GM Nani's Slumbering Tsar

Game Master Nani Z. Obringer

Nani's Gestalt Slumbering Tsar Campaign, set in Golarion.


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Grand Lodge

Male Elf Ranger 9//Witch 9

Momir Vig notices that something is...amiss with the situation. Observing the swirling patterns in the sand, his brow furrows as his eyes squint. A second later, he zips around, moving down toward his friends.
With a whisper, Momir speaks, "Is no ghost...I think it may be trap. Large burrowing...thing...maybe I can trick stupid creature, eh?...Although...don't know how stupid creature is if it make ghostly image? Argos perhaps a blessing to aid me in my plight?" With a confused look on his face, Momir turns around, zipping back to around 60 feet over the image, taking aim he lets loose a series of blunt arrows over the course of a few seconds, hoping to emulate foot steps, toward the ghostly image.
Survival Check1d20 + 13 ⇒ (18) + 13 = 31


Momir flies high up into the air as his companions look on approvingly. He stares intently at the ground beneath him, feeling the faint currents in the wind. Drawing five arrows, he pulls and releases in a rhythm, and they land in the sand below.

Thump.

Thump.

Thump.

Thump.

Thump.

Sand billows up with frightening speed from the ground directly beneath the ghostly apparition. Tentacles snap and thrash, seeking out the prey that triggered its ambush. Plumes of dust obscure its form...but it looks much like a grotesquely enormous upside-down starfish, five arms drawing prey into its central maw. Despite Momir's initial guess, this creature is actually huge in size.

<Picture: Dust Digger>

Knowledge (dungeoneering):

DC 19: This is a Dust Digger, an aberration that lives in the soil and catches prey via ambush. They see in the dark and can sense prey by vibrations in the earth.
DC 24: Normally these creatures are a small threat to the current party, but this one is quite larger than normal. They have the ability to move through the earth with the greatest of ease, as well as cause a collapse directly above them and drop prey right into their mouths.
DC 29: Dust Diggers can swallow their prey whole, at which point it is subjected to stomach acid and grinding.

It's not quite initiative...as the party is all rather far away and could just leave if we wanted to. But it's definitely angry and looking for prey at the moment.


In lieu of formal combat, I would like everyone to give two rounds of actions. Go ahead and assume simultaneous buffing.

Grand Lodge

Male Elf Ranger 9//Witch 9

Nocking an arrow, Momir drifts down toward the beast 15 feet, keeping himself out of range of the monster's tentacles. He nods towards the other and unleashes a salvo of arrows.

Combat Actions:
Round 1
Move
Attack 1d20 + 16 ⇒ (4) + 16 = 20 Damage 1d8 + 12 ⇒ (7) + 12 = 19
Round 2
Many shot Attack (Rapid shot) 1d20 + 16 ⇒ (14) + 16 = 30 Damage 1 1d8 + 12 ⇒ (8) + 12 = 20 Damage 2 1d8 + 12 ⇒ (4) + 12 = 16
Attack (rapid shot) 1d20 + 16 ⇒ (18) + 16 = 34 Damage 1d8 + 12 ⇒ (3) + 12 = 15
Attack 3 1d20 + 11 ⇒ (7) + 11 = 18 Damage 1d8 + 12 ⇒ (1) + 12 = 13
*Edited to Include Inspiration

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura begins the combat by acting out an ancient Chelish Opera in which forces of good destroy some evil beast. Weaved into this act is a small "reenactment" of the play, wherein the beast was being slayed while trying to eat a peasant boy on a horse.

Starting inspire courage +2 as a Perform act. In addition casting major image to have a boy on a horse riding directly towards the direction that the monster is, attempting to fool it into thinking to attack the image and not any of us. DC 22 Will save to disbelieve.

Once the illusory peasant is being attacked, she splits her attention to cast a spell while letting her creative mind continue the performance as the Chelish Opera lingers in the air.

Concentrating on the illusion with Spellsong. Magic Missile: 5d4 + 5 ⇒ (2, 4, 4, 3, 3) + 5 = 21


Male Aasimar Cleric (Crusader) 7

Argos plants his sword in the ground and gives a mighty prayer to Ragathiel. Suddenly a bastard sword appears next to him and flies towards the abberation, swiping at it's flesh.

Argos casts spiritual weapon and targets the dust digger. Attack: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Round 2: Attack: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V calls on her knowledge of aberrations and concentrates fire on the beast.

Knowledge (dungeoneering): 1d20 + 17 ⇒ (10) + 17 = 27
Bane versus Aberrations, Heroism, Inspire Courage

Round 1
Attack 1 1d20 + 19 ⇒ (4) + 19 = 23 Damage 1d10 + 2d6 + 4 ⇒ (2) + (1, 6) + 4 = 13
Attack 2 1d20 + 14 ⇒ (20) + 14 = 34 Damage 1d10 + 2d6 + 4 ⇒ (4) + (6, 3) + 4 = 17

Round 2
Attack 1 1d20 + 19 ⇒ (6) + 19 = 25 Damage 1d10 + 2d6 + 4 ⇒ (3) + (3, 4) + 4 = 14
Attack 2 1d20 + 14 ⇒ (8) + 14 = 22 Damage 1d10 + 2d6 + 4 ⇒ (10) + (3, 1) + 4 = 18


Momir signals the party and all of them leap to action like a well oiled machine. At the end of the first volley, the beast is merely injured and infuriated. It flails momentarily at Sakura's illusion, but quickly loses interest. It raises its bulk out of the sand, almost as if looking around for prey. This does the creature little good, however, as the second volley of arrows, bolts, and spells strike it. It doesn't even have the opportunity to consider fleeing, and its heaving bulk shudders in the dust, tentacles still twitching even as the main body controls them no more.

As the dust settles, the party moves in, still cautious. As they approach the ghostly figure, it seems to become more menacing with every step. While still unmoving, its visage evokes dread in all who behold it. Mishka refuses to go near it.

Averting eyes seems to alleviate the feeling, and Momir seems to be affected the least of the group. Turning the creature over reveals a cache of buried gear.

Loot:

A battered suit of half-plate, an amulet of mighty fists +1, and an unlocked iron chest holding 4pp, 135 gp, 342 sp, two rubies worth 900gp and a wand of detect secret doors (21 charges), a masterwork cold iron battleaxe, potion of eagle's splendor, and an arcane scroll of protection from evil.

GM Rolls:

Will Save 1d20 + 6 ⇒ (19) + 6 = 25

Grand Lodge

Male Elf Ranger 9//Witch 9

Although not as affected as the others, Momir still seems apprehensive of the ghostly figure, flickering in the daylight. Weary, Momir mumbles,"I'd hoped this thing would disappear with the best...Perhaps, though, "Momir conitnues as he glances back at Mishka,"this was some sort of...eh...ward? It wouldn't be the first thing out here that wasn't as it seemed."
Momir, curious with his sudden revelation, casts detect magic on the image.
Spellcraft1d20 + 17 ⇒ (8) + 17 = 25
Knowledge Religion 1d20 + 15 ⇒ (14) + 15 = 29


Momir studies the figure carefully, analyzing it with his magic. It seems not quite a ghost...it would be what scholars would classify as a "haunt". An echo of undeath lingering long after some horrific event or dark energies. This one in particular emits a fear gaze, causing the weak-willed to flee in fear. Presumably, the reason that the dust digger made its home here is that the phantom's aura would make for easy pickings. Momir notes that the figure itself appears to be a young man, gazing listlessly into the distance. It does not bear any marks of violence...leaving only the imagination as to what could have brought this terrible fate on him.

Haunts can be temporarily neutralized by positive energy, causing them to disappear or become inactive for some time. However, like ghosts, destroying them completely requires some sort of specific action to put the spirit(s) to rest, like burning down a haunted house.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura seems to avoid the gaze and view of the ghost, trying to forget about it's existence. "If that is true Momir, perhaps we can study how this haunt came to be later on. There are some magics that I know of that could divine what happened to it and perhaps might let use find how to put the spirit to rest."

At this Sakura takes a few moments to search around the horizon as well as her companions gathering up items. "That being said, I think perhaps we should find a safe, hidden area to rest for the night. I fear that my magic and song are nearly expended, and would rather not be caught unprepared in this wasteland."

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V nods in agreement with Sakura's words. "Give me but a moment to scout around. The lands here may be barren, but perhaps I can find a sheltered rise."

Survival Check: 1d20 + 17 ⇒ (19) + 17 = 36

Within about twenty minutes, V leads the party to a small rocky outcropping that gives some semblance of cover.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura spends the rest of the evening and partially into the night in meditation, calligraphic writing, and tea ceremonies. Near the end you notice that the tattoos running down her arms and onto her back have altered themselves during the evening. No longer is the shape of a fox present, but that of a statue.

Finished with her ritual and exhausted, Sakura rests for the remainder of the night and then prepares for another adventure in the morning.


Momir creates a sphere of shimmering force that slowly settles into an ashen gray matching the sand around them. Working with V, they brush the sand around the area and conceal the dome from prying eyes. The party rests for the rest of the day and a night. Sakura completing her ritual and Momir settling to his crafting. Momir, you may complete 2 hours of crafting, if desired.

During the dark of the night, the group hears an unearthly piercing keen outside of their camp. The party can see clearly outside of their hemisphere a pair of translucent ghostly forms, unable to penetrate the spell or see inside of it, but clearly aware of the life within. They press hungrily against the hemisphere, mouths stretching to grotesque proportions as if attempting to suck the warmth from those within.

Knowledge Religion:

DC 10: These are incorporeal undead.
DC 14: These are Screamers, the remnants of soldiers who have fallen to the horrors of mass conflict and warfare. Against the party, they are barely even a challenge, and it would take many more of them to be a true threat. However, their abilities should not be underestimated, as they drain charisma at a touch and possess a horrific scream that strikes fear into the heart.
DC 19: They are most famous for possessing the body of the living and then using their own limbs to commit suicide. Sadly, this is the only way to permanently destroy these malign spirits: kill a host while possessed. Otherwise, these creatures will reform in 24 hours.

The combat is furious but brief against the pitiful creatures. Momir's arrows strike true, freely passing out of the tiny hut and pulling away wisps of the creatures to their agonized screams. The rest of the party easily shakes off their screams, which pale in comparison to the burst of holy energy that Argos channels. V easily finishes them off with a few swipes of her holy sword, and the creatures dissipate with a last mournful howl. Though easy, the encounter sets the party on edge, reminding them of the dangers in the Desolation.

The rest of the night passes uneventfully. In the morning, the two crusaders complete their devotions side by side, sparring ritually before their prayers. Though their exercises differed by church and tradition, the two found much in common. The party prepares their daily spells, and set off in the direction of the last interest point on their map: The Burial Mound.
Area Map Updated

GM Rolls:

1d100 ⇒ 17
1d3 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

Despite her cautious nature, V seems to relax a bit with a fellow divine servant to perform her morning rituals. She seems impressed by Argos's bearing and skill, the mien of a inspiring military leader. Since leaving his tomb, he had been pensive, and V sensed that the weight of his task, removed from time, was bearing down on him. It would take some time, she thought, but he still has his divine purpose to drive him forward.

When the party comes within visual distance of the mound, V will cast heroism, ward of the faithful, perceive cues, and see invisibility.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura spends the morning conducting her normal routine allotting her time between writing and studying arcane symbols as well as conducting a tea ceremony for those willing to join. Immediately after these rituals she writes the Thassilonian symbols for Aburation and Necromancy on her hand, creating some form of magical wards on her body.

A moment later the new tattoo created the night before stretches off of her right arm and forms into a small wooden statue next to Sakura. She takes a few moments staring at the creature before inscribing the an Abjuration symbol on the back of the Kami. Once these are finished she seeks out Momir's bow and V's longsword, inscribing another, different, rune on the limb and blade respectively.

On the way to the next destination, she keeps up small talk with Argosm intent on learning his past and what he intends to do in the future. Once at the burial mound, Sakura simply takes a moment to recite a Tien haiku, temporarily increasing her valor.

Preparing spells, casting mage armor and false life on herself. Then casting mage armor on the Kami familiar. Then she casts greater magic weapon on Momir's bow and V's longsword. It gives the weapons a +2 enhancement bonus. Finally she prepares a new spell tattoo, placing it on Argos inscribed with dispel magic.

Grand Lodge

Male Elf Ranger 9//Witch 9

Momir uses what little time he can, using ancient blessings and wards to purify some of the trinkets hes collected on his travels into the desolation. His rituals complete, he pulls out a needle and thread, and begins to craft what seems to be a headband of some sort, ribbed with bone held by patchwork leather.
After about two hours, Momir collapses, overcome with exhaustion for the day.

The next morning, he awakes invigorated, and after a brief concert with Mishra and Mishka, including a communal breakfast featuring the hawk's morning catch, he summons several mighty steeds for his companions and himself. Additionally, he casts an extended Mage Amour and False Life on to himself.
Upon reaching the mound, he echo's V's castings, with the chant of a Heroism (extended), Perceive Cues, and Aspect of the Falcon (although this will be the last thing Momir casts before the party begins their "attack" on the mound, if we do).


Male Aasimar Cleric (Crusader) 7

At Sakura's conversation, Argos tells a little about his past. "I was born in 4598 during the reign of King Gaspodar in the noble city of Westcrown. My mother, a devout and blessed woman, took it as a sign of Aroden's coming that I was touched by celestial blood. My childhood was simple and carefree, and while my family was not noble, I never lacked for anything. Of course, everything changed when I was eight years old."

Argos sighs heavily, and glances at Sakura self-consciously, as if suddenly realizing she might not know of what he spoke. Her expression leaves no doubt, however, and he continues. "I suppose this must all be history to you now, my lady. Cheliax fell into an eternal civil war, which is how I grew up. My mother never recovered from Aroden's death... she had always dreamed of me entering service in his knighthood. And while her dream died, I felt like mine had just begun. How could I see the injustice around me and not respond? With the Last Azlant's fall, it was the time for more heroes to rise to the occasion. That is when I heard Lord Ragathiel's call, a fierce beacon of truth in a world that had become plunged into chaos. When the Church of Iomedae called for volunteers in the Crusade, I was among the first to answer its summons, and travel north. Cheliax had become a land of politics and infighting, and I had no desire to lift my sword against my brothers when I could lift it against a true evil."


A barren dirt mound rises from the ashen plain here. It too bears a layer of the powdery dust, but from patches visible here and there it is evident that it is constructed of the actual brown soil that lies beneath the dust layer of this area. Weathering and erosion have taken their toll on what was once probably a very regular, man- made construction. Now it is pitted and scarred with erosion draws but still rises to an impressive 40-foot height. Atop this prominence you can see a few large crows staring down at you with a sense of malevolent intelligence. In front of the party, there is a tunnel entrance that extends back into the mound.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura seems incredibly interested in the story that Argos gives, especially the knowledge that he knew what it was like when Aroden was alive. "It is history, but much of it is lost history. As you of course know, the world was thrown into chaos when Aroden died. Not only was this Worldwound created; portions of the Inner Sea simply disappeared into sea, not only Cheliax but my own homeland of Tian-Xia broke apart into civil war, and innumerable other conflicts began." Sakura shows a very wry smile at this last statement. "Conflicts which you might not understand, creating a form of government never seen before, something the Andorans call Democracy, but the rest of the world looks at Galt and calls it tyranny and murder."

Sakura takes a moment to bow her head and gives a somber look to Argos, "I don't know any other way to explain this to you, but I think you should know. Your homeland is no longer what it once was. House Thrune won the civil war that broke throughout Cheliax after Aroden's death, and now rules with the might of Devil's behind it's back. They are better than demons, surely, but they rule with an iron fist and part of the country have succumbed to depravety and devil-worship. Asmodeus has taken the place of Aroden in the country."

With this Sakura reaches to her neck, and pulls from just underneath her clothing a silver pendant in the form of a winged eye in the center of a circle. "You say that your story was history, and I think you might find me a fool for this, as you witnessed his death. But there are still a scattering of Aroden's followers left in this world, even if he is simply an ideal for us mortals to look at. His ideals of perfection, knowledge, and justice still are strong in this world, for those who would fight for it."

"Now come, I believe it is time to explore this tomb and see what secrets and horrors may lie within."

Just before entering, the tattoo on Sakura's right arm pops out onto the ground next to her and then disappears from sight. In addition, noticing that Momir is about to cast spells on himself, she touches his shoulder and says, "Wait one moment." She then pulls out a spent wand, and sings a short hymn on the wand as it begins to shimmer with a blue and gold radiance. Quickly this radiance engulfs Sakura herself and lights a small area around her. Nodding to Momir, she then pulls out a small scroll and reads the contents to Argos and then to herself, giving both courage for the area ahead. She finishes with a few short arcane words and gestures, creating multiple images of herself.

Casting arcane concordance before Momir casts all his spells, those spells are automatically extended. Then casting an extended heroism on both Sakura and Argos, and finally an extended mirror image. The Kami is coming out and casting invisibility on itself. Images: 1d4 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V casts expeditious retreat immediately before leading the way in.


The party approaches the mound and the crows caw menacingly at the intrusion, but no not take any other actions. A newly dug tunnel, roughly 10ft wide but only 5ft tall, extends back into the mound before rounding corner and sloping into a low burrow. V, in the lead, steps cautiously into the burrow.

Perception Check:

DC 20 (add distance): There is a creature hiding in the burrow! You may act in the surprise round.

Initiative Rolls:

V: 1d20 + 8 ⇒ (5) + 8 = 13
Sakura: 1d20 + 3 ⇒ (8) + 3 = 11
Momir: 1d20 + 12 ⇒ (12) + 12 = 24
Mishka: 1d20 + 7 ⇒ (3) + 7 = 10
Argos: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 - 1 ⇒ (2) - 1 = 1

A squat reptilian eight-legged monster scrambles out from the crevice in which it was hiding, and hisses furiously at the party. It dashes into a position where it can see all of the intruders.
The low 4ft ceiling in the burrow proves difficult for the party, though it doesn't seem to affect the lizard. The low height imposes -2 AC and -2 to attacks, unless the attack is with a melee piercing weapon. Mishka is considered squeezing. Everyone who is in the gaze (see map), please give me a fortitude save at the start of your round.

<Combat: Barrow 1 R0>

Knowledge (arcana):

DC 15: This is a Basilisk, a vicious creature that can petrify with a gaze attack.
DC 20: Unlike the more threatening medusa, the basilisk's petrification has one remedy. If a creature turned to stone is coated in the blood of a freshly slain basilisk, she becomes instantly restored to flesh.

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

Perception: 1d20 + 22 ⇒ (13) + 22 = 35
Knowledge (arcana): 1d20 + 17 ⇒ (14) + 17 = 31
Fort Save: 1d20 + 14 ⇒ (4) + 14 = 18

Surprise Round:
"Avert your eyes, it's a basilisk!" calls out V as she averts her own gaze. She steps up to the creature and attacks it with her shield, taking advantage of the spike in the tight space.

Shield Slam: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Miss Chance: 1d100 ⇒ 53

EDIT: I realized I couldn't exactly shield slam it anywhere form my angle, so edited to be a power attack instead

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Knowledge (arcana) 10+16=26

Upon hearing V yell out that it is a basilisk, Sakura immediately understand what that is and closes her eyes. She then start singing a battle hymn, hoping to cut this fight short.


Male Aasimar Cleric (Crusader) 7

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Oblivious of the upcoming danger, Argos does not realize that any sort of creature has begun attacking at all.

Grand Lodge

Male Elf Ranger 9//Witch 9

Perception: 1d20 + 24 ⇒ (15) + 24 = 39
Knowledge (arcana) 1d20 + 16 ⇒ (11) + 16 = 27
Handle Animal 1d20 + 14 ⇒ (13) + 14 = 27

Realizing the nature of the foul beast, Momir averts his stare and does his best to get Mishka to do the same.
Remember the location of the beast, Momir draws an arrow and lets one fly.
Attack: 1d20 + 18 ⇒ (10) + 18 = 28 Damage: 1d8 + 12 ⇒ (6) + 12 = 18 If hit, Cast Ear Piercing Scream (From Spell Storing) DC 16 Fort, 4d6 ⇒ (6, 4, 1, 4) = 15
Miss chance, high is good. 1d100 ⇒ 62


V calls out a warning just as the lizard creature dashes into sight. Reflexively, Momir shoots into the creature, and the wails of his ancestors seem to completely befuddle the creature. V smashes it with a quick blow from her shield, and the creature falls limp. The battle is over in the blink of an eye.

In the aftermath of the brief battle, the party has a look around the burrow. The creature does not seem to have accumulated any treasures.

Perception Check:

The back wall of the burrow seems weak and crumbling compared to the rest of the hollowed out walls.

GM Rolls:

Momir Gaze Chance: 1d100 ⇒ 53
Basilisk Fort: 1d20 + 9 ⇒ (6) + 9 = 15

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura takes keen interest in the wall at the back, staring at it for a moment and inspecting what it could mean. Apparently while doing this the little statue kami stares at the same space and then perhaps shrugs what may be called its shoulders.

Kami's aid: 1d20 + 1 ⇒ (7) + 1 = 8
Knowledge (engineering): 1d20 + 8 ⇒ (11) + 8 = 19

Kami's aid: 1d20 + 1 ⇒ (5) + 1 = 6
Lore Master on History for this mound for 28.


Looking around the mound, Argos states, "This is the cairn that they call Tark's Mound. A great barbarian warlord is buried here." Sakura thinks for a moment and recalls a legend from the Crusades about such a name.

The Legend of Tark:

Men of all kinds flocked to the banner of the First Mendevian Crusade. One of these was the infamous Kellid warlord Tark who led his barbarian horde to assist in the attack on Tsar. This was not done out of any great loyalty or allegiance to the good deities or even the civilized realms. Rather this merely illustrated that an entity as vile as Orcus attracts enemies of all kinds. Few within the Iomedean Order were comfortable with the presence of the barbaric and uncouth warriors of Tark, nor even the vicious warlord himself. However, before long all were thankful for the presence of these peerless warriors and their savagery in battle.

Mere weeks after the crusaders had encamped on the plain outside Tsar, when only the beginning skirmishes of the epic battle to come were being fought; it was Tark and his band that turned the fate of battle in favor of the cause of Good. Orcus had long anticipated just such an attack, though he had perhaps underestimated the attackers’ strength and resolve. To prepare for such an event he had allied his disciples with many foul races of the Under Realms. These loathsome aberrations and creatures of all kinds had delved a tunnel beneath the plain so that it could arise far from the walls in the very midst of any besiegers’ should the need arise. When the Army of Light was dug in, these foul allies from the lightless deeps completed their tunnel, opening it in the unsuspecting camp in the darkest watches of a moonless night and pouring out in a braying, gibbering horde of terror. The tunnel opened in the camp of Tark. The Under Realm horrors never had a chance.

The warriors of Tark, hardened berserkers all, were accustomed to sleeping in their light armor with weapons at hand. Their senses, sharpened through a lifetime of constant battle and feuding, detected the work of the tunnelers just before it opened among them. The barbarians were horribly outnumbered and the bloody battle raged for an hour before the nearby encampments of troops could rally and organize to join in the battle. By the time they had arrived Tark and all of his warriors were dead, lying on heaps of bodies that were once their attackers, but the backbone of the surprise attack had been broken. In the face of fresh troops the few surviving creatures fled screaming back into the tunnels. Their defeat was so sound that their alliance with the disciples of Orcus was forever broken, divesting the defenders of Tsar of a full quarter of their forces. Realizing the enormity of what had occurred and the disaster that had been so narrowly averted, the generals and war captains of the crusade reverently recovered all of the barbarians’ bodies, including that of Tark himself surrounded by the corpses of an army of aberrations. Gathering them together they raised a barrow mound there over the spot where they fell and esteemed it as sanctified ground in honor of the valiant heroes interred within.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Inspecting the inside of the mound, Sakura relates the story of this place, as far as she can place it from examining the interior. "It looks like the wall here is weak, and if we perhaps had time or the resources later on, we could fix the mound so that it stands for longer. As it is however, I don't believe there is much more to explore here. Perhaps we should head south to our old spidery nemesis from a few month ago?"


As Sakura speaks, the small statue kami makes a musical noise, like the sound of the wind whistling through a natural hole in a stone. It has pressed itself agains the weak wall, as if listening to it. Then it picks up a stray stick from the ground, and pantomimes digging.

"Ancient tunnel dark,
Break through veil of earthen shroud,
Land of life to death."

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Sakura stops for a moment and then looks back at the deteriorating wall. "It seems that the Kami has a very good point however... perhaps we should excavate this wall and see what is behind?"

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V shrugs, partially amused by the kami's actions, but also wary of its words. She takes her magical iron bar and manipulates it into a shovel. With the first few shovels of earth, it becomes clear that there is indeed an older tunnel behind the basilisk's lair. It also has a higher ceiling, giving relief to the tall members of the party. Her task complete, V rearms herself with her weapons and nods to the rest of the party.

It takes about 5 minutes to clear the passage.

Grand Lodge

Male Elf Ranger 9//Witch 9

Momir draws his bow, standing next to V. Mishka behind him, Momir mumbles, the a slight tremble to his void, "Another land where yet the sanctity of death is perverted by unlife." His thoughts to himself subsiding, his demeanor softens as he knocks an arrow, "Better to be made land of death to death, eh? Heh."


The revealed tunnel is crude, but seems stable. Visible in the dirt and rock walls are embedded skeletal remains, poking out here and there. The party advances cautiously past the opening.

Perception Check:

DC 15: There appear to be fissures in the walls, opening formed along natural fault lines.
DC 25: Your keen senses tell you that there are some manner of crawling creatures hidden in the fissures up ahead. They are on either side of the tunnel, and sound like they are quite enormous.. You may act in the surprise round.

Initiative Rolls:

V: 1d20 + 8 ⇒ (11) + 8 = 19
Sakura: 1d20 + 3 ⇒ (6) + 3 = 9
Momir: 1d20 + 12 ⇒ (11) + 12 = 23
Mishka: 1d20 + 7 ⇒ (2) + 7 = 9
Argos: 1d20 + 0 ⇒ (15) + 0 = 15
Enemy: 1d20 + 0 ⇒ (13) + 0 = 13

Surprise Round Initiative:
23: Momir
19: V
15: Argos
9: Mishka
9: Sakura
0: ???

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

Perception: 1d10 + 22 ⇒ (8) + 22 = 30
V holds up a fist to signal a stop, listening carefully to the sounds of shifting and rasping in the walls. She gets a better grip on her shield and prepares to strike anything that might approach.

Longsword: 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Kami Perception: 1d20 + 17 ⇒ (9) + 17 = 26

The small invisible Kami tugs at Sakura's adventuring Kimono, attempting to alert her to danger ahead. The Kami then picks up a rock, thinking to throw it at anything that tries to attack Sakura.


Male Aasimar Cleric (Crusader) 7

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Oblivious to danger ahead, Argos bumps into the person in front of him.

Grand Lodge

Male Elf Ranger 9//Witch 9

Momir Perception: 1d20 + 24 ⇒ (2) + 24 = 26
Mishka Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Momir keys in on the movement in the wall, nocking an arrow in case a foe appears.
He nudges Mishka in the haunches, to be on guard, but realizes with a sidelong glance that she is currently attempting to paw out some grubs...
Attack: 1d20 + 18 ⇒ (20) + 18 = 38 Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Confirmation 1d20 + 18 ⇒ (2) + 18 = 20 Extra Damage: 2d8 + 24 ⇒ (5, 2) + 24 = 31

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Kami's attack roll, if needed: 1d20 + 9 ⇒ (7) + 9 = 16 Damage: 1d3 + 2 ⇒ (1) + 2 = 3


Round 1 Initiative Order:

15: Argos
9: Mishka
9: Sakura
23: Momir (readied)
19: V (readied)
0: Barrow Worms

A few of the party members hastily ready attacks as they listen to the sounds of an enormous shifting in the walls. As fast as lightning, a massive worm covered in bristles darts out of its den. Two scythelike mandibles snatch madly at V , but find no purchase, before retreating back. Momir's arrow strikes it deep right behind the jaws, and V lands a blow as it moves back. But as she is busy attacking the first worm, a second one strikes from the opposite wall, its vicious jaws biting deep into the Crusader. It attempts to grab her, but she manages to wrench free from its grasp.
21 Damage to V.

<Combat Map: Barrow 2 R1>

Knowledge (dungeoneering):

DC 23: This is a Barrow Worm, a frightful vermin that lives in dark underground tunnels. It is adept at squeezing itself into tiny spaces, and then shooting out and dragging prey back into their burrows.
DC 28: Barrow Worms are extremely averse to light. They suffer continuous damage under the rays of the sun or similar spell effect, and are known to immediately retreat. They can even sometimes be fooled with a lowly flare spell.

GM Rolls:

Worm 1 Attack: 1d20 + 15 ⇒ (9) + 15 = 24
Worm 1 Damage: 2d8 + 9 ⇒ (6, 7) + 9 = 22
Worm 1 Grab: 1d20 + 19 ⇒ (8) + 19 = 27
Worm 2 Attack: 1d20 + 15 ⇒ (14) + 15 = 29
Worm 2 Damage: 2d8 + 9 ⇒ (6, 6) + 9 = 21
Worm 2 Grab: 1d20 + 19 ⇒ (3) + 19 = 22
W1: -65


Male Aasimar Cleric (Crusader) 7

Quickly unsheathing his weapon, Argos takes a few steps forward while yelling out, "Momir, V, stand strong against the heathens of the Abyss!"

5-foot step forward to J14. Inspiring Command affecting V, Momir, and himself. +2 insight on attack rolls, AC, combat maneuver defense, and skill checks for 1 round.

Lantern Lodge

Female Human (Tian-Shu) Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Knowledge (dungeoneering): 1d20 + 8 ⇒ (3) + 8 = 11

Sakura looks down a moment near the floor and smiles at the tug from the kami. I'll keep on better alert in the future. Then looking to her companions, she begins reciting an epic poem of underworld adventure and battle. Then, taking a step forward to the space left by Argos, she weaves her poem into arcane motions of her hands, touching V and infusing the half-orc crusader with positive energy.

Starting inspire courage; +2 competence bonus on attacks, damage, and saves vs. fear. Then stepping up to K14 and casting cure light wounds on V. 1d8 + 5 ⇒ (5) + 5 = 10

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

Knowledge (dungeoneering): 1d20 + 17 ⇒ (16) + 17 = 33

V calls out to the rest of the party, "Don't let them hit you, they'll drag you into their den!". She moves up to the second worm, hoping to draw their attention.
Move to G15, attack once with power attack and combat expertise

Sword Attack: 1d20 + 18 ⇒ (16) + 18 = 34
Sword Damage: 1d8 + 20 ⇒ (4) + 20 = 24

Grand Lodge

Male Elf Ranger 9//Witch 9

Knowledge (Dungeoneering) 1d20 + 16 ⇒ (16) + 16 = 32
With one hand, Momir reaches back and with one hand draws 4 arrows, launching all of them quicker than the eye can track.
With a whistle, Momir motions to Mishka, sending her to guard V's flank.
While watching his arrows soar he calls to his friend, "Is Barrow Worm...do not like light, will scare it off or at least weaken it."
Mishka to guard V, attacking anything that moves within her range.
Attack: Bite 1d20 + 15 ⇒ (10) + 15 = 25 Damage: 2d6 + 14 ⇒ (1, 3) + 14 = 18. Trip 1d20 + 17 ⇒ (20) + 17 = 37
Momir's full attack against the one he shot last...if he cannot see it, he will fire on the other.
Rapid shot, Multishot, Attack: 1d20 + 18 ⇒ (8) + 18 = 26 Damage: 1d8 + 12 ⇒ (6) + 12 = 18, 1d8 + 12 ⇒ (7) + 12 = 19
Rapid shot 2, Attack: 1d20 + 18 ⇒ (17) + 18 = 35 Damage: 1d8 + 12 ⇒ (2) + 12 = 14
Iterative Attack: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d8 + 12 ⇒ (6) + 12 = 18


Initiative Order:

15: Argos
9: Sakura
23: Momir
19: V
9: Mishka (readied)
0: Barrow Worms

Round 1:
Argos steps up and shouts his blessings to the group. Mishka dashes in front of V and growls menacingly at the worms. Momir releases his arrows into Barrow Worm 2, striking true with every arrow. The creature hisses and writhes, trying to escape from the arrows, but finds no relief as V moves past the wolf and strikes it again. The mighty creature drips ichor from its wounds, but seems as if it is not defeated yet. Again, the worms dart out from their dens. Mishka intercepts the first worm as it attacks her, ripping out a chunk from its side. It retaliates against the soft furry prey. It latches onto the wolf and pulls it against the entrance to is burrow, completely blocking the way. Mishka yelps in pain as the creature begins to feast on her flank. On the opposite side, the second worm is excited by the scent of fresh blood, and its frighteningly enormous mandibles reach around V's shield and cut deep into her shield arm. Fortunately, the half orc manages to wrench free of its grasp before it can drag her away.
14 damage to Mishka, then 44 from the constrict. 15 damage to V.

GM Rolls:

Worm 1 Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Worm 1 Damage: 2d8 + 9 ⇒ (1, 4) + 9 = 14
Worm 1 Grab: 1d20 + 19 ⇒ (19) + 19 = 38
Worm 1 Constrict: 4d8 + 18 ⇒ (8, 6, 4, 8) + 18 = 44
Worm 2 Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Worm 2 Damage: 2d8 + 9 ⇒ (5, 1) + 9 = 15
Worm 2 Grab: 1d20 + 19 ⇒ (10) + 19 = 29
W1: -83
W2: -93

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V roars at the creature before her, determined to bring it down. Her sword lights up in dark flame, and she concentrates all of her fury on the worm.
Bane v Vermin, Combat Expertise, Power Attack

Sword 11d20 + 16 ⇒ (10) + 16 = 26, 1d8 + 19 + 2d6 ⇒ (5) + 19 + (2, 4) = 30
Sword 2 1d20 + 11 ⇒ (19) + 11 = 30, 1d8 + 19 + 2d6 ⇒ (8) + 19 + (3, 6) = 36
Shield 1 1d20 + 13 ⇒ (1) + 13 = 14, 1d8 + 9 ⇒ (3) + 9 = 12
Shield 21d20 + 8 ⇒ (18) + 8 = 26, 1d8 + 9 ⇒ (3) + 9 = 12
Sword 2 Confirm 1d20 + 11 ⇒ (2) + 11 = 13, 1d8 + 19 ⇒ (7) + 19 = 26

Grand Lodge

Male Elf Ranger 9//Witch 9

Momir grows enraged upon hearing Mishka's yelps mixed with the crunching of her bone as the worm crushes her. He whispers, "The desolation will not claim you, yet, old friend." Momir reaches back, with the same quickness he had moments ago, drawing a grip of arrows, he lets loose another salvo, hoping to free Mishka.
Mishka, using what little energy she has left in her, does her best to rip at the vermin's underbelly, hoping to spill its guts onto the ground.
Attack: Bite 1d20 + 15 ⇒ (18) + 15 = 33Damage: 2d6 + 14 ⇒ (3, 2) + 14 = 19
Momir's full attack
Rapid shot, Multishot, Attack: 1d20 + 18 ⇒ (14) + 18 = 32 Damage: 1d8 + 12 ⇒ (3) + 12 = 15, 1d8 + 12 ⇒ (2) + 12 = 14
Rapid shot 2, Attack: 1d20 + 18 ⇒ (8) + 18 = 26Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Iterative Attack: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d8 + 12 ⇒ (8) + 12 = 20
If at any point Mishka is able to retreat, Momir will order her to come, standing behind Momir, limply.


Momir leaps to defend his faithful companion, skillfully sidestepping and ducking low to shoot through Mishka's legs. He strikes the soft underbelly of the worm, and it flails helplessly. It releases its grasp on Mishka and attempts to retreat into its den, but Momir's assault is both fast and merciless. On the other side of the tunnel, V plunges her sword into the worm, and then smashes its head with her shield. Both worms cease their attacks, and twitch their final death throes.

Silver Crusade

Female Half-Orc Inquisitor 9//Fighter 9

V turns to check on the rest of her party and assures herself that her companions are alright. "I could probably use some moderate healing, if it is not too much to ask," she remarks to Argos.

She drags the worm in front of her out of its burrow, and searches behind for anything of interest. She then repeats this with the other worm.

Take 10 on Perception for 32

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