Gryphon Gold's Rise of the Runelords Campaign (Inactive)

Game Master Guy Player Man


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Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

If there's nothing more of interest in the three rooms, let's try the other door that looks like it leads to some stairs.


Map

The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the floor. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

I'll open up the pits. One at a time.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Lym performs another round of Detect Magic on the new area, just to be safe.


The first lid you remove reveals a 20-ft deep pit, holding a human zombie. Each pit you reveal afterwards contains the same thing.

Lym:
You don't detect anything above the pits, but in each pit you scan, a moderate aura comes from each zombie.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Are these zombies just trapped in these pits? Praxim would love to put them to rest, but doesn't really relish wasting what would likely be a lot of arrows, nor is he keen to jump into a narrow pit for hand to hand. If the zombies have no way of getting out, he's content to leave them there.


Yes, they're trapped.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Lym, you have acid splash or ray of frost ready? You could just keep it up until they drop.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

I have Ray of Frost prepared, but are zombies vulnerable to cold damage? I thought the undead were pretty resistant to it. Also, I dislike that moderate aura emanating from them. It could be from the spell animating them, but it might be something completely different.


Hello?


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

I just looked and undead as a creature type don't have immunity to cold. Normal zombies also don't have immunity. Ray of Frost should work.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Oh well, then, it should be just like shooting zombies in a pit!


Lym shrugs and starts shooting one of the zombies with a freezing ray, turning it into a popsicle. It cries loudly, and the other zombies begin wailing as well, filling the room with echoes.

After the first zombie is frozen through, Lym moves to the next hole and begins again.

Markum:
You hear the thud of footsteps on wood coming from the direction of the prison room.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

"There's someone coming." Markum warns


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim pivots towards the direction of Markum's gaze, smoothly drawing and knocking an arrow. He positions himself so that there is at least one zombie pit between himself and the source of the sound.


The sound of the footsteps get louder and everyone can hear the sound of a humanoid charging towards the pit room. Lym stands ready at the top of the stairs with a piece of butter between her fingers, then lets loose her spell, coating the top of the staircase with grease.

Goblin

When it gets to the top, you can all now see what advances. A large, mutated goblin, wielding several weapons, slips on the greased steps, but leans on the wall to keep himself from falling.

Roll initiatve. There's no surprise round.

Map


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Init 1d20 + 4 ⇒ (16) + 4 = 20
Markum moves to the square in front of the entrance (B9) and waits for the goblin to come to him and Vuvo

Scimitar 1d20 + 3 ⇒ (13) + 3 = 16
Damage 1d6 + 2 ⇒ (2) + 2 = 4

Bite 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Trip 1d20 + 4 ⇒ (20) + 4 = 24


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Init: 1d20 + 6 ⇒ (2) + 6 = 8

Arrow attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Point blank shot
Arrow damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Point blank shot


The goblin tries to climb the last few stairs, but slips and falls, hitting his head and busting it open on one of the steps. Lym takes advantage of the opportunity and shoots flames from her fingertips. The fire hits the goblin and grease coating it ignites, burning the goblin's flesh. Varg, still foaming at the mouth and in obvious pain, can barely manage to draw his weapon.

Praxim and Lym fire at the mutated goblin, Praxim's arrow hitting. With the creature fallen prone and wounded, Markum steps forward and slashes his sword through the goblin's skull, ending its life.

Afterward, Lym freezes the rest of the zombies. After five minutes, all the zombies are dead. When the flames have died, Lym chill the goblin's corpse, and Lona searches it. All she can find are the weapons it wielded: a masterwork scimitar, a masterwork hand axe, and a silvered dagger. The spellcasters detect faint magic from the scimitar.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim has no real interest in any of those weapons, though he would take the silvered dagger if nobody else really wanted it.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Markum will take the scimitar if no one objects.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

No objections. I'll take the scimitar and I guess Praxim gets the dagger.
I'm a little lost as to where we are right now. Let's continue on to the next area.

aid another from Vuvo
Perception 1d20 + 9 ⇒ (3) + 9 = 12

Perception 1d20 + 12 ⇒ (5) + 12 = 17 with aid another


You head south down the hallway until a path splits off to the left. You can see the top of a spiral staircase and, when you investigate, you find that, several steps down, the staircase has blocked off by a wall of rubble. You don't detect anything magical here.

Back in the hallway, you continue south and come to a door. You don't hear anything coming from the other side. Opening the door reveals the room beyond.

This strange room consists of a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space - a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or words far too often to be the effect of chance.

Map


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

I'll have Vuvo stay while I cautiously enter the room...


As soon as you enter, you begin floating in place.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

I backpeddle. If that doesn't work, I'll try to grab hold of something and pull/push myself out of the room.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim will quickly extend his bow out for Markum to grab hold of, and pull him in.


You're able to pull yourself out of the room.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Unless one of the arcane spell-geeks want to examine the room, Markum is done with it.


Lona and Lym examine the room, Lym detecting magic permeating the room. Lona enters and pushes herself back and forth across the spherical room. She eventually collects the book, scroll, iron wand, and wine bottle, before leaving the room for good.

The scroll is identified as a scroll of burning hands. The twisted wand is a wand of shocking grasp. The book radiates unidentifiable magic, is marked with a religious symbol, and is written in Abyssal. The bottle of wine seems normal.

Where to, now?

Map


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Even though he is concerned for his companions' silence, Markum is determined to explore the complex further. "Come on, Vuvo, let's finish this."
The stairs at B5


Map

After several flights of stairs you reach a small circular room. Water ripples quietly in a circular stone pool lined with skulls here. Smears of what looks like blood mar's the pool rim in places.

Suddenly, your ears are assaulted by a horrible, almost-deafening shriek.

Markum: You look up and toward your left and see a vargouille. As it shrieks, you feel your body tingling, and then starting to go numb at first, but you shake off those effects.[/ooc]

Vargouille

Initiative: Vargouille, everyone else

Round 1

The vargouille descends towards Markum and bites him on the shoulder (2 dmg).


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Point blank shot over Markum's shoulder

Attack: 1d20 + 7 + 1 - 4 ⇒ (13) + 7 + 1 - 4 = 17
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Vuvo leaps at the vargouille allowing Markum time to recover from its attack.
Scimitar: to hit 1d20 + 3 ⇒ (15) + 3 = 18
Scimitar: damage 1d6 + 2 ⇒ (6) + 2 = 8

Bite: to hit 1d20 + 4 ⇒ (18) + 4 = 22
Bite: damage 1d6 + 3 ⇒ (6) + 3 = 9
Bite: trip 1d20 + 4 ⇒ (2) + 4 = 6 is this possible with a flying opponent?


Round 1

Praxim shoots the vargouille, clipping one of its wings. Vuvo's bite injures it heavily, and Markum is able finish it off with a slash of his scimitar.

End of combat.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Markum looks to make sure everyone is ok before he continues up the stairs.

Markum Perception 1d20 + 10 ⇒ (12) + 10 = 22
Vuvo Perception 1d20 + 10 ⇒ (20) + 10 = 30 Scent, aid another


Continuing further...a flight of spiral stairs winds up around a circular pillar into darkness above. On the way up you run into a wall of rock blocking further passage.

Map


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Go back to B5 and down the 'southern' passage that we have not yet explored.
Markum Perception 1d20 + 10 ⇒ (11) + 10 = 21
Vuvo Perception 1d20 + 10 ⇒ (16) + 10 = 26 Scent, aid another


The passage going south branches into two passages going east. Which do you take?

Map


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

The upper one.


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

Praxim:
You detect evil when you get close to this room. After some moments, you're able to locate a single evil aura of moderate strength coming from the filthy water in the basin.

Map


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Varisian Chronicler:
Praxim pretends to examine the walls and basin from a distance while secretly examining the aura to learn more information.


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Markum detects magic


Praxim:
You've can't discern anything more about the water or the altar.

Markum:
After three rounds, you're able to detect magic coming from the filthy water in the basin. It's strength is moderate.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim frowns and points at the filthy water at the same time as Markum.

"There's something evil about that water. I'd recommend giving it a wide berth."


Aurora- Gnome Sorcerer (draconic, tattooed) 14| HP 88+11/88+11| AC 17 (21) T 13 FF 15 (19)| Fo +9 Re +9 Wi +12| Init +2 Percep 26| Spells 7th Lvl 3/4, 6th Lvl 5/6, 5th Lvl 7/7, 4th Lvl 8/8, 3rd Lvl 7/8, 2nd Lvl 8/8, 1st Lvl 8/8, Cantrip at will

Go open the double doors just up the hallway.

Markum Perception 1d20 + 10 ⇒ (7) + 10 = 17
Vuvo Perception 1d20 + 10 ⇒ (11) + 10 = 21 Scent, aid another


Map

This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, a ring of polished human skulls balanced on stone spikes arranged in circle around the deeper midsection. At the far end of the room, a pair of stone stairs leads up to a pulpit on which a second pool, this one triangular and filled with chuming, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and stream rise from the strange orange liquid, the room itself is deathly cold.

Quasit

Just then, a quasit appears out of nowhere, next to the pool of orange liquid. It scream at you, "You dare intrude upon the Mother's sanctum!" before slitting its own wrist with a dagger, allowing its blood to drip into the bubbling pool. "Let's see how you deal with sinspawn!" Almost instantly, a wrathful humanoid, like the ones you've already fought in these catacombs, forms from the liquid and sets its gaze on you.

No surprise round.

Battle Map

Initiative: quasit, PCs, sinspawn


Round 1

As soon as the sinspawn forms, the quasit disappears.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim moves in to H6, knocking an arrow as he weaves his way into the room, then readies an attack for when the sinspawn moves within 30 feet.
Arrow attack: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Praxim:
As the quasit's blood hits the orange pool, the pool's glow diminishes noticeably. You see a sudden look of worry on the quasit's face in reaction to the dimming glow of the pool.

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