DM B's PbP Game Day 4 Quests: Fane of Fangs (4th-5th) Closed (Inactive)

Game Master Beckett

A Pathfinder Society Quest designed for level 5 characters.
Long ago, the daemonic harbinger Anogetz nearly conquered Southern Fangwood with an army of mad beasts, but a miracle from the hunter god Erastil staved off disaster. Thieves made off with the holy relic keeping the daemoic energies sealed, and now it's up to the PCs to return the relic before the evil force awakens and marches once more.

INIT ROLLS:

[spoiler=INIT ROLLS]
[dice=Adowyn]1d20+5[/dice]
[dice=Amiri]1d20+2[/dice]
[dice=Merisiel]1d20+8[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Rivani]1d20+1[/dice]
===================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

For Dotting only right now.


Dot

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

Will update later today.

Silver Crusade

Dot. Will add second pregen alias tonight.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

dot


dot...I'll go ahead and play Amiri Barb 5 pregen.

Grand Lodge

| HP: 10/10 | AC: 17 (14 Tch, 13 Fl) | CMB: +2, CMD: 16 | F: +2, R: +6, W: +2; +2 ench | Init: +6 | Perc: +7, SM: +1

Ready

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

I think that she is already ready at 4th level.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, tomorrow, after work, I'll take a look through and see who is still lacking what so we can get this going.

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

Ok. I had the chance to go through it and saw she was already at the 4th level.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, that's very weird. I made a post earlier today and even made sure it went through as I had to edit it.

It looks like everyone's characters are ready to go. I've gotten he map ready, the links, and I'm all set. So, the last thing I need before we can begin is to have everyone head over to the Recruitment Thread and give the information for reporting.

It is mandatory, because there are Boons and Gift Certificates involved. As soon as we get that from everyone, we can go ahead and begin. :P


Player: PatheticWretch
Character: Insidion
PFS# 132,076-12
Faction Dark Archive

day job (intimidate from caravan): 1d20 + 10 ⇒ (19) + 10 = 29


Sorry, looks like I was in the wrong thread when I posted that...my bad.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

- - - Fane of Fangs - - -

Hundreds of years ago, the daemonic harbinger Anogetz attempted to conquer the Southern Fangwood with hordes of crazed animals and cruel fiends. The faithful of Erastil, god of hunting and patron of frontier settlements, fought back, and legend says that when they cornered the cult of Anogetz in its temple, Erastil himself fired a great arrow that split the daemon’s unholy altar in two. This arrow has been a key part of a ritual that has kept the daemons from returning.

Until two months ago, Erastilian priests have performed this ceremony in the reconsecrated temple on the night of the new moon, but the relic recently went missing. The church of Old Deadeye asked that you track down who stole the relic and return it before the daemons broke free once more. You found the arrow only a week ago and have hurried back to the temple to meet the priests Enogas and Larya, who will take custody of the relic and enact the ritual. The new moon rises tonight, and even now dusk is falling.

You still carry the great arrow, an ancient holy relic, though it's size would make it difficult to use as an actual arrow. It's more like a spear in your hands. And yes, you can actually use it as a spear, :P You hurry back to the Fane of Fangs. Once a temple to Anogetz, this sanctuary has since been converted into a shrine to Erastil. The god’s holy symbol—a bow of elk antlers nocked with an arrow—is emblazoned on each of the large oaken doors leading into the temple.

The entrance stands slightly ajar. The path leading to the site shows signs of recent traffic.

Feel free to introduce yourselves, and your characters a bit, (as you travelled back to the Fane of Fangs temple.)

Perception or Survival (tracking) DC 15:
Just as you reach the courtyard and entrance to the temple, you notice something, there are four different sets of footprints around the entrance.

(Same Roll) Perception or Survival (tracking) DC 20:
Not only that, but two of them are clearly some form of Humanoid wearing boots while the other two are from some form of Humanoid that was barefoot, and none seems to have left the temple.

This open-air courtyard and its decorative columns are covered in moss and lichens. Weathered statues of an elk-headed hunter stand in alcoves spaced evenly around the room. Two pillars and a statue that had been intact only a month ago now lie shattered on the ground. Halls to the north and west lead out of this room.

I just want to point out, that the Quest assumes you have already tracked down and recovered the Holy Relic, and are on your way to return it to the clergy, allowing them to once again conduct the ritual that keeps the area purified. You do in fact have the Relic, and it is something that can be used. Unfortunately, only one person can use it, (at a time). Also, while this is a shorter miniadventure, there is some mystery and puzzle involved. I highly suggest paying attention to some of the details. :P

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

Perception check 1d20 + 9 ⇒ (18) + 9 = 27

Grand Lodge

| HP: 10/10 | AC: 17 (14 Tch, 13 Fl) | CMB: +2, CMD: 16 | F: +2, R: +6, W: +2; +2 ench | Init: +6 | Perc: +7, SM: +1

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

As the group makes its way back to the temple, Merisiel seems rather disinterested.

"Let's just drop this off and get paid. We are getting paid, right?

No particular interest in carrying the spear.


perception: 1d20 + 9 ⇒ (4) + 9 = 13 Guessing you guys share the spoilers with the others?

What are the stats of the spear/arrow? Is it worth wielding?

Amiri nods. "Was quite a thing retrieving it...I'll be glad to have it in the right hands. Wait a second...what's happened to these statues?" the barbarian asks with suspicion.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Perception: 1d20 + 3 ⇒ (11) + 3 = 14
"Right ... let's do this."

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

It would appear that some one has arrived ahead of us she says pointing out the foot prints.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you enter the holy play, you see a pair of lit torches off to the two sides of the temple's entrance still burning. They appear to have been placed there to offer as much light to the area, and some of the hallways coming off of it as possible, but are not permanent fixtures.

Heal DC 15:
You also spot a few drops of blood not to far in, and notice that it appears to be fresh, spilled within the last few ours, only.

The two priests you seek are not present, and as you call for them, you receive no response. You are not certain just how bit the Fane of Fangs is, though, nor where the priests expecting you at any particular time, so this is not too out of the ordinary.

This entryway has, or rather had, a total of ten stone columns holding up the high ceiling, though now only eight remain standing strongly. Directly in front of you is a small hallway that leads to a large double door, (closed), and breaks off to the right and left in a T intersection. Likewise, you see another hallway off to your right, but it forms a corner shortly afterwards you can't see past. There is another large door there too, that is likewise closed.

Map is up. If you have not already, please place yourself on the map. Also, do we have a preference in marching order?

Silver Crusade

Merisiel would be most comfortable with the wielders of massive swords standing between her and anything shifty. Though she'll happily dart up to the front to inspect doors and such.


Adowyn and Leryn move forward and approach the temple at an easy pace, obviously comfortable in the woods.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

"Something is fishy here.. The doors are open, and there are four sets of prints leading in, but none heading out."

Moving into the temple with her wolf at her side, she takes a close look around.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Heal: 1d20 + 6 ⇒ (14) + 6 = 20

"Be alert!!" she calls out. [b]"There has been blood spilled in here!"]/b]

Adowyn draws her sword and stands ready.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Wretchedly Wretched Wretch wrote:
What are the stats of the spear/arrow? Is it worth wielding?

Sorry, forgot to get back to this. Right now, it is just a jet-black +1 Spear. My OOC suggestion would be to give it to the person who can use it proficiently, but might have significant trouble vs DR or Energy Resistance. I wouldn't worry to much about it for Amari or Oloch, for instance. But, it could be, (or not at all) useful for everyone.

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

The psychic will begin to concentrate, one hand on a temple as she begins a psi-scan of the area casting detect thoughts.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Placed; no preference

Oloch will cast Bless upon the party ... 4 mins


"Let's check this passage to the right," Amiri suggests. "Something's wrong...I can feel it..."

Placed on the map.

Grand Lodge

| HP: 10/10 | AC: 17 (14 Tch, 13 Fl) | CMB: +2, CMD: 16 | F: +2, R: +6, W: +2; +2 ench | Init: +6 | Perc: +7, SM: +1

Placing her trust in Amiri's instincts, Merisiel darts forward, peering down the hallway for anything out of sorts.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18 +1 vs. being surprised, +2 vs traps.

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

I hope everyone is doing okay

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

There's really nothing else in the entrance worth noting that you can find, and your calls to the pair of priests go unanswered, leaving you with a few possible places to look, before you can pass the spear off and claim your reward.

Straight ahead, you see a T intersection and a large double door, and also a smaller hallway to the right with another door. Simply peeking down either reveals little.

Taking the small hallway to the right, Merisiel takes a moment to examine the area for traps, and finding none, cracks open the door to reveals what seems to be a meditation chamber. Small pots filled with soil sit in the corners of each of these rooms with piles of seeds placed atop of each. Prayer mats lie scattered throughout the rooms. Erastil clergy use these rooms for meditation and prayer to Old Deadeye.

There is another door on the far side of the meditation room, leading to another. Three shallow pools sit in the middle of this room—one filled with clear, blue liquid, one filled with budding plants, and the third filled with a transparent red liquid. Two clothed figures slowly bob in this last pool.

From their clothing, you deduce the two corpses are priests of Eristal, one male and the other female, but also notice that their holy symbols are missing. Unfortunately, you are unsure what the two priests you are supposed to meat look like, or even what race they are. You only know their names, Enogas and Larya.

Know Planes or Religion DC 15:
The central pool is a planter filled with small succulent plants. The other two pools hold small amounts of holy water thickened with plant sap, though the bodies that have been unceremoniously dumped in one have tainted its contents.

Oloch (free):
Though he is not your patron, legends of Eristal claim he is an ancient deity, perhaps older even that those that claim to be among the first such as Desna or Asmodeus. It is said that Eristal crafted the first bow and knife, and gave them as gifts to humanity that they could provide for themselves, and others, and also defend against the beasts and monsters. You sense that not all of the holiness has been corrupted within these three pools. While they no longer can be used as Holy Water, you suspect that a bit of the water's blessings might carry over to your own steel with a soft prayer of thanks and promise of defending the weak.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I've added a small star to the map. Please use that to indicate where you'd like to go next.


Adowyn recoils from the blasphemy before her, and immediately rushes to the bodies floating in the pool, trying to pull them out. Seething with anger at the disruption of such natural holiness, she exclaims "This is abominable! Someone help me get these bodies out of the water! We need to find out who did this and why!" As she is able to, she examines the bodies looking for any identification, and looking to see what killed them.

Heal: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Knowledge (Religion): 1d20 + 4 ⇒ (9) + 4 = 13
"Eristal?"

Oloch moves over to the west pool of water and after a brief inspection, softly begins an chant while dipping his hand into the water and anointing his sword and armor with a blessing ...

"Их Эзэн Eristal, би энэ харанхуй цаг үед өөрийн хамгаалалт, ивээл төлөө талархал өгч, egis зэрэг мангасууд болон араатан амьтад өгөх шөнө буцаж хаях нь миний амьдралыг барьцаалах"

Orcish:
Lord Eristal, I give thanks for your protection and patronage in these dark times and pledge my life to throw back the night that give such monsters and beasts egis

Afterward, Oloch wordlessly helps Adowyn with removing the bodies ...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The bodies both seem to have a single bite mark on them, but your not sure from what. It doesn't appear to be from an animal, but something similar to a human. Enough to draw blood, but not terribly harmful. Otherwise they have minor bruises. Both seemed to have very similar markings, but died from something breaking their neck.

Oloch's sword, and also his gauntlets do seem to take on a soft green and silver color as well, and Oloch gets the feeling that someone agrees with his vow.

Grand Lodge

| HP: 10/10 | AC: 17 (14 Tch, 13 Fl) | CMB: +2, CMD: 16 | F: +2, R: +6, W: +2; +2 ench | Init: +6 | Perc: +7, SM: +1

Merisiel will provide any needed assistance with the bodies, then spring into action.

"We gotta get the people who did this."

She leaps towards the nearest door, listens for sounds of activity, and gets ready to swing the door open once the others catch up.

Perception: 1d20 + 11 ⇒ (12) + 11 = 23


Was the blessing just for Oloch, or may the rest of us ask him about it and get the blessing too?


Evenstar looks angry and alarmed.

"You bet we're gonna find whoever did this...looks like we just wasted the last two weeks of our lives...our employer is dead! I want to hurt someone really bad!" she says as she moves from the room, looking for clues as to whether there was still an enemy here.

perception: 1d20 + 9 ⇒ (19) + 9 = 28

Moved the start to the east if there are no objections...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
//Adowyn\\ wrote:
Was the blessing just for Oloch, or may the rest of us ask him about it and get the blessing too?

Try it and find out. . . :P

Adowyn:
Generally when I have a spoiler, I leave it to the player to explain it to the party. I've noticed that some people (in general, not specific) tend not too. Might be they are just short of time? But, it never hurts to ask them why they are doing something odd.

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

Does my Detect Thoughts find out anything?


Thats why I was asking! Just to see if it was worth trying or if it was cleric specific or something.. the spoiler was only directed to Oloch, after all, so no way for Adowyn to know about it!

Adowyn sees the green glow surrounding Olochs hands and weapons, and tenses in surprise. "What is that?! What happened and what were you saying?" she questions the half=orc.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
GNPW PREGENS wrote:
Does my Detect Thoughts find out anything?

Wow, sorry, I didn't even see that.

Within the room, you only really catch the presence of sentient thought from your own companions. Neither of the bodies have them however. It's also pretty clear that the thick stone doors and walls are blocking much of your power's range.

//Adowyn\\ wrote:
Thats why I was asking! Just to see if it was worth trying or if it was cleric specific or something.. the spoiler was only directed to Oloch, after all, so no way for Adowyn to know about it!

Absolutely. It wasn't Cleric specific, but I felt that as the resident "priest", it would be something he should know, or rather "feel", but no, it's not just for him.

Wretchedly Wretched Wretch wrote:
Moved the start to the east if there are no objections...

That's the room you just came from, so I'm going to move it along a bit to the next closest one.

Searching through the remainder of the northern area of the temple reveals little. You find a small religious library and classroom, as well as a pair of sleeping quarters, though none of them hold anything of note.

This only leaves you with one other door that you can see, a large double door made of stone directly ahead of the main entrance. It is, however, locked.

Disable Device DC 30:
Can open it.

or
Str DC 23:
Breaks the doors open, allowing you to pass.

Know Religion DC 12:
You notice that there seems to be a strange sort of lock on the door, one shaped exactly like a common Holy Symbol of Eristal, likely meant to keep this place secured against all but the faithful. While you, (probably), don't have an actual Holy Symbol of Eristal, spotting this, and it's significance does grant your group a +2 on the Disable Device or Str check.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I've also updated the map a bit, and also added an arrow showing your progress. There is only one more area (that you can see) to search.


@Wretch I would like to wait and see what Oloch says about the green glow before we move on.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Seeing his companions note the apparent change to his sword and mail, Oloch grins ...
"It seems that Eristal still has some power to bless his defenders ..."


"Well then, we should all try this then. It IS his temple that we are defending.. perhaps he can help us!"

With these words, Adoywn will bow her head in supplication the the God. "We do ask your help to defend your domain and to bring vengance forr your priests. May your blessings be upon us." With these words, she will follow Olochs lead and anoint her weapons, armor, and Leryns paws with the water from the pool.

Grand Lodge

| HP: 10/10 | AC: 17 (14 Tch, 13 Fl) | CMB: +2, CMD: 16 | F: +2, R: +6, W: +2; +2 ench | Init: +6 | Perc: +7, SM: +1

Merisiel makes her way forward to the lock, and tries to jimmy it open.

Disable: 1d20 + 14 ⇒ (17) + 14 = 31

Silver Crusade

Grallen Jotunbane AC 16/18, hp 22 Fort +7, Ref +5, Will +5, Perception +7

Companions, as far as I can discern we are the only sentient beings in this area. That being said the environment may be blocking the full range of my probes.


Amiri nods. "Let's try these last doors to the west, then," she suggests.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Party:
Out of character, the Holy water can by applied to up to 6 weapons. It only affects Weapons (not armor, but if your armor comes with Gauntlets, that's technically a weapon). It's unclear how arrows are handled, so I'm going to rule that 10 arrows = 1 weapon, which means right now, there are 3 out of six charges left. You can also observe that simply putting the holy water on the weapons doesn't seem to do anything itself, but after Oloch and then Adowyn said a few words, it did.

You do manage to open the door, but I want to give everyone a chance to try something from a bit earlier.


Seeing that the words seemed to help the others, Amiri repeats the ritual Oloch had showed them.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Lets assume that everyone gets to apply the holy water to a single weapon, (or 10 arrows/bolts).

Columns and statues of growling animals line either side of this shrine. Where once stood a broken altar now towers the statue of a fiendish man made of the same stone with curling ram horns, a hissing snake in each hand, and a gaping hole in his chest. From this wound pour writhing tendrils of inky smoke that slither across the floor and ceiling.

Know Religion DC 10:
If you can get the Spear of the Huntsmen back into the hole of the statue, (either a melee attack as a standard action right next to it or a ranged attack, though possibly more difficult from a distance), and someone can make a Religion or Planes check (for an appropriate prayer), it's possible you could try an impromptu ritual to severe the connection to the foul demon-god, at least until the priests can do it correctly.

Know Engineering DC 15:
The columns here are sturdy enough to climb but weakened enough to topple if a creature is thrown into one. Collapsing more than a pillar or two could cause long-term damage to the temple, but it causes no immediate cave-in during this adventure. With enough strength, one could probably push the pillars over as a sort of weapon, or they could potentially be climbed as well to gain some altitude. (Climb DC 15)

For several centuries this chamber was a shrine rededicated to Erastil, where the spear of the huntmaster stood buried between two broken halves of Anogetz’s altar. As the daemonic presence here grows, a statue praising the harbinger has risen, though the gaping wound left by the enormous arrow remains. In front of the statue, a large deominc ape-like creature flies some 10 feet up. It has a crown of corrupted ram-like horns swirling around it's head, allowing easy access to it's fanged mouth, and as you enter, it turns to glare at you, pointing a clawed hand at you as if giving some sort of command.

A pair of demonic rams form out of some of the darkness pouring form the statue and prepare to charge.

Know Planes DC 16:
This is a ceustodaemon, a powerful fiend from the evil plane of Abaddon. Daemons are difficult to wound except with silver or good-aligned weapons. They are also capable of breathing acid over a large area. It itself is highly resistant to flame, but also electricity and cold.

Know Planes DC 21:
A ceustodaemon is capable of flying with the aid of magic, but it is not a talented flier. It can also cast spells that slow and paralyze foes or teleport itself great distances.

INIT ROLLS:

Adowyn: 1d20 + 5 ⇒ (12) + 5 = 17
Amiri: 1d20 + 2 ⇒ (16) + 2 = 18
Merisiel: 1d20 + 8 ⇒ (6) + 8 = 14
Oloch: 1d20 + 3 ⇒ (12) + 3 = 15
Rivani: 1d20 + 1 ⇒ (20) + 1 = 21
===================================
Demon: 1d20 + 2 ⇒ (14) + 2 = 16
Fiendish Ram 1: 1d20 + 1 ⇒ (10) + 1 = 11
Fiendish Ram 2: 1d20 + 1 ⇒ (19) + 1 = 20

ROUND 1
Rivani ()
=================================
Ram 2 ()
=================================
Amiri () & Adowyn ()
=================================
Demon ()
=================================
Oloch () & Merisiel ()
=================================
Ram 1 ()

Take a moment to see if anyone gets those checks.

New Map is up.

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