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 keeps close to Tsin, using his magic to distract their foes.
He also replies to the group SW tunnel is a bit crowded

Daze on the first foe


Regional Map // Ravine map // Tactical Map

Duncan retreats away from the kobolds, to stand next to Lokeemon.

Withdraw = here

Saktar tries to befuddle the kobold in front of Tsin, but the creature seems to shrug off the magical effects again.

Lokeemon and Tsin GO!

dice:
1d20 ⇒ 15

Grand Lodge

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

Ready action to attack the first kobold in range.
Guys make room for Duncan to face the kobolds in that corridor

Grand Lodge

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

We're in it now, there's nothing to do but push forward, Tsin thinks, and with a shrug strikes at the wounded kobold in front of him.

Att/Dmg: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (4) + 2 = 6


Regional Map // Ravine map // Tactical Map

Tsin presses on the assault but again misses the mark - his kobold opponent strikes back with its spear, but the attack goes wide.

From behind the first one, a second kobold risks an attack with a long reaching chain, trying to hit the elusive ninja, but it misses also

--

From the northern tunnel comes a stronger more guttural voice, as a larger kobold steps into sight barking orders - for a kobold, this one has an impressive frame, standing straight instead of hunched as the others around him. His one good eye peers fiercely at you, smoldering with rage.

His snout is pierced with a large gold nose-ring and his well groomed ears are also adorned with gold studs. He wears a jeweled skull over his left eye.

What shocks you the most however, is the fact he suddenly falls into an incantation, and a missile of magical energy darts forth from his fingers to hit Lokeemon squarely and unerringly in the chest!!

Lokeemon, you take 8 points of damage! (I have you at 4/26HP)

Behind and slightly to the side of this impressive kobold, you spot another distinctive one - looking like a veritable walking corpse, with withered white scales stretched tightly over his bones. His puny skeletal snout seems to contain no more than a loose tooth, and a constant dribble of drool. However, this one's milky eyes seem clearly focused on the two holy warriors, and he also seems to be carrying out some sort of incantation.

--

Bolstered by this renewed attack, but restrained by the orders they have received, the rest of the kobolds do not engage in melee, instead taking only a few steps forward, and throwing spears at Lokeemon and Duncan, hitting the dwarf and scraping his arm.

Duncan you take 2 points of damage! (I have you at 16/26HP)

--

Map updated. Duncan and Saktar GO!

Dice:

1d20 ⇒ 12
1d20 - 4 ⇒ (12) - 4 = 8
1d2 ⇒ 2
2d4 + 2 ⇒ (3, 3) + 2 = 8
1d20 ⇒ 7
1d20 ⇒ 18
1d6 - 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

Seeing the kobold backing of melee, Saktar uses this space to fire a ray at the creatures

move to the back and left of duncan and fire to the north kobold, the left one

acid splash(using the flask as focus): 1d20 + 4 ⇒ (15) + 4 = 191d3 + 2 ⇒ (1) + 2 = 3

Grand Lodge

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

By Torag's beard I'm more foolish then a baby human.

I say to the message spell F*** I wanted to say SE. I'll try to delay the ones on the N. Come Tsin, we'll be traped there.

I cast "soften earth and stone"on the ceiling on top of the kobolds on the N (on top of the one that attacked Lokee or if to far away as close of him as I can) to cause a moderate collapse. Then I want to move to the front of Lokee


Regional Map // Ravine map // Tactical Map

Saktar joins up with Duncan and Lokeemon, and lobs an empowered splash of magical acid at the first kobold in sight - even hindered by the presence of the dwarf, the Arcanist is able to land a solid hit, and the creature's skin sizzles and crackles.

Falling into its special bond with the Earth and Stone all around them, Duncan casts a spell which transforms a block of the stone ceiling into soft clay.

Nice, inventive way to use the spell Duncan. Kudos for that.

Some of it drips in chunks over the confused kobolds, and other portions start oozing down the stone walls.

The creatures are apparently not damaged by the clay pouring around them, but there is a clear onset of some confusion in their ranks.

Lokeemon and Tsin GO!

Grand Lodge

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

I back away to the tunnel entrance but I don't want to enter the main room just yet. I stay just South of Saktar.
It seems these kobolds are holding off their attack at their master's command, but if they change their minds I don't want them to be able to storm the room and surround us.

So I back away, keeping an eye on them. If they don't follow I draw my bow and shoot at the corpse-like kobold, hoping to disrupt whatever spell he's casting:

Att/Dmg: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 3 ⇒ (5) + 3 = 8

I also cast a glance at the SE tunnel, is it still empty?

Grand Lodge

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

to the message spell:
I cannot take another hit like this
- I sheathe my weapon
- I move to the entrance of the SE tunnel (and try to see/head if someone else is coming (2 SE + 1 S)
- With my tail, I pick a bag of marbles


Regional Map // Ravine map // Tactical Map

The mudslide seems to throw the kobold ranks into somewhat of a disarray - the front ones receive spears from the second line, but without specific orders they simply do not follow through and do not throw them at the dwarf in front of them.

The emaciated looking kobold is hit squarely in the face by a huge blob of mud which interrupts his spellcasting, while the reddish larger kobold simply shrugs the unexpected mud cave in away, to bark orders at those around him.

"You will be the first to sacrifice!" - he roars at Duncan - "For da Truescalezzzz!" - the threat seems to bring glee to the other kobolds, who snicker in unison.

---

From the southern tunnel, the kobolds continue inching toward Tsin Tao, and again that nasty chain-like weapon tries to strike at the elusive ninja. To no avail.

---

Lokeemon, you see no one else coming from the SE tunnel.

---

Map updated. Duncan and Saktar GO!

Dice:

1d20 ⇒ 6
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 curses under his breath while he moves, firing yet again

Like freaking rats in a maze...

Move behind Lok

acid splash on the same kobold: 1d20 + 4 ⇒ (20) + 4 = 241d3 + 2 ⇒ (1) + 2 = 3

Move Lok, this tunnel can't be worse than any of the others

Grand Lodge

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

Crit confirmation

crit!!: 1d20 + 4 ⇒ (15) + 4 = 191d3 + 2 ⇒ (3) + 2 = 5

Grand Lodge

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

Kudoos! yeh! I'm unstopable now :)

GM, I've spent all my channels right?
If I did, I move to stay between Saktar and the Kobolds to the N and take the pearl of power.

Tsin get yar ass movin'!
Lokee I'm running out of spells... come closer to me so I can heal you


Regional Map // Ravine map // Tactical Map

Correct Duncan, no more channels.

Saktar veritably melts one of the kobold's head completely, turning it into a disgusting paste as the others look on horrified.

Duncan retreats closer to his companions.

Lokeemon and Tsin GO!

Grand Lodge

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

I thought you were out of heals!
I move 2 N and fire on the orange kobold.

Bow: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Grand Lodge

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

I'm a good priest, running out of spells means running out of heals... aren't you a good priest? I'll have my eyes on your behaviour then... :)

Grand Lodge

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

Tsin retreats to the SE tunnel to check if it's still empty.
If I see any kobolds or other threads coming that way I want to stop and react, depending on the threat.


Regional Map // Ravine map // Tactical Map

Even with Duncan somewhat in his way, Lokeemon manages a sure shot which pierces another kobold through the head, dropping it dead.

Tsin retreats to find the SE tunnel apparently devoid of any opposition.

----

From the side tunnel pour the adversaries Tsin was keeping in check - they focus their barbed chain attacks on Duncan and Saktar, the Arcanist being hit painfully.

Saktar, you take 2 points of damage! And I need a Fort roll at the top of next post.

----

From the northern entrance you can hear again barked orders - the smaller kobolds in the front are veritably pushed inside the cave, as a larger one you have seen before (spindly little chicken legs that contrast bizarrely with his tremendously muscled upper body) comes barreling in to attack Duncan with its heavy pick, missing by a mile.

One of the 'lesser' kobolds ventures forward to stab at Lokeemon, managing the smallest of hits while the other wanders around aimlessly.

Lokeemon, you take 1 point of damage!

----

Behind these come two other kobolds you had not seen before - clad in gilded armor, and carrying shortspears. They take up position behind the first line.

Then the leaders of the tribe walk into sight - "Surrender now! Or all diezzzzz!" - the red scaled one yaps in a guttural voice, then casts another magical missile. This one streaks without error toward Duncan!

Duncan, you take 5 point of damage!

With an horrifying shriek, the emaciated one points at Lokeemon, casting an insidious spell which grasps at the warpriest's resolve.

Lokeemon, I need a Will save at the top of next post.

----

Map updated. Duncan and Saktar GO!

Dice:

1d20 ⇒ 9
1d20 ⇒ 18
1d3 ⇒ 2
1d2 ⇒ 1
1d20 ⇒ 4
1d20 ⇒ 18
1d6 ⇒ 1
2d4 + 2 ⇒ (1, 2) + 2 = 5

Grand Lodge

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

Will: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

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

Get in the tunnel and stay behind me!

I move 5 feet back to the tunnel and cast sanctuary defensively (I use the pearl of power). I want to let Lokee and Saktar go into the tunnel.

Probably this is gonna be needed
concentration: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

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

fort save: 1d20 + 4 ⇒ (14) + 4 = 18

Saktar growls, fires another spell and goes after Tsin

acid splash: 1d20 + 4 ⇒ (17) + 4 = 211d3 + 2 ⇒ (3) + 2 = 5


Regional Map // Ravine map // Tactical Map

Yeah I was reading back, and it seems you guys did not use the Pearl of Power before.

Duncan retreats and casts a defensive spell.

Saktar launches an acid orb at the closest foe, burning him horribly, then steps back close to Tsin.

Saktar, how many times can you use the flask of acid to enhance your Acid Splash damage?

Map updated. Lokeemon and Tsin GO!

Dice:

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

Only once, I had the damage wrong, it's 1 less

Grand Lodge

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

Follow us and you will find your end! Bluff: 1d20 - 1 ⇒ (8) - 1 = 7

Then I pick the marbles and throw them 1W of me. Trow: 1d20 + 3 ⇒ (12) + 3 = 15
Then move 20 feet towards Tsin, I believe I reach 1W of Saktar?

Grand Lodge

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

Tsin says to the message spell:
I'm going to scout ahead to the next room (the one with number 22 and all the rock formations) and then make it to the elevator room.
Unless you hear from me, you guys keep coming. The rock room might be a place where we could hold them if we must.

Tsin runs to the rock room (double move, not 4x like I had posted). If he spots any foes along the way, he wants to quickly hide behind cover of one of the rocks and hide. Otherwise, he hides as far into the room as he can.


Regional Map // Ravine map // Tactical Map

With only Duncan facing them, the kobolds snicker in anticipation.

"Ydarch! Mekrin te nripon" - the muscular one steps forward, with a look of murder in his eyes, and immediately slips on the marbles, falling down flat.

------

The next line of kobolds prepares to lob spears at the brave dwarf, but suddenly seem to lose their resolve, their weapons poised to attack but...

------

From the side, the chain wielding kobolds wade in next, but they all seem to lose their purpose just before attacking.

------

Their leader however, is not affected by such puny magic, and utters another incantation aimed at the dwarf!

Duncan I need a Will Save on the top of the next post.

He then moves across the room to the entrance of the SE tunnel. The dreadful emaciated kobold follows suit, rubbing its puny hands in satisfaction.

Map updated. Duncan and Saktar GO!

dice:

1d20 ⇒ 2
1d20 ⇒ 3
1d20 ⇒ 1
1d20 ⇒ 10
1d20 ⇒ 12
1d20 ⇒ 5
1d20 ⇒ 10
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 moves after Tsin. After entering the next cave he heads to the elevator cave watching for creatures ahead

perception: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

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

Will save: 1d20 + 11 ⇒ (19) + 11 = 30

I run to catch up with the rest of the party but I want to keep an eye on the "biger kobolds" while they are in my line of sight


Regional Map // Ravine map // Tactical Map

The heroes perform an admirable tactical retreat.

Map updated. Lokeemon and Tsin GO!

Grand Lodge

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

I move and place my self 2 hexes right of the number 22.
The idea is to be able to see them if they follow us.
Question: The rocks in room 22 give partial cover or full cover?

Grand Lodge

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

Since there is no immediate danger, Tsin goes ahead with his plan and keeps moving to the elevator room.
Double move should be enough to get me to the entrance.

Once I get there, I hide and check the room for enemies. I also want to assess the state of the elevator to think about how to get back up there.

If I see any foes before I get to the room I hide behind a rock and want to change my action.


Regional Map // Ravine map // Tactical Map

There seems to be some commotion coming from the tunnel and room they just fled from, but the chase seems not to be on for now. Duncan spies one of the kobolds peeking around the corner though...

---

Tsin you arrive in the elevator room - it seems deserted. Taking a look at the elevator, and even not understanding anything about Engineering or such contraptions, you are convinced this elevator will not go up the shaft again after the tremendous tumble it took. Not unless some serious repairs are carried out...

Map updated. We are still in combat rounds. Duncan and Saktar GO!

Grand Lodge

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

I continue running to gather next to rest of the party.

I say to the message spell:
we need to stay in a place were they can't come all at once. Probably where Lokee is might be just that.

If I can get to just South of Lokee and the kobolds are not on top of us I want to heal Lokee
make it count Lok it's my last spell
CSW: 3d8 + 3 ⇒ (1, 2, 5) + 3 = 11


Regional Map // Ravine map // Tactical Map

Duncan, I believe you are out of spells. And also Cure Serious Wounds is a level 3 spell. Do you have any way to cast those?

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 to the elevator room (south of Tsin) and looks around

Anybody has a grappling hook?

He also keeps an watchful eye on the tunnel to the north

Ready action: Daze if anything comes through that tunnel

Grand Lodge

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

I go to the entrance of the room with the elevator shaft where Tsin is [move a bit Tsin :)]

I got a grapling hook. here's my backpak. didn't we left some ropes when we got down?


Regional Map // Ravine map // Tactical Map

Duncan continues following after the others.

Since you are not casting, I used a double move instead.

Saktar arrives in the room to find the dead body of Keebo lying broken on the ground, the crashed elevator, and a rope indeed hanging from somewhere up top.

Both the Arcanist and the Ninja can hear approaching sounds coming from the northern tunnel - footsteps and yapping.

Map updated. Lokeemon and Tsin GO!

Dice:

1d20 ⇒ 18
1d20 ⇒ 19

Grand Lodge

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

Tsin bravely moves to the entrance of the North tunnel, wielding his short sword.

Go up Saktar, I'll do my best to hold them off here.
Once you're up there cast some more ropes down so we can all climb in a hurry.
Also, if you have any magic left that could help... I don't like our odds much right now.

Ready action to attack any kobolds that come through the tunnel.


Regional Map // Ravine map // Tactical Map

As Tsin reaches the entrance to the northern tunnel, he comes upon a familiar sight - the kobold leader and his desiccated shaman advisor bearing down on him!

Tsin you only moved - you can still use a standard action to move again, attack, etc. Let me know.

Grand Lodge

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

Tsin speaks to the message spell The big bosses are coming to the elevator room through the North tunnel. Will need help fast guys!

He does this as he sidesteps to the left, to get out of sight, then uses the vanishing trick.

Finally ready action to backstab the first kobold (boss) that comes into view.

Grand Lodge

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

With the tail I pick another marble bag.
I run towards the elevator room, not sure how far I can go with all the rocks in the way.
Normally on a double move, my move is 60 if my bless is still active it's 80 and that should take me just N or NE of Saktar, but with all the rocks I may be a bit off ...


Regional Map // Ravine map // Tactical Map

I looked back, and your Blessing is spent Lokeemon. I have moved you 60' in the map.

At a barked order from the tunnel, two kobolds come barreling in yapping and hollering - these are larger and better armored than usual kobolds you notice - not seeing any other foes in sight, they wade in on Saktar who immediately launches a prepared spell at one of them.

The creature seems able to shake the effects away however, and it presses onward at the Arcanist.

Behind them comes the kobold chieftain and the wretch who accompanies him - "You will feeelzz the strength of Merlokrep KING!!!" - it cackles, pointing a bony finger at Saktar, and casting a spell!

Tsin, let me know if you want to attack any of the passing kobolds, or the casting one, or any other.

Map updated. Tsin GO!

Dice:

1d20 ⇒ 12

Grand Lodge

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

Train takes his shot, hoping his skill doesn't fall him now that it counts.
The caster is a wildcard so it seems to be the priority. Train emerges from concealment and ounces in the wretched kobold caster.

attack: 1d20 + 4 ⇒ (17) + 4 = 21

damage: 1d6 + 2 ⇒ (1) + 2 = 3

Grand Lodge

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

I forgot the sneak attack damage...

sneak damage: 2d6 ⇒ (2, 4) = 6


Regional Map // Ravine map // Tactical Map

The kobold screeches as Tsin appears from the shadows to attack him, cutting a nasty gash in one of the creature's arms, and making its spell fizzle into nothingness - milky eyes stare at Tsin filled with hatred - "Pink skinzzzzzzz dieeeeeeeeee!!!!"

The bad news is Merlokrep spins about to focus his full attention on the deceiving ninja - "No death! Sacrifice!" - he growls, drawing a massive battle-axe.

Image of Merlokrep added to the slides.

-----

Duncan hears sounds of steps and yapping, coming from the tunnel from which Lokeemon just ran out - the chase is on!

Duncan and Saktar GO!

Dice:

1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

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

Satar begins to retreat firing at his foes

Tsin, can you make your way to us? If not maybe hang on in the small storage room

Retreat 5' into the tunnel and then fire

acid splash: 1d20 + 4 ⇒ (16) + 4 = 201d3 + 1 ⇒ (1) + 1 = 2


Regional Map // Ravine map // Tactical Map

Saktar launches a bolt of acid at one of the kobolds, burning its arm.

Botting Duncan.

"I´m comin' boys!! Hang tight! - Duncan roars, heading toward Saktar and Lokeemon.

Map updated! Lokeemon and Tsin GO!

Grand Lodge

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

I drop my bow and move in front of Saktar while I draw my weapon.
What do you want to let us go with the kids?
And ready an action to cleave/attack if any of them attack me.

Grand Lodge

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

Tsin steps back 5' to the SW and keeps a ready action to attack if any of the foes move to attack.

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