Count of the March (Inactive)

Game Master djdust

The fate of the world pivots around a trading post in the Verduran Forest

Date: Sunday, Gozran 8, 4718 AR
Campaign Info
Campaign Map
Battle Maps
Party Inventory and Loot Tracker


3,101 to 3,150 of 3,572 << first < prev | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | next > last >>

campaign info | maps

Túrante's blade is safe, although it develops a thin layer of frost on its surface. She hurts the massive ooze some more, but it's just not enough.

In retaliation, the ooze begins gurgling and heaving, and then vomits forth 1d6 ⇒ 2 fully formed and animated, ooze covered human skeletons. Aww, only 2? That's not very cool :(

The skeletons scratch at our heroes, namely Túrante and Moira.
Red Skeleton Claw vs Túrante: 1d20 + 2 ⇒ (7) + 2 = 9
Blue Skeleton Claw vs Moira: 1d20 + 2 ⇒ (7) + 2 = 9
They are equally ineffective.

Round 2: Bold May Act!
Túrante
Moira
Fenchurch (Barkskin, Resist Energy: Cold)
Liamae (1 Con dmg)
Selja (Shield, Resist Energy: Cold, 9dmg)

Ooze (55dmg)
Red Skeleton
Blue Skeleton

All are go!


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Definitely unique! But less dramatic than expected.

Selja tries to finish off the giant, skeleton-spweing ooze before it can make more!
Glaive: 1d20 + 7 ⇒ (9) + 7 = 16; Damage: 1d10 + 4 ⇒ (8) + 4 = 12


campaign info | maps

Selja cuts into the huge ooze and it gurgles and slowly sputters out, sinking back into the mass of bones it emerged from.

The skeletons still remain though!


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Longsword: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 3 ⇒ (2) + 3 = 5

Moira takes a well-aimed hack at the nearest skeleton.

She unleashes Chill Touch to try to get it to back down...

Will 15 vs Panic for 1d4+3 rounds! If it's undead and not fungal, oozal, etc.


campaign info | maps

Blue Skeleton Will: 1d20 + 2 ⇒ (9) + 2 = 11

Moira slashes out at the skeleton dripping in frigid slime. She hits, but, as we all know, swords can't cut through bone. However her spell is discharged and appears to have been effective, as the skeleton seems to be shaken as well as stirred.
Panic at the disco: 1d4 + 3 ⇒ (3) + 3 = 6

Túrante you may go!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Dueling sword attack: 1d20 + 3 ⇒ (2) + 3 = 5

Since her sword is still in-hand, the princess lashes out wildly but fails to connect with one of the skeletons.


campaign info | maps

There's very little Fench can do from where she is, but Liamae fires a heat ray at the skeleton threatening her dear princess.
Energy Ray vs Red Touch-Melee: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
The ray sizzles against the far wall.

Moira's foe flees and cowers in the far corner of the room.

Túrante's foe continues to claw away.
Claw vs Túrante: 1d20 + 2 ⇒ (19) + 2 = 21
dmg+Cold dmg: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Claw vs Túrante: 1d20 + 2 ⇒ (16) + 2 = 18
Bony hands scratch deep into Túrante, and the frigid black goop covering freezes her flesh. But, Mage Armor protects her from further harm. I'm assuming you've cast Mage Armor, it seems to be your standard protocol.

Round 3: Bold May Act!
Túrante (10dmg)
Moira
Fenchurch (Barkskin, Resist Energy: Cold)
Liamae (1 Con dmg)
Selja (Shield, Resist Energy: Cold, 9dmg)

Red Skeleton
Blue Skeleton (Panicked 5)


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Icy magic flickers up and down Moira's longsword as Chill Touch lingers on the blade. Knowing that the magic is more likely to help than the edge itself, she switches to a one-handed grip and moves up to the other skeleton while yelling, "Bad skeleton! Down! Play dead!"

Longsword w/Chill: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 2 ⇒ (7) + 2 = 9


campaign info | maps

Hmm, Moira, getting to where you are would be difficult since you'd have to cross a pit full of now slimey bones. Can you give me an Acrobatics check?


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja drops her glaive and moves toward the fleeing skeleton as she draws her morningstar. Drop glaive, double move.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Oh, uh, nevermind!

Thinking better of braving the pit as her clumsy self, Moira moves into a corner and starts singing instead.

Inspire Cou--RAGE!


campaign info | maps

Fair enough, Turante what you got?


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Dueling sword attack, inspire courage: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Dueling sword damage, inspire courage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Túrante lashes back with her sword, making a significant strike against her skeletal foe.

Yeah, mage armor is SOP for dangerous areas, as it has such a good extended duration.


campaign info | maps

Turant'es blade cuts straight through the skeleton's spine, and it tumbles to the ground a heap of cold and slimey bones.

The second skeleton cowers helplessly in the far corner. Selja runs up to it and smashes it with her morning star.

The room with the mass burial pit falls silent, safe.

Battle won!


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

As the threat subsides, Selja heads back to pick up her dropped glaive. "Wasn't as horrible as I'd thought," she concludes. "Whatever that was." The half orc seems to have no desire to walk in goop, however, and watches to see if it'll drain away before they explore. She tries some Detect Magic.


campaign info | maps

Nothing in the bone filled burial pit detects as magical. The ooze theoretically may drain to the bottom, but is in no rush to do so. Thankfully, there is no need to walk upon it.

As you can see, the only area left to investigate on this level is through the stuck door on the far western side!


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Happy birthday!

Moira wanders over to the door and gives it a look.

perception: 1d20 + 5 ⇒ (10) + 5 = 15

If there's no obvious trap...

"Looks safe to me."

She gives it a tug.

STR: 1d20 + 2 ⇒ (20) + 2 = 22

A hard tug.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Ooh, nice roll!

Selja offers a blessing on Moira and tries to help with the tugging!
Guidance on Moira.
Str (aid another): 1d20 + 2 ⇒ (9) + 2 = 11


campaign info | maps

There is no obvious trap, but the ancient stone walls around the door are broken and crumbling, and the door is stuck in place as a result.

Moira pulls at the door, with Selja pulling Moira, it looks like it's about to give. Fench grabs Selja by the waist and pulls too!
Fench Str Aid: 1d20 + 3 ⇒ (7) + 3 = 10

With the final bit of leverage, the door pops open, but then the crumbling ceiling above collapses.
Fench Ref: 1d20 + 3 ⇒ (15) + 3 = 18
Moira Ref: 1d20 + 6 ⇒ (19) + 6 = 25
Selja Ref: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 8d6 ⇒ (2, 1, 1, 4, 3, 5, 4, 6) = 26
Fench, Moira, and Selja take 13 dmg from falling debris!

Once the dust settles, Moira is met with a frightening sight in the room beyond. The back wall has collapsed in leaving a pile of dirt and rubble nearly filling the room. Seated upon this rubble is the corpse of another enormous spider, this one animated from within by swarms upon swarms of tiny spiders spilling out of its carcass like drops of blood and swarming across the floor towards the now open door.

Initiative to come soon!!!!!!!!


campaign info | maps

Kn. Religion DC 16:
The creature before you is known as a Deathweb, the undead exoskeleton of a giant variety of spider, animated and controlled by the swarms of spiders living within, which act together as a hive mind.

Initiative:

Fenchurch: 1d20 + 5 ⇒ (13) + 5 = 18
Liamae: 1d20 + 4 ⇒ (3) + 4 = 7
Moira: 1d20 + 7 ⇒ (10) + 7 = 17
Selja: 1d20 + 1 ⇒ (13) + 1 = 14
Túrante: 1d20 + 5 ⇒ (5) + 5 = 10
Big Creepy Crawly: 1d20 + 6 ⇒ (4) + 6 = 10

Fenchurch is the first to act as she brushes the dust from her shoulders and moves past Selja and Moira and into the room, bringing her axe to bear (bare?).
Greataxe PA: 1d20 + 8 ⇒ (2) + 8 = 10
Her axe chops into the pile of dirt beneath the monstrous spider creature.
As she steps forward, the swarm of spiders spilling out of the large spider husk crawl up her legs and beneath her armor.
dmg: 1d6 ⇒ 6
Fench Fort vs Nausea: 1d20 + 8 ⇒ (15) + 8 = 23
Fench Fort vs Poison: 1d20 + 8 ⇒ (20) + 8 = 28
Although the thousands of bites are painful, the stout Fenchurch staves off any secondary effects.

Round 1: Bold May Act!
Fenchurch (Barkskin, Resist Energy: Cold, 19dmg)
Moira (13dmg)
Selja (Shield, Resist Energy: Cold, 21dmg)
Túrante (Mage Armor, 10 dmg)

Big Creepy Crawly
Liamae (1 Con dmg)

The room is filled with swarms of spiders spilling out of the large spider husk. If you end your turn in a space adjacent to the spider husk, you will be subject to the effects of the swarm. Have fun!


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

K, Religion: 1d20 + 5 ⇒ (5) + 5 = 10.

Whatever these things were, they seemed extremely dangerous! She prays to Shelyn, and as the holy symbol of her goddess glows on her chest, purifying light bursts in the room.

Burst of Radiance, hitting the spider/swarm thingy. Reflex DC16 or blinded for 1d4 ⇒ 4 rounds, dazzled if save made. If they're evil, take 5d4 ⇒ (2, 3, 3, 4, 1) = 13 damage, no save.

She then sidesteps out of the way.

Will do some Channel Energy soon.


campaign info | maps

Creepy Crawly Ref: 1d20 + 5 ⇒ (8) + 5 = 13
Hundreds of thousands of tiny shrieks fill the air as the animated spider husk recoils from the burst of light, a bunch of spiders fall from its form, but many, many, many more remain. The good news is, it seems greatly disoriented.

Round 1: Bold May Act!
Fenchurch (Barkskin, Resist Energy: Cold, 19dmg)
Moira (13dmg)
Selja (Shield, Resist Energy: Cold, 21dmg)
Túrante (Mage Armor, 10 dmg)
Big Creepy Crawly (13 dmg, Blind 4)
Liamae (1 Con dmg)

Moira and Túrante are up!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

The ranger backs away from the confrontation as she has no area-effect weapons or spells with which to deal with a swarm.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira says, "Not again!!"

She digs out an alchemist's fire and chucks it into the heart of the swarm:

Throw: 1d20 + 1 ⇒ (10) + 1 = 11

...or as close as she can manage. Never been much for throwing things.


campaign info | maps

Sorry for the delay, very busy these days.

As luck would have it, Moira nails the spider husk, the flask of inert liquid suddenly combusts, burning off more of the spiders animating the husk from within.
Fire dmg: 1d6 ⇒ 4

Burning and blinded, the giant reanimated husk of a spider rears its fangs and forlegs, then kicks at Fench with all of its might.
Awesome Blow: 1d20 + 16 ⇒ (7) + 16 = 23
Concealment, Miss on a 1: 1d2 ⇒ 1
Fenchurch laughs haughtily as the hairy leg kicks wildly in the thin air.

"Hang on!" shouts Liamae as she rushes around the corner and positions herself just so behind Fench's bulwark.
BCC Ref: 1d20 + 5 ⇒ (19) + 5 = 24
Burning Hands fire dmg: 4d4 ⇒ (1, 4, 3, 1) = 9
Another gout of flame bursts from her outstretched hand, but the giant spider husk avoids the worst of it.

Round 2!
"Back to dust with you!" shouts Fenchurch as she hefts her gleaming green axe. Swift Challenge
PA Greataxe+Challenge: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
PA Greataxe+Challenge: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
PA dmg+Challenge: 1d12 + 11 + 4 ⇒ (9) + 11 + 4 = 24
A sickening crunch and squish is heard reverberating the dungeon halls. The giant reanimated spider husk yet stands!
Fench then steps back out of the spider swarm.

Round 2: Bold May Act!
Fenchurch (Barkskin, Resist Energy: Cold, 19dmg, Challenged)
Moira (13dmg)
Selja (Shield, Resist Energy: Cold, 21dmg)
Túrante (Mage Armor, 10 dmg)

Big Creepy Crawly (45 dmg, Blind 3, Challenged)
Liamae (1 Con dmg)


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Kill it! Kill it with fire!!"

Alchemist's fire again!: 1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 1


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Don't forget to roll the second round of fire damage on the first alchemist's fire.

Selja takes a step backward and prays for healing of the party's wounds!
Channel Energy: 2d6 ⇒ (3, 2) = 5


campaign info | maps

Lingering fire: 1d6 ⇒ 3
It burns, burns, burns, the alchemists fire.

Turante what have you?


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

I have no area attacks, so I got nuthin' other than readying to move out of the way if it looks like the swarm is moving toward me.


campaign info | maps

The creature isn't technically a swarm, although it has a swarm aura around it. It can be dealt damage normally, as Fench has demonstrated. If you end your turn next to it, you will be subject to the spider swarm. Its defenses are down while it remains blinded.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante stows her blade and prepares to move away if the swarm can get too close.

Prepping for spellcasting on my successive rounds, which will take a free hand.


campaign info | maps

Liamae is left exposed as the blinded spider husk creeps down from its mound and toward the door. It bites blindly with fanged mandibles.
Bite PA VS: 1d20 + 15 ⇒ (14) + 15 = 29
Blind Miss on a 1: 1d2 ⇒ 1
Her skin is saved by Selja's blinding spell.

In return Liamae unleashes another gout of flame.
Creepy Crawly Ref: 1d20 + 5 ⇒ (7) + 5 = 12
Fire dmg: 4d4 ⇒ (2, 1, 3, 3) = 9
Then she hightails it out of there.

Round 3!

"Let's finish this once and for all!" shouts Fench, bolstered by Selja's healing font. She charges forth past Moira, axe gleaming in the light of the bard's glowing hat.
Greataxe PA+Challenge+Charge: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31
Greataxe PA+Challenge+Charge: 1d20 + 8 + 2 + 2 ⇒ (10) + 8 + 2 + 2 = 22
PA dmg+Challenge: 1d12 + 11 + 4 ⇒ (1) + 11 + 4 = 16
She cleaves the mighty reanimated spider husk swarm thing in two with a mighty swing. The spider swarms spill out and disperse into the cracks and crannies of the crumbling masonry walls, having lost the safety of their home.

Combat over!

Aftermath
Fenchurch (Barkskin, Resist Energy: Cold, 14dmg)
Moira (8dmg)
Selja (Shield, Resist Energy: Cold, 16dmg)
Túrante (Mage Armor, 5 dmg)
Liamae (1 Con dmg)


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Praise Shelyn that thing's dead," says the half-orc in relief. With falling masonry having hurt most of the party, she prays for more healing and calls upon a healing wand to make up the remaining health.

Channel: 2d6 ⇒ (6, 4) = 10
CLW Selja: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Fench: 1d8 + 1 ⇒ (2) + 1 = 3


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja lets some time pass for all the creepy spiders to really disperse. Then she's ready to look around and ahead.

Detect magic, checking the current room and the hallway north.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


campaign info | maps

There’s nothing here other than a pile of earth where the walls have caved in.

The hallway to the north slopes down, deeper into the earth. The walls are crumbling here too.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Floor here heads downward. There could be a whole other level down here."

Selja moves into the room and turns the corner. Moved myself to the edge of the revealed part of the map.


campaign info | maps

Well, let’s go ahead and move forward. Túrante, join us on Roll20 when you can.

The downward sloping tunnel descends further into darkness. It eventually ends. An altar depicting a twisting snake eating its own tail is carved out of natural stone, unlike the masonry above. Directly to your right is a stone door. It is carved in the likeness of a serpent’s skull, crowned with a crescent moon.

See discord for imagery fitting for this temple.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Can't believe this place keeps goin'" says Selja in surprise. She wonders for a moment if they should have left well enough alone and not pushed through the stuck door. What other dastardly creatures were down here?

Reaching a new, intriguing area, Selja looks around and searches for magic.
Detect Magic.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"It's quiet. A little tooooo quiet." Moira laughs. "[b]I've always wanted to say that."

She looks around, too.

per: 1d20 + 5 ⇒ (7) + 5 = 12


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

"I suppose that they wanted the temple to really be a temple," says Túrante. "With places for many functions, and secrets."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"A temple for cultists, worshippin' an evil god," remarks the half-orc.


campaign info | maps

Alright, I'm back at it. Let's bring us all up to speed. You are exploring an ancient temple hidden beneath the Verduran Forest. You stumbled across this buried temple while trying to recover from a nasty fight with some aquatic giants and trolls while in pursuit of Galene, the forlaren witch who gave you some grief a while back. Anyways, upon discovering the temple, you met Thaena, a lunar naga, who told you her sob story about betraying her true love, the green dragon Szangi, aka Aeteperax, to the dragonslayers five years ago. Thaena also dumped some info about the Queen of the Dark Waters (Galene's mother) who has taken over the nearby Dragonfen and drove Thaena out of Szangi's old lair. Thaena warned you that the temple below was crawling with undead, and was once home to a moon worshipping cult of serpentfolk in ancient times. True to Thaena's word, once you delved deeper into the temple, you've been attacked by shadows, skeletal serpentfolk, swarms of chattering skulls, a necrophidius, a giant black widow, a strange bloodthirsty mist, a strange screaming fireball, a gigantic freezing cold ooze that spat out fully formed skeletons, and some sort of hybrid undead spider swarm monstrosity. Now, you've reached the lower levels of the temple, and the weight of the history of this place is deeply felt.

The door to the inner sanctum of the lower levels of the ancient serpentfolk temple opens. A narrow hallway makes an immediate sharp right turn. Rouding the corner, Selja sees the hallway make a sharp left. Two doors appear on the wall immediately before her.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja starts checking out the doors.

Perception, door closer to the West: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, door closer to the East: 1d20 + 4 ⇒ (14) + 4 = 18


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Thanks for the recap, Dust!

Moira looks on, offering helpful advice as she can.

Aid Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Aid Perception: 1d20 + 5 ⇒ (8) + 5 = 13


campaign info | maps

The doors seem safe, no noise or indication of movement coming from within. As Selja turns the corner to stand next to the eastern door, she gets a glimpse of another room beyond. The narrow hallway snakes around and opens up into a larger, high ceilinged chamber, illuminated with the flickering light of torches on the wall. Selja can see a set of stairs along the northern wall leading up to a raised platform, ontop of which she can see stands a statue of a serpentfolk priestess holding a longspear.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Another room this way," notes Selja, pointing northwest. "A priestess statue on a platform."

Having had some bad experiences with weird rooms lately, Selja searches for magics and looks around before entering. Detect Magic.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5


campaign info | maps

Which room are you entering?


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"How about the one right by the door where we came into the room?"


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

I was detecting magic into the room she just discovered.

"Think we oughta go here, before openin' any doors," suggests Selja.

If she doesn't detect magic or otherwise get warned of a threat, she'll lead the way in (with Fenchurch).


campaign info | maps

Selja does not detect any magical auras from the room around the corner, and so leads the way in, Fenchurch close behind. Moira, Liamae, and Turante remain in the tight corridor just around the corner.

long dramatic pause, deep breath.

GM Screen:

1d3 ⇒ 3

As Selja rounds the corner, she sees the raised platform to her left continues, with two more statues of serpentfolk priests. To her surprise, perhaps, she finds the room is a large ceremonial hall that extends some 100ft to its furthest end. The hall is lit with torches and braziers along the walls. Ancient, tattered tapestries hang from the walls, faded with age. Coiled, serpentine columns rise upwards 30 feet to the high vaulted ceilings. Most concerning, standing along the walls, a total of 12 serpentfolk skeletal warriors stand as sentries. Selja must freeze in place as she notices them, however, they do not move an inch in response to her presence in the hall.

Several doorways and hallways lead off from this central hall. At the far end, another raised platform sits in a large niche, upon which sits an elaborate stone carved throne. The throne is currently empty.

3,101 to 3,150 of 3,572 << first < prev | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Count of the March: Gameplay All Messageboards

Want to post a reply? Sign in.