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

Game Master Choon


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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 he said not to mess around in the tombs, so we better move on. " and he will check out the other side room.


"I agree we should not mess around in the tombs.
But if a key is in one of the tombs, we'll need to find it. "

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

"Ok, if you want to fight the ghost we can, but I'm pretty sure if we open it, he will be riled. "


"The Captain's no go tombs are not on the search list should we need to check tombs."


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)

"Why don't we check the tombs, take nothing that's not a key, and then be on our way?"

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 inspect the tomb carefully for any traps.

perception: 1d20 + 36 ⇒ (3) + 36 = 39

Or maybe not so carefully.


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)

a 39 is still pretty freakin high. I'm surprised that you don't have skill mastery though.

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

Kinda hard to get it since I'm ranger and not a rogue. That's why I can actually fight.


The Man. The Myth. The Mask!

The sarcophagus is not trapped.


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)

lol all this time I thought you were a rogue. My bad.


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

Rathis nods, keeping an eye on the room around him as his companions investigate the tombs.

"Hopefully we can avoid raising his ire."


The Man. The Myth. The Mask!

So, I'm a bit unclear and want to confirm: opening the sarcophagus: yes or no?

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

People seem to be of the opinion that it needs to be opened, but Omar is not going to do it.


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)

"Since we know that the key we're looking for is magic, can anyone see if there is magic in the sarcophagus? If not, we probably shouldn't open it."


"Let's skip the sarcophagi for now, and check the other rooms."


The Man. The Myth. The Mask!

The room opposite this one is a mirror of the first except for a few details. The fountain here reads "Fellowship" and the motto “Courage
Is King and Commerce His Queen.”
The Sarcophagus reads Vincenzo Voxus Adella, 4349–4401.

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

"Unless we're going to open these sarcophagi we might as well head down the stairs. "


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

"Sounds like we'll leave them be for now. We can always come back. Down the stairs it is."


The Man. The Myth. The Mask!

The first time you approach these stairs, the disembodied spirits of four of the last Sardisi daughters materialize and swoop up from the mists, swirling about you, disconcertingly whispering a few repeated phrases in your ears: “Are you of the blood?” “Have you come to pay your respects, cousin?” “Is his name still spoken?”

At this time, these bewitching, beautiful spirits are a harmless but unnerving annoyance. They follow you about this floor of the tomb, continuing with their inane chatter, oblivious to the your questions or any responses to their own queries. They follow you out of the tomb. And down the stairs into a swirling mist. You notice the three symbols of the Adella houses on the top step.

The stairs wind down into a flickering light that dances on the walls of a large room, thrown from fat, black candles in silver fixtures wrapped around supporting pillars that rise twenty feet to the ceiling. Frescoes cover the walls, all depicting a handsome, red-haired man of noble mien engaged in acts of heroic prowess: single-handedly dispatching a cohort of fearsome demons, speaking movingly to an adoring throng, and leading a column of Taldan soldiers toward an enormous mob of Qadiran infantry. On a raised dais in an alcove on the northern wall, an elaborately carved mahogany coffin, decorated with motifs of vines and eyes, sits on a stone base.


"Let's ignore them for now, and if they try something, I'll start purifying them."


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 offer the ladies a traditional Taldan blade salute with his tonfa but the continue down the stairs, waiting for the trapspotter to declare the way safe.

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

Search the coffin for traps.

perception: 1d20 + 36 ⇒ (8) + 36 = 44


Valeria will check the Room
Perception: 1d20 + 20 ⇒ (14) + 20 = 34


perc: 1d20 + 18 ⇒ (10) + 18 = 28
know history: 1d20 + 12 ⇒ (18) + 12 = 30

I was expecting more hostility from the resident undead. This is almost refreshing.


Ferod Coulserk your alias


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

"Careful," Rathis says with a mirthless grin. "Speak the evil's name and you'll draw it close. Let's not taunt them into attacking."

He stands at guard as he watches the others search the room.


The Man. The Myth. The Mask!

Sitting on a 3-foot-tall stone base in the northernmost corner of the alcove is a sarcophagus of mahogany, carved with intricate designs of intertwining vines and probing eyes. The lid is hinged on the left, with three average locks built into the wood on the right. At the southern edge of the raised dais, a rough stone pillar rises 10 feet, halfway to the ceiling. The pillar is painted white, obscuring the carvings on its surface. Carved at the base of its north face is “Ursula, 4191–4222.”


The Man. The Myth. The Mask!

Added this area to your map. You icons have gotten rather small, so let me know if you can't use the zoom function and I'll blow the area 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

Seeing something as nicely mundane as a lock, Omar cannot resist picking it.

disable device: 1d20 + 32 ⇒ (8) + 32 = 40


The Man. The Myth. The Mask!

The locks click open with ease.


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

"Two more to go..."

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

"Did the ghost care if we opened this one? I think he was only on about the ones upstairs. "


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)

"One way to find out."

Corso will open the lid.


Valeria readies herself for trouble


The Man. The Myth. The Mask!

Corso: will save please

There will be trouble. Updating this afternoon. :)


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)

Will Save: 1d20 + 9 ⇒ (6) + 9 = 15


Famous last words are only famous if someone survives to repeat them.


The Man. The Myth. The Mask!

screen:

curse: 1d20 ⇒ 2
Omar: 1d20 + 7 ⇒ (16) + 7 = 23
Ferod: 1d20 + 16 ⇒ (6) + 16 = 22
Rathis: 1d20 + 3 ⇒ (5) + 3 = 8
Valeria: 1d20 + 5 ⇒ (6) + 5 = 11
Corso: 1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 12 ⇒ (19) + 12 = 31
attack 1 (Slay Living 1): 1d20 + 21 ⇒ (9) + 21 = 30
damage: 12d6 + 15 ⇒ (6, 2, 2, 6, 4, 4, 4, 4, 6, 3, 5, 4) + 15 = 65
attack 2 (Slay Living 2): 1d20 + 21 ⇒ (1) + 21 = 22 (miss: held)

Corso: You feel a curse descend on you, making things seem happen a fraction of a second after they really do. Take a -2 on reflex saves until the curse is removed.

As soon as the casket is opened, a floating, ghostly figure's visage streams from the pillar. It's face is constantly shifting between that of a comely, smiling human and a desiccated corpse, and it's staring at Corso. Around it swirl less substantial humanoid forms.

It wins Init. with a 31

Know:Religion DC 30:

This is a Nemhain

Bound Spirits (Su)

A nemhain is surrounded by a whirling cloud of spirits bound to her—often, these are the spirits of close relatives or friends she had in life. As a swift action, she can direct these bound spirits to strike at any creature within 30 feet as a +21 ranged touch attack. These spirits may be used to cause damage as if she had touched the target with her incorporeal touch, or they can be used to deliver a harm or slay living effect—if used to deliver one of these spell-like abilities as a swift action, that use counts against the number of times per day she can use that spell-like ability.

The nemhain can also send these spirits up to 1 mile away to act as scouts at a fly speed of 60 feet (perfect)—she can observe and listen through them, but as long as they do not share her space, she cannot use them to deliver ranged touch attacks. These spirits are impervious to almost all attacks and magic, save the following: protection from evil prevents bound spirits from harming persons so protected; dispel evil, raise dead, or resurrection causes the spirits to vanish and be useless to the nemhain for 1 hour; true resurrection makes them useless for 24 hours.

Rejuvenation (Su)

All nemhains are tied to a ritual object used in their creation. This object is typically a Large statue, pillar, or monolith. Until this object is destroyed, a destroyed nemhain automatically rejuvenates back to full health 1d4 days after it is destroyed.

She lunges at the opener of the Sarcophagus and swipes a hand through Corso.
Corso takes 65 damage
The swriling spirits envelop Omar as well, but they can't seem to come into contact with the lithe archer.

Party up! Foe is obviously Incorporeal
Not that it's terribly important here, but the order is
It, Omar, Ferod, Corso, Valeria, Rathis

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

Activate ranger focus on the thingy (no idea what it is).

Shoot at it a lot
rapid shot, point blank shot, many shot, deadly aim.

(also have point blank master so I don't provoke for shooting while threatened).
using ghost salt blanch arrows

to hit: 1d20 + 26 ⇒ (4) + 26 = 30 damage: 2d8 + 40 ⇒ (2, 7) + 40 = 49 +acid: 1d6 ⇒ 6
to hit: 1d20 + 26 ⇒ (10) + 26 = 36 damage: 1d8 + 20 ⇒ (7) + 20 = 27 +acid: 1d6 ⇒ 3
to hit: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d8 + 20 ⇒ (7) + 20 = 27 +acid: 1d6 ⇒ 5
to hit: 1d20 + 16 ⇒ (2) + 16 = 18 miss


"Oh heck, I though so."


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)

Ouchie.

Parrying furiously, Corso will swing his tonfa in a highly defensive manner, drawing on his years of experience fighting things like ghosts and wraiths.

full attack with fight defensively and combat expertise: 1d20 + 15 ⇒ (16) + 15 = 311d20 + 10 ⇒ (13) + 10 = 231d20 + 5 ⇒ (17) + 5 = 22

Damage Rolls: 1d6 + 11 ⇒ (4) + 11 = 151d6 + 11 ⇒ (3) + 11 = 141d6 + 11 ⇒ (4) + 11 = 15
Holy Damage: 2d6 ⇒ (2, 1) = 32d6 ⇒ (2, 5) = 72d6 ⇒ (2, 5) = 7

my touch AC is now 26


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

Grimacing as the creature appears, Rathis claws and bites at it.

Claw, power attack, amulet: 1d20 + 16 ⇒ (19) + 16 = 35
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (6, 2) = 8
1d1d100 ⇒ 65

Claw, power attack, amulet: 1d20 + 16 ⇒ (19) + 16 = 35
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (3, 1) = 4
1d1d100 ⇒ 47

Bite, power attack, amulet: 1d20 + 15 ⇒ (10) + 15 = 25
1d8 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (2, 3) = 5
1d1d100 ⇒ 58

Claw, power attack, amulet: 1d20 + 11 ⇒ (9) + 11 = 20
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (4, 5) = 9
1d1d100 ⇒ 3

Claw, power attack, amulet: 1d20 + 10 ⇒ (13) + 10 = 23
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (5, 5) = 10
1d1d100 ⇒ 63

Bite, power attack, amulet: 1d20 + 10 ⇒ (17) + 10 = 27
1d8 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (4, 5) = 9
1d1d100 ⇒ 18


Valeria charges up the thing
Atk: 1d20 + 19 ⇒ (15) + 19 = 34
Dam: 1d8 + 7 ⇒ (7) + 7 = 14
Holy: 2d6 ⇒ (5, 3) = 8


The Man. The Myth. The Mask!

214 damage dealt that round! wow. Still waiting for Ferod


Ferod pulls a wand from his sleeve and casts shield on himself.


The Man. The Myth. The Mask!

screen:

1d20 + 15 ⇒ (1) + 15 = 16
2d20 ⇒ (11, 7) = 18
12d6 + 15 ⇒ (1, 4, 2, 2, 3, 1, 4, 2, 1, 3, 6, 6) + 15 = 50
12d6 + 15 ⇒ (3, 1, 3, 5, 6, 1, 4, 2, 3, 1, 1, 4) + 15 = 49
3d6 + 15 ⇒ (1, 3, 1) + 15 = 20
3d6 + 15 ⇒ (3, 1, 5) + 15 = 24

The abomination before you tries to step away, but Corso is on it and presses his attacks. Unfortinately, the strike misses. The creature hisses in fury and attacks Corso again! The swirling spirits around her dart toward the one who hurt her so much: Omar.
Corso: 50 damage, DC 22 fort to take 20
Omar: 49 damage, DC 22 to take 24

Sorry for that delay. 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

fort save: 1d20 + 15 ⇒ (1) + 15 = 16 owie

"Ok, guess we're doing attrition. We'll see who lasts longer. "

same as before (rapid, deadly aim, point blank, focus, manyshot, ghost salt arrows).
to hit: 1d20 + 26 ⇒ (9) + 26 = 35 damage: 2d8 + 40 ⇒ (4, 3) + 40 = 47
to hit: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 1d8 + 20 ⇒ (8) + 20 = 28
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 20 ⇒ (4) + 20 = 24
to hit: 1d20 + 16 ⇒ (3) + 16 = 19miss


The Man. The Myth. The Mask!

The question is almost immidiately answered: you. Omar's arrows render the undead's form into a mist that slowly creeps back into the pillar beside the coffin.


"She's like a ghostly vampire.
Destory that Piller, it's her grave."

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

"Medic! Corso there looks a lot worse for wear, and I've felt better. "

(HP 65/114}

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