Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


3,251 to 3,300 of 5,370 << first < prev | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | next > last >>

Inactive

Realizing that perhaps her strength lay in bolstering others rather than being a font of destructive power, Malzii hustles across the way in order to better position herself. "Okay, Malzii know this help," she mutters as she calls on an ancestral blessing for herself and her companions.
________________

Malzii moves to her current map position and casts Bless, which should just get Arlok and Keil on the edge there.

Spells & Powers:

2nd - Cure Moderate Wounds, Lesser Restoration
1st - Bless, Magic Weapon, Produce Flame
Orisons - Create Water, Daze (DC 13), Detect Magic, Guidance

Spirit Magic
1st - Unseen Servant
2nd - Spiritual Weapon

Ancestor's Council (5/5) remaining
Healing Hex Used On: Nobody! (Yet...)


Brok sends another fiery bomb into the midst of the plant-zombies, burning them once again. Plant Zombie #3 take 5 points of fire damage, and Zombies #2 and #4 take 1 point of splash damage.

Meanwhile Grezzor sends his sphere at one of the moss-spheres, but this time it manages to avoid getting singed.

Moss Sphere #3 Reflex save DC 17: 1d20 + 2 ⇒ (17) + 2 = 19

Vargrenz continues standing his ground, effectively bottling up the plant-zombies.

Praetor sends a wave of icy energy down into the mass of enemies...and is satisfied to see nearly all of them affected by the negative wave. Shade stands by his master ready to repel any assaults to head his way. Readied action declared...

Plant Zombie #2 Will DC 16: 1d20 + 1 ⇒ (6) + 1 = 7 fail, 3pts
Plant Zombie #3 Will DC 16: 1d20 + 1 ⇒ (1) + 1 = 2 fail, 3pts
Plant Zombie #4 Will DC 16: 1d20 + 1 ⇒ (19) + 1 = 20 save, 1pt
Plant Zombie #5 Will DC 16: 1d20 + 1 ⇒ (10) + 1 = 11 fail, 3pts
Plant Zombie #6 Will DC 16: 1d20 + 1 ⇒ (16) + 1 = 17 save, 1pt
Plant Zombie #7 Will DC 16: 1d20 + 1 ⇒ (12) + 1 = 13 fail, 3pts
Plant Zombie #8 Will DC 16: 1d20 + 1 ⇒ (11) + 1 = 12 fail, 3pts
Moss-Sphere #2 Will DC 16: 1d20 + 4 ⇒ (5) + 4 = 9 fail, 3pts

Malzii sends her ancestors' blessings over the party, while Arlok slashes the Moss-sphere which still is grappling the fetchling. Moss Sphere #4 takes 18 points of slashing damage.

Round 5: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Plants, Raaz.

More to come...


Keil:
You have been Dominated as per the spell Dominate Person. You will get a saving throw to attempt to break when I call for it.

As the plant zombie who struck Keil floats upwards out of Arlok's reach, one tendril still attached to it, he jerkily drops his bow and draws his rapier and thrusts it hard into Arlok's side! Only a perternatural warning manages to save the godling from a nasty wound!

Rapier vs. Arlok, Bless, Flank: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19 miss...OHHH sooo close :(

Sense Motive DC 15:
You can tell Keil is being Dominated here.

Arlok also finds himself under assault by the other moss sphere...while a pair of tendrils manage to contact his body he easily shrugs them off. Arlok takes 2 points of damage.

#3 Moss Plant Tendril #1: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 miss
#3 Moss Plant Tendril #2: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 hit, damage: 1d4 - 1 ⇒ (2) - 1 = 1
#3 Moss Plant Tendril #3: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 miss
#3 Moss Plant Tendril #4: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 hit, damage: 1d4 - 1 ⇒ (2) - 1 = 1
Grapple: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 no.

The lead plant-zombie continues its futile assault against Vargrenz...while the other creatures wait for an opportunity to attack.

Slam #1: 1d20 + 4 ⇒ (14) + 4 = 18 miss.
Slam #2: 1d20 + 4 ⇒ (10) + 4 = 14 miss.

Round 5: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Plants, Raaz.


Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14

"By the Holy Hells, what is that FOOL doing?" Raaz bellows as he sees the fetchling turn upon the party. Seeing the duergar still holding the line he holds out his hand and sends a bolt of darkly charged electricity at the moss-plant above Keil, scorching it deeply.

Lightning Arc Ranged Touch, Bless: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 hit for 1d6 + 2 ⇒ (5) + 2 = 7 points of electrical damage.

Round 6: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Plants, Raaz.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Second verse, same as the first

Channel Negative Energy: 1d6 ⇒ 1 Well, guess they can skip the saving throw. Minimum damage is 1


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok loads his crossbow and aims at the second zombie in line in front of Vargrenz.

crossbow: 1d20 + 7 ⇒ (4) + 7 = 11 (deadly aim)

damage: 1d6 + 2 ⇒ (6) + 2 = 8

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Getting bored with the zombie plants, Varg glances over at Keil:
Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28

Varg calls out:
The plant orb has taken control of Keil. Kill the creature, hope that frees him.

He then turns back to deflecting the zombies blows.

Total Defense: AC23
CMD: 29, 31 vs grapple


1 person marked this as a favorite.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

With his eyes rolling into the back of his head, a stream of drool begins to down the fetchling's chin. Groaning in a monotone,"Keil" raises the rapier clumsily as he steps forward to press his attack "Raaa nuurg Ahhhhh sRrR Rrrrrr Ooo rOoOO aHhH aaraaa RRAAa ggRr oRr ggRr RRrOO Aaaaa OrrR AahhH!!!"


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Again with sheer will and training, Grezzor moves the sphere of magical fire, bringing it to bear on the plant zombie apparently controlling Keil.

Flaming Sphere Reflex Save DC17: 3d6 + 1 ⇒ (3, 5, 2) + 1 = 11

That translator is really unique Keil - never would have thought such a thing even existed :D


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok steps back against the wall surprised Keil attacked him but aware based on the knowledge of these creatures.

Sense Motive: 1d20 - 1 ⇒ (18) - 1 = 17

Attack, Bless: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage: 1d10 + 10 ⇒ (5) + 10 = 15

Arlok strikes the floating bush again continuing his assault and taking the flank away from Keil.


Inactive

Confident that Vargrenz and Praetor had the zombies under control for the moment, Malzii turns her attention to the moss spheres. Hoping to give Arlok (and Keil) a hand, she focuses for a moment and summons forth a ghostly longsword which immediately swings at the sphere controlling the fetchling.

Spiritual Weapon vs. Moss Sphere #4 (Longsword): 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13
Damage (Force): 1d8 + 2 ⇒ (8) + 2 = 10
_____________

Malzii casts Spiritual Weapon to attack Sphere #4; should Arlok end up killing it then she'll have it target Sphere #3 instead.

Spells & Powers:

2nd - Cure Moderate Wounds, Lesser Restoration
1st - Bless, Magic Weapon, Produce Flame
Orisons - Create Water, Daze (DC 13), Detect Magic, Guidance

Spirit Magic
1st - Unseen Servant
2nd - Spiritual Weapon

Ancestor's Council (5/5) remaining
Healing Hex Used On: Nobody! (Yet...)


Brok's shot flies wide of the zombie, while Grezzor sends the flaming sphere high up into the moss-sphere hovering above Keil...it fails to move out of the way and is scorched badly. Moss-sphere #4 takes 11 points of fire damage.

Moss Sphere #4 Reflex save DC 17: 1d20 + 2 ⇒ (13) + 2 = 15

Vargrenz sees the moss-sphere has indeed taken control of Keil, with both Malzii and Arlok concentrating their efforts on it. While Malzii's weapon is dodged aside, Arlok's blow is not...and the Moss sphere collapses to the ground, its body twitching in its death throes. Moss-sphere #4 takes 15 points pf slashing damage and is DEAD. Keil feels the alien forces assaulting his mind fade as he also collapses to the ground. Keil is considered Stunned for 1 round.

The remaining moss-sphere floats away from the godling and out of the range of his weapons. Withdraw action.

The plant-zombies up ahead continue to attack the duergar, more in an attempt to prevent your advance of you than to actually hurt you, though one of its blows does connect. Vargrenz takes 4 points of damage.

Slam #1: 1d20 + 4 ⇒ (7) + 4 = 11 miss.
Slam #2: 1d20 + 4 ⇒ (19) + 4 = 23 hit. damage: 1d4 + 2 ⇒ (2) + 2 = 4
Grapple: 1d20 + 8 ⇒ (6) + 8 = 14 fail.

Round 6: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Plants, Raaz.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Channel Negative Energy: 1d6 ⇒ 3 DC 16 Will for 1/2

Grey released another burst of withering energy.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg growls as one of the zombies connects.
Quit playing with the spheres. Someone kill these things.

Total Defense: AC23
CMD: 29, 31 vs Grapple


Raaz glares at the duergar, "Be thankful the rest of us were able to break Keil's domination! I don't feel it good to have to watch my back constantly!" He then steps forward and thrusts his spear at the zombie but his aim is once again off.

Longspear vs Plant Zombie: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11; miss.

Round 7: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Plants, Raaz.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"I tire of these plant things - we should burn them all down!" - the flaming sphere reflects eerily in Grezzor's eyes as he sends it after the last floating creature.

Flaming Sphere Reflex Save DC17: 3d6 + 1 ⇒ (5, 4, 4) + 1 = 14


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok reloads his and aims again at the second zombie in line in front of Vargrenz.

crossbow: 1d20 + 7 ⇒ (3) + 7 = 10 (deadly aim)

damage: 1d6 + 2 ⇒ (5) + 2 = 7

errmm .... that was a warning shot!!!! he declares as the missile flies above the zombie's head.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok moves back and begins to attack the waiting line of plant zombies.

Attack, Bless: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage: 1d10 + 10 ⇒ (5) + 10 = 15


Inactive

"Yeah, stupid plant zombies not as big a threat as those!" Malzii agrees as her summoned longsword zips towards the moss sphere being chased by the rolling ball of fire. When it gets within reach, it takes a swing at the creature but manages to miss yet again.

Spiritual Weapon (Longsword): 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Damage (Force): 1d8 + 2 ⇒ (2) + 2 = 4

Meanwhile, Malzii herself turns her attention to helping her comrades with the line of zombies. She focuses her attention for a moment and calls upon the aid of her ancestors to grant Keil some additional combat prowess.

"Now make them pay," she grins at the fetchling.
______________

Malzii's Spiritual Weapon chases after the moss sphere that Grezzor is targeting, while she uses Ancestor's Council to grant Keil a +2 to one attack roll, saving throw, ability check, or skill check made before her next turn.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Round 7
"Mayaaaah!!" Coming to his senses the fetchling screams with rage. Still drooling he retrieves his bow and nocks another arrow this time pulling the bowstring as far back as his lean arms will allow - and then some. Spitting infernal curses though his mask the shadowy man looses the arrow into the floating moss thing all the while wishing to Hel herself for his arrow to strike the other monstrosity down.
Longbow Att: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Arrow damage: 1d8 + 1 ⇒ (1) + 1 = 2 - Hel hath no fury...today :(

FA drop rapier, MA retrieve bow, SA att


Moss Sphere #3 Reflex save DC 17: 1d20 + 2 ⇒ (5) + 2 = 7;

Brok's shot flies wide of the fast-retreating moss-sphere, while Grezzor's sphere manages to scorch it further. Moving quickly out of sight the spiritual weapon floats after it but its blow also goes wide.

Vargrenz maintains his stance, while Praetor sends another wave of dark, crackling energy into the wave of zombies. The lead plant-zombie collapses in a heap from the onslaught, which allows Arlok to slice the next plant-zombie in twain! Plant-Zombies #2 and #3 are both DEAD.

Plant Zombie #2 Will: 1d20 + 1 ⇒ (19) + 1 = 20 save, 1pt
Plant Zombie #3 Will: 1d20 + 1 ⇒ (1) + 1 = 2 fail, 3pts
Plant Zombie #4 Will: 1d20 + 1 ⇒ (16) + 1 = 17 save, 1pt
Plant Zombie #5 Will: 1d20 + 1 ⇒ (9) + 1 = 10 fail, 3pts
Plant Zombie #6 Will: 1d20 + 1 ⇒ (2) + 1 = 3 fail, 3pts
Plant Zombie #7 Will: 1d20 + 1 ⇒ (4) + 1 = 5 fail, 3pts
Plant Zombie #8 Will: 1d20 + 1 ⇒ (6) + 1 = 7 fail, 3pts

Keil: You were Prone so it took a move action to stand up and also a move action to retrieve your bow. You cannot get an attack this round, but I will allow you to keep your roll.

The remaining plant-zombies silently shuffle back down the ramp from an unspoken signal from the moss-sphere. The Plant-zombies will Withdraw from combat. Raaz watches them leave and motions to where the lone moss-sphere hovers down below. "It looks like they are regrouping!" Raaz will Delay until next round.

Round 7: Brok, Grezzor, Vargrenz, Praetor, Malzii, Arlok, Keil, Shade, Raaz, Plants.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Kill that one." Grey commands Shade, pointing at the floating moss creature.

Guidance on Shade. +1 to one attack


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"That one may be the last controlling all - try and take it down" - Grezzor presses on, this time with a Ray of Frost, as the Flaming Sphere burns out.

Ray of Frost Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage if it hits: 1d3 + 1 ⇒ (2) + 1 = 3


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok stands at the ready waiting on the zombies to come back.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok gives the last sphere a parting shot

crossbow: 1d20 + 7 ⇒ (15) + 7 = 22 (deadly aim)

damage: 1d6 + 2 ⇒ (3) + 2 = 5


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Sorry, didn't realize Keil was prone. I'll try to read/remember more carefully. If I might retcon his choice of action a tad...

Even as the floating sphere retreats Keil's hurtles his infernal curses after it. Quashed by the time it took to stand and collect himself, Keil's attempt to do the remaining creature great physical harm goes unanswered. Even more enraged by this, the fetchling's eyes take on aspects of some wild animal as he howls furiously, "Aaaaaaaahhhhh!" Taking up his rapier Keil savagely lays into the dead moss-sphere laying nearby; that which had so recently had a hold on his mind becoming the sole object of his attention. Spitting foul words Keil heedlessly slashes the metal of his rapier blade repeatedly and viciously into the dead creature's bulk. Sending spray after spray of blood and gore everywhere Keil butchers and rends the creature's body into something completely unrecognizable, continuing his barrage for some time and stopping only once there is nothing left of the moss-sphere to hack to pieces.

I'm assuming the dead sphere is on the same level as Keil and nearby. If not I'll put the roll towards a climb skill check to descend where he can take up his revenge/throw a tantrum there. Sorry if this inconveniences you guys for a few rounds but Keil is having a bit of a diva moment...

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg watches as the zombies retreat. Deciding to press the advantage, he carefully makes his way down the ramp, watching as his companions attempt to eliminate the moss sphere.

Total Defense: AC23

Move: follow the zombies down the ramp, but not to where he can be flanked easily.

Keep shooting at the sphere. Arlok, lets follow the zombies.


Inactive

Malzii scowls and pulls out her sling. "Things aren't as dumb as they look," she mutters as she moves into position and attempts to fire a bullet at the retreating moss sphere.

Attack (Sling; Bless): 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


While Malzii's shot flies wide, Brok and Grezzor both manage to wound the moss-plant severely. For the most part it seems to have had enough as it floats erratically out of sight. This does not deter Shade as it flies off at the moss-sphere...

Shade Incorporeal Touch: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Hit.
STR damage: 1d6 ⇒ 4

Keil eviscerates the moss sphere's body without too much trouble. Vargrenz, along with Raaz, both cautiously advances down the ramp while Arlok stands his ground.

The plant-zombies move off to the corner of the chamber where they all disappear out of sight.

Round 8: Everyone, Plants.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"We need to proceed with care" - Grezzor points out - "The ogres we encountered earlier may be waiting for us"


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey walked back around the bend to the rest of the group. "We should delay here until Shade returns. The plant creature seems to have no defenses against a Shadow. It should be a short wait."


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

"Hey... Arlok say stay. You walk in ogre trap."

Arlok holds position on the higher ground bottle neck. Here we will wait and see how things play out over the next few minutes. Seeing if the Ogres will attack or the plants come back.


Inactive

"Waiting sounds good to Malzii," the kobold nods. She holds her position with the rest, waiting to see whether Shade finishes off the rest of the plant-zombies without incident or if there are more surprises in store.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok reloads and readies a shot if danger appears.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Round 8
Panting, Keil gives what's left of the moss sphere one last kick then wiping his rapier blade on the hem of his cloak he sheaths the weapon. Retrieving his bow the fetchling marches off down the path on a mission to kill more of them. (MAx2)


While the rest of the group takes a more cautious approach, waiting for Shade to finish slaying the plant-creatures, Keil being out for blood throws caution to the wind and follows the undead shadow after the floating moss-sphere.

He soon runs across the remains of the moss sphere, drained of its vitality, just inside the corridor where the plant creatures retreated. Venturing deeper into the room the fetchling sees this room (#12) rises to an egg like dome in the ceiling. A strange humming noise emanates from the slimy moss covering the otherwise featureless stone walls of the chamber. Six glowing blue flowers seem to grow directly from the walls. Two of them are within easy reach, two are 20 feet up, one at 30 feet, and the last one at 40 feet.

The room is otherwise empty, but there is a passage leading south out of the chamber. Following it down soon leads to where the bottom of the ramp leads up to his compatriots. It is easy to see the scuffling marks where the plant-zombies hastily fled from here.

Map updated.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

At the entrance to the egg room, Keil puts down his bow and draws one of his daggers. Eyes wide, the fetchling takes a moment to free the mossy sphere of its skin, chuckling to himself all the while. He leaves the skinned creature where he found it and only spends a moment or two to examine the contents of the domed room, Anyone hiding? Come out, come out! Perturbed that there is nothing left to kill Keil finds the bottom of the ramp and spits in the direction the zombie have fled. Slinging his bow over his shoulder the fetchling turns east. Walking steadily up the ramp he rejoins the group to report his findings, "Nothing value." As for the glowing blue flowers, the shadowy man points his thumb in the direction of the domed room, "Perhaps one of you may find them of some use."

If any of the magiks in the group would like the flowers, Keil is willing to make the climb to harvest them.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"I would not mind seeing their lair. I admit to some curiosity regarding their mind control capabilities." Grey said, wanting to move in the direction Keil had just returned from, but not wanting to leave the group behind.


Inactive

"Well, if nothing ate Keil first time then it might be okay for rest of us to have a look," Malzii shrugs. "Malzii kind of want to see blue flowers anyway..."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

From beneath his blackened mask the shadowy man grins mischievously. Knowing what he'd done to the mossy-sphere, Grey's curiosity may or may not be made easier. Either way, the fetchling quickly decides it will be amusing to have his work critiqued. "The danger is minimal. I can take you."
If the others commit, Keil leads the group into the domed chamber...

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg follows the others, still convinced that several members of the group are going to become monster food before too long.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"Indeed - let us take a look, please" - Grezzor reinforces, moving after the others.

Will use Detect Magic in the room.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok follows and catches up.


You all rejoin the fetchling in the domed chamber and quickly determine the moss-plants have indeed vacated the premises, likely by the tunnel in the south wall. While nothing in the room detects as magical, the glowing blue flowers, while alien in origin, do appear to be fully matured.

Appraise DC 25:
These alien flowers have crystalline properties that are considered living. Due to the rareness and hardness of the crystal each of them are worth 2,000 gp.


Inactive

"Huh...plant zombies move fast when they want to," Malzii comments as it becomes clear that their former foes are nowhere to be seen. "Oh well...Malzii sure we find them again later."

She looks around the room with interest and peers at the strange blue flowers, wondering what they might be.

Kn. Nature: 1d20 + 6 ⇒ (12) + 6 = 18


The kobold shaman quickly realizes these 'flowers' are not natural in origin. She has never heard of such a species before.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok takes a look and tries to identify the flowers.

Knowledge(nature): 1d20 + 5 ⇒ (14) + 5 = 19

Then he looks for tracks to see which way the plant zombies went.

survival: 1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15


Like Malzii Brok realizes the crystal flowers did not originate on this world, but he does manage to determine the plant-zombies did flee down the corridor which heads further into the Gut, and towards Rappan Athuk.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Appraise (untrained): 1d20 + 4 ⇒ (18) + 4 = 22

"Would be interesting to collect one for later study" - Grezzor points out - "But I doubt it would survive long"


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Spitting with mild displeasure as his work has gone unappreciated*, Keil signals the orc mules over to retrieve his rope and grappling hook. Affixing the two the fetchling scans the dome for someplace to attach the hook onto, then swinging the weighted rope several times for good measure before letting fly the climbing tool. The shadowy man watches the hook sail up into the dome and land solidly somewhere up the wall. He gives the rope several good tugs and, satisfied the hold is good, starts his climb.
[dice=Rnged Attack Grappling Hook vs. AC5]1d20+6[/dice] - I think this is high enough to climb all the way...
Climb check: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, do the flowers look dangerous?: 1d20 + 9 ⇒ (20) + 9 = 29
Assuming all is well with the climb... Although knowing next to nothing plants, Waste of time... the fetchling does his best to secure some samples. Using the rope for support and keeping his gloves on, the shadowy man works patiently to retrieve at least three of the flowers using a dagger to dig or pry the blossoms from their perch. Securing one for each of the magicians, he looks down at Brok (and the rest of the group) to check if anyone else would like one, before returning to the chamber's floor.

*Don't sweat it, that's just his pathological side :)
Komm: should Keil make more than one climb check?

3,251 to 3,300 of 5,370 << first < prev | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Bad to the Bones! (A Rappan Athuk Campaign w / Evil Characters) All Messageboards

Want to post a reply? Sign in.