GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


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Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Hooray - more statues, Calia mutters, thinking back on the shield that had come flying her way the day before. Carefully, she scans the stone villagers from afar, trying to find any sign that they, too, could be more than they seemed. She casts a critical eye over the ceiling as well - a cave-in would be big trouble here, and she racks her brain for any stories she's heard about how to prevent that fate.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (engineering) via bardic knowledge - is the ceiling getting ready to fall in around our ears?: 1d20 + 2 ⇒ (12) + 2 = 14

But the accoutrements did hopefully mean one thing...that their search might be almost complete. If the fancy doors and statues are any indication, chances are pretty good the Everflame's behind them...and if whatever took Dimira was keeping her alive, I'd bet my buttons the Everflame's involved. I'll go ahead, scope things out a bit. I'm not sure about that ceiling, but if walking lightly's going to do anything to keep it from going wrong, I'm the one for the job.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis considers the options, his slow, ponderous mind working thru them as though he's estimating the grain of a woodworking project. He's hesitant to let her go ahead but he also gauges that he could reach her in a matter of moments.

"I'll be here, but be cautious..." He scans the area ahead and fights back a chill seeing the chasms yawning on either side of the path.

Perception (aid): 1d20 + 5 ⇒ (8) + 5 = 13 +2 to Calia

His hand goes to his pack and he pulls the length of coiled rope. "Take an end, Cal. If the path goes n' ya fall. Or a collapse...I'll yank ya free."

Figure Uncanny Dodge might help with the latter.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Forest feels Calia's distraction is unwise, but luck is with them and the bats swarmed in the right direction. Should have let them sleep. If they go out now they'll disturb the daytime wildlife and be easy prey for birds. Forest doesn't like bats but they still have a right to live their batty lives unperturbed by humans. He follows after, pulling his hood down over his face to protect it from the stray members of the swarm.

"One person could hold this bridge against many for quite a while. From either side. I'll wait here till you lot have crossed." He hefts his bow with one hand and pats the hilt of his sword with the other. "If it's safe, you all should go quickly. Wouldn't want to get bottlenecked at the other end. And watch the floor. One giant animate statue per dungeon delving is enough." He takes up a position at the east end of the room so he can cover the bridge and still see down the hallway.

Per: 1d20 + 5 ⇒ (13) + 5 = 18


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Examining the statues and the bridge both, the adventurers notice shallow grooves along its surface, as well as what appear to be shallow pressure plates along the bridge. It does appear that there is some sort of contraption here.

But if it makes the party feel any better, there do not appear to be any monsters, undead or otherwise, in the pit below; nor does the ceiling appear to be in any immediate danger of collapsing.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Well, I don't think they're strictly animate this time - but look at the bridge. Pressure plates. Some sort of nasty surprise from those, I'd guess. I'll take a look - you guys keep back a bit, in case I flub it up. Calia graciously accepts Artemis's length of rope and knots it around her waist, then creeps forward and begins to work at the pressure plates, wedging tiny slivers of metal from Jenna's toolset into the cracks to try and disable their response.

Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

LAird keeps Woodruff close and watches Calia warily...


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Wow, that actually disarms it. I thought the DC would be higher.

Impressively, Calia puts her borrowed thieves' tools to good use, disabling the pressure plate. And just like that, the trap has had its teeth pulled, and the party is safe to cross the bridge. More than a few eyes turn warily to the statues of the villagers, but they do nothing more than watch over the forty-foot pits on either side of the bridge.

On the other side, the party finds themselves standing before that ominous pair of brass double doors. After the anticlimax of the disarmed trap, there is a strange sense of finality to these doors. They are nothing like those found anywhere else in the Crypt, being made of exquisite material and embossed with intricate patterns and designs.

Undettered, the party pushes the doors open, perhaps with some surprise that they are not locked or barricaded in any fashion. As the doors swing open on shockingly silent hinges, a vast crypt is revealed beyond.

A shallow set of stairs lead down into the crypt. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. The only light here emanates from a huge torch mounted above the sarcophagus, flickering with a pale golden fire. It can only be the Everflame itself!

However, there is more than just Ekat Kassen's final resting place to take note of here.

Draped across the steps in front of the coffin is a body- a comely young woman who appears to be unconscious. Shallow cuts and bruises, along with dried blood and grime, are scattered across her flesh. Her white gown is tattered and torn in several places. As locals of Kassen, the young heroes might recognize her as Dimira, younger sister of the cobbler Roldare, and an acolyte at the town's temple of Erastil.

Another figure steps out from behind one of the pillars near the sarcophagus. A tall, looming silhouette almost swaggers into view with a callous, snickering laugh. "So," it speaks in an unearthly tone, "the children of Kassen have come. You are much like him." Cold blue flames billow from the eye sockets of the creature's leering skull, and its body is clad in polished mail and an age-tattered tabard. In both hands, it drags a cruel-looking longsword that emits a faint glow not unlike his eyes. "Look at you... look at your flesh. So young and healthy. So resplendent. So full of blood and meat..."

"Kassen took everything from me. I will repay him now the only way I can... I will strip the flesh from your bones, and you will live on only as my pawns. And then... we shall march on the Hold of Kassen and grind every last trace of the betrayer out of existence. I am Asar! Come, champions of Kassen, and meet your fates!"

The name Asar should ring a bell. If not, please refresh your memories on the "Legend of Kassen" in the Campaign tab if you'd like to understand the significance of this encounter.

Also, I'm kind of assuming your positioning for the start of this battle, so you have a little wiggle room if you want to place yourself differently during this first round.

ROLL INITIATIVE!

Artemis: 1d20 + 1 ⇒ (12) + 1 = 13
Calia: 1d20 + 3 ⇒ (3) + 3 = 6
Doreen: 1d20 + 2 ⇒ (12) + 2 = 14
Forest: 1d20 + 3 ⇒ (3) + 3 = 6
Laird: 1d20 + 2 ⇒ (9) + 2 = 11
Sariel: 1d20 + 1 ⇒ (14) + 1 = 15
Woodruff: 1d20 + 1 ⇒ (3) + 1 = 4

NPC Initiative (No Peeking!):

Asar: 1d20 + 6 ⇒ (12) + 6 = 18
Skeletons: 1d20 + 6 ⇒ (16) + 6 = 22
???: 1d20 ⇒ 13
Dimira: 1d20 ⇒ 9

Looks like Asar goes first! Asar... and friends, that is!

As Asar hefts his longsword with both hands, four more skeleton warriors come skulking out of the shadows, providing the party with far more targets than they had initially counted on. Asar, cackling with malevolent glee, charges the nearest target- Artemis.

GM Rolls:
Asar, +1 longsword vs. Artemis: 1d20 + 9 ⇒ (1) + 9 = 10 Miss

However, Artemis braces himself for the attack and manages to get his shield up in time to block! The impact is strong enough to cause Atremis's arms to tingle, but at least he is unharmed.

The skeletons use their turns to double-move into position.

Party is up! Fight well, Heroes of Kassen!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia's eyes go, somehow, even wider as she takes in the impressive tableau of the Crypt of the Everflame - and then her awe turns to shock as the figure steps out from behind the pillar. As the eerie glowing skeleton charges Artemis, the gnome girl cheers as her friend pulls up his shield to block the assault. Looks like you're gonna choke on this feast, a+!%&+&! Come on, guys - he couldn't beat Kassen the first time, and he's not gonna beat Kassen now!

Standard action to activage Inspire Courage, because I know what my job is. :) Move action to draw my sword if it isn't already, but it should have been.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Are the stairs walled?


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Nope.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

I should have asked this as well : So Forest can see the skeles? If so...

This one can talk. They're evolving. Wonder where his living friends got to, unless they're all dead. Forest targets the nearest dumb skeleton since Artemis is, as usual, in the way. The stairs gave them a fantastic tactical advantage. "Asar" is an idiot. "Calia!" he shouts, further punctuating his call with two loud twangs from his bow. "Language!"

Longbow vs Top Left Skele: 1d20 + 6 + 1 + 1 - 2 ⇒ (6) + 6 + 1 + 1 - 2 = 12+1 mwk, +1 courage, +2 bab, +3 dex, +1 point blank
Blunt Damage 1: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow 2: 1d20 + 6 + 1 + 1 - 2 ⇒ (19) + 6 + 1 + 1 - 2 = 25
Blunt Damage 2: 1d8 + 2 ⇒ (6) + 2 = 8

If the floor is preventing Forest from seeing the skeletons, attack Asar instead.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

.

.

Artemis is already in position to charge the monster when it attacks, the brutal strike enough to shake his bones. But between Calia's shout of defiance and the battered form of Dimira, the big woodcarver is blinded by fury.

His shield chatters to the floor as he reaches over his shoulder and brings the club down with a thundering swipe upon the fearsome enemy.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 8 ⇒ (2) + 8 = 10

Status
》Rage 5/7
》AC 15 (Guarded Stance)
》Power Attack 1/2
》Inspire Courage


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff moves to help Artemis, choosing to try to loom over the man in an effort to cow this new foe...

No! it is YOU who will meet his fate today!

Initimidate!: 1d20 + 10 ⇒ (12) + 10 = 22 Huzzah? Shaken? Maybe?

Is it possible to five foot step down the stairs or is that not allowed?


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird winces at the sudden turns of events but does his best to aid his friends in the fight opting to lob a splash of acid at the nearest skeleton...

Acid Spalsh, Ranged Touch?: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage: 1d3 ⇒ 1


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Oh, look.
Blah blah blah.
Freaking walking cliche.

Doreen rolls her eyes as the bad guy babbles on with his monologue. She draws a card and touches it to Sariel's shoulder.

Guidance on Sariel. That means, technically, his first attack gains a +1. I'm before him in init.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Sariel? I'm guessing you mean Artemis, right? Although- funny you should mention the paladin...

Woodruff, it looks like Intimidate won't work on Asar because he's undead and thus immune to mind-affecting effects and morale effects both. You can, however, take that five-foot step right now thanks to how shallow the stairs are.

- - - -

Although Asar seems utterly unfazed by Woodruff's words, he does seem momentarily confused at the angel's presence. However, thanks to the guidance offered by Doreen's magic and Calia's inspiring words, Artemis strikes the powerful skeleton with a sound blow, nearly knocking Asar to the floor.

Meanwhile, Forest fires off a pair of arrows at the nearest skeleton as it creeps out from behind a column. The first misses, but the second strikes it in the center of its ribcage and, thanks to its blunt head, shatters the undead warrior into a hundred pieces. That's one down. Laird fires off a bolt of acidic energy that strikes the southwest skeleton and singes it a bit, though not badly enough to take it down.

- - - -

Round 2:

GM Rolls:

Asar, +1 longsword vs. Artemis: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Skeleton 2, scimitar vs. Woodruff: 1d20 + 0 ⇒ (11) + 0 = 11
Damage: 1d6 ⇒ 4
Skeleton 3, scimitar vs. Woodruff: 1d20 + 0 ⇒ (3) + 0 = 3
Damage: 1d6 ⇒ 6
Skeleton 4, scimitar vs. Artemis: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d6 ⇒ 3

The remaining skeletons close in to the front-liners, one moving to assist Asar while the other two target Woodruff. The burly angel, however, easily smacks aside both of the scimitars turned his way. Artemis once again is able to dodge Asar's attack, but the other skeleton strikes him in the arm with its deteriorating scimitar. Artemis takes 3 points of damage.

Perception DC 15 (free action):
The sound of heavy footsteps and the metallic creaking of armor can be heard quickly approaching from the north. It sounds as if Sariel is coming to join the fray!

The battle is going well for the party thus far! PCs are free to act for Round 2 now.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Round 2

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Oblivious to everything but the undead monstrosities before her, Calia darts forward between friends and foes both, leaping and pirouetting between the sea of legs surrounding her, her patchwork cloak swirling and accentuating her every movement. Gracefully, she lands on her toes behind Asar, facing Artemis between the monster's legs and jabbing forward with her sword to try and create an opening for Woodruff. It's a little sad, isn't it, Artemis? He's come all the way back from the Boneyard to have another go at us, and he's still losing.

Move action to use Perform (dance) for Acrobatics to move without provoking into flanking with Artemis, standard action to aid another attack to help Woodruff, free action to maintain performance.

Perform (dance) for Acrobatics to move without provoking: 1d20 + 10 ⇒ (11) + 10 = 21 Don't provoke unless Asar or the skeleton south of Woodruff has a 22 CMD or greater.
Aid another attack for +3 to Woodruff with flanking: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Success. +3 to Woodruff's next attack.


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Per: 1d20 + 6 ⇒ (14) + 6 = 20


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

The light-inclined one returns. How did he get past the pool feeling as he did... oh, right. Calia. The cavalry may be coming, but it doesn't look like it'll be needed. They're doing quite will. They have everything the enemy doesn't. Sapience, skill, skin. The three S's. But with all that had happened so far it was better to not let Doreen be surprised from behind. " Doreen. Switch spots with me. Someone's coming." He steps behind the witch and contemplates the logistic of shooting through four allies. The stairs weren't that steep. He tries to target the "normal" skeletons since the others have so-called Asar occupied. Trying to time his shots to weave between his friends engaged in melee is not easy.

5 foot step NE. Attack the skeleton Laird damaged.

Longbow 1: 1d20 + 6 + 1 + 1 - 2 ⇒ (7) + 6 + 1 + 1 - 2 = 13
Blunt Damage 1: 1d8 + 2 ⇒ (5) + 2 = 7
Longbow 2: 1d20 + 6 + 1 + 1 - 2 ⇒ (15) + 6 + 1 + 1 - 2 = 21
Blunt Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis seems angered further at the pain of the skeleton's . He roars defiance and swings his club in such a swooping arc he barely misses taking off Calia's head.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Club Dead: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 8 ⇒ (4) + 8 = 12

"YER GONNA STAY DEAD!!"

Status
》Rage 4/7
》AC 15 (Guarded Stance)
》Power Attack 1/2
》Inspire Courage


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff frowns at the undead's apparent unfazed demeanor but quickly casts such thoughts aside as he works on slamming at the skeletons that now assault him....

Slam with PA: 1d20 + 4 ⇒ (19) + 4 = 23
Boom: 1d10 + 5 ⇒ (6) + 5 = 11


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Can the Undead feel
The sad pang of regret
Or the pure bliss of
Misfortune?

Doreen silently moves to the side, allowing Forest his day in the light. She, meanwhile, turns her attention to the undead in charge. Her eyes narrow and she draws a card, attempting to hex the bastard.

Misfortune on the big bad. My guess is he'll make his Will save (DC 14) but its worth trying.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

GM Rolls:
Asar Will Save v Misfortune: 1d20 + 2 ⇒ (7) + 2 = 9 Fail!
Asar, +1 longsword v Artemis (Power Attack): 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Seems as if you were targeting the other generic skeleton, Artemis, right? If so it's toast.

- - - -

In a blaze of action, Artemis, Woodruff, and Forest all manage to shatter the skeletal henchmen of the undead Asar, scattering their bones about the crypt. Doreen's hex cuts straight through Asar's defenses, surrounding him with an aura of misfortune. Asar seems to hestitate as he realizes that he has badly underestimated the Heroes of Kassen.

With all of the other skeletons downed, Asar grits his teeth and swipes with all his might at Artemis, tearing a chunk out of the young warrior's flank. Artemis takes 9 damage!

Meanwhile, thudding footsteps pound down the bridge behind the party. Sariel, the young paladin, manages to charge past the twin villager statues and comes up behind Laird. "Sorry I'm late," he says. "I couldn't let you do this one your own!"

Perception DC 10:
Sariel looks grim- his cheeks are sunken and his hair is tangled and wild. He looks as if he has aged ten, maybe twenty years since the party last saw him that morning.

Round 3 - party's up!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Round 3

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Calia crows with triumph as the skeletal minions fall to pieces, and again as she sees Sariel charging forward, back to his old self...and then she realizes how unfortunate her mental turn of phrase really is. What could have done that in a day? He was out of it before, but not like that... Still, though, that concern could be dealt with later - for now, there were bigger problems, and dwelling on it would only distract everyone.

Come on, lazybones pig boy! she calls out in a tone playing at exaggerated mockery as she flourishes her blade. What, showing up to claim the credit while we're doing all the work? Now, now, I know you know better than that - get in here!

Free action to maintain performance for one more round, standard action to make aid another attack for +3 to Woodruff's next swing. Still flanking with Artemis.

Aid another attack with flanking, bard song: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21 Success. +3 to Woodruff's next attack.


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Artemis steps into his swing, shards of the shattered skeleton still flying as he attacks Asare!

"FOR KASSEN!! FOR OUR FALLEN!!"

Clubhouse Rock: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Asar
Confirm: 1d20 + 9 ⇒ (10) + 9 = 19 woohoo!!
Damage: 2d10 + 8 ⇒ (10, 4) + 8 = 22

Status
》Rage 3/7
》AC 15 (Guarded Stance)
》Power Attack 1/2
》Inspire Courage
》Flanking


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff also piles on...

Attack!: 1d20 + 5 ⇒ (11) + 5 = 16
Dam?: 1d10 + 3 ⇒ (5) + 3 = 8


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Laird continues to watch and wait to see if he can be of any aid, taking a moment to inspect the seemingly worn and haggard Sariel...

Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Per: 1d20 + 6 ⇒ (13) + 6 = 19
Calia wasn't teasing him about the blunt arrows after all, Forest notes as another arrow causes another skeleton to fall to bits. Would be more effective if could shoot entire trees like Artemis was doing. A breath of relief escapes him when Sariel, and not another monster or statue, comes in to view. Or what was left of Sariel. The unusually perfect looking paladin didn't look so perfect anymore. " Hey buddy. Did you do something with your hair?" The startling appearance of his companion causes Forest to send an arrow clattering off some unseen wall in the darkness.

Somehow I don't think these will be needed...
Longbow: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
Blunt Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Everyone else gets to have fun.
Let's see how he likes these cards.

Doreen draws and throws, using her weapon Harrow deck.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Sorry for the delay, guys. Trying to find a second job is, well... stressful.

Surprisingly, only Artemis managed to land a blow! On the other hand, it was a hell of a hit (more than 50% of this guy's health in one shot)!

GM rolls:

Asar: 1d20 + 9 ⇒ (19) + 9 = 28 Hit! Critical?
Crit Confirm?: 1d20 + 9 ⇒ (6) + 9 = 15 Confirmed!
Damage: 2d8 + 10 ⇒ (1, 2) + 10 = 13

Sariel: 1d20 + 6 ⇒ (16) + 6 = 22 Hit!
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

- - - -

Asar reels under the assault of the young heroes, barely defending himself from Woodruff's clubbing blow and Forest's arrow, while Doreen's harrow card strikes him between the eyes and Artemis's mighty blow nearly destroys him all at once. Asar cries out, ghostly voices filling the room.

Laird, keeping an eye on the newly-arrived Sariel, is shocked to see the paladin turn toward him, hatred in his eyes. "Die, child of Kassen!" Sariel shouts, Asar's voice layered over his own and seething with unnatural hatred! Due to observing Sariel, you are not flat-footed against his attack. Sariel's cold iron longsword cuts a deep gash across Laird's chest as he tries to dodge backwards! Laird, you take 8 points of damage! I think that puts you at 8 hp.

Asar suddenly laughs, despite the damage done to his skeletal body. "The battle is not lost yet, betrayer! You took everything from me! You took her from me! And now I'll take your life!" As he rants, he carefully measures Artemis and swings his blade overhead, cutting deep into the young man's shoulder with a mighty blow- Artemis is lucky not to be cut down in one swipe! Asar scores a critical hit against Artemis for 13 damage! I believe that puts you at -1 hp and dying, Artie.

PCs are up!


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Nope, I've forgotten about my temporary hit points from Rage. So I'm still at +3...

The massive sword strike brings Artemis to his knees, blood streaming from his shoulder, darkness smoking around his eyes. But the roaring furnace of his anger will not be denied! "No..." He spits a glob of blood to the side and grips his club for a mighty upwards swing. "NO, MONSTER! YOU AIN'T HAVIN' MY LIFE TODAY!!"

Rub-a-Dub-Club: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d10 + 8 ⇒ (5) + 8 = 13

Status
》Rage 2/7
》AC 15 (Guarded Stance)
》Power Attack 1/2
》Inspire Courage
》Flanking


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Calia gasps in horror as Asar's sword threatens to cleave Artemis in two - and her eyes go even wider as she sees Sariel turn on the good-hearted Laird, cutting a deep gash across his chest. It can't be...Sariel would never...it has to be this creep making him... She presses the attack with her short blade even harder, so focused on helping to take down the animated bones that she forgets even to smile, though her light-hearted comments continue to buoy her allies' spirits...at least for now.

Letting performance drop - it'll continue for two more rounds, and I'll see if we still need it at that point. Remember, everyone, we've still got those bonuses! Standard action to aid another for +3 to Woodruff's attack.

Aid another attack with flanking, bard song: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21 Success. +3 to Woodruff's attack. Be sure you're using the bonus from it!


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

Betrayal? From Sariel? No, that wasn't possible. Sariel was some kind of angel-thing. Asar. The sickness that pervades this place. That must be it. But Forest has no choice, he has to protect the others. If he can get the paladins attention, maybe he can take him alive. Jenna's bow and the arrows he had drawn fall to the floor and he draws his longsword, slashing horizontally at Sariel's chest.

Longsword Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Slashing Damage: 1d8 + 4 ⇒ (8) + 4 = 12


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

sorry finally back on grid and trying to catch up, will post in the am

-Posted with Wayfinder


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Larid gasps despite his unease and rocks on his heels at the blow. With Forest engaging Sariel, Laird attempts to step in a way that aids the ranger and strikes back with a spell of corrosive acid...

Attack, Corrosive Touch: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 2d4 ⇒ (3, 3) = 6


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff feels a surge of fear from Laird but tries to keep at the foe before him in an effort to make the fight end...

Attack!: 1d20 + 5 ⇒ (11) + 5 = 16 Ugh. Exact same roll. Garbage!


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Psst! Did you remember Inspire Courage and aid another?


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Allies turned enemies.
I suppose I should help him.
The jerk.

K (arcana): 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

What's the best way to break Sariel out of this?


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Psst..I er...no...lol So that would be another +3? Mebee?

Potential Damage?: 1d10 + 3 ⇒ (3) + 3 = 6


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Holy cow, I just realized how much damage you guys managed to do that round!

The retaliation of the party is terribly swift and effective- despite the sudden and shocking attack by their friend Sariel, the Heroes of Kassen fight on, unperturbed. Artemis's powerful blow finally shatters Asar's body, releasing a cloud of darkness from its shattered bones; the magical chainmail and longsword clatter intact against the ground while the rest of Asar's garments seem to corrode rapidly as whatever magic held the undead warrior together dissipates.

Doreen:
The enchantment corrupting Sariel's mind seems to be tied to the place itself, and to Asar. A spell that removes curse or breaks enchantments might be effective, but you do not have access to one yet. It is possible that with Asar out of the picture, Sariel might recover if removed from the Crypt and given time to rest. Some of that holy water from the shrine you found earlier might aid him as well.

Forest and Laird waste no time in shutting down Sariel's attack, with a fearsome blow from Forest sending the corrupted paladin reeling, and Laird's corrosive touch searing his flesh. Sariel screams and convulses, dropping his weapon and falling to his knees, clutching at his skull... before finally collapsing to the ground.

COMBAT OVER!

Congrats, gang- you've defeated Asar and knocked Sariel unconscious. Feel free to post as you like for the moment, I'll have a follow-up post tomorrow before I head off to work. Sorry again for the delays.


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

To save his life,
We must drown him.

"Grab the idiot. Toss him into the fountain we saw earlier. That should break any lingering enchantment. Maybe tie him up first. That should make him prettier."


NG Unchained Summoner HP: 16 AC/Touch/Flat 14/10/14 | Fort/Ref/Will +2/+0/+4 | Init +0 | CMB +0; CMD 14
Skills:
Perception +2, Perform (Sing) +4, Spellcraft +3, Kno: A/D/N/P: +3, Use Magic Device +5, Handle Animal +4, Profession (Woodcutter) +2

Lair gestures to Woodruff in half shock to aid in carrying off Sariel,
That was...unexpected! To think that Asar himself was given form and we....defeated him?


Angel Eidolon HP: 17 AC/Touch/Flat 16/11/15 | Fort/Ref/Will +4/+1/+3 | Init +1 | CMB +5; CMD 16 | Resistance (Acid/Cold)
Skills:
Perception +4, Sense Motive +4, Intimidate +13, Diplomacy +4

Woodruff moves to pick up Sariel and carry him back to the healing waters...


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

An odd feeling, attacking a friend. At least he was still breathing. It might not be too late for the paladin if they can get him above ground soon enough. "Sorry Sar. Laird made me do it." They weren't at a position to ask questions just yet. With Asar re-dead, Forest rushes to Dimira's side and places two fingers alongside her windpipe to feel for a pulse.

Per: 1d20 + 6 ⇒ (2) + 6 = 8
Heal: 1d20 + 5 ⇒ (17) + 5 = 22
Yay we saved the princess!


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

Waves of pain tear thru his chest as his blood pours from his wounds. Asar dissipates before his eyes, crushed and defeated and Forest rushes forward to Dimira.

His club feels so heavy, so he lets it go.

"Forest...For...is she...a...ali...?"

The world dims at the corners, his steps falter as he collapses to the stones. Blood pools and spreads from beneath his massive form.

Out of rage and down to -1 HP.


Female Gnome HP 16/17 | AC 17 | FF 13 | T 15 | Per +7 | F: 2 | R: 4 | W: 2 | Init +2 | Performance 8/8
Skills:
Diplomacy +7 | Disable Device +7 | Escape +3 | Know (arcana, local) +6 | Know (others) +2 | Perform (comedy, dance) +7
Prankster Bard 1

Artie! Rushing up the steps, Calia places a hand on Artie's shoulder, shaking him as she begins to murmur a Gnomish blessing in a panicked tone. Artie - you ok? Come on, we aren't out of here yet!

Cure light wounds: 1d8 + 2 ⇒ (6) + 2 = 8


Barbarian 2 | HP 21/21 (R25) | AC:18 (21), T:11, F:16 | CMD:15, CMB:+4 | Save F+4 R+1, W+0 | Init:+1 | Perc: +5 || Rage 7/7 | Uncanny Dodge Chosen Image

The wounds along his torso pucker with reddish-pink flesh and the blood ceases its flow. Artie's eyes flutter open to see a sideways world and Calia kneeling next to him.

"Aunt Cal?" He tries to push himself up but only succeeds in rolling himself into his back. "I thought that monster had done for me...ya brought me up?"

His eyes drift lazily around the room. He spies Forest with Dimira then he is shocked to see Sariel being tied up. "How long was I out?"


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Forest is able to discern that Dimira, though battered, is still alive- her wounds mostly appear to be the result of her struggling with her undead captors. She is unconscious and at -1 hp, but stable.

Woodruff hefts Sariel up into his arms after the lad's arms have been bound. Do you guys want to take him straight up to the fountain or wait until you're on your way back up?

The Everflame's glow seems to brighten in the wake of Asar's defeat, filling the room with a warm radiance. Below it lies the sarcophagus of Ekat Kassen himself. The sarcophagus is open, its lid of sculpted stone lying at its side. As he inspects Dimira, Forest is able to see that, within the coffin, Kassen's body is intact- dressed in resplendent scale armor and with a beautiful longsword resting on his chest. It seems that some spell has kept his body from rotting, as he appears as if he had only just passed on. The only damage to Kassen at all is the link of chain that hangs around his neck- which seems to have been broken as if someone had snatched the medallion right off of it. A faint blue mist appears to slowly seep out from Kassen's body and rises up from the sarcophagus...

Actions?


Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

The beauty queen needs to be healed.
The outcast can heal.
Isn't that just the way?

Doreen moves over to the Dimira and touches her forehead. She draws a card and channels the energy.

Cure Light Wounds

CLW: 1d8 + 2 ⇒ (7) + 2 = 9


Male Ranger/4 | HP: 36/36 | AC: 18 / T: 14 / FF: 14 | Fort: +5, Ref: +8, Will: +3 | M. Atk: +6, R. Atk: +8 | CMB: +6, CMD: 20 | Init: +4, Perception: +9

After Doreen has done her work, Forest gathers Dimiria into his arms and backs away from the sarcophagus, frowning suspiciously at the rising mist. "I think something's happening over here." Forest was never a big fan of magic and he has had enough magic for the day.

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