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

Lokeemon aproaches the tent searching for clues along the way.
Can I take 10 in aid another?
I try to help recognising the scales.

Assuming I don't find anything else relevant I try to follow the tracks to understand where they are headed. I don't want to wander to far, just need to understand the direction of the tracks:
Take 10: 10+7 = 17 I'm trained in survival


Regional Map // Ravine map // Tactical Map

Saktar, since you didn't make the DC10 for Aid Another, no bonuses are added to Tsin Tao's result :P

And nope, you can't take 10 when aiding another ;)

Lokeemon takes a look around the area slowly and methodically, and eventually finds the tracks he was looking for, heading in a general northern direction, and toward the thick forest of the dreaded Darkmoon Vale.

Grand Lodge

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

So no one can recognise these scales? Who they came from?
Alright then, Lokeemon lead the way. We'll follow the tracks for a while and see what we can see.

I want to take some of these scales with me, just in case.

Grand Lodge

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

Aid another to recognise the scales: Knowledge(local): 1d20 + 1 ⇒ (8) + 1 = 9

How big are the scales?


Regional Map // Ravine map // Tactical Map

Lokeemon, the scales are small, smaller than the palm of your hand.

Grand Lodge

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

I have knowledge planes (+3) if it helps knowing something about the scales
Knowledge Planes: 1d20 + 3 ⇒ (8) + 3 = 11

If knowledge planes can’t be used I try to aid Tsin
Knowledge local: 1d20 + 0 ⇒ (13) + 0 = 13

If none of the above helps, I let Lokeemon take the lead and I keep a watch on our surroundings while we move
Take the lead Tiefling, I’ll watch your back


Regional Map // Ravine map // Tactical Map

Duncan, Knowldedge (Planes) doesn't help. Knowledge (Local) does, but it is still not enough to know any more details. You would have needed one more successful Aid Another ;)

I'll wait for your decision on how to proceed - Lokeemon informed he was simply checking where the tracks were headed - you already know where.

Grand Lodge

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

Guys I can follow the tracks but I'm not very stealthy... pay attention to our surroundings
When everyone is ready I start following the tracks.

Grand Lodge

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

Alright, I'll follow you guys at a distance and keep hidden. That way I can be your backup.

That's what I'm doing then. I follow the group at a distance where I can find cover and still see them.

Stealth: 1d20 + 9 ⇒ (5) + 9 = 14

Perception: 1d20 + 6 ⇒ (2) + 6 = 8 (if needed)

Damn dice!

Grand Lodge

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

Sounds like a good plan. Take the lead Tiefling, I cover your back.
Saktar you coming with us on the front?

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

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

Let's go, I wanna blast something already!

Grand Lodge

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

Let's go then
Lokeemon starts following the tracks paying attention to the surroundings.
Perception taking 10: 10+6 = 16
Survival Take 10: 10+7 = 17


Regional Map // Ravine map // Tactical Map

NO PEEKING!!:
1d20 + 11 ⇒ (9) + 11 = 20
1d100 ⇒ 50
1d20 ⇒ 20

Lokeemon leads the group toward the forest, and they plunge under its heavy boughs - the canopy above is so thick, you have the feeling even at high noon little light probably breaches it, let alone in the dark of night. The darkness is nearly full, almost as if you had entered a cave.

As the Warpriest is taking his time to follow the tracks, and the woods are quite thick, your progression is slow, still you plod onwards.

GM Friendly Reminder: Characters who do not get a full night's sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3.

After about two hours travel in a general northeastern direction, your lead tracker (Lokeemon) hears distinct voices in the distance. Even though he cannot make out what they are saying, it seems to be a loud discussion.

Grand Lodge

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

Lokeemon proceeds as follows:
- turns his face to the group and make a "shhh" (silence) signal
- I hide myself from the origin of the sounds (maybe I need to move a little bit)
- Gesture towards Tsin Tao to approach.

Grand Lodge

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

Alright, I come over.

Whispering, What's up?

Grand Lodge

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

I hide and try to understand what’s going on.
How far from us are the voices?

In case it's needed
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

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

I'll stay down and wait for more info

Go check it out Tsin

Grand Lodge

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

whispering to Tsin Tao: I hear voices in that direction.
Can you go and see who or what is over there?

Grand Lodge

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

Alright, I try to hear the voices first and make out the direction by myself as well.

Taking 10 on Perception = 16

Once I'm happy that we have the same direction, I find the best route to approach stealthily and start moving.

Taking 10 on Stealth = 19

I stop when I can see where the voices are coming from and I can make out the words. I speak Common and Orc.
Then I stay for a while listening and observing.


Regional Map // Ravine map // Tactical Map

Tsin Tao, you can't take 10 on Stealth in this situation. You need to roll ;)

Grand Lodge

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

F!%*! Be afraid... Be very afraid...

Stealth: 1d20 + 9 ⇒ (5) + 9 = 14


Regional Map // Ravine map // Tactical Map

It's a secret:

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Tsin Tao:

As you inch closer, the voices can be heard clearer and clearer - the first thing you realize is you do not understand whatever is being said, the language being somewhat 'squeaky like' but spoken with guttural voices.

Sliding forward you can now see the creatures having the 'debate' - wild things of flared black and brown fur whose pelt juts out from its body at freakish angles. The ears are large and floppy, draping shoulder-length, adding to the creature’s unnatural shape. Its eyes are too big for its head. Tremendous milk-white ovals looming on either side of the thing’s wheezy pig-like nose. Their panting mouth is filled with bristly needle-teeth spiderwebbed in disgusting strands of yellowish saliva, all vibrating to the tune of their wheezing breath.

Closeby next to them, lies what seems to be an unconscious male human, dressed in the clothes of a lumberjack.

Image for reference.

Roll Knowledge (Local) to try and identify the creatures, if you wish.

Grand Lodge

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

Obermind:

Knowledge (Local): 1d20 + 6 ⇒ (8) + 6 = 14

How many creatures are there? Are they big? Heavily armed?
Are they in a clearing in the forest? Is the unconscious lumberjack close to cover?

I'm thinking if we create a diversion, would I be able to get close to him without being spotted?


Regional Map // Ravine map // Tactical Map

Tsin Tao:

You recognize the creatures as Bugbears - he largest of the goblinoid races. There two of them, and they are about human sized, in spite of their more brutish looks.

Yes, they are in somewhat of a clearing, and the unconscious (or dead) lumberjack lies quite close to them, and not particularly close to any cover.

Grand Lodge

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

I head back to meet the rest of the party. Let me know if I get there safely so I can spill my guts :)


Regional Map // Ravine map // Tactical Map

You get there safely :D

Grand Lodge

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

Assuming the gut was spilled

There are just 2 of them, we can kill them easily. The only problem is finding out where the rest of them are. We should let them go and then follow them to their den

Grand Lodge

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

whispering: I agree. Tsin follows them from cover and we follow Tsin

Grand Lodge

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

Whispering, I think that's a bit risky. I may lose them or they may kill the hostage.
I think we should kill them now and see what the human knows, but I'll do what the majority decides.

Grand Lodge

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

whispering: Maibe Tsin can go around them and attack. They should not flee from one. When they engage we attack them from here and try to get one alive for interrogation.
Tsin, also try to move them away from the human while you’re fighting.

Grand Lodge

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

whispering: I don’t think we can follow them without being discovered…

Grand Lodge

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

whispering: I’m in whatever you decide.

Grand Lodge

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

So it's half and half. How do we break the tie?
Whatever we do, let's do it quickly before they move on.
I still say let's just kill them and speak to the unconscious guy, before he becomes the dead guy.
I flash a grin showing some tusk ;)

Grand Lodge

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

whispering: Duncan has a point, it's going to be real hard to follow them unnoticed.
Since we didn't found any other footprints in the camp I'm guessing they came, found the lumberjack in his tent, attacked him and are now going back to their camp.
I may be able to find the tracks of them coming from their camp.

Grand Lodge

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

whispering: Tsin go around them and attack. When they engage we get’em.

Grand Lodge

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

whispering: Let's rescue the lumberjack then.
It's 2 bugbears I believe the surprise should be enough to give us the advantage.
Tsin can aproach up to 30'from them, surprise them and fire upon them we can be at 30' ~ 60' from Tsin and charge them when they approach Tsin.

if we prepare can we interrupt the bugbears charge?
My idea is, when they approach or charge tsin I would charge 1 of them placing myself, if possible, between the bugbear and Tsin. Duncan can do the same for the other bugbear.

Grand Lodge

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

whispering: I’m afraid that if they don’t both charge him then one can escape or threaten the lumberjack… The part of going around them was to cut their escape. Tsin, up to you :) attack them your way and we’ll follow

Grand Lodge

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

I'll keep my distace and help out if needed

Grand Lodge

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

whispering: I hope they believe 2 can easily beat 1 ... :)

If they decide to kill the human attacking from either side won't matter ...

Grand Lodge

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

Well yeah, I want to get the guy out of there so I'm thinking that should be my main focus.
I'd hate to come over to rescue some kids only to get one of their relatives killed or something.

So yeah, I'll go ahead and stick to the shadows. You guys give me a 30' head start and follow back. Don't lose sight.
Once I'm close and hopefully unspotted I'll signal you to stop, wait for a moment when the bugbears are further away from the guy, rush in and place myself between him and them.

At that time you guys rush in too, kill them and bail me out. How's that?

Grand Lodge

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

whispering: My kind of plan :)

Grand Lodge

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

Let's go

Grand Lodge

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

Let's do it

Grand Lodge

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

your call Tsin

Grand Lodge

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

I'll take 10 (if possible) on my stealth 10-2 = 8
if it's not possible to take 10:
Stealth: 1d20 - 2 ⇒ (8) - 2 = 6

Grand Lodge

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

Alright, I move forward stealthily, like a snake. A flying snake, that doesn't even touch the ground. Like an owl actually. Yes, I fly forward stealthily like an owl. Or a ghost. Invisible as a ghost. I glide eerily forward, invisible like a ghost.

And then I roll some dice and realise that no, I stumble forward like a drunken monkey instead.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23

Or not :) hurray dice!

Grand Lodge

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

I stop as close to the edge of the clearing as I can, and signal the rest of the group to stop.

Then I watch the bugbears and when they are both 6' away from the unconscious guy I use my Ki to vanish (for 3 rounds) and rush to put myself between them and the human.

By then I'm sure many things have happened that I didn't count on, but what I want to do is a sneak attack on the closest bugbear.


Regional Map // Ravine map // Tactical Map

GM Secrets:

1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 6 ⇒ (19) + 6 = 25

Tsin Tao slides forward like a shadow, ghost, thing that cannot be detected. As he approaches the clearing where the bugbears are located, the heated debate begins getting much louder, and soon breaks into a fist fight between the two.

Taking the advantage to inch closer, the ninja realizes that, about 60' to his right, and also heading to the clearing at a brisk pace, there is another bugbear, grumbling something to himself.

Tsin, you sticking to your plan?

Grand Lodge

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

No. Can I sneak attack bugbear #3 before he reaches the clearing?

Grand Lodge

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

I let the bugbear approach the camp and watch. I'll stick to the plan and wait for them to be 6' away from the human and then I invisible myself and move over like planned before.

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