[Alpha Group] A Call into Death: GM Choon presents Tomb of the Iron Medusa (Inactive)

Game Master Choon


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HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will try the most direct route: walking back to the wall, climb up it and drop down over the other side.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Rathis waits, making sure Corso made it over OK before following.


The Man. The Myth. The Mask!

Corso:
Corso crosses the line in the center of the wall and is suddenly assaulted by daytime. Where as before he was bathed in silvery moonlight, now the sun shines bright. It's disorienting to say the least, and he almost falls, but not quite.

rest of you:
Corso climbs to the top of the wall, then seems to get dizzy for a moment before disappearing in a flash of daylight.


"Looks like that's the way out,
Though I think that light that came through for a moment could mean a time difference."


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"Who knows," Rathis responds fatalistically. "Only one way to find out, though, I guess. Once more into the breach?"

He looks around, shrugs, and follows Corso over the wall.


The Man. The Myth. The Mask!

Each of you is also hit with the staggering yet harmless and short lived disorientation as you transfer from silvery night to blazing afternoon in the space of a razor blade.

It is an uneventful trip back to the Lion Sleeps. As soon as the girls enter, a pair of herders gasp and rush the girls. They wrap them in their arms and protectively escort them to a corner before returning to you and thanking each of you profusely and repeatedly. They offer prrsistantly if they can do anything to repay this miracle you have worked.


Ferod smiles and nods in acceptance of the praise. Just a room, bath, and some hot food. More work we have to ensure no more are stolen like these girls.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"It was my pleasure to help."


The Man. The Myth. The Mask!

You pass the night comfortably, if not extravagantly. At least the beds are clean and warm. The food isn't bad either.
The next morning you return to the tomb and perform a repeat of your entrance earlier. Everyone exits their coffins with a minimum of hastle and the door to outside is unlocked. Night envelops you once again as you make your way to the proper teleportation circle.

Each of the five items you have collected fits neatly into the sockets provided. Once the last clicks into place, you are immidiately teleported again.

The ceiling of this next chamber is grand and peaks forty feet overhead. It is covered with frescoes depicting the prophecy of Aroden’s return. In mockery of this, however, a massive fresco on the northeast wall depicts an infernal figure, black as soot, with the head of a goat and hairy bat wings. The devil holds a wicked- looking scythe in one hand and with the other feeds a brazier fire with pages from a book entitled The Prophecies of Aroden. A huge, defiled symbol of Aroden, its wings clipped bloodily, occupies the southeastern wall.
A 25-foot-tall iron statue of the Medusa Triumphant dominates the west end of the chamber. It depicts a naked medusa standing over a decapitated corpse, holding a sword in her right hand, blade parallel to the ground. The other arm is extended, grasping her grisly trophy by the curls, gore dripping from where the head was severed from its body.
The medusa carving on the floor is the teleportation circle that sends those who step on it back.

I'll update the map tonight.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"The decor in these places are just lovely. Not hard to see why their reputation is less than sterling. Even I wouldn't decorate a place like this, and I have as much blood on my hands as anyone."

He looks around for any egress other than the teleportation circle.


The Man. The Myth. The Mask!

Your map has been updated. By the end of the narrative below, you are in L3

There is a single exit east. You enter a room with four shimmering pools occupying a barrel-vaulted chamber, each about a foot deep and displaying a highly detailed mosaic of a cockatrice at its center, composed of fake precious stones.

Omar immediately spots and disarms a trap of Flesh to stone here, and you move on without incident.

The next chamber’s twenty-foot-high ceiling is held aloft by pristine granite pillars. The walls are covered in murals depicting battle scenes, while a twelve-foot-tall aquarium occupies the west end of the room, framed in iron and with thick glass. Four elaborate chairs of carved mahogany sit before this water-filled tank. A great Qadiran rug of intricate geometric designs covers the floor.

This strange chamber serves as the burial crypt of the Adella who brought final ruin on the entire House. The only ingress into the tank is a 3-foot-diameter iron entry hatch atop its northeast corner. Turning the locking wheel to open the hatch, hinged on its west side, requires a DC 18 Strength check.

Front and center in the aquarium floats a bloated, unusually preserved corpse, its arms and legs shackled with chains attached to floor and ceiling, clad in an extraordinarily wrought breastplate emblazoned with the cross-eyed medusa, and bobbing in the green-hued water.

The pommel of a sword protrudes from the body’s belly. The floating cadaver’s dead eyes are wide open, and its black hair wafts back and forth, as though cast about by a gentle breeze. A bronze plaque, green with age, mounted on the glass above, reads: “‘Then Let Them Drink’— Bartolomae Adella, 4496–4542.” A gilded bathtub stands to the corpse’s left, its legs great lion’s paws. Thick seaweed grows at the back of the tank, obscuring whatever might lie at the rear of this grisly aquatic display.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"You know, I bet the deceased was not loved by his relatives. "

he will check the area for traps

perception: 1d20 + 36 ⇒ (10) + 36 = 46


The Man. The Myth. The Mask!

No traps detected.


"Oh my..."


I don't see a reason for there to be a current in that overgrown fishbowl. Anyone else see a reason to mess with it?

perc: 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Well we are looking for a sword, and there is one stuck in the body. "


The Man. The Myth. The Mask!

Ferod notices a slight scent of turkey and stuffing. Yum! :P


Val does a detect evil sweep of the room.


The Man. The Myth. The Mask!

Nothing pings.


"Since there is not evil in the room, we cna open the hatch and get the sword."


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"I'll do it, just in case something hostile but not evilly-aligned is waiting in the water."

Corso will open the hatch and retrieve the body.


The Man. The Myth. The Mask!

The body is chained to both the floor and the ceiling of the tank. The sword, however, is not restrained by anything but the corpse. Do you persist in removing the whole body, or just retrieve the sword?


Ferod starts humming duunnn dunnn... duuuunnnn duun... duuunnnnnnnn dun dun dun dun dun dun dun dun dun dun dunnnnnnnnnnn dunnnn


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

If that's the case, i'll just take the sword.


The Man. The Myth. The Mask!

As soon as the sword in pulled from the corpse the northern pillars melt into a rancid-smelling mound of animated ooze that has about their shifting countenance the hideous shape of half-melted men.

They were not there for you to detect, Valeria.

screen:

Omar: 1d20 + 7 ⇒ (8) + 7 = 15
Ferod: 1d20 + 16 ⇒ (15) + 16 = 31
Rathis: 1d20 + 3 ⇒ (3) + 3 = 6
Valeria: 1d20 + 5 ⇒ (9) + 5 = 14
Corso: 1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 11 ⇒ (1) + 11 = 12

Party up, Map updated!


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Rathis waits, looking around nervously.

"No offense to your searches and senses, but this place reeks of a trap. Something is certainly not right here."


Be swift of sword, and fleet of foot!

Casting haste

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Those are just plan nasty. "

Omar will target the nearest blobby thing.

rapid shot, deadly aim, many shot, haste, point blank shot
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 2d8 + 28 ⇒ (6, 5) + 28 = 39
to hit: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 1d8 + 14 ⇒ (5) + 14 = 19
to hit: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 1d8 + 14 ⇒ (8) + 14 = 22
to hit: 1d20 + 16 ⇒ (19) + 16 = 35 damage: 1d8 + 14 ⇒ (6) + 14 = 20
to hit: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 14 ⇒ (7) + 14 = 21

DR only applies once


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will move between two of them and insult the third one I've already moved him on the map.

Not sure if they are mindless or not, but I guess we'll find out!

Antagonize: 1d20 + 14 ⇒ (5) + 14 = 19


Val charges and Attacks one of the things

Atk: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40 Crit
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Holy: 2d6 ⇒ (2, 6) = 8

Crit: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33 ??
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Ah, I was really confused there for a second. I see the GM and I posted at the same time. Sorry about that.

Growling slightly as the rancid blobs appear, Rathis pulls a vial from a pouch, shakes it quickly and tosses it toward the one Omar targeted. It explodes in a small blast of raw force.

Any Knowledge checks we can make?

force bomb touch: 1d20 + 13 ⇒ (13) + 13 = 26
force Damage: 7d4 + 2 ⇒ (4, 1, 1, 3, 3, 2, 1) + 2 = 17


The Man. The Myth. The Mask!

Know planes would work.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"What the hell are these things?" Rathis calls out.

No Knowledge (planes) here


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

"They look like oozes."

did the far one react to my antagonize usage at all?


The Man. The Myth. The Mask!

The ooze like creatures by Corso treat up and gurgle in response to his taunts.


The Man. The Myth. The Mask!

Screen:

1.
2. 23
3. 87

1d20 + 21 ⇒ (4) + 21 = 25
1d6 + 8 + 3d6 ⇒ (5) + 8 + (5, 4, 3) = 25
1d20 + 21 ⇒ (2) + 21 = 23

1d20 + 21 ⇒ (20) + 21 = 41
1d6 + 8 + 3d6 ⇒ (3) + 8 + (4, 2, 1) = 18
1d20 + 21 ⇒ (5) + 21 = 26

1d20 + 21 ⇒ (14) + 21 = 35
1d6 + 8 + 3d6 ⇒ (6) + 8 + (1, 3, 6) = 24
1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (7) + 21 = 28
1d6 + 8 + 3d6 ⇒ (5) + 8 + (2, 3, 6) = 24
1d20 + 21 ⇒ (7) + 21 = 28

confirm: 1d20 + 21 ⇒ (18) + 21 = 39
1d6 + 8 ⇒ (3) + 8 = 11

acid fog: 2d6 ⇒ (2, 6) = 8
acid fog: 2d6 ⇒ (1, 3) = 4
acid fog: 2d6 ⇒ (2, 5) = 7

The two things next to Corso clobber him with their amorphous appendage bits and one manages to get lucky with a surprise blow to the kidney. They both grope and slide over the man-bastion's defenses like they're trying to grab hold, but neither succeed.

The third, however, casts! A cloud of foul, acidic fog descends over Corso, Val, Rathis, and the other two slimy monsters, hiding them all from view of anyone they aren't standing right next to! It then slithers into the cloud with a choking gurgle that might be laughter.

Corso takes 37 in all, 15 of that being acid, Val takes 4 acid, Rathis takes 7.
This fog imparts movement, melee attack, and ranged attack conditions. Please see Acid fog
Party up!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Thinking the fog to be only concealment, Omar will start to fire arrows at the last known square his target was in. When it gets stopped by the fog, he will stop (one wasted arrow).

"Anyone able to get rid of that fog? It's solid fog or something. "


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

First off, ouch

Corso will attack one of the ones adj. to him, weaving his tonfa in a defensive pattern that, when combined with his shield, makes for a hard to beat defense.

Full-Attack roll with Combat Expertise and Fight Defensively: 1d20 + 15 ⇒ (5) + 15 = 201d20 + 10 ⇒ (10) + 10 = 201d20 + 5 ⇒ (2) + 5 = 7

Damage Rolls: 1d6 + 11 ⇒ (4) + 11 = 151d6 + 11 ⇒ (3) + 11 = 141d6 + 11 ⇒ (5) + 11 = 16
Holy damage (if applicable): 2d6 ⇒ (2, 3) = 52d6 ⇒ (2, 1) = 32d6 ⇒ (3, 2) = 5

AC is currently 46 normal, 26 touch, 37 FF


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Rathis hisses as the acid fog eats away at him, backing out of the mess as he blinks tears out of his eyes, trying to see more clearly.

"Get out of the fog," he yells. "We don't want to fight these things on their own terms!'

He readies himself in case one of the creatures gets closer.

Ready attack
Claw, power attack, amulet: 1d20 + 16 ⇒ (13) + 16 = 29
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (4, 4) = 8


Val backs away and once out of the Fog, uses her wings to create some wind.


The Man. The Myth. The Mask!

The fog swirls, but val is unable to create sufficiently strong wind to dissipate the cloud.

Ferod is up


The Man. The Myth. The Mask!

screen:

1d20 ⇒ 12
1d100 ⇒ 98
6d20 ⇒ (14, 14, 8, 3, 6, 18) = 63
2d6 ⇒ (5, 6) = 11

corso:

The slimes surround you, cutting off your escape just as Valeria withdraws. The assault your steel defense with a will but none get through... this time. Even as you fight, you feel the acid of the cloud eating away at you through the cracks in your armor that the disgusting blobs failed to exploit. You take 11 acid damage from the fog.

None of the blobs emerge from the fog. Ferrod seems to be contemplating something.
He does have greater dispell, but I don't want to use such a big spell without his say so.
Party up!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will ready an action to engage any enemy which becomes visible (as in emerges from the fog or the fog goes away).

deadly aim, point blank shot
to hit: 1d20 + 22 ⇒ (12) + 22 = 34 damage: 1d8 + 14 ⇒ (7) + 14 = 21


Ferod begins casting a summon spell. Help is coming, just stay out of the way for a moment!

Summoning a Bralani Azata. DM call if their Whirlwind Blast is strong enough. If not their gust of wind is.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Heeding Ferod's call, and not seeing a reason to step into the acid cloud, Rathis waits, ready should one of the creatures emerge.

Foolish to stay and fight in there. That's how you end up dead.

Ready action to attack should one of the blobs emerge:

Claw, power attack, amulet: 1d20 + 16 ⇒ (13) + 16 = 29
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (5, 5) = 10

Claw, power attack, amulet: 1d20 + 16 ⇒ (11) + 16 = 27
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (4, 4) = 8

Bite, power attack, amulet: 1d20 + 15 ⇒ (16) + 15 = 31
1d8 + 14 ⇒ (8) + 14 = 22
Holy damage: 2d6 ⇒ (4, 6) = 10

Claw, power attack, amulet: 1d20 + 11 ⇒ (9) + 11 = 20
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (3, 5) = 8

Claw, power attack, amulet: 1d20 + 10 ⇒ (19) + 10 = 29
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (5, 4) = 9

Bite, power attack, amulet: 1d20 + 10 ⇒ (16) + 10 = 26
1d8 + 14 ⇒ (7) + 14 = 21
Holy damage: 2d6 ⇒ (6, 5) = 11


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Cut off from his allies, Corso will focus on one of the enemies in a bid to break free.

I will attack the one to my pic on the map is physically facing, hitting him til he drops.

[dice=Attack Rolls (Nothing fancy, just "punch him in the face")]1d20+23; 1d20+18; 1d20+13[/dice]

Miss Chance: 1d100 ⇒ 291d100 ⇒ 951d100 ⇒ 26

Damage Rolls: 1d6 + 11 ⇒ (1) + 11 = 121d6 + 11 ⇒ (4) + 11 = 151d6 + 11 ⇒ (6) + 11 = 17
Holy Damage: 2d6 ⇒ (6, 6) = 122d6 ⇒ (3, 6) = 92d6 ⇒ (5, 4) = 9


Waiting on GM call on if wind breaks the cloud


I think he declared that right after your previous post.


I was waiting for Gm's reply on your attempt, sorry should of been clearer.


The Man. The Myth. The Mask!

The Azata appears and stares the acid fog down for a moment before lazily casting a spell. A severe blast of wind rips across the room, easily dissipating the acid fog.

I'll try to full update today, but today is Thanksgiving, an American holiday, and is a busy day for me

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