A storm over Tethyr (Inactive)

Game Master JohnLocke


2,501 to 2,550 of 3,483 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

I suggest Belgrin with his darkvision, since the light disappeared. Then Landon and Matthias, Janiries and Marius, and Hezar. Does that work for everyone?
I'm afraid I don't have Light prepared, so if anyone has a sunrod/torch and a free hand... or maybe Belina could cast Light on something else we have with us towards the front, too?
If we run into trouble, I'd like to ready an action to cast Enlarge Person on Belgrin.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar has torches and gives one to Matthias


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri will go in with the others. She has Darkvision, but no light spell. Maybe somewhere in the middle for her?


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Yup, Time for the Dwarf to do what Dwarves do. Might want to hold off on that enlarge spell though; tunnels can get tight sometimes.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)


Oops, sorry I forgot you Amestri! Didn't mean to do that. :/
Thanks Hezar, but Matthias is using a mace and shield, so he doesn't have a free hand.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

well, I guess your SOL lol. Light can only be cast on one item at a time, you can hang back in my light though


Female Sun Elf Rogue 4

That's why you always cast light on the necklaces. ;)


Belina interjects for a moment. For anyone who wants it - I can cast light on the outward surface of your shield. I've seen many warriors favour such a tactic! Landon, seeming strangely silent and stony faced, marches over silently to have his shield lit, then takes his place on the front rank with Belgrin.

True to her word, the lovely bard will cast light for whomever desires it. Hezar, Belina also casts message to facilitate easier communication.

As you enter the tomb, you are immediately confronted with a set of stairs leading downward, running for roughly 50 feet. The walls are carved out of the stone of the hill itself, worked smooth, and covered with murals done in relief - and with great skill. The language is incomprehensible, though the figures depicted appear human.

As you reach the bottom of the stairs, you emerge into a large, oval shaped room. Hezar's arrow lays on the ground, still generating light, and torches have been lit and placed into holder on the wall. Several human bodies lie crumpled on the floor - no doubt the tomb robbing bandits.

Standing at the north end of the room, guarding a stone door shellacked in red and black, stand three armoured warriors. Clearly long dead, a blue glow deep in their eye sockets tells you that they are no inanimate guardians. Each bears a broad, round steel shield, and a wickedly curved scimitar, and is attired in armour of banded steel. As they see you, they begin to pound on their shields with their weapons, their jaws moving as they seek to utter words of challenge. They do not step forward, however. You hear something behind them, behind the door they ward - something beats on the stone door, and inarticulate cries of rage can be heard beyond!

Map for the encounter is here.

Also, please place yourselves, or indicate to me where you want to be placed.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar wraps her in a huge hug before he heads in.

Well that is not a good sign.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias raised his voice to be heard over the clanging shields. "Be at peace! We do not come to rob you, and we have driven away what other graverobbers you did not catch! If you be guardians, then know that in the name of Helm, this is true!"

Well, diplomacy is always worth a try! I'd like light on my shield, too.


Female Sun Elf Rogue 4

Janiries sticks behind Matthias and the other tanks in the front rank, holding her weapons with a firm grip. As Matthias tries diplomacy, the Sun Elf smirks a little.. though keeps it hidden behind the Cleric.
Well, at least one of us is here for some loot..


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Is he actually trying to negotiate with undead? Let's hope they're just guardians that look like undead.

Amestri stays with the others, ready to cast a spell should it become necessary.

Place her in the gap between Hezar and Janires. It's a nice line, so let the lighting bolts fly.


Letting loose a silent scream that does little but release a dust cloud into the air, the undead guardians move to the attack!

Initiative:1d20 + 2 ⇒ (11) + 2 = 13

So, order of action:
Tranche #1: Amestri, Hezar, Janiries
Tranche #2: Matthias, Belgrin
Tranche #3: Skeletal guardians
Tranche #4: Landon, Marius

No surprise round, naturally!

Tranche #1 acts first!


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri, seeing how the 'negotiations' had failed, reaches into her component pouch to withdraw a small pad of butter that she rubs between her fingers before spreading them while chanting Esaerg! causing an area of the floor under two of the guardians to become slick.

Cast Grease (DC 16) I27-J28.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar lets fly with two arrows

if they look like skeletons then he sends blunt arrows

rapid shot/deadly aim1d20 + 8 + 1 - 2 - 1 ⇒ (7) + 8 + 1 - 2 - 1 = 13 for 1d8 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7

rapid shot/deadly aim1d20 + 8 + 1 - 2 - 1 ⇒ (11) + 8 + 1 - 2 - 1 = 17 for 1d8 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6


@ Hezar: are the two arrows at the same target, or two of the skellies?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

same target unless the first drops him


Female Sun Elf Rogue 4

Janiries steps up past Matthias, then rapidly advances on the skeletal guardians, making sure not to get into the grease, lashing out at her target with her club.

Move Action up to H28
Attack Roll with Club on Skeleton in I27: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage Roll with Club: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (2, 6) = 12


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias reached out to touch Belgrin, saying a quick prayer over him. Then he raised his mace and moved forward, stopping short of the grease pool on the floor.

Cast Enlarge Person on Belgrin, then move up to I29.
Did you guys (Landon, Belgrin and Janiries) remember to add 2 to your AC from prot. from evil?


Actions for Tranche #1:

Amestri casts grease, coating the ground under two of the skeletons with a slippery substance!

Reflex save vs DC16 to avoid falling:

Undead warrior A: 1d20 + 3 ⇒ (7) + 3 = 10
Undead warrior B: 1d20 + 3 ⇒ (4) + 3 = 7

Both undead warriors fall to the ground, and are prone until their next turn - -4 vs melee attacks, but +4 vs missile attacks!

Hezar unleashed two blunt arrows at one of the warriors, but they pass harmlessly overhead as it falls to the ground.

Janiries darts in and lands a telling blow on undead warrior A, visibly cracking it's skull and knocking it's helmet off. Light still burns in it's eyes, however, as it tries to gain traction and stand!

Tranche #2 is up next - Matthias and Belgrin!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Bloody hell, why can't any o' these things ever be tha cooperative type?!"

As Belgrin readies his weaponry, he feels a tap on the shoulder, and sees the entirety of the tunnel seem to shrink. He grins as he realizes what's happened.

"Ohhh, this'll be a RIOT, then."

charge: 1d20 + 10 ⇒ (14) + 10 = 24
damage, bludgeoning: 2d6 + 5 ⇒ (4, 3) + 5 = 12
Belgrin raises his shield, spins his maulaxe around to the blunt head, and pounces onto warrior A, bringing a crushing blow down on the armored sack of bones.


Actions for tranche #2:

Matthias mutters a quick spell to Helm, then unleashes the energy into Belgrin, who almost immediately doubles in size!

Matthias then advances on the Undead guardians.

Belgrin charges at the lead warrior, who was just trying to lift himself from the slippery ground. Belgrin's maulaxe catches the warrior flat on the armored back, knocking it again to the ground. Blue flame can still be seen in it's eyes, though - it's not done yet!

Tranche #3 - the Skeletal guardians - is up next!

Just as a note - casting enlarge person is actually a full-round action. Had I been paying attention, it should have triggered at the beginning of Matthias' next turn. Since I messed up, I'm going to let it stand, of course. We should watch casting times more closely going forward.

Also, @ Amestri: your sorc should have eschew materials as a bonus feat. You wouldn't need butter to cast grease, or any material components of 1 gp or less, actually.


Actions for Tranche #3:

Skeletal Guardian A tries to stand up (move action), potentially drawing attacks of opportunity from Matthias and Belgrin!

Assuming you guys want to take a whack at the undead guy...

Matthias:
Attack:1d20 + 5 + 1 + 4 ⇒ (2) + 5 + 1 + 4 = 12
Damage:1d8 + 2 ⇒ (7) + 2 = 9

The undead warrior wards off your attack with it's broad steel shield!

Belgrin:
Attack:1d20 + 8 + 1 + 4 - 1 ⇒ (14) + 8 + 1 + 4 - 1 = 26
Damage:2d6 + 5 ⇒ (2, 4) + 5 = 11

Belgrin's massive maulaxe falls heavily on the Guardian's head, extinguishing the fires within!

Undead warrior B tries to clamber back up to it's feet, drawing an attack of opportunity from Janiries:

Janiries:
Attack:1d20 + 3 + 1 + 4 ⇒ (8) + 3 + 1 + 4 = 16
Damage:1d6 + 1 + 2d6 ⇒ (2) + 1 + (2, 4) = 9

The undead guardian manages to ward off the rogue's blow, finally standing on it's feet!

It launches a counterstrike with it's razor sharp sword:
Attack:1d20 + 5 ⇒ (16) + 5 = 21
Damage:1d8 + 5 ⇒ (7) + 5 = 12

The Undead Guardian strikes true, drawing a vicious cut across Janiries' arm!

Note: omitting the +2 AC from prot from evil was not an error. You may draw your own conclusions as to what that means :-)

Undead Guardian C leans forward, it's mouth open, and releases a gout of blue flame in the direction of Belgrin and Matthias!

Damage - 4d4, DC 14 reflex save for half damage:
Belgrin: 4d4 ⇒ (4, 3, 1, 2) = 10 save:1d20 + 3 + 4 - 1 ⇒ (9) + 3 + 4 - 1 = 15
Matthias: 4d4 ⇒ (2, 1, 1, 2) = 6 save:1d20 + 2 ⇒ (5) + 2 = 7

So Belgrin takes 5 points, and Matthias 6!

Tranche #4 - Landon and Marius - up next!


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri's a tattooed sorcerer archetype which loses the Eschew materials for the Varisian Tattoo, thus the fiddling with butter ;)


Amestri Atezadeh wrote:
Amestri's a tattooed sorcerer archetype which loses the Eschew materials for the Varisian Tattoo, thus the fiddling with butter ;)

I stand corrected! Continue to pull butter, dust, etc from your spell components pouch!


Actions for Tranche #4:

Landon moves up 20 feet (move action to L28) and lays into the Skeletal Guardian with his gleaming bastard sword:

Attack:1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage:1d10 + 4 ⇒ (9) + 4 = 13

The razor sharp blade meets only the broad steel shield of the guardian.

Marius casts Magic Stone on three of his sling bullets, causing them to glow red, like hot embers. He has no free line of sight to the baddies, however, so he moves 25 feet to M30, and is done for the round.

Round one complete!

Round two is up next, as is Tranche #1 - Amestri, Hezar, and Janiries!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Dang, sorry about the screwup with the casting time. I was going from memory, which is clearly faulty. I'll do the requisite checking in the future.

Matthias suspected they might not be evil based on their pretty blue eyes *g* Oh well, when diplomacy fails, bashing awaits, I guess!


Female Sun Elf Rogue 4

Letting her wounded arm fall by her side, Janiries steps up, leaving Matthias some space to move into without going into the grease, then strikes a blow with her club at the still prone skeleton.

Move Action: Five Foot Step up to H27
Attack Roll with Club: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage Roll: 1d6 + 1 ⇒ (2) + 1 = 3

Attack Roll to Confirm Critical Hit: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

6dmg on a critical hit! Heck yeah..


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar sends 2 blunt arrows flying at the standing baddie

1d20 + 8 + 1 + 1 - 2 - 1 ⇒ (10) + 8 + 1 + 1 - 2 - 1 = 17 for 1d8 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5
1d20 + 8 + 1 + 1 - 2 - 1 ⇒ (10) + 8 + 1 + 1 - 2 - 1 = 17 for 1d8 + 1 + 1 + 2 ⇒ (8) + 1 + 1 + 2 = 12


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri will delay to see the results of Tranches #1 and #2 on the off chance the baddies... er... neutralies are taken down.


Actions for Tranche #1:

Janiries finds that a glancing blow is actually enough in this case, as her club bashing skills prove sufficient to fell the Undead Guardian!

Hezar's arrows bounce harmlessly off the remaining warrior's shield, clattering as the hit the ground!

Amestri delays her action!

Tranche #2 - Matthias and Belgrin - are up next!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

While he had his doubts about destroying these guardians - what were they guarding, exactly? - Matthias decided he had no choice but to help finish what they had started. Still smarting from the gout of flames, he looked across the slippery patch of floor at the last skeleton standing, but he could see that if he moved in he would block Belgrin's mighty axe.

Instead he turned his attention to the door the skeletons had been guarding, trying to find some clue as to what lay beyond.

If Landon takes a 5'step Belgrin will be able to move up to the last skeleton, so Matthias won't get in the way. He'll check the door unless Amestri removes the grease spell or the skeleton comes his way. Knowledge checks, just in case:

History: 1d20 + 6 ⇒ (17) + 6 = 23
Nobility: 1d20 + 6 ⇒ (6) + 6 = 12
Religion: 1d20 + 8 ⇒ (13) + 8 = 21


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Belgrin is large, and thus has reach, so no need for Landon to move. You actually could move right in front of the thing and attack and Bel would be able to reach over you to attack.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

D'oh! I didn't realize his reach would increase. I guess it shows how much I use Enlarge Person. Strike the last, Matthias will move and attack then - but only after Belgrin, in case that's enough. Thanks, Amestri. :)

attack: 1d20 + 5 ⇒ (11) + 5 = 16
dmg: 1d8 + 2 ⇒ (3) + 2 = 5


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

attack: 1d20 + 8 ⇒ (10) + 8 = 18
bludgeoning damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12

The titanic Dwarf chuckles as the blue-eyed bonestacks crumble, and brings down his maul as a smith would strike an anvil.


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

If the skeleton is still around after those attacks, then Amestri will cast Magic Missile for 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9 damage.


Actions for Tranche #1:

Janiries brings her truncheon down with a vicious swing at the Skeletal Guardian - the skull fractures and it's light is extinguished!

Hezar fires two arrows at the remaining Guardian but both ping harmlessly off it's shield.

Amestri hesitates for a moment, delaying her action.

Actions for Tranche #2:

Belgrin brings his maulaxe down in a mighty arc, clearly hoping to finish the undead warrior before him; much to everyone's surprise, the guardian parries the blow with it's shield, redirecting the attack and avoiding any harm!

Matthias' attack is also parried - this skeleton is no mere undead automaton!

Amestri's magic missiles find their mark, digging into the guardian and staggering it for a moment.

Actions for Tranche #3:

The guardian swings it's heavy blade at Matthias:

attack:1d20 + 5 ⇒ (13) + 5 = 18
damage:1d8 + 5 ⇒ (2) + 5 = 7

The young Helmite cleric shows he has skill as well, catching the swift blow on his shield and redirecting it harmlessly away.

You now hear blows hitting the red and black stone door, coming from the other side. Cracks begin to form in the stone and dust erupts from the seams!


Actions for Tranche #4:

Landon swings hard at the skeletal guardian:

attack:1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
damage:1d10 + 4 ⇒ (3) + 4 = 7

But finds himself stymied as well - this guardian is resilient!

Despite not having a great shot, Marius fires a magically enhanced sling bullet at the guardian:
attack:1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17
damage:2d6 + 2 ⇒ (5, 4) + 2 = 11

The bullet ricochets loudly off the guardians' shield, bouncing off the ceiling and another wall before hitting the floor, smouldering.

That's round two over! Round three, Tranche #1 - Amestri, Janiries and Hezar - are up next!


Female Sun Elf Rogue 4

Sliding past the grease on the floor, Janiries moves into a flanking position against the last undead foe, striking at it with her club.

Move to I26 then J26, flanking with Landon
Attack Roll on Undead Guardian: 1d20 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
Damage Roll with Club: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (4, 5) = 16


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar moves to get a better shot at the skeleton with his blunt arrow
[ooc]

1d20 + 9 + 1 - 1 ⇒ (13) + 9 + 1 - 1 = 22 fpr 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6


(Acting for Amestri) - Amestri casts magic missile at the remaining guardian, resulting in 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12 damage. The guardian collapses into a piles of bones and armour, a cloud of dust rising from the remains.

The incoherent screaming from behind the stone door has stopped but the successive blows have not; a large crack has formed down the centre of the door and each new blow seems to bend the door a little more.

After a few more seconds, the door finally gives, the stone crumbling to the ground in heavy chunks that leaves a cloud of dust in the air. The whole atmosphere of the crypt seems to change as the stone barrier falls; an air of darkness, of malevolence, fills the air and even makes breathing difficult. The smell of ancient spices, of sandalwood, and of decay fills the air. There is some sort of shape moving behind the dust, through the portal....


Female Sun Elf Rogue 4

Dodging out the way of the stone as it falls, Janiries coughs rather violently, trying to breath through the dustcloud. She takes a step back, gripping her weapons tightly as a shape is spotted moving through the portal.

"Don't suppose anyone wants to step in and see what that is?"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar trains an arrow on the gap ready to fire if something untoward comes out OR attacks


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin raises his shield, shurgging off most of the rocks in his enlarged form, but unable to make out the shape of the newcomer, being between light and darkness.

"Never knew a zombie ta break through solid stone...looks like we woke up somethin' nasty, eh?"

He spins his maulaxe around once, banging his shield twice as he shifts his stance a bit.

"Come on then, beastie. Me beard's not growin' any shorter."


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"Helm protect us, what is it? I've never felt such evil!" Matthias said, readying his shield and mace.

Did Matthias catch anything of note with his Knowledge checks on the doors before they crumbled?


@ Matthias:
You only got a brief look at the inscriptions - most was unintelligible to you, but one line was in Thorass - it said "Contained herein is Tanebrous, deceiver, slayer, lord of locusts and brother of jackals. Sealed (unintelligible). Three bretheren volunteered to remain in vigil, and transformed after a night of prayer to our God (Horakty?) and with the blessings of the foreign diety (Heimdall? An ancient name of Helm). Let the betrayer fester here, and let none penetrate this seal, lest he come to destroy this evil once and for all."


@ everyone - if you want to reposition, this might be the time - Janiries, you are right in front of the doorway the thing is coming out of.

After everyone has repositioned, roll a will save vs DC 18 - the air of menace and fear has become palpable, and an ancient fear grips your hearts!

Don't forget the +2 from the protection vs evil and the +1 from bless :-)


Female Sun Elf Rogue 4

Stepped back.. and woo, time for will saves.
1d20 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

i can't see map on phone but I'll be 30 feet from the door w los to it

will vs fear +bless +poe+ belina boon1d20 + 1 + 2 + 2 + 4 ⇒ (6) + 1 + 2 + 2 + 4 = 15


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"Oh... damn..." Matthias said in the voice of someone for whom penance was in the future. "Those three guardians were standing guard over something called Tanebrous - lord of locusts and brother of jackals. That sounds like bad news... but since we woke it up, it's up to us to lay it to rest again!"

Will DC18: 1d20 + 7 + 1 + 2 + 1 ⇒ (7) + 7 + 1 + 2 + 1 = 18 Any allies adjacent to me get a +1 to their saves vs. fear. (Contagious mettle)

Whew, that was close!

Determined to right the wrong he had inadvertently commited, Matthias steeled himself against the aura of evil that pervaded the room and raised his mace in challenge!

1 to 50 of 3,483 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A storm over Tethyr - Gameplay thread All Messageboards

Want to post a reply? Sign in.