DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

Sandpoint Map
Map Link
Loot

Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Switching to this alias to avoid conflating this character (RotR, home game) with my PFS character of the same name.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus takes to the front glad to be away from his new companion though he knows that the man is just trying to be help. It's just that words...too many words tend to confuse him. Deadly weapons he decides.

Perception 1d20 + 5 ⇒ (12) + 5 = 17
Stealth 1d20 + 0 ⇒ (16) + 0 = 16


perception: 1d20 + 7 ⇒ (19) + 7 = 26

As Ark and Zol sneak forward something in the darkness shifts aware of your presence. It is some sort of hairless humanoid with a twisted frame and animal like rear legs. It's tiny arms have three twisted fingers. Your darkvision makes the creature more shocking as it is bright white and clear as day to see. It postures ready to attack, it has been waiting, the creature opens a freakishly large and deformed mouth giving way to many needle like pointed teeth covered in a thick clear slime. It makes the strangest guttural ticking sound as it's wrathful eyes tear into you.

Init Order-
Tik -Next round
Ark
Prof -Next round
Zol
Creature

Darkvision is black and white, the creature is pale white with red eyes; so the fact that it is super white makes it super super white to darkvision.

Ark and Zol are the only ones that can act in this round, as they are scouting ahead. Tik and Prof you guys can join in for round 2.

@prof, thanks for importing your avatar.

Reminder for combat; Once init gets past all the creatures in have in init you can post out of order for your actions, but that will lock your action.

Init:

Ark: 1d20 + 4 ⇒ (16) + 4 = 20
Tik: 1d20 + 10 ⇒ (20) + 10 = 30
Prof: 1d20 + 2 ⇒ (13) + 2 = 15
Zol: 1d20 + 4 ⇒ (9) + 4 = 13
Creature: 1d20 + 5 ⇒ (5) + 5 = 10

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
It is some sort of hairless humanoid with a twisted frame and animal like rear legs. It's tiny arms have three twisted fingers. [...] the creature opens a freakishly large and deformed mouth giving way to many needle like pointed teeth covered in a thick clear slime. It makes the strangest guttural ticking sound as it's wrathful eyes tear into you.

After Utnapishtim can see the enemy, he will attempt to identify it and pass that information along to his allies.

Knowledge(Dungeoneering): 1d20 + 9 ⇒ (6) + 9 = 15


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus doesn't hesitate. His mind processes the situation very quickly.

Ugly Creature.
Ugly Creature with sharp teeth.
Ugly Creature looking at me.
Good.
This should make a good fight.

Shouldering his companion aside, Arkus charges the creature his flail swinging at the side before using his body's own momentum and upper body strength to swing the flail low at the creature. Mighty Arms taut, supported by strong shoulders and a healthy willingness to inflict massive amounts of pain drives that swing.

Flail 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 231d10 + 7 ⇒ (8) + 7 = 15 AC 15

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus moves behind the creature to flank with Arkus while inspiring his companions.

“Everyone has talent. What's rare is the courage to follow it to the dark places where it leads.”

------------------------------------------------------------------------

Ongoing effects: Inspire Courage +1 to hit, damage and saves vs charm and fear.


Ark's flail crushes down on the creature wrapping behind it and hitting it in the back. It convulses forward with its attack launching off the ground; its giant toothy maw finds Ark's face and almost removes the flesh from it in a stripping peeling like movement. The creature's deformed claw grasps at Ark's neck going for the jugular, it barely misses but the injury is nothing to laugh at.

Bite: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d6 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7
claw: 1d20 + 3 ⇒ (8) + 3 = 11 Miss

Confirm the Crits 1d20 + 3 ⇒ (2) + 3 = 5
Confirm the Crits 1d20 + 3 ⇒ (17) + 3 = 20 Confirmed
Ark's Will save 1d20 + 1 ⇒ (3) + 1 = 4 Fail,1d6 ⇒ 4

Ark you are sickened for 4 minutes, total 9 damage.

sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Wow, my electronic dice hate you

@Prof and Tik
The sounds of ribs breaking echo down the hallway, Ark apparently found something. Then Zol's inspiring words fill you with hope and courage.

Top of the Round Tik you are up.

Init Order-
Tik
Ark
Prof
Zol
Creature

@Prof, When you see the creature you can identify it as a Wrathspawn. Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin. It also has darkvision, Spell resistance, and a "sinful bite", but you cannot recall the details of the sinful bite.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
you can post out of order for your actions, but that will lock your action.

Move Action: Move 10 feet east, 5 feet north

Free Action: "Friends, 'tis a Wrathspawn. But, this should not be! None of these have been seen in Varisia for millennia!"

Standard Action: "Away with you foul beast! By Desna we shall send you back to the impotent rage that spawned you!"

Intimidate: 1d20 ⇒ 12

Apparently, the Professor needs to work on his delivery... :-|

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Tik, concerned for her friend Ark prays to her ancestors for assistance.
Ark, you are now 'flaming'! Not like Rupaul mind you but surrounded in a flame shield which damages your foe (1d6+1).

Ward of Flames:
Ward of Flames (Su): The shaman can touch a willing creature (including herself ) to grant a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage, plus 1 point of fire damage for every two shaman levels she possesses. This ward only lasts for 1 minute, after which if not expended, it fades away.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Free action: maintain performance
Move action: perception check to detect hidden creatures
Standard action: melee attack on Wrathspawn

perception: 1d20 + 5 ⇒ (6) + 5 = 11
rapier: 1d20 + 5 + 1 + 2 ⇒ (7) + 5 + 1 + 2 = 151d6 + 1 ⇒ (5) + 1 = 6

Zolarus cautiously looks behind him as he takes advantage of the flank and thrusts his rapier at the Wrathspawn's hindquarters.

"Thank Cayden there is only one of these evil beasts!"

------------------------------------------------------------------------

Ongoing effects: Inspire Courage +1 to hit, damage and saves vs charm and fear.


Combat Over.

The wrathspawn looks to the prof in a comical way, as if a dog has heard a strange noise, his threats utterly confuse it. Zol takes no time in taking care of the opportunity, his rapier shanks the creature in the back. The blade finds its way through the creatures twisted broken ribs and emerges from the other side. It coughs twice before collapsing to a pile on the ground. The blood on Zol's blade is thick and gray, almost like a tar or sludge; and the odor is reminiscent of the butchered pieces pile at the fish market during a hot summer day.

Zol searches the rest of the cave and finds nothing of note or any other creatures.

What would you like to do?

Please move the light source with you also.

Tik you were moved because the fire shield is range touch, BTW that is an awesome ability.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6
DM Sockmonkey wrote:

Combat Over.

Tik you were moved because the fire shield is range touch, BTW that is an awesome ability.

Thank you sir.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus wipes the remains of the creature off his flail.

He also checks his injuries, finding them to be rather serious.
"I may require some healing...." gesturing towards his wounds.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Closing her eyes, bowing her head reverently and lightly touching Ark's shoulder Tik beseeches her ancestors for healing:
CLW: 1d8 + 2 ⇒ (6) + 2 = 8


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Feeling that wash of healing energy revitalising him as it flows over his wounds and seals them, Arkus nods his thanks to Tiktaa.

"Time to bash in somemore heads."

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

While Tik works on Ark, Utnapishtim takes a moment to pull out a parchment and make some notes about the wrathspawn.

"This definitely doesn't belong here! I'll have to think on this some more and perhaps do some research back at Sandpoint. I could also send a letter to my teachers in Magnimar," he thinks silently to himself.

"Zolarus," he offers in a conspiratorial tone, "there's definitely something more going on here. This isn't... right. Sinspawn are corrupted products of magic used by spellcasters in the past as troops for their armies. They don't belong in this era. Frankly, in the time in which they do belong, you don't find only one of them. There's something special about the nature of their attacks, too. Alas, I cannot remember exactly what. I'll need to consult with Father Zantus about that later."

Then to everyone he says, "Friends, rest assured: if magic this twisted is involved, there will be more unpleasantness ahead. And where power this old is used, artifacts of great interest and worth may also be found."

"Why according to the texts of ..."

Utnapishtim notices Ark's anger beginning to boil.

"Ahem. Well. Shall we move along?"


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus coughs ever so politely baring his fangs as Utnapishtim begins to ramble....Fortunately for the scholar, he notices and stops.

Arkus Grins at Utnapishtim.
"There's treasure yes?"

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"I concur Prof. I did not expect to find such a creature while we chase down goblins. Perhaps there is a greater evil guiding their efforts. Something to ponder at dinner after a glass of red."

This last statement reminds him how thirsty he is and drinks three large gulps from his wineskin.

"Follow my nose...*hiccup*...I think I smell gold."

Zol explores the next section of the tunnel turning into the nearest alcove.


Zol scouts ahead.

Description from 60ft away with your darkvision.

He travels a bit down a cave passage and notices that it opens to a masoned room. The entranceway to the room from the cave has been torn down allowing entrance from the cave you are in, this was not the intended entranceway for this room. There are bricks and debris haphazardly laying around the entranceway to the room. The chamber beyond is also a mess, mounds of rubble lie strew around.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zol motions to the rest of the party and quietly walks toward the chamber beyond while looking for traps and other hidden threats.

T10: Stealth DC 12, Perception DC 15

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Arkus Scargazed wrote:

Arkus Grins at Utnapishtim.

"There's treasure yes?"

"For my sake I hope so." Utnapishtim muses silently...


Zol continues forward alone...

The room opens up a bit, and Zol struggles with loose bricks at the entranceway. Luckily the room is empty of any other creatures. There is broken pottery and urns all around the floor, a quick search of the room reveals nothing of value. You notice there is a hallway that shows up on the left hand wall as you enter the room.

New hallway heading North from the room.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

He whispers, "Hey, there is a hallway heading north. Let's check it out."

For the sake of convenience, I am moving the party until someone objects.


Moved everyone a bit, to reveal some map-age.

The group of you scout ahead quietly, turning around the corner it is revealed that this complex is very large and well built. There are two main hallways that appear, one that leads straight ahead, and one that will lead to your right. The passage straight ahead has a piece of the left wall missing, looking like the same destruction that the last room you entered withstood, bricks a littered about. The same hall continues forward and those with darkvision can see a wooden door in the distance; the area just before the door on the right looks like it may open up to a larger chamber.

The other hallway has less features to brag about; it does however appear to take a right handed turn at its end.

Please see the map, included some notes, please ask questions if anything is confusing.

@ Prof:

prof k. engineering: 1d20 + 9 ⇒ (13) + 9 = 22
The walls down here are masterly crafted! It is a joy to be able to view such a marvelously feat of engineering! Such crisp corners! Such clean cut stonework! It is not dwarf craft but it is beautiful, and this is only a hallway!
common sense (wis check): 1d20 + 0 ⇒ (7) + 0 = 7 Sorry, was trying to throw your character some nerdy stuff to play with.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Cool! Thanks! :)


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus grips his flail tightly, his eyes keen for danger. Who knows what else has being around here.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"If we keep going down this hallway, Prof and Tik should keep an eye out for ambushes in the flank while Ark and I explore east."

Zol leads the party scouting ahead just a few paces.

I like the method of always going in the "right" direction. Basically, you keep taking right turns until everything is explored on a given level. I updated the movement of the group through the eastern hallway and will continue taking 10 for all skill checks until being threatened or distracted.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Cool map, totally feel like I'm being watched.

Tik, listening to the loquacious Bard checks her backside:
Perc: 1d20 + 7 ⇒ (2) + 7 = 9

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

If there's a concern about ambushes, I'll send the dancing lights a couple of square back.

"Ambush?" Utnapishtim shivers.

Perception: 1d20 ⇒ 16


The tunnel widens here into what appears to have once been a small shrine, for to the northeast, steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water.

There is a large set of double doors on the opposite side of the room.

prof's knowledge check on the shrine: 1d20 + 9 ⇒ (3) + 9 = 12 Nevermind...

What would you guys like to do?

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

Detect magic in the room.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Religion on shrine: 1d20 + 4 ⇒ (17) + 4 = 21

Moving into the southern corner of the room and creating water in the basin until it becomes clear.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Create Water has a verbal component. Are you sure you want to "speak in a strong voice" right now?

Core Rulebook wrote:
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice.

Source

Though, admittedly, our previous combat may have already given us away...

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

It depends on the knowledge check.

Scarab Sages

Female LN Shoanti Shaman 1 | AC 16 | HP 8/8 | +0/+2/+6 | Intit +10 | Perc +6

If we are considering all movements and actions which give our position away the ring of light has announced our arrival far beyond an incantation. Not to mention the previous encounter.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Tiktaa Slow Burn wrote:
If we are considering all movements and actions which give our position away the ring of light has announced our arrival far beyond an incantation. Not to mention the previous encounter.

Very true! :-) But, he's around a corner and oh so very alone down there...


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus waits.

He taps his foot.

He waits.....

He wa....

"Anything?" he asks.


@ Zol:

Shrine is to the goddess Lamashtu, the mother of monsters.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"The shrine is to the goddess Lamashtu! I don't have any holy water, but this might help."

Zolarus continues with casting Create Water on the basin.


The newly created water fills the basin and mixes with the stagnant pool that was already here. The water still appears somewhat murky.

Zol's perception check: 1d20 + 5 ⇒ (10) + 5 = 15

You really do not pay too much mind to the basin and are about to move on when you notice that the water level in the basin reduces. You are not sure if it drained out, disappeared, or evaporated. It looks like it contains the same amount of water that you left it with.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

If Zol mentioned Lamashtu out loud, Utnapishtim would be eager to enter the room. Desna and Lamashtu have issues with each other.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus motions the group to inspect the shrine.

"It is safe to come into the room. What do you make of this basin? The water seems to refill like a fountain, but I do not see where the source is. Is there foul magics at play?"

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Knowledge(Religion): 1d20 + 9 ⇒ (1) + 9 = 10

D'oh! Apparently, Utnapishtim is way too disgusted by the nasty stank water to think straight...

"Ugh! That is horrible, awful stuff. Clearly there is evil afoot. I mean, just look at that, that, that 'liquid'; I'm loathe to call it water."

I've moved myself and the dancing lights on the map.

Utnapishtim casts Detect Magic on the water and basin.


@ Prof:

Indeed they are magical! It registers as the transmutation school. Moderate Glow.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Zounds! The liquid is rife with transmutive eldritch energy! Be careful around it lest you find yourselves in an altered state!"

Utnapishtim eyes Zol's drinking implements.

"I mean, an impaired state!"

He reconsiders his words.

"I mean, transformed into a bunny?" he says unconvincingly.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

"Riiiight. Drink water. Become Bunny. Drink water bad." Arkus deadpans.....

Looking around, he turns to his companions.
"Shall we search this place or keep on going?"


@ Ark
Eyeing the rest of the room it is clear there is no other feature except the double doors across the room.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim concentrates on the water and basin in an attempt to glean more information.

Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21


@ Prof:

I do not have the inner sea guide, and for the effect I am just going to say it is an Transmutation effect.

However, I rolled a wisdom check for you (rolled a 12) and knowing that the goddess is more or less always bad news, and that the water is being found in a shrine to her that is most likely either desecrated or unhallowed you receive a bonus to that roll (+5 Bonus). So all in all you rolled a 17 to identify with your Wisdom that is more likely than not "bad water", most likely fouled by the demon goddess's corruption, and more likely than not will transmute you horribly.

You however do not identify the altar's magical abilities. 21 will not beat the 15+caster level of the creator of the magic item.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Arkus Scargazed wrote:
"Riiiight. Drink water. Become Bunny. Drink water bad." Arkus deadpans

Somewhat abashed, Utnapishtim admits, "Friends, in truth I do not know what effect that drinking this water will have. However, I do know that the basin and water have been under the influence of Lamashtu's attention. They cannot be good news--especially here, in a shrine dedicated to the Mother of Monsters."

He considers for a moment.

Knowledge(Religion): 1d20 ⇒ 1

Maximum possible result is 10 because the knowledge is untrained.

"I have no idea how to reverse this corruption. Though perhaps we should destroy the shrine on our way back to the surface, after we're done exploring the area."

As a follower of Desna, he is obviously distracted by the Lamashtan iconography.

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