GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

Tactical Map


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Well, it is Gerard's gold, not mine.

Even so, Terry reluctantly counts out the coins until his stare is met with approval, then enters the den looking for either an easy mark for theft (not likely) or a dealer to ply with Gerard's coins. He keeps to the edges of the room as best he can, avoiding contact until he has cased the joint.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17
Will Save: 1d20 + 2 ⇒ (20) + 2 = 22

So I guess Grinner is still shaken from the fear aura as a successful save makes you shaken for 1 round?

"What... is... this?"

Standard Action
Grinner thinks it prudent to start by trying to zap her. He casts Ball Lightning.
Ball Lightning: 3d6 ⇒ (2, 6, 1) = 9
Ball Lightning: 3d6 ⇒ (5, 1, 6) = 12
Two DC 20 reflex saves to negate.

He plans to start healing after this turn.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Will 1d20 + 9 ⇒ (11) + 9 = 20
Will 1d20 + 9 ⇒ (7) + 9 = 16

Gerard focuses his power and tries to crush the mind of the interloper.

Cast Mind Thrust III. DC 20 save for half. Damage 9d8 ⇒ (3, 1, 1, 1, 7, 1, 4, 6, 8) = 32


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Woops, those Will saves should have been +12, but he rolled so high it didn't matter. :)


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir stands steadfast, despite the fearsome sight. immune to fear

His unflinching visage even encourages his companions. add +4 to all of their saves vs. fear

The dwarf grits his teeth as the pain of the negative energy courses through his body, but he steps forward and begins to spin his dwarven chain flail in wide circles and readies to attack the woman if she gets any closer. readied attack

At a signal from Grimnir, his earth elemental lowers into the ground and tries to make its way behind the enemy. double move

fort save: 1d20 + 9 ⇒ (8) + 9 = 17 was there a DC to only take half the negative energy dmg?

+1 Corrosive Dorn Dergar (power attack): 1d20 + 9 ⇒ (4) + 9 = 131d10 + 11 + 1d6 ⇒ (4) + 11 + (6) = 21

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The guard takes the gold coin and opens the door for Terry. terry enters the familiar sight as several clients glazed over features.

Terry finds several easy marks for theft as he scans the room as well as a small handful of dealers. All of which leave terry with a choice.

Rest of Party:

Yes, there was a will save of DC 15 for hald damage to negative energy. Forgot it. :P. Go ahead and roll it. I will adjust as neccessary.

Grinner draws his webbed hands together and produces two balls of lightning that crackles and pulses towards the Cultist.

Reflex save 1: 1d20 + 12 ⇒ (20) + 12 = 32
Reflex save 1: 1d20 + 12 ⇒ (1) + 12 = 13

The cultist convulses as one of the orbs slams into her arm. Grimnir begins to swing his flail in a wide circle preparing himself.

Will save DC 20: 1d20 + 8 ⇒ (12) + 8 = 20

The cultists head lurches to the side as Gerard shatters a portion of her mind. As she strides forward with her sickle the scorched marks on her arm seem to heal a portion of themselves as she regenerates.

She delays long enough as a unearthly creature appears from the opposite end of the room.

This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace. The creature drops it's invisibility as it steps from the shadows. The deep growl draws the attention of all in the party as they meet it's gaze.

Ripping Gaze Damage to all: 5d6 ⇒ (2, 4, 1, 6, 3) = 16 Dc 18 Fort save to negate

You each watch as your flesh slowly tears open, starting like small paper cuts and turning into someone grabbing the edges and pulling the two halves further apart.

Damage pending Ripping gaze save and channel negative energy save. Will undelay- ex-communicate once saves are completed. Don't want to get too far ahead without adjusting the numbers.

Round 1
-------------------------------
???????? (Haste)
Ex-Communicate (-23; Haste)
-------------------------------
Grinner (45/52)
Grimnir (67/74)
Gerard (37/44)


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Will 1d20 + 9 ⇒ (8) + 9 = 17

Fort 1d20 + 7 ⇒ (7) + 7 = 14


Well, since he is not looking for trouble, he will approach a dealer. He taps himself with a heightened awareness first.

"Say, mate, I'm looking to score shiver tonight. You got some for me?"

He tries to act a lot more self-assured than he feels. He can almost feel eyes on his back, and everything makes him jump.

Damn. I must actually look like a shiver addict the way I'm hopping about.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Oh, a corner dog too?

Will Save: 1d20 + 12 ⇒ (7) + 12 = 19
Grinner doesn't take so much from the negative channel, but...

Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
Grinner rubs his eyes as the gaze attack rips through him.
Grinner is now considered averting his eyes on future turns.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

fort save: 1d20 + 9 ⇒ (15) + 9 = 24 This is the save vs. the ripping. I made a previous fort save of 17 vs. the negative energy.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The dealer leans back in his overly cushioned chair. "Do I have some?" He snickers. "He comes into a damned Shiver Den and asks if I have some. You hear this." A couple of others begin to chuckle. "Ye new to this aren't you? Some kind of guard looking to bust us? If so you came to the wrong place alone."

Rest of Party:

Correct. There is a hound also. DC 17 Knowledge Planes to identify.

Grimnir's mind seems to be one of the few to survive the Hounds ripping gaze as he locks eyes with the beast.

Cast Defensively DC 19: 1d20 + 5 ⇒ (16) + 5 = 21

The Ex-communicate utters a few arcane words and vanishes from sight. Left token transparent on map the last place you saw her.

Round 2
-------------------------------
???????? (Haste) (DC 17 Knowledge Planes)
Ex-Communicate (-23; Haste)
-------------------------------
Grinner (33/52)
Grimnir (71/74)
Gerard (25/44)


"Guard!? Nah, but you are right about my being new. I took my first shiver a few days ago. Got it for free. Now its starting to cost me. You sellin' or not? I heard it was getting scarce so I'd like to buy a few just in case, you know. I only got one left."

bluff: 1d20 + 6 ⇒ (15) + 6 = 21


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Knowledge Planes 1d20 + 12 ⇒ (11) + 12 = 23

Gerard tells the others what he knew of the beast before casting See Invisibilty, to try and target the spell caster.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Standard Action
"Looks like she's getting some help from me... unintentionally." Can't exclude her if I can't see her, but some healing is important right now.
Selectively Channel: 4d6 ⇒ (5, 3, 5, 3) = 16

Move Action
Grinner directs the balled lightning more towards the center so he can zap anything next time.

I only said "corner dog" because I've seen so many of these things in an AP and that was our nickname for it. XD


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

"Whaur did she go?" Grimnir bellows, not having a way to see anything invisible.

At his queue, Grimnir's stone servant glides over the floor next to the invisible foe and lashes out with a stone arm.

Stone Servant has tremorsense, which can automatically pinpoint the location of anything that is in contact with the ground. I'm guessing she's just invisible and not flying, but if she's not in contact with the ground, let me know and I'll change my action.

Grimnir swings his dor dergar through the area his servant attacked, hoping to make contact with something.

slam: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 4 ⇒ (5) + 4 = 9

+1 Corrosive Dorn Dergar: 1d20 + 11 ⇒ (7) + 11 = 181d10 + 5 + 1d6 ⇒ (10) + 5 + (3) = 18
+1 Corrosive Dorn Dergar: 1d20 + 6 ⇒ (9) + 6 = 151d10 + 5 + 1d6 ⇒ (1) + 5 + (2) = 8

miss change (low bad): 1d100 ⇒ 91
miss change (low bad): 1d100 ⇒ 50
miss change (low bad): 1d100 ⇒ 41

If I happen to be flanking with stone servant, please add +2 to all of these rolls. Also, stone servant was adjacent to her when she cast her spell. If it receives an AoO, the roll is below.

slam: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 4 ⇒ (3) + 4 = 7


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Guys, the next time I suggest splitting the party, please call me an idiot. If I'm alive by then that is, lol.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Well, the other thing is...don't we already HAVE shiver? Didn't we decide we weren't trying that route?


We had one lousy vial. Not enough to help. I figured it would make nice insurance. If it looked like we were running out of time we could expedite matters by downing the shiver. Didn't figure they would catch up to us so quickly.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The dealer scoffs a bit. "Yea I have some. Calm yerself down." He opens a small sack. "How much ye be needing?"

Rest of Party:

Hehe :)

Gerard instantly recognizes the hound as a Hound of Tindalos. The Hounds are extremely resistance to weapons unless magic is used while immune to mind effecting effects.

Grinner does what he can and releases a meager wave of healing, knowing full well he is also healing the cultist.

Grimnir's stone servant swirls across the ground as he follows the invisible cultist.

Adjusted tokens to follow suit. No AoO as she cast defensively to avoid the AoO.

The stone servant, while able to pin point her location is able to land a blow. Grimnir moves in where his stone servant is grinding away at but the invisible ex-communicate dodges his blow by nothing more than an inch.

Round 2
-------------------------------
Hound of Tindalos (Haste)
Ex-Communicate (-7; Haste)
-------------------------------
Grinner (49/52)
Grimnir (74/74)
Gerard (41/44)


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

In my post where I made the Knowledge check, DM, I also said I would cast See Invisibility for my action.


"Four, if you please."

Terry licks his lips as if in anticipation.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The dealer holds his handout for the coin. "200 gp."

Rest of Party:
Gerard's eyes glow a deep red as he is now able to see invisible creatures. He quickly takes a step back as he notices the ex-communicate right next to him.

Th Hound of Tindalos leaps in at Gerard. A uneasy sense of rippling permeates through the air, slowing all around it.

Cast Defensively DC 21: 1d20 + 13 ⇒ (14) + 13 = 27

Cast Slow DC 16 Will save negates. Should affect all.

The excommunicate breaks her invisibility as she slashes her spider-leg sickles at Gerard as she now carries one in each hand.

Spider-Leg Sickle vs Gerard AC 17; flanking; Haste: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak Attack Damage: 2d6 ⇒ (3, 3) = 6

Off-Hand Spider-Leg Sickle vs Gerard AC 17; flanking; Haste: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
Damage: 1d6 ⇒ 3
Sneak Attack Damage: 2d6 ⇒ (6, 4) = 10

Haste Spider-Leg Sickle vs Gerard AC 17; flanking; Haste: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak Attack Damage: 2d6 ⇒ (1, 1) = 2

Her wounds continue to heal as her body regenerates. Meanwhile Gerard is nearly eviscerated by the sickles as they slice into his gut and chest.

Round 3
-------------------------------
Hound of Tindalos (Haste)
Ex-Communicate (-2; Haste)
-------------------------------
Grinner (49/52)
Grimnir (74/74)
Gerard (11/44)


Terry gives the man a disbelieving look. "200... gold?"

He can't help himself as he begins to bargain. "Make that 150 and you have a deal."


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir's dwarven mind is not affected by the slowing magic. He takes a small step and pounds into the cultist like a hammer on an anvil. His stone servant tries to strike the reeling woman, but to no avail.

will save: 1d20 + 7 ⇒ (15) + 7 = 22

+1 Corrosive Dorn Dergar (power attack, stonestrike): 1d20 + 9 ⇒ (18) + 9 = 271d10 + 11 + 2 + 1d6 ⇒ (9) + 11 + 2 + (3) = 25
+1 Corrosive Dorn Dergar (power attack, stonestrike): 1d20 + 4 ⇒ (16) + 4 = 201d10 + 11 + 2 + 1d6 ⇒ (9) + 11 + 2 + (5) = 27

slam: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 4 ⇒ (3) + 4 = 7


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Will Save: 1d20 + 12 ⇒ (3) + 12 = 15

"So sluggish..."

Non Action
Grinner takes a step towards Gerard.

Standard Action
He delivers a Cure Serious Wounds to Gerard.
Cure Serious Wounds (Gerard): 3d8 + 7 ⇒ (5, 7, 7) + 7 = 26


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard takes a 5' step to the southwest and gain tries to crush the invisible caster's mind!

Cast Mind Thrust III. DC 20 save for half. Damage 9d8 ⇒ (2, 4, 7, 8, 7, 8, 7, 6, 6) = 55. Would someone move me, please?


1 person marked this as a favorite.

I did my part in this battle. You've been moved.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The sliver dealer looks annoyed at Terry. "This ain't some dress shop in the market Jungle Rat. This is Shiver. It costs 200 gold. Either pay or try and find some other dealer."

Rest of Party:
Grinner hops towards Gerard and places a reptilian hand on his shoulder, healing the man's grievous wounds.

Grimnir quickly pounces on the Ex-Communicate and bashes the woman's brains in with his spiked flail. She doesn't even have a chance to speak or plead as the dull thud concaves her skull.

Gerard Will save vs Slow: 1d20 + 9 ⇒ (17) + 9 = 26

Backing away Gerard invades the woman's broken mind, shattering it further, making sure she will never stand again, even with her regeneration.

The Hound lurches in at Grinner as it bites and claws at the Grippli.

Bite vs Grinner AC 19: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9

Claw 1 vs Grinner AC 19: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Confirm Crit: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Crit Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Claw 2 vs Grinner AC 19: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Confirm Crit: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Hasted Bite vs Grinner AC 19: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8

The hound pounces on Grinner and shreds the Grippli's softer skin clean open, almost killing him in a single attack.

Round 4
-------------------------------
Hound of Tindalos (Haste)
-------------------------------
Grinner (7/52; Slow)
Grimnir (74/74)
Gerard (37/44)


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard casts Haste on his gathered friends, hoping they could finish off this evil beast that was threatening to rip them all to shreds.


Oh, well, not my money. I think Gerard would be more pissed if I returned with no shiver than if I payed this ridiculous price. I suppose I should look for a better deal, but who knows what's going on back there.

Terry pays the gold and returns.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

If I knew Gerard was casting Haste, would have delayed until after him.

Non Action
Grinner steps back to allow Grimnir a charge lane.

Move Action
He moves the Ball Lightning onto the Hound of Tindalos.
Ball Lightning: 3d6 ⇒ (5, 3, 5) = 13
Ball Lightning: 3d6 ⇒ (5, 3, 5) = 13
Two DC 20 Reflex saves to negate.

Standard Action
He selectively channels to get some healing in, excluding the hound.
Selectively Channel: 4d6 ⇒ (2, 6, 1, 3) = 12


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir adjusts his grip on his dwarven chain-flail to give it reach, then pounds at the enemy. "Git behind me!" he shouts to his wounded allies.

+1 Corrosive Dorn Dergar (power attack, haste): 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 221d10 + 11 + 1d6 ⇒ (2) + 11 + (4) = 17

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry:
The dealer causally clatters the gold into a chest nearby as if receiving 200 gold pieces is something that happens every day. "Go find a spot to rest and do it...." He is quickly cut off as Terry quickly leaves the premises to return to the room.

Obviously you won't make it back in time for the fight.

Rest of Party:

reflex 1: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
reflex 2: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16

The balls of lightning send several shock waves through the Hounds taut flesh causing it to ripple in all directions.

Grimnir crashes his dorn derger into the beasts side. Gerard helps relieve Grinner and speed up himself and Grimnir.

Haste negates the slow affecting you Grinner so you are just normal again.

The Hound of Tindalos turns and renews its efforts against the more heavily armored dwarf.

Bite vs Grimnir AC 26; Haste: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7

Claw 1 vs Grimnir AC 26 Haste: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Claw 2 vs Grimnir AC 26; Haste: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

Hasted Bite vs Grimnir AC 26; Haste: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10

The hound flails about and manages to cause several small injuries all over Grimnir.

Round 5
-------------------------------
Hound of Tindalos (-43; Haste)
-------------------------------
Grinner (19/52)
Grimnir (51/74; Haste)
Gerard (44/44; Haste)


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"Let's keep it up!" *Ribbit*

Non Action
Grinner steps back.

Move Action
He directs the ball lighting once again.
Ball Lightning: 3d6 ⇒ (3, 4, 6) = 13
Ball Lightning: 3d6 ⇒ (4, 3, 1) = 8
Two DC 20 Reflex saves to negate.

Standard Action
He selectively channels again.
Selective Channel: 4d6 ⇒ (5, 4, 5, 4) = 18


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard moves 5' to the right and casts Bear's Wndurance on the dwarf, helping to steel him against the Hound's relentless attacks.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir absorbs much of the creature's attacks and shrugs off some of the damage. DR/3 Adamantine...I think I get 9 dmg back since it hit me 3x

The dwarf plants his feet and sends his flail into the creature multiple times. defensive stance

+1 Corrosive Dorn Dergar (power attack, defensive stance): 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 241d10 + 11 + 3 + 1d6 ⇒ (3) + 11 + 3 + (3) = 20
+1 Corrosive Dorn Dergar (power attack, defensive stance): 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d10 + 11 + 3 + 1d6 ⇒ (1) + 11 + 3 + (1) = 16

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Correct Grimnir. Adjused your hp.

Reflex 1: 1d20 + 12 ⇒ (14) + 12 = 26
Reflex 2: 1d20 + 12 ⇒ (17) + 12 = 29

The hound begins to catch onto the slow moving balls of lightning as it leaps over them.

Grimnir is able to catch it with his flail once more as the Hound lands. Gerard does what he can to steel the dwarf's defenses against such an abomination.

With numerous wounds the Hounds steps back. It's form wavers for a split second as a green crack slowly crawls across the fabric of reality on the corner of the wall. The Hound of Tindalos steps through as it disappears.

Within minutes Terry opens the door to a scene of battle as the group licks their wounds and a dead shadow cultist lying on the floor, fresh blood pooling underneath her body.

Player Status:

Grinner (37/52)
Grimnir (74/74; Haste)
Gerard (44/44; Haste)


"What the... "

Terry looks around hurriedly when he notices the hyper movements of Grimnir and Gerard.

"Are they invisible again? Where are they?"

he immediately assumes a Total Defense posture and considers casting shield.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Not much time to post, but Grinner will pop himself with the wand he has a few times.

Cure Light Wounds Wand (x3): 3d8 + 3 ⇒ (7, 6, 6) + 3 = 22

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What next?


Good question.

"Looks like its time to move. Or should we try the shiver. Oh, the shiver cost us a pretty 200 gold. Sorry about that but the man was not in the mood to bargain."


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"They know where we are now. I'm not sure that if we wait, that we will actually get the research all the way finished. That might have just been the greeting party. I say we move somewhere else and rest for the night and try the shiver tomorrow."


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"I'm still shaky on trying the Shiver, but we may be left with no choice. I agree, we can try it out."

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[ooc]Alright sounds like consensus is skipping the rest of the ritual and trying the Shiver (Link). I will get a post of soon.

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With half of the ritual complete the group feels the Cultists begin to press in on them and want to enter the Dream realm before it is too late and another assassin or the Hound of Tindalos shows back up.

With nervous hands, one by one the group decides to try the Shiver vials.

Gerard Addiction Fort save DC 18: 1d20 + 7 ⇒ (5) + 7 = 12 Addicted
Immune to Fear=1 or Sleep=2: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1
Distance: 1d8 ⇒ 8
Direction: 1d8 ⇒ 1

Terry Addiction Fort save DC 18: 1d20 + 6 ⇒ (20) + 6 = 26
Immune to Fear=1 or Sleep=2: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1
Distance: 1d8 ⇒ 6
Direction: 1d8 ⇒ 3

Grimnir Addiction Fort save DC 18: 1d20 + 9 ⇒ (11) + 9 = 20
Immune to Fear=1 or Sleep=2: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 2
Distance: 1d8 ⇒ 5
Direction: 1d8 ⇒ 7

Grinner Addiction Fort save DC 18: 1d20 + 5 ⇒ (19) + 5 = 24
Immune to Fear=1 or Sleep=2: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1
Distance: 1d8 ⇒ 4
Direction: 1d8 ⇒ 4

One at a time the group's eyes close as they rest comfortably in beds and chairs. Your minds wander into another realm entirely. The Dream Realm.

Though Gerard became addicted to Shiver, you got lucky that all of you were able to get the sleep effect of Shiver. You could have got stuck with 1 or half in the dream realm.

Gerard:
Looking down at your body it seems as physical as the real world. In fact it is difficult to tell the difference besides a gray-like hue about the world. Looking about you look to mention it to the others but find that they are not anywhere near you. In fact you are no longer in the room and find yourself to be several blocks north of the inn.

Terry:
Looking down at your body it seems as physical as the real world. In fact it is difficult to tell the difference besides a gray-like hue about the world. Looking about you look to mention it to the others but find that they are not anywhere near you. In fact you are no longer in the room and find yourself to be several blocks East of the inn.

Grimnir:
Looking down at your body it seems as physical as the real world. In fact it is difficult to tell the difference besides a gray-like hue about the world. Looking about you look to mention it to the others but find that they are not anywhere near you. In fact you are no longer in the room and find yourself to be several blocks Southwest of the inn.

Grinner:
Looking down at your body it seems as physical as the real world. In fact it is difficult to tell the difference besides a gray-like hue about the world. Looking about you look to mention it to the others but find that they are not anywhere near you. In fact you are no longer in the room and find yourself to be several blocks Southeast of the inn.


Response:
Terry heads back into the in, or at least tries to. That seems to be the most reasonable rendezvous point and the madams body is there anyway.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Response:
Grinner heads towards the inn but does not head inside. Hopefully others will be doing the same, if they are even on the same plane as me.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Response.

Spoiler:
Gerard had no idea what was happening, but he knew the one spot the others were supposed to be was the Inn. He began heading in that direction as quickly as possible, worried about being alone in this place.

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Thinking collectively the group does the wise solution and slowly returns to the Inn itself where they are able to group back up, seeing as everyone made it to the Dream Realm safe and sound.

Though to end this madness they know they must head back into the House on Hook Street where the exiled cultists dwell. Walking through the streets prove to be normal at first before they themselves spin into nightmares of their own.

The baying of shadow hounds echoes through the streets and alleys of Bridgefront’s dream realm. The bay causes several, including some of your own to panic and run off for a brief moment. More dangerous are the hounds themselves, which typically run in packs of three or more and can often be found materializing from shadows to tear cornered dreamers limb from limb.

Sometimes the streets of dreaming Bridgefront simply quake, crack open, and swallow passing dreamers. When the cobblestone streets of Bridgefront’s dream realm aren’t threatening to collapse, the massive muddy puddles they harbor try to smother the life from passersby. The mud animates as a Huge mud elemental and attacks, though it is confined to the space in which it animates.

Dozens of voracious nightgaunts fly above the streets of Bridgefront’s dreamscape. The nightgaunts typically gang up in flights of three, taking cover in the roiling clouds some 150 feet above, then dive down to snatch exposed dreamers and feast on their terror before dropping them to their deaths below. They have no way of telling lucid dreamers from non-lucid dreamers until their victim’s final death throes, when a broken body gasps its final breath and fails to awaken or fade from the dreamscape.

Some buildings exhibit supernatural hungers akin to living beasts, animating to swallow those who pass before them. Though they typically animate as nightmarish forms with leering windows for eyes and doorways morphing into gnashing maws.

Though what seems like days of walking, actually turns out to be hours as time runs wonky in the Dream realm, you find yourselves standing once more in front of the House on Hook Street. In the dreamscape, The twisted, foreboding ancestral estate of the fallen Caligaro family stands amid a rubblestrewn field that stretches from the Old Wall to Hook Street. Strange shapes leer from the corner of the viewer’s eye, and it appears as if mocking figures stare from the manse’s high windows, only to disappear when looked at.

With the exception of the hewn stone walls adjacent to the old temple structure on the house’s ground level rooms, the house has 6-inch-thick wooden walls. An imposing manse rises from a radius of wood comprised of the splintered remains of dozens of destroyed hovels. Thick black ivy crawls across the walls of the house, and gnarled oaks reach from the surrounding waste like dark, crooked fingers.

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Bump. This is the end game guys. Nearly there.

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