Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

The middle passage has very light but present drow traffic. The passage leads generally west, and there's something eating cave fishers that way. There's also a running water source. I suspect there is a decent possibility of an alternate way up if we do collapse this tunnel, though if it exists it would most likely be much more difficult to get an army through..


Group going exploring or waiting for reinforcements?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Like i told you there is a cavern lake not that very far etc...


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

I was looking for tracks and see if there was any more drow traffic. There is some, but it is fairly light. Most likely just occasional scouting parties.

Herzog doesn't have much to offer this situation, other than tracking.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I do not want to meet a full force of drow in the caverns and an not sure we can spot their scouts before we are spotted ourselves. It may be best to try to ambush them as they come out of the cave and then fall back to reinforcements. Its crucial that our troops have a way to overcome their darkness ability too.


Setting up just outside the cave to wait for reinforcements to arrive, night comes. To the north can be seen lanterns and torches - the army making its way in the dark to your location.

Athar offers to go and lead them to your position.

All has been silent, but an echoing inhuman shriek comes from within the caves. It only reaches your ears at a low volume.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Do we have the riding lizards still?


Yes.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

We should go and investigate that shriek she says ready to mount up on a lizard


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

It is likely a trap you know. We are not missing any of our troops.

Did we rest since out fight with the other drow?


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

That could be a battlecry or some warbeast they are trying to bring to the surface.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

no rest it is the same day

Well i want to know, in case it is big trouble so i am going to have a look she says looking at everyone for a bit less then a min before moving toward the sound


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I am unsure where these noises are coming from and where we are in relation to this long chute we are trying to close.

Cormick has no desire to go wandering around in the cave systems looking for echoes of strange noises, but will join the group if they are all going. With his knowledge of caves, he knows that echoes can be misleading in the distance to the source when in caves and tunnels.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Aerin, I am curious too. But these enemy see better than we do in the dark and those caves are their natural home. Their scouts will likely see you well before you see them, if you see them at all. I recommend you do not go. Better to stick together though, so if you insist, I recommend we go together.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog says to the group:
I see no advantage in giving up our defensive position just to go back and get a closer look at an onrushing army. If the noise is something friendly, the drow have descended on them and by the time we arrive it will be far too late. If the noise is something unfriendly, which I find far more likely, we would be surely walking right into a trap. I plead that we stay here and help our allies shore their defenses on the surface where we are strong.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I agree with Hezrog.


Cormick, I placed everyone back outside the caves, assuming you'd want to sleep where the Roc could provide support if needed, and where at least the dim light of the moon provided a light source. So the hole and the various passages are several hundred feet in.

Aerin, light source or other means of seeing in the dark?

With Aerin standing a few feet into the cave while plans are discussed a second noise echoes forth from the mouth of the cavern. This is different than the first, a high pitched growl.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Thanks GM Ascension.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy nods at the wisdom in Herzog words. We are stronger here on the ground of our choosing.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

DM:
light source of course :)

Casting A Shield spell aerin will turn back toward the party taking her weapon out I know that sound. To arms we will be assaulted by hounds any seconds. she will move to a defensive position inside the corridor to block the path in order to prevent the creatures from assaulting Cindy, comrick and issa


With a light source removing some of the darkness in the tunnel Aerin stands guard awaiting what comes.

Aerin (and anyone else with low light vision?):

At the far edge of the light two hound like creatures come into view. Spikes protrude from the creatures shoulders, and the bodies are hairless. Muscles rippling beneath dark patchy skin.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

if aerin gets an other round she will do some more action :)

Get your demon weapon's ready for these are demon hunting hounds from the abyss and they are going to attack us

Current AC 30


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog will move up beside Aerin if there is space, to help block off the passage. Drawing his second spiked shield into his off hand, he quickly studies his incoming opponents.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Believing the threat to be upon them Cindy will use activate her scar hex and then her fly hex, preparing for the fight.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick casts dancing lights and sends the orbs flying in to fix the visibility issue.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa cast delay poison on himself and wait.

See something ?


As Cormick sends four orbs of light whirling down the cave the two beasts advance slowly, despite still being some 60' away both crouch as though ready to spring.

Init rolls from everyone.
Hounds are at 16
Will get a map up late tonight - though basically everyone is up on a fairly wide ridge next to the cave tunnel.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@GM is my AC near me ?

Initiative Issa: 1d20 + 0 ⇒ (9) + 0 = 9


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Init: 1d20 + 5 ⇒ (6) + 5 = 11


Issa Al'Sadri wrote:

@GM is my AC near me ?

[dice=Initiative Issa]1d20+0

Yes


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Init: 1d20 + 5 ⇒ (15) + 5 = 20

Was Cindy able to activate either of her hexes?


One of them, the other you can activate now, or take a different action.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

OK. The AC hex is up then. On her turn she will use her Fortune hex on Aerin.


Init Cormick: 1d20 + 2 ⇒ (17) + 2 = 19
Init Hezrog: 1d20 + 1 ⇒ (7) + 1 = 8

Cindy are you also flying up into the air? Or staying at ground level for now?

Cormick is up, then the hounds

Cindy:

The hounds are kuleni. A rare demon that not many know about, or know much about. They are hunters of the abyss, able to feed on the flesh of any creature. When the creatures feed they take on some of the attributes of the creature they have fed upon - enhanced strength or agility, or the ability to cast spells - or even other attributes.

They have standard demonic immunities and resistances.

Kuleni are seldom seen without a hunt master, or zingeli demon, but about such demons you know only that command kuleni.

And photobucket is down atm, so no map.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

No fly hex at the moment so on the ground.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Initiative: 1d20 + 1 ⇒ (14) + 1 = 15


Map


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

In her first turn after using her fortune hex as indicated above Cindy will move to I8.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Sorry Just saw you had rolled for me. Ignore my 15.


Comrick delays.

A demonic looking figure appears behind Issa, roughly humanoid. Scales cover the body, and in its hands is a whip, a hunt master.

It lashes out with the whip against Issa, the leather wrapping around his legs and yanking him to the ground.
Trip attempt d20 + mods = 29

As the whip strikes one of the hounds vanishes, reappearing near Issa. It pounces on the downed human, claws and teeth tearing.
Attacks d20 + mods = 33, 23, 24. Damage d8 + mods + 2d6 + mods = 22. Grab attempt 10, failed.

The second hound remains crouched down, still waiting to spring.

Party is up.

Map


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 1

Arcane pool: making weapon +3 (bypass Cold Iron)

Aerin will move up to attack the hound that got to issa fighting defensivly

PA Bladed Scarf: 1d20 + 14 - 2 - 4 ⇒ (20) + 14 - 2 - 4 = 281d6 + 12 ⇒ (2) + 12 = 14

Crit Conf PA Bladed Scarf: 1d20 + 14 - 2 - 4 ⇒ (3) + 14 - 2 - 4 = 111d6 + 12 ⇒ (1) + 12 = 13

Current AC 33


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

What is this sorcery!?
Hezrog quickly studies the huntsmaster before charging to L2 to attack.

If AoO,
AC26, CMD26
Else
Shield Slam: 1d20 + 18 ⇒ (2) + 18 = 20 / Damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16
And Bull Rush: 20

Aerin don't forget your fortune hex =)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Before Herzog can act Cindy (who acts in init 20) uses her Fortune Hex on him and cackle as she takes another5' step into H8.

Roll your second roll from the fortune Herzog.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Excellent, here goes
Fortune:
shield slam: 1d20 + 18 ⇒ (10) + 18 = 28
Bull Rush:28


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

right, i did forget altough with a nat 20 it woulsn't have made a difference on this round


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

As I did not see any Kn checks yet.
Kn Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
Kn Dungeoneering: 1d20 + 7 ⇒ (2) + 7 = 9
Kn Local: 1d20 + 7 ⇒ (12) + 7 = 19
Kn Nature: 1d20 + 7 ⇒ (20) + 7 = 27
Kn Religion: 1d20 + 7 ⇒ (4) + 7 = 11

Cormick steps forward with this rapier at the ready and cast vanish on Issa Al'Sadri.

5' Step to L5, cast vanish on Issa (up to 5rd duration)


I did the appropriate kn checks off screen.

At Cormick's touch, Issa vanishes from sight. The demonic hound snarls, at sniffs at the air, then Hezrog slams his shield into the creature, sending it reeling backwards 10'.

Issa's turn, then the demons.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa asked Innulamane to attack his ennemies then he tries to cast fly on himself.

Concentration DD21: 1d20 + 11 ⇒ (8) + 11 = 19 but he failed.

Using Cormik invisibility, he stood up and made a 5ft. step towards the entrance.


HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

At his master's order, Innulamane fly to attack the hound attacking Issa.

Claw: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Damages: 1d6 + 7 ⇒ (4) + 7 = 11
Grab: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Crit Confirm: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damages: 1d6 + 7 ⇒ (3) + 7 = 10


With the hound knocked away, no need to cast defensively, so you get the fly spell off.

Aerin's scarf cuts into the creature as Innulamane drops from the sky, claws outstretched. The claws dig deep, tearing at muscles and tendon, and holding the creature fast.

The hunt master takes takes a step closer, its whip lashing out at Aerin and yanking her feet from beneath her. A second last from the whip targets Hezrog, but fails to connect.
Attack to trip Aerin, d20 + mods = 31. vs Hezrog, 13

Immediately the second hound appears nearby and pounces on Aerin.
Attacks 32, 16, 21. Damage d8 + mods = 7

The first hound twists in Innulamane's grip, teeth snapping and claws raking. Attacks 19, 15, 26. Damage d6 + mods = 8

Party is up

Map

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