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Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Saturday September 3rd, 2011 8:27:50 AM

I'm not much of a healer, but I can give you a few words of encouragement.

Sam stands behind Tahni as she heals Tina. (From directly over her shoulder using bardic performance:oratory) Focus Tahni. Healing is what you do. Nothing else matters or exists at this moment. Tahni's vision narrows and her peripheral vision seems to blur. Every movement and thought seem to be fluid and perfect. Sam then attempts to throw in his two coppers on the matter. Your doing great Tahni. Just hold there...ok, ok...Yep and watch that over there...Is that her innards? Sam feels sick as he tries to help Tahni heal. I'm going to sit over here and collect myself. Sam sits on the ground, puts his hands over his eyes, and rocks back and forth to avoid losing his last meal.

actions-bardic performance:inspire competence
then aid another=13
+4 healing check

ooc-That's one round of bardic performance out of 12 team. 11 to go. Use 'em up.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=10 ;
Saturday September 3rd, 2011 7:32:48 PM

Bruagh will assist Tahni.

Aid Another: 10

DM Addison  d20+4=20 ; d20+4=12 ;
Monday September 5th, 2011 11:10:55 AM

(OOC: Please make efforts to recruit! This game is amazing, but we need more people to add to our beautiful story!)

As camp is made, Devlin, Tahni and Braugh all move to help Ms. Cloverdale.
The Paladin lays hands on her, sending a white light throughout her body that treats every bruise and cut on her surface, but her face remains pallid.
The Rogue provides Tahni with some of Panaceae, which is included in her healing regiment.
A cold compress is placed on her brow and small drops of the blue slime mold are administered to her tongue as Sam sings a brief lullaby to relax her while keeping his own lunch down.

When given both Tahni's gift of resistance and Panaceae, some color returns to her lips (Fort save vs. disease-like effect = 20. success!) But Tahni can see that her stomach is still gray. Recovery will take a long time.

Spellcraft or Heal check DC 16 Highlight to display spoiler: {This is a necromantic curse-like effect. She will be temporarily relieved through medical attention, but her condition will only worsen with time if the curse is not lifted. Detect Magic would probably reveal a magical aura about her.}

Her eyes open and she blinks up at you all, "I'm sorry to be so much trouble. Thank you all for helping me." she begins to sob into her hands.

As Braugh spars with Dende, you notice the young lad has quite the knack for fancy foot-work. You see he tries to lead your shield arm low with several low strikes, only to be followed up by a bashing attack for your cranium.

-----------And so you rest---------

In the morning, several pieces of Moss are mixed with old flour and placed in a black-iron kettle and left on the fire. Some nice moss-biscuits are the result, full of iron and minerals.

It is devoured on the trail, as you all continue down the tunnels. You pass the overturned goblin wheel-barrow and then march for several more hours. The young gnomish children must be carried.

Baenor speaks to Sam, "Young SnapdragonMcfisticuffs, from where does your lineage hail?" He seems genuinely interested.

The tunnels turn right and left, up and down, you see different fungi and molds growing, but no sign of intelligent life nor light of day...

You march for 12 hours... anything you guys would like to do in the mean time before breaking for camp again?


Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Monday September 5th, 2011 1:12:17 PM

Bruagh quizzes Dende for the bulk of the journey. "Your enemy charges, two handed sword held high. Overhand swing, high to low. How do you counter? Ok, same thing but instead of a sword, it's a maul?"

He'll make a fine warrior. If he lives long enough in the Scab. Bruagh dismisses the thought angrily and takes his turn carrying some of the gnome children.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+9=28 ; d20+7=27 ; d20+1=11 ;
Monday September 5th, 2011 2:16:23 PM

Devlin takes his spot as the scout keeping ahead of the group making almost no noise. He is alert for any danger but also looking for anything that might help the group survive.

Stealth = 28
Perception = 27
Survival = 11

OOC: Have we identified all the magic items?

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+10=25 ; d20+10=16 ; d6=4 ; d6=6 ;
Monday September 5th, 2011 8:40:24 PM

OOC: In terms of recruiting... stay tuned ;)

Heal check vs DC16: 25 - Pass

"I've thrown everything I have at this, and still she is not cured" Tahni worries. She recognises that this is unnatural, and quickly looks to detect any signs of magic at play Cast Detect Magic. The aura of necromancy surrounding Tina is disturbing, though not unexpected. Tahni chooses not to share this information with Tina for the time being - the poor woman has been through enough, and needs to conserve her strength. She does however, inform the rest of the party of her discovery, and that unless stronger aid is found soon, another refugee may be lost.

Tahni will then try and identify the last unidentified item - the jewelled sceptre. She concentrates, and whilst she detects some magic, she is unable to identify the items powers Spellcraft check: 16 = fail.

Before settling in for camp again, Tahni will release two waves of healing across the group (Everyone should be healed for a total of 13hps - 10 from the healing waves, and 3hps from the previous nights rest. That should put everyone back to full health)

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20+8=15 ; d20+7=17 ;
Monday September 5th, 2011 8:57:14 PM

(Bluffing To Baenor)I bet you haven't heard of another SnapdragonMcFisticuff around these parts. My lineage is scattered thinly throughout the Wold. They really don't have a specific place where they are concentrated.

Sam quickly changes the subject (to the party)I am out of alchemist's fire. Although I traditionally avoid weapons, I think I might need a crossbow or other ranged weapon to help in a fight.

actions- bluff=15
knowledge=17 to look for components for alchemist's fires on the way.

Addison: I'm cool with you just paying 1/3 of the purchase cost via "random components in alchemist kit". Just subtract it from whatever gold you have amassed and you have a fire in your possession!

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Monday September 5th, 2011 11:20:09 PM

Sam you might want to ask Mr. Goodbuttom he's a bit of a specialist when it come to crossbows. He might be able to set you up with something that fits you well.

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45 
Tuesday September 6th, 2011 4:21:25 PM

Checking in.

DM Addison  d20+1=8 ;
Tuesday September 6th, 2011 7:26:20 PM

During travel, Braugh asks Dende a question about combat, the youth responds, "Any overhand swing like that is meant to chop me right in half and probably has the momentum to do it. So I would side-step and place my shield at my torso in case he tries to follow his miss with an upward swipe. A maul... same thing eh? Here's a question for you: If an aboleth has your rogue dominated and you have no earthy clue as to where he went... what do you do?"

Meanwhile, Sam tells Baenor a quick snippet of his familie's 'story', to which Baenor just nods (sense motive = 8. fail)

Upon hearing the concern for more weapons, Mr. GoodButtom tosses Sam a heavy crossbow that has been modified with a scope on it (Masterwork heavy x-bow.). He says, "You could probably make better use of it than I. I truly hope it doesn't come to any more combat." Other than that, you do note that the shortbows used by the goblins have not been claimed.

Tahni inspects the jeweled scepter and locates a little dial on the underside of the handle that can be rotated. You rotate the dial and then have an idea... you speak into the Scepter.
Low and behold, your voice is magnified almost double! You turn the dial a bit more and speak again, its even louder.
This appears to be some sort of... megaphone?

And you're walking... and you're walking...

Another day of marching through dark, depressing tunnel. Many,many sidepassages break off from the main. As you approach several of them, you hear quick scuffling, as if your lights scare life forms away.

Please roll some survival checks to avoid getting lost in this labyrinth of Forlorn Mountain.
If that fails... then get creative. Fail too many and you will come across bad things.

(Don't worry, I'm not just stalling, this is important too)



Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+5=25 ; d20+10=12 ; d20+4=20 ;
Tuesday September 6th, 2011 11:00:31 PM

Tahni appears quite calm and comfortable in these caves. Perhaps drawing strength from her ancestors, or perhaps that the group has had a moment to relax and calm down, she is now able to focus. (Survival: 25 - Nat 20. Knowledge (Dungeoneering): 20. Perception: 12)

As time allows, she spends more time talking with Tina - hoping to keep her mood positive and distract her from their current situation "So... have you started thinking about your wedding? I can just picture you in a stunning gown. What sort of flowers do you think you'll have?"

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+1=15 ; d20+8=14 ; d20+7=12 ; d20+9=29 ;
Wednesday September 7th, 2011 10:39:02 AM

Devlin uses his knowledge of caves and tunnels to assist Tahni in finding the most practical route out of the Mountain. Between the two of them and a song Sam remembers about how many of the tunnels travel in this mountain range they set a course for the group. I think we have the right way. I will scout ahead and check back with the group from time to time. Sam do you want to join me at the front and I can show you how to use that crossbow? Once the group is ready Devlin takes the lead and cannot be seen or heard after traveling only a few feet away.

Aid another survival = 15 (success)
Aid another dungeoneering = 14 (success)
Perception = 12
Stealth = 29(nat 20)

OOC: With the aid and Sam's song that brings our survival check to 29, Tahni maybe you cast guidance on yourself to bring us to an even 30?

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=20 ; d20=20 ;
Wednesday September 7th, 2011 12:04:56 PM

Bruagh feels at ease in the caverns of Forlorn Mountain, much as Tahni. He feels focused, refreshed, and for the first time in as long as he can remember, not weary.

"An aboleth you say... that's when you call Tahni, she can fix everything," he jokes with Dende keeping the mood light.

As the others pause to decide which way to go at an intersection, Bruagh continues, "We go this way, I can feel it."

Survival: 20 (Natural 20)
Knowledge Dungeoneering: 21 (Natural 20)

Second time I've rolled two 20's in a post and none of them were for combat.

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya 
Wednesday September 7th, 2011 6:53:24 PM

OOC: And for good measure, how about I cast Toro's Taur Try to give an extra +2 to Survival for Tahni. With Devlin and Sam's aid, that takes it up to 31.

Huh, Tahni, Devlin & Bruagh all rolled Nat20s :)


Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28 
Wednesday September 7th, 2011 8:35:34 PM

OOC: Just means we wont be getting any 20s in combat.

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20=13 ;
Wednesday September 7th, 2011 9:23:32 PM

Thanks for the crossbow. I will do my best to help the group with it. I'll need some bolts to fire with it.

aid survival=13 (success)

Boomy HP 16/20 AC 17/17/16  d20+9=24 ; d20+9=16 ; d20+9=11 ; d20+9=13 ; d20+4=20 ; d20+4=17 ; d20+4=14 ; d20+4=12 ;
Wednesday September 7th, 2011 10:38:37 PM

Boomy remains silent as the group makes its way through the tunnel. Somehow he cannot shake the feeling that something is watching them and that danger lies around every turn and that every shadow conceals a trap

perception, look for traps = 24
perception, general / look for enemies =16, 11, 13
Survival = 20, 17, 14, 12

DM Addison 
Thursday September 8th, 2011 2:36:54 AM

The group traverses the labyrinth...

Tahni speaks of Ms. Cloverdale's wedding, to which she replies, "Ms. Wyrmrider. If I were to see Guy again, I wouldn't need a dress or flowers or a ceremony. I would hold him and never let go."

Then she looks at you and blushes a bit (the first color to arrive at her cheeks in a while, "My apologies, you were making friendly banter. I appreciate it so much... It's just, when I think of poor Guy, lost his arm, if only he knew... no its better he not know what has happened... not yet..." tears well up in her eyes, but she blinks them away and sighs.

Dende mumbles something at Braugh's attempt to lighten the mood, sounded kinda like "Well, it would be a good idea to think of these things."

It is as if the heart of the mountain itself guides your feet in the right direction. The slightest rumble doesn't escape your notice and the path turns up, up, and up!

With Devlin at the lead, he's the first one who notices it: Daylight

After days of traveling with no sign of the surface, you see a beam of light about 20 feet above you. It might take a grappling hook and popping out of the surface like a mole, but you can definitely climb up it and exit to the surface. It may be a bit harder to get the younglings and teh elderly up though.

Climb checks and rope fun!

Tahni -- AC15/11/15 -- CMD 11 -- HP 23/23 -- Familiar: Daya  d20+3=19 ;
Thursday September 8th, 2011 2:59:18 AM

The fresh-air and daylight is indeed a welcome sight. Living underground isn't so bad, but the thought of finding civilisation lifts Tahni's spirits. She sets to work building a makeshift seat with some rope and wood to help lift the young, the elderly, the injured and the clumsy-climbers. She is confidant she fits into the last category. (Craft check to make a seat: 19 + 1 (guidance) = 20)

"If one or more people can get to the top, we can then pull the remainder up" she then adds "I'd better stay down here in case anyone falls and is injured" Climbing has never been Tahni's strong suit, and she starts to brace herself for the fact that she's going to have to climb out of here one way or another.

========================
Spells Currently in effect:
Energy Channels: 4-2=2
Calming Touch: 8
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Detect Magic, Create Water, Toro's Taur Try, Guidance
Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 3

Bruagh Stormbringer AC 19/11/16 -- DR 2/- -- CMD 17/21 -- HP 45/45  d20=19 ; d20=16 ; d20=17
Thursday September 8th, 2011 8:49:04 AM

Bruagh takes a deep breath and enjoys the first breath of fresh air he has taken in... days? He then takes his 50ft of hemp rope and the attached grappling hook out of his bag. Swinging it around a few times lofts it up, hoping to find a sturdy purchase in the stone. He'll give it a few tugs, then put all of his weight on it, testing it, before actually trying to climb.

"Give me a second to see what is up there before trying to follow me up. Don't want to pop up in a den of Stone Giants."

Climb: 16 (19 + 1 Dex, -4 ACP)
Use Rope: 17 to secure the grappling hook.
Perception: 17 to scan for any threats above ground.


Sam -- 20/15/16 -- CMD 13 -- HP 12/22 
Thursday September 8th, 2011 10:06:36 AM

If you see a threat while up there, let me know Bruagh. I can dull their senses (lullaby spell) and put them to sleep if needed.

Sam turns to Tahni. If you or any others need help up the rope, I will be glad to give a few words of encouragement (bardic performance).

ooc-I just realized that one of Sam's performances not only helps vs fear, but also gives combat bonuses, I will use that from time to time, but still feel free to steal the ability to boost your skills. I'd rather you waste it and roll high, over not using it and failing.

Devlin -- 18/14/14 -- DR 1/- -- CMD 16 -- HP 28/28  d20+7=19 ;
Thursday September 8th, 2011 12:59:21 PM

Devlin lets the others make preparations for the assent. He keeps his weapons ready and covers Braugh. His fingers twitch on the trigger ready for anything. Go ahead and make the climb lad. If you run into any trouble I will shoot em down. His eyes constantly scan the area, muscles tense he prepares to act.

Perception = 19
Ready to fire on anything that attacks Braugh

Sam -- 20/15/16 -- CMD 13 -- HP 12/22  d20-1=17 ;
Thursday September 8th, 2011 1:22:14 PM

Climb check=17 (so lucky) when Braugh gives the signal to climb up.

Boomy HP 16/20 AC 17/17/16  d20+7=26 ; d20+9=10 ;
Thursday September 8th, 2011 7:07:42 PM

If the tunnel is wide enough, Boomy will climb up with Braugh and check for danger. If not, he will wait his turn and then assist in pulling the others up.

Climb Check = 26
Perception = 10

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