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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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

Melee, unarmed: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18
Damage (non-lethal): 1d3 ⇒ 3

Marvin repeats the reload action precisely, scanning for another target but finding that current trajectories have a low of probability of hitting.

A dash moves them closer to the giant Rydwen and they lash out with a fist at one of the creatures stuck to her.

Reload with paper cartridge, 5-foot-step up to C,-6 and then unarmed attack at one of the tentacruel stuck to Rydwen.


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

*Move to E,-11 and attack creature in B,-12*

Chuckin: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Pain: 2d4 + 6 ⇒ (3, 2) + 6 = 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

Round 5

His previous victim having been destroyed, Ribat takes a step forward and attempts to tangle the creature in front of him in his net.
5 ft. step to (D, -13).

attack roll: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 vs. touch AC


Male, old, old, Male

Xor, we'll change your action target, but keep your original roll, and I'm a bit confused by the Crit roll. I think you have a chance at a crit only if you roll a 19 or 20, not if your roll, after modifiers, is a 19 or 20.


Male, old, old, Male

Thursday Night (turn 132), Outside Two Barrels Tavern

Initiative order, Revised:

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

Round 5

The stranger, fires another arrow, only this time it misses all of the monsters

Ribat yanks his net free, and then targets another monster. The net isn’t neatly folded making it difficult to throw, and he misses

throwing a net that has been already thrown once in combat, without taking 2 rounds to fold it up again, imposes a -4 to hit penalty

Marvin quickly, with the practiced efficiency of a machine, reloads his stick with some kind of magical charge, and then steps forward and slaps one of the strange pyramid shaped objects off of Rydwen. The thing falls to the ground and is still.

The skeleton attacks Diarmal
Melee Scimitar Attack: 1d20 ⇒ 8
Damage if >17*: 1d6 ⇒ 4

*Protection From Evil

But he is protected from the evil creature by the armor of his faith

The Tentacruel advances and tries to trip Felicia
Melee Bash attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage, Non Lethal, if > 13: 1d4 + 2 ⇒ (4) + 2 = 6

Felicia is tripped and falls prone from the lashing of the tentacle and she feels a welt form on her leg. She can gtake a round 5 action, to crawl away or try to stand up, but that will provoke an AOO

Sasithorn
Meero
Paulina
Diarmal
Tess

The above get round 5 actions.

If no one else acts to heal Rydwen, the NPC Tess will do so on her round 5 action

Xor steps to the side and chucks a rock at the skeleton. The stone smashes the head into fragments and the skeleton falkls to the ground destroyed.

The Zombie attacks Rydwen again
Melee Slam: 1d20 + 4 ⇒ (13) + 4 = 17
Damage if >14: 1d6 + 4 ⇒ (6) + 4 = 10

Rydwen is punched hard in the gut and topples to the ground unconscious

Rydwen goes to -5 HP!

The Giant Tentacruel advances, staying in the zone of darkness.

Damage Tracker:

Felicia - takes 6, non lethal damage, and is prone
Rydwen – takes 16 damage, is unconscious at -5!
Diarmal - takes 4 damage
Orange Zombie – takes 6 damage

Spell Tracker:

Whapwhop(r 1) - round 4 of 10 rounds of magical Darkness
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)

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+6, 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


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
Generic Dungeon Master wrote:
Xor, we'll change your action target, but keep your original roll, and I'm a bit confused by the Crit roll. I think you have a chance at a crit only if you roll a 19 or 20, not if your roll, after modifiers, is a 19 or 20.

Yeah you are right, it is a nat 19 or 20. I was still in vacation mode

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 fires off another arrow at a target attack: 3 + 1d20 ⇒ 3 + (4) = 7
damage: 1d8 ⇒ 3


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

Out of the corner of his eye, Diarmal sees his giantess cousin tumble forward and hit the dirt.

Reflexively jumping forward, the rest of the battlefield blurred into an indistinct image as he ran to her side. "Rydwen!" Laying his hands upon his cousin's tree-trunk sided arm, Diarmal closed his eyes and reached out for Aisling's graces.

Great Lady, do not let my cousin join you in the fields of eternity this day.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Moving to (C, -8), and spontaneously converting bless into CLW.


Male, old, old, Male

woo hoo. Rydwen is conscious at 2 HP

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

Sasithorn smirks as he dances across the pier. "Once again, 'strength magic' betrays its hollow core...."

I move to -B,-6 and cast Arrow of Dusk at the zombie at A,-9.

Darkness teases itself from behind and beneath the ambient light, and at Sasithorn's will, assaults the zombie, it's moment of glory past for now.

ranged touch attack: 1d20 + 4 ⇒ (5) + 4 = 9

Sadly, they just barely manage to curve around at disappointing angles and spare their target.

"Oh, glare!" Sasithorn snaps a distinctly Wayang epithet.


Female Elf Ranger 1

Hovering between the chaotic night and the darkness of slumber eternal, Ryd can barely process what is going on around her. She knows only that the threat nearest her, whatever its strange nature, must be stopped.

She will attack the zombie in A,-9 if still "alive," and if not her spear now reaches the spider-icon in A,-10.

[dice=Melee, "Short" Spear]1d20+4[/dice]
If Hit, Damage (for normal enemies): 1d8 + 3 ⇒ (4) + 3 = 7 (piercing)

She then manages to lurch eastward, instinct alone seeming to give her body strength.

If an enemy is still adjacent to her after her attack, and she's allowed to take a 5 foot step to the north east, she will. If none are, she will do her full movement to the east...not quite sure how far that is in giant form.

EDIT: Many apologies, it's been awhile. I just remembered that she's not using her spear, but rather her dagger. It still has the same reach though. It actually does:

If Hit, Damage: 1d4 + 3 ⇒ (2) + 3 = 5 (slashing)


male

Thursday Night (turn 132), Outside Two Barrels Tavern

Initiative order, Revised:
Jazz – 25
Ribat – 22
Marvin - 21
Skeletons – 20
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Tetracruel – 5
Rydwen – 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Diarmal - 3
Tess – 3
WhapWhop – 3

Round 5, wrap up, sort of?

The dark skinned stranger slinks about in the shadows and summons another missile of dark matter, but his aim is off

Diarmal rushes to the aid of his unconscious cousin, and channels life saving energy into her. She shudders, and stands ready to fight even though she is sorely injured
I will apply Rydwen’s attack, for round 6, in another post
The Halfling seems transfixed with fear, as The Gymnaga girl and Paulina go into 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

”Marvin!” Tessrimea shouts, as she looks around to find him in the dark. When she does, she slithers over to him and bows her head as she speaks a soft prayer

Castin Guidance on Marvin

”I just hope that stick of yours can do something against those wall like creatures. We already know it doesn’t seem to work on the tentacle creatures.”


NPC: F Dwarf (?)

”Look out for those tentacle monsters they can knock you right off your feet!” Paulina shouts as she rushes to attack the tentacle monster that knocked Felicia down

When Rydwen’s attack is worked out, the one she already rolled, she will get a +2 due to flanking!

Melee Bash, Flail: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage if > 15: 1d8 + 3 - 5 ⇒ (2) + 3 - 5 = 0

The flail passes through the shadowy substance of the monster harmlessly. It is unreal how the stuff of the thing rolls around and over the weapon only to rejoin the body as if nothing happened


male

Thursday Night (turn 132), Outside Two Barrels Tavern

Initiative order, Revised:
Jazz – 25
Ribat – 22
Marvin - 21
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Rydwen – 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Diarmal - 3
Tess – 3
WhapWhop – 3

Round 6

The stranger with the bow fires another arrow into the dark and misses
Ribat and Marvin get round 6 actions

The tentacle monster attacks Diarmal
Melee Bash Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage if >17*: 1d4 + 2 ⇒ (4) + 2 = 6

Diarmal hears Paulina's warning and he jumps up in the air at the last minute as the tentacle passes under him with no effect

Felicia and Xor get round 6 actions

When the Players above have posted actions, the Zombie, if it is still alive, and the Giant Tentacruel will go, but here is Rydwen’s round 6 action

Rydwen stands on shaky legs and reaches out with the large dagger to slash at the tentacle monster near her

The monster seems distracted by the sudden approach of the dwarf girl and the blade removes a chunk of the shadowy substance and the piece dissolves in the light

Damage from large Dagger: 1d6 + 3 ⇒ (5) + 3 = 8

The tentacle creature opens its mouth in a silent scream and begins to fragment into shadowy puffs of material that sizzle and disappear.

Damage Tracker:

Yellow Tentacruel - destroyed
Rydwen – healed to +2 hp
Felicia – takes 6, non lethal, damage
Diarmal - takes 4 damage
Orange Zombie – takes 6 damage
Yellow Skeleton – takes 4 damage
Yellow Zombie - takes 11 destroyed

Spell tracker:
Whapwhop(r 1) - round 3 of 10 rounds of magical Darkness
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)

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+6, 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
Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+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

another bow attack bow: 3 + 1d20 ⇒ 3 + (4) = 7
damage: 1d8 ⇒ 6


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 steps towards the tentacle monster and attempts to make it easier pickings for his friends.
Move to (B, -12) and make a melee attack with my net aganist the Tentacruel's touch AC.
attack roll: 1d20 + 3 ⇒ (11) + 3 = 14


Male, old, old, Male

The net makes it even easier for Rydwen to destroy the smaller Tentacle monster


Male, old, old, Male

The map has been updated. I'm not showing the 50' radius of the Bless Spell centered on Xor. I am showing a darkness spell centered on a Whapwhop, and Ribit is now in the darkness. Also showing a 20' radius Light spell centered on Diarmal

Marvin
Xor
Felicia

waiting on Round 6 actions

Damage Tracker:

Rydwen – healed to +2 hp
Felicia – takes 6, non lethal, damage
Diarmal - takes 4 damage
Orange Zombie – takes 6 damage


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

Moving to A,-11, taking the long way around to avoid AoOs. Attacking the red wall.

Marvin gives Tessrimea a quick nod before moving forward, dashing up to end in front of one of the wall-like creatures. They raise their musket, already adjusting their aim by minute degrees, and fire with a burst of startling light and sound.

Musket (Ranged Touch): 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22
Damage (B&P): 1d12 ⇒ 9

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

Having seen the intriguing, but under the circumstances, quite inconvenient, effect that his magic has on the tentacled-sack-creatures, Sasithorn tries to prognosticate whether the same would happen to these greater quadrangular entities.


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

My work computer is not showing the map

*Attack nearest baddie*

Rockin: 1d20 + 3 ⇒ (10) + 3 = 13 Thwack: 2d4 + 6 ⇒ (2, 3) + 6 = 11


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

Ah, I forgot about my point-blank shot. Please add another +1 to both my attack roll and damage roll.


male

Thursday Night (turn 132), Outside Two Barrels Tavern

Initiative Order:

Jazz – 25
Ribat – 22
Marvin - 21
Tentacruel – 12
Felicia - 11
Xor – 10
Zombies – 8
Giant Tentacruel – 7
Rydwen – 4
Nathaniel
Sasithorn – 4
Meero - 3
Paulina – 3
Diarmal - 3
Tess – 3
WhapWhop – 3

Round 6, continued

The Red Wall-like creature has partial concealment from the Magical Darkness, which reduces the Normal Light from the various Light Spells around the area to Dim Light Conditions. Marvin’s bullet will hit unless I roll 01 to 20 on this roll
Partial Concealment?: 1d100 ⇒ 86

The stick in Marvin’s hand belches smoke and fire, and a loud boom echoes through the night. Across the beach something small strikes the wall-like creature almost exactly dead center. The impact of the projectile shatters the wall into thousands of fragments that resemble shards of shadowy glass and as the fragments fly apart they dissolve into nothingness

the red whapwhop is destroyed!

Xor seems to be in the zone as he steps to the side and side-arms another rock toward the Zombie. The rock strikes the creature in the side of the head and though a blunt object would not normally be the right weapon, the rock connects hard and shatters the Zombies head, and it falls to the sand destroyed.

The Giant Tentacle creature, now exposed to the light of several spells, shudders and turns toward Nathaniel. It lashes out at him with a powerful tentacle
Melee Bash: 1d20 + 6 ⇒ (5) + 6 = 11
Damage if >16: 1d4 + 4 ⇒ (2) + 4 = 6

But Nathaniel is quick on his feet and avoids the blow
As Sasithorn ponders the nature of these monsters he realizes that due to their Shadow Nature, they have some limited immunity to shadow based magic, and a direct physical assault might be the best approach
Rydwen’s Round 6 action has already been detailed – So Meero, Paulina, Diarmal, Tess and Sasithorn may take round Six Actions, then the Remaining Whapwhop will go, if it is still up

Damage Tracker:
Round 6
Rydwen – healed to +2 hp
Felicia – takes 6, non lethal, damage
Diarmal - takes 4 damage
Orange Zombie – destroyed
Red Whapwhoip - destroyed

Spell Tracker:

For Round 6:
Bless(r 2) – centered on Xor, 50’ radius
Light(r 1) – centered on Diarmal
Protection from Evil(r 2) - Diarmal
Light(r 1) – rock in Xor’s hand
Produce Flame(r 2) – Felicia
Enlarge Person (r 3) – Rydwen (from Meero)

DM Notes:

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+6, 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

Zombies | AC 12, t 10, ff 12 | hp 12 DR 5/S | Will +3 | slam +4, d6+4

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 C,-9 and cast Black Candle (light) on one of Diarmal's arrows.

"Try..." Diarmal hears a voice behind him as one of his arrows begins to emit ultraviolet fluorescence. "That one!"


Male, old, old, Male

Thursday Night (turn 132), Outside Two Barrels Tavern

It has been a long battle, and everyone tried to stay with it as best they could, but I feel it is time to wrap it up, don’t you?

Arrows fly, positive energy is channeled, and heroes fight with blades, flails, nets, rocks, and strange devices that few understand at all.

Eventually the mysterious shadow creatures are destroyed. There are no traces left behind by the creatures. Whatever it was that bound them together on this plane was unraveled, but the remains of the skeletons and zombies still lie on the ground.

One of the zombies is carrying a bow, and the bow looks like it is in remarkable shape.

The night has gone quiet. The flames from the overturned boat on the beach leap and light up the night.

You stand, injured, tired, but victorious.

What will you do now?


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

If anyone be hurtin, come on ova.

*I have 1 CLW*

Heal: 1d8 + 1 ⇒ (7) + 1 = 8


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

Weary and bloody, Diarmal breathes heavily as he and his new allies stand around in confusion. He casts a quick glance around at the others to see if anyone else is injured, then nods at the dwarf.

"Did any of the townsfolk get caught in the battle? I've got a bit of Aisling's graces left in me as well, if they're hurt. I'll admit it was... a little hectic. Hard to keep an eye on everything."

He paused, then realized no one had asked the obvious question yet.

"What were the bloody things? How did they manage to disrupt Lady Aisling's power, if even for a moment? She's... she's more powerful than anything else I could dream up. What could falter a goddess?"


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

Diarmal, my new comrade, I submit that there is only one way to find out. Let's head in the direction from whence they came. Oh, by the way, do any of you have an objection to me appropriating that creature's bow? It will be a little awkward for me to use, but perhaps it may allow me to be of at least some use on occasions when my net is less than appropriate.


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)

Panting from the trauma of the night, Nathanial approaches Ribat

My friend, please, take the bow, but it looks large for you, perhaps someone with the right background should examine it first.

Stretching his back, Nathaniel looks around at some of the strangers.
Some of you just arrived and weren’t here earlier when some of those strange creatures attacked the barmaid, Holly. I’m not sure she is doing all that way from the experience. And then there is the issue of the strange weapon you are carrying, he says to Paulina

It is late, and we all need rest before we do anything else. I for one know that it is the right thing to do that we take this matter to the Shire Reeve, even though I can only guess that he will be as rock hard in his stubbornness as he was before. We need to clear this beach, do something with these bodies before anyone else wakes up and before we know it there is a wide spread panic in the village.

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

Sasithorn's attention is drawn to the bow. "If I may?" He gestures for a closer look at it.

I cast Mystic Reflections (detect magic) and, if I see it's magical, try to sort out its properties.

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10


Male, old, old, Male

It is definitely magical, but you cannot decipher the complex aura


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

Rwyden is the one most hurt and should get the heal.

Marvin takes a few moments to care for their weapon, checking for any damage and reloading it with a ball and gunpowder in anticipation of a future battle.

Satisfied with its battle-ready state, the android begins scanning the area for anything of note, musket still in hand. Despite the darkness, Marvin's optical sensors work efficiently to interpret everything it receives within a certain range.

Taking 20 on perception. Have darkvision (60 ft.) and low-light vision also if that affects anything.

Perception: 20 + 10 = 30

Finally finished, Marvin returns to the others and catches snippets of their conversation. "Nathaniel's proposal is logical. Suggestion to retreat to the inn to recoup for the moment, as well as investigate the detected anomaly in Holly's eyes."

The android turns to face Paulina. "Agent Southmiller, this unit requests a mutual transfer of information."

Marvin has 11 non-lethal damage so even a single punch at this point could get them unconscious. Also, we can get to know each other!


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

Diarmal couldn't help but scratch his head. He knew Lady Aisling had sent him on a pilgrimage to see the world... but damned if he hadn't stepped right into the middle of the strangest folk he'd ever met. A friendly bullywug that wasn't really a bullywug, a short fellow that seemed to ooze magic, and a red-haired man that would have been a perfect fit back in the highlands... at least until he opened his mouth.

"I think a 'mutual transfer of information' might be in all our interests, at this point. Plus, cos's a bit banged up, and following the trail of creatures of darkness best wait 'til the sun's up. Hate to run into more of those buggers."


Male, old, old, Male

Thursday Night (turn 132), Outside Two Barrels Tavern

As everyone moves closer to each other, offering shoulders to lean on, and begin limping back toward the tavern, the strange Longbow (that somehow managed to survive being lost in the bogs for over a century) gets handed around for everyone to see

Diarmal, would you please make an Untrained Knowledge History check, the DC, naturally, is 10


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

Knowledge is Power: 1d20 + 1 ⇒ (12) + 1 = 13


Male, old, old, Male

Thursday Night (turn 132), Outside Two Barrels Tavern

The group, with a few exceptions, stagger back into the tavern, and immediately discover something is amiss.

Nigel is lying on the floor in the center of the tavern, in a pool of blood and Holly is nowhere to be seen

Rushing to Nigel’s side, Tessrimea announces

He’s alive, but just barely.

Diarmal:
Almost every Drasbian knows a few ancient stories of the times when Beauvingian raiders tried to invade Ibalnd. One such story tells of a Drasbian hero named Lorindor MacLowrey who was said to be unusually strong and carried a magic bow that was given to him by the Enchanter Dilligan of Gwarnok (Gwarnok is the highest peak in Drasbia a foreboding dark mountain know to experience severe storms). Lorindor named the bow, the Lightning’s Hand, and it was said to be inlaid with blue streaks of a strange silver metallic material in the image of bolts of lightning. Obviously, by the metallic lighting etchings of the bow, this is that bow.


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

If no one took the CLW I cast earlier, I will cast it on Nigel. If not I will cast stabilize.


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

Before entering the tavern.

As the strange bow makes its rounds, Diarmal turns it over in his hands several times. The markings were familiar... but could it really be? With a quiet prayer to Aisling, he concentrated his thoughts on the weapon and confirmed his suspicions.

"By the great peak of Gwarnok... This is MacLowrey's bow. The Lightning's Hand! However did those beasts come into possession of this? And, good non-bullywug, I implore you to treat this weapon with the respect it deserves. It is a legend - along with its original owner - among my people.

And then, at the tavern!

Diarmal's eyes go wide at the scene before him. He'd seen a few beasts try things like this before. Whatever they'd fought outside had just been a distraction. The real target was right here, dying on the floor. Racing forward with the dwarf, Diarmal kept his eyes peeled for any signs of what may have happened.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


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 remains alert, scanning the area for anything dangerous, and possible traces of where Holly went.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


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

Indeed, I will

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

Maintaining the integrity of sun-fed flesh not being his strong suit, Sasithorn tries to make himself useful by looking over the area with Mystic Reflections (detect magic) in case the culprit is of the supernatural (and possibly still present) variety.


Male, old, old, Male

Thursday Night, late, Two Barrels Tavern

Ribat – it is a Bow sized for a medium Creature

Xor – your CLW would have been great for Rydwen, but it appears she has dropped from the site entirely and is not responding to messages, so we will wake up Nigel with the spell

Diarmal:
You might want to look at that Zombie again. It is possible that the bow was still in the hands of the original owner

Tessrimea finds a small stab wound on Nigel’s lower back, and dresses the wound. The bleeding has stopped and it looks as if Nigel will recover.

Xor speeds Nigel’s recovery with a wave of magical healing that helps to close the wound.

While Diarmal, Sasitorn, Marvin, and Nathaniel begin examing the room. Nigel explains

”Right after you folks all scurried out into the night, Holly seemed to get better. She stood up and began looking around the room and I couldn’t get her to talk to me. She went behind the bar, I was watching from the door what was happening outside, and then she stabbed me in the back with a bar knife. I turned and try to wrestle the knife away from her. Hells of Depth, I’ve been stabbed before, it wasn’t my first time, so I think I surprised her. We spun around the floor for a while, She was powerful strong, but she couldn’t get the upper hand, until she finall broke my grip and made a run for it. By them I was sort of blacvking out, don’t remember exactly, but I think she went out the front door.”

Marvin and Diarmal do not find any clues, and Sasithorn does not see any lingering auras.


NPC: F Dwarf (?)

Paulina approaches Marvin, after he is finished looking over the room.

“This weapon,” she shows Marvin her flail, ”has been modified to include a recording device.”

She turns to address the rest of the crowd

”That means it can recor – I mean remember things that happen near it.”

She then turns back to Marvin

”I uploaded the recording of you entering the tavern, as soon as I saw you, and then remotely sent that recording to an orbiting station maned by agents of the IRS.”

Again she turns toward the rest of you

”I shouldn’t be telling any of you this, but given what has happened tonight, I think it may be a moot point, for now. Anyway, the IRS, it stands for Interplanetary Relief Society, is an organization of people from many different worlds, all occupying this reality, who have agreed to work for the common good of all intelligent races. This planet, this world, you call Hamth, is just one of similar worlds within the Candle System, that’s a designation we use to keep track of worlds. A System is made up of many worlds and…”

She pause and scratches her neck

”Well, there’s no way I can explain it all in one night. So I’m just going to have to ask you people to trust me. I’m not from this world, but I’m not from another plane of existence. There are other worlds, in this reality, this universe, and there are other universes, although the wizards and scholars of your world call those other universes planes, and some of them are actually planes, places where the laws that apply to regular universes don’t work, but I don’t know much about them, while other universes, planes, are other material universes that act just like this one. It’s complicated.”

”I volunteered to join the IRS when I was twenty years old, and since I look like one of your Holdandun people, a dwarf, I was assigned to this world as a field agent. I’m supposed to observe this world, collect information, and keep the IRS comprised of any unusual changes. These things that we’ve seen tonight, well, they’re pretty unusual, and our friend here, Marvin, if he hasn’t introduced himself, is an android. That’s a kind of machine that can be almost like a living thing. I’ve never seen one of his type before, it’s pretty old, and I have no idea how he got here, but he shouldn’t be here.”

” You see, because of the way this world is connected, very much in ways unlike any other worlds except for a very few, to other universes, other planes, you know it as magic, but it is something far more than that, this world is off limits to most everyone else in our universe who can reach this world with ships that can travel between worlds, though space. The IRS is one of the organizations working to protect this world from visitors, and, well, protect visitors from this world. There have been some problems in the past, but nothing like what I’ve seen tonight. Those creatures, well, that’s not what I’m talking about. Things come and go on this world from other planes all the time, it’s part of what you all know as magic, nothing too surprising. But Marvin, and that gun he is carrying, that is different.”

”let me see if I can tell the story right. You see, a few thousand years ago, not too far from here, there was a civilization that was quiet advanced for its time. They had roads, a few advanced machines, aqueducts, plumbing, and even some very large dams. Now at this time one of your wizards was experimenting with chemicals, natural components, looking for ways to improve his spells when he came upon the discovery of a normal compound we, people from other worlds, call gun powder. Gun powder is what makes that weapon of Marvin’s work. I’ll explain that later, but you see, this wizard made a lot of this gun powder and was developing ways to put it to use. He hadn’t come upon the idea of using it as a weapon, but he was close. This wizard was explaining his discovery to a few friends, but unfortunately one of those people was not a friend at all, but a terrible person, a person with no real ambition in life other than to cause death and destruction wherever she could. She had made a deal with a demon, a being from another plane, not from another world in this universe, to be clear, and the demon promised her unimaginable power if she could kill thousands of people in one terrible act.”

As Patricia goes on with her story, most of you sit down.

”So it was that this woman stole barrels of the gun powder from the wizard, and used it to blow up, destroy, a large dam and the resulting flood killed almost ten thousand people, including almost everyone the wizard knew and loved.”

”The wizard dedicated his life to undoing this terrible deed. He hunted down the woman and the demon and destroyed both of them. Then, when he was very old, after researching different spells that can alter reality, he himself summoned a powerful entity from another plane and forced this entity to grant the wizard a wish, a powerful wish. That wish, well, I only know the story, and no one knows exactly how it was phrased, but it was supposedly something to the effect of , ‘I wish that the explosive powder was never invented’ and the results of that wish were not what he expected. It seems that these entities that are in the business of granting extremely powerful wishes always seem to find a way to turn them around, one way or another. The wish did not change the fact that the dam was destroyed, it only altered the method, and it seems that the new method turned out to be related to several large elemental creatures, but it did have one dramatic effect. Gun powder stopped working. You can mix it, just like the wizard originally did in his laboratory, but it will not explode. Nothing has ever changed that for thousands of years. On this world, gun powder does not work, until today.”

”And I want to know why.”


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

Huh

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

Though he has never heard it spoken of in quite this manner, at least some of what Paulina has said is not news to Sasithorn. He tries to see if he knows the answers to some of the more obvious questions her explanation has brought up:

If Hamthian magicians were to themselves visit one of these less fortunate worlds, would their magic not work there?

Sasithorn knows Hamthian Alchemists are perfectly capable of utilizing mundane powders and liquids to generate small explosions (he may have even seen them doing it firsthand; that night on the party barge seems like a strange, distant dream, now). What exactly goes into them he's not sure he knows, but it certainly sounds much like what Paulina's describing - which would mean that perhaps the secret has been rediscovered, perhaps in a new way...or perhaps the ancient wizard's wish no longer holds any power? Could the "powerful entity" this wizard extracted the wish from have decided enough was enough? Did something happen to this entity? Sasithorn should at least know about how long Hamthian Alchemists have been practicing their craft in its presently-recognized form, surely.

If I don't know the answers to some of these questions, I'll try posing them to Paulina out loud once I've figured out what I do know.


Male, old, old, Male

What Sasitorn Knows:
The place Paulina is talking about is said to be in northern Eshia, which is on the west coast of Emalia, north by several hundred miles of Eysturlun (but only a couple hundred miles from where you are now). It is a well known legend. Alchemists do indeed make concoctions that cause explosions, but as powerful as they are, they pale in comparison to the power of this mythical powder that Paulina calls “Gun Powder.” in the legends about the destroyed dam it is called Kantov’s Bane, after the Wizard in the story, whose name was Kantov Deflorres. He was, according to the legends you know, an Eysturlun Wizard. This material, Kantov’s Bane, is known to alchemists today who marvel at its strange and simple formula, and the miracle of its being inert once created. It is said that the “powerful entity” that Paulina is referring to is Iekah the God of the Elemental plane of Fire, and the principle deity of the people of Eysturlun. As this is the first time you have ever heard anyone mention travelling to other worlds, not by means of magic to other planes but by some normal mode of transportation, such as some kind of “ship” as she said to other worlds that are far away, but how far is something you do not understand, you cannot be sure that magic would work normally on these other worlds or not. What you understand is that Magic works, on this world, because powerful entities such as Iekah and Xetas (that you know as Gods), allow bits, or part of the essence of their realms to move from other planes of existence, to this plane, creating changes in the substance and reality of this world when it comes into contact with the “stuff” of other planes (realities/dimensions/universes). Much of the stuff I am telling you here is tied into the history of the campaign setting. My sister created the God Xetas, Iekah was created by a player I knew twenty years ago. As of now, there are no details in my campaign setting about the Elemental Plane of Shadow. If you concoct something interesting it may become part of this setting.


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

Slowly, Diarmal reaches out a hand and pats the dwarven fellow beside him on the back.

"Couldn't'a said it better myself. That's all... a bit much to take in."

In the back of his mind, a horrible thought cropped up. He'd never heard of MacLowry's bow ever being found, or passed on to another. Who was it that had emerged with that weapon...?

@GDM:

Surely you wouldn't... Poor MacLowry ;.;


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)

Thursday Night, Two Barrels Tavern

Nathaniel nods as Paulina tells her story, then he stands and says

”Well, that’s a lot to try to understand, it’s late, and we’ve been through a lot.”

He moves to stand by the door to the tavern, and then turns and addresses everyone

”The last thing we want, I think, is for the people in this village to wake up and find bodies on the beach. And at this point, I think it’s safer if we only travel around at night in groups. I suggest this. Paulina, Tess, and I will clear the beach as best we can, while the rest of you see if there are rooms available in the Inn.”


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

I will find a room and rest for the night

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