Foray into the Foehammer Spires


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Hru can probably finish him off.


m Half-orc Cleric/Barbarian 4/1

I guess they're not magically charmed

Hru, upon receiving no sign from the Iron Lord once again enters the fray completely diemboweling the remaing kobold with a cry of "Blood and Souls for Gorum!"

1d20+7=23, 2d6+6=13


Sorry. Forgot I had to look something up. They don't register as magical.

Hru finishes off the last of the kobolds.

Rule check:

Spoiler:

Do supernatual abilities register through detect magic? What about spell like abilities?


Male Dwarf Transmuter 5

Rule Guess:

Spoiler:
Just my guess but I would wager that supernatural abilities in and of themselves do not show up with detect magic but effects caused by supernatural or spell like abilities with a duration would register. i.e. The ability of an archon to cast a permenant flame spell would not cause the archon to detect as magic but the permenant flame created would detect as such.

"Well, I'm wonderin' iffin this is where the kobolds are sendin' their rejects. Were those lads seemin' ta be jus' a wee bit unusual to either o' yons."


m Half-orc Cleric/Barbarian 4/1

IMO

Spoiler:
in dtect is says you can detect the spell level/school or caster level and related school of a magic item by the aura, I'd think Su wouldn't fall under that, but Sp would, just an opinion tho...where Su would fall outside the weave-> of those that create magic effects, thru study, prayer or something that manipulates it.

I was just thinking by the description that they seemed to be "thrall-like" like someone had charmed em' and if that was the case I was trying to check it out....in either case DM fiat rules


M Human Rogue 4

Rules!

Spoiler:
According to the SRD, Supernatural abilites are magical abilities that cannot be dispelled by dispel magic but can be negated with an antimagic field. Although it's not explicitly stated how it interacts with detect magic, I would suppose that since they are described as magical in the SRD, that they would detect as such. Also, the caster level of a supernatural ability is equal to the creature's HD.
Oh, and although I could see Supernatural Abilities going either way, I think Spell-Like Abilities would definitely register as magical.

"Yes, that was easy enough, perhaps we should push forward while our luck is still with us..."


In that case, let's make it a perception check DC 15 to realize

Spoiler:

The kobolds seemed to communicate with each other--or some other creature--telepathically.

As the last of the kobolds falls, there is a moment of silence and then seven tiny crab like creatures rip out of their necks and skitter down the tunnel away from you.


M Human Rogue 4
Tarren the Dungeon Master wrote:
As the last of the kobolds falls, there is a moment of silence and then seven tiny crab like creatures rip out of their necks and skitter down the tunnel away from you.

*gasp* Head crabs?!

Is there time to shoot an arrow at one of them?


Kelborn wrote:
Tarren the Dungeon Master wrote:
As the last of the kobolds falls, there is a moment of silence and then seven tiny crab like creatures rip out of their necks and skitter down the tunnel away from you.

*gasp* Head crabs?!

Is there time to shoot an arrow at one of them?

Sure. Shoot away. ... Unless of course you are surprised by them. Would crabs popping out of someone's neck and skittering away surprise you?


M Human Rogue 4
Tarren the Dungeon Master wrote:
Sure. Shoot away. ... Unless of course you are surprised by them. Would crabs popping out of someone's neck and skittering away surprise you?

I most definitely definitely would be! I don't know if Kelborn would be, though. Should I roll something?


Kelborn wrote:
Tarren the Dungeon Master wrote:
Sure. Shoot away. ... Unless of course you are surprised by them. Would crabs popping out of someone's neck and skittering away surprise you?
I most definitely definitely would be! I don't know if Kelborn would be, though. Should I roll something?

No roll needed. You know Kelborn best.


Tarren the Dungeon Master wrote:
Kelborn wrote:
Tarren the Dungeon Master wrote:
Sure. Shoot away. ... Unless of course you are surprised by them. Would crabs popping out of someone's neck and skittering away surprise you?
I most definitely definitely would be! I don't know if Kelborn would be, though. Should I roll something?
No roll needed. You know Kelborn best.

What I mean is, make an attack roll if Kelborn is not surprised. Same goes for everyone else.


Male Dwarf Transmuter 5

I'm fairly surprised. I think Klyndak is too.


Male Dwarf Fighter 2 / Cleric 3
Klyndak wrote:
I'm fairly surprised. I think Klyndak is too.

"Aye, cousin! I be surprised too...an' I'm not even there!"


Your little surprise as drawn by Timitius.


m Half-orc Cleric/Barbarian 4/1

I as well as Hru am/are surprised! At first I suspected they were zombies, but there was no moaning or stench or rotten flaps of skin...so I figured they were under the control of a wizard or demon or something.....but head crabs? Didn't see that coming

Hru was right in the middle of "hath loosed the faithful lightning of his terrible swift..." litany in thanks to Gorum when the creatures scuttle away. He gapes in open mouthed astonishment.


Male Dwarf Transmuter 5

"I've never 'eard o' such things..." I say and then add, "May'ap we should be thinkin' o' protectin' our brains..."


The crabs scuttle down the hall and disappear amidst the rocks and rails. The tunnel continues for at least 50' but those with darkvision can see it comes to an end beyond the dark mouth of an open pit. The winches and gears suggest another elevator.

If Kelborn wants to take a shot at one of them, we can recon it in later. What do you do next?


Male Dwarf Transmuter 5

"What were those things," I ask no one in particular, "I'm 'opin' they're easy ta kill."

I motion down the tunnel, "Keep on eye out fer lurkin' 'orrors."

Then we proceed towards the second elevator with caution.


Klyndak wrote:

"What were those things," I ask no one in particular, "I'm 'opin' they're easy ta kill."

I motion down the tunnel, "Keep on eye out fer lurkin' 'orrors."

Then we proceed towards the second elevator with caution.

The elevator is at your level. The controls to raise and lower it are on the elevator.


M Human Rogue 4
Tarren the Dungeon Master wrote:
If Kelborn wants to take a shot at one of them, we can recon it in later. What do you do next?

Whoops, sorry! I thought I had posted my reactions!

Shocked at the emerging creature, Kelborn draws and nocks an arrow into his bow, albeit slightly delayed. By the time he can draw a bead on the creatures, they've already disappeared down the shaft.

Kelborn curses in Elven.

"What were those things?!"


M Human Rogue 4
Tarren the Dungeon Master wrote:
Your little surprise as drawn by Timitius.

Really cool! I was thinking along these lines at first, but it's cool to see what we're up against!


Male Dwarf Transmuter 5

"Well me lad," I say to Kelborn, "Is it bein' safe?"

I look down ward to see if I can tell how deep the shaft is.

"One thing ta be wonderin' is 'ow smart those little 'ead jobs are? They weren't fightin' too smart."


Kelborn always takes 20 on perception checks to identify traps.

Kelborn does not see any indication that the elevator has been trapped. Looking down the shaft, Klyndak and Kelborn can see that the shaft descends about 100'. About every 20' or so a tunnel branches off deeper into the mountain.

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M Human Rogue 4
Klyndak wrote:

"Well me lad," I say to Kelborn, "Is it bein' safe?"

I look down ward to see if I can tell how deep the shaft is.

"One thing ta be wonderin' is 'ow smart those little 'ead jobs are? They weren't fightin' too smart."

"It's clear, your grace. Whatever those things were, they certainly don't enhance a warrior's capabilities, that's to be sure of."

"Shall we descend to the next level and see what we discover? What say you?"


Male Dwarf Transmuter 5

"Aye, one level at a' time."

We enter the elevator and descend down to the first branch.


m Half-orc Cleric/Barbarian 4/1

"Aye" says Hru who appears lost in thought, as if searching his memory of any legend or story regarding the creepy little scuttling things.

After a moment he adds "Who knows? They might be good EATING!! HOO-HOO!!" with a laugh.


As Hru thinks about food, he's delighted to see three large clusters of mushrooms hanging from the roof of the first tunnel branching off of the elevator/mine shaft. Or, well, they look like mushrooms until their brownish skins flutter back to reveal that they are more a cluster of eyes than a cluster of mushrooms.

Look behind the crab for Timitius' rendition of the 'eye cluster'.

Beat 12 to gain initiative. Make a will save (DC 12) as well.


M Human Rogue 4
Tarren the Dungeon Master wrote:

As Hru thinks about food, he's delighted to see three large clusters of mushrooms hanging from the roof of the first tunnel branching off of the elevator/mine shaft. Or, well, they look like mushrooms until their brownish skins flutter back to reveal that they are more a cluster of eyes than a cluster of mushrooms.

Look behind the crab for Timitius' rendition of the 'eye cluster'.

Beat 12 to gain initiative. Make a will save (DC 12) as well.

Initiative: 1d20+7=8

Will Save: 1d20=15

Poor initiative, but at least the will save went well!

Kelborn will draw his bow and point it at the eye cluster, hesitating slightly to fire an arrow at the monstrosity.

Waiting to see what happens before he fires.


m Half-orc Cleric/Barbarian 4/1

Hru exclaims "Oh! now those mushrooms will go great in a crab sou...By Gorum! Are all dwarf holdings so infested!"

He tenses for the onslaught of these strange things even as he steels his will in oneness with The Knight of Swords.

Init, Will Save: 1d20+2=9, 1d20+8=28 WOOT! Critical Will save!


Male Dwarf Transmuter 5

Initiative: (1d20+1=4)

Will Save: (1d20+6=15)

At the rear of the group, I am too lost in my own thoughts to act promptly, but not so weakminded to be easily befuddled or enspelled.


The clusters of eyes blink and twitch and stare and roll around. You feel them probing your mind but are able to shrug it off.

Actions?


m Half-orc Cleric/Barbarian 4/1

Hru attacks (surprised?) attempting chop them like so many mushrooms.

He seems strangely lost in thought as he does so.

"This reminds me of the time when my brother sent to collect mushrooms in a spire stalker den"

attack and damage: 1d20+7=14, 2d6+6=14


Male Dwarf Transmuter 5

Well I was going to fireball them, but since Hru charged forward...

Ranged Touch Attack: (1d20+3=6)

"Watch out Hru," I say, as I whiffle my telekinetic fist past him and into the wall.

A half a second afterwards, I realize I could roll a flaming sphere up the wall.


Hru's greatsword bursts several eye balls but barely cracks the hard carapace they surround. Klyndak's attack doesn't even damage an eyeball.

Kelborn's turn is coming but it seems like we'll be needing some more will saves.


m Half-orc Cleric/Barbarian 4/1
Klyndak wrote:
Well I was going to fireball them, but since Hru charged forward..

Sorry 'bout that, I thought we were basically 10' or so from them...I think I would much prefer standing back and not getting head-crabs, but Hru's excitable!

Hearing the King's voice and knowing that there's a strong likelyhood that if he says "Watch Out!" that he's about to open up a "coffer of arcane might" He leaps back and out of the way adopting a defensive posture.

In case: Will Save: 1d20+8=26


Hru Gorumgrag wrote:
Klyndak wrote:
Well I was going to fireball them, but since Hru charged forward..

Sorry 'bout that, I thought we were basically 10' or so from them...I think I would much prefer standing back and not getting head-crabs, but Hru's excitable!

Hearing the King's voice and knowing that there's a strong likelyhood that if he says "Watch Out!" that he's about to open up a "coffer of arcane might" He leaps back and out of the way adopting a defensive posture.

In case: Will Save: 1d20+8=26

You are basically within 10' of them. They are right under the lip of the tunnel branching off. It's almost like they were put there to keep an eye (or thirty) on the elevator.


Male Dwarf Transmuter 5

Moving for Kelborn.

Kelborn lets fly with an arrow and then, thinking of fire, he reaches into his pack and pulls out a flask of oil.

Arrow Attack: (1d20+6=18)
Damage: (1d6+3=4)

Will Save: (1d20=12)


Male Dwarf Transmuter 5

And My new will save...

Will Save: (1d20+6=18)

"It's too crowded for a fireball," I cry, "I'll cast a flaming sphere."


Kelborn's arrow slices a few eyeballs off of a cluster and scrapes the carapace beneath them.

You feel the tendrils of an alien thought caressing your mind but are able to shrug it off.

Round 2 attacks for you lot. Good will saves so far. Can you keep it up?


M Human Rogue 4

Sorry about missing yesterday...

Round 2:
Hearing Klyndak's shout about a flaming sphere, Kelborn throws his flask of oil directly at the creature, hoping to drench it in the flammable liquid.

Ranged Touch Attack: 1d20+5=17

Will Save: 1d20=9

Uh, oh.


Male Dwarf Fighter 2 / Cleric 3

For DM:

Spoiler:

Tarren the Dungeon Master wrote:

As Quarrel begins to respond to your warning, your attention begins to dimish. You hear the pounding of hammers and recall flashes of your youth. You hear Quarrel say something about stew and its ingredients.

I'll let you fill in any details you want. The stew's mushroom ingredients give you access to ancestral memories. You will move backwards in jumps and starts through the memories of your ancestors. No hurry though. Concentrate on the contest.

Orlan blinks...then stares dumbfounded as he sees multiple Quarrel's in front of his eyes...all of them swaying. Or is he swaying? It's hard to tell. Finally, the dwarf's eyes roll back in his head and he pitches over backwards.

Heat.

From the forge.

The sound of a hammer ringing on steel.

'Have I gone to meet the Forge-Father?' Orlan wonders. He mumbles a short prayer to Torag.

Voices.

Loud, boisterous, and some of them drunk.

Raised in song. The songs of his ancestors.

'A mead hall?' Orlan's thoughts seem pulled in a thousand different directions, but he recognizes the music and atmosphere of a dwarven celebration. The words to the familiar song tumble from his lips as well.

Faces.

The bearded folk.

The sight of them working side by side.

'The shapin' o' the Spires,' Orlan thinks, 'And the diggin' o' the mines beneath 'em.' His own hands clench and move as if wielding his stonecutting tools or a trusty iron pick, wanting to work alongside them.

'Where am I?' he wonders.

Okay. That should be enough to get Orlan's little trip down hallucination lane started. Let me know what else his vision brings.


Male Dwarf Transmuter 5

On my turn...

Pulling the necessary components from my spell pouch, I cast a flaming sphere underneath the eyes, and then send it rolling up the wall and onto the threat.

Fire Damage: (2d6=8)

The flaming sphere will also alight the oil but I did not roll for that damage.


Regardless of Hru's attack, the eye clusters do something different. Kelborn's failed will save isn't going to matter as they've given up on their gaze attacks.

The flaming sphere, the great sword, the refusal of these humanoids to surrender their fragile minds to the colony has led to a shift in tactics. The carapaces crack and tear open, ripping some of the eyeballs apart as they do. From each spring a trio of crabs. A few other crabs--those that recently fled the no longer useful kobold corpses--drop from the shaft walls above you. A total of 14 of these fleshy white shell-less crabs rain down on you.

They get 17 initiative. They're fast little buggers and they are coming right at you. Roll for initiative and state your actions if you beat 17.


M Human Rogue 4
Tarren the Dungeon Master wrote:
They get 17 initiative. They're fast little buggers and they are coming right at you. Roll for initiative and state your actions if you beat 17.

Init: 1d20+7=16

Argh, just barely too slow!!!


Orlan wrote:

For DM:

Spoiler:

Orlan blinks...then stares dumbfounded as he sees multiple Quarrel's in front of his eyes...all of them swaying. Or is he swaying? It's hard to tell. Finally, the dwarf's eyes roll back in his head and he pitches over backwards.

Heat.

From the forge.

The sound of a hammer ringing on steel.

'Have I gone to meet the Forge-Father?' Orlan wonders. He mumbles a short prayer to Torag.

Voices.

Loud, boisterous, and some of them drunk.

Raised in song. The songs of his ancestors.

'A mead hall?' Orlan's thoughts seem pulled in a thousand different directions, but he recognizes the music and atmosphere of a dwarven celebration. The words to the familiar song tumble from his lips as well.

Faces.

The bearded folk.

The sight of them working side by side.

'The shapin' o' the Spires,' Orlan thinks, 'And the diggin' o' the mines beneath 'em.' His own hands clench and move as if wielding his stonecutting tools or a trusty iron pick, wanting to work alongside them.

'Where am I?' he wonders.

Okay. That should be enough to get Orlan's little trip down hallucination lane started. Let me know what else his vision brings.

Orlan:

Spoiler:

Moving further back
One hundred dwarves marching south--journey to the spires from the north, a returning home from exile, led by a Foehammer king.

Moving further back
Wandering clans.
Dwarves without strongholds.
Unforgiving mountains.
Running battles with ogres and orcs for caves too small and tunnels to unsafe.

Moving further back
A bridge across the gorge, atop the spires.
A mismatched army of dwarves preparing to repel a horde of stone giants.
A human leads them.
The giants come crashing forward.
The bridge explodes.
The dwarves cheer and push back the few who made it to the unbroken span of bridge.

Moving further back
Dwarves in chains in the hot sun ... moving stone ... preparing a road ... a whip to their backs.


Male Dwarf Fighter 2 / Cleric 3

For DM:

Spoiler:

Tarren the Dungeon Master wrote:

Moving further back

One hundred dwarves marching south--journey to the spires from the north, a returning home from exile, led by a Foehammer king.

Moving further back
Wandering clans.
Dwarves without strongholds.
Unforgiving mountains.
Running battles with ogres and orcs for caves too small and tunnels to unsafe.

Moving further back
A bridge across the gorge, atop the spires.
A mismatched army of dwarves preparing to repel a horde of stone giants.
A human leads them.
The giants come crashing forward.
The bridge explodes.
The dwarves cheer and push back the few who made it to the unbroken span of bridge.

Moving further back
Dwarves in chains in the hot sun ... moving stone ... preparing a road ... a whip to their backs....

"Daaahh!" Orlan finally snaps to and quickly sits up. Then, with a pounding in his skull, he eases back down to the grass. "By Torag!" he mutters, "What in Droskar's realm happened?" He looks around for Quarrel, checking to see if the bugbear is still with him. And the dwarf can't help but wonder how long he was out.


m Half-orc Cleric/Barbarian 4/1

uum....initiative: 1d20+2=9

Hru prepares to strike but the scuttling creatures are quicker!


Orlan wrote:

For DM:

** spoiler omitted **

Orlan:

Spoiler:

When you entered the cave the sun was still out. It's dark now and Quarrel isn't anywhere to be seen. He left more soup though.

From now on, Orlan gets +2 on knowledge checks on any question related to the spires or his clan's history. Call it a bonus trait.


Male Dwarf Transmuter 5

"Brace yerself lads," I say with some trepidation as the little monsters flow towards our position.

Initiative: (1d20+1=14)

Has the 'nest' completely morphed into these things or is there still a structure there of sorts?

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