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06:28, 16th April 2024 (GMT+0)

Chapter 1 The Fires of Creation.

Posted by DM VentrikelFor group 0
DM Ventrikel
GM, 7 posts
Sat 1 Apr 2017
at 16:46
  • msg #1

A Dying Torch


Our story begins in Torch, a large town built around a hill in the barren lands of Numeria. The road - made of packed, dry dirt - is well trafficked, the Market Square is just 100 feet away and visitors from out of town as well as Torch inhabitants are walking to and from the merchants there. Humans, dwarves, some half-orcs, and a couple of gnomes make up the crowd over there, and every single one is there for the skymetal craftsmanship. Later, when the sun goes down, the street would be faintly illuminated in the purple glow of the flame giving Torch it's name... The purple flame has burnt likely for over a hundred years, steadily for all those years (except for the infrequent outbursts when the flame forms a pillar of light into the sky, a hazard that the smiths of the town has learned to anticipate and avoid), and it's been a defining feature of Torch not only for the appearance. The flame burns constantly and evaporates nearly anything thrown into it, making it the waste disposal system of the town, except metals which it melts with ease. Skymetal too, the strange alloys found in the buried structures found around Numeria, can be melted with ease by the flame making Torch a hub for crafting and trade with skymetal and creations made with it.

Rather, it burned constantly. Eight days ago it stopped. Suddenly and without any dramatic displays, as far as you've heard. People are worried, of course, but the situation isn't catastrophic. Tourists and traveling merchants are still in town, the crafters have a stock to sell off... But in the street where you're standing, there are piles of trash near the house walls and buckets with human waste standing around corners in alleys, spreading their stench. Torch will be forced to change, and there's no solution for the waste problem yet. Of greater interest to those hoping to gain gold, reputation, or just to go on adventures is the fact that the same day that the flame died Khonnir Baine discovered a large amount of footprints on the banks of the Weeping Pond to the north, and in the pond a submerged tunnel leading into a set of caves. Khonnir Baine is a wizard, a liked and respected member of the council, and the owner of the Foundry Tavern which he runs with his daughter Val. He gathered a group of people and went on an expedition into these caves, but not before a group of halfling adventurers, and then a group of local thugs went down there without returning. Khonnir did return after initial investigations of the caves, and a few days ago, yet another group - this time devotees of Brigh - ventured into the caves without returning. Khonnir organized a second expedition and left just two days ago. He has not returned. Town Hall has now announced that a reward of 4.000gp will be awarded to anyone who can rescue him from whatever trouble he faced in the caves, a reward separate to the 4.000gp reward to anyone that would reignite the flame atop the hill.

A pair of dwarves, two women carrying big pouches likely filled with gold and silver, walk by you on their way to the market. You hear them talking: "Tell me again what happened to your brother!" "He was with that Kazkar fellow at the Copper Coin drinking away, what do they call that - 'rust beer'? They got hammered, as usual, and - I don't know who started it - but there was a dare, and they both went up the hill to the flame! You know, there's only sludge there now, some sort of... I don't know what. So anyway, they both drank it! Rogtym, they tell me, his muscles grew like a beast! Just for a moment, I think, well he looks as usual now. But he's been sleeping more than twice the usual - and that's a lot - since. I guess he maybe caught that headache, too... Anyway, Kazkar he didn't fare so well. Heard it nearly burnt a hole through his gut! Anyway, he's okay now, the healing was costly but he's recovering." They walk on towards the market, likely to spend the gold they're carrying.
Ren Ulyms
player, 1 post
Mon 3 Apr 2017
at 01:02
  • msg #2

A Dying Torch

Ren sighed as she heard the tale of two drunken fools who nearly killed themselves drinking strange sludge. She was sure her companion, Darek, would find it amusing but this kind of brashness could explain why the Torch had failed in the first place.

She had discussed it with the others and they were all in alignment to investigate the caves. Darek knew many who had gone missing and Nameless was eager to investigate any mystery in the area to find out where he (she? it?) came from.

Chakha was just looking for a fight, and with so many going missing there was bound to be a fight down below.

Ren lead the party towards the market place to browse the adventuring wares before they would depart. She pondered the thought for a moment as they walked.

"Perhaps we should buy up waterskins. If it's a long swim perhaps that is why so few have returned."

Darek grunted and shook his head.

"Nah...Bolek went missing and he was a beast in the water. I swear he was part fish or something. I mean it's still a good idea but that can't be the only reason. Besides I'm sure old Khonnir had plenty of magic to breath underwater or in stone or wherever he was and needing breath."

Chakha grunted.

"Good. I would hate to get excited only to find a bunch of sodden corpses instead of some beast."

Just saying the words made her iron-corded arms ripple as she instinctively flexed. Her biceps were easily larger then Darek's thighs, and her mighty thighs were larger then his waist!

Nameless walked along with its completely unnatural gait. It paused and tilted its head slightly as they overheard the two women talking.

"Perhaps we should investigate the Hill first. A sample of that sludge might prove to be both interesting and useful for future study and may provide some clues as to what has happened to the others. It may indicate the true source behind the Torch's mysterious malfunction."

Darek just grunted.

"Malfunction? The only malfunction was a couple of dwarves who couldn't hold their liquor. I mean how is that even possible? I've heard dwarves getting buzzed drinking pure acid!"

Ren pondered the input from her companions and then gestured towards the top of the hill.

"It would be foolish to think that whatever happened to the torch is unrelated to the caves that were discovered. It would only be a couple hour delay to investigate the black hills for this supposed sludge. Let us buy our waterskins and some glass vials that we can take some with us to study as we delve."

OOC: Hope that's clear to you. Stocking up on some extra water skins and some glass vials or jars in the market and then heading to Black Hill for sludge sampling.
DM Ventrikel
GM, 9 posts
Mon 3 Apr 2017
at 08:14
  • msg #3

A Dying Torch

Walking up Black Hill is no problem, and there's not many people to meet on the way there. From the top of the mountain, there's a good view over most of Torch, but mostly people don't come here for the view. The hole where the flame once burst has collapsed on itself, a funnel-shaped dent in the ground can now be seen, it's diameter nearly 10 feet. Halfway down the slope sits the surface of the sludge the dwarves had drank. It's black, and much thicker than water but still a fluid. Ripples trace their way across the surface, and a small swirl spins and vanishes only to appear again, near the middle. There's a prismatic sheen to the ripples and swirls. As Nameless descends to take a sample, a big bubble grows on the surface, and bursts; spreading a strange, sweet scent with tones of crude oil, flowers, vanilla and sour fruits. Filling vials with the sludge is no problem. You gather two pints in total, divided among a couple of vials and jars.
Nameless
player, 1 post
Mon 3 Apr 2017
at 19:10
  • msg #4

A Dying Torch

Nameless puzzles over the sludge, letting it slide too and fro within the glass vial.

"Given the chaotic nature of it's results, if the dwarves are to be believed, one might surmise that this is actually a mixture of several different fluids and the proportions determine the effect. Unfortunately if that is the case the applicational uses are limited as it would be impossible to determine what ratio of what component fluids deliver what effect."

Darek just rolled his eyes from the lip of the mountain.

"So in other words, a waste of our time?"

Nameless turned back at him, his face completely unmoved by the slight jeering.

"That is not what I said. On the contrary it could still have various applications as we might be able to determine what each individual container does via small scale testing. Rats for example could be fed proportionally small samples and the effects noted."

It was a good idea but Darek had long since lost interest and was now busy kicking rocks into the sludge, watching it puff or sizzle as appropriate.

Ren snapped her fingers to draw their attention.

"In any event as agreed we can study it later. Come on, let us head towards the caves. If anyone is in danger they might still be alive but the longer we take the chances of survivors drops lower and lower."
DM Ventrikel
GM, 10 posts
Mon 3 Apr 2017
at 19:39
  • msg #5

A Dying Torch

The weeping pond is nearly straight west of the location near the top of Black Hill where the flame used to be, but the trek down the hill ends on the south-eastern slope, downtown. The road leads all the way past the market square and up to the big manors that are built in north-western Torch. The weeping pond is just under 200 feet off the road, enclosed by a crescent-shaped cliff on all sides but to the south. It's mostly quiet here, a few birds can be heard from over the cliff. Nothing grows near the waters, not even the resilient weeds one would usually find growing between rocks and in the sandy wastes of Numeria. The water itself seems dirty almost, there's nothing on the surface but it's murky and smells of sulfur and other chemicals. Anyone investigating the water will realize that the submerged tunnel you've heard of is about 45 feet long. At least the waters are calm and thus easy to swim through.

I'm not sure if that should pose a problem or not, that might depend on your characters. DC10 to swim at half your speed, fail = doesn't move forward. You can hold your breath for a number of rounds equal to your constitution while swimming this way.
Ren Ulyms
player, 2 posts
Tue 4 Apr 2017
at 18:34
  • msg #6

A Dying Torch

Ren hands out the extra waterskins and starts taking off her armor. She felt practically naked without the layer of hide and steel however it would only weigh her down and restrict her movements.

Within her mind the familiar voices swirled around her consciosnesss

...you will die down there...
...drowning death...
...drink the elixer...

She shook her head to clear her mind. The voices were always there and she always had to at least mind them as they sometimes whispered secrets however now she needed to concentrate.

Chakha flexes as she strips out of her armor. She easily hoists her backpack onto her shoulders and Daken and Ren hand off their packs as well to her.

OOC: Ren passes along 14.5 lbs in her backpack and Daken hands of 9.5 lbs. This allows everyone to operate at light load.

This will allow everyone to just take 10s and pass through in 3-4 rounds. The 'air bladders' if you will are just extra precautions.

DM Ventrikel
GM, 11 posts
Wed 5 Apr 2017
at 12:17
  • msg #7

A Dying Torch

The group breaks the water with little more than ten feet above the surface to the ceiling. Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceil inged cave beckons.
They stand up in the two-foot-deep water by the shore, may even walk up to the shore, and look around for a few moments before the group realizes that the cave is actually lit by something. The light radiates from cracks and crevices along the cave walls, and soon, a scratching noise starts to rise within the cave. Three bugs, each the size of a gnome, crawl out onto the beach and towards the intruders. Their eyes and mouthes glow as if made out of molten rock.


 12345 
A     A
B     B
C     C
D   B2 D
E   B2 E
F     F
G  B1  G
H     H
 12345 
Initiative:
Beetles 11 (AC12, HP4)


DC11 Fort to avoid nausea for 1 minute
Today: DM Ventrikel, for the NPC Beetles, rolled 12 using 1d20.  Initiative.

Darek
player, 1 post
Fri 7 Apr 2017
at 00:27
  • msg #8

A Dying Torch

Almost everyone emerges from the toxic water unscathed except for Daken. Almost at the end he stubbed his toe and out of reflex swallowed some water. Emerging from their dive he immediately keeled over and started retching.

The beetles emerged while nobody was looking...nobody except for Nameless. With a swift motion it whips its rapier into the ready position.

Nameless struck true and hit a weak joint in the bug's armor but he was only able to sink a bit of the blade in before the bug shifted and knocked the blade out.

OOC:
Move Action: Moving to D3
Standard Action: Attacking B2 (either one), hitting AC 15 for 3 pts of piercing damage


OOC:
Ren: Initiative: 3, Fort Save: 14
Nameless: Initiative: 13, Fort Save: 19
Chakha: Initiative: 10, Fort Save: 13
Daken: Initiative: 9, Fort Save: 6 - Nauseated (Can only take a single move action per turn)

DM Ventrikel
GM, 14 posts
Fri 7 Apr 2017
at 08:29
  • msg #9

A Dying Torch

The foul smelling water leaves a tingling, almost burning sensation on the skin of everyone in the group - but noone else was affected like Daken... With steady, quick movements of their many legs, the beetles all closed in on their prey and sprang to motion with hind legs and wings to bite. Glowing glands spread their light towards the torsos of the humanoids, but the jaws of the beetles reach only as far as the thighs - two of them not even being able to bite down on their intended target, while the third one rips up a wound in Chakha's leg. The scuttling and screeches of the beetles echo against the walls, the only noise that can be heard in the cave apart from the occasional dripping of water, and the sound of the newly arrived group.

 12345 
A     A
B     B
C     C
D  NB3 D
EDCB2  E
F R   F
G  B1  G
H     H
 12345 
Initiative:
Nameless 13
Beetles 11 (AC12, HP4 - B3 1/4HP)
Chakha 10
Daken 9
Ren 3

B3- Standard: Bite Nameless, roll 13, miss.
B2- 5-foot step, Standard: Bite Chakha, roll 18, 2 damage
B1- Standard: Bite Ren, roll 8, miss.

I went ahead and placed your characters, the next time you would be free to place them wherever you see fit tactically and (especially) within the bounds of the story though! :)

Nameless
player, 1 post
Sat 8 Apr 2017
at 18:34
  • msg #10

A Dying Torch

Chakha flexes and swings but the beetle in front of her wiggles away and her blade bites nothing but dirt and mud.

OOC:
Move Action: Pass
Standard Action: Attack B2 hitting AC 6
13:27, Today: Chakha rolled 6 using 1d20+5.  attacking B2.


Daken holds his stomach and tries very hard not to throw up.

OOC:
Move Action: Pass
Standard Action: N/A
Status: Nauseated (1/10)


Ren likewise grips her morningstar and slams it down and again the beetle skitters out of the way and she splashes up more dirt and mud.

OOC:
Move Action: Pass
Standard Action: Attack B1 hitting AC 7





Seeing an opportunity, Nameless shifts through a gap in combat, twirling around behind one of the beetles.

OOC:
Move Action: 5' step to E4 to flank B2
Standard Action: Sneak Attack B2 hitting AC 15 for 6pts of piercing damage.

This message was lightly edited by the player at 18:34, Sat 08 Apr 2017.
DM Ventrikel
GM, 15 posts
Sat 8 Apr 2017
at 19:00
  • msg #11

Re: A Dying Torch

A beetle begins turning along with Nameless, trying another bite but not quick enough to spin with his step and hit. The other one still alive responds to Ren's morningstar strike, spreading its wings for a jump-like assault, it's jaws easily pushed away with the morningstar. The stabbed beetle screeches and lies still on the ground, it's glands still spreading their light over the small beach.


 12345 
A     A
B     B
C     C
D   B3 D
EDC N E
F R   F
G  B1  G
H     H
 12345 
Initiative:
Nameless 13
Beetles 11 (AC12, B1 4/4 - B3 1/4HP)
Chakha 10
Daken 9
Ren 3

B3- Standard: Bite Nameless, miss.
B1- Standard: Bite Ren, miss.

Chakha
player, 1 post
Sat 8 Apr 2017
at 19:17
  • msg #12

Re: A Dying Torch

Chakha steps forward and brings her giant sword down on top of the beetle spraying Nameless and herself with guts and ichor.


Move Action: 5' Step to E3
Standard Action: Attack B3 hitting AC 12 for 16 pts of slashing damage.
14:13, Today: Chakha rolled 16 using 2d6+6 with rolls of 4,6.
14:10, Today: Chakha rolled 12 using 1d20+5.


Daken takes one look at the beetle exploding like a ripe melon and loses it, retching onto the ground.


Move Action: Pass
Standard Action: N/A
Status: Nauseated (2/10)


Ren grips her morning star, adjusts her position and again brings it smacking down only to hit nothing but dirt and mud.


Move Action: 5' Step to G2
Standard Action: Attack B1 hitting AC 9





Round 3

Nameless circles around to flank the last beetle. Once again he finds a gap in the bug's carapace and this time sinks his rapier blade in halfway to the hilt.


Move Action: Moving to G4 via F5 to flank B1
Standard Action: Attacking B1 hitting AC 21 for 4pts of piercing damage.

14:17, Today: Nameless rolled 4 using 2d6+1 with rolls of 1,2.
14:16, Today: Nameless rolled 21 using 1d20+5 with rolls of 16.

DM Ventrikel
GM, 17 posts
Sat 8 Apr 2017
at 19:27
  • msg #13

Re: A Dying Torch

As the beetles die, the sounds they made cease and the cave goes quiet. Their glowing glands don't seem to lose any of whatever natural power those beetles possessed, the light from them spreads across the area still. Beyond the ledge to the east, the ceiling is at the same height leaving only about five feet down to the cave floor, and stalagmites to crawl around to add to that. To the north, the water turns a corner and leads to the right, possibly to more open areas of the cave. Just ten feet away from each of the beetles, the light starts to dim and another couple of steps forward it's darker than any human could see... But Ren and Nameless, upon looking to the east in the tight space, can spot a humanoid lying in between the stalagmites.


Survival checks could give info, climbing up the ledge is DC10 (you can see it and the stalagmites in the map above). The water leading north-east is only about two foot deep, and does not require swimming. I'll be back tomorrow.
Nameless
player, 2 posts
Sat 8 Apr 2017
at 20:30
  • msg #14

Re: A Dying Torch

"There appears to be someone lying on the ground past the ledge. Chances of survival...unlikely."

Chakha just grunted and peered. Unable to see she lights a torch and holds it out to Nameless to hold for her. Nameless shakes his head.

"I believe I am most qualified to get there. I can see without needing a torch and my lower arm strength and grip are comparable to yours."

The barbarian woman frowned and straightened up, towering over the bland human-like android. If he noticed her attempts at intimidation or posturing he made no response.

Carefully Nameless picked his way through the stalactites and made his way to the body.

OOC:
Chakha got a 23 on a survival check.
Nameless got a 19 on a climb check to go check on the body.

15:29, Today: Nameless rolled 19 using 1d20+5 with rolls of 14. Climb check
15:26, Today: Chakha rolled 23 using 1d20+4 with rolls of 19.  Survival check.

DM Ventrikel
GM, 18 posts
Sun 9 Apr 2017
at 13:04
  • msg #15

Re: A Dying Torch

Nameless climbs 20 feet into the area, the passage filled with stalagmites, before reaching the dead body of what was once a female half-orc. The tight passage with stalagmites is a 5-10 foot wide tunnel probably reaching 50 feet of distance before opening up. Even with his colorless vision in the darkness, he can by the tusks and the shape of the ears and face recognise the woman: she was well known, a popular brawler in Torch that almost everyone would call a friend. Parda Garr was her name. She joined one of those earlier expeditions, a group of local thugs, something that came as a surprise and disappointment to many.  Glancing forward, 20-30ft away the cave branches into one opening to the south, and an open chamber with a similar but longer beach leading into what is probably the same waters as those you came from.
Meanwhile, Chakha finds the tracks of many people - it seems more than one of the groups that have been before have climbed up to the stalagmites and gone that way.
Ren Ulyms
player, 3 posts
Sun 9 Apr 2017
at 18:13
  • msg #16

Re: A Dying Torch

Nameless calls back to the others informing them of what he found.

"It looks like she traveled this way on purpose."

Chakha grunts and nods.

"A whole group of people went that way."

Daken, finally finished retching walks over to join them.

"Hmmm...she left with a group of thugs. Maybe they did her in?"

Ren had started to unpack her armor but hearing that made her put her armor back in her backack.

"We're here to find out what happened and that is as good a lead as any. Let's head that way and try to figure out how Parda died."

Without any dissent the party once again hands their packs to Chakha and slowly and carefully climb through the stalagmites.

OOC: They should again all be able to take 10s and pass. Once there Ren and Nameless will examine the body to try and find out what might have happened to Parda while Daken will casually check her pockets for 'clues'.
This message was lightly edited by the player at 11:20, Mon 10 Apr 2017.
DM Ventrikel
GM, 19 posts
Mon 10 Apr 2017
at 10:39
  • msg #17

Re: A Dying Torch

The body has bled a lot from a couple of wounds in her torso and stomach, but neither Ren nor Nameless can determine what caused those wounds. There's nothing of value on her body, no weapons and even any armor has been stripped off her. The way forward is a tight passage. About five feet wide, so for at least ten feet it's impossible to move more than one person forward at a time. Drops of water leaving the ceiling and hitting the small part of the lake that extends into these caves occasionally make faint sounds that echo softly through the caves... And there are other sounds too. Maybe footsteps. Or maybe its just the sound of water in small waves hitting rock walls and the beach.


The cave is completely dark after leaving the glow from the beetles. Does anyone use any light spells, or torches? I rolled heal checks for Ren and Nameless.
Nameless
player, 3 posts
Mon 10 Apr 2017
at 11:23
  • msg #18

Re: A Dying Torch

The party dons their armor before having Nameless lead the way, letting his darkvision guide him. Then comes Ren and Daken with Chakha (reluctantly) taking up the rear guard. Chakha will light one of her torches for the journey.
DM Ventrikel
GM, 20 posts
Mon 10 Apr 2017
at 11:50
  • msg #19

Re: A Dying Torch

The party walks onward... Soon, a dark cavern, the ceiling 20 feet up covered in small stalagtites, opens up before them. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks. Another cave tunnel leads to the south, but before anyone has the time to investigate it, a dark shape moves through the darkness, and begins approaching the group, baring sharp teeth and raising front paws with five claws on each. The being resembles a frog: a big head with a wide mouth, bulbous eyes standing out of the head and webbing between the fingers of the paws... But it's big. The same size as the beetles before. On it's head, an old leather hood hangs in strips, and you can just barely make out a brand of some sort on its side, signs you don't immediately recognise. It's skin is milk white and almost translucent, you can see the outlines of muscles and tendons moving as it crawls forward. It begins approaching the group, biting in the air in a threatening manner.

OOC:

 ABCDEFG 
1       1
2       2
3       3
4    F  4
5CRN    5
6 D     6
7       7
 ABCDEFG 
Initiative:
F: Frog-creature - 9 (AC 16, HP ?/?)
N: Nameless
R: Ren
D: Daken
C: Chakha

This message was last edited by the GM at 11:55, Mon 10 Apr 2017.
Chakha
player, 2 posts
Mon 10 Apr 2017
at 15:10
  • msg #20

Re: A Dying Torch

Chakha had been itching for another fight after being squeezed through the passageway and seeing the frog advancing on them she charged forward before anyone else could react.

With a mighty swing she nearly severed the frog in half.

Dake and Nameless both tried to assist but her massive swing disrupted both of their aim.

OOC:

08:35, Today: praguepride rolled 58 using 4d20 ((8,13,20,17)).
Chakha: 22
Daken : 22
Nameless: 16
Frog: 9
Ren: 9


Chakha:
Full-Round Action: Charge to D4 hitting AC 16 for 14 points of slashing damage.
Status: Charged (-2 to AC)

Daken:
Move Action: Pass
Standard Action: Acid Splash hitting Touch AC 6

Nameless:
Move Action: Move to D5
Standard Action: Attacking Frog hitting AC 10.

DM Ventrikel
GM, 21 posts
Mon 10 Apr 2017
at 16:56
  • msg #21

Re: A Dying Torch

The creature shrieks in pain from the slash: a rasping, eerie parody of a croak. As it regains some composure a few seconds later, just before it jumps forward - slashing with teeth and claws, there's a sudden burst of light from it's bulbous, faintly red eyes. The light is so bright that it lights up the entire area in front of it, illuminating even far into the tunnel behind the group - and the light burns the eyes of the four that stand in front of the creature. Then it's teeth sink into Chakha's arm. And then it rips at her, and again. The vicious attacks can be heard by everyone, but the onset of the strong light radiating from the eyes of the frog was enough to make everyone shut their eyes by reflex and open them just to see it land on the ground ready for another round - though some open their eyes and see nothing but darkness.

 ABCDEFG 
1       1
2       2
3       3
4   CF  4
5 R N   5
6 D     6
7       7
 ABCDEFG 
Initiative:

Chakha: 22
Daken : 22
Nameless: 16
Frog-creature - 9 (AC 16, damage 14/?)
Ren: 9

Free action: Blinding Gaze - Fortitude DC 13 or blinded, everyone!
Full attack:
Bite Chakha, 21 to hit, 4 damage.
Claw Chakha, 15 to hit (depending on blind!), 2 damage.
Claw Chakha, 24 to hit, 3 damage.

Chakha
player, 3 posts
Mon 10 Apr 2017
at 20:05
  • msg #22

Re: A Dying Torch

With a blinding flash both Nameless and Daken had their sight overloaded by the frog. Chakha and Ren both shut their eyes in time avoiding the worst of the gaze.

OOC:
Ren: 17
Nameless: 9
Chakha: 15
Daken: 3

14:56, Today: praguepride rolled 37 using 4d20 ((16,8,11,2)).


Ren circles around and attacks the frog from the side but the hoppy foe leaps out of the way and once again Ren's morningstar eats dirt.

You failed like you always failed
Have faith for only through faith will you find service]
You will die here
Everyone will die here
Orange is better ice cream then Red

She hated the voices in her head and when she failed like this she lost some of her willpower to suppress their steady stream.


Move Action: Move to D3
Standard Action: Attacking Frog hitting AC 14.





Chakha resisted the urge to fly into a barbarian's fury but she felt the red haze start to take over. She resisted it though and let loose another mighty swing with her blade biting deep into the frog once again.


Move Action: Pass
Standard Action: Attacking Frog hitting AC 17 for 13 pts of slashing damage.


OOC: I'll pause there to see if it's still alive before I decide what Nameless and Daken are doing. How bad the frog looks will determine their next actions...
DM Ventrikel
GM, 23 posts
Mon 10 Apr 2017
at 20:21
  • msg #23

Re: A Dying Torch

The frog dies! Blindness will last one hour!
Chakha
player, 4 posts
Mon 10 Apr 2017
at 20:45
  • msg #24

Re: A Dying Torch

With a mighty slash Chakha cleaves the frog dead before checking on her companions, frowning to see Daken and Nameless both waving hands in front of unseeing eyes.

She shrugs and starts cleaning the ichor off of her massive blade.

Ren starts searching the area as they wait to see if the blindness will wear off. When it doesn't she frowns.

"First thing's first..."

She prays to her god and places a healing hand upon Chakha, binding some of the larger woman's wounds. Seeing her ally still needing healing she does it again.

OOC: Casting x2 Cure Light Wounds to heal a total of 12 pts of damage (Chakha is healed back to full 15


After a few minutes more of waiting Chakha likewise gets restless and while Nameless and Daken wait blind Chakha and Ren peek around corners scouting out the exits and looking around for more clues as to what happened before they arrived there.
DM Ventrikel
GM, 25 posts
Mon 10 Apr 2017
at 22:10
  • msg #25

Re: A Dying Torch

Ren quickly finds a human body lying in the water. The body is half eaten, part of the face ripped off and the rest bloody and beaten, but the body is still barely identifiable as human... A pouch of coins is tied to the belt of the body, the contents of the pouch total 72 gold pennies and 35 copper pennies. Around his neck hangs a silver symbol, a square with rounded edges at the top appearing to bear the likeness of an inscription on the front - an inscription perhaps not meant to be readable. In another pouch, two vials containing liquid and air (they are apparently water-tight) are contained.
Walking just a few steps to the south, Chakha finds that the tunnel curves to the south-west but then goes straight into an open cave where it branches yet again. From where she's standing, she can see what appears to be rubble and trash lying on the floor... Metal and wood, but if it's from broken objects or no longer needed items lying around is hard to tell from a distance.
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