runs down do the square SE of Loki's position, to completely block the entrance to the Eastern tunnel, while drawing his shortsword.

Then he saves a ready action to attack the first kobold that gets through Loki.

Grand Lodge

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

Actually, Tsin attacks the kobold to his left instead of saving a ready action.

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


Duncan it was not yet your turn to act ;)

In a flurry of movement and coordination, the group begins an articulated and complex retreat/retaliation against the new kobold group.

Tsin misses his attack however.

While the ones in the back continue eerily silent, the one in the front snarls at Tsin, and thrusts forward with his own spear, missing by a mile. This one seems taller than the others, the ninja realizes.

In the large room, the black furred kobold barks orders, and the group splits in two, about half of them moving out of sight from Duncan, and towards the end of the cave. The others shift around and launch another barrage of spears at Duncan, one of them hitting painfully.

Duncan, you take 5 points of damage!

Duncan and Saktar, you can now act!

Tha Dice:

1d20 ⇒ 2
1d100 ⇒ 43
1d20 ⇒ 18
1d20 ⇒ 4
1d20 ⇒ 10
1d20 ⇒ 9
1d20 ⇒ 6
1d20 ⇒ 19
1d6 - 1 ⇒ (6) - 1 = 5

Grand Lodge

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

I continue to retreat.

Half of them are going around for our backs. If we can't get to the stairs we should make our stand and let the two kobolds groups meet. Pray to Torag that they are enemies and prefer to fight among themselves!

I make a stand where Saktar is on the map. Full defense (I get a bonus to AC but can’t attack right? Or am I making a confusion of sorts…)

Grand Lodge

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

Saktar holds back the biting remarks on his head and tries be more motivating
Easy guys, it's just kobolds and they are obviously working together. Keep your wits and we can win this

Then he searches his pack for alchemist fire, grinning

I love the smell of fire!

He throws it at the kobold directly north of him

throw alchemist fire: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 1

Search your packs, we'll light this place up!


Lokeemon and Tsin Tao, you can act. Go!

Grand Lodge

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

Tsin attacks again and moves 5' to the E.

Att/Dmg: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (6) + 2 = 8

Come on guys, we need to fall back. It's not just kobolds, it's dozens of them!
We need to find a place we can defend.

Grand Lodge

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

I believe I act before Tsin?
Tsin go E and make sure we can pass!
Saktar and Duncan we don't want to fight surrounded MOVE!
I hold this corridor while you pass!

I change my blessing to +1 to attack rolls
I move 5 feet and attack
Power attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19


Duncan retreats next to his companions, and plants himself down defensively.

Total Defense: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can’t make attacks of opportunity while using total defense.

Saktar launches a flask of alchemist fire but it misses his opponent, the Arcanist's aim thrown off by the dwarf standing in front of him.

Tsin strikes out once and retreats - his attack misses though.

Lokeemon is much more successful as he moves forward, and veritably slices the kobold in half!

The next kobold in line remains silent, attacking the Warpriest with a flying talon - a weapon consisting of a three-pronged, barbed hook attached to a length of chain. Its aim is true, but the damage is almost negligible.

Lokeemon, you take 1 point of damage, and I need a Fort roll.

One of the kobolds excitedly gives chase to the dwarf, yapping and growling, thrustin ghis small spear ahead, and missing miserably. The others however, stay put at a barked order coming from further in the cave.

Dice!:

1d20 ⇒ 19
1d3 ⇒ 1
1d20 ⇒ 3

Grand Lodge

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

Since Loki slices the kobold in half, Tsin takes this opportunity to move further back and try to keep the whole tunnel clear.

So I move all the way E, and at the intersection marked with a D on the map, I "plug" the Northern tunnel so they can't trap us in.

1,351 to 1,400 of 1,537 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Darkmoon All Messageboards

Want to post a reply? Sign in.