Horrors of the Red Cathexis!

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Vicon (and friends) Bodysnatcher campaign!


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Unit 254 wrote:

"Not to worry, my friend. I will not lead you false. These skeletons are exactly what you need right now. The tribe is wavering in their conviction and follows you out of fear. You need to show them that you have their best interests at heart. Save them from this threat, and they'll follow you anywhere."

[dice=Bluff]1d20+17 (if a roll is needed)

Gorfeen: sense motive = 19

"Follow out of fear has been fine for Gorfeen, but follow because hero? If I am hero, Gorfeen perhaps show his followers this is true."

Gorfeen unslung his shield and drew his longsword, and began to stride carefully forward with his dog at heel. Tough as he might be however, it is unlikely even he believed he could take on an entire skeleton regiment. Still, he was unafraid, and perhaps redoubled in his faith in "The Prophesy" -- so he pressed onward. If a situation presented itself an advantage, he would strike out against the skeletons or at very least be there to aid his followers or raise the alarm if the skeletons tried to close with them. Speeding up, he began to close what he believed to be the short distance ahead separating him from the skeletons, and Mustadook and the goblins beyond at the Cistern...


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

"Follow out of fear works for a time, but if something more fearsome comes, your followers will desert you. But if they see you as a hero, they will follow you anywhere."


Preet -NS 3.0- wrote:

Must breed.... By water....

NS 3.0 is checking on the Cathexis, allowing the drive to find a mate for the cave fisher merge with the NS's drive to stay alive.

The cave fisher's primitive brain was easy to pilot, but offered little for the nanoswarm in the way of processing power for mental capacity. Still, the nanoswarm was resourceful. Activating the Cave Fisher's latent imperative to breed (it was apparently due as a particular phase of it's reproductive cycle) it provided a strong impetus for the cave fisher to leave it's lair to seek some foggy image of the cistern to breed.

Upon reaching the floor of the cavern again, the cave-fisher involuntarily began to release a wave of mating hormones -- and began to scuttle at a steady pace on the far side of the river from where most of the activity had been occurring.

Preet -NS 3.0- had not considered what gender it was until it realized, a short distance from arriving at the cistern's end of the riverway -- that a female cave fisher specimen was following... him? The female cave fisher clacked it's claws and mandibles in a rhythm that implied that it was perhaps in an... intriguing mood... once the necessary courtship dances and paired-hunting rituals were dealt with to assess fitness for mating. It was at this point that Preet -NS 3.0- took notice of the skeleton regiment on the other side of the river -- it was hard to miss in it's largesse, especially with a green-glowing skeleton behind them as if a beacon to it's attention.

...No meat though... the risk to reward was not at all appealing in the cave-fisher's mind -- though if these creatures proved a barrier to the intended breeding ground that instinct could change.

Preet would need to decide what to prod the fisher's primitive brain to do, as it was nearing some kind of decision point to get to the cistern... would it attempt to sneak past the skeletons? would it attempt to menace the formation with it's mate as a show of reproductive fitness? Would it attack them directly for potentially encroaching on the cistern it planned to make it's lair? Ignore everything entirely and dance with that female? Or something else entirely? Time would tell...


Unit 254 wrote:
"Follow out of fear works for a time, but if something more fearsome comes, your followers will desert you. But if they see you as a hero, they will follow you anywhere."

"Soon enough Gorfeen run out of followers at this rate. Mustadook and worm ancestors best lead us to where more goblins be live down here. Forest goblins not have best of fortunes in these caves -- but maybe I take what left of warband and take new tribe by the throat. Gorfeen let the ancestors think, and ancestors leave the doing of that think to Gorfeen. You have better plan than rush single-handed into rear of big square of skeletons? If yeah, you best say so soon -- I see them ahead."


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

What does Unit 254 see/know about the skeletons? Can I see the green glowing leader, for example?


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

know:religion for the skeletons: 1d20 + 6 ⇒ (4) + 6 = 10
know:local for the humanoids: 1d20 + 6 ⇒ (19) + 6 = 25
Know:arcana for the green effects: 1d20 + 11 ⇒ (20) + 11 = 31
perception: 1d20 + 7 ⇒ (20) + 7 = 27
What do I know?
Edit: Spellcraft has a different modifier: 1d20 + 9 ⇒ (7) + 9 = 16
appraise on the mace (hey! I'm using appraise!): 1d20 + 9 ⇒ (17) + 9 = 26
Know:geography for what might allow the pool to never fill, for that might be where the humanoid is going: 1d20 + 6 ⇒ (12) + 6 = 18
Man, I feel like a bard
Know:historyor my above perception roll for the Orc art in the cistern room. Is it different from the forge?: 1d20 + 6 ⇒ (8) + 6 = 14


Unit 254 and Gorfeen can just make out the Green/Silvery leader in the thickening gloom -- your darkvision is only 60 feet, but you can see the remote light-source and it's immediate surroundings, which seem to be some armored bodyguards and the very rear of the larger skeleton formation. This is still what you'd expect to be hundreds of meters from the entrance to the cistern, but the idea of the skeletons catching up with the goblins forcing them to either turn and fight or flee into unexplored territory certainly gives you pause.

A vein of glowing rock is also further up ahead, so if you close the distance somewhat the area immediately in front of you should give you a good picture of the entire regiment, if that is important.

It might be near impossible to detect Itzal who is shadowing the skeletons, and Tsao, if he chose to double-back to Aid Itzal would likely be equally hard to spot. Though perhaps you'd sense they were in the vicinity. You will also likely pass by Preet 3.0, but lack of light and the distance to the other shore (60-120 feet) preclude seeing over there unless that is your express intention.


The Abrasax wrote:

[dice=know:religion for the skeletons]1d20+6

[dice=know:local for the humanoids]1d20+6
[dice=Know:arcana or Spellcraft for the green effects]1d20+11
[dice=perception]1d20+7
What do I know?

10, 25, 31, 27

Skeletons: They're mindless undead, generally associated with a larger evil power. This is usually necromancy, but sometimes haunts or similar supernatural phenomena motivate them. You bash them or they won't go down so easy.

Humanoids: With your perception you peek through breaks in the water-sheet to get a good look at them. They're MORLOCKS, degenerate humans by the look of it. At least a few generations removed from being truly human -- something seems to have twisted these humans into a perversion of what they once were. Between your local and perception rolls you can surmise however that at one point these morlocks descended from "Varisian" humans -- a kind of surface culture of gypsy/nomad/clannish people -- at least as best as you can assess. While mostly naked, scraps of very old cloth cover each Morlock's face like a scarf, and one or two of the larger and better fed individuals have what you would identify as a "Kapenia" -- a Scarf upon which is illustrated a family lineage, though the precise story upon them would require close and careful scrutiny to read. You also note a variety of crude tattoos -- at least one of which looks like the Cathexus!

More specifically about their capabilities, their reflexes and senses are very powerful. Climbing and initiative are among their gifts, as well as a strong sense of smell and superior Darkvision. They likely already know you're there, even -- though if they were certain they might already be hiding on the ceiling or walls. There are more than 6 of them and less than 12, by your count. That's long odds for your forces as they are now... as a single morlock is more than a match for almost any goblin in single combat.

Green Phenomena: (also Know-religion so total is actually 26)

That skeleton is an "Ectoplasmic Creature" -- Drawn from energies of the Ethereal Plane, ectoplasm is a vile substance resembling thick tangles of slimy linen or dripping goo. It shapes itself into the form of an undead creature, creating a host for a soul unfortunate enough to be confined within it. The existence of an ectoplasmic being is a cruel one, and few souls willingly choose this painful form of undeath.

Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters.

You deduct that it is basically an enhanced form of skeleton, that is either attached to a haunt or the being itself was/is haunted. This should make it a bit tougher to defeat than a normal skeleton, and it is possible that without proper resolution of the haunt this entity could return again and again, and likely may already have risen and fallen dozens of times in pursuit of a goal it had in life.

Ectoplasmic monsters may be able to phase through solid matter, and their ties to the negative plane may shake the mortal frames of victims it comes into contact with. It is worth noting that unlike the average skeleton, this creature seems to have a will of it's own, and may be a driving force for the other undead.

While Skeletons are normally susceptible to bashing weapons, Ectoplasm must be cut -- a slashing weapon is advisable.


Abrasax is also by virtue of his perception able to pick up a few snippets of their chatter in undercommon, with great difficulty.

"...Souls back?"

"YESH. Jaldon said Soul-trap always was nearby - but only able to... (?) when it open. Yevgeni takes the soul-trap to flooded tunnels, Jaldon will come for it. He always does, but this time we have it for him, and he will destroy it."

"Then we have souls again? return to surface like was promised?"

"YESH! Now QUIET. You smell them same as me. If Jaldon died fighting or even looking for thissss thing, take no chances with what he swore to me crawled out of it. It can look like anything, and get ssstronger by the day. Give no purchase or we never regain souls."

"....ust succeed! Black-Scarzni will wipe us out, almost done with us. PREASH, let Yevgeni finish this!"

"BE QUIET! THEY ARE CLOSE!"

After that, noise-discipline prevails... it looks like the Morlocks will shortly take positions hiding behind boulders or crenelations in the walls and ceiling of the cistern if left to their own devices.


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

"You see the green creature? It appears to be in charge, so if you can kill it, the others will falter, and your subjects will have a chance to prevail. Then we will retrieve the prophesied item and begin to rebuild our tribe. If you can do this, I know that the ancestors will send you new subjects, and you will be able to regain your tribe's former glory."


More Abrasax Knowledge checks:

Appraise Mace: You'd need a much closer look at it than what you got. Looked well crafted, shiny. Nothing to be certain that it was magic -- maybe if you got close to it or hand a hand on it? Or at the very least was looking at it in the moment of you're being able to see it... So much of what you could deduce may be a product of a detail you may or may not have missed, or just didn't scrutinize in the former moment.

Relating to the pool, When you and your associates emerged from the cistern, there was much to suggest there might be irregularities with the cistern of skulls -- but there was perhaps not time to thoroughly investigate. It is true that two strong underground rivers (the familiar west and the unknown east) feed into the cistern however, as well as no fewer than three waterfalls from the walls of the cistern chamber -- thinking about it now you'd be alarmed if there wasn't an obvious or at least concealed channel in the pool of skulls -- or not only would the pool overflow, but the surrounding area might flood quite thoroughly given enough time.

The orc craftsmanship seems to be, to your recollection at least, the repair of much older dwarven brickwork with inferior but nonetheless sufficient/substantial orcish brick-laying where the structure has weakened over countless years. If there is additional artwork you are attempting to recall, please provide a citation and I will elucidate if feasible.

Unless immediately interacted with, a couple of morlocks will already have slipped into stealth and likely also be out of line of sight for regular detection.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

The Abrasax signals his companions, A race knows of us as we are! Morlocks, humanoids of greater ability than our current thralls. They are hiding now, and are no threat. However, one possesses the Cathesis, and has dived into the pool. They also know the Cathesis for what it is. It is imperative that we secure the Cathesis! We must deal with these skeletons quickly! These Morlocks are much more worthy hosts, and seem to revere our little home. One possesses a skin marking of it.
The troops are vulnerable to blunt objects, but the leader is best cut to ribbons. We must move quickly!
Also, be on the lookout for a creature called Jaldon, described as a black-Scarzni. He seems to be directing the Morlocks.
General Tsao, a battle to decide our fate in this new world is about to be joined. I could use your expertise. This fragment of my demi-divinity did not contain my martial prowess as I had hoped.

Abrasax directs the goblins together and starts to lead them to the far side of the pool. He is still waiting on orders from the General, and will turn them back and engage if so directed.
He commands that the dogs be mounted to provide greater mobility and the ability to flank with speed.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

"I am tailing them. Jaldon is the one in the middle, cloaked in green in possession a scroll and mace. There appears to be a weak spot in the ceiling that we could use, but as I am behind them, someone else must find a way to make it fall." Itzal responded to Abrasax, keeping to his tailing. "Where did they take it? Perhaps I can find them and steal the Cathexis back." He began to look around for the Morlocks that Abrasax talked about.

Stealth to continue the tail: 1d20 + 17 ⇒ (14) + 17 = 31
Perception for Morlocks: 1d20 + 9 ⇒ (20) + 9 = 29 See in Darkness 90ft

I assumed if Abrasax can see them, since I was tailing that I'm in range to hear him and also respond.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Into the Pool from which we were birthed. They mean it and us harm, so be cautious.


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HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

know: engineering and didn't we have some old explosives from our first trip up the stream?: 1d20 + 6 ⇒ (11) + 6 = 17


Moments ticked by, and the skeleton regiment soon grew close enough behind the goblins waiting at the mouth of the cistern that all the deceivers were in close enough range to communicate. Very soon the main regiment would pass beneath the area on the river where the ceiling was weakest, and moments after that Jaldon himself would walk beneath it.

It was at this point that Gorfeen crept as close as he could to the skeleton regiment, and prepared to leap upon a boulder and strike at Jaldon -- a bold gambit, considering the 5 armored skeletons that made up his bodyguard.

Abraxas, by taking Mustadook back out of the tunnel that lead into the cistern, moved a short distance to where he could see the regiment closing on him. He could hear and talk to Itzal, but had difficulty seeing him. Tsao, airborne, was nowhere in view, and perhaps that was for the best. Abraxas combed the ceiling with his own faceted lenses, and with Mustadook's eyes as well. Theoretically, engineering a small-scale flood or collapse was possible -- but it would require explosives, and the more the better. A small blast could cause a downpour of drainwater and some harmful debris, while a more substantial blast -- if luck favored, could lead to a localized cave-in or even if the earth was loose enough above the cave, a silt-flood. Still, the ceiling was well out of the reach of Abraxas, and he seemed uncertain if the explosives were still among their assets, and if they were, who held them?

A moment later Itzal was able to move around the regiment and regroup with the goblins, they were now close enough to observe while at the same time regrouping with the party. Morale among the goblins was grim, but desperation made them hold. They knew that if their leaders did not pull something, they would be trapped between the skeletons behind them and the morlocks ahead -- and likely ground to dust in short order. If Itzal and the Abrasax's intel was to be believed, these two foes were willing to work together... and their explicit goal seemed their destruction.

Iztal quickly surveyed the Cistern and the situation with the morlocks -- at present they were hiding about the cave, and only a few could be seen at a given time. This was likely an ambush -- a laying in wait so that the morlocks could capitalize on an already distinct advantage. Not good.

The Goblins mount up at Mustadook's order, and prepare to advance into the cistern at the slightest command, but Abrasax stays their hand until Tsao can weigh in -- seconds tick by like miniature eternities.

What would happen in the next minute, or less -- could decide the fate of the Cathexis. So many pieces in play, and the slightest misstep by anyone could remove many from the board...


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Posting asap but it's a crazy day ahead of me so bear with me please :)


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Tsao grins to himself, feeling the fuzzy edges of insanity descend around his thinking as he surveys a battlefield in the making. At first, the thought-speech of the Abrasax was a mere tickle in his ear, an annoying buzzing to be blocked out. But then it broke through his mania, and he shook himself as he brought his mind back through the centuries to this present moment.

"The situation is dire, my monstrous allies," the voice of the General fills all of your minds. "I do not possess explosives of any kind. Our inferior force is surrounded by two superior forces that possess knowledge of us. But there's one...he giggles a moment, then continues as if he never had...one tool in our arsenal that we could use. The morlocks. I'm going to reveal myself to them. If I'm right, and they are worshipers of the Cathexis, they will willingly serve the denizens of the Dark Tapestry. If I'm not...I will see you all in Hell."

Tsao will move at his highest speed to reveal himself, in the open, before the morlocks in his ghastliest ghostly form.

Speaking aloud, in undercommon, Tsao declares, "I AM GENERAL TSAO! MORLOCKS! BOW DOWN BEFORE THE MASTER OF THE RED CATHEXIS!"

I assume that's Intimidate?


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

INTIMIDATE!: 1d20 + 8 ⇒ (9) + 8 = 17


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

:|


Tsao's display is great and terrible. Dashing through the sheet of water separating the river from the cistern, he blows in on a cold wind, his icy form splashing a full half of the morlocks with frozen sleet from the force of his entry. Bellowing with a voice of madness and eyes of pure dominance, teeth bared and spitting rage -- he asserts his power on the Morlocks, demanding they prostrate themselves before his display of might.

Indeed, the Morlocks are shocked and horrified at his entry. This was no furtive entrance upon which to pounce upon. This was stated authority, without fear. Tsao looked into each of their eyes -- and he saw in each and every one of them a boundless hatred, but behind that hatred... no shortage of fear. As he continued his ministrations of Intimidation, he worked to harrow their very beings into submission.

Of the ten morlocks assembled, 6 bowed their heads, laid prostrate on the ground, and entered a front-leaning rest that suggested a thorough supplication. They had looked into the eyes of everything they feared and hoped to destroy, and they found themselves wanting. They blinked. The remaining four who were not as intimidated by this display could not believe their eyes. As Tsao conducted his ministrations the two largest (the ones wearing Kapenia) attempted to bark back at their companions -- to rally, but they knew even as they resisted the wiles themselves that it was a losing battle. Those that would not shrink back would have to be enough... This... CREATURE... would have to be slain.

Much surfaces in the dialogue that suggests to Tsao that these morlocks do not worship the cathexis, but such tattoos are persistent reminders or their blood-enemy, of which he was the embodiment of:

A morlock leader barks:
"FOOLS! Don't you understand?! Our Parent's Parents, while enslaved in these caverns, prayed for something -- ANYTHING -- to give them freedom, at any price! This CAH-THEX-EES" stole their life-essence and twisted our bloodlines into what we are today! Is *THIS* the freedom you think they asked for?! This is the lord of lies!! PLEASE! We must kill it! NOW!"

When all was said and done, four morlocks remained hostile, with the larger part of them remaining prostrate to the overwhelming will of the General. Those four that held the line were COMMITTED to slaughtering him, what the rest did depended on Tsao...

(Unless interrupted, this is the sum total of the intimidate action that takes 1 minute to complete -- after this minute is over, Tsao can take additional actions/proclaimations -- but will also have to deal with initiative sequence and the hostilities of the morlocks he failed to intimidate.)


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Eeexcellent. I can work with this.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Itzal stopped heading towards the morlocks when Tsao announced his intentions. He spoke to Abrasax instead. "Since he's taking care of them, what do you need to blow the weak part of the ceiling down? I'd rather this not be the end of our ventures in this realm." Itzal would willingly work with the schemimg Abrasax if it ment survival.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

After this first minute, I will attempt to get the morlocks to fight one another.

Tsao will approach the largest and strongest of the morlocks who prostrated themselves before him. "YOU! MORLOCK!" he booms. "YOU HAVE BEEN CHOSEN TO LEAD YOUR PEOPLE TO A NEW AGE! AN AGE OF CONQUEST! AN AGE OF BLOOD! AN AGE OF VICTORY! Lead your people" here, he gestures at the remaining morlocks, "to kill your prey and grind your enemies into the stone! The ones who do not worship the Cathexis are heretics who fear My coming! But THEY CANNOT STOP US! THEY CANNOT STOP YOU!"

Tsao will lift the morlock's head by both hands, taking the chance to touch the dangerous creature. In a quieter voice, "Do you accept the gifts of the Dark Tapestry that I would bestow upon you?"

If he accepts, I will possess him.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Know: engineering for charge placement that will destroy our foe, but not us: 1d20 + 6 ⇒ (5) + 6 = 11
Having not seen the fissures himself, the Abrasax has little in the way of advice. Seek weak points or fissures that will cause large chunks of rock to fall. We don't want the entire cave falling in on us, however.
But could that count as an Aid check?


A strand in the fabric of the moment's tension SNAPPED, and Gorfeen bared all his teeth, loudly clashed his longsword on his shield, and bounced up onto a boulder to give him purchase to lunge forward and strike at Jaldon... before doing so, he ordered his dog to throw itself upon his bodyguards, hoping it would buy him at a round at least alone with his target. Unit 254 sailed through the wind upward onto the rock and was given a full view of Gorfeen's initial surprise sword swing as he rode down into combat curled about Gorfeen's ear.

"Bones and hate, Skellie-fing? I made of bones and hate too! Only difference is I also made of Goblin. So I'm more! I'm better!"

Init Order: Gorfeen, Jaldon, Dog, BGx5 (rest of regiment still marching unawares)

Gorfeen's first attack sent him sailing to the grown in front of Jaldon. His sword swung overhead, it hit squarely on the shoulder of his breastplate and bounced unceremoniously off. Before even fully reaching the ground, Gorfeen bared row upon row of pointy teeth and attempted to bite Jaldon where Unit 254 could only guess from his vantage point was his codpiece. This attack likewise however was unsuccessful.

Jaldon's reposte' was swift and brutal. almost as if the goblin's downward swing was a counterweight, Jaldons mace was free from his belt and swung upward, dealing a telling blow (6 points, 25/31) to his arm.

Gorfeen's dog lunged for one of the Skeleton bodyguards greaves, but came to no effect.

Perhaps to be expected, the rusted and broken scimitars of Gorfeen's guard took the dog out of the fight almost immediately. Two blows brought it onto it's side hissing, with a third downward strike throwing an arc of blood over three of the skeleton's pitted breastplates. Gorfeen seemed not to notice. He clattered his shield again with his longsword, and prepared to strike again...


General Tsao wrote:

After this first minute, I will attempt to get the morlocks to fight one another.

...If he accepts, I will possess him.

This action will be processed in 1 minute (game time) from your initial intimidate check. I'll be keeping track... (keep in mind the possession would be a subsequent full-round action)


The Abrasax wrote:

[dice=Know: engineering for charge placement that will destroy our foe, but not us]1d20+6

Having not seen the fissures himself, the Abrasax has little in the way of advice. Seek weak points or fissures that will cause large chunks of rock to fall. We don't want the entire cave falling in on us, however.
But could that count as an Aid check?

You can partake in an aid other +2, with an additional +2 circ. for the planter if they use two bombs because you can instruct them where to place them to complement each other. Getting them to "stick" or detonate at sufficient range/timing to the cracks, and how the heck to get them up there remain concerns.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Abrasax hears the clash of Gorfeen engaging and reacts instantly. He yells at his mounted riders, Go! To Gorfeen round back! Avoid Skellys! Help Gorfeen! and to his others, Bows! Lets keep skellys busy and not on Gorfeen! He leads by example, drawing his bow and putting an arrow in the air.
attack: 1d20 + 4 ⇒ (2) + 4 = 6
It's a good thing it's meant to distract...


Three goblin riders turn around in the cramped tunnel between the riverway and the cistern and bound out into the open... feinting right then dashing to the riverside, they easily circle the skeleton regiment and arrive at the rear to support Gorfeen. keeping them wide of the regiment precludes their attacking this round, but all arrive safely to support him as was intended.

The missile ruse however, had a less inspiring effect. An arrow falling without effect into the mob, another arrow or two falling short at their feet -- Abrasax wonders if the skeletons even noticed there were archers in the cave ahead at all. They slowly began to wheel around at the far more compelling goblin leader and his cavalry support...


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DOES NOT COMPUTE DOES NOT COMPUTE DOES NOT COMPUTE

DIRECTIVE: PRESERVATION.

The cave fisher "decides" to fight the skeletons because he likes the sexy reproduction and wants it to happen right where that skeleton is standing.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

This is for when Itzal's turn comes around.

Itzal took only a moment to weigh the options before deciding that might as well blow things up, instead of down. The confusion and noise would make it harder to find him and create flashes to lengthen shadows. So Itzal got close enough and threw one of his grenades among the skeletons, aiming for as many of them as he could, and if it hit Jaldon, that was a major bonus. 'If he survives, perhaps I will possess him.'

A laughing, slightly maniacal cackling filled all of his fellow dark tapestry member's minds, followed by the only warned they would get. "FIRE IN THE HOLE"

Aiming for the center to get the most skeletons and Jaldon in a 10 ft-radius burst.
Ranged Attack VS AC 5: 1d20 + 6 ⇒ (20) + 6 = 26
Rounds Till detonation: 1d3 ⇒ 1
Bludgeoning Damage: 2d6 ⇒ (3, 4) = 7
Fire Damage: 1d6 ⇒ 5
REF DC 15 Halves


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24 (Just in case. I gave myself +2 for cover, since I'm behind Gorfeen's ear. Of course, feel free to ignore if I'm not actually in the blast radius.)


The fuse grenade sailed almost majestically into the middle of the skeleton regiment, banking perfectly off of the side of one of the skeleton's heads to land precisely in it's center. The offended skeleton craned it's neck to look down at the sizzling ordinance, with the next moment (wherein it winked out of existence) it's skull was instantly propelled with great force against the ceiling almost 100 feet above, shattering into coin-sized fragments. Looking down from this vantage point, were one able, the observer could see that the skeleton regulars that were likewise in the blast radius (10 in all) had likewise fared no better. Their bones were sailing, blackened with fire -- in every conceivable direction. The goblin riders reel as their mounts screech at their proximity to the explosion, and one is thrown from his dog, quickly springing up to regain control of it. The center of the front rank of the regiment and almost all of the middle and back is obliterated, with Jaldon and one of his bodyguards at the edge of the effective blast-radius as well.

Unit 254 braced himself for impact, but the ordinance was placed so beautifully he found himself JUST outside the effective range of what he could only perceive as a bombardment rather than a single munition. The nearest plate-mailed skeleton to him burst into flames, and it's blackened skeleton seemed to regard itself as numerous bones of it's cohort, now shrapnel -- shot through it's armor, and bounced violently within it. Sand rained for several moments after the blast, but when the debris settled the bodyguard yet stood, precariously.

Jaldon was not unscathed, but had avoided the brunt of the blast by interposing the blast between himself and his bodyguards. Bits of sand and bone shot into his ectoplasmic body and became suspended in it, and flecks of his armor were burning. He glanced back at the smoking crater which was the bulk of his force, and groaned in equal parts hate and frustration.

In common, he shouted his defiance:

"I have sought the Cathexis for 5 years a man and for decades since a monster. I have been slain more times then I care to remember. I am not done with you yet, win or lose today. When I am done -- It will be obvious! For you will all be as dead as I am! Even if you defeat me, my agents will keep that THING from you, and when I rise again, I shall BREAK IT -- with pleasure!"


"ATTACK!!!" Jaldon Bellowed -- what remained of the skeleton regiment raised it's weapons and began to rush forward at Mustadook and the one archer that stood next to him. The bodyguards turned their attention to the dog-riders, and Gorfeen and Jaldon remained locked in combat. The battle would be joined!


Meanwhile, Tsao continued to bellow and intimidate the Morlocks, with those that were less receptive protesting and attempting to exhort their cowed comrades to fight. Individually they dared not strike 'The Master of the Cathexis' -- and as the moments passed, the moment never seemed right -- none dared go first, and glances about found no consensus. The Morlock leader instead performed their counter posturing, but they feared Tsao more than their commander...


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

How did the morlock that I approached individually respond to my offer of power? It's going to affect what I do next.


General Tsao wrote:

How did the morlock that I approached individually respond to my offer of power? It's going to affect what I do next.

Stick questions like this in discussion if you can, for choon's sake. You are only approx 20-30% done with your tirade. Will let you know when time catches up!


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Aid Another DC 10: 1d20 ⇒ 7 (to increase Gorfeen's AC by 2)

Unit 254 attempts to whisper warnings to Gorfeen, but the closeness of the blast has disoriented him slightly, and he's unable to do much.


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Init: 1d20 + 4 ⇒ (19) + 4 = 23

Itzal stayed stealthy, hiding, but watching before reaching out mentally to Jaldon.

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

"How many woodchucks could a woodchuck chuck if a woodchuck could chuck wood? Though I guess it should be bones in this case. Are you the woodchuck? Perhaps you are barking up the wrong tree? You should make sure no one is up above you, so you don't go barking up the wrong tree."

He was aiming to distract, and fool Jaldon.

Bluff: 1d20 + 12 ⇒ (14) + 12 = 26

Yep, he's going to be a mental nusance to Jaldon.


DOES NOT COMPUTE DOES NOT COMPUTE DOES NOT COMPUTE

The cave fisher crawls as close as he can to use his pull ability to take down the nearest skeleton.
Stick him!: 1d20 + 3 ⇒ (16) + 3 = 19
Pull him!: 1d20 + 9 ⇒ (15) + 9 = 24


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

init: 1d20 + 6 ⇒ (16) + 6 = 22
We be goblins! Folow me! The Abrasax urges his lone companion. He then turns tail and runs, hoping to lead the skeletons ordered to attack on a merry (and fruitless) chase.


Itzal wrote:


He was aiming to distract, and fool Jaldon.

[dice=Bluff]1d20+12

Yep, he's going to be a mental nusance to Jaldon.

I can retcon retroactively if I am wrong -- but I only see bluff used in the rules to allow somebody to slip away undetected. I don't see bluff skill used to distract individuals to impede success in combat. Please let me know where I can look to stand corrected, otherwise this action will come to little effect. I would also argue "mental nuisance" as a "mind-affecting effect" to which Undead are immune. Nice try though. :D


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

You could rule that as an intimidate check. The text isn't very intimidating, but that's the closest thing I can think of right off.


Some battle-music if you are so inclined while you read:
http://hl.udogs.net/files/Gaming/%20Myth%20Series/Myth%20III%20-%20The%20Wo lf%20Age/Soundtrack/Myth3_DrumsOfWar_Hero.mp3

The sand flew, and raked in waves as the Goblin riders completed their wide circle and first snarling wheeled into the side of the Skeleton bodyguards. Upon crashing in, one goblin began to laugh -- which quickly caught fire among them.

One of the goblin dogs, springing forward with it's rider poked it's head fully into a gaping hole in one of the skeleton's pitted breastplates, snapping ribs just as it snapped it's jaws. (12/17)
The barking, snapping, and clatter of shortswords otherwise found little effect by the wolf-rider vanguard, though others closed behind them.

One of the front-line skeletons clattered forward out of the blackened pit Itzal had almost buried him in, and rushed the goblin bowman next to Abrasax/Mustadook. Mustadook was screaming something, but the skeleton was too fast and the goblin couldn't react. Instinctively it parried with it's shortbow as a rusty scimitar came slashing towards it. Abrasax was imploring him to run!

Itzal attempted to use telepathy to distract Jaldon, but found little effect with this. Instead, Jaldon cocked his head sideways and thought back to whomever crudely attempted to scry him:
"My mind is a howling wind of pain that demands your distruction. You hope to mock me with WOODCHUCKS?! I shall tie you to a cord of wood and chuck you back into the Abyss from which you crawled, demon!"

The blackened and bomb-ventilated skeletal bodyguard regains it's footing and cleaves the skull of the goblin dog that successfully injured it's cohort, it's rider spilling to the ground with the blood of it's mount.

Abrasax runs laterally to the battle, imploring his ally to follow him. running 30 feet to the side he finds himself 5 feet into the swift water of the river, but the rocks at this end of the cavern that turn the river into the cistern-tunnel give him a means to further distance himself. It is difficult terrain however, and he does not get as far as perhaps he would like.

Mere moments later, four more skeletons reach where Abrasax was standing, and begin slashing wildly at the goblin bowman. the goblin dives and weaves, but one of the skeletons slashes him below the waist. (3/6)

Two more goblin riders and their dogs crash into the bodyguards, but to no avail. The plate-mail of their opponents proves a difficult boundary for them...

Jaldon's bodyguards however were more sure of their prospects of hacking the goblins and their dogs into unrecognizable piles of offal -- and committed to doing so. Two of them skewer a dog stone dead, and a third grievously wounds another. (1/9)

The goblin archer, beset by skeletons with no other instructions but the run away, attempts to do so... dodging a gauntlet of weapons from his pursuers, he barely escapes with his life (1/6) and takes his place with Abrasax on the rocks. "Keek die last!" he chuckles, now outside the whirl of battle.

a mere moment later, silky strands descend on his skeletal pursuers -- the cave fishers, Preet and mate, cast their lines on the foe. One is snagged, and immediately pulled out of formation and into the river.

Jaldon and Gorfeen clash again, but Gorfeen is ready this time -- Jaldon's weapon crashes against Gorfeen's shield, and Gorfeen retaliates wildly at the urging of Unit 254, but neither are any closer to supremacy.

In the distance, the bellowing decrees of Tsao could be heard in the cistern... the bloodshed would continue.


The Abrasax wrote:
You could rule that as an intimidate check. The text isn't very intimidating, but that's the closest thing I can think of right off.

I could, but intimidating an undead creature is equally a stretch I believe, in this regard. Jaldon is not going to be intimidated. He won't blink. He lost his life searching for you guys, and will not hesitate now -- when he is closer perhaps then he's ever been.


Everyone:

Submit new orders for the next round! Tsao is still this will be considered turn 4/10 for Tsao's intimidate -- so keep that in mind (especially considering 4 morlocks are going to gun for him when this time elapses)

Casualties for this round were two dogs on the goblin side, no casualties on Jaldon's side, with few injuries elsewise.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

I'm keeping alert. We'll see if I have any valiant defenders coming to my aid against their former allies. ;)


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Aid Other DC 10: 1d20 ⇒ 10

Unit 254 whispers advice to Gorfeen as the battle continues to rage. Giving a +2 bonus to his attack rolls.

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