[Chaos] Path of Demigods

Game Master DFang

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Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet snorts, a decidedly unfeminine sound. "Laws, axioms, madness, impulse. 'True Death' and bickering over the names of skeletons. We aren't here for philosophical debate, we're here to FIGHT! The game is combat, and you're lucky Gorum sent me to help you all." Prophet stares down each of the others for a moment before shrugging. "But first things first, we need to find our way out of wherever we are. You ladies can stay here or look with me, up to you."


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana, roughly average hight for a human female, slings her crossbow and dusts her self off. She is fairly well groomd and her vibrant red hair comes just past her shoulders. She is lightly clothed with a skirt that comes down her knees and top reveals her midriff and scarcley covers her bosom.

Greetings, it is a pleasure to make you acquaintance. I represent the Lady in the Room, Calistria. Right now I believe we are but pawns in a larger game. I think our first order of business should be to find a way out of here and learn what exactly we are here for.

Grand Lodge

I'll be posting the next series of events this Monday, just to give you guys time to do extra acts with each other. Unless someone starts to walk ahead of this little gathering.

Grand Lodge

GM Rolls:

Prophet: 1d20 + 6 ⇒ (7) + 6 = 13
Morgana: 1d20 + 1 ⇒ (15) + 1 = 16
Ilya: 1d20 + 7 ⇒ (4) + 7 = 11
Maxson: 1d20 + 2 ⇒ (6) + 2 = 8
Bobbity: 1d20 + 8 ⇒ (6) + 8 = 14

While the group was discussing, stalagmites and stalactites starts moving all around them silently. Stretching and pulling on the earth around them to fill their forms. A loose stone from the ceiling falls from the western tunnel from where Morgana came from and only she was able to hear and look into it. She sees a growing mass of shadows moving in the semi-darkness of the caves and hears the same rumbling when from the other tunnels. In one of the tunnels, two earth elementals have begun forming but one immediately collapsed as another Vishkanya punches through its chest before it had 'completed' itself.

In a shower of dust, soil, and stone his eyes glow with a reddish hue and a hissing voice can be heard inside your heads.
This vessel's soul has been crushed... used as a component to summon the creatures before you now. A god amongst our enemies has chosen to interfere but we will make sure he pays dearly... Run now, the path behind this vessel will take you outside... a trail of poison that only a Vishkanya can smell marks safe passage. I had though Azi was strong enough against-

Before he can speak further, the second earth elemental jumps at Azi's body and attempts to bury it into the earth.

AoO Kick Attk: 1d20 + 3 ⇒ (12) + 3 = 15
Elemental Grapple: 1d20 + 4 ⇒ (2) + 4 = 6

Azi kicks at the elemetal in mid-air, but his attack only bounced off its hard exterior. It was enough to push the elemental aside for its attempt to fail however.

Run you fools! I can barely trickle my power into the remains of this vessel! a mental command resonates among you as the other elementals begin to turn towards your group.

Initiatives:

Prophet: 1d20 + 2 ⇒ (18) + 2 = 20
Morgana: 1d20 + 3 ⇒ (6) + 3 = 9
Ilya: 1d20 + 2 ⇒ (20) + 2 = 22
Maxson: 1d20 + 2 ⇒ (12) + 2 = 14
Bobbity: 1d20 + 5 ⇒ (7) + 5 = 12
E.Elementals: 1d20 - 1 ⇒ (17) - 1 = 16
E.Elementals Active: 1d8 ⇒ 1

Surprise Round: Ilya (w/ Primus & Secundus), Morgana, E.Elemental (w/ red border), Maxson, Bobbity, Morgana

With early warning from Ydersius possessing Azi's body, the group is given a chance to flee before more earth elementals form. However, one other earth elemental completed itself before the rest...

EDIT: You can decide to run or hope to fight and outlast the elementals. I need a single file order when you decide to run.
Maxson only has 20ft movement speed, unless he decides to drop something to get back to 30ft. You will need to lead the others through the tunnels with the poison trail (green arrow):
- DC5 Perception check to move at half round group speed (20ft/round).
- DC10 Perception check to move at full round group speed (40ft/round).
- DC15 Perception check to move at running group speed (60ft/round). Run line rules modified for this scenario only since it's a tunnel with only the occasional split, but CON checks still apply if necessary.
- Choose only one. Failure means you have to backtrack and find the scent again, resulting to only 1/4 travel distance.
- Total Distance to run is 300ft.
- Give me 3 checks at a time before I check if the elementals can catch up.
- Others can move up to their own speed and still perform standard actions if they want (Dungeoneering checks if you have them please). You can only go as far as 40ft behind Maxson if you wish and still find him if you run back (unless some spell or other effects are put into play by you guys). Going ahead of Maxson is fine, but limited to 15ft only.


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

ok, I think I understand. I have 20 bc of armor and I am not dropping that. I say we run, I am low on HP and there's a crap load. I will start rolling once me get a majority vote. RUN or FIGHT ?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Bye." Whenever my turn is up Bobbity makes a break for it.

perception: 1d20 + 8 ⇒ (6) + 8 = 14

That's good enough for 40ft/round


1d20 + 7 ⇒ (5) + 7 = 12

Ilya joins the retreat. He and his servants stay in the middle of the group.

QUESTION FOR THE GROUP: I can protect up to four people from taking damage when I channel negative energy. I notice that Azi Dahaka is still on the map, since it wouldn't make sense for his character to just disappear. Would anyone mind terribly if I did not protect him when channeling?


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

"bobbitys got the right idea!"
Perception: 1d20 + 2 ⇒ (2) + 2 = 4


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

I don't think I've got a problem with it, Ilya.

"Cowards!" Prophet calls, standing her ground for a moment. Then she sees just how many elementals are forming, and decides that discretion may well be the better part of valor. Yeah, time to run. Sticking near to Maxson, though, since he's the one who can find the right way out.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I suggest we run, I do not believe I can muster enough magic to handle all these elementals.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Grand Lodge

@Morgana:

You recall that these elementals have a movement speed of 20ft.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

These elementals have not been graced with speed. We should be able to outrun them with some ease, but we should not dally

Grand Lodge

I'm going to initiate the retreat to push you guys along since I think we've been only waiting for Maxson to start it off. What's your marching order?


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet would happily take the lead, but seeing as Maxson is the one who can tell the proper path, she probably sticks even with, or just in front of or behind, the vishkanya.

Grand Lodge

Botting for Maxson now.

One of the earth elementals attempts to block your way, but your group swiftly retreats around the possessed Azi and his opponent with Maxon leading the way.

E. Elemental AoO Slam Attk: 1d20 + 6 ⇒ (16) + 6 = 22
E. Elemental AoO Slam Dmg: 1d6 + 4 ⇒ (1) + 4 = 5

As you pass by, the Earth Elemental swipes with a stony fist at Maxson and heavily bruises his left shoulder (@Maxson: You were healed back to 12HP thru infernal healing before). Otherwise, the rest of the party was able to slip by unharmed. Azi's body promptly moves to block the way and prevent the elementals from following.

"Chaos shall rule again!" an unearthly shout escapes Azi's lips as he is swarmed by the creatures while your group retreat through the tunnels behind him.

DC15 Perception: 1d20 + 2 ⇒ (15) + 2 = 17
DC10 Perception: 1d20 + 2 ⇒ (2) + 2 = 4
DC10 Perception: 1d20 + 2 ⇒ (13) + 2 = 15

After the initial mad dash to distance themselves from the elementals, Azi tries to maintain an even pace with Prophet walking ahead slightly to protect him as he focuses all his attention on the strange scent, like a mixture of vinegar and sulfur. They easily cover 110ft of uninterrupted tunnel until they reach a wider section of the caves, almost like a miniature cavern with smooth stone flowing from ground to ceiling. Maxson is certain that the trail leads forward to a narrow tunnel while the other opens towards Prophet's god-carved boulder.

This time however, the ceiling of the tunnels are lower than where they came from and no light from the surface penetrates through. Prophet is easily able to see deeper into the tunnel forward.

The 'room' where you stand has still has dim light due to reflection from the passage behind you. Once you enter the narrow tunnel ahead, it's dark.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet steps forward, her keen eyes slipping into the lower spectrum, picking up details in the darkness that others cannot. "Follow me," she says, briskly moving into the tunnel with her sword drawn.


Moved everyone down the tunnel.


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

do we need to roll any more perception


Male

@Maxson: Yes. I left the green line there for simplicity, but your PC still has to find it over the distances stated above. Yhe elementals are still chasing you.

-Posted with Wayfinder


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

" this way!"

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

The way forward becomes dark, blinding those without darkvision and abruptly stopping their advance.

Maxson was able to follow the scent which seems to turn to the right almost immediately.

Prophet sees that the tunnel goes on to the right, but sticks close to Maxson.

@Maxson: please update your HP.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Not sure if necessary cause dark but here you go.

-Posted with Wayfinder

Grand Lodge

@Bobbity:

You notice that on one side of the entrance to the tunnel you are in, there is a large protruding rock which seems to be supporting some of the weight from the ceiling.

X-marked the location on map.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity stares at the support for a moment before turning to watch as the others run by. As Prophet gets close he points to it and yells as loud as possible, "green one. Attack now!"


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet spins with her sword, striking in a circle around her in an instant at Bobbity's shout.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

Maxson unsure what prophet was swinging at ducks passed so not to get hit.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
"And we were running!"

Grand Lodge

Prophet easily swipes away the protruding rock, causing much of the support to that section of the ceiling to weaken. Moments later, the ceiling collapses blocking the passageway behind them, leaving the party in complete darkness. It looks like the elementals wouldn't be able to follow them but nor could the party return without clearing out the rocks in the way.

X-marks stone blockade.

Prophet sees that the way goes on forward but with multiple exits as well...


As the rumble of falling rock and the shower of dust subsides, Ilya speaks quietly into the darkness. "I believe Prophet and I are the only ones who can see in the dark. Perhaps we could refrain from using magical light until absolutely necessary, since it would give away our position very quickly."

I just noticed that Bobbity is a halfling, and not a goblin.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet looks around, her eyes piercing the dark. She frowns, not that anyone can see it, and stands still, resting her sword down on the ground. "Everyone stand still. Listen. Smell. Feel. Especially you, snake-man." She closes her eyes and lets her other senses reach out, trying to discern anything--an echo of sound, a scent of grass, a slight breeze.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

None of the halfling avatars looked maniacal enough.

-Posted with Wayfinder


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana will remain silent and listen for anything that approaches th rest of the group.

perception: 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Bobbity's avatar seems to fit his personality better anyway. haha

Maxson follows the scent by soon realizes that the trail continues into a tunnel that is now too blocked by rocks. The rocks climb from floor to ceiling of the tunnel, not allowing further passage of any but the smallest of creatures unless dug through which could take some time.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Could a tiny creature make it through?

Grand Lodge

I dunno, can you see a way through? ^_^


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Um...can I? I am not sure what you are asking for.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

I can cut you up into small parts if you cant fit lol


Then I could put those pieces in a sack, and raise him when I hit 3rd-level!


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

sounds like a plan! wait, that means he would have a undead template

Grand Lodge

Yes, Perception roll is the right one. I figured it would be better if you guys role-played it through instead of me just asking the rolls you need. Unfortunately...

@Bobbity:

You don't see anything because it's too dark.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Psst. It's dark." Bobbity takes this wonderful opportunity to pinch the check of the nearest attractive female. Unfortunately he can't see them.

1=Morgana
2=Prophet
3=Maxson
4=Ilya

1d4 ⇒ 3

Unfortunately for both parties it is Maxson who feels a pinch on his bum.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Prophet groans internally and closes her eyes for a moment. Control your anger, for once?

"I know it's dark." She grunts the words through gritted teeth and begins pushing and pulling at the rocks. "It's blocked," she grunts again. "I'll try--and move--them."

Strength: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

Prophet's attempt to push at the rocks was powerful but does nothing; although one loose piece of stone did fall off to the other side.

General Perception:

Maxson: 1d20 + 2 ⇒ (17) + 2 = 19
Prophet: 1d20 + 6 ⇒ (4) + 6 = 10
Bobbity: 1d20 + 8 ⇒ (3) + 8 = 11
Ilya: 1d20 + 7 ⇒ (13) + 7 = 20
Morgana: 1d20 + 1 ⇒ (7) + 1 = 8

@Ilya:

Ilya hears the echoes of the fallen stone from further down the tunnel. You're not able to pinpoint the exact direction though.


"I hear the echo of the fallen stone further down the tunnel. I cannot pinpoint the direction."


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

prophet, lets try pushing together ?

STR: 1d20 + 3 ⇒ (3) + 3 = 6


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Apparently Maxson didn't mind. Also, is there not another way?


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Oh, there are other passages--it's just that Maxson led us to this one with his nose and all.

Prophet gives another shove alongside the anti-paladin.
Strength: 1d20 + 4 ⇒ (4) + 4 = 8

After that, though, she realizes that brute force is getting the group nowhere fast--and there are earth elementals to mind. "If the mage heard an echo down the tunnel, there's another way around. Let's move."

Grand Lodge

Which way do you guys want to peek into first?


Anti-pala |AC:20/18, touch 13, flat-footed 17/15| HP:12/12|Fort +4, Ref +2, Will +2|Percept +2, Int: +2

"well , since we need to keep moving. I say we go straight!"


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Why not?


Forward!

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