Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred searches the door outside room 9 and then the door outside door 10 from the corridor, and unlocks each as needed.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred
i think you got a bit confused about the map. There’s a new section where I put your placeholder image. I’ll assume you are opening the door from left to right.

1 – It seems to be an antechamber. There’s no furniture or anything of interest here, besides another door.

2 - This room has no furnishings. The walls and floor of this chamber are covered in abyssal script. The phrase “Receive the wisdom of Abaddon” is written prominently on the curved northern wall. There is a circle of such script in the center of the floor that is the nonsense word “nen” repeated over and over again. There are no other doors in this room. On using detect magic, the room emits a moderate conjuration aura.

3 - As ornate and baroque as the entryway hall is it pales before this expansive and vaulted chamber. This is the Horn’s third temple -- reserved only for the High Priest and his elite retinue. Most of the Sons of the Pale Horseman never entered this temple and never experienced the strange rites conducted within. The fane is adorned with a riot of lurid color. Brilliant bas reliefs depict daemons of every sort engaged in countless acts of wanton evil, callous destruction and inhuman savagery. Rows of pews allow a congregation of the chosen to gather. The podium is doubtless where foul sermons of Abaddon’s wisdom and bile were delivered to those gatherings.
At the front of the chamber are four shrines:

A white shrine decorated with bas relief depictions of open pits of the dead and lepers crying in anguish.

A shrine of red stone decorated with cruel iron weaponry and scenes of slaughter.

A shrine of black stone decorated with images of mortals wasting away from hunger and starvation.

A shrine of pale green stone adorned with a skull with two coins over its eyes and an inscription of jagged abyssal writing which reads “Behold a pale horse. Its rider is Death and all shall follow him.”

A large bas-relief image of Vetra-Kali sitting cross-legged holding his greatest work, his masterpiece, a vial of some sort. Below the vial is inscribed a name ‘The Tears of Achlys.’ Vetra-Kali also holds three blades and a strange jagged key with an Abyssal inscription “Hail Vetra-Kali”. The three eyed daemon prince pays homage to the four shrines, but there is no doubt that this fane is built primarily to honor him.

On all the other walls are litanies of the deeds of this monster. It was Vetra-Kali who crossed the great void and came to the prime material plane to establish the Sons of the Pale Horseman. It was he who oversaw the construction of the Horn of Abaddon and it is because of this that the Horn superficially resembles this horror from another world.

Perception DC:30:
There is a secret door hidden in the east wall. It is well concealed.

Detect Magic:
There’s a spot on the east wall that radiates strong conjuration magic.

As Eldred opens the door and you step inside to explore, an eerie voice greets you ”Ah, it has been long since my last meal. It’s a shame that the Elf escaped me, only to die at the daemons hands. The Phlegethian Knot, were they called? Shame I only learned of their intentions after consuming them.” a pauses while in the middle of the room a strange large mass of swirling shadows gather ”Who are you? Another meal perhaps?”

K:Religion DC 20:
It’s a incorporeal undead. Probably a Wraith. Just bigger, it’s large sized.
You know the its undead plus incorporeal traits.

K:Religion DC 25:

It’s not just a wraith, it’s a dread wraith. Anyone killed by it transform itself in a wraith. It drains life force on touch and it can feel living creatures near it, without need to see.

K:Religion DC 30:

Animals will not approach the monster, sunlight staggers and monster, preventing it to attack.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kn:Religion: 1d20 + 11 ⇒ (3) + 11 = 14 Knowledge of this creature escapes Agrippa, but he is too proud to admit it.

Agrippa does cast Detect Magic, searching for an arcane method for the voice.

GM, would we know what the Phlegethian Knot is or rather was?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Perception DC:30: 1d20 + 12 ⇒ (12) + 12 = 24

K:Religion: 1d20 + 10 ⇒ (7) + 10 = 17

Earlier (room 3): Johan has had enough of these nonsense words scrolled across thrones and circles and scraps of parchment. They made him feel like he was missing the punchline of a joke. His usual response was to punch the joke teller in the face, but since that wasn't an option here he strides into the middle of the circle and states nen decisively. If nothing happens, he pronounces the next one. Yah If nothing happens, he feels even more foolish and stomps off looking for something to break

At the sound of the disembodied voice, Johan tightens his grip on his weapon and prepares for the worst, waiting to see of the others can talk them out of becoming a would-be meal. Well, now we know what became of Kael and the other knot he thinks.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

The undead is speaking about the forth knot, that faild to report back to the cardinal.

@Johan

Saying ‘Nen’, results in only more frustration. However, as soon as you finish the word ‘Yah’, the scene before your eyes changes, and you are sitting in the throne room, on the first floor.

After that, it’s easy to get how the whole thing works, saying ‘Nen’ brings you back to the third floor.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Our intentions are much the same I believe....Who do we have the honor of speaking with? Agrippa calls out


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Knowledge (religion): 1d20 + 10 ⇒ (14) + 10 = 24

"Is big damned wraith. Dangerous," Wodin provides in a low voice, his weapon clenched tightly in his hands.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"I'm not sure about it" says the voice "Ezra Thrice-Damned already said his intentions, I'm hungry and you are food. Now you say we intend the same. That can't be." says the mass of shadow "You cannot intend to eat yourself, as I intend to do, if your intend is not what I think your intend should be."

The mass of shadow begins to swirl faster and dangerously, near it other three mass of shadows appear, but not big as the first one.

"So I must ask again." the hunger is evident in the eerie voice ”Who are you?”


Perception: 1d20 + 12 ⇒ (8) + 12 = 20

knowledge Religion: 1d20 + 3 ⇒ (18) + 3 = 21

Sidious steps back a step despite himself, recognizing something of these creatures. I am Father Sidous, servant of darkness and of my lord Asmodeus. We are not enemies dark one. I know you to be a wrath but would sooner name you ally than fight you. If it is food you want let us bring it to you. but if you choose to fight, know that me and my group are much more powerful than the Phlegethian Knot you encountered.

Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Same as the others" he says mostly to himself as the shadows began to calm down again.

"What are you here for?"


I shall not lie to you. We are here to call forth the Daemon that is of this place - Vetra-Kali. Will you aid us in this task?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred knows this is way beyond him and withdraws a few paces to draw close to Father Sidious.

Wish I had of waited for my weapon blanches, he mutters.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Erza don’t answer Sidious question, but large emerald falls from the mass of shadow as it begins to retreat. ”You have the three eyes.” it says ”Help? I’ve helped enough.” and it vanishes.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin releases a breath he hadn't realized he'd been holding. "Is... not how of seeing go," he admits. "Have eyes now, is good. Is other place needing of search?" the Stonelord asks, looking around the room.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan bends to retrieve the large emerald, thinking it best that perhaps these "eyes' not all be carried by the same person at this point.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa nods to Wodin By all means Master Dwarf, after you.


Sidious breaths a sigh of relief. That would have been a tough fight. I think I should study more the arts of diplomacy and work to sweeten my words further, for the glory of our father.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Pls bot me for a few days - work issues


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]
Heinrich Cornelius Agrippa wrote:
Agrippa nods to Wodin By all means Master Dwarf, after you.

Wodin nods back, and starts moving deeper into the third floor, assuming that with the wraith's departure that the area is safer for exploration, if not completely safe.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Wodin, feeling confident after escaping the fight with a murderous undead leads the knot to explore the rest of the place.
4 – This empty chamber once housed guards of the upper temple. Now it is empty and holds nothing of value.
5 – This was once the personal chamber of the mortal leader of the Sons of the Pale Horseman. The last high priest then known as Ezra Twice-Damned dwelled here. Now it is empty save for ash and splinters. The chamber was wrecked by a tremendous explosion such as a fireball.

Perception DC 15:
There is a secret door here but it partially cracked open. What was once a finely made secret door (DC 30 to find) now only requires a DC 15 Perception skill check.

9 – This room once held one of the greatest collections of blasphemous and evil tomes ever assembled on this plane. Now it contains only ashes. When the Victor discovered this chamber, his words were terse: “To the fire.”
His order was obeyed. Every scroll, tome and treatise was consigned to flame. All that remains is an inscription in Abyssal that reads “Behold the secrets of death. Use them for my glory.”
There are no secrets here anymore. Only ashes and memories.


6 – A great magical battle was fought here between the wizards of the “Sons” and the priests of Mitra. The deep gouges cut into the stonework reveal where powerful spells once blasted out again and again. Now, other than its scars, this room is empty and unremarkable.

7 – This long row of six cells having stout steel doors and good locks (DC 30).
8 – This room is simply a gigantic empty room.

Perception DC 20:
The only hints of its former uses are a few defaced murals. A close examination (DC 20 Perception check) will reveal hints of the wanton excesses once depicted here. Most disturbing are the hints that not everyone who visited the brothel was human or even humanoid.

The other inaccessible room is the Daemons place, which you can reach through the spiral.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

perception vs DC 15: 1d20 + 12 ⇒ (19) + 12 = 31
perception vs DC 20: 1d20 + 12 ⇒ (10) + 12 = 22

Johan spots the partially ajar secret door (In room 5?) and enters it.


Perception 1: 1d20 + 12 ⇒ (8) + 12 = 20

Perception 2: 1d20 + 12 ⇒ (8) + 12 = 20

Seeing the door also, Sidious follows Johan in.

Sidious wonders if such wanton excesses could be offered again if creatures that were not human or humanoid might come again…


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ordering the frogs to clean the place is no easy task, they do not seen keep into leaving the caverns and their concept of making things clean is, in your understanding now, different from what you were expecting. The place looks worse after the ‘cleaning’, and it smells worse too.

After fuming about it for a time, Agrippa gives up, as the group prepares to move up the staircase again, this time, the Ogre going with them.


Ogre

”You un’s said there’s a strong monster up there?” says the ogre ”Grumblejack will smash it for you.” he states confidently.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

This level is the very top of the Horn of Abaddon. It is accessibly only two ways – you come up the 240’ long spiral stair case cut through the Horn’s heart or you fly in through the balcony.

This large domed chamber is baroquely decorated and everywhere adorned with jagged daemonic iconography and visions of spreading pestilence and mortal suffering. It is a grand chamber: eighty feet across at its widest, ninety feet long and rising at its apex to a dome fifty feet high. Low partition walls section off two ritual preparation chambers. And dominating the chamber is the statue of Vetra-Kali himself carved from hard green alabaster. He holds three knives and three bowls and leers eyeless over the altar before him. He presents a figure of brutal alien malice.
The green stone of the altar is stained black in many places, doubtless from the countless victims who met their end upon its block. There is a reservoir at the base of the statue.

Completely out of place is the heavy silver chains that bind the altar and connect to a heavy argent seal pressed with the holy sunburst of blessed Mitra -- the Silver Seal.

Circling the dome in perpetual motion is a huge creature of living energy.


Ogre

"Un' Grumblejack is thirsty." is all the ogre has the chance to say, the group is attacked by the creature.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Sanctum

Round 1-

Ordered Initiative-

Villains: 1d20 + 3 ⇒ (9) + 3 = 12

Monster: 1d20 + 12 ⇒ (6) + 12 = 18

Active Effects-

Map-

Link

Notes-

Map updated.

Action-

The mass of living energy flies near with incredible speed. It strikes at Sidious from 15ft away. The metal in his armor, seem to draw the creature attacks.

Atk: 1d20 + 16 + 3 ⇒ (18) + 16 + 3 = 37
Dmg: 2d6 + 5 + 1d8 ⇒ (5, 1) + 5 + (2) = 13

Your actions.

K:Planes DC 20:

It's an variant from an air elemental. Got no real weakness.
It resist attacks,

http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype- elemental


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin roars at the creature as it attacks Sidious, a wordless noise that echoes through the cavernous room. His weapon turns to stone as it spins above the dwarf's head, making a whooshing sound as it hurtles towards the glowing enemy.

Wodin moves into striking distance (move action), activated Stonestrike (swift action, 5/6 uses remaining today) and attacks (standard action).

+1 Dorn-Dergar attack (Power Attack, Stonestrike): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
+1 Dorn-Dergar damage (Power Attack, Stonestrike): 1d10 + 13 + 2 ⇒ (10) + 13 + 2 = 25

Current Status:
[ HP: 69/69 | AC: 23 T: 11 FF: 22 | DR 3/Adamantine | F: +9 R: +4 W +8 (+2 vs. poison, spells & spell-likes) | Init +3 Perc: +11 | SS: 5/6 | DS: 11/11 ]

Dorn-Dergar: Reach (10')
Effects: Stonestrike


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kn:Planes: 1d20 + 15 ⇒ (1) + 15 = 16 Agrippa draws a blank...

Agrippa casts Haste, empowering his allies for 6 rounds of awesome.

Then he scurries away so the creature doesn't kill him.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Kn:planes: 1d20 + 10 ⇒ (10) + 10 = 20

Seeing as how we knew we were headed up to fight a big bad monster, would you allow us to have cast some long duratation spells before hand? If yes, Johan will have Shield of Faith and Savage Maw up and running (both 6 minute duration)

Its a cousin to air elementals! yells Johan as he invokes Asmodeus' blessings upon himself and curses his metal armor.

Swift action: activate Justice (+2 to hit)
Standard action: cast Divine favour ( +2 to hit/dmg )
Move action: move adjacent to critter
effective AC: 25 (28 w/ shield of faith)


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred takes a 5ft step back and tries to put two arrows into it to judge the effect.

Shot 1 1d20 + 12 ⇒ (18) + 12 = 30 for 1d8 + 5 ⇒ (7) + 5 = 12 damage (Magic)
Shot 2 1d20 + 7 ⇒ (4) + 7 = 11 for 1d8 + 5 ⇒ (3) + 5 = 8 damage (Magic)

If I can have Gravity bow up (6 min duration) replace each damage with 2d6 + 5 ⇒ (4, 4) + 5 = 13 to the first hit and 2d6 + 5 ⇒ (1, 3) + 5 = 9 to the 2nd shot. Also work is still being difficult - will know more Monday


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan moves near the monster, but that leave him in a vulnerable position, as the mass of energy searches for all the metal he is carrying.
AoO: 1d20 + 16 + 3 ⇒ (11) + 16 + 3 = 30
Dmg: 2d6 + 5 + 1d8 ⇒ (2, 1) + 5 + (2) = 10
Living energy leaps from the monster to him, shocking and burning, but it is surprisingly weak.

Eldred does not miss the opportunity as he shoot tow arrows at the monster, but only one hit it’s mark, and even then, for almost no effect at all.

Wodin step forward ignoring everything around him, send is Dorn-Dergar flying with brutal precision. It hits, it hurts, but he does not go unharmed either, as the energy flows through the weapon burning his hands. Electricity Dmg: 2d6 ⇒ (3, 5) = 8

Sidious arming himself with his spear, step forward attacking as well.
Atk: 1d20 + 10 ⇒ (8) + 10 = 18
Dmg: 1d8 + 8 ⇒ (4) + 8 = 12
But his aim seems off after the discharge of energy, and it does not offer any danger to himself or the monster.


Name-------------HP--------VP
Agrippa--------40/40-------1
Eldred----------63/63-------2
Johan----------50/60--------2
Sidious--------36/49--------1
Wodin----------61/69-------0


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Sanctum

Round 2-

Ordered Initiative-

Villains: 1d20 + 3 ⇒ (9) + 3 = 12
Monster: 1d20 + 12 ⇒ (6) + 12 = 18

Active Effects-

All: Haste 1/6

Map-

Link

Notes-

Map updated.

Action-

The elemental is relentless and attack Sidious again, with no real concern for how many enemies getting near it.

Atk: 1d20 + 16 + 3 ⇒ (12) + 16 + 3 = 31
Dmg: 2d6 + 5 + 1d8 ⇒ (6, 2) + 5 + (8) = 21

Atk: 1d20 + 16 + 3 ⇒ (14) + 16 + 3 = 33
Dmg: 2d6 + 5 + 1d8 ⇒ (2, 4) + 5 + (2) = 13

Your actions.


Name-------------HP--------VP
Agrippa--------40/40-------1
Eldred----------63/63-------2
Johan----------50/60--------2
Sidious--------03/49--------1
Wodin----------61/69-------0


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

"GET BACK, COMRADE," Wodin calls at Sidious as he plants himself in a low stance, his form appearing as imposing as a mountain. He strikes out with all his might, a flurry of stone-infused attacks against the elemental.

Wodin enters Defensive Stance (free action, 10/11 rounds remaining today), activates Stonestrike (swift action, 4/6 uses remaining today) and makes a full attack against the elemental (full-round action).

+1 Dorn-Dergar attack 1 (Defensive Stance, Power Attack, Stonestrike, Haste): 1d20 + 11 + 2 + 1 ⇒ (19) + 11 + 2 + 1 = 33
+1 Dorn-Dergar damage (Defensive Stance, Power Attack, Stonestrike): 1d10 + 16 + 2 ⇒ (1) + 16 + 2 = 19

+1 Dorn-Dergar attack 2 (Defensive Stance, Power Attack, Stonestrike, Haste): 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
+1 Dorn-Dergar damage (Defensive Stance, Power Attack, Stonestrike): 1d10 + 16 + 2 ⇒ (5) + 16 + 2 = 23

+1 Dorn-Dergar attack 3 (Defensive Stance, Power Attack, Stonestrike, Haste): 1d20 + 6 + 2 + 1 ⇒ (11) + 6 + 2 + 1 = 20
+1 Dorn-Dergar damage (Defensive Stance, Power Attack, Stonestrike): 1d10 + 16 + 2 ⇒ (5) + 16 + 2 = 23

Current Status:
[ HP: 73/81 | AC: 26 T: 14 FF: 22 | DR 3/Adamantine | F: +11 R: +5 W +10 (+2 vs. poison, spells & spell-likes) | Init +3 Perc: +11 | SS: 4/6 | DS: 10/11 ]

Dorn-Dergar: Reach (10')
Effects: Defensive Stance (1), Stonestrike, Haste (5/6)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa doesn't think any of his spells would be useful here

So he hurls acid and prepares to fly away if things go south.

Ranged Touch: 1d20 + 4 ⇒ (12) + 4 = 16 Acid: 1d6 + 2 ⇒ (2) + 2 = 4


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan steps forward and starts pummelling the elemental, then tries to bite the lightning itself.

5' step, activate bane (elementals)as swift action, full attack
+1 mace, power attack: 1d20 + 15 ⇒ (11) + 15 = 26; Dmg: 1d8 + 14 + 2d6 ⇒ (7) + 14 + (1, 4) = 26
+1 mace, power attack - Haste: 1d20 + 15 ⇒ (13) + 15 = 28; Dmg: 1d8 + 14 + 2d6 ⇒ (7) + 14 + (5, 2) = 28
Savage Maw: 1d20 + 9 ⇒ (6) + 9 = 15; Dmg: 1d4 + 7 ⇒ (4) + 7 = 11


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Between the brutal attack from Johan and Wodin, the mass of energy disperses into something harmless, sending a shocking wave in the area, but it does not offer any more harm.
Gz, outside combat.

The altar seems to glow with evil energy, that’s being contained by the silver chains around it.

The only other feature in the place other than the altar room, is the balcony. This open balcony overlooks the surrounding countryside. From here you can see the other strange jagged hills that rise around the Horn. The hills seem almost to be bowing as if each of these ancient stone giants recognize they are lesser than the grand and magnificent spectacle that is the Horn of Abaddon.
If someone were to fall from this place, he would be in trouble indeed.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin remains tense for a moment after the elemental disappears, but his grip on his weapon slackens as he stands from his rooted position. He glances around cautiously, still on his guard, but the adrenaline pumping through his blood is starting to fade. "Is safe?" he questions, unwilling to relax entirely just yet.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Well that wasn't such a chore now? Still, not something I want to repeat. What now?.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Flushed with victory ( and static cling), Johan smooths down the stubble on his scalp and answers Eldred. The day is young - tree hunting anyone?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin rolls his eyes. "Need of better preparing to cut down tree," he replies to Johan.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa studies the shrine, is there a place for the Eyes. He then studies the chains and the bindings.

Detect Magic: 1d20 ⇒ 19
+15 Kn:Arcana
+11 Kn:Religion
+14 Spellcraft


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Agrippa

The emerald the knot found fits perfectly the eyes socket in the altar statue. There are a profusion of magical auras, it’s almost impossible to point which ones are present in the place, because two particular auras towers above all the others.

First, there’s an almost overwhelming evil aura coming from the altar, but it is being contained completely by an overwhelming aura of good, irradiating from the silver chains that seal the altar.
Will: 1d20 + 6 ⇒ (7) + 6 = 13

Or so it would have been what he would have thought about it. After using the simple trick to read the magic in the place, Agrippa’s eyes widens, his mouth locked in a yell that never came to life, as he falls to the ground clearly unconscious.
Wis Dmg: 1d6 ⇒ 2
Time(Hours): 1d8 ⇒ 6

Agrippa takes two(2) points of wisdom damage and is unconscious for six(6) hours.


ELDRED CROFTER wrote:
Well that wasn't such a chore now? Still, not something I want to repeat. What now?.

Easy for you to say. Sidious is at 2 hit points.

I have not done as good a job as I would have liked keeping up with what spells and channels Sidious has used. So I am in favor of resting just to reset that and let me try to do a better job the next day. And we might need to rest 2 days for everyone to be at full. I am pretty sure I do not have the resources to get Sidious back to full and then go adventuring with any confidence. [/ooc]


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred drags the unconcious mage away from the alter and its chains.

Damnation! What just happened? Does he live?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan leans down and inspects Agrippa. Aye, he breaths. Johan responds as he slings the wizard over his shoulder. Lets head down to the main floor and start setting up a base camp - the sooner we can relocate out of the boggard village the better. The damp makes my scars ache.

Proposing we set up a temporary camp in 1-9,1-10 while we come up with a plan. What do we still need for the ritual? If we are stuck here for what, like 222 days, what fortifications do we want to start making to this place ( and why? other than the Treant, are we expecting guests?) When do we need to head back into town and contact the other knot?


Ogre

"Un" you hear the ogre voice "Grumblejack is thirsty."


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Agreed... remind me, what do we need to break those holy chains? A sacrifice wasn't it and unholy water? I don't think we have a sacrifice on hand unless our new friend volunteers... head back to town for supplies to make the unholy water, supplies and to for the baron or my underworld contacts to give us a volunteer... I'll need trap supplies to reset some of the traps as well - leaving the treant alive may actually work for us... One thing that facinates me - we know there is a crystal ball for sale - we could use that to scan for intruders on a regular basis.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin rubs at his beard. "Is possible. Not sure wanting of rely on tree as guard. плюй в коло́дец, try to kill us more."

Dwarven:
Bites the hand that feeds.


Sidious helps with Agrippa. He was inspecting the altar. Its magic must be powerful indeed to do this to him. Its like he was overloaded from the spell.

I think we need to completely scout this place out and understand what resources we have at our disposal before leaving. Agrippa can cast a fly spell. That will let him and maybe some of us leave by this balcony without risking an encounter with the tree. But the balcony is also a weakness and easy way past any ground defenses we come up with. How can it be blocked or defended?

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