Labyrinth Souls (Inactive)

Game Master Mighty Glacier

On a hiatus until further notice

SOULS: -91

DAY 6


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Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

Araden continues to hustle his way up onto the next level, coming to a stop just behind the others. Double move to BC37. There, he gazes into the room and lifts his axe. "My gods... Perhaps Pahleg is right, friends. This beast seems quite fearsome..."


Initiatives:
Araden 18+
Ulrich 18
Liar 17
Dragon 11
Elyna 10
Tannan 9
Pahleg 7

Round 3

Araden and Ulrich hustle to the others. Araden gazes at the dragon, not feeling comfortable continuing the chase.

The liar continues running, exiting the spacious hall and escaping the view of the party.

The dragon roars and breathes a sea of fire at the liar's direction, but the man is already gone.

Now that the chase has come to a halt and the situation has calmed a bit, one can see that one of the dragon's legs is enchained to the corner. A quick estimate would be that the chain limits its movement, but for how much can be hard to tell. The iron chain looks sturdy, but is any chain enough to make a dragon harmless?

Tannan, Elyna, Araden: you're in its line of sight.


Kekkle:
OK, magic weapons for Gloria and you (last 3 mins), shield of faith goes to Gloria, you cast a shield on yourself and hold a shocking grasp. All set.

Magic both psychic and divine is cast and the trio is ready to enter. You give a reassuring nod, and you three enter through the fog.

You arrive in a long hall. The air is even colder than before and true enough there seems to be a gap in the ceiling high above, from which cold air and snow flow inside. Looking at the gap you are reminded of the forest near the mind flayer's building, as you catch a glimpse of what seems to be a night sky. Torches illuminate the hall. (normal light)

The hall is divided to two storeys, and might have been never intended to be a hall with a high ceiling in the first place. The ceiling of the lower storey - the one you are in - and thus the floor of the higher storey is almost completely destroyed. Only a line of narrow edges surround the hall. There is a staircase leading to the storey above at the end of the hall.

A lone knight, armored with full plate, tower shield and spear, stands at the far end of the hall. His armor is white like snow, his shield depicts a brown hare.

Cold wind howls.

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

24 / 24
Boss wrote:

Winter Huscarl Pekko

40 / 40

Initiative & Turn Order:
Kekkle: 1d20 + 7 ⇒ (18) + 7 = 25
Bandana Girl Gloria: 1d20 + 6 ⇒ (6) + 6 = 12
Moruns of Darnpit: 1d20 + 2 ⇒ (4) + 2 = 6
---
Winter Huscarl Lotte: 1d20 + 8 ⇒ (1) + 8 = 9
Winter Huscarl Greger: 1d20 + 8 ⇒ (12) + 8 = 20
Winter Huscarl Pekko: 1d20 + 1 ⇒ (17) + 1 = 18
Kekkle,
then Boss2 & 3,
then Gloria and Moruns,
then Boss 1


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

Elyna steps back to take cover behind the wall. "It breathes fire... I'm not sure if I can do anything against it."

Move to BD 39


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"Blood and ashes!", Ulrich curses. "Bastard got away... let's not risk it unless we have everyone."

Ulrich remains where he is, ready for a fighting retreat.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Pahleg ushers the group back. "A dragon is beyond us, retreat!"


Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

Araden shakes his axe in frustration, but falls back with the others. "It seems the accursed blackguard has escaped us today. Perhaps next time, we will be able to deliver the justice he deserves." He glances to the stairs. "For now, best we should retreat far. I too dislike our chances with a dragon."

Talking while moving back as far as possible, which I believe would get me to AZ42, assuming we stay in initiative once we all beat the retreat.


28/28 HP

Kekkle:

Kekkle eyes the situation cautiously. This was the first fog master he had encountered that was not some huge, horrifying creature. Glancing up he sees the odd lip and wonders on who -or what- may be lying in wait above. Seeing also that he has reacted faster than his two masters, Kekkle elects to wait until they have caught up to move.

Delaying my initiative to Gloria & Moruns block


Male Sivis Gnome Wizard 3| HP: 26/26 | AC 11 | Passive Perception: 11 | Spells: 1st 4/4…2nd 2/2

Tannan stops on a dime at seeing the dragon. He face behind to drop in awe at the sight, but he collects himself shortly after. He too retreats with the others.

Oh hell no! I ain't gonna throw myself at that beast!

I wonder if I could bargain with it? It could prove useful in getting the F**k outta here?!


The group steps back, to safety beyond the dragon's sight.

Combat over.

Tannan, you can try to bargain with it. Being able to speak Draconic may be a help. Others, what's the game plan? Thinking of continuing? Turning back?

Kekkle:
Initiatives:
Winter Huscarl Greger 20
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 25 -> 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Round 1

Kekkle elects to wait for his summoners' actions.

The snow white knight does not move an inch, and remains silent.

Gloria does not move, either. She looks around, and seems wary. "Something about this doesn't feel right. Keep your guard up. Let's surround him." She gestures Kekkle to approach from her right and Moruns from her left, and begins to slowly walk towards the enemy.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"Let's get back to the original plan- that maze. We have to keep an eye on our flanks for these bastards, though; they're going to show up when they think we'll be vulnerable."


28/28 HP

Kekkle:

Round 1
Kekkle moves quickly, hugging the right wall.

Double move to CB 9


Would like some more input from others, especially Tannan, before moving back to the maze.

Kekkle:
Initiatives:
Winter Huscarl Greger 20
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Round 1

Kekkle advances quickly from the right.

Moruns does the same from the left. "Death..." she puffs.

Suddenly, an arrow flies to Kekkle's back. Attack vs flat: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d8 + 2 ⇒ (4) + 2 = 6 Stealth: 1d20 + 8 - 20 ⇒ (7) + 8 - 20 = -5 Kekkle looks at the direction of where the shot came from, and sees two people in the storey above. Their armor, if less heavy than the knight's, is also white as fresh snow. One is a long-haired dame while the other is a bearded male, both of northern Coelian ethnicity.

Cold wind howls.

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

24 / 24
Boss wrote:

Winter Huscarl Pekko

40 / 40

Round 2

The bearded archer nocks an arrow, shoots it at Gloria, and rapidly fires another after it. Attack 1: 1d20 + 6 ⇒ (14) + 6 = 20
Attack 2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage 1: 1d8 + 2 ⇒ (4) + 2 = 6
Damage 2: 1d8 + 2 ⇒ (4) + 2 = 6
6 damage.

The knight in the front remains motionless.

"Ga! What the hell?!" Gloria gasps. "Sh*t, we need to get up there! Come on come on come on!" She charges the knight in front, leaving herself wide open. AoO: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Attack: 1d20 + 6 ⇒ (11) + 6 = 17

The knight blocks the attack.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

"I agree. Let us try our luck with the maze."


28/28 HP

Kekkel:

Round 2

"Gods alive!" swears Kekkle as the arrow is deflected harmlessly off him. Gloria was not so fortunate, having carelessly rushed into fight for no gain. At least her enthusiasm was charming.

Kekkle charges in along side her, using the chaos of the melee to further shield himself from the archers above. "Moritat, guard yourself!" he cries as he brings his scimitar down in a cascading flash of energy. In the heat of the skirmish he does not realize he has confused Moruns for an eerily familiar former companion...

Charging to CI 8, attacking Pekko. I'm assuming their armor or weapon is metal to net the +3 to attack from Shocking Grasp. AC is 20 from Charge.

Charge: 1d20 + 12 ⇒ (19) + 12 = 31
Critical Confirm: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Shocking Grasp: 3d6 ⇒ (2, 4, 2) = 8
Chill Touch: 1d6 ⇒ 5 DC 13 Fort Save or -1 STR

Possible Crit Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Possible Shocking Grasp Crit: 3d6 ⇒ (6, 6, 5) = 17
Possible Chill Touch Crit: 1d6 ⇒ 6


Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

"A maze, you say?" Araden falls back and walks with the others, assuming the group decides to do such. "And here I was thinking this place was winding enough."


Male Sivis Gnome Wizard 3| HP: 26/26 | AC 11 | Passive Perception: 11 | Spells: 1st 4/4…2nd 2/2

Maybe I will try to converse with it later. Maybe if we free it it will help us? Hmm, maze it is than

Tannan files away the thought for later. He proceeds back down the steps, and towards the maze.

I ain't the best with puzzles, but I can scout ahead first if you wish. Hey, I can understand draconic, and could try talking to the scaled beast at a later time if we wish to get past.


Leaving the fire-breathing dragon and the escaped liar, the group descends the stairs and backtracks to the narrow path that leads to the tightly-packed maze. It is evident that without a good strategy there is a serious risk of getting lost there. Fortunately, the party may have some boons that could assist them.

Current location B17F AK31. To navigate in the maze, select one PC to lead the party. This PC rolls Survival to navigate successfully and avoiding to getting lost. (It seems that Pahleg has the highest bonus). If you have items or strategies that might assist, now is the time to mention them.

Kekkle:
Initiatives:
Winter Huscarl Greger 20
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Round 2

Kekkle charges along with Gloria. The snow white knight reacts with surprising reflexes. Combat Reflexes AoO: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 4 ⇒ (7) + 4 = 11 The knight's reaction catches Kekkle off guard, but his magically impeded attacks bypass his defenses well- (No crit, but a good 18 damage regardless.) Fort: 1d20 + 6 ⇒ (10) + 6 = 16

Moruns doesn't seem to notice Kekkle's slip. She sheathes her scythe (move), pulls out a longbow (free) and starts shooting at the archers above. Attack: 1d20 + 5 ⇒ (12) + 5 = 17 She misses. "Death take away!" she curses. "Who are you? What are you after?"

The lady archer responds by shooting two arrows at Kekkle.
Attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
Attack 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1: 1d8 + 2 ⇒ (3) + 2 = 5
Damage 2: 1d8 + 2 ⇒ (4) + 2 = 6
(AC was 20 after charge, right? 5 damage.) "Our lord returns."

Cold wind howls.

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

24 / 24
Boss wrote:

Winter Huscarl Pekko

22 / 40

Round 3

The bearded archer also shoots two arrows at Kekkle.
Attack 1: 1d20 + 6 ⇒ (18) + 6 = 24
Attack 2: 1d20 + 6 ⇒ (13) + 6 = 19
Damage 1: 1d8 + 2 ⇒ (3) + 2 = 5
Damage 2: 1d8 + 2 ⇒ (8) + 2 = 10
(Another 5 dmg) "Any day, our lord returns."

The knight hops back and pokes at Kekkle. Attack: 1d20 + 6 ⇒ (3) + 6 = 9 Kekkle evades easily. "Our lord mustn't see our fort in this sorry state."

Gloria places herself between the knight and Kekkle. "Go deal with those bastards above, Mr Amagi!" Her two blades dance ineffectively against the knight's tower shield.
Attack 1: 1d20 + 6 ⇒ (3) + 6 = 9
Attack 2: 1d20 + 5 ⇒ (4) + 5 = 9


28/28 HP

Kekkle:

Yeah, I was hoping that the archers would take a penalty for shooting into melee but I guess they have Precise Shot.

Round 3

Kekkle peels away from the current melee and charges up the stairs after the archers.

Not sure how many squares the stairs count for. Double Move Action BS 20


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"Hmm. Let's see here... Pahleg, you're our best navigator eh? And we can unwind that robe of twine on our way, maybe tie it off to something out here at the entrance so we can come back? Any of you have ideas?"


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

"We should mark our path, perhaps etch marks into the ground or walls so we know where we have been."


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"None of you happen to have any chalk, do you? I have this broken pickaxe, I suppose I could scratch marks with that if all else fails... but there should be a way to wind the twine from that robe through the maze so that we can just pull it back when we need to retrace our steps. What if we trail the twine behind us and we'll mark dead ends with an x scratched in the wall?"

If everyone's cool with that, I suggest we get into the maze.


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

Elyna pulls a string from the sleeve of her robe and holds the end up to Ulrich: "That's why I wanted to keep it. All we need to do is fasten it somehwere."


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Ulrich looks around for something to tie the twine around. (Or drag out to anchor.)

"All right, Pahleg- you should direct us. Tannan can scout ahead a bit, with Araden in front and I'll take the rear guard since my shield will help ward off a knife in the back."

I'm thinking Tannan in front, stealthing with Araden clunking along behind, Pahleg and Elyna in the middle with Pahleg calling out directions. Then I'll be in the rear.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Sounds good to me. DM, feel free to roll all the necessary survival rolls for me.


Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

Araden nods and steps forward to his place in line. He looks to Pahleg and gives a chuckle. "It sounds to me like we're going to solve this maze with..." He pauses for a moment, hoping the cleric will join in. "Cooperation." You get the sense that the knight is smiling as the group sets out through the winding halls.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Ulrich sighs heavily.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

"COOPERATION!" Pahleg shouts with Araden, smiling from ear to ear. "Onward! Anything is possible if we work together!"


Sorry, no post for today. Will post tomorrow.


Pahleg's Survival: 1d20 + 3 ⇒ (17) + 3 = 20 + ?

Under Pahleg's guidance and assisted by the whole team and the robe of infinite twine, the party navigates in the large, narrow maze. It takes surprisingly little time and effort to find an exit. Moreover, the maze was charted thoroughly enough to say that the exit found was the only one: the maze only has a point of entry and the exit.

At the exit, the party notices that the stone walls of the maze are replaced by rows of decaying trees. The ceiling of the dark maze is now gone, and the night sky above is starry and moonless. This is not a new experience for Pahleg, Elyna or Ulrich, who had already witnessed a similar place not far from here. For Araden and Tannan, however, this might be the first time in a long time seeing the sky and breathing fresh air.

A large mansion towers ahead. A mansion, or similar building. The building has few windows, and those windows are all nailed shut so that no light comes in or out. A partly-rusted sign that is hanging above the front doors reads, "Undead Sanatorium".

Elyna and Tannan notice a suspiciously big pile of ash and dust next to a tree. A closer examination reveals an item inside.

Item Description wrote:

Scroll of Animate Dead (Lesser)

A heavy sheet of paper, used to hold magical spells in written form.

Scroll of animate dead (lesser) (Ultimate Magic) CL 3. Has material costs of 125gp (5 HD of undead). Worth 28 souls.

Magic never died, and never will. The art of magic may change, but is never lost.

Followers of Miraclemaker were proficient necromancers. Here on the Labyrinth, it may prove difficult to find a corpse not turned to ash and dust.


Kekkle:
Initiatives:
Winter Huscarl Greger 20
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Kekkle rushes up the stairs. (Eh, movement in stairs... We keep it simple and just advance you normally. Currently at CA20.)

Moruns abandons the thought on returning fire, drops her bow and takes out her scythe, and runs towards Gloria and the stairs. "Are you doing all right, sweetie?"

The lady archer takes a step back and fires an arrow at Kekkle. Attack: 1d20 + 8 ⇒ (2) + 8 = 10 Kekkle evades the arrow.

The wind is getting colder...

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

24 / 24
Boss wrote:

Winter Huscarl Pekko

22 / 40

Round 4

The other archer also takes a step back and fires an arrow at Kekkle. Attack: 1d20 + 8 ⇒ (11) + 8 = 19 The arrow bounces off Kekkle's shield ward.

Downstairs, the white knight continues his fight with Gloria. Attack: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Gloria keeps up her relentless if ineffective assault.
Attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6
"This guy just won't show any openings! By the way, heal me."

Assuming you want to move closer. Kekkle advances.

Moruns lays her hand on Gloria, healing her. CLW +50%: 1d8 + 1 ⇒ (7) + 1 = 8 = 12

The lady archer takes a step back and fires an arrow at Kekkle. Attack: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 1d8 + 2 ⇒ (5) + 2 = 7

The wind is getting colder...

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

24 / 24
Boss wrote:

Winter Huscarl Pekko

22 / 40

Round 4

The bearded archer takes a step back and fires an arrow at Kekkle's hand. Trick Shot: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 You are disarmed. Or would be, I don't know, can your weapon be disarmed?

Downstairs, the white knight continues his fight with Gloria. Attack: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"Sanatorium, eh? That doesn't sound promising- though what does in this gods forsaken place... What's say we take a look inside and hope there aren't any of those octopus-headed guards waiting for us?"

This doesn't look like the temple we found earlier, does it?


Temple? Chapel? Cathedral? No. But it does look like the building with the squid-face.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Pahleg gets an unhappy set to his jaw. "Let us move in, see what there is to be seen."


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

"Now's a really good time for scouting- we want to stay away from that thing that ate Ushio...", Ulrich says, pushing the door open.


28/28 HP

Kekkle:

You can disarm it, though it just disappears and the points return to my pool.

Kekkles hand flinches when the arrow strikes causing him to drop the scimitar which subsequently disappears as if it had never been there before. He quickly swaps his shortsword to his main hand and closes the remaining gap with a few long strides. A quick s

Charge action to BS 14. Attacking Greger

Charge: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Chill Touch: 1d6 ⇒ 1 Fort save


Ulrich tries the door, and since it is unlocked he pushes it open.

The interior is surprisingly modern if timeworn. The walls are neatly painted masonry, but the paint is cracking and hasn't been maintained well, if at all. To the group's right is an ornamental wooden desk, presumably a reception desk. It has some unidentified claw and bite marks.

To the left is an open space that is presumably a lounge of sorts.

Two sets of stairs, both leading up to opposite directions, are in front.

Something is dripping from the ceiling.

(Light level is dark. Pahleg has Darkvision and Ulrich has a torch.)


Kekkle:
Initiatives:
Winter Huscarl Greger 20
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Forgot Gloria's turn last post: Attack 1: 1d20 + 6 ⇒ (7) + 6 = 13 Attack 2: 1d20 + 5 ⇒ (13) + 5 = 18 Nah.

Kekkle charges the bearded archer, leaving a wound. Fort: 1d20 + 4 ⇒ (10) + 4 = 14 He shivers.

Moruns lays her hands on Gloria. CLW +50%: 1d8 + 3 ⇒ (6) + 3 = 9

The lady archer blah blah arrow. Attack: 1d20 + 8 ⇒ (2) + 8 = 10

The wind is getting colder...

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

17 / 24
Boss wrote:

Winter Huscarl Pekko

22 / 40

Round 6

And the other archer arrow. Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Knight blah. Attack: 1d20 + 6 ⇒ (10) + 6 = 16

Gloria fights. Attack 1: 1d20 + 6 ⇒ (1) + 6 = 7 Attack 2: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Ulrich steps into the building, careful to avoid the stuff dripping from the ceiling.
"Any idea what that could be?", he says, squinting up into the dark before crouching near the puddle.

Knowledge- Dungeoneering: 1d20 + 5 ⇒ (7) + 5 = 12

"Hmph. Well, let's start with the lounge over here.", he says, walking to the left and examining the area.


Male Sivis Gnome Wizard 3| HP: 26/26 | AC 11 | Passive Perception: 11 | Spells: 1st 4/4…2nd 2/2

How far can I see since I am using torch light? Should I carry the torch in my off hand or would I be too much a "beacon" guys?

Tannan, will pick up the scroll, and show it to everyone else after taking a very deep breath.

Ah, the smell of fresh air. This place is strange to say the least. We start in some sort of structure, and now wind up outside? Remind me to have a chat with whoever made this f**king place

Tannan gently sweeps his dagger through the pile of ash. Carefully he picks out the scroll underneath, I cannot read it, but it has to be beneficial somehow right?

He will hold onto it unless someone else wants to.

He looks at the looming structure and than cringes at the sign undead sanatorium.

What the hell am I doing here? Maybe the guards were a better fight than this. is the only though running through his mind as he mulls over what the creepy sign could mean. He than grabs a dagger from his waist, and gets ready for whatever is in the doomed structure.

He takes point, looking at the unidentifiable marks on the desk, than whispers back to Ulrich, what do you mean "the thing that are Ushio"?


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Ulrich glances around nervously, as if talking about the thing will make it appear.

"We came through this building from the side- that forest out there meets up with a different area. When we came in, a man with an octopus for a head paralyzed one of our companions and ate his brain... naturally, we all ran for it except for Kekkle since he regenerates every few hours. So we need to be on our guard.", he whispers.


Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

Araden breathes deeply in the fresh air, and even moves his hand to his visor, as if to open it and breathe even more cleanly. The fingers only hover before his face, though, and he drops them back down after a moment.

At the entrance of the building, though, he lets out another chuckle. "A resting place for undead, then, is it?"

Once inside, he hangs with the others, axe always in hand, and listens as Ulrich shares the fate of Ushio. "A gruesome fate, to be sure. We must be careful to stay together, lest this darkness confuse us." He sighs, as he feels that he cannot make his own light just yet--he is too strongly connected to the warrior spirit within him, and it mislikes magic.


28/28 HP

Kekkle:

Round 5

Kekkle continues to press the attack against the two archers, the narrow ledges adding another layer of risk to the affair.

5' to BT 14. Standard Action to cast shocking grasp

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Chill Touch: 1d6 ⇒ 4
Shocking Grasp: 3d6 ⇒ (6, 4, 5) = 15


Once Ulrich kneels and examines the puddle that formed from the dripping liquid, he can tell it's some black substance, thicker than water, almost like blood.

Tannan: As any other torch, so 40 feet radius from torch is dim light and 20 feet radius from torch is normal light. If you've low-light vision, that 40 feet doubles to 80 feet. I think? But isn't Ulrich the one holding the torch, or did Pahleg light something?

The group walks to the lounge area. Some chairs encircle the room, some withered plants are laying in the corners. There's a small table in the middle. The chairs and the table all have claw and bite marks.

Past the lounge leads to "the cafeteria", judging from a plaque next to a wall that says so. Pahleg gazes far into the dark cafeteria, and sees a skeleton sitting on a table. The skeleton seems to be dining, and doesn't seem to notice the party outside the cafeteria.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Pahleg very quietly conveys the information. "If he's sentient enough to be sitting down at a table and eating, we may be able to reason with him."


Kekkle:
Initiatives:
Winter Huscarl Greger 20 rip
Winter Huscarl Pekko 18
Bandana Girl Gloria 12
Kekkle 11
Moruns of Darnpit 9
Winter Huscarl Lotte 6

Kekkle continues to press the attack. His electric blade brings the bearded archer down.

Moruns provides assistance to Gloria on her attacks against the knight. Aid Another: 1d20 + 5 ⇒ (3) + 5 = 8 Blah

The lady archer blah blah two arrows. Attack 1: 1d20 + 6 ⇒ (16) + 6 = 22
Attack 2: 1d20 + 6 ⇒ (16) + 6 = 22
Damage 1: 1d8 + 2 ⇒ (4) + 2 = 6
Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4 Still with us!

The wind is getting colder...

Boss wrote:

Winter Huscarl Lotte

24 / 24
Boss wrote:

Winter Huscarl Greger

0 / 24
Boss wrote:

Winter Huscarl Pekko

22 / 40

Round 6

Knight blah. Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Gloria fights. Attack 1: 1d20 + 6 ⇒ (8) + 6 = 14 Attack 2: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

I believe Pahleg's been lighting my sword.

Ulrich looks at the rest of the group.
"Sneak in for a look around or should I just ask him for directions?"

If we decide on asking for directions.
Ulrich calls out.
"Hey! What do you know about this place?"

If we decide on stealth.
Ulrich stays put and waits until the signal to intervene.


Male Human Medium (Reincarnated) | HP 35/35 | AC 20, touch 11, FF 19 | Fort +4, Ref +3, Will +5 | Init +1, Perception +6 | Lamb, Order of the Sheep

"I agree with Pahleg. Let us see if this skeleton can tell us anything. And if it is a threat, we are much greater in number." Araden steps out beside Ulrich as the other man calls to the creature.


28/28 HP

Kekkle:

I get that the combat is dragging on and I'm doing my best to finish it but I'm starting to lose track with what's happening. I was supposed to be moved to BT 14 last turn so I'm going to act as if that's what happened.

Round 6

Kekkle hounds after the remaining archer. The last attack had taken what remained of his stored magic, forcing him to draw Moritat's rapier from its sheath out of desperation.

5' to BU 13. Full-Attack Action at Lotte

Rapier: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 1
Chill Touch: 1d6 ⇒ 6

Shortsword: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 2
Chill Touch: 1d6 ⇒ 1

Plus fort saves. Only one of these Chill Touches can hit, I only had one left at the start of my full-attack.


Ulrich calls out to the skeleton in the dark cafeteria. Its bony hand grasps a goblet, and it takes a drink. It then puts down the goblet. Ulrich's words seem to have no effect. As the group approaches the cafeteria Pahleg sees that the skeleton was not dining alone: two more skeletons come to his view in the darkness. The skeletons feast quietly. The food on their plates seems, or rather smells, quite spoiled.

(In other news, I finally got around to fixing the souls counter. Should be up-to-date now.)

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