The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak gives a resigned sigh at the information. ::"I knew we couldn't trust the ground we be walkin' on."::

Darnak just shakes his head at the mighty spellthrower. As the others differing attitudes snake through his mind, Arrogant, impatient, and foolhardy. 'Tis no wonder I like 'em so much.


Male Human Cleric 3 - Unholy Barrister

::Sparel your vast knowledge is ever a boon to us. So we're going attack yonder horde of orcs and trolls brothers? Is stealth out of the picture then?::


Sparel takes a handful of marbles out of his pocket and throws them into the air as he says some magical words in draconic. The little spheres start to fall to earth, then hang in the air as he completes the spell. They rotate until unblinking eyes appear inside them.

Then prying eyes split into 11 pairs and start to fly down the streets, taking cover behind massive tree roots and other foliage as they survey the terrain. The orbs makes sure not to get too close to any of the creatures, lest they be stepped on.

Monsters’ perception checks:

Stealth check 1d20 + 16 ⇒ (13) + 16 = 29
Stealth check 1d20 + 16 ⇒ (10) + 16 = 26
Stealth check 1d20 + 16 ⇒ (13) + 16 = 29
Stealth check 1d20 + 16 ⇒ (18) + 16 = 34
Stealth check 1d20 + 16 ⇒ (5) + 16 = 21
Stealth check 1d20 + 16 ⇒ (8) + 16 = 24
Stealth check 1d20 + 16 ⇒ (9) + 16 = 25
Stealth check 1d20 + 16 ⇒ (20) + 16 = 36
Stealth check 1d20 + 16 ⇒ (20) + 16 = 36
Stealth check 1d20 + 16 ⇒ (2) + 16 = 18
Stealth check 1d20 + 16 ⇒ (12) + 16 = 28
Stealth check 1d20 + 16 ⇒ (5) + 16 = 21
Stealth check 1d20 + 16 ⇒ (2) + 16 = 18
Stealth check 1d20 + 16 ⇒ (15) + 16 = 31
Stealth check 1d20 + 16 ⇒ (3) + 16 = 19
Stealth check 1d20 + 16 ⇒ (6) + 16 = 22
Stealth check 1d20 + 16 ⇒ (11) + 16 = 27
Stealth check 1d20 + 16 ⇒ (6) + 16 = 22
Stealth check 1d20 + 16 ⇒ (10) + 16 = 26
Stealth check 1d20 + 16 ⇒ (4) + 16 = 20
Stealth check 1d20 + 16 ⇒ (4) + 16 = 20
Stealth check 1d20 + 16 ⇒ (7) + 16 = 23

Orc Perception 1d20 - 1 ⇒ (16) - 1 = 15
Orc Perception 1d20 - 1 ⇒ (9) - 1 = 8
Orc Perception 1d20 - 1 ⇒ (11) - 1 = 10
Orc Perception 1d20 - 1 ⇒ (4) - 1 = 3
Orc Perception 1d20 - 1 ⇒ (15) - 1 = 14
Orc Perception 1d20 - 1 ⇒ (12) - 1 = 11
Orc Perception 1d20 - 1 ⇒ (15) - 1 = 14
Orc Perception 1d20 - 1 ⇒ (6) - 1 = 5
Orc Perception 1d20 - 1 ⇒ (6) - 1 = 5
Orc Perception 1d20 - 1 ⇒ (3) - 1 = 2
Orc Perception 1d20 - 1 ⇒ (16) - 1 = 15
Orc Perception 1d20 - 1 ⇒ (14) - 1 = 13
Orc Perception 1d20 - 1 ⇒ (1) - 1 = 0
Orc Perception 1d20 - 1 ⇒ (7) - 1 = 6
Orc Perception 1d20 - 1 ⇒ (1) - 1 = 0
Orc Perception 1d20 - 1 ⇒ (15) - 1 = 14
Orc Perception 1d20 - 1 ⇒ (7) - 1 = 6
Orc Perception 1d20 - 1 ⇒ (9) - 1 = 8
Orc Perception 1d20 - 1 ⇒ (11) - 1 = 10
Orc Perception 1d20 - 1 ⇒ (15) - 1 = 14
Orc Perception 1d20 - 1 ⇒ (16) - 1 = 15
Orc Perception 1d20 - 1 ⇒ (20) - 1 = 19

A few orbs actually fly into the tents below and one is almost spotted. But after about a half-hour, most of the orbs start to return to Sparel to give him information about the surrounding mile of terrain.

One by one, each orb flies into his hand, and in the matter of one round mental shows him everything they experienced. Once done, the eye disappears and a new one flies into his hand. The whole process takes a little more than two minutes to finish.

Sparel:
You gain a +2 bonus to Stealth and Perception checks within this part of the city for the next two hours thanks to the sheer amount of information just uploaded into your brain. You know exactly where to hide and where others can be in this terrain. If you have an opportunity to speak or telepathically communicate with the rest of the group, you can share the bonus, but this must be done on a case by case basis because it would take hours to relate all the information you just received.

Sparel, you can confirm Thaddicus' count of the monsters and add your own numbers. In addition to the monsters you see below, there are 30 more orcs within the tents.

Some are sleeping. Others are going through the items they have looted. None of them seem to be torturing or hurting the slaves. In fact, each group of slaves has at least one guard whose job it seems to be to make sure no one hurts the people.

The rest of the creatures are wandering around the base of the tree, obviously enjoying the spoils of their victory. A few are poking at massive armor-like machines that you recognize as a type of mobile infantry used by the Technic League's troops - the Gearmen. It seems as if the plants themselves helped tear the machines apart.

The eyes also make clear that while the creatures appear to be wandering around without a commander, there are always 2d6+6 orcs and 1d4 trolls within a 60-foot radius of any entrance into the tree. And the rest are easily within earshot of any of these guards.

Sparel, you know the final pair of orbs - the two sent to scout the tree itself - have not reported back in yet. From the others' reports, you know they scouted the entrances and then started to go upward. You also know that there appear to be some openings higher up the tree as well.

Do not poke Happy Fun Ball:
Stealth check 1d20 + 16 ⇒ (3) + 16 = 19
Stealth check 1d20 + 16 ⇒ (17) + 16 = 33
Perception 1d20 + 15 ⇒ (6) + 15 = 21
Perception 1d20 + 15 ⇒ (10) + 15 = 25

Happy Fun Ball's stealth 1d20 + 14 ⇒ (13) + 14 = 27
Happy Fun Ball's perception 1d20 + 30 ⇒ (10) + 30 = 40
Happy Fun Ball's perception 1d20 + 30 ⇒ (11) + 30 = 41

Suddenly, Sparel knows the other two orbs have been destroyed. Before the thought can even transmit to the rest of the party, an ear-splitting roar sounds from high up in the vines and leafy covering of the tree. Below, the orcs and trolls seem startled for a moment, then they hustle over to the tree openings at ground level.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::Weapons ready. Two of the orbs have been discovered and identified. Shall we take out the army or disguise ourselves?::

I can veil us if needed. Effectively making us all look like something else, Orcs in this case. Or we can just murder them all. ;-)


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Lol! Happy fun ball! That's great stuff!

Keeping track of the number of "eyes" Sparel let loose, Darnak worries about the missing two. At the sound of the roar, Darnak's fear increases. And only gets worse when Sparel confirms his fear. ::"I'm thinkin' we best try 'n hide. Don't know if we're gonna be able to 'r not. The ground itself betrays us. If those blasted orcs move our way, let's try disguisin' ourselves. Let battle be our last option. Remember, we need to save as much energy as we can if we're to face off with this Malgarius being.":: The normally reserved Darnak seeming to take on an entirely different persona during times of danger.


Male Human Cleric 3 - Unholy Barrister

:I agree. We can leave a diversion of some sort and then circle around. I dont want us to be entangled with 160 or so orcs when the big bad demon shows up::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::I will disguise us as Orcs like the ones we saw.::

Using his bonded item power Sparel calls a spell from his spell book that he did not prepare for the day.

The energy flows over his companions and (unless they resist for some odd reason) moments later they are covered in a magical disguise to appear as Orcs.

Veil:

VEiL
School illusion (glamer); Level bard 6, sorcerer/wizard 6 casting Time 1 standard action
components V, S
range long (400 ft. + 40 ft./level)
Targets one or more creatures, no two of which can be more than 30 ft. apart
duration concentration + 1 hour/level (D)
Saving Throw Will negates; see text; Spell resistance yes; see text You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances
if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn’t help.

Sparel casts another spell on himself and actually becomes an orc (polymorph any object).


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::We should head toward the upper levels of the tree before we're discovered. I can summon something if you need a distraction. ::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

As they all now appear as orcs, Darnak shakes his head, astounded. ::"Ya never cease ta amaze me, elf."::

Darnak nods in agreement, ::"Instead of a distraction, I'm thinkin' we ought to be keepin' ourselves silent and hidden. Save 'r disguises for only when necessary. What do the rest o' ye think?"::

Edit for rolls:

Perception: 1d20 + 39 ⇒ (12) + 39 = 51

Stealth: 1d20 + 34 + 2 ⇒ (4) + 34 + 2 = 40


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

As they all now appear as orcs, Darnak shakes his head, astounded. ::"Ya never cease ta amaze me, elf."::

Darnak nods in agreement, ::"Instead of a distraction, I'm thinkin' we ought to be keepin' ourselves silent and hidden. Save 're disguises for only when necessary. What do the rest o' ye think?"::

::Agreed. Over here is the best place to hide.::

+2 to everyone as i communicate hiding places.

Sparel Stealth roll 1d20 + 27 ⇒ (11) + 27 = 38

Perception to look around for nearby enemies. 1d20 + 27 ⇒ (16) + 27 = 43

Edit: Oh, and for the orc disguise 1d20 + 14 ⇒ (4) + 14 = 18

Veil gives everyone a +10 to disguise.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

::"Let's sneak through if we can, and go from there."::

Stealth: 1d20 + 32 ⇒ (10) + 32 = 42
Perception: 1d20 + 48 ⇒ (1) + 48 = 49


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor draws Windstrike just in case ::"I think stealth is rather pointless now, but if you wish to hide, I will assent."::

Let me know if I need to make any rolls, also, do we have any decent amount of time to buff??


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::I also have invisibilty sphere prepared if needed.::

Effectively giving everyone a +20 to stealth while moving or +40 when standing still. If anyone is not particularly stealthy I can do that, but we'll be invisible orcs, which might be suspicious if someone can see invisibility (a relatively easy task)

inViSibiLiTy SphErE:

School illusion (glamer); Level bard 3, sorcerer/wizard 3 components: V, S, M
Area 10-ft.-radius emanation around the creature
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.


Male Human Cleric 3 - Unholy Barrister

Malak was disgusted at his orcish appearance but understand the necessity. His own shadow couldnt hear him breath as he snuck off with his brothers.

Stealth - 1d20 + 38 + 2 ⇒ (6) + 38 + 2 = 46

Perception - 1d20 + 24 ⇒ (14) + 24 = 38


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

In an attempt to relieve Akor's irritation, ::"You'll have yer time, Akor. Don'tcha be for worrying."::

::"Hold a moment, Sparel. Let's see how far we can get with what we've got for now. Keep it handy though, just in case.":: He says as he continues to observe what's transpiring among the creatures.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

In an attempt to relieve Akor's irritation, ::"You'll have yer time, Akor. Don'tcha be for worrying."::

::"Hold a moment, Sparel. Let's see how far we can get with what we've got for now. Keep it handy though, just in case.":: He says as he continues to observe what's transpiring among the creatures.

Nods in agreement.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39 Stealth
1d20 + 34 ⇒ (5) + 34 = 39 Perception


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I believe we're all steal thing towards the main tree at this point.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::Someone good at lying should be prepared to be "head orc" should we be discovered. Of course that person will have to speak Orc also. ::


No one is running toward you. They are taking defensive positions around the entrances. You have not been spotted; the prying eyes were spotted and destroyed. You don't know what did that or what roared.


So, the plan is to sneak up close and then walk in as orcs, hoping to bluff your way past? Only the shadowdancer has hide in plain sight, as I recall. The shadows of the canopy would allow him to waltz right in. There aren't enough things to hide behind for the rest to sneak all the way into one of the ground entrances now that the guards are on alert.

So, someone will need to give me a bluff check to go past the orcs and post how they want to do that. Don't forget there are trolls present at the entrance as well.

If anyone wants to ask for more information or make a roll, this is a good time


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;I do not have the tongues spell prepared. However, as mentioned, I can make us invisible then perhaps we could simply walk through the front door. It makes our disguises a moot point, but doesn't hurt. ::

Sparel thinks a moment

::Of course I could just cause some sort of commotion over that way (points away) then meet back up with you. Perhaps that will draw most of them away from the main tree. Regardless of what we do it's deception time. What say you?:: To the group, but more specifically directed to whomever usually acts as the leader type.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak attempts to gather all their options. Blast! He thinks to himself, unable to see an easier way around this. ::"Unless one of ya speaks giant, I'm fearin' we're not havin' a choice but to fight. I'm hatin' to waste yur disguises Sparel, but let's try the invisiblity o' yurs. Just know we're gonna have ta deal with the smellers o' the troll beasts.":: Darnak sighs, realizing combat with these mooks might actually be inevitable. Thinking to the group again, ::"Any o' ya speak giant?":: He asks, hopeful. ::"If not, then Sparel, cast yur invisiblity on us. And make sure we stay a moderate distance from them trolls. At least for as long as we can."::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor flashes a predatory smile ::"See this is what happens when you try to act all sneaky when clearly an assault would be the better choice, especially since there's no way anybody could've known how bad things would be here. And Sparel, if I can't go and scout ahead on my own, there is no way in the Nine Hells we're gonna let you go cause a distraction all by yourself.":: He pauses to think for a few moments then chuckles mentally ::"How bout the mighty mage walks up to the 'front door' and gives one of his longwinded explanations about planar realaities. The resulting confusion should let us sneak through no problem"::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:
Darnak attempts to gather all their options. Blast! He thinks to himself, unable to see an easier way around this. ::"Unless one of ya speaks giant, I'm fearin' we're not havin' a choice but to fight. I'm hatin' to waste yur disguises Sparel, but let's try the invisiblity o' yurs. Just know we're gonna have ta deal with the smellers o' the troll beasts.":: Darnak sighs, realizing combat with these mooks might actually be inevitable. Thinking to the group again, ::"Any o' ya speak giant?":: He asks, hopeful. ::"If not, then Sparel, cast yur invisiblity on us. And make sure we stay a moderate distance from them trolls. At least for as long as we can."::

::I have magics that allow me to speak all languages, but I am not the best liar. Stealth may be our best bet. I will make us all invisible. Stay within ten feet of me to maintain the invisibility.::

Unless someone speaks up Sparel will cast Invisibilty sphere. +20 stealth while moving and +40 when standing still.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
Akor flashes a predatory smile ::"See this is what happens when you try to act all sneaky when clearly an assault would be the better choice, especially since there's no way anybody could've known how bad things would be here. And Sparel, if I can't go and scout ahead on my own, there is no way in the Nine Hells we're gonna let you go cause a distraction all by yourself.":: He pauses to think for a few moments then chuckles mentally ::"How bout the mighty mage walks up to the 'front door' and gives one of his longwinded explanations about planar realaities. The resulting confusion should let us sneak through no problem"::

;;I was just going to summon something nasty then leave the area in shape shifted form, but whatever you like. :: Sparel half jests


Male Human Cleric 3 - Unholy Barrister

::I can also create am illusion but it will have no sound. We have used it before. Might be enough to distract them. We cant wait too long either way.::

The elf was getting ancy. Sneaking into places like this was their forte and it added an exciting edge that the orcs and such were on guard for an intrusion.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

As we're all invisible I think we'll be trying to sneak up to and past the guards at the front of the tree. Everyone will need a stealth roll with at +22 bonus (with +2 as Sparel will direct where to hide and +20 from invisibility) and whatever else the DM wants.

Sparel stealth 1d20 + 49 ⇒ (19) + 49 = 68


Male Human Cleric 3 - Unholy Barrister

Stealth - 1d20 + 48 + 22 ⇒ (4) + 48 + 22 = 74


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"I want 'em all dead too, Akor, but if I were a bettin' dwarf, I'd wager their here for fodder. We concentrate on fightin' these nothin's, then we got nothin' left to battle their leader. Or he just uses 'em all for a distraction while he pummels us from afar. Hold on ta the fire in yur belly, Scourgebane, for just a little while longer. We're gonna need it for when we come up against this Malgarius fella.':: He gives him a pat on the arm.

As they all go invisible, ::"Alright, remember, the trolls will still be able to smell us, let's avoid 'em for as long as we can.":: Darnak takes a deep breath as they all make their way forward.

Stealth: 1d20 + 34 + 20 + 2 ⇒ (4) + 34 + 20 + 2 = 60


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 25 + 22 ⇒ (19) + 25 + 22 = 66 Stealth

GM, can we pause for a bit? I would like to buff some but am currently at work. I should get a break soonish tho


I travel on Sundays, so I won't be home until around midnight, you guys have plenty of time to work and plan. Please don't ignore your real life for a game. I'm not going anywhere and neither are the enemies.

Also, I game in real life on Sundays. I just finished a session and saw the responses.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor once again draws on the divine power of Iomedae, to provide with greater protect in the coming battle Casting Shield of Faith bringing my AC up to 33 and Countless Eyes granting me all-around vision and unable to be flanked.

Current Buffs:

Magic Vestment on shield, +4 Enhancement bonus to AC, 18 hr duration, AC 28
Perceive Cues, 180 minute duration, +5 Perception/+5 Sense Motive(+34/+41)
Shield of Faith, 18 minute duration, +5 Deflection bonus to AC, AC 33
Countless Eyes, 18 hr duration, All-Around Vision, can't be flanked.

6/7 1st, 6/7 2nd, 5/7 3rd.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Actually Shield of Faith is a good idea. Sparel casts that on himelf as well when they get relatively close to the entrance.. +4 deflection with a 13 min duration.


The group starts to slowly creep up to the tree under cover of the invisibility sphere. Everyone moves at half speed to gain the most possible benefit from their skills and magic.

Fe Fi Fo Fum:
Trolls at entrance 1d4 + 1 ⇒ (1) + 1 = 2
Perception 1d20 + 8 ⇒ (4) + 8 = 12
Perception 1d20 + 8 ⇒ (16) + 8 = 24

You each slowly move past the guards, standing within five feet of some of them as you move past. Then you notice two trolls in the center of the group are loudly sniffing the air through their long, twisted noses.

In Giant tongue:
"I can smell elves and dwarves! They''re close! Block the entrance!"

You all hear harsh words from the trolls in the language of giants. Then the orcs start to move again, running to completely block off the entrance with their bodies. A few of them pull out sounding horns as they move, putting it to their lips.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;They just said "I can smell elves and dwarves! They''re close! Block the entrance!" in Giant. We're going to have to fight our way in. Or I could just drop a black pudding on them and we walk pass in the ensuing chaos.::

Edit: Note Summoning doesn't break invisibility. ;-)


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

::Sounds good to me. I'm sure it will be sufficient.::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"Bah!":: Darnak's frustration evident. ::"Do it, Radtymah! We need ta use as little a resources on these nothin's as possible. Remember, we take out their boss FIRST, an' THEN we can take out the rest o' the trash. And if the pudding don't work, then well just have ta send 'em all to hell.":: He says as if there will be no choice in the matter.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Thaddicus Marcaldor wrote:
::Sounds good to me. I'm sure it will be sufficient.::

::I will have no control over the pudding and it will be able to sense us as though we were visible. Though as long as we don't attack it we should be able to get past as it is busy with the trolls. In theory at least.::

It has blind sense, so obviously invisibility won't help us, but I am unsure if just regular stealth will. If nothing else while it's busy we should be able to walk past it unmolested.

FYI:

Black Pudding
N Huge ooze CR7
init –5; senses blindsight 60 ft.; Perception –5
Defense: AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
Hp: 105 (10d8+60)
fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits
Offense speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
space 15 ft.; Reach 10 ft.
special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
statistics
str 16, Dex 1, Con 22, int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped) skills Climb +11
sQ ooze traits, suction
special Abilities
Acid (ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location. Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:
::"Bah!":: Darnak's frustration evident. ::"Do it, Radtymah! We need ta use as little a resources on these nothin's as possible. Remember, we take out their boss FIRST, an' THEN we can take out the rest o' the trash. And if the pudding don't work, then well just have ta send 'em all to hell.":: He says as if there will be no choice in the matter.

;;Fair enough, oh ye patient one.:: Sparel chides

Muttering under his breath Sparel lightly tosses a small vial to the far side of the entrance from where we stand (using telekinesis if needed). The vial instantly breaks and becomes a massive (size Huge) black form the exudes an acrid stench. I'm sure the ogres will instantly recognize the smell as Acid. ;-) Hopefully that takes their mind off the elf/dwarf smell.

Targeting one side of the doorway so they'll have to move to fight the Pudding. Effectively putting all of them between us the the conjured pudding.

The black mass reaches out a pseudopod to strike the nearest creature.
Melee Slam (10' reach) 1d20 + 8 ⇒ (6) + 8 = 142d6 + 4 ⇒ (2, 6) + 4 = 12 Plus 2d6 ⇒ (1, 4) = 5 Acid

Plus Grab if it hits CMB 1d20 + 16 ⇒ (17) + 16 = 33

FYI: the suffix Mah is a title indicating high degree of magical proficiency among elves. Something you probably all know by now.

Again the black pudding stats:

Black Pudding
N Huge ooze CR7
init –5; senses blindsight 60 ft.; Perception –5
Defense: AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
Hp: 105 (10d8+60)
fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits
Offense speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
space 15 ft.; Reach 10 ft.
special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
statistics
str 16, Dex 1, Con 22, int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped) skills Climb +11
sQ ooze traits, suction
special Abilities
Acid (ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location. Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.


Male Human Cleric 3 - Unholy Barrister

::Summon your pudding cousin and I will create an illusion of a group similar to ours behind it. Perhaps this will be enough to draw some of them away from the opening for us to slide through.::

Malak waits for Sparel's spell to take effect and then concentrating, calls upon the mysteries of Shadow and a group of elves and dwarves appear roughly 20 behind the pudding. Armed to the teeth the 28 or so illusional beings wave their weapons menecingly.

if interacted with - Will save DC - 13


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Bunch of stinky Dwarves and Elves ruining an otherwise good plan. Couldn't smell us fresh-scented humans and Aasimars could they? That's what you guys get for not bathing on a regular basis":: Akor thinks the mirth obvious in his thoughts. In regards to Sparel's plan and Darnak's comments ::"Oh sure, spoil my fun and remove the chance for me to dispense a little divine justice. I say our next mission, we go invade the Mana-Wastes, whatcha think 'Oh Mighty Mage'? Fine, fine, summon your stupid minion, but I swear, if you keep robbing me of my fun, I am gonna brain ya. See how many spells you cast while knocked out."::

Re: Blindsense-As far as I can tell, it's just able to tell where we are. It still can't see us as it doesn't actually pierce invisibility, but it will know that something is ten feet to the left that its unable to see


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:

::"Bunch of stinky Dwarves and Elves ruining an otherwise good plan. Couldn't smell us fresh-scented humans and Aasimars could they? That's what you guys get for not bathing on a regular basis":: Akor thinks the mirth obvious in his thoughts. In regards to Sparel's plan and Darnak's comments ::"Oh sure, spoil my fun and remove the chance for me to dispense a little divine justice. I say our next mission, we go invade the Mana-Wastes, whatcha think 'Oh Mighty Mage'? Fine, fine, summon your stupid minion, but I swear, if you keep robbing me of my fun, I am gonna brain ya. See how many spells you cast while knocked out."::

Re: Blindsense-As far as I can tell, it's just able to tell where we are. It still can't see us as it doesn't actually pierce invisibility, but it will know that something is ten feet to the left that its unable to see

;;Well, send me a postcard from the mana wastes. I hear they're lovely this time of year.:: Sparel jest then continues. ;;I'm sure your time will come quickly enough. In the mean time lets get this seed and get the hells out of here.::

Yea, the terminology is a bit odd. I think blind sense effectively nullifies stealth. It's like being able to "feel" everything in a 60' Radius. But DM's call. We should effectively be able to get past it no problem.

Oh, FYI the pudding will last 17 rounds.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Agreed, just make sure you hold back a Teleportation spell in reserve. Once we're finished here, we need to get gone fast. I'm all for a good fight, but I get the feeling that unless we destroy it right away, once we obtain the Seed, this whole place will turn nasty on us fast. Even if we can destroy it immediately, I'd rather not fight our way back out as well."::


The orcs start sounding an alarm with their horns and you can hear other orcs sounding the call around the tree. More orcs start coming toward the entrance you are trying to sneak into.

Sparel takes out a vial of acid and breaks it, causing a black pudding beside the orcs blocking the way into the tree. It immediately attacks one of the orcs, melting off its left arm and engulfing the rest of its body. Even as the orc tries to struggle, you can see the rest of him being dissolved down to the bone.

It smells the blood of orcish scum:
Pudding 1d20 + 8 ⇒ (10) + 8 = 18
Damage 4d6 + 4 ⇒ (6, 5, 6, 1) + 4 = 22
Grapple 1d20 + 16 ⇒ (9) + 16 = 25

The other orcs let out a savage howl and surround the giant ooze, slashing at it with their falchions. All but one manages to hit the massive ooze. That orc misses because as his brethren hit the ooze, it begins to split down the middle. By the end of their relentless assault, 10 oozes fill a space that's much too small for them now.

Orcs' revenge:
Attacks 1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (8) + 5 = 13

They roll out, burning the orcs feet and legs as they try to devour all the living tissue nearby. The orcs fall back, still swinging now that the oozes don't seem to be splitting anymore. Some resort to using their fists or debris picked up off the ground to fight back.

The confusion easily allows you to sneak past the guards into the opening in the tree, while more orcs show up to fight the creature. Once they see what's happen, another alarm is raised. This one sounds different than before and more troops start to show up. But that doesn't matter to the group as it slips inside.

Blindesense (ex):
Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak turns his head toward Akor ever so slowly, ::"What are ya on about me not bathin' regularly? I took one just last week,":: he states as a matter of fact.

::"And here I thought ya were wantin' ta fight yer way back out, Scourgebane?":: He grins wryly.


The air inside Malgarius is damp and hot, much more so than outside. This truly is what a tropical jungle would feel like after hundreds of years. The floor is covered with a warm mist. The walls and ceiling are covered with a shiny resin-like material. As you walk farther in, you can see some small pools of warm water.

Sparel, you know from your earlier knowledge checks that this is environment is similar to the Abyssal layer that Malgarius once ruled before Cyth-V'sug took control.

The tunnel you're in now seems to loop and turn at random, even changing angle wildly. As you go ahead more, water is dripping from the ceiling as the humidity from outside is overcome by the massive heat inside the tree. The group eventually comes to a shaft that starts to move upward. It's roughly circular and about 20 feet in diameter. There is no other path.

A closer look tells you that it would be impossible to just walk your way up the shaft; it's far too steep and twisting.

Terrain roll:
1d6 ⇒ 2

Each character that lacks a Fly or Climb speed must make two DC 25 Climb checks to navigate this tunnel or find some other way to get through the passage.

Sparel, you know the invisibility sphere will last 17 minutes at most and some of those minutes already were used to sneak up to the tree.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Also their falschions are mostly likely corroded to s%!$ now. ;-) That's one of my favorite spells. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

As they manage their way inside, ::"Alright, we're in. Now, let us find this seed."::

Looking at their predictament, ::"Crap.":: Darnak scratches his head, wondering how they are all gonna make that climb. ::"Any o' you fellas have a spell for this?":: He nods towards the insane climb. ::"I've got a couple o' draughts o' spider climb, but that's only two o' us."::


Male Human Cleric 3 - Unholy Barrister

::I can handle it with no help if I take my time.::

taking 10 on two climb checks.

Climb - 10 + 15 = 25
Climb - 10 + 15 = 25

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