5th Mendevian Crusade Group 1 (Inactive)

Game Master Brian Minhinnick


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"Faery fire is a good idea." Peitry mutters as he casts detect magic and inspects the loot. "Let's not be hasty with the spikes though, let me see if I can divine what they do first."

Spellcraft to identify the spikes if possible: 1d20 + 16 ⇒ (14) + 16 = 30


By doing a little experimentation with them, you are pretty sure that they allow an evil outsider to transfer their intelligence to a mindless undead temporarily. Basically they are demon zombie joysticks.


Went back and added up all XP including some I missed before. Everyone should be at 28,630/34,000.


"Ah." Peitry recoils as he figures out what the spikes do and with a look of disgust on his face he hands them to the paladin for disposal. "I rekon these are in need of some smiting, if you'd be so kind."


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

"I would be glad to Peitry" Crissor sets the nails down and sheaths his bow. He then draws his greatsword and attempts to destroy the nails with a prayer for the power to smite on his gnoll lips.

attack
1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16

damage
2d6 - 1 + 7 ⇒ (6, 3) - 1 + 7 = 15

hehehe forget the +3 STR for damage so 18.


Smite doesn't work on objects, and these things have hardness 12 and 50 HP each.

Crissor goes to work with his greatsword, hacking the sh*t out of them. After a few minutes of hard work, he manages to break the nails. As they crack, a burst of black energy leaks into the grass killing it instantly in a meter wide radius.


08/29/4712 18:40

The group returns to their rest, and the rest of the night passes with no incident.

08/30/4712 07:00

Dawn finds the group again a few hours ride from the Fort of Nail. The landscape is dotted with the ruins of farms and little villages barely big enough to be called such. Most of the buildings are rotten down to their stone foundations, a few still stand as rotting skeletons. The land in between the ruins is the same arid scrub they've grown accustomed to.

08/30/4712 11:30

Riding all morning brings them to the outskirts of the small town surrounding the base of the hill on which the Fort is located. There is a ring road around the base of the hill, as well as a road leading into town and one leading out on the western side. There are a couple dozen buildings in various states of ruin, though their majority stone construction has left them in better states than most of the farms the party passed. The hill itself is a steep rocky affair, the fort sits perched atop it like some great carrion bird over the corpse of the town. There appears to be a winding trail that leads around the bottom of the cliff, ending in a steep staircase carved into the cliff below the fort.

From a distance the only movement in the town are the heatwaves rising off it, making it appear almost like a mirage.

Updated Travel Map


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Morning Preparation
Hands: Shield & Holy Symbol
AC 20
HP 52/52
Conditions:
Mount: riding Yarra

Spells:

Channel Energy 8/8
Touch of Glory 8/8
Touch of Good 8/8

Spells. CL 7. DC 15/16/17/18. Conc +12. * = cast.
0th: create water, detect magic, light, stabilize.
1st: (6+1) shield of faith (D), bless, hide from undead, remove fear, sanctuary, weapons against evil x2
2nd: (4+1) bless weapon (D), consecrate, ghostbane dirge, remove paralysis, weapon of awe
3rd: (3+1) heroism (D), daybreak arrow, daylight, searing light
4th: (2+1) holy smite (D), death ward, restoration

Sigmund seems very calm as he rides toward the fort of the nail. His usual simmering anger is encased tightly beneath a shell of concentration.

"I have many spells to help us against the undead. Some will hide us from their sight, others will imbue our weaponry against them, and still others will bolster our hearts and minds. Most are short ranged, and some are best cast before a combat. I have especially prepared to enhance our archers with arrows that will destroy undead; such enchantment will last mere minutes, but will be very effective. I have also prepared to Consecrate an area to act as a safe haven for us."


Spells Prepared:

Cantrips; Detect Magic, Detect Undead, Message, Read Magic
1st; Burning Hands* (DC 18), Grease, Magic Missile* x2, Mount, Protection from Evil.
2nd; Flaming Sphere*, Glitterdust, Rope Trick, Scorching Ray*, See Invisibility, Shatter* (DC 18).
3rd; Dispel Magic, Fireball* (DC 19), Fly, Haste.
4th; Black Tentacles, Lightning Bolt*, Shout*

"Good to know." Peitry replies to Sigmund as he lists off his spells and magics. "As you know, I am an evocer, so most my magics are focused on combat. I have some spells to aid us, but most to harm our enemies." he says dourly as the fort rises into view.

Approaching the towns outskirts Peitry only has eyes for the fort, the stories about what they would face there kept him alert. "So how do we want to do this? Take the winding road or head for the steps?" he asks the group in general.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

"I would recommend searching for a temple or church of Iomedae within town before assaulting the fort. My wards will be much more powerful in such a place if we take shelter there."


"Ah! Yes. A base of operations or at least a defensible place to hang our heads if need be. I agree." he says and scans the towns roofs for any tell-tale signs of a church, a tower or a symbol, anything really.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


The winding road leads to the steps. As for a church, there's a building over there that might have been a temple. Though to what god you're unsure.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf scans the area, in his tyrannosaur form, obviously apprehensive.

Sorry for the brief post I'll post spells later a bit pressed for time.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Spells Prepared:

0th: Create Water, Detect Magic, Ghost Sound, Light
1st: Calm Animals*, Faerie Fire, Faerie Fire, Endure Elements, Endure Elements, Cure Light Wounds
2nd: Feather Fall*, Bull's Strength, Bull's Strength, Barkskin, Reduce Animal, Reduce Animal
3rd: Fly*, Delay Poison, Greater Magic Fang, Daylight
4th: Summon Nature's Ally IV*, Freedom of Movement, Neutralize Posion


Heading for the ruined temple?


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Spells:

1st:Protection from Evil x2
2nd:Fire of Entanglement

I believe that's the plan


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf moves towards the temple scanning the ruins constantly for dangers.


The group enters the partially ruined temple. It's a simple building, rectangular with a raised altar at the end opposite the entry. Like this one except longer and wider. Replace the chairs with pews. The room is ninety feet long and fourty feet wide. There are ten rows of wooden pews with an aisle down the center. Behind the altar is a stained glass window depicting some devil. The altar is covered in rotting, crimson-colored velvet, and there is a five pointed star made of cold iron on a candle holder-like stand on top of it. Laying horizontally across the altar below the star is a heavy mace. A skeleton with a bashed in skull lays over the altar, one bony hand draped open a few inches from the mace's hilt.

The building is actually mostly intact, with only part of the roof near the front entrance destroyed (to the left as you come in). The corner under the collapsed part of the roof is covered in leaves, ash, partially rotten timber and various other outdoor detritus.

DC 10 Knowledge (Religion):
This was a temple to Asmodeus. Lawful evil god of tyranny and Dark Prince of Hell.

The Mace:
Image

The haft of thick mace is a good two and a half inches in diameter and made of some kind of rock hard ebony colored wood. The whole mace, including the spike on the top is about two and half feet long.

If examined with detect magic it radiates a strong transmutation aura, a strong evocation aura, and a strong necromantic aura. Spellcraft to identify its properties is 25.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

We should be prepared for opposition. A temple might be defiled and occupied.


Walking slowly into the temple Peitry takes in his surroundings, looking into corners and shadows, fully expecting an ambush.

Knowledge Religion; Untrained: 1d20 + 6 ⇒ (20) + 6 = 26

"Asmodeus." he mutters as he hesitantly makes his way forward. "God of tyranny and Dark Prince of Hell."

Making his way to the altar Peitry picks up the mace and turns it over in his hands.

Spellcraft DC 25: 1d20 + 16 ⇒ (6) + 16 = 22

"Devils oppose demons right?" Peitry muses as he turns over the mace. "The Worldwound spews forth denizens of the Abyss, not Hell. I'm thinking that an enemy of our enemy might just be an ally to us now, even if just temporarily, we might just be fairly safe here. If safe is the right word for dealing with devils."


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Fort was of Hellknights correct, this seems sense," Hallf says, rapidly dwindling to the size of a man, but retaining the basic shape of a tyrannosaur only far sleeker with great curved claws upon his hind legs and stalking forward into the church.

Casting detect magic he to examines the mace,

"Mace is..." over to you DM!

Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29

Jurassic Park Raptor, which is actually a Deinonychus.

Deinonychus Form:

AC 18, touch 12, flat-footed 14 (+2 natural, +2 Dex, +4 Armor)
Fort +10, Ref +6, Will +11
OFFENSE

Speed 40 ft.
Melee 2 talons +11 (1d8+6), bite +11 (1d6+6), foreclaws +6 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce
STATISTICS

Str 22, Dex 15, Con 16, Int 14, Wis 18, Cha 10
Base Atk +5; CMB +11; CMD 23


As soon as Petiry touches the mace he feels his hand tightening to grip the weapon. A black rage fills him, and he has the overwhelming urge to kill. He can't let go of the weapon.

Chaos Crusher:
+1 Axiomatic Impact Vicious Heavy Mace

Chaos Crusher

Once drawn/handled the mace must be used to kill either a living being or a chaotically aligned outsider. Every minute that the weapon is in hand without attacking one of the above, the wielder must make a DC 20 Will save to avoid attacking the closest living thing. If the wielder is alone, they must make a DC 10 will save to avoid attacking themselves. Each minute increases the DC by 2. The weapon can be sheathed once it has killed either a living being or a chaotic outsider and no further will saves need to be made until it is drawn again. If the wielder knocks himself unconscious, then the Will save DCs reset to 10 when he awakens.

Each day that a mortal holds Chaos Crusher their alignment shifts one step towards lawful evil. Once their alignment reaches lawful evil, they view Asmodeus, his followers and anything having to do with him or his church as if they were under the effects of a permanent Charm Person spell (even though the church isn't a creature).

Using a weapon other than Chaos Crusher requires a DC 22 will save. It cannot be gotten rid of except by Remove Curse or a similar or more powerful effect.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

As Pietry's expression darkens and Hallf scans the mace discovering its nature he charges Pietry attempting to disarm him with all of his claws and teeth!

Talon Disarm 1: 1d20 + 13 ⇒ (11) + 13 = 24
Talon Disarm 2: 1d20 + 13 ⇒ (4) + 13 = 17
Bite Disarm: 1d20 + 13 ⇒ (5) + 13 = 18
Foreclaws Disarm: 1d20 + 8 ⇒ (7) + 8 = 15

Can it be disarmed? Let's hope so! I'm hoping its effecting their minds so they can't drop it rather than stuck to them.


"Oh Shit!" Peitry calls out, grabbing the hand that wields the mace by the wrist and struggling to restrain himself. "The weapon! I must attack! Quick! We must find a creature of the abyss! I must attack!" he blurts out urgently.

Will Save DC 20: 1d20 + 8 ⇒ (13) + 8 = 21

Falling to his knees sweat creases his brow as he forces his hand flat to the ground. "Please." he says with an effort, "It will make me attack you or myself if we don't find something quickly." Rising to his feet Peitry staggers to the doors, desperation shining clear in his eyes.

"Please." he repeats, going out the doors. "I will explain later."

Staggering in to the street Peitry takes up a seemingly random route and heads into town.

Bloody hell! That's one powerful muther!


Ninja'd by Hallf. For dramatic effect, let's assume Hallf tries the disarm after Peirty's reactions, eh?


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Works for me :(


Can't be disarmed. It takes about a minute before you need to make the first save. So we'll say you're good for the first two minutes so far.

Hallf, you only really know the enchantments on the weapon. The curse part is just out of character knowledge so that you guys know what's going on as players. All that the characters know is what Peitry's feeling, and what he can tell them. Mainly he feels a burning rage, and a desire to stamp out all chaos, including life if necessary.

Hallf grabs onto the weapon, but tugging it is like pulling on a mountain. It's futile.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Can not disarm him. Weapon is impact, vicious, and and axiomatic. We should tie him up until we can remove the accursed thing?" Hallf says backing away.

Any way for us to get the curse stuff? Knowledge check, etc.?


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Crissor grabs his greatsword. "Nobody would happen to know a way to regrow a limb would they?" He looks around "If push comes to shove that is."


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Hoping he can tire Peitry out while the thinkers figure out what to do, Stepping right in front of Peitry "Come on see if you can strike me down." with that Sirhan growls, then uses steel scarf to trip Peitry

Cmb 1d20 + 10 ⇒ (17) + 10 = 27

Knowledge religion 1d20 + 6 ⇒ (11) + 6 = 17


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Such magic is well beyond me," Hallf says, "if he is tied he cannot use it. Breaking the curse is our best hope, can you do this Sigmund?"


The initial check would have had to be 35 to determine it was crused. Now that you know it's cursed you can make a second Spellcraft check. So it's DC 25 spellcraft, and takes three rounds of closely examining the object, in conjuction with a Detect Magic spell focused for three rounds. So six rounds total, or most of a minute.

Sirhan trips Peitry.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

With Peitry on the ground Sirhan pins him to the ground making sure he can't swing the Mace. "Will this work for you Hallf?"


Gimme two grapple checks to pin. Peitry can allow you to succeed. Then you can tie him up with some rope. He hasn't failed a will save yet, so he's still in charge for the moment.


Peitry won't struggle as he hopes they have a plan.


So, the group ties Peitry up securely with some rope.

I will wait for the others to chime in before I go any further with what happens. Go ahead and throw five more will saves out there Peitry, so we know how you're doing over the next few minutes.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

"Need to know curse, anyone make knowing more easy? Important." Hallf asks, anxious not to fail.

"Ah! Think I know. He must kill to release cursed thing. Let me summon a weak beast."

Snarling and weaving his forelimbs Hallf summons a viper, electing not to use his abilities to augment his summons,

"Forgive us little one. Let go. Killing snake may be enough."

I'm going to assume Sigmund is prepared to use Touch of Good to give Hallf a +3 sacred bonus on his skill check. And that Sirhan will cast guidance for a +1 competence bonus. I suggest we all use these on our checks.

Spellcraft: 1d20 + 15 ⇒ (10) + 15 = 25


1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 8 ⇒ (17) + 8 = 25


So are you guys going to untie Peitry and let him kill the snake?


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Viper Stats AC 16 hp 3:

Viper CR 1/2

XP 200
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I have 8 uses of Touch of Good per day, so I'm perfectly fine using it on people making important checks.

Sigmund will stand behind Pietry, ready to deliver healing if needed.

"I have the ability to break curses, but did not prepare to do so today. Let him slay your viper and see if that sates the mace's bloodlust. Then I will go about unlinking the curse. I'd rather not attempt such with him trying to brain me."


I repeat, is someone untying Peitry? If yes, Peitry go ahead and roll an attack on the viper with the mace. Lets see some posts people.


Assuming someone unties Peitry.

Free of the ropes the wizard looks hungrily at the writhing viper. Raising the mace high Peitry snarls and brings it crashing down on the viper...

Attack: 1d20 + 5 ⇒ (13) + 5 = 18, damage: 2d6 + 2 + 2d6 ⇒ (6, 2) + 2 + (6, 1) = 17, damage to self: 1d6 ⇒ 6

..sending dust floating into the air as the heavy mace thumps into the floor, chipping chunks out of the stone and squishing the snake in the process.

Peitry quickly sheathes the mace and then rolls up the sleeve of the hand that vielded the weapon with a flinch, revealing a long, bleeding gash running up his fore arm.

"A powerful weapon." he states as he view the things handy-work. "But thoroughly cursed. I wish to be rid of it, Sigmund, if you would be so kind and prepare a remove curse on the morrow."


Okay, now that the situation is under control, what's the plan? You've found a place that's out of the open, and in relatively good shape.


Male Human (Kellid) Saurian Shaman 7 (HP 75/75; AC 18/12/14; F+11/ R+7/ W+12; Init +4; Perception +24)

Hallf - who had not wanted to have to cut up a perfectly good rope with his claws - examines the rest of the chapel for anything of value or interest, asking Sigmund,

"You can consecrate this worship house to your goddess? I think no?"

Perception: 1d20 + 22 ⇒ (17) + 22 = 39
Spellcraft on Consecrate: 1d20 + 11 ⇒ (6) + 11 = 17


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

"Sounds like a good enough plan to me, though let's check around a bit more just in case there are any more surprises."

Percep
1d20 + 5 ⇒ (13) + 5 = 18

The gnoll paces around, quietly looking and listening for anything that might be amiss.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

"I do not wish you to be possessed by that devil-cursed creation a moment longer than necessary. Please give me some time to pray while you secure this temple. Once it is done, I shall consecrate this area to Iomedae and break the curse on you.

Sigmund has 2 hero points remaining. That is such a nasty cursed mace that he's willing to spend all his luck to get it out of Pietry's hands - today. I wish to spend 1 point to convert the prepared Heroism into a Remove Curse, and the second to add +8 to my CL check to break the curse (since I'm sure the DC is high!). I'll wait for Jelani to approve my hero point use before I roll.


Male Aasimir (Qadrian) Oracle of Metal(7) Init +3, Percep: +10, AC 26 T 13, FF 23, F: +6, R: +5, W:+8, HP: 72, CMB +10; CMD 23, SPD 40

Sirhan walks around the church trying to figure out what they should be doing to prepare for the Fortress Seige. Looking around to see if there is anything in the church they might be able to use to help.

Perception 1d20 + 10 ⇒ (5) + 10 = 15


Sigmund - You sure you don't want to wait until morning? If he doesn't draw the mace he'll be fine until then. If you have no hero points and you die, you're dead. Up to you, but if you're sure you want to do it I'll allow it.

The church is empty save for the pews, altar and the skeleton of the last of the mace's owners.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I am willing to wait until tomorrow - if Peitry is. While Sigmund certainly wouldn't want him to be corrupted by the powerful cursed artifact any longer than neccessary, he knows there are other dangers present. Out-of-character, I am worried that Pietry will wake up tomorrow as a LE Azmodeus worshiper! (He's only 1 step away from LE)

As noon approaches, Sigmund has finished his prayers and walks around the church, smashing and discarding any remnants of the Azmodean regalia.

"This place must not be dedicated to the Master of Hell for me to sanctify it. My spell will not protect us if it is cast with the church as it is. Help me clean away the trappings of hell from this structure and I will consecrate it to our use."

Once the building has been cleared, including the stained-glass devil, he will consecrate the area.

Consecrate, using Hallf's extend rod for 28 hour duration, on the building. Since area does not have and Iomedaen altar, and Sigmund has no way to create one in time, the bonuses are just regular, not doubled.

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