Jelani's Wrath of the Righteous (Inactive)

Game Master Brian Minhinnick


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Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

Fidget's simple mind almost feels pity for the clumsy mongrelman who hits the back of his own head. "Poor dummy," she laments. Her moment of weakness makes her scimitar slice go wide.

Scimitar: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 ⇒ 3

Attack the dummy mongrelman.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nat and Bart get again to work, the spirit after the archer the summoner after the mongrelman, moving in grim unison.

Bite: 1d20 + 5 ⇒ (15) + 5 = 20 1d6 + 6 ⇒ (4) + 6 = 10
Sword: 1d20 + 5 ⇒ (17) + 5 = 22 2d4 + 7 ⇒ (3, 1) + 7 = 11


Updated Map


Tik nervously edges a bit closer, cranes his neck to see the archer, and pops a bloodshot eye out at her. "Tongue of newt, sphincter of duck / 'Fraid your aim is gonna suck!"

He then bursts into a wailing laugh. "HAHAHAHA, ho ho ho ho, tee heeheheheehee!"

________________________

5' step to M15. Evil Eye -2 to Hit for 1 round (saved). Move to cackle to make it 2 rounds.

Will: 1d20 + 6 ⇒ (15) + 6 = 21


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria drops her glaive now that Bart has stepped in to combat with the archer, squatting down to grab her bow and knock an arrow as she rises. She lets an arrow fly under the lion-like-creature's arm that hits the mongrel-archer in the ribs.
__________
Move: Pick up bow.
Free: Drop Glaive.
Standard: Shoot

Attack: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Round 4

Fidget's simple mind almost feels pity for the clumsy mongrelman who hits the back of his own head. "Poor dummy," she laments. Her moment of weakness makes her scimitar slice go wide. The mogrel falls to the floor, bleeding out rapidly.

Nat and Bart get again to work, the spirit after the archer the summoner after the mongrelman, moving in grim unison. Bart tears the archer's throat out with his teeth. Nathaniel rams his blade through the chest of the unconscious mongrel, killing it.

End Combat

400 XP each.


Everyone can level up to level 3!


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

And still no rest to actually acquire my spells! RRRAAAAGGGGHHH!!!


What's stopping you from resting?


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Well, we never have stopped yet is the only reason. HAHA. I think we stopped one time, and that was before we leveled if I recall...(Double Checking). I was wrong, we rested after the crazy dwarf. So I have me spells! ZOMG the power!


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria moves over to the archer mongrel thing, her bow still drawn, knocked, and ready to fire as she kneels down. Only when she is certain the coast is clear does she relax the bowstring long enough to examine the fallen.


The bow woman is a mongerlfolk. She was carrying potions of cure light wounds (2), wand of ????, mwk chain shirt, club, mwk long bow with 17 arrows, obsidian unholy symbol of Baphomet worth 20 gp, and 34 gp.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

The rush of combat leaving his limbs, Nat sags a little and lets his blade's point hit the ground. Resting a moment, he tears a strip off the mongrelman's clothing and carefully cleans his blade with it. Bart does similarly with his claws. The two eventually stand and the elf looks around. "Well fought, all. No casualties, no warning sent on ahead. Well... well fought." Straining inside for the sunlight to warm him and the fresh air to clean his insides, Nat begins searching the rooms to the north and north-east.


H3 (Northeastern)

A rack of hooks hangs from the ceiling, cured slabs of meat dangling from them and filling the room with a smoky aroma. A group of barrels appears to hold other preserved foodstuffs. The meat hanging here is primarily dire rat and mongrelman meat-it's all stringy, over-salted, and fairly unappetizing.

H10 (Northern Room)

The worked stone walls of this large room hold a number of shelves, each of which display the preserved bodies of dire rats , bats, rock vipers, cave lizards, and other creatures that pose in eerie stillness. A pair of bedrolls have been laid out to the southeast.

Two women stand in the room, one bearing a scythe and the other a glaive. They are armored and have some kind of holy (or unholy) symbols around their necks. One of them is holding a scroll, seemingly prepared for something to come through the door. She finishes the last word as Nat pops in. As the spell hits him, he feels an unnatural terror building rapidly in his gut, but he forces most of it down.

Nat will save: 1d20 + 4 ⇒ (11) + 4 = 15 success
Nat is shaken for 1 round.

Initiative:

Fidget: 1d20 + 5 ⇒ (1) + 5 = 6
Nathaniel: 1d20 + 1 ⇒ (19) + 1 = 20
Ruarc: 1d20 + 3 ⇒ (11) + 3 = 14
Tik: 1d20 + 7 ⇒ (13) + 7 = 20
Valeria: 1d20 + 3 ⇒ (15) + 3 = 18
Monster: 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (12) + 3 = 15

Cultists 18.5
Party 15.6

Begin Round 1

The cultists step to either side of the doorway, preparing to attack whoever comes through.

You guys are up.

Map


No posts from anybody in three days? We done playing here or something, guys?


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Well, Valeria can't see anything and is also not the "lead the way in" type.


Tik tiptoes forward, hoping to see one of the assailants without endangering himself. If he does so, he twitches his whiskered nose at her.

The rat man's lip curls in a mean-spirited smile, revealing sharp yellow teeth, as an almost palpable malaise of ill fortune settles over her.

______________________

Move: to K15 (or closer, if needed to see one of them).
Stnd: Misfortune @ I18 (assuming I can see her).

Will (dc 14): 1d20 + 4 ⇒ (5) + 4 = 9

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

His stomach flickering between ice and turmoil, Nat hefts his blade. "Everyone, follow us!" Claws ready, Bart pounces past Nat into the room, braced for their blows. Nat follows and strikes out himself- please hand be steady please please. The lion-man roars an otherworldly challenge at his enemies fall fall fall before us

Bart move to H17, attack eastern enemy
Nat 5ft step to I17, attack eastern enemy
Bart bite: 1d20 + 6 ⇒ (15) + 6 = 21 1d6 + 6 ⇒ (2) + 6 = 8
Nat swing: 1d20 + 3 ⇒ (5) + 3 = 8 2d4 + 7 ⇒ (2, 4) + 7 = 13


Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

After this combat, Tik still needs to try to identify the wand we found.

Fidget scurries up to the northern room to get a better look at their new opponents. She draws her scimitar on the way. She can't help but notice all the cured meats on the wall. Lizard meat? I wonder if it tastes anything like turtle?

Double move to G17.


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria draws back the string of her bow, arrow knocked and ready to fire should any hostile target reveal itself.
__________
Readied Attack, Point Blank Shot: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage if attack is used: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Round 1

The cultists step to either side of the doorway, preparing to attack whoever comes through.

Tik tiptoes forward, hoping to see one of the assailants without endangering himself. If he does so, he twitches his whiskered nose at her.

The rat man's lip curls in a mean-spirited smile, revealing sharp yellow teeth, as an almost palpable malaise of ill fortune settles over her.

His stomach flickering between ice and turmoil, Nat hefts his blade. "Everyone, follow us!" Claws ready, Bart pounces past Nat into the room, braced for their blows. The two cultists lash out at him with glaive and scythe, but they cannot pierce his otherwordly hide. As he moves past them to make room for Nat, they strike him again, and again he resists their blows thanks to Tikneser's curse. Nat follows Bart and strikes out himself- please hand be steady please please. But he misses the cultist.

Fidget scurries up to the northern room to get a better look at their new opponents. She draws her scimitar on the way. She can't help but notice all the cured meats on the wall. Lizard meat? I wonder if it tastes anything like turtle?

Ruarc also moves into the chamber, his shield held high as he skirts past Nat and the cultists.

Valeria draws back the string of her bow, arrow knocked and ready to fire should any hostile target reveal itself. Except none does.

End of Round 1
================================
Begin Round 2

The cultists giggle with wicked delight as they find Nathaniel trapped between them. "For Deskari!" one shouts. "And Baphomet!" shouts the other as they both swing their weapons at the frightened summoner. The cultists spend too much time praising their demonic lords, instead of fighting well, and Nathaniel easily dodges the blow of the Baphomet cultist. The servant of Descari however gives him a nasty slice across his back with the scythe.

Ruarc steps to the side, and swings Justice at the glaive wielding cultist. The black steel of the blade slices cleanly through the cultist's armor and cuts her wide open. She screams as her guts begin to dribble out of the wound.
________________________________

Readied attacks on Bart: 3d20 ⇒ (11, 10, 14) = 35 Misses
AOOs on Bart: 3d20 ⇒ (12, 5, 1) = 18 Misses

Attacks on Nat: 3d20 ⇒ (17, 10, 12) = 39 One hit
Damage to Nat: 2d4 + 3 ⇒ (3, 4) + 3 = 10

Ruarc on Green: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

Everyone's up.

Map

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

The last of the cultist's magic is flung away from Nathaniel's mind, clearing his thoughts and gaze. He turns, raises his own blade and lets out his own cry, a harsh Brevic growl in his voice. "For House Medvyed!"

Bart lets out no cry, just a threatening growl and a muttered "Go to your foul gods" as his claws and teeth come down.

Nat and Bart swing at blue; if she dies, Bart 5ft-steps to I16 to use the rest of his attacks on green.
Swing: 1d20 + 5 ⇒ (12) + 5 = 17 2d4 + 9 ⇒ (2, 2) + 9 = 13
Bite: 1d20 + 6 ⇒ (1) + 6 = 7 1d6 + 6 ⇒ (2) + 6 = 8
Claw: 1d20 + 6 ⇒ (15) + 6 = 21 1d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 6 ⇒ (11) + 6 = 17 1d6 + 6 ⇒ (5) + 6 = 11


Jelani, Is blue still up?


Nope, the first claw drops her.


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Not much Valeria can really do atm, so going to continue holding my readied action as above.


Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

Fidget cringes as the cultists start to tear into Nat. "Don't worry bud, we can fix it!" She then steps up to the remaining cultist. She clutches at her holy symbol and spins gracefully in a circle three times. The gnome looks slightly dizzy after her little dance, but her deity helps her blade strike true.

Scimitar: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Five-foot step to H16 and Dervish Dance all over Green with my scimitar.


Tik is emboldened by seeing a mongrel fall and he cautiously sticks his nose into the room, stepping over the one fallen mongrel so that he can hex the remaining one.

His right eye bulges out, red and veiny, and the mongrel becomes subtly magnetic to the party's weapons. Tik then cackles, "Hee hee hee hee, ho ho ho ho, hahahahahaha!"

will (dc 14): 1d20 + 4 ⇒ (13) + 4 = 17

Evil eye -2 AC on Green. Cackle to make it the next two rounds.


Bartimaeus, Nat and Fidget descend on the cultists in a flurry of blows that leaves them both dead on the floor of the cavern.

End combat. 160 XP each. The cultists have potion of cure light wounds (DC 16 spellcraft), scroll of cause fear (DC 21 spellcraft), scroll of comprehend languages (DC 21 spellcraft), unholy water, 2x mwk chain shirt, mwk glaive (cult ist of Baphomet) and mwk scythe (cultist of Deskari), 2x dagger, 2x spell component pouch, 2x unholy symbol (one Baphomet, one Deskari), 20 gp

The worked stone walls of this large room hold a number of shelves, each of which display the preserved bodies of dire rats, bats, rock vipers, cave lizards, and other creatures that pose in eerie stillness. A pair of bedrolls have been laid out to the southeast.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nat wipes his brow and leans against the wall for a moment panting, eyes closed. Bart lowers his center of gravity and carefully licks clean his claws. For a cause, that easily? Huh. Standing straight, Nathaniel strips one of the cultists of their chain shirts and exchanges it for his own, putting the old in his backpack. Grabbing the glaive, he places the two unholy symbols on the ground away from everyone and, barring any objections, brings it down hard on the symbols one after another, destroying them. He looks up to the group, and holds out the weapon. "Anyone want?"


Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

Fidget sheaths her scimitar and helps Nat inspect the bodies and gather items. She drops all the stuff on the floor, and throws up her hands in consternation at the big pile of junk they accumulated. She kicks the scrolls. "What ARE they?" she asks, scratching her little head. "AND we STILL don't know what THIS is!" she laments, holding out the wand they found earlier.


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria eyes her own scavenged glaive, and compares it to the one Nathaniel is holding. "That one is better than the one I've got, but someone else can use it if they want."


Yoiks! I wrote a spellcraft post right after combat ended...and clearly forgot to post it. Argh. Fidget, thanks for keeping track of the wand.

Tik takes a look over the various items they've found, turning them each over one by one in his little pink hands, sniffing from time to time.

"This potion is a light curative. The first scroll eludes me but the second will let us comprehend any language for a time. And this wand? Hmmmmm, let me see..."

Take 10 for 19 on the potion, then
Spellcraft (scroll 1): 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft (scroll 2): 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft (wand): 1d20 + 9 ⇒ (12) + 9 = 21


It's a wand of longstrider with 10 charges left.


Poke. What's next folks? Dungeons don't crawl themselves.


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria says to the others, "There is a door back there we have not yet checked. We should probably clear every chamber one by one to make sure nothing attacks us from our flank."

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Wiping his brow, Bart and Nat take positions and carefully check out the eastern and then northern doors.


Init +5/ HP 94/94 // AC: 26/T:17/FF:21 - Percep: +18// F +8/R +14/W +12 /CMB +10 - CMD 24

Valeria sees that Nathaniel is favoring his injury, and places a hand softly on his shoulder as he starts to move past.

"You're hurt, and badly. Tik says this potion has healing properties, perhaps you should drink it first before you lead the way?"


Tik nods to Valeria and hands the potion to Nat. "Good idea. Drink up!"

After Nat heals, Tik waits a bit back behind Nat and Bart, looking out for foes in need of misfortune.


Not sure which potion you gave him, but feel free to roll the healing with your next post.

H4

In the south western pa rt of this room, stout stone chair s surround a block of larger stone that serves as a table. The table's top strewn with bone dice and cracked clay jugs. Stained canvas pillows rest on the chairs. A copper bowl filled with coals hangs from the ceiling, filling the room with warmth and an orange glow. A hole in the ground in the southeast corner of the room drops down. A rope ladder hangs down the shaft-the ladder looks rickety, but is quite safe to use.

H5

This narrow hallway slopes downward steeply. The walls are stained with foul-smelling streaks of refuse. A mound of rotting garbage lies heaped at the far end of the hallway.

Map

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

He hesitates, then takes the potion and nods. "You're right, thanks." He drinks it and closes his eyes as rare clarity courses through him. Bart watches protectively as he heals then turns to examine and carefully drop into the hole in the south-east.


It leads down 20 feet or so before opening into another chamber.

Down the ladder, into the trash pile, or up to the northern unopened door?


Level 3 Gnome Oradin of Sarenrae | HP 31 | AC 18/T 14/FF 15 | Saves F+9/R+6/W+6 | Perception +1 | Lay on Hands 4/4 | 1st Lvl Oracle Spells 3/4

Fidget peers down into the hole as Nat climbs down the rope ladder. "Say, anything interesting down there? Should we take a look?"

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

The ladder for Bart.

"Not sure, Bart will tell me if there is. Could you check out the trash pile? There might be something there." Nat nervously grips his sword staring into the darkness, waiting for Bart's word.


Nathaniel, what're your current HP? We've got a number of potions of CLW (tracked by Fidget in her profile). You should roll CLW for as many of them as you need, since you're up at our front line.

Tik will follow a bit behind Bart, sniffing to see if he smells anything worrying. If there's nothing of note over by the pile, he'll go take a sniff from the hole with the rope ladder.

Taking 10 on Per for 14


Tik smells a....something down in the trash pile. It's nothing he's ever smelled before, but it must still be alive from the strength of the smell.

Down the hole smells like mongrelmen, though mostly faded with time at the moment.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Ten HP down. 1d8 + 1 ⇒ (4) + 1 = 5 1d8 + 1 ⇒ (8) + 1 = 9

Quaffing one more potion, Nat shakes it to drip the last drops of healing ichor onto his tongue; stowing the empty bottles away he wipes his mouth and looks down into the darkness to Bart.

Bart has Darkvision, what can he see?


A ladder going down to a floor about 30 feet below. He can't see much more than the bottom of the ladder and a small patch of floor around it.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Bart fully descends the ladder, a low growl in his throat warning off enemies.


H6

The air in this cavern smells of damp and mold. Water glistens on
the walls, and collects in a stagnant pool along one wall. Two club wielding mongrels wait for Bart at the bottom of the ladder.

Readied attacks: 1d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

One of them manages to land a painful blow on the lionlike outsider.

Initiative:

Fidget: 1d20 + 5 ⇒ (16) + 5 = 21
Nathaniel: 1d20 + 1 ⇒ (6) + 1 = 7
Ruarc: 1d20 + 3 ⇒ (12) + 3 = 15
Tik: 1d20 + 7 ⇒ (10) + 7 = 17
Valeria: 1d20 + 3 ⇒ (19) + 3 = 22
Monster: 1d20 + 1 ⇒ (11) + 1 = 121d20 + 1 ⇒ (20) + 1 = 21

Mongrels 16.5
Party 13

Begin Round 1

The two mongrels raise their clubs and try to batter Bartimeus again.

Readied attacks: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (10) + 4 = 14

This time they both miss Bart.

You guys are up!

Map

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nat raises a hand, ready to slam it onto the floor, dismissing Bart and spiriting him out of trouble.

No

No?

Their blows are weak, my claws are quick, my hide is firm

Shaking off the pain of the blotched bruise raised by the mongrelman's club, Bart lets out a furious roar of challenge. Nat races over to the hole, vaulting over Fidget, to peer down and shoot silver liquid to unseat Bart's enemies' footing. "Two mongrelmen, thirty feet drop, fifteen by twenty cave!" The lion lashes out.

Move to Q23, Light spell gives me enough vision to Grease the mongrelmen, DC 13 or be prone. Focus on southern target first.
Bart bite: 1d20 + 6 ⇒ (5) + 6 = 11 1d6 + 6 ⇒ (4) + 6 = 10
Bart claw: 1d20 + 6 ⇒ (7) + 6 = 13 1d4 + 6 ⇒ (1) + 6 = 7
Bart claw: 1d20 + 6 ⇒ (4) + 6 = 10 1d4 + 6 ⇒ (3) + 6 = 9

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