Dead Reckoning

Game Master Kruelaid


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Calebra wrote:

Calebra turns to Bohdan, baring his teeth and asks "if yous divides firty by a 'alf and dun add tun , wa' woulds yer answer be?"

"Yer fools!"

He crouches low and leaps into the air despite his crippling injuries (you have AoOs, he has mobility, good luck) so fast you are barely able to swing as he pushes off the ground.

"90!"

Attack of Opportunity: (1d20+8=20, 1d8+5=10) so, AC 16 with his Mobility


Despite the wounds Jon has suffered, Jon again slashes his greatsword at the monster. Calebra quickly evades Jon's attack.
attack,damage (1d20+9=12, 2d6+8=18)


Male Human Sorceror 3 EXP-3450

Hey guys, I should be able to get off at least one more Magic Missile before he is out of range so hopefully that can get him...or should I summon another hawk to slow him down a bit?


M Human Wizard 3
Calebra wrote:

Calebra turns to Bohdan, baring his teeth and asks "if yous divides firty by a 'alf and dun add tun , wa' woulds yer answer be?"

"Yer fools!"

"That is for the gods to decide."


Male Human - dash of elf Miniature painter/ Heroic

70?


Ryor dives heroically just as Calebra moves out of reach, slicing off several toes as the beast soars up into the air. Using Ryor's last action point 1d20 3 1d6=24, 1d8 1=2.

The Bhuka all dive in, but their reach is just a little short. 1d20 4,1d6=[19, 4], [4], 1d20 4,1d6=[7, 4], [5], 1d20 4,1d6=[17, 4], [1], 1d20 4,1d6=[14, 4], [6]


FabesMinis wrote:
70?

Yes. Dramatically speaking, the best time to deliver the answer is when he flops on the ground dead after you gut him... AoO?

Aref Sami Shahrokh wrote:
Hey guys, I should be able to get off at least one more Magic Missile before he is out of range so hopefully that can get him...or should I summon another hawk to slow him down a bit?

It may be up to you, bro.


Male Half-orc Fighter 2

AoO (1d20+9=21, 2d4+6=11) Good enough?

"I fink yer'll find da answer's 70, mate." Syd says stoically.


Syd wrote:
AoO (1d20+9=21, 2d4+6=11) Good enough?

AC 17, +4 Mobility, his dodge was applied to Jon.

Syd's is the final swing just before Calebra's powerful kick carries him out of reach. Also driving himself up with a powerful leap, Syd's falchion cuts deep into a hind leg, shattering bone and showering hot blood. As Syd falls to the floor, everything moving in slow motion, he sees the wings above him relax and Calebra follows him to the floor.

He barely avoids being crushed by the 300 kilo sphinx.

Syd wrote:
"I fink yer'll find da answer's 70, mate." Syd says stoically.

Calebra lays there breathing weakly. His blood is everywhere.

Combat is over: 600 XP each


Male Half-orc Fighter 2

Syd looks on the creature almost pityingly. "Poor crazy blighter. Dunno wevver to put 'im out of his misery or to geddim patched up. 'e's wrong in the 'ed, we know that much."


As Syd's words echo faintly and fade, only the sound of heavy breathing can be heard. The warriors cast their eyes around.

The light-stones were all left in the infirmary, yet the main chamber is somewhat brighter than when you left. Now that you are no longer fighting for your lives you realize that a cold, sharp light is being cast down throughout the chamber from the lens far above as if all the lights of the night sky were compressed into a small disc.

You see there are two inset balconies above, about 150 feet up. One on the north face and one on the west apex above the statue of Aroden.

A Sphinx, bleeding prodigiously and on the verge of death, lays at your feet. His blood covers everything near him and everyone who engaged in melee combat. Wetsands and Jon’s blood, too, mixes on the floor with that of the monstrous winged lion.

Perception (melee combatants or anyone else examining the creature):

DC 15:

Spoiler:
Here and there you find tiny white worms in the creature's blood.


Pharasma wrote:
FabesMinis wrote:
70?
Yes. Dramatically speaking, the best time to deliver the answer is when he flops on the ground dead after you gut him... AoO?

Great, I read it as forty, not thirty... some English teacher you are! ;-)


Bohdan wrote:


Great, I read it as forty, not thirty... some English teacher you are! ;-)

There was a teacher here from Liverpool named Mathew, but he pronounced it Mafew. Now I'm not sure if everyone from around there says that, but it sure sounded funny, especially from an English teacher. In-game I got the idea from Syd, who has similar affectations. So yes, it was 70, not 90. It was apt that Syd got the answer right. Maybe Fabes can confirm or disconfirm that this is a 'Scouse' sounding dialect. I'm not really sure.


M Human Wizard 3

Perception: 19 + ...

"Strange... There appear to be ...worms? Worms in the creature's blood."

Knowledge (arcana): natural 20 + 8 = 28. I am having a good dice day today.


Male Human Sorceror 3 EXP-3450

Perhaps these worms are the cause of the beast's crazed state....
Knowledge Arcana and Spellcraft are both +5, feel free to roll and let me know if I know anything....hard to access all the sites I used to have on my parents PC in Florida...


Instead of spoilering this I'm just gonna feed you some dialog so everyone can hear it, Shiny, I hope that's ok.

Aref's roll: 1d20 5=8, 1d20 5=7

Aref casts light on a pebble and cups it in his hand producing a directed beam of light. He stands above Pulsifer, who crouches near the blood but doesn't touch it.


M Human Wizard 3

No problem. ;}

"The Estrovian Thaumatode, said to have originated from the Worldwound and named after the forest where it was first discovered and studied. A parasitic bloodworm that survives in the intestinal tracts and blood of biological magical beings... but it truly thrives in brain tissue. They can be transmitted through contact with the blood or feces of such creatures, although their survival in creatures that are not inherently magical is known to be rare, although not impossible. Any of you could now be infected."

He casts his eyes around the blood drenched warriors.

He looks up at Aref: "Also very infectious among sorcerers, I have heard."

He picks up one of the tiny worms on a piece of straw tracked out of Calebra's lair and looks at it closely.

"Infection of this parasite is known to cause dementia, a gradual loss of magical ability, loss of brain function, and eventually death. Cure can be had through the usual divine methods of removing diseases. It's progress can be slowed and maybe even stopped through judicious dispelling of magic on the host."


With one last huff of air, Calebra's breathing stops.


Male Human - dash of elf Miniature painter/ Heroic

Syd is a Cockney, but I (funnily enough) lived near Liverpool for 9 years so I can comment pretty well on Scouse. Thirty would indeed be "fertee" or just "thertee" (the 'rt' often becomes a glottal stop). Forty is "fortee" (with the same glottal tendancy). I love the idea of a Scouse Sphinx, "Eh, la, woh walks on four legs in da mornin', like, and den 'e's goh' two in da arvy, and den free ah nigh'?" (Trans) "Excuse me, lad, what walks on four legs in the morning, do you understand? and then he has got two in the afternoon, and then three at night?"


Rackham Pulsifer wrote:

No problem. ;}

"The Estrovian Thaumatode, said to have originated from the Worldwound and named after the forest where it was first discovered and studied. A parasitic bloodworm that survives in the intestinal tracts and blood of biological magical beings... but it truly thrives in brain tissue. They can be transmitted through contact with the blood or feces of such creatures, although their survival in creatures that are not inherently magical is known to be rare, although not impossible. Any of you could now be infected."

He casts his eyes around the blood drenched warriors.

He looks up at Aref: "Also very infectious among sorcerers, I have heard."

He picks up one of the tiny worms on a piece of straw tracked out of Calebra's lair and looks at it closely.

"Infection of this parasite is known to cause dementia, a gradual loss of magical ability, loss of brain function, and eventually death. Cure can be had through the usual divine methods of removing diseases. It's progress can be slowed and maybe even stopped through judicious dispelling of magic on the host."

"Sweet Mistress, that's bad!"

Bohdan immediately withdraws towards the center of the temple.
"All those covered in blood, to me!"
With that he raises a hand over his head and water starts cascading down his body, washing the blood off of his armor.

Create Water to hopefully wash off the blood


Through the grace of Iomedae Bohdan creates water and rinses the blood off everyone.


While you guys are reflecting on the tragedy that Calebra may have just been driven insane by a parasite and not evil at heart, and while you are wondering which one of you may be next, there are a couple of more rooms in this corner of the temple to check out.

>>>>>MAP<<<<<


Thanks Bohdan


Using my turn undead ability to heal everyone who has damage. Using 3 tries for 3d6

3d6=17

"Through faith, even death is postponed to another day."


My current damage count is:
Wetsands - 13 points of damage
Cordoba - 12 points of damage
Jon - 15 points of damage
Bohdan - 11 points of damage
Syd - 16 points of damage
Rackham - 7 points of damage
Aref - 14 points of damage


It seems everyone's wounds have been healed.


Cordoba begins a inaudible prayer. As it builds you see lights coupled with whispers dancing in your peripheral vision, yet they are gone when you turn toward them. Cold lights burn in Calebra's lifeless sockets, chills run down your spine and you feel your wounds burning with cold as the flesh mends. The sensation lingers when his prayer ends, yet you all see that your wounds are healed.


Male Half-orc Fighter 2

"Blimey, Smiler, yah kept yer 'oliness pretty well 'idden!"


"You're welcome, Syd. But you are mistaken. I am just the hand of fate."


M Human Wizard 3

Rackham fidgets with his holy symbol, eyes burning holes in empty space.

"..."


Male Human Sorceror 3 EXP-3450

Lucky for me to be not getting into bloody combat with the beast. I was only injured by the creature's screaming attack so my exposure to the parasite should be nul. Good fight, the Bhuka may now rest in the knowledge that Calebra shall harm them no more.


Will you fellows be off to Katheer now? Or are you interested in looking into the grotty corners of this place?

You entered at sunset and it's not even midnight yet.


"Anyone game for little bit of exploring here?"


While you are thinking about it, have a look around the rest of the hospital. Add +2 to your perception roll for everyone who posts that they are in the room searching with you. No need to declare 'aid another' - just grab the +2 bonus.

>>>>>MAP<<<<<

Secret door
The shelves in the surgery once concealed a secret door, but now that they have been chewed and pushed aside by scorpions, the exit is quite obvious after a glance behind the disturbed furniture. The tunnel door is jammed open by sand, and climbing outside through the sand filled tunnel will be impossible for any medium being of significant size. Ryor and the Bhuka may be able to squirm up over the sand and through, but if anyone else wants to go it will take some digging.

The storage room
Dust swirls up as you open the door and flash light into the room. The purpose of the room is obvious as soon as you step in, 3 rows of shelves contain all manner of hospital equipment, most of it still in the condition it was left long ago, although there is some evidence that there was a disturbance here before the doors were shut for an eon.

DC 10 Perception

Spoiler:
The stale smell of decaying cloth greets you. Some shelves contain drawers filled with dried herbs. Bottles long emptied from evaporation and various items of medical equipment are organized on open shelving. Smaller bottles with various compounds and chemicals look like they may have been disturbed many years ago, with several lying broken on the floor. A section that looks like empty bottle racks seems to have been hastily pillaged of its contents from the looks of some broken bottles and vials on the floor.

DC 15 Perception

Spoiler:
The stale smell of decaying cloth greets you. Some shelves contain drawers filled with dried herbs. Bottles long emptied from evaporation and various items of medical equipment are organized on open shelving. Smaller bottles with various compounds and chemicals look like they may have been disturbed many years ago, with several lying broken on the floor. (Spellcasters) Several useful spell components may be salvaged from this collection.

A section that looks like empty bottle racks seems to have been hastily pillaged of its contents from the looks of some broken bottles and vials on the floor. Some of the potions rolled under shelving and several of these remain as they were left, contents seemingly unaffected by the gulf of time.

DC 20 Perception

Spoiler:
The stale smell of decaying cloth greets you. Some shelves contain drawers filled with dried herbs. Bottles long emptied from evaporation and various items of medical equipment are organized on open shelving. Smaller bottles with various compounds and chemicals look like they may have been disturbed many years ago, with several lying broken on the floor. (Spellcasters) Many useful spell components may be salvaged from this collection.

A section that looks like empty bottle racks seems to have been hastily pillaged of its contents from the looks of some broken bottles and vials on the floor. Some of the potions rolled under shelving and several of these remain as they were left, contents seemingly unaffected by the gulf of time. Bloody but faded fingerprints are barely visible on the emptied racks.

Laboratory
With its large, solid stone topped tables, this seems to be a room where biological research and experiments may have been conducted. Like other closed areas in the temple the floor is thick with dust, suggesting that you are the first people to visit this room for a very long time. Some kind of medical equipment is visible on several of the tables. A supply of medical tools is neatly stored in a shelf on the north wall.

DC 10 Perception

Spoiler:
Alchemical and medical equipment is stored under the stone table tops and on the shelf on the north wall. Equipment has been set up and abandoned on several table tops for some long forgotten research including some knives and a claw-like tool.

DC 15 Perception

Spoiler:
Alchemical equipment is stored under the stone table tops and on the shelf on the north wall. Equipment has been set up and abandoned on several table tops for some long forgotten research. It seems that on one of the tables, some experiment may have been interrupted. Bottles with crusts at the bottom suggest dried liquids, several withered organic objects are laying covered in dust in a glass tray and surgical instruments are spilled out on the floor below the table.

DC 20 Perception

Spoiler:
Alchemical equipment is stored under the stone table tops and on the shelf on the north wall. Equipment has been set up and abandoned on several table tops for some long forgotten research. It seems that on one of the tables, some experiment may have been interrupted. Bottles with crusts at the bottom suggest dried liquids, several withered organic objects that seem to be dried up internal organs are lying covered in dust in a glass tray and surgical instruments are spilled out on the floor below the table. Closer inspection of the bottles suggests that they held blood. Bloody fingerprints are in evidence on the tools and equipment. The whole scene suggests to you that a body was cut apart on the table top. Blood stains under the dust on the table would seem to confirm this, and when you sweep aside the dust on the floor you see bloody footprints leading out.


Searching the storage room.

Perception (1d20+7=26)


Still haven't found Calebra's piggybank? Tsk, tsk, tsk.


Rackham Pulsifer wrote:


"... Infection of this parasite is known to cause dementia, a gradual loss of magical ability, loss of brain function, and eventually death. Cure can be had through the usual divine methods of removing diseases. It's progress can be slowed and maybe even stopped through judicious dispelling of magic on the host."

"No eat Calebra?"


Male Half-orc Fighter 2

"Nah, mate. Don't fink dat's on da ajender."


M Human Wizard 3

Perception: 11 + 3 + 2 = 16
Perception: 9 + 3 + 2 = 14


M Human Wizard 3
Wetsands wrote:
Rackham Pulsifer wrote:


"... Infection of this parasite is known to cause dementia, a gradual loss of magical ability, loss of brain function, and eventually death. Cure can be had through the usual divine methods of removing diseases. It's progress can be slowed and maybe even stopped through judicious dispelling of magic on the host."
"No eat Calebra?"

"No, my good friend, that would be an exceedingly bad idea."


Wetsands searches the Lab.

1d20 5=15


Perception (1d20+6+2=27) storage
Perception (1d20+6+2=21) lab


Jon found faded bloody fingerprints on the racks in the storage.
what kind of creature left his fingerprints.when did he leave the fingerprints.
Perception (1d20+6=11)
do i have +2 on perception this time?

There are bloody footprints left on the ground of lab.
where footprints lead to.
survival (1d20+6=9)


Everyone can look under the DC20 Perception spoilers.

Jon,

The tracks lead into the surgery but you can't follow them after that because of all the disturbance from scorpions.


"Bloody fingerprints here." The Deceiver points out.


The blood is ancient, brown, but still clearly blood.


With the hospital doors open you can feel the night air blowing through the scorpion hole.


The sound of your voices echoes back to you out of the stairs down.

The potions you found still lay on the floor of the storage room under the shelves.


"These potions might come in handy." The Deceiver promptly takes them and places them in a sack.


FH and Tobus are away, but it looks GentleGiant might be busy in RL, too. Let me know when you're back dudes, no worries.

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