Beyond the World's Edge: A Frontier Campaign (Inactive)

Game Master vayelan

Current Encounter: Ruins in the Sogg

Resources:
The Village of Haven

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

round 1 actions

Seraphina tried to think of what she could do. She decides that a good defense is a food offense. She grabs a stick of butter then proceeds to cast grease under the giant foe with the morningstar.

DC 14 reflex of prone


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick draws his bardiche and strikes the damaged skeleton again! He tries to circle to the wall, to keep it at his and Caragus' backs.

Bardiche, PA: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16

Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

AOO:

Bardiche, PA: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22

Damage: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10


DM Screen:

Red Skeleton Reflex Save: 1d20 + 3 ⇒ (2) + 3 = 5

Blue Greatsword vs Dorick: 1d20 + 11 ⇒ (2) + 11 = 13
Blue Greatsword vs Dorick: 1d20 + 6 ⇒ (10) + 6 = 16

Broad bony feet evidently cannot find much traction on the time-worn floor, for the morningstar-wielding skeleton topples as Seraphina's magic Grease weeps out of the stone crevices beneath it. Although you might have hoped that the impact would scatter its bones, you are not so fortunate. Nevertheless, it ends the round upon the floor.

Dorick's bardiche bites into the damaged, undead cyclops' thick femur. However, the lack of flesh and muscle to cleave means that the cutting weapon's effectiveness is hampered. Thankfully, though, his defensive strategy is effective, and Dorick continues to ward off potentially deadly strokes of his challenged foe's greatsword.

The rest of the party can act, since the other skeleton will use its turn to get up and move closer.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

initiative: 1d20 + 4 ⇒ (18) + 4 = 22

Mia urges the horse forward gently, looking around hurriedly before the sounds of a fight find her ears.

Oh no, oh no... I ran out to help, but.. I really don't know what to do. Hopefully I prepared properly for this... at least the ley magic flows strong here... well.. actually that could be good and bad, but- A shout snaps her out of her thoughts and she urges her horse into the room only stutter to a stop at the sight of the large skeletal remains.

oh dear... she mutters, before acting off sheer instinct. She closes her eyes for a moment and taps into the ley magic running through the area strengthen her own magic. Then she holds up a small red berry and tosses at the skeleton with the large sword. As the berry nears the Skeleton, she utters a word in sylvan
Naur.

And the berry erupts into a ball of flame, warming up the long cold bones.

Casting Flaming Sphere On sword skelly. DC 17 reflex to negate damage. Also using Place magic, +1 CL for 1 round,

flame damage: 3d6 ⇒ (6, 2, 5) = 13 3/4 rounds.

spells:

1st level: 4/day
Entangle-1
Produce Flame-1
Faerie Fire-1
Snowball-1

2nd level: 2/day
Binding Earth-1
Flaming sphere- *used*


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

"well there went that idea."

He muttered to himself shaking his head at his foolishness. He ran into the room and leveled his hardest swipe at the towering skeleton bones that just stood up.

attack with club: 1d20 + 2 ⇒ (19) + 2 = 21
damage, bludgeoning: 1d6 + 1 ⇒ (1) + 1 = 2


DM Screen:

Blue Reflex Save: 1d20 + 3 ⇒ (20) + 3 = 23

Red Acrobatics: 1d20 ⇒ 5

The clattering of hooves quickly echoes through the stone walls, and you soon discover that none other than Mia Ravenlock has ridden into the ruins. Taking a moment to assess the situation confronting her allies, she unleashes a spell of fire. Unfortunately, the standing skeleton steps over the flaming sphere as it rolls forward.

The other skeleton rises from the greased ground. It attempts to shamble over to Dorick or the door, but it loses its footing again and returns, prone, to the ground.

This leaves it an easy target for Francoix, whose club begins to chip and crack the bones of its leg.

Kalig, Soraya, and Seraphina can still act this round.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig swings her sling and hurls a magic stone at the more damaged creature.

Attack, magic stone: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14

I don't think that hits, but just in case

Damage: 2d6 + 1 + 2 ⇒ (1, 2) + 1 + 2 = 6

She reloads.


Kalig's stone strikes the undead creature just above its large, singular eye socket, leaving a very visible crack in its skull.

Being large and unarmored, these things have very low AC. Their danger is how much it hurts when they hit you.


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

Rd 2

Seraphina will start to inspire her allies to battle the foes.

Listen everyone, they may be big, but we have the numbers. Keep at it

+1 Attack/damage and saves vs fear


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

@Seraphina: if that's inspire courage, it will add +1 to damage rolls as well as to hit

Once again, Soraya drops a stone into her sling and throws it at the grounded skeleton.
sling: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14 dam: 1d4 ⇒ 3


Soraya's sling stone whizzes past Francoix and strikes one of the grounded skeleton's arm bones.
Seraphina greatly overcomes her initial shock, and she exhorts her comrades to fight bravely.

At the start of Round 3, Mia and Dorick are up next.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia focuses on the sphere of flame and moves it once again to burn the skeleton with the sword.

flame: 3d6 ⇒ (5, 6, 3) = 14 same save as last time, 2/4 rounds left. I'm assuming I have to move the sphere, as it seems the skeleton moved.

Then she reaches into magic of menhir once again, letting it fuse with her own. She utters another druidic word,
Runya
causing a small flame to appear in her hand, she then hold her palm the flame is on outward. The flame rushes away towards the skeleton threatening her companions striking it in the back.

attackvstouch: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
crit confirm?: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15

firedamage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 No save, 3/4 mins remaining. If the skeleton with the sword drops to the flaming sphere (I doubt it, but maybe), then she would just draw one of her herbal concoctions (bull's strength).

Move action to move flaming sphere back onto of the skeleton. standard action to cast Produce flame , free action to increase CL by +1.

spells:

1st level: 4/day
Entangle-1
Produce Flame-*used?*
Faerie Fire-1
Snowball-1

2nd level: 2/day
Binding Earth-1
Flaming sphere- *used*


Blue Skelly Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4

With the power of menhir, Mia bathes the sword-wielding undead giant in the flames of two spells. The intense heat causes the bones to splinter and pop, splitting open in several large places. Long limbs slough off as its joints crackle and burn, and finally the skeleton collapses into a heap of smoldering bones.

Mia's spells take down the Blue Skeleton.
Dorick and Kalig can act before the other one's turn, but the other party members can also post their actions in preparation for their turns. Francoix can also roll his AoO because the Red Skeleton will be standing from prone on its turn.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig hurls another magic stone with her sling at the remaining skeleton.

Attack, magic stone: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

But she aims too high, and it bounces harmlessly off the ceiling. Kalig issues a few choice curses in Orc.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick calls out:

"Keep it up! We shall overcome the restless dead, no matter their size!"

With that, he has Caragus return towards the second giant so he can swing at it.

Bardiche PA: 1d20 + 6 - 1 + 1 ⇒ (9) + 6 - 1 + 1 = 15

Damage: 1d8 + 4 + 3 + 1 ⇒ (1) + 4 + 3 + 1 = 9


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

AoO: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 + 1 ⇒ (2) + 1 = 3


DM Screen:

Dorick AoO vs Red: 1d20 + 6 + 1 - 1 ⇒ (4) + 6 + 1 - 1 = 10
Damage: 1d8 + 4 + 3 + 1 ⇒ (4) + 4 + 3 + 1 = 12

Red vs Francoix: 1d20 + 11 ⇒ (4) + 11 = 15

Dorick rushes forward to support Francoix, and the pair continue to pummel the large skeleton with their weapons as it rises back to its full height.

It turns its expressionless skull upon Francoix and expresses its undying hatred by attempting to smash the cook into a pulpy mess with its morningstar. Thankfully, Francoix nimbly avoids the heavy, downward swing.

The party is up. You're whittling this one down.


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

rd 3

Seraphina continues to cheer on those she is trusting with her life. She cannot think of anything other then another grease spell. She casts it again, this time on the creatures weapon.

(Ref DC 14 on sword)


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

if he's still standing on Soraya's turn, she cast web bolt, refl DC 15


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia moves the ball of flame over the remaining skeleton while simultaneously hurling another ball of flame from her hand at it as well.

attackvstouch: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
damage: 1d6 + 2 ⇒ (1) + 2 = 3

flamesphere: 3d6 ⇒ (1, 3, 3) = 7 Same save.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig slings her last magic stone.

Attack, IC, magic stone: 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

If that hits..

Damage, IC, magic stone: 2d6 + 2 + 1 + 1 ⇒ (2, 1) + 2 + 1 + 1 = 7


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick continues battering at the walking bones.

Bardiche PA: 1d20 + 6 - 1 + 1 ⇒ (18) + 6 - 1 + 1 = 24

Damage: 1d8 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

attack, inspired: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16

damage: 1d6 + 1 ⇒ (5) + 1 = 6

For a moment he felt a cold chill down his spine as the undead monster turned to smash the life out of him. Thankfully the idea of any sort of subterfuge was lost on the creature and he was able to deftly hop out of the way. Keeping his grip on the club He smashed it towards the large things knee.


DM Screen:

Skeleton Reflex Save vs Web Bolt: 1d20 + 3 ⇒ (13) + 3 = 16
Skeleton Reflex Save vs Grease: 1d20 + 3 ⇒ (10) + 3 = 13
Skeleton Reflex Save vs Flaming Sphere: 1d20 + 3 ⇒ (11) + 3 = 14

Although the cyclopean skeleton resists the hold of the web bolt, it falls prey to the other spells - dropping its morningstar and erupting into flames. A barrage of stones, clubs, and blades finishes the work, and both undead foes are nothing more than smoldering heaps of bones.

The immediately obvious spoils of war are the ancient warriors' weapons. The large, black iron tools of war were clearly forged by masterful, long-dead smiths. A glinting also draws your attention to the fallen skulls. Between the two, you find three golden teeth, each the size of a man's fist.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

"Let's just hope those are the only foes that haunt these halls."
She runs over to Dorick and touches his leg.
healing hex: 1d8 + 3 ⇒ (4) + 3 = 7
"Anyone else injured?"


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

Seraphina lets out a very audible ‘sigh’ as the final skeleton drops. She looks around, hopingbthere ate no other creatures trying to kill them.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia slowly slumps down to her knees as the flames die away, suddenly feeling exceptionally weakened as the rush of adrenaline fades away. Still slightly bewildered, she glances around the room before noticing Dorick seemed to still be injured. Mia pulls out a small phial of viscous liquid and manages to mumble out meekly,
H-Here, d-drink this. It will um, help with your injuries..

She then tentatively holds out the phial of liquid for him to take, though either seems unable or unwilling to get up and walk to him at the time.

After a bit, she adds. We.. we.. can leave now right?

If he takes it, its a CLW potion (CL 2). Feel free to take it, it didn't cost me anything.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Mia, I take your arrival means the loggers have seen their way to the camp safely, yes?"

To Mia's question, Kalig adds. "No, we should at least try to make good on our deal--I'd rather deal with these horrors once than an angry tribe of centaurs as neighbors for years to come. Don't worry... if you've got no more flame rituals prepared, I still have one."

She reaches out and wriggles loose a giant gold tooth from one of the skeletons' mouths. "Nice. Who knew cyclops were skilled at dentistry?"

She checks the room for anything else interesting, using her usual scavenger's knack to find hidden goodies, if any.

Perception, add +2 Scavenger ability if applicable: 1d20 + 9 ⇒ (14) + 9 = 23


Kalig scours the spartan room and discovers a few other items left by the ages. Also of interest, she is certain that you are not the first people to search the barracks. What she finds must have been overlooked by those who came before you.

A smattering of thick, ancient coins - each bearing the image of a single eye-like emblem - sit at the bottom of the stone coffers at the foot of each stone cot. A few bits of bronze or jade jewelry lay among the collapsed or crumbled furniture.

Despite being a barracks with wall niches, presumably meant to hold arms and armor for the warriors living here, there is no sign of other such items of war. Whoever has been here before you must have already scavenged such surviving weapons not possessed by the former undead defenders.

Each gold tooth is worth 20gp. The masterwork greatsword and morningstar are each made of cold iron, but they are large sized. You find a total of 236gp and 142sp; two bronze armbands worth 50gp each; a jade ring large enough to serve as a belt, worth 100gp; and a bronze belt buckle the size of a small shield, worth 75gp.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia shakes her head and speaks in an exceptionally softspoken voice It... it was Soraya's owl familiar that caused me to come. B-But I did see the loggers on my way here. They um... were fairly close to camp...

At the mention of pressing on her face pales a little more.
If... If we must, Perhaps.. I can be of some real help.. I.. I don't like doing it often, but I, um. Well, I can sense the um.. souls of those not fully departed, and um... other... unnatural aura's....

She will shut her eyes and mummer something inaudible before a ghostly have briefly enshrouds her eyes before fading away.

Spirit Sense:

At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.

hmmm. Could Mia have the jade ring for a choker? haha.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

that's an awesome ability!
did my owl come back then?

"Let's finish looking through this place. I'm eager to be back outside, even if it's raining."


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

Seraphina can feel her heart pounding, as it slowly lessens to its normal rate. She looks as Kalig looks around and finds various items that have been untouched by apparent previous looters.

Sera, get your head in the game. You did good for your first battle, but you could have helped to look too. You need to prove yourself, she thought to herself as things are brought to the middle of the room.

She would marvel at the ancient coins...anything history or ancient piqued her interest quickly.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Dorick, can Caragus carry the weapons? I wonder if our smiths can melt them down and make weapons more to our size."

She points out scuffs and places where dust has been wiped away. "People have been here before, not long ago. Centaurs or more like us they sent here, maybe. Wonder how they evaded the skeletons?"


Lucias did not return because the rain made it too difficult for him to fly back. He, like the loggers, is safely back home, waiting out the storm.

Mia:
Your Spirit Sense alerts you that there are more undead creatures nearby. There is one strong entity in the direction of the great hall at the back of the stronghold, and smaller creatures seemingly below. These smaller undead auras are also different in that they seem especially "unnatural."


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick gratefully drinks down the potion.

"My thanks, Mia, and it is good to see you with us again."

To Kalig's question, he responds:

"I will see how much they weigh.", dubious about injuring Caragus.

Can Caragus carry the weapons?


These weapons, meant for large creatures, weigh twice as much as similar, human-sized weapons. The morningstar weighs 12 pounds, and the greatsword weighs 16 pounds. Rather than the weight, the greater difficulty might simply be how to secure such larger weapons safely to Caragus.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

"If we stack them near the entrance, I'm sure we can carry the weapons out when we leave."


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

"That makes sense."


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia visibly shivers from the sensation of sensing the creatures, especially the strong one.
If.. If we are to continue then... Ther-There is a powerful undead aura coming from.. from the... the great hall... its terrifying. There are also numerous smaller ones below... they have an e-even more unnatural aura than the large one.

She pauses to try and gather herself, finally managing to stand.
If... If you are to go forward, then I will stand with you. She says in a surprisingly confident voice.
But.. but we must take care, I.. I fear this undead will be just as strong, if not far stronger than the ones that we defeated here.

GM, do you want me to roll for healing potions/concoctions Mia makes, or the ones who use them? Since Dorick did not roll, I'll roll it this time, but wanted to ask you.

dorickheal: 1d8 + 2 ⇒ (4) + 2 = 6

Ok all, if the GM kept to the terminology used in detect X spells, the creature in the great hall mechanically speaking, has a HD of 5-10. spoopy. (to help give a "power level" to it haha)


Mia: I had not intended to use the terminology that way, but it is coincidentally correct. Thank you for the idea, though. I will try to use the terms accurately from now on.

As for the healing potions, in the future we'll have the person drinking it roll for the healing.


After gathering up the smaller treasures, the party props the two large weapons up beside the entrance. While there, you find that the falling rain continues to roar heavily against the forest canopy above. The ground outside is quickly growing muddy.

There are two passages left to explore: the one leading to the great hall at the rear, and the one leading to the bare room on the right.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig sees the weapons are set near Matilda (she might bray if someone comes along) and that she is out of the way of the mud.

"Why don't we get the big one out of the way?" She suggests to the others, as regards dangers ahead.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

I had intended to roll, but completely forgot. I would be happy to in future, but it's not a huge deal to me either way.

"I would hunt the big game, but I would first have another potion if it's going."


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia nods, pulling another concoction from her bag and handing it to Dorick. After a moment, she lets out a small "oh". Mia then pulls out two other thick liquids from her pack, handing both over to Dorick.

Yes... if we are going to... to fight this thing. I want everyone at their strongest so we can all come out of it safely... Here, this potion will naturally increase your strength for a time. This other one will toughen your skin in a way similar to that of a tree bark. I.. I used a lot of my offensive magic in that last fight... I was so afraid, I'm sorry but this is mostly all I can do now.

Mia gives you a potion of bull's strength(lasts 3 minutes), and a potion of barkskin(lasts 30 mins) along with a CLW potion (the CLW potion is CL2, so 1d8+2, and the other two are CL3).


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

In quick succession, Dorick downs all three potions.

HP: 1d8 + 2 ⇒ (5) + 2 = 7

"Aye! That is the right stuff! Let us advance!"


The rear of the stronghold is dominated by a cross-shaped great hall. Soraya's dancing, magical lights cast aside the majority of the dusty shadows obscuring the chamber.

A broad stone slab of a table - perhaps 15 feet wide and twice as long - dominates the central nave of the room. Moss grows verdant upon the legs and underside. Above the table hangs an enormous bronze ship's prow, bearing the image of a monstrous maw. It dangles precariously by two ancient chains, the third chain having rusted and broken ages ago.

Before you can explore the still shadowy recesses within the left and right wings of the great hall, your attention is seized by the large figure at the far end.

Another cyclopean skeleton sits upon a granite throne on a raised dais, overlooking the feast table below. Unlike the undead warriors you fought just minutes ago, this far more imposing figure is clad in leathery armor of sea-green scales and wears a brass crown upon its broad, single socketed skull. A large greataxe leans against his throne, within reach of his bony arms, which are wrapped in bronze armbands.

Perhaps a dozen arrows, reinforced with iron that catches glints from the magical light, still stick out of his bones and armor even after untold centuries.

Detect Magic:
The arrows embedded in the skeleton, as well as its greataxe, all radiate magical auras.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

Soraya extends her mystical senses into the hall. "His axe is magic, as are those arrows in his torso," she tells the others. "I wish I had some way of breaking one of those chains. It might allow us to swing the prow into the cyclops."


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Or shove the arrows deeper in," Kalig says. "Maybe someone can get lucky shooting at where the chains attach, they might be rusty. I'm not so great a shot and I'm out of magic bullets. I'll try flaming sphere, since Mia's worked fairly well on the last two."

She also casts aspect of the bear upon herself, causing her to grow wider and more bestial in appearance. She carries her shield, but has not yet drawn her weapon.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

"You want to try and bring that thing down on it's head? Give me a moment i might make it up there."

How high up is it? How rough are the walls?


The ceiling is 20 feet high. The stone blocks are fitted together without mortar, meaning there are plenty of handholds along the way - Climb DC 15. However, the hard part would be reaching the hanging prow from the wall. You could try to climb the wall, bound off of it, and leap to the prow itself. That would certainly be an epic maneuver (non-official term).

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