Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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

or any other kn for that matters...

lets go push further our exploration

if we can't dertermine what the brown slime is we can maybe move around it and continue forward


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

Cormick moves closer to take a look at the slime, going no closer than the others have.

Kn Nature: 1d20 + 7 ⇒ (2) + 7 = 9

I went back and checked... Slimes should be under Kn Dungeoneering

Kn Dungeoneering: 1d20 + 7 ⇒ (13) + 7 = 20


A close look at the slime reveals it to be mucus, mixed with blood. Disturbing perhaps, but not dangerous.


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

"This slime is not a threat, it is more a mucus of some sort. I would be more concerned with the source of the mucus, as there is blood mixed with the mucus."

"I am ready to move on, just keep an eye open for threats both on the ground and on the ceiling."


The partially open door is where the scratching sound is coming from.

The mucus/blood trail leads from within that door and east along the outer ring.

Note, that while the map shows it revealed, no one can actually see into the room itself without pushing the door open further, or sticking their head in, etc to get a better look.


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 peek in and look around before attempting to open the door wide enough for entry.


Hezrog peeks around the door to find a room clear of all but a single sarcophagi. The lid is open and propped against the far wall. Leaning against it is a skeletal figure, blood and mucus oozing over the bones of the creature, dripping into the sarcophagi which is nearly full with the disgusting fluid.

Four large metal bars, bent like hooks, protrude from the creatures chest area, the hooks bending back into the rib cage.

One of the creatures hands scrapes rhythmically against the lid it leans against, the source of the sound heard earlier.

Rolling inits just so we don't wait for everyone to roll
Creatures init, 21
Hezrog Init: 1d20 + 1 ⇒ (1) + 1 = 2
Cormick: 1d20 + 2 ⇒ (14) + 2 = 16
Aerin: 1d20 + 5 ⇒ (3) + 5 = 8
Cindy: 1d20 + 5 ⇒ (7) + 5 = 12
Issa: 1d20 ⇒ 13

The creature looks up at Hezrog, its arms reaching toward him, it tries to rise but is held in place by the hooks. Immediately four sinewy tentacles fly from the creature towards Hezrog.

Attacks 14, 23, 15, 22
Hezrog is flat footed, but has +4 to due to cover from the door. These attacks are against touch AC. Free grab attempts from 2 hits: 17, 23

Two of the tentacles strike Hezrog, trying to wrap around him. They deal no damage, and are unable to grapple the half orc.

Map

Party is up

Kn Religion DC 14:

This creature is known as a bloody bones.


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

Know. Religion: 1d20 + 8 ⇒ (20) + 8 = 28 special attack, DR, Energy resistance, immunity, special habilities in this order

undead !

Says Issa who moves between the room and to corridor and channel his god's positive energy through the room.

May Horus's strength break your spirit, creature !

Channel Positive Energy (harm undead) - Will DC21 or daze: 4d6 ⇒ (4, 3, 6, 2) = 15 7 positive energy damages + will save


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

Round 1

Aerin Will move inside and after seeing the tentacle will Tumble: 1d20 + 12 ⇒ (4) + 12 = 16(the last 5ft) just to be safe and attack fighting def

PA Bladed Scarf: 1d20 + 12 - 4 - 1 ⇒ (12) + 12 - 4 - 1 = 191d6 + 8 ⇒ (1) + 8 = 9

Current AC 30 Touch 24

Anything we should be carefull about this creature Issa ?


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

Knowledge Religion: 1d20 + 5 ⇒ (1) + 5 = 6

What is that thing?!? the witch asks before using her Evil Eye to lower the creature's armor class by 2 -2 AC for 1 round if it makes a DC 19 will save. Otherwise its 9 rounds. This is a Supernatural Ability.


Issa (and now Cormick too):

Standard undead traits. The mucus and blood flowing over its body makes it extremely difficulty to grapple or snare such creatures, and they are completely immune to the effects webs.

The moist covering over the creature also makes it resistant to fire attacks.

Their preferred tactic is to grapple a creature with their tentacles, then pull it in and rend it.

The fact that it is pinned to the lid of the coffin is no small feat that someone or something has performed against it.

The creatures are not particularly dexterous, but are hardy, and resistant to mental effects. Read: poor ref saves, good fort/will saves

Will save 15 vs channel

Aerin slips into the room, slashing at the creature, spattering blood and mucus against the walls as she hits.

Will save vs evil eye 10

As the group flies into motion to deal with the undead, the sound of clanking metal can be heard in the passage running back to the stairwell.

Hezrog and Cormick are up, then the creature


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

Cormick moves into the room, drawing his rapier and rolling to the other side of the creature from Aerin.

Kn Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Vulnerabilties, Special Abilities, Attacks, Saves in that order

Tumble: 1d20 + 10 ⇒ (15) + 10 = 25

With a flick of the wrist, Cormick's lunge only connects with the air surrounding the creature.
Rapier, Cold Iron: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damage, Rapier, Sneak: 1d6 + 1d6 ⇒ (2) + (5) = 7

"Something flees from us, back to the stairs."

"Something approaches from behind us, get inside and close the door."

------------------------------------------------------
Current Effects: dancing lights (lanterns), 5 rds;


Actually that noise is coming towards you.
Cormick, I added you to the spoiler I made for Issa, also added a saves section.


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 moves in to flank as well (if he can get in front of Aerin's reach weapon and flank with Cormick)
(flank, power attack, studied target)
Shield Bash: 1d20 + 14 + 2 - 2 + 2 ⇒ (5) + 14 + 2 - 2 + 2 = 21
Damage with sneak attack: 4d6 + 7 + 4 + 2 ⇒ (1, 1, 5, 2) + 7 + 4 + 2 = 22


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 shares his knowledge of the creature with his comrades.

the creature takes 7 damages and it's daze


With targets now in range, it attacks with its claws, which scrape futilely against Hezrog's shield. Attack 6, 17

The sound from the passage gets closer, and the running footsteps of multiple creatures can be heard.

Party is up

Everyone is inside the room now, except possible Issa and Cindy who could have activated their abilities from the area of the doorway. Just let me know if you'd like to move in, or stay out.


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

how could the creature attack as it has the condition daze ?


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 decides to go inside the room waiting for Cindy to close the door.


Opps, your right. I was think the effects of dazzled.


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

Could it be a trap that was activated outside the corridor or you thing that something is coming Cormick ?

Round 2

Spell Combat: Arcane Mark

PA Bladed Scarf: 1d20 + 12 - 2 - 1 ⇒ (1) + 12 - 2 - 1 = 101d6 + 8 ⇒ (1) + 8 = 9

Concentration: 1d20 + 14 ⇒ (1) + 14 = 15

PA Spell Strike Bladed Scarf: 1d20 + 12 - 2 - 1 ⇒ (20) + 12 - 2 - 1 = 291d6 + 8 ⇒ (2) + 8 = 10

Crit Conf PA Spell Strike Bladed Scarf: 1d20 + 12 - 2 - 1 ⇒ (13) + 12 - 2 - 1 = 221d6 + 8 ⇒ (5) + 8 = 13


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

From the doorway Cindy activates her fly hex and moves to see what might be headed towards them. Her move is now 60 so she moves towards the noise until she has moved 25' or until she can see the new threat she then retreats back into the room.


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 unleashes a series of shield bashes, hoping to destroy this creature so the group can refocus their attention to the incoming threat.

Full Attack(power attack, flank, studied target)
Attack1: 1d20 + 14 - 2 + 2 + 2 ⇒ (1) + 14 - 2 + 2 + 2 = 17
attack2: 1d20 + 14 - 2 + 2 + 2 ⇒ (4) + 14 - 2 + 2 + 2 = 20
attack3: 1d20 + 9 - 2 + 2 ⇒ (9) + 9 - 2 + 2 = 18
damage1: 4d6 + 7 + 4 + 2 ⇒ (3, 5, 5, 1) + 7 + 4 + 2 = 27
damage2: 4d6 + 7 + 4 + 2 ⇒ (4, 3, 4, 3) + 7 + 4 + 2 = 27
damage3: 4d6 + 7 + 4 + 2 ⇒ (1, 5, 5, 2) + 7 + 4 + 2 = 26


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

"Sounded like something is coming, and we are the only ones down here with any authority. So I would rather finish off one problem first and have my back safe, then face two threats from opposite sides."

That said, Cormick thrusts his rapier into the bloody bones. Then remembers to move the light into the room with the group.

Cold Iron Rapier, flank: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Damage, Cold Iron Rapier, Sneak: 1d6 + 1d6 ⇒ (4) + (4) = 8

Move action, move the dancing lights into the room.

------------------------------------------------------
Current Effects: dancing lights (lanterns), 4 rds;


Under the combined onslaught the skeletal horror is broken into pieces and goes still.

Back in the corridor can be heard the sound of spell casting.

Cindy peers around the corner to see what is bearing down upon the group.

A warrior in spiked full plate is moving swiftly towards the intersection, just slightly behind him is a 7' angelic like figure clad in silvery armor. The face is bare of features save for two glowing eyes. Four clawed arms swinging with its gait.

The armored man you recognize as a representative of the Tower, Ian.

Behind those two are a woman with pale skin, and an older man. Both of which you recognize. Ms Bellafini, and Master Weldon Hast of the Tower. Bellafini has 6 swirling images of herself dancing around her, making her hard to pin point.

Following up are two more individuals, and lanky man with a composite longbow, and a human wearing a silvery breastplate. Again familiar faces.

Feel free to drop over to the shared thread, unless of course you want to surprise me and attack or something.
Merchants and Mages


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

Not completely showing herself Cindy calls out to those she knows, while also speaking through her message spell. Ian, Ms Bellafini, Master Hast. Its Cindy of the Merchants Guild. We were called in to help here and were not expecting you. But its good to see your faces. We just found our second room with undead and can share intel with you. Follow me back to our team. She does not wait around for a response but heads back to her group.

Posting this in both places.


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

"Aren't they members of the Tower? What are they doing down here?" Cormick whispers to the group, as he begins to examine the corpse and the bindings that where holding it in place.

Escape Artist, why this type of binding, why did the creature not just rip through the binding: 1d20 + 7 ⇒ (1) + 7 = 8
Heal: 1d20 + 2 ⇒ (10) + 2 = 12
Kn Religion, burial methods or methods to deal the undead: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Sense Motive, why this kind of binding: 1d20 + 9 ⇒ (4) + 9 = 13

------------------------------------------------------
Current Effects: dancing lights (lanterns), 3 rds;


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)

My mistake - Herzog's damage should be 5 lower on his off-hand attack.

Hezrog does not let his guard down as the apparent friends approach.


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

"Aren't they members of the Tower? What are they doing down here?" Cormick whispers to the group, as he begins to examine the corpse and the bindings that where holding it in place.

They will have to tell us that. I suspect they were summoned to help.


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

Just in any case aerin Will cast à shield spell on herself before meeting the agent of the tower.

Using her hat of disguise she Will look like a back haïr human female in bohemian clothing

the idea here, DM, is for my character to pass as an npc spellcaster


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 will cast a Detect Magic and have that running when they meet up with the other group and will specifically be looking for illusion magic.


Aerin, in order to help keep that guise in game, if you want post your actions and anything you say here in this thread, and I will copy them over to the other thread as though speaking/talking for an NPC.

Examining the corpse, Cormick can see that the hooks placed in the chest were guaranteed to keep the creature in place. In order to escape it would have had to break out large portions of its chest, likely dismantling itself in the process. Ropes, shackles, or other more conventional means may have left the creature able to slip free due to its slimy covering.

This certainly isn't a burial method of any known religion. It seems more likely this creature was created through necromantic arts, then pinned here. Though to what purpose is anyone's guess.


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

sure, tks DM. For the moment aerin plans to stay mostly silent with the hood of her cloak up in order to hide most of her face


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

Lets search this room well for secret doors.


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

This is information I got on the Mage Group the last time we meet with them. Not sure who these two new guys are (marked with *).

  • Ian
    - Was at last meeting in the Tower, so recognize face
    - did not learn anything from previous knowledge check

  • Ms Bellafini
    - Was at last meeting in the Tower, so recognize face
    - wizard from previous knowledge check

  • Morvae*
    - New guy?
    Kn Planes, Morvae: 1d20 + 7 ⇒ (16) + 7 = 23
    GM Ascension wrote:
    A warrior in spiked full plate is moving swiftly towards the intersection, just slightly behind him is a 7' angelic like figure clad in silvery armor. The face is bare of features save for two glowing eyes. Four clawed arms swinging with its gait.

    Are we to assume the head of this creature is visible to us, no helm or other types of coverings? Cormick has an idea what this creature is, but will wait for results of the knowledge check.

  • Master Weldon Hast*
    - New guy?
    - Do not recall if this person was at the last meeting in the Tower
    Kn Local, Master Weldon Hast: 1d20 + 7 ⇒ (5) + 7 = 12

  • Rilumin
    - Was at last meeting in the Tower, so recognize face
    - did not learn anything from previous knowledge check

  • Leo Spellworthy
    - Was at last meeting in the Tower, so recognize face
    - A cleric/divine caster from previous knowledge check

  • Roland La Vallette ?
    - Was at last meeting in the Tower, so recognize face
    - A summoner from previous knowledge check
    - is this person not here?
    Perception, Invisible maybe: 1d20 + 9 ⇒ (12) + 9 = 21


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

Aerin will say the following;

The catacombs have been sealed for several hundred years, but many of the faithful prior to that were interred there. As to why they were sealed, that is a more delicate matter that the temple prefer the general population not be aware of.

She pause for a second and take a doctoral tone adressing students
According to the histories, a necromancer slipped into the catacombs and begin practicing his arts unawares to the clergy. When he was discovered he was taken and executed, and the priests tried to cleanse the catacombs. But in addition to the constructed part, there are many natural caverns that connect and intertwine beneath the ground. Twice they believed they'd cleared the place, and yet a month or two later more works of darkness would come out of the catacombs. It was decided then, that with the help of the Tower, the place would be permanently sealed

I can sense that the spirits have been awoken and are beeing driven to take up arms agains't the living. I have read omens that there is a guiding hand behind this. You should know that the Head priest was assasinated by a demon who then proceed to break the seal on the catacombs. The creature acted on orders with knowledge of what to do.

The masters of the Tower ought to be told that they need to seal again the Gate to the Dark Passages.


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, you need to either post what you say in the other thread or I can do it for you. Let me know. Great summary Cormick. Thanks for that.


I'm copying Aerin's posts over as she wanted to come across as an extra NPC.

Cindy:

As the groups talk, you get time to study the others with detect magic. Morvae is shrouded in illusion, as is Leo. All have various magical items and trinkets about their persons, as would be expected.

Master Hast is a known figure in Coran. He once belonged to the Council of Seven, and though no longer a member of that ruling body, still has a great deal of influence in politics.

Roland is missing from the present company.

Cormick:

You can't quite place the creature, though it most matches a Exscinder Archon, but of smaller size. And instead of wings an extra pair of arms.


Aerin:

I took the liberty of rolling your kn history/arcana regardign Ris'jae, and posting a short repsonse on your behalf.

On the other side of the continent is a demon infested land known as Mardell. Over 400 years ago a necromancer by the name of Ris'jae arose as a powerful lich from those lands and assaulted the neighboring kingdom, which has long stood as a guardian over Marldell, holding back those who dwell there from spreading into other lands.

He was ultimately vanquished, though sketchy rumors still float about that he has merely been rebuilding his armies for the past several hundred years.

His stronghold is still said to hold vast treasures, but few who seek to plunder those ruins return, and of those that do, many succumb to madness.


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 wonders about the statement about Roland.

Sense Motive: 1d20 + 0 ⇒ (15) + 0 = 15

Can someone who is good at Sense Motive also check?


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

it was perfect DM !!!

Aerin will ask Miss Bellafini

What makes you think that this particular necromancer is involved in all of this, do you have any new information regardin him ?


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

sense motive: 1d20 + 9 ⇒ (19) + 9 = 28

we know Roland is a summoner, and I was expecting to see a glowing rune on the creatures forehead. The rune cannot be hidden with magic, but can be covered with mundane means, is a helm. Thus my question about the creature's head. Also why I check for invisible persons with the perception check.


I've done bluff/sense motive rolls behind the screen as needed.

Cormick:

You do not sense the presence of any hidden individuals or creatures.


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

DM: any Kn / info on who this Oathbreaker is? and if not aerin will ask the tower agents and for a physical description as well

DM Only:
would it correspond to the person who was waching Mr J's house ?
. also she will add to cindy's report that:the word on the street is that there are two primary rival gangs involved in some kind of street war, vying for control of crime in the city. One is them is lead by a drow


Cormick, Hezrog:

Listening to the conversation between Master Hast and Serelina, you get a flash of insight. She is referring to Radgar the Butcher.

Aerin:

You don't have any particular reason to believe the man watching the Jumai's is related to things going on here.


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

tks DM


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

Via message to her party

Remember that these catacombs are connected to natural underground passage. To it is entirely possible to there are more living prey to be found. Also it is a little to early to conjecture on the "state" of the necromancer. He could be an other type of creature living or dead who needs blood for other purpose then just to feed.


Aerin, Hezrog, and Issa still have actions against the devouring mist


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

No action for aerin but hanging in the back. just in case somthing comes from there.


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

Same thing for the soon about combat vs the undead monk. For the moment she will just be hanging in the back ready for a counter offense.

currently with what the large group is facing she is confortable staying in the shadow and not show too much of her abilities.


Aerin, FYI, I named you "Nina" in the joint thread, just so I had some name to use.

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