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Sorithar

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Posts posted by Sorithar

  1.  

    image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

    Before you've had much time to rest and gather your thoughts, Bettargh returns. He has with him a set of scale mail and a heavy steel shield clearly sized for a human or half-elf warrior. Both seem in used, but perfectly serviceable condition. He will say only that they were retrieved from fallen cultists as explanation for their source, but if Yohan is willing to try a tighter set of armor, some dwarf sized chainmail from their stores is also an option. For weapons, he carries nothing, but informs Yohan he can secure him a longsword, a dwarven waraxe or a heavy mace and a shortbow, if he wishes one.

    Bettargh then proceeds to explain he's taking his leave of you, wishing you all the blessings of Dumathoin upon your efforts and informing you a new guide will be forthcoming and join you shortly with whatever weapon Yohan would like provided him. Shortly after his departure, a stout looking dwarf you had not previously noticed enters the makeshift barracks with what seems to be the weapon of Yohan's choice in hand.

    OOC

     

    Note 1: @JagrHunter, feel free to jump in.

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

  2. 11 hours ago, Draidden said:

    I was under the impression that these were low level encounters designed for 1st level characters. Maybe challenging encounters, but still for low level characters, and that we were just rolling crappy and getting or backsides handed to us.

    This is correct. We also expanded the group from five to seven members. Most of these encounters have some manner of way around them as well, but ultimately, this is being largely influenced by the fact that for some ungodly reason, the dice just do not seem to favor players while they do favor the DM.

    Take this encounter alone. Every round, no more than 1-2 players have managed to hit the creature, despite it not having any sort of crazy AC, by contrast, its breath has a 1d4 round charging cycle and I've rolled a 1 every single round!

    I keep thinking your luck will turn around eventually, but this has not materialized yet. Which is part of why I don't think going away is what's going to make the difference here. Consistently bad rolls, barely being able to break a 10, will lead to loses anywhere and while the DM can and should fudge dice from time to time, doing so regularly defeats part of the purpose.

    I think you've done a good job strategizing since the new arrivals joined you in general so I would encourage you to not get too disheartened.

  3. 2 hours ago, Draidden said:

    Actually, Rodin does not have a weapon in his hands at the moment, so I do not believe he gets an AoO.

    This is correct and why Rodin did not get an AoO. Though the breath of the creature is also a Supernatural ability and not a ranged attack and so does not provoke AoO.

  4.  

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    With no objections and after Dolan has left a message for the Direlords, Dolan and Bettargh lead you back down the dark halls, lit only with your various sources of enchanted light, and through the hidden door, which Yohan is seeing for the first time, noting the seamless match to the surrounding stonework that is the hallmark of find dwarfcraft. The three guards here bid you welcome back with grim and stoic nods of acknowledgement, eyeing Yohan in particular and opening their eyes in surprise and confusion at the sight of Zephyr.

    Bettargh bids Yohan to dismiss his conjured mount so as not to draw too much attention or crown the halls below. Soon, you are down the broad stair and back in the halls claimed by the Ironaxe outpost where Bettargh has you extinguish all but one light source as you'd done before, to shield the Stout Folk's eyes from the brightness they have grown accustomed to doing without. As usual, there is little movement in the halls, and those dwarves you cross seem bent on their destination. They give no more than a grunt and go their way. Bettargh leads you to the makeshift barracks room and then takes his leave of you, heading to make a report no doubt, and letting you know he'll look into some equipment for Yohan.

    OOC

     

    Note 1: Giving people a chance to post actions if you wish to take any, otherwise, will move us along shortly.

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

  5. Quote

    She tries to track it to its new hiding place in the water and slashes at it with her weapon.

    Once in the cold waters of the spring, the floor drops at a precipitous angle. Does Aeruiel proceed..?

  6.   

    Daurant, Holy Warrior of Moradin

    image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegDaurant raises an eyebrow at Sugrin and then grunts.

    "Illusions an parlor tricks ya say? I be supposin tuskers be dull witted enough..."

    He glances over Brother Vanleaf to Urd and notes her investigations approvingly.

    "Should take what we can, aye, mayhap be searching the oaf's corpse too, but let us not tarry fer long. The tuskers be gathering soon enough and fighting em be no place for Geradil and Courana.

    When you be done ransacking, cana ya lead us out the mountain? Be easier than me navigating alone."

     

     

     

     

     


    Show Mechanics

     

    Actions

    Free Action: 

    Swift Action: 

    Move Action:

    Standard Action:

    Skill Checks

     

    Stat Block

    Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

    [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
    Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
    Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
    AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
    Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
    Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
    Hammer, throwing (3) +3 (1d6+2, x2)
    Full plate (+8 Armor, +1 Dex)
    Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
    Condition None

     

     

  7.  

    image.jpeg.ef18e43ee7d96763c604dc89787a26ab.jpeg 

    Morn moves to a less exposed position.

    Morn let's a bolt loose and Jesse follows with an arrow, both fly wide and shatter against the far cavern wall.

    Aeruiel in a rage, avoids much of the worst of the creature's breath and lands a mighty blow on the small creature, but it's strange hide is tougher than she imagines and the blow is much less lethal than it should have been.

    Bochs looses another bolt to little avail.

    While Maximilian draws his dagger.

    Kethra misses yet again with a third bolt and consternation is clear in her expression.

    Taking everyone by surprise, not least of all the small creature, Rodin drops his bow and dashes into the frigid waters of the spring, instantly sinking down to his waist but also shoving the small creature with such force that, had it not bumped into Aeruiel, it might have travelled even further. The creature is caught completely off guard, being shoved out of the deeper waters and while it tries to swipe at Rodin with a razor sharp claw, he easily evades the swipe.

    Shaken, the creature unleashes another rain of acid droplets at Rodin, before dashing away and diving deep into the middle of the spring!

     

    OOC

     

    Note 1: Rodin, 5 [acid] damage, DC 13 Reflex for half (2).

    Note 2: Aeruiel has an AoO on the creature as it flees.

    Round 4

    PC Spells:

    Initiative:

    Morn [][]

    Jesse [][]

    Aeruiel [][]

    Bochs [][]

    Max [][]

    Kethra [][]

    Rodin [-8 (Acid)][]

    Creature [-4][]

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

  8. 23 minutes ago, JagrHunter said:

    Nope...heavy crossbow is a round to arm. Unless I missed th estart of the 3rd round?

    You seem to have, yes. We're in Round 3, check the OOC in the latest DM post to know the round, FYI. You used Round 2 to arm the crossbow again, per the flavor text.

  9.  

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    As you make your way back to the larger stair chamber, still strewn with debris and sleeping blankets you've searched.

    As you stand about chatting and preparing to go up the staircase, Bettargh raises an incredulous eyebrow at Yohan's question and shakes his head in resignation before he weighs in. 

    "I stay wit ya as me Arcrown bids, ba wouldna make sense ta get back ta me kin's halls an see if'n wa can secure Yohan ere some proper armor an a blade for wa head up?"

    OOC

     

    Note 1:

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

  10.  

    image.jpeg.ef18e43ee7d96763c604dc89787a26ab.jpeg 

    Rodin moves to aim his bow at the location the creature had last shown itself.

    Morn moves to a less exposed position.

    Jesse quickly looses another arrow but it flies wide.

    Aeruiel works herself up into a rage and lunghes at the small, strange creature, but the winged thing manages to evade her swing.

    Bochs tries to reload his clunky, if lethal, crossbow.

    Maximilian prepares his sling, but unsure where the creature is, hesitates.

    Kethra quickly loads and tries her crossbow again, but once more, misses with her bolt. Nead! She mutters under her breath again.

    The creature, clearly shaken by Aeruiel's sudden change of mood and actions, flies back, still half submerged and opens its mouth to spew another cone shaped shower of acidic droplets.

    Rodin quickly reacts, having waited for this exact action, and looses an arrow at the diminutive creature, but the arrow flies wide, much to the elven archer's great chagrin!

    The shower of acidic droplets covers solely Aeruiel with a sizzling sound even as the creature's own wounds continue to slowly mend, water flowing over it to fill the voids of its remaining injuries.

     

    OOC

     

    Note 1: Still need a Reflex Save from Aeruiel for Round 2: 5 [acid] damage, DC 13 Reflex for half (2)

    Note 2: Round 3: Aeruiel, 5 [acid] damage, DC 13 Reflex for half (2) 

    Round 3

    PC Spells:

    Initiative:

    Morn [][]

    Jesse [][]

    Aeruiel [][]

    Bochs [][]

    Max [][]

    Kethra [][]

    Rodin [-8 (Acid)][]

    Creature [-1][]

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

  11.  

    image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

    Under one of the tattered and possibly lice infested blankets, Dolan does find a few tarnished silver coins left behind, but nothing else of value.

    Travelling a bit further, Dolan's hunch proves true when the corridor ends in another small barrel-vaulted hall also probably an abandoned orc chamber, scattered with debris, including the remnants of a small cooking fire. As with some of the others you've glanced into, this one too has a half-dozen sleeping blankets scattered across the floor.

    OOC

     

    Note 1: Dolan finds 7 tarnished sp.

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

     

  12. 3 hours ago, Draidden said:

    I think we have the stairs mixed up. I always understood that with the symbol for stairs the wider end marks the top of the stairs and the narrow pointed part signifies the to bottom of the stairs. So the stairs in the SE section would be going up and the ones in the middle of the east side would be going down.

    That aside, once we finish clearing this level we should go down/up the stairs the goblin went up/down.

    Not sure there's actually a rule to this, been wondering that myself, should probably have checked some older modules, but either way, the important thing is to be consistent and in this case, I've selected to have the wide lines indicate the bottom of the stairs, so the SE stair goes down and the East one goes up, which is also described in the descriptions of those stair's chambers.

    The goblin, if there was one, scurried up the East stair in the large chamber.

  13.   

    Daurant, Holy Warrior of Moradin

    image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegDaurant nods approvingly at Urd's words.

    "Tuskers be like thieves in the Free City, ya see one, ya know there be a hundred more ya don't see yet, an they always be looking ta steal Stout Folk homes and crafts! Sniveling sons of the one eyed charlatan!

    If'n the tuskers have taken hold of these here halls, I pledge to aid your cause ta clear them out if'n y'll have me axes.

    But first, this be no place fer the hin who were captive with me. I should escort them back to the trade way at least and home if possible. Will you aid me in this? They've no doubt families who'd like ta see em and with tuskers preying on travelers, as you say, they shan't be left to find their way alone."

     

     

     


    Show Mechanics

     

    Actions

    Free Action: 

    Swift Action: 

    Move Action:

    Standard Action:

    Skill Checks

     

    Stat Block

    Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

    [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
    Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
    Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
    AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
    Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
    Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
    Hammer, throwing (3) +3 (1d6+2, x2)
    Full plate (+8 Armor, +1 Dex)
    Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
    Condition None

     

     

  14.  

    image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

    Without objection, Dolan continues onward, soon coming upon another small chamber off the main corridor, as with the others on this level, this is a small barrel-vaulted hall and probably another abandoned orc chamber, scattered with debris, including the remnants of a small cooking fire. As with some of the others you've glanced into, this one too has a half-dozen sleeping blankets scattered across the floor, though here some meal remnants. There are cooked bones of small animals and fabric food wrappings scattered on the floor. It looks like rodents of some sort have devoured most of the uneaten remnants.

    OOC

     

    Note 1:

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

     

  15.   

    Daurant, Holy Warrior of Moradin

    image.jpeg.20b6e759626b7ffc84d6cc51e1d96b3e.jpegDaurant raises an eyebrow at Gerbimble , though it is hard to discern in his deep helm.

    "The Gnome-Father? Can't say I've heard say of that deity! Mean you The Joker, Garl Glittergold? Is he the source of them fanciful blasts ya toss about?!

    Well a servant of The Joker is welcome in the halls of me kin, which these surly be, or once were. A pleasure to make your aquientnce Gerbimble Rampulart."

    Daurant tone seems to take on a slight reverence and somber note at the apprehension of their surroundings.

    "Blasted tuskers and their ogrelord ere overrun me and knock the wind outa me on the road ta Blasingdell, following rumors of halls such as these.

    Geradil, Courana, Blasingdell yer home..?

    So what brings ya lot down into the belly of the mountain? Not the typical haunt fir most of ye lot..."

    Daurant glances at Urd, clearly considering her the exception to that statement.

     


    Show Mechanics

     

    Actions

    Free Action: 

    Swift Action: 

    Move Action:

    Standard Action:

    Skill Checks

     

    Stat Block

    Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.

    [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None
    Daurant, son of Durl, Blood of Durgeddin, of Glitterhame
    Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
    AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
    Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
    Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
    Hammer, throwing (3) +3 (1d6+2, x2)
    Full plate (+8 Armor, +1 Dex)
    Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
    Condition None

     

     

  16.  

    image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

    Bettargh seems a bit confused by Yohan's question but then seems to come to a realization.

    "I grown up in Daggerford, na da dwarfholds of old. I been on a horse, though I na cherish reliving da experience. E've som Whiteshields wit us, them be better fer us Stout Folk by me reckoning."

    OOC

     

    Note 1:

    Light Sources:

    • Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand
    • Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
    • Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe

    Party Spell Effects:

    MAP

    [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

     

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