Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Yes, Milda. You should stay here for the day, while we look around. Lock the door behind us whrrr, and we will announce ourself when we are back. We are going to look over the church, and try to find the Sheriff. Maybe someone can tell us about what happened."

"Did you or your husband happen to drink any of that exotic alcohol? We found a ton of bottles of them in the shed? We were thinking they might have something to do with everyone acting wild.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Now that Milda is conscious, Illonna starts to go through a rudimentary examination while the others speak. A simple series of tests in the hopes of identifying any lasting damage and perhaps, if they were lucky, the causes of her earlier behavior.

Heal: 1d20 + 3 ⇒ (15) + 3 = 18


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis after yet another fitful night of rest slowly rises and splashes some water on his face in a vain effort to wake up fully. Yawning, he waves greetings to his fellow party members. Good morning. I hope you all slept well."

Seeing Illonna minister to Milda , he move silently to assist her...

Heal, Aid Another: 1d20 + 7 ⇒ (16) + 7 = 23

Once the lady has been treated, he slips into his cloak and peers outside the window. "We should get moving, I agree. As for the alcohol..." he shakes his head slowly. "I dunno...it seems the alcohol was made locally. We should not jump to any conclusions." Squinting against the early morning light he adds, "I hope we don't get any more rain here!"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"Rain is good. It will mask our presence and conceal our tracks.

Do we want to leave Milda alone with the restrained farmer? He isn't going to be conscious anytime soon but there's always the risk.


Turns out that I have free internet at my hotel - still going to be busy but I will post if I can.

Illona / Drancis - there doesn't appear to be much outwardly wrong with Milda Vesk, her pulse, temperature and responses seem to be okay... however, she does have the same bloodshot eyes that the farmers on the far side of the river exhibited.

Milda frowns when Rikkan asks about alcohol, "Oh my dear, I'm afraid not - sad to say, Unoff Ollus was an alcoholic... The local moonshine was his own personal demon. He is dead I take it? I did go to the ferry but I saw no sign of him..."


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"Milda, can you tell me about the affliction that has taken some of the townspeople? Did they act strangely in any way or exhibit any common symptoms before turning to bloodshed?"


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"Also if you have noticed any unusual visitors at about that time that would definitely help us out a lot!" Drancis adds.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan nodded at the good questions from his traveling mates. "Yes, anything you can tell us would be nice."


A busy weekend following a hectic few days in France – back now!!!

Milda mulls over Illona’s query, ”I don’t think so - although it did seem that as time went by, the extent of the violence and the number of villagers who seemed to succumb to rage grew. But there were no warning signs… It was almost like something ‘snapped’ inside them… and No”, answering Drancis’ question, ”We wouldn’t normally expect any visitors at this time of year… and I don’t believe any came”.

Setting the scene for your next bit of exploration… Also, the map is now updated with a lot more of Holver’s Ferry shown.

Whilst Milda is answering questions, others within the group have the opportunity to get a better view of the village – the early morning mist still obscures parts of the area surrounding the farm but it is, at least, now possible to see where the majority of the homes and other buildings of Holver’s Ferry are.

The road, past the granary, runs past another farm building and a couple of burnt out sheds before arriving at a large clearing that, with a circular path around it, appears to be the centre of Holver’s Ferry… an enormous oak, looming from the mist, stands in the centre of the village clearing. There are at least twenty buildings around the clearing – many seem to be relatively anonymous dwellings however, even through the fog, several buildings of interest can be seen. .

Taking the path into the centre, the first building you would encounter would be the Sheriff’s office – a stout single story building that, even from the Redthistle Farm, can be seen to have its windows boarded up.

Locke:
Sheriff Onessa Jerreth was, the last time you were in Holver’s Ferry, responsible for keeping the peace and investigating wrongdoing – indeed, she had been the incumbent of the role for at least twenty years.

Out towards the east of the central area, a large two-storey building with a sign outside, appears to be the local tavern. It also has its ground-floor windows boarded up although the upper level does appear to have several open windows…

Locke:
This is the Hapless Harpy, the only Inn in Holver’s Ferry, where generations of villagers have met to gossip over a pint of the Inn’s celebrated brew – Black Harpy.

The most imposing building around the clearing, nearby to the tavern, has a relatively grand domed roof and is adorned with polished metal sheets that, from this distance, you can tell are embossed with decoration. Similarly to other buildings, is heavily boarded – the great entry door is also reinforced with an iron gate.

Locke:
This is Silverstone Hall, the local temple to Abadar – the god of Trade and Commerce.

Towards the south of the clearing, a building that was clearly a store, boasts a large sign that simply says “Yenser’s”. A large display window dominates the front of the building but now lies smashed in with shards of broken glass, glinting in the pale sunlight, strewn around.

The most damaged of the buildings is around from “Yenser’s” on the western edge of the clearing – the burnt out ruin of a temple; high pillars standing proud amongst the rubble with no roof to support any longer and, scattered in the rubble, ruined statuary.

Locke:
This used to be House Formidable, the local temple to Torag – the god of Protection.

Other than the insistent barking of the dog that started as dawn came, there is no sign of life anywhere.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Ok, you stay here. Lock the door behind us. We will be back later, click." He turns around and looks at the others. "What building first? Temple or Sheriff's office?"


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis glances about him uneasily. "It is quiet here...too quiet! I think the Sherrif's building is a good place to start, but it looks like it is boarded up tight. I wonder if anyone is still in there? Perhaps we should knock first?"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna returns from tending to the wounded fully armed and armored. The large bastard sword of her patron is slung across her back while the simple longsword hangs from her waste.

"I must attend to those who may still be held within the temple." she says plainly "But we can stop at the Sheriff's Office on the way."


A single-story structure with a flat roof, the Sheriff's Office seemingly has all its windows boarded up, and the solid oak door bears a number of deep marks from the heavy blows of an axe. A small porch runs along the front of the building, its boards stained with dried blood.

...a quick shove of the front door confirms that it is locked closed...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan checks the door for any traps.

Perception 1d20 + 7 ⇒ (7) + 7 = 14

If he finds any, he pulls out his lock pick and gets to work to disarm them, after warning the rest of the group back a few feet.

Disable device 1d20 + 7 ⇒ (14) + 7 = 21


Once Rikkan has confirmed there are no traps across the door, he disables the lock and silently pushes the door open... In stark contrast to the scene outside, the interior of the office appears neat and tidy, whilst all three holding cells are currently clean and empty. A locked, sturdy cabinet takes up one entire wall of the office and, in front of it, sits a large oaken desk.

Upon the sheriff’s desk, lies an unfurled cloth map showing the village and the surrounding area of Lake Shimmermere - two brass pins marking a pair of locations along the lakeshore have been placed in the map.

Locke:
Anyone in town would recognise these markers as the site of the old Oddle orphanage and the small island which holds the ruins of Arvarenhode Manor.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Yes it's best to assume that Locke tells all of you everything he knows about the village.

Locke lets the others know where the markers are placed.
"If the Sheriff has been investigating something it is certainly worth investigating for ourselves." Locke searches through the desk and the rest of the room to see if he can find the key for the cabinet. If he doesn't he asks "Rikkan, do you think you can get this cabinet open? The Sheriff might have kept files in here."

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"I can try to get it open."

Perception 1d20 + 7 ⇒ (13) + 7 = 20 for anything untoward.

Disable device 1d20 + 7 ⇒ (11) + 7 = 18 on trap if it's there, if not then on the door.


Rikkan’s work at the cabinet, after confirming that there are no traps, does not manage to get the lock opened. As he continues to work, he starts to feel the mechanical components of the lock start to fail… continued efforts to open the door may in fact destroy the workings of the lock to the point where it will not open at all…

Also known as no ‘taking 20’ – repeated failures will render the cabinet unable to be opened.

Looking around in the Sheriff’s Office, there is nothing else that tells you what has happened here at Holver’s Ferry.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

While Rikkan tries to jimmy the cabinet, Zoreck examines the map.

"Huh. So those pins show where an orphanage used to be? Interesting. Now let's see if a deputy was dumb enough to leave a key in the desk..."

Zoreck rifles the desk, looking for anything interesting.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis points at the other red pin on the map. "Interesting. This is pointing to the ruins of Arvarenhode Manor. If I was going to smuggle a disease carrying source, then that would be a good place to exploit. We should check that out after looking at the orphanage."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan shakes his head glumly.

"Nope, nope, nope. Couldn't get in. Click. If I try again, and don't succeed, the lock will break. I can tell it's really weak. Should I risk it," the ratfolk asks the others as he takes his monacle off and wipes it clean.


Looking in the drawer of the desk, under the desk and in several other likely areas, Zoreck looks for a hidden key but comes up empty handed... The drawer does contain a number of writing implements - ink and several quills, some parchment and a wax cylinder... But no actual written records....


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

"This place almost looks too clean... Like someone already took everything and then tidied up."


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

"Well," Astraea says with a huff, "where's the Sheriff?"

She has been quiet since the morning, still disturbed by the previous day's sights, though she is settling grimly into a sort of comfort with them. She spent much of the night and early morning cleaning, arranging the sparse decorations of the Redthistle farm as neatly and evenly as possible, dusting thoroughly, and sweeping any grit or grime under the doors. Milda seems to have regained her senses, which is a relief- but Astraea secretly fears that the battle is not yet over for the woman.

Now, exploring the ravaged and nearly-abandoned town, she channels her fears into a more appropriate determination to get to the bottom of things, and looks to Zoreck and Illonna as models upon which to base her behavior. She finds herself forcing a more upright stance, holding her shoulders back, and focuses her clouded eyes on what little she can see.

"It seems like the Sheriff took great pains to keep people out of here, but it doesn't look like there was a fight inside. With the place all boarded up, it seems unlikely that she- she's a she, right?- left through the front door. I wonder if there are any hidden ways in or out of this building...?"

It's a long shot, but in her drive to make up for her hours of silence and passivity, she is desperate to contribute something meaningful. Not unlike her player!

"Stars, guide me..." she mutters under her breath as she begins systematically probing the office for anything that looks like it could provide some sort of exit.

Casting Guidance, then doing a Perception check of the area. Not bothering to take 20, as we don't want to be here all day...

Perception (Guidance): 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 Boo!

Frustrated at her lack of progress, she looks up at the rest of the party. "Or, you know, I could be letting my imagination get the better of me."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis looks over the locked cabinet with an uncertain, almost guilty look on his face.

I am not a thief...am I?

He clears his throat hesitantly. "I know this is not the right thing to do but perhaps we should just break into the cabinet...I mean what if the Sherrif left some clues in there?"

As he runs his hands over the cabinet Astraea's words strike a chord in his mind. "You are right Astraea, there must be a hidden way out of here!" His past training as an architect comes to mind as he starts to look over the interior of the office for any hidden trap doors...

Could I roll a Profession check to get a boost to my Perception check here? If so, then here we go:
Profession (Architect): 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke ponders what to do next briefly, but can only think of one option, "While it is possible we find the key for this cabinet elsewhere I find that would be to big of a coincidence to rely on. Try again if you can Rikkan, if you break the lock we will just have to break the cabinet itself. Considering how clean this place is I can't help but feel anything of use would be in there. I am sure the Sheriff would forgive us for breaking it for the potential sake of the town."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan nodded, and carefully again tried to jimmy the lock.

Disable 1d20 + 7 ⇒ (8) + 7 = 15


...crunch...

With a final attempt, Rikkan inadvertently snaps something within the internal mechanism of the lock - no amount of lock-picking will now get the door open...

It is a DC25 Strength Check to Lever Open the Doors of the Cabinet – or an attack against a door with Hardness 5 and 20 Hit Points to smash the door open.

Whilst Rikkan is working, Astraea and Drancis continue to look around the small building - their search doesn't turn up anything new and, as far as Drancis is able to tell from the layout of the office, the only way someone could have left the building, is via the front door.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Looking at the cabinet and the crestfallen expression on Rikkan's face, Zoreck asks, "Oh well. I don't know if I want bash it open...there might be something breakable in there. Anyone have a crowbar?"

If the answer is "no"...

"Well, maybe we should head over to the blacksmith's shop to see if we can borrow one. Or the carpenter's shop to borrow a drill."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"No crowbar,,sadly. Sorry I failed at the lock, click. It was tricky. Crowbar is a good idea. There might be something breakable in there, and hitting it could shatter it. Blacksmith's is a good call, I think."


Looking out into the clearing around the oak that makes up the centre of the village, there are no buildings that are obviously Blacksmiths. Although maybe some of the farms or "Yenser's", the store, might have something useful...


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis sighs. "We should not waste any more time here. Let's check out the Temple. Even though the building is destroyed, there has got to be some clues as to what happened there. We can always return here once we find a crowbar or something to deal with the cabinet."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Sounds like a plan. If anyone disagrees, speak up now, whrrr, or we will head straight to the temple." Rikkan turns, if there is no objection and starts heading for the temple, carefully looking for anything (or anyone) unusual in the area.

Perception 1d20 + 7 ⇒ (14) + 7 = 21


Nearly three dozen charred bodies lie among the ash and debris of this burned-out temple where statues carved with common runes of protection have similarly fallen into ruin, pulled down by ropes and half-melted chains. All around is devastation and, as the party pick their way through the wreckage, carrion birds take flight - cawing indignantly as they find higher perches in the ruins...

...and then five of the bodies - clustered together at the rear of the wreckage and burnt nearly to blackened bone, jerkily rise to a standing position and spontaneously ignite in blue flame. As one, they noiselessly scream to the heavens above and start shuffling towards their living prey...

Initiative for Party and Enemy

Zoreck, Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Astraea, Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Rikkan, Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Shieldmaiden Illona, Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Locke, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Drancis, Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Burning Skeletons, Initiative: 1d20 + 6 ⇒ (10) + 6 = 16

Initiative Order
Shieldmaiden Illona, Drancis then
Burning Skeletons then
Zoreck, Locke, Rikkan and Astraea

Shieldmaiden Illona and Drancis may act now

No map for this one so: skeletons are about twenty feet from the 'front line' of the party - please identify in your action whether you are in the 'front line', towards the rear or standing well back.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis would be in the middle rank of the party, which would place him 25-30'away fron the skeletons.

Drancis has a queasy look on his face as he gazes about the carnage. What happened here? It is like going into a war zone here!

As the skeletons come to un-life, a part of his mind freezes in momentary panic as the skeletons utter their keening wail. Still the other part of his mind stays focused as it sees the bubble surrounding a chunk of rubble nearby. With a jerk of power, he grabs and flings the rubble at the closest skeleton.

Round 1:
Standard: use Kinetic Blast against the closest skeleton.
Kinetic Blast: 1d20 + 2 ⇒ (1) + 2 = 3; damage: 1d6 + 5 ⇒ (2) + 5 = 7 Bludgeoning damage.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

I know it's not my action yet, but this will likely be the only chance I get to post today...

Zoreck draws his longsword, gripping it in both hands. Enraged by the desecration of the temple, and losing his temper at the entire situation at this town, he vents his anger at the skeletons.

Enters rage.

Melee attack, two-handed: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

"Stay dead, you b@$t@rd$!"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 1

Kn: Religion: 1d20 + 5 ⇒ (2) + 5 = 7

Illonna draws her weapon grimly. The presence of undead chained the situation drastically. This time she offers no chance for surrender.

Swift Action to Smite Evil on one of the skeletons. Move Action to draw longsword and move into range. Standard Action to attack.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan would have been in the front line as he was leading the group.


Drancis' piece of rubble crumbles as he throws it generating little more tan an ineffective puff of dust... But Illona, acting with single-minded tenacity, moves against the first of the skeletons - her blade sings through the air smashing the flaming skull of the skeleton upon impact...

...as it crumbles, the tumbling bones erupt in a small inferno of white hot flame...

Fiery Death: A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage. A Reflex save DC11 halves the damage.

Illona needs to make a DC11 Reflex Save to avoid 1d6 ⇒ 6 Fire damage / 3 damage on a successful save.

The other skeletons fall upon Illona and Zoreck in a frenzy of claw and fire...

Skeleton 1, Claw vs Illona (Charge): 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Skeleton 2, Claw vs Illona (Charge): 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Skeleton 3, Claw vs Zoreck (Charge): 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Skeleton 4, Claw vs Zoreck (Charge): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20, hitting for 1d4 + 2 ⇒ (3) + 2 = 5

...and, as Zoreck smashes the ribcage of the skeleton that savagely clawed at him - slaying it in a single blow, it also bursts into intensely hot flame...

Zoreck needs to make a DC11 Reflex Save to avoid 1d6 ⇒ 2 Fire damage / 1 damage on a successful save.

Illona, Locke, Rikkan, Drancis and Astraea may take their turn now... Note that there is now an editable combat map in the campaign tab.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan moves forward and swipes his dagger at enemy 3, wishing he could throw fire and stay in the back ranks. [i]Not going to happen with these guys![/ooc]

Attack 1d20 + 1 ⇒ (6) + 1 = 7
Damage 1d3 ⇒ 1


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis pauses uncertain for a moment after seeing the two skeletons explode. If I destroy one of them now...

He cries out to the others, "Step back so I have a clear shot at one!" He then grips another piece of rubble tightly with his mind, but holds off for now...

Round 2:
Standard: Ready action to use Kinetic Blast against the first skeleton to not be in melee.
Kinetic Blast: 1d20 + 2 ⇒ (10) + 2 = 12; damage: 1d6 + 5 ⇒ (5) + 5 = 10 Bludgeoning damage.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Astraea stifles a gasp as the burning skeletons rise up from the ruins, and then again as the two that are stuck down explode into flames. As her friends on the front line fight for their lives, she knows she has to do something to help.

She turns her gaze toward the heavens for a moment, and tries to see the stars hidden there beyond the veil of daylight. The answer comes to her in an instant, and she remembers a weapon she just happened to have picked up in her travels...

Five-foot step, drawing a vial of Holy Water and tossing it at #3, since I'm pretty sure Rikkan missed him.

Holy Water (ranged touch): 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19 Can Holy Water crit? I know splash damage doesn't crit, but this is a direct throw at the target, so... I dunno!
Confirmation, in case it can: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15 Not sure if that confirms, but I suppose if it does that'd be, what, x2 damage?
Damage: 2d4 + 1 ⇒ (3, 1) + 1 = 5 And for crits, do you just multiply the damage or do you prefer we roll the damage dice again? I'm just doing the normal damage for now just in case there's no crit anyway.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 2

Reflex: 1d20 - 1 ⇒ (8) - 1 = 7

Illonna's armor saves her from the claws of two of the skeletons, but she is not so fortunate in the face of the ensuing explosion. Gritting her teeth against the pain she attacks another of the skeletons.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke grimaces in disgust as the undead rise to face them. Whatever is going on in this village it is becoming more and more apparent that it is most foul.

His standard held high and his voice ringing clear, Locke begins chanting a daring tale in an unknown tongue of heroes fighting back flames of destruction.

Inspire Courage, because helping my friends is a good feeling!


Whilst Rikkan and Illona struggle to hit the flaming skeletons – the raging heat coming from their fire proving to be as much of a defense as their ability to dodge the blows – Astraea has the inspiration to use Holy Water. Arcing through the air, the flask smashes upon striking the skeleton and, with the fire instantly extinguished by the water, the bones benignly fall to the floor…

It was a confirmed critical but the skeletons have so few HP that it is kind of an irrelevance – so I’ve ruled that the Crit (plus the fact that it was Holy Water) stops the skeleton exploding… Which is probably a relief to Zoreck and to Rikkan.

Whilst Drancis looks for an opportunity to strike, the skeletons mindlessly continue to claw at Illona and at Zoreck…

Skeleton 1, Claw vs Illona: 1d20 + 2 ⇒ (16) + 2 = 18, hitting for 1d4 + 2 ⇒ (1) + 2 = 3
Skeleton 1, Claw vs Illona: 1d20 + 2 ⇒ (8) + 2 = 10, missing

Skeleton 2, Claw vs Zoreck: 1d20 + 2 ⇒ (13) + 2 = 15, missing
Skeleton 2, Claw vs Zoreck: 1d20 + 2 ⇒ (15) + 2 = 17, hitting for 1d4 + 2 ⇒ (1) + 2 = 3

Everyone may take their turn now

Note that I have subdued these burning skeletons a little – as written, they have a fire aura (1d6), they deal additional fire damage on a hit (potentially another 2d6 with 2 claws in a Full Attack) and they explode upon death (for a further 1d6)… All a little too much for a level 1 group I feel.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Reflex save (DC 11): 1d20 + 3 ⇒ (9) + 3 = 12 ...yup!

Zed: I think we both forgot about Zoreck's +2 temporary hp for raging. I think he should have 6 hp remaining at the moment.

Screaming in rage and pain, Zoreck slashes savagely at the skeleton.

Melee attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Okay - Zoreck would have been on 6 before making his save against the exploding skeleton - now on 5 (it was half damage (1) on a save).

With a growing fury, Zoreck severs the head of the skeleton that was stood between him and Illona... The flames from the sudden bonfire as the skeleton self-immolates threaten both Illona and Zoreck...

Zoreck and Illona need to make a DC11 Reflex Save to avoid 1d6 ⇒ 1 Fire damage / zero damage on a successful save.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 2

Reflex: 1d20 - 1 ⇒ (10) - 1 = 93

Illonna grunts as she catches another blast of heat. She attacks the skeleton that struck her.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Not clear-- how many skeletons are left?

Reflex save (DC 11): 1d20 + 3 ⇒ (17) + 3 = 20 ...Yay!


Just the one skeleton (skeleton 1 attacking Illona) left - it's marked on the map. One of the five was killed by Illona, Two by Zoreck and One by Astraea's Holy Water.

Also folks, just to help you guys, I keep track of HP on the Campaign Tab - yeah, Illona's on 2 and Zoreck is on 5... Just saying ;)

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