The Strangler of the Shadow Moor (Inactive)

Game Master Terquem

When a mysterious experiment draws together the Plane of Shadows and the Plane of Negative Energy, strange things are born, and a world begins to unravel |

Encounter in the Hall


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Male Elf Cleric 4 | AC (17), T (12), FF (15) |HP: 29/29 (0 NL) | F +4, R +4, W +7 | Init +3, Perc +7 |CMD 16

Woo, M.A.R.V.I.N. and I are eastern hemisphere buddies. GMT+9 here.

Diarmal shudders as a chill runs down his spine. Whatever just happened was more dire than any Bullwug-lookalike, any overly talkative gnome, or even than meeting his favorite cousin. Mostly favorite cousin.

He closed his eyes, trying to focus Aisling's power into understanding the magical energies of this place. Casting Detect Magic, checking the room for any magical sign of whatever that was.

As his careful eyes panned the room, searching for any semblance of logic, he tried to survey the others in the tavern. The copper-haired one and the short one kept speaking in riddles. It was fascinating, though also mildly irksome. As the taller one made for the door with some kind of metal stave in hand, Diarmal had only one thought on his mind.

"For all of Aisling's good graces," he said, addressing no one in particular, "What in all the good highlands of Ibalnd is going on here?"


Female Gnome 1/Druid | AC (14), T (12), FF (12) |HP: (8)/(8) | F(2), R(1), W(4) | Init(1), P(7) |CMD (8)

Shutter and thoom indeed. Felicia has instinct kick in as she snaps her head back outside the tavern. She raises a hand, a motion in hopes to make sure no one talks, as she tries to listen outside.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Regardless M.A.R.V.I.N steps ahead of her and heads outside, she tries to grab him, uttering in a quiet voice. "Your stick is no weapon! Get back inside!" Though her small form is far too much to hold him back, and she lets go just as soon as she had grabbed him. She turned back to them, then. The Elves, and the Grippili, her head shaking as she spoke more calmly. "You have weapons, come on, let's help him. Who knows what's happening out there to him! Erm... You lead the way, need a torch?" her insistence to lead was directed to Diarmal, though she herself was prepping herself by ushering a small prayer in her sylvan tongue.


Male Elf Cleric 4 | AC (17), T (12), FF (15) |HP: 29/29 (0 NL) | F +4, R +4, W +7 | Init +3, Perc +7 |CMD 16

(Hopefully) Satisfied with his cursory examination of the magical energies in the inn, Diarmal snapped his fingers to create a calm and soothing light of Aisling in his palm. Pressing it to his chest, he centered the emanation on himself.

"That will be unnecessary, little one. Lady Aisling provides."

Reaching for the shortbow attached to his pack, the highlander strung it with a practiced hand and gave it an experimental draw. He nodded his head towards Rydwen.

Drasbian:

"Oi' cous', ill be best'n if ye tak' ta lead, mehthank."
May Scotland have mercy on my soul for my butchery of their accent.


Male Grippli Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

By all the spirits of my ancestors, what was that? , Ribat thinks as whatever was happening twisted the very fabric of his being. As he recovered his wits, Ribat touched his forehead, each of his shoulders, and then his stomach. Whatever evil spirits are behind this have another think coming if they think I'm not prepared . Having completed his ritual, Ribat jumps back as one of the people involved in the commotion in the bar runs past him. When Felicia encourages Ribat to follow, Ribat says, I intend to help, but I will be more useful if I am not seen. As Felicia and the elves are preparing, Ribat takes to the shadows and follows the running figure.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5; Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
I have darkvision 60 ft. Stealthing means moving at 1/2 speed, so I'm effectively at 15 ft. speed.


Male Dwarf Stone Oracle/Fighter(Weapon Master) 1/3 I AC 18, T 17 I FF 17 I HP 40/40 I Saves F: 4, R: 2, W: 3 I Init: +1, Per: +1

Holy crap that's like a week of posts in a night

Xor listens to the mostly unintelligible conversation with a dull almost bored look, until he does his matrix imitation and snaps back up

So beasty, ya back for more ay

He runs outside rock drawn


Android Gunslinger (Musket Master)/4 | AC 18, T 15, FF 13 | HP: 42/46 | F+5, R+8, W+3 | Init+6, P+11 | CMD 19

After a few moments with nothing in sight, Marvin says, "No further information gathered. Scouting recommended. Agent Southmiller, this unit request information regarding this event."


Female Elf Ranger 1

Green eyes immediately narrow: finally, something she might understand better than all this prattle. Ribat's skill at language had floored her, but now she thought she heard bugs: something swamp rangers know a thing or two about. She rushed out of the tavern, straining to make out if they are insects, and if so what type...

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (Nature): 1d20 + 3 ⇒ (10) + 3 = 13

The weapons comment was the best thing Rydwen's heard Felicia say yet. She gripped the worn wood of her spear, contemplating the best way to fight off a potential swarm.

"Got ye boards fer the windows?" She dismissed the idea the moment she said it. "Nae good, nae time. Be havin' a cellar?"

She worried about how to tell Diarmal, but clearly this wasn't going to be the right time.


Male, old, old, Male

Sasithorn:
Your knowledge of the Planes, seems to indicate that what was just experienced was a collision of one or more planes of existence. You know this not from experience, but because you have read about this sort of phenomena. It is a rare occurrence and often a portent of catastrophic events. Your Spell, does not detect a lingering Aura of any Kind, but as you face west, something unlike anything you’ve experienced before happens, as it “feels” that you can almost detect a void in the world’s normal background levels of Magic. Normally you would ignore extremely small variations in magic detected and only concentrate on those Auras that stand out, but here, for a brief moment, there is a noticeable absence of any detectable Auras of any kind, like a pocket of this world has been sucked dry of its “essence”

Marvin:
Your Perception tells you that the sound is most likely made by some object of solid mater caught in an unbalanced rotational frequency

Diarmal:
Your spell to Detect Magic, normally leaves you with a slight feeling of having touched an outer plane, where the “sight” necessary to see Magical Auras flows from, but as you scan the room, and feel this familiar feeling, you face west, at some point, and you feel as if you are “disconnected” momentarily from your normal sense of connection to your Deity, almost like a void exists in this direction, but before you can understand the feeling, it is gone and normal feelings return

Felicia:
Your Perception doesn’t hint to you anything out of the ordinary

Rydwen:
You listen intently, and are confident that the sound you hear is not natural, and does not come from any natural creature you have ever had experience with nor anything you have ever heard of

The night is deathly quiet, the clouds above are still, and no light shines from the moon or stars. The pale yellow glow from the lantern sheds light to about eighty feet in a half circle around the front of the tavern. The waters of the beach to the south are still and the waves roll with a soft almost impossible to hear rhythm against the sandy beach.


Male, old, old, Male

Thursday Night (turn 132), Two Barrels Tavern

Xor, Marvin, Diarmal, Ribat, Rydwen, and Felicia are in front of the building Outside. Sasithorn, Paulina, Tessrimea, and Nathaniel are still inside the tavern.

Suddenly there is a brief flash of pale blue light from the direction of the “wall” and it appears as if some person has just materialized there, and at the same time, a young Eshian man, a Halfling, appears coming out of the darkness to the west, running for their very life.

Lantern Lodge

male Wayang Eysterlun Shadowcaster 4 | AC 21*, T 15, FF 19* |HP: 23/23 | F +3, R +3, W +3? | Init +2, P +4 |CMB 0 CMD 12| 1/4 Void Points

Before Tessrimea can respond to his previous question, a shadow seems to pass behind Sasithorn's eyes - or rather, the air between them seems to briefly darken save for his eyes, hence brightening them by comparison - and his face adopts a clownish caricature of her disapproving expression. His voice, equal parts playful and prosecutory, is soft enough for some semblance of privacy.

"Tessrimea Niessomat: What were you doing on that silly Basconde party barge...and how did you escape Jackal's Claw?"


Female Gymnagaopthian Cleric/1 | AC 16, T12, FF14 |HP: 7/7 (d8-1) | F: +1, R: +2, W: +5 | Init: +2, P: +3 | CMD 12

Basconde party barge, jackal's claw? What are you talking ab...Wait! You think I am my great aunt Tessrimea. She drowned in a storm fifty years ago off the coast of Basconde. She was a guest of some duke or something. She was my grandmother's sister, on my father's side. I was named for her, and I'm told I take after her, the tail and all, but how? How could you know her?

The Castaways!

Lantern Lodge

male Wayang Eysterlun Shadowcaster 4 | AC 21*, T 15, FF 19* |HP: 23/23 | F +3, R +3, W +3? | Init +2, P +4 |CMB 0 CMD 12| 1/4 Void Points

"50 years...?" Sasithorn's face finally shows something that is neither mania nor catatonia. He looks around him, as though trying to find a way out beyond merely the door. "What...I...is it known what happened to them? The folk on the ship, I mean?"

Sasithorn is trying to figure out how this is possible, trying to remember the last thing that happened to him before he landed in this village....

Knowledge (Arcana): 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (History): 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge (Planes): 1d20 + 10 ⇒ (20) + 10 = 30
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Will save to remember something: 1d20 + 1 ⇒ (18) + 1 = 19
Intuition, godsdammit!: 1d20 + 1 ⇒ (5) + 1 = 6

One thing he does remember is that he'd lost everything but his clothing and jewelry in the wreck, and he doesn't know where he got all this...stuff. He scrutinizes his equipment (such as it is; he recalls some of his old things had been rather nicer) in the hopes of finding a clue.


Female Gnome 1/Druid | AC (14), T (12), FF (12) |HP: (8)/(8) | F(2), R(1), W(4) | Init(1), P(7) |CMD (8)

It was no secret the power of Aisling, however there was some questions that popped to mind when Diarmal mentioned it. He must have been a cleric in her service! These questions were a ramble inside her small head, but that would have to wait. Ribat headed into the darkness, and the elves seemed ready to go as well. Without much of a care, the gnomish woman would begin to trail down the deep dark trail, looking for any going ons.

Then blue streamed from the sky, and then, people came... A gnome but not a gnome...

"Oh!" Felicia exclaimed as she pointed. "I need to see one of those ones! He's running...but.." She watched a moment, the behavior the two seemed to inhibit. It was far too dark. she couldn't see well enough. She would close her eyes and utter a silent words, her hands moving to strange gestures before she released the spell out. Soon after, four torch like lights would shoot ahead of her, making an effort to find what laid beyond them.

Felicia is casting her racial one a day Dancing lights, four torches in this case around the people running. In hopes of seeing something, or keeping them there until she does.


Male Elf Cleric 4 | AC (17), T (12), FF (15) |HP: 29/29 (0 NL) | F +4, R +4, W +7 | Init +3, Perc +7 |CMD 16

Gripping his bow tightly, Diarmal ponders what might have caused such a strange feeling. If the world had become disconnected from Aisling - disconnected from magic entirely - then something truly terrible was taking place. His arrival in this town was no mere coincidence, he realized. His entire journey may have been preparing him for his moment!

"This way!" he called out over the silence of the night and the panic of his fellows. "Find refuge in the Two Barrels!"

He only hoped the little man's short legs could carry him fast enough. Diarmal wasn't sure he wanted to know what he was running from, but he steeled his courage regardless.


Female Elf Ranger 1

This was all unnatural, too far removed from her ken. It was like the terrain were suddenly disconnected. "Bein' no bug, bird nor beast," she exhaled softly to the others. No moon or starlight meant her normally keen elven senses were useless outside. She'd had to deal with foggy mires and other unseen challenges on occasion, but she had usually valued patience and ambush in such situations...she had never taken the time to learn how to really do it.

Ryd would normally prefer to take the fight to the creek or the shore, but without even moonlight she would be powerless. It looked like the Two Barrels was her only real choice, besides the fact that she couldn't leave Diarmal anyway. Maybe whatever that thing was, lurking to the west, would eat its fill of the other villagers in closer houses first. At this point in time, she still only cared about her cousin.

Since I'm helping a friend move today, I'll be gone for the next 8-16 hours. To that end (if we enter initiative) she will move inside the tavern, face the front door 20 feet away from it, and ready her action to throw her spear the first time an enemy (or very alien looking thing) can be seen through it.

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz Kraz walks up to the place. you can add me to the map now.


Male, old, old, Male

Thursday Night (turn 132), Two Barrels Tavern

Sasithorn:
You don’t really need to put up so many rolls. If you have a question, I’ll answer it with what is most likely something you would know, and if I think something is obscure, I ask you to roll a Knowledge Check for a chance to know it. But, you know do what you like to do as long as you are having fun. Anyway, the last thing you can remember is Finding a clearing in the jungle and settling down to rest, then the next thing you remember is walking along the pier towards two barrels Tavern, and you cannot recall how you came to be re equipped. You press your mind, and get fleeting images that seem to suggest that you encountered dangerous people experimenting with Plannar Magic on that island, but each image is brief, and the images run away from your mind whenever you try to focus on them.

Felicia calls up a quartet of glowing orbs and sends them cautiously down the beach to the west. When they are nearly at the end of her range of control something is revealed.

There are three small boats, stored upside down on the beach just above the high tide mark left by the water, and then further to the west everyone can see a host of dark, and utterly bizarre creatures shambling across the waters of a small creek that flows from the north into the sea here. There are round creatures that tumble across the ground rolling, and dragging themselves by long tentacles, one of these creatures is much larger than the other two. There are two objects that resemble walls of pure darkness and they bend in the middle, their tops tough the ground and then the bottom springs up and off the ground swinging into the air to become the top as it lurches forward.

There appear to be strange objects in the air, no larger than a ball a child might kick around, but these objects are shaped like three sided pyramids, and they spin in the air, flying through some unnatural means. Their spinning is erratic and appears off balance, and it is from these objects that the faint droning sound originates. Behind these creatures you can see vague humanoid looking figures that walk with strange jerking and staggering steps. In the darkness it looks as if they are skeletons or zombies. One of these zombies is carrying a long bow.

The monsters are crossing the creek, only the faint light of Felicia’s spell reveals them, as they are beyond the range of Darkvision. The closest monster is 135 feet away from the line where Felicia stands. There will be no Surprise round. You can all roll intitative. I will move the monsters next time I can access the map and then once everyone has established their initiative I will put up a round one post.

Monster Initiative Rolls:
Tentacruels: 1d20 + 4 ⇒ (8) + 4 = 12
Giant Tentacruel: 1d20 + 3 ⇒ (4) + 3 = 7
WhapWhop: 1d20 + 1 ⇒ (2) + 1 = 3
Tetracruel: 1d20 + 4 ⇒ (1) + 4 = 5
Skeletons: 1d20 + 6 ⇒ (14) + 6 = 20
Zombies: 1d20 ⇒ 8


Male Dwarf Stone Oracle/Fighter(Weapon Master) 1/3 I AC 18, T 17 I FF 17 I HP 40/40 I Saves F: 4, R: 2, W: 3 I Init: +1, Per: +1

Init: 1d20 + 1 ⇒ (9) + 1 = 10

Everyone try and stay within 50' of me so I can bless you all when the monsters get a wee bit closer

I will also cast light on a rock this rd.


Female Elf Ranger 1

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz moves forward 20 feet, since that is his movement speed, and readies a magic missile. He will diagnol move if necessary to avoid bumping into a teammate.

init: 9 + 1d20 ⇒ 9 + (16) = 25


Male Grippli Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

Ribat braces himself for combat and tries to determine how long it will take the creatures to reach him. Then he slinks to a position where he thinks the overturned boats will conceal him.
Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
I will attempt to Stealth to G, -5.


Male Elf Cleric 4 | AC (17), T (12), FF (15) |HP: 29/29 (0 NL) | F +4, R +4, W +7 | Init +3, Perc +7 |CMD 16

Standing side by side with his kinsman and countrywoman, Diarmal lifts his bow and readied it for battle.

"May Aisling protect us all..." he murmured.

Ini: 1d20 + 2 ⇒ (13) + 2 = 15


Android Gunslinger (Musket Master)/4 | AC 18, T 15, FF 13 | HP: 42/46 | F+5, R+8, W+3 | Init+6, P+11 | CMD 19

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

"Hostiles detected." Marvin prepares to move forward when they spot Jazz behind them.

They turn to face the Suli. "Unknown combatant, identify yourself."


Female Gnome 1/Druid | AC (14), T (12), FF (12) |HP: (8)/(8) | F(2), R(1), W(4) | Init(1), P(7) |CMD (8)

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Felicia, with all her hype and excitement, and talking, it would be a blessing for the Ranger woman that suddenly she seems to enter more of a trance state at the sight of the monsters. Her curiosities would have to wait, people needed help, and she wasn't going to let her new friends down.

Felicia takes a step back (Five foot step), so the ranger and cleric remain within her view. She focus's, for now, on keeping the lights as close to the creatures as possible, keeping them in view for the others.

"We need to stick together! Do not separate!"

Lantern Lodge

male Wayang Eysterlun Shadowcaster 4 | AC 21*, T 15, FF 19* |HP: 23/23 | F +3, R +3, W +3? | Init +2, P +4 |CMB 0 CMD 12| 1/4 Void Points

The sound of something happening outside reaches Sasithorn, and his thoughts suddenly refocus on his recognition of the earlier event. He's been confronted with no fewer than 5 staggering mysteries over the course of a single evening, and has yet to find a proper answer for any of them. He's almost giddy - he has justification to be apprehensive to the point of dread, too, but honestly, what would be the point? He smirks, and invokes his family motto, simple as it is laden and layered with meaning:

"Light fades. Shadows fade.
Eyes adjust to the darkness.
The night is endless.
"

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

I move to C-1 and cast Steel Shadows, increasing my armor class to 19 (13 touch, 17 flat-footed) for the next 10 minutes.


Female Elf Ranger 1

Her eyes crinkle at Felicia's words, a small measure of composure coming back. "Separate...aye. Aye, that might do. Might not be o' this earth, but packs an' soldiers still need leaders. Maybe we should pierce its heart, an' let the timorous beasties fight for a new alpha elsewhere? Might be enough to sew a bit o' chaos. Cannae see out there, can anyone? The boggards be lookin' to one partic'lar like?"


Male, old, old, Male

Thursday Night (turn 132), Two Barrels Tavern

Round 1

Combat rounds begin now. You can try to post in Initiative order, that will help me, or if you feel it won’t matter, post out of order and I will manage your post somehow. The only thing you need to know is that if you are within 5 squares of the sea, on the south side of the map, you are in sand, and this prevents any Full Round Action Runs (you cannot move 4 times your speed in the sand) otherwise everything is normal

Initiative Order:

Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Diarmal - 15
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Sasithorn - 4
WhapWhop – 3

The Eshian man running toward you appears to be too frightened to speak, and he comes closer
Moves 40’

JAZZ A coppery haired, strange skinned person is addressing you in a language you do not speak!

Count Down Clocks:
Felicia – Dancing Lights, this is Round 2 of 60
Diarmal – Light, this is round 2 of 600
Sasithorn – Steel Shadows, this is round 2 of 600

DM Notes:
Tentacruel – Damage Reduction – 5/Slicing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Trip, Reach – 10’, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal)
Outsider, Medium, CR 1, HD 2d10 HP 8
Abilities, Str 14, Dex 18, Con 8, Int 10, Wis 6, Chr 12
AC 16, T 14, FF 12 (+4 Dex, +2 Natura)
CMB +3, CMD 17 (21 versus trip)
Melee, Slam +3 (nonlethal), d4+2+Trip, FA 2 slams, no trip d4+2
BAB +1, +2 Strength
F -1, R +7, W -2
Giant Tentacruel - Damage Reduction – 5/Slicing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Trip, Reach – 10’, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal)
Outsider, Large, CR 2, HD 3d10 HP 12
Abilities, Str 18, Dex 16, Con 10, Int 10, Wis 6, Chr 12
AC 16, T 12, FF 12 (+3 Dex, +4 Natural, -1 size)
Melee, Slam +6 (nonlethal), d4+4+Trip, FA 2 slams, no trip d4+4
CMB +7, CMD 20 (24 versus trip)
BAB +2, +4 Strength
F +1, R +6, W -1
WhapWhop – Damage Reduction – 5/Bashing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Affinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d3 (nonlethal), Spell Like Ability – cast Darkness (2 minute duration) 20’ radius centered on this creature, Channel Negative energy, 3 times per day (d6 damage or heal).
Outsider, Large, CR 1, HD 3d8 HP 9
Abilities, Str 10, Dex 12, Con 8, Int 10, Wis 6, Chr 12
AC 11, T 10, FF 10 (+1 Natura1, +1 Dex, -1 size)
Melee, Slam +2 (nonlethal), d6, Spell Like abilities and Channel
BAB +2
F +0, R +4, W -1
Tetracruel – Damage Reduction – 5/Piercing, Fast Healing (Darkness) 3, Lifesense, Light Sensitivity, Negative Energy Afinity, Shadow Resistance – 5, Sunlight Powerlessness, Unnatural Aura 15’, Vulnerable – “Good”, Slam d4 (nonlethal), Fly, Detonate
Outsider, Tiny, CR ½, HD 1d10 HP 5
Abilities, Str 8, Dex 18, Con 10, Int 8, Wis, 6, Chr 14
AC 16, T 16, FF 12 (+4 Dex, +2 Size)
Melee, Slam +0, d4-1 (nonlethal), on a successful attack, attaches to target, on its next activation will detonate for d3 nonlethal damage and a Will Save DC 12 must be made or target suffers d3 rounds of disorientation, causing a -1 penalty on all attack rolls (but not damage rolls) and all skills that rely on directional sense.
BAB +0
F -1, R +6, W -2
Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+4
Skeletons | AC 16, t 12, ff 14 | hp 4, DR 5/B | Will +2 | Broken Scimitar +0, d6

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

Jazz will take a double move to get closer to the monsters. The map won't let me move myself, but my speed right now is 20.


Male Grippli Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

Curse this sand! There's no way I can sneak to those boats in time for it to do any good...best to stick with the group, then, thinks Ribat. He backs up next to Rydwen and waits with his kukri in one hand and his net in the other.
Move to (G, -1).


Male, old, old, Male

Marvin will stand ready with his musket

The Skeletons advance

As they come closer to Felicia’s Dancing Lights you can almost make out what kind of creature these once were and you can see that they are armed with ancient curved swords

Knowledge nature 11+:
These are the skeletons of Beauvingians, their presence here is something of a mystery

If you make the above roll, and a Knowledge History 16+:
There was a battle, some hundred or so years ago, fought in the bogs west of here between a band of Beauvingian mercenaries, and a force of Drasbians, who were hired by a small population of Humans and Eshians, to defend this place from Beauvingian marauders and pirates


Female Elf Ranger 1

Knowledge, Nature: 1d20 + 3 ⇒ (10) + 3 = 13

Rydwen has no access to Knowledge, History untrained.


Male Elf Cleric 4 | AC (17), T (12), FF (15) |HP: 29/29 (0 NL) | F +4, R +4, W +7 | Init +3, Perc +7 |CMD 16

"And now the dead walk among us..."

Lowering his bow, Diarmal gripped the holy symbol that was strung around his neck firmly in his palm. He knew that Lady Aisling's graces would send the restless dead back to their merciful rest. He only hoped that her might would be enough to banish the foul creatures for good. The dead were nothing if not tenacious.

He took a few steps forward, putting himself in front of his kinsman and coincidental allies, hoping to draw the attention of the dead to himself.

Moving up to column -3, getting ready to channel energy if the skeletons move in range.


Female Gnome 1/Druid | AC (14), T (12), FF (12) |HP: (8)/(8) | F(2), R(1), W(4) | Init(1), P(7) |CMD (8)

Knowledge Nature: 1d20 + 2 ⇒ (8) + 2 = 10

Felicia knew the best thing she could for now was to keep the lights forward, so when Diarmal moved up, so did he, just to keep herself near in case her new aquaintance needed more support than he was letting on, her focus was the lights, and trying to keep that first wave in sight. This was more useful, for now.

She simply moved up on, to -2, just behind but to the left of Diarmal. Otherwise she will focus on keeping the lights where they are, and moving them as neccesary.


Male Dwarf Stone Oracle/Fighter(Weapon Master) 1/3 I AC 18, T 17 I FF 17 I HP 40/40 I Saves F: 4, R: 2, W: 3 I Init: +1, Per: +1

Xor moves to -2 and casts bless on the party (50' burst), he has his "light" rock ready to go


Male Eshian(Halfling) Witch-Beastbonded 1, HP: 6/6 Speed: 30, Init: 1, AC: 11, T: 11, FF: 11, Fort: 1, Dex: 0 , Will: 1, CMD: 7

Sorry I have been absent. I have been pummeled with homework and studying for finals and family drama. Here is my initiative score.

Intitative: 1d20 + 1 ⇒ (2) + 1 = 3

"Wait! I'm not one of those... things! don't hit me!" Meero says while panting.

Tries to move to (D, -2) on next turn


Male, old, old, Male

Thursday Night (turn 132), Two Barrels Tavern

Round 1, almost done with this round!

Initiative Order:
Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Diarmal - 15
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Sasithorn - 4
WhapWhop – 3
Meero - 3

The bizarre flying four sided creatures swoop through the air and come into the light of Felicia's spell. You can almost see all of the various monsters now as they converge, but as they do it is almost as if they cannot see the light, but as they enter the radius of the light they begin to slow down and react with minor shakes and convulsions.

At about the same time that the monsters begin to react to being within the light, the Eshian man dodges passed Diarmal shouting that he is not with the monsters, but he does not give his name.

It is now Rydwen's and Sasithorn's go, I have already advanced the WhapWhops. Merro may take a standard action


Female Gymnagaopthian Cleric/1 | AC 16, T12, FF14 |HP: 7/7 (d8-1) | F: +1, R: +2, W: +5 | Init: +2, P: +3 | CMD 12

"Oh, no!" Tessrimea comes out of the tavern and looks in the direction everyone is facing and then she goes on, "It's more of those tentacle beasts. They were impossible to hurt! What are we going to do? And they brought even stranger things with them this time."


Male Grippli Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

Madam, says Ribat as he briefly glances at the lady who just slithered out of the tavern before returning his gaze to the oncoming horde, the merely difficult we do immediately; the impossible just takes a while. Where did you encounter these monsters, and how did you attempt to harm them?
Apologies to the U.S. Navy Seabees, but all the good lines are already taken by somebody :) Edit: Correction duly noted and applied along with the egregious grammatical error ;).


Male, old, old, Male

Tess does not "run" she slithers, ; )


Female Elf Ranger 1

"Impossible to hurt?" She sees - what appears to her - to be the monsters hesitating at the light, and figures that if it works on animals it might work on them. She shuffles off her backpack as it only holds her camping gear, and will only slow her down for the hunt ahead. She rummages through it for her flint and steel, and the two torches she has stuffed within.

Rydwen's stitched backpack lies open (F,-1), its contents exposed and partially falling out into the street. Anyone nearby may retrieve items if they believe them to be of use.

"Thinkin' it best to try wavin' em off, or a'least in their snouts. Give a better shot for t'others. Though I still say we single out their leader."

Lantern Lodge

male Wayang Eysterlun Shadowcaster 4 | AC 21*, T 15, FF 19* |HP: 23/23 | F +3, R +3, W +3? | Init +2, P +4 |CMB 0 CMD 12| 1/4 Void Points

I move to E--3 (between Diarmal and Jazz).

Sasithorn moves forward to behold the oncoming horde, and regards them with a raised eyebrow. "A lesser concern, really. Everything that we see is a shadow cast by that which we do not see."

I see your Seabees and raise you a Martin Luther King!

His eyes alight on a zombie. "What's this? Base flesh, carelessly discarded?" He makes what seems like a dismissive hand-waving gesture, and his forearm's shadow momentarily stretches impossibly long....

I cast Arrow of Dusk at the zombie at -A--20.

ranged touch attack: 1d20 + 3 ⇒ (14) + 3 = 17

magic damage: 2d4 ⇒ (1, 3) = 4


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Well, maybe not impossible, Nathaniel says as he grips his halberd tightly, but, difficult. We heard a scream earlier and found a few of those round tentacle things trying to carry off Holly, the girl who works in the Tavern. She was unconscious. We attacked those creatures and they fought back. They will try to trip you, and their tentacles hurt, but it’s not as if they are fatal blows. They seem to thrive in the darkness, regenerating from wounds unless they are in the light. Oh, and one more thing. It seems that poking holes in them or bashing them was not as effective as slicing parts of them off, particularly in the light which tended to make the parts that were cut off disappear.


Male, old, old, Male

Thursday Night (turn 132), Two Barrels Tavern

Round 1, wrap up

Initiative Order:

Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Diarmal - 15
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Sasithorn - 4
WhapWhop – 3

Sasithorn strikes a Zombie with a missile of solid shadows and the creature lurches to the side from the impact, but it keeps coming forward

Then, what is probably the strangest thing any of you have ever seen comes into the light.

It looks like a piece of a wall, made from darkest shadows. It is twelve feet high and five feet wide, but only half a foot thick. It moves by bending forward in the middle, until its top touches the ground a few feet in front of it, and then the bottom swings off of the ground and bends up until it becomes the top. End over end it travels slowly across the ground.

There appear to be two of these strange moving walls and when the lead wall enters the full light of Felicia’s spell it stops.

A lump appears in the center of the wall and it grows in size becoming a large round protrusion. The lump then flattens in the center as the raised portion travels across the surface of the wall rapidly expanding toward the edges. When the lump reaches the edge of the wall it disappears and Magical Darkness floods out from the creature throwing all of the monsters back into darkness.

Your eyes have adjusted somewhat to the darkness, and you have a vague sense of where the monsters are. Attacks against the monsters from more than 60 feet away by Characters with Darkvision, or from any Character without Darkvision, now suffer a 50% miss chance

That is the end of round 1

Spell Tracker:
Darkness – WhapWhop Red, 1 minute duration

Damage Tracker Monsters:
! There are two Zombies with a red halo, fix this!
Zombie at -20,-A – takes 4 points of damage

Sovereign Court

FeMale damaya lashunta xenoseeker technomancer 8: Init +4; darkvision (60 ft.); Perception +8, SP 0/48 HP 1/44 RP 6/10 EAC 22; KAC 23 Fort +3; Ref +6; Will +6 Speed 30 ft

kazz pulls out his bow and attacks the closest target. attack: 3 + 1d20 ⇒ 3 + (4) = 7
miss chance: 1d100 ⇒ 66
damage: 1d8 ⇒ 1


Android Gunslinger (Musket Master)/4 | AC 18, T 15, FF 13 | HP: 42/46 | F+5, R+8, W+3 | Init+6, P+11 | CMD 19

Marvin moves forward, feet trudging through the sand to get closer to the creatures. Their eyes see perfectly in the darkness and they stop half-way between the approaching monsters and the group.

Double move to E,-11.


Male Grippli Fighter (lore warden)/2, Druid 1 | AC 17, T 14, FF 14 |HP: 20/34 | F 7, R 3, W 4 | Init 5, P 8 |CMD 15

Upon seeing the contents of Rydwen's backpack spilling on the ground, Ribat quickly assesses their current usefulness. I don't see what I can accomplish with these things right now. I'll just have to wait for them to come to me. .
Basically, I'm readying an action to net one if they come into range.


Female Elf Ranger 1

She struggles with getting the first torch lit. If Nathaniel was right - and she was willing to take a few things on faith by this point - then the only suitable weapon she had was her dagger. It was stone and primitive, but Rydwen hated how new these creatures were: maybe it was time to get back to basics.


Multi-purpose | Auto-tasking | Low maintenance | Computer interface | Optimized | Life care | Mechanoid

...Meanwhile, west of Connie's Bright, a coppery skinned humanoid addresses a strange, slender person in a dark red robe...

Sir, they are completing of assigned tasks. Final wave has cleared the test area coordinates and is approaching the village. They are awaiting your instructions, sir.


Male, old, old, Male

Thursday Night (turn 132), Outside Two Barrels Tavern

Initiative Order:

Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Diarmal - 15
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Sasithorn - 4
WhapWhop – 3

Round 2

The stranger that arrived from the pier draws an arrow and fires in to the darkness. No one can see where the arrow hit, if it hit anything at all.

Jazz's Ranged attacked – missed the zombie that leads the pack

Ribat appears tense as he waits for the approaching horde.

Rydwen lights a torch, and steals herself for the strange things approaching.

Rydwen’s torch sheds Normal Light to 20 feet in every direction around her, and Dim Light for another 20 feet beyond that

The Skeletons and the Tentacruels advance

Felicia, you know that if you pull back the Dancing lights some distance they will shed light as normal. Just give me a square to be a reference for a center of the spell

Light Sources:
Felicia – has Dancing Lights, now within the radius of a Darkness Spell
Rydwen - has a torch

Spell Tracker:
Darkness – WhapWhop Red, 1 minute duration - 20' radius

Damage Tracker Monsters:

Zombie at -20,-A – takes 4 points of damage


… a shadowy silver skinned figure in a red robe hunches over a strange looking curio style cabinet covered with lights and strange protruding knobs, dials, and switches.

I’ve told you not to call me Sir. And why do you keep referreing to yourself in the plural. I thought I fixed that. Never mind, listen carefully. If what we have discovered and accomplished here is complete, the Strangler will be anchored to this plane upon the next complete cycle. I want you to load the sled, leave nothing behind. I am setting the gate to recharge and discharge on a six hour cycle. Set the lock on the Strangler’s cage to eight hours from now. We are leaving in two hours.

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