Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Do we have such available to us?" Koldur asks.

"Or we toss stones instead."


All of the runes appear as an evocation with the same spell power, whoever created them is or at least was a genius. Tossing stones might work but a tile that explodes could take out the adjoining tiles.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"So does the trapped tiles not radiate magic? The tiles not radiating magic should be the correct path right Halseen?"

Asking again as wolf seems to have missed we were trying this.


As stated above, all of the runes appear showing the evocation school with the same spell power. All of the tiles show magical. Using detect magic will not help you navigate the puzzle, though using a different spell might help. Not all the avenues have been investigated that might help with it either.

All tiles radiate magic.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur studies the stones.

Perception 1d20 + 9 ⇒ (2) + 9 = 11
Add +2 for stonecunning if applicable
Knowledge (Enginneering) 1d20 + 4 ⇒ (5) + 4 = 9
wow I just absorbed all the low rolls.

Looking at each stone, he tries to find if there's a pattern that they can use to navigate.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"A spell like identify or true seeing might be able to see through this but it is magic made by a skilled mage. The spell erase might work but it is not one I know."


Well there is the moons, stars, and suns.

Anyone want to pull a lever or use a wand?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"We can spider climb over if need be. I'm going to pull the level so stand back."

Halseen will pull the leaver go back see if anything have changed.

Detect magic.


All of the crescents tiles move down a foot, leaving only the sun tiles and stars to be easily tread upon.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Does the lever do the same for the other tiles?" Koldur asks as he notes the position of the Moon tiles.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I don't thing so it only have a moon on it. If I had to guess they are the dangerous tiles and the lever was a hidden bypass. Sometimes I depend too much on magic and not enough on my brain. I don't expect you to test it so I will."

Hal steps on a star tile. If he does not blow up sun tile.


Well Hal, you would have trouble getting to the first star tile. So stepping on the sun tile and nothing happens. In order to not accidentally step on a star tile you can take your time or quickly getting over taking five Acrobatic checks DC 5.

I am going to assume Hal goes first and the rest of you wait. Is there anything else you want to look for while you walk on the sun tiles, (perception check), or are you just planning on to get to the other side?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Acro: 1d20 + 2 ⇒ (3) + 2 = 5
Acro: 1d20 + 2 ⇒ (5) + 2 = 7
Acro: 1d20 + 2 ⇒ (7) + 2 = 9
Acro: 1d20 + 2 ⇒ (6) + 2 = 8

As he is going Hal looks for other trap mechanisms, creatures, runes and writing, new magical auras, anything out of place.

Hal is wildly looking for anything that can hurt him. This is a stupid place for a sorcerer.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


Hal:
When you get to the North wall a second time you notice another secret recess. Pushing on it actually activates a trap of sorts as the wall quickly rotates. You may make a Reflex Saved DC 15 or just go with it.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur looks at the daring mage.

He's insane. Brave but still insane. he thinks.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Ref : 1d20 + 3 ⇒ (17) + 3 = 20

"My bravery is at it limit. Former minor nobles we don't have a lot to spare. I think there is another room here but I would like to go as a group."


Halseen barely stays on the square as the wall rotates quickly. He avoids going in and calls to the group.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur hears the noble call and following in his footsteps is among the first to arrive.

"I give you due respect where it's due laddie. I assume you have found something judging by the urgency of your call?"


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I have not been in a lot of places like this but hidden rooms behind floors full of traps should hold something important right?"


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"They can also hold guardians." Koldur agrees.

Calling on the rest, the dwarf will enter the room first once they arrive.


Koldur goes in first as the rest of the group slowly follows the path. The wall spins with the agile dwarf next to it. The room beyond is filled with treasure on the walls but there is still a path forward. At the end of the 25 foot long treasure room stands a stone door. Bones adorn this archway a bird's skull with a long beak dominates the top of the arch. Other bones are laid out on the arch following drawn black wings. There are three missing bones. There are four ever burning torches that light the room. Piles of gems and coins dominate the floor as different strange yet beautiful artwork and sculptures dominate the walls.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur glances around the room, seeking potential danger.

Perception 1d20 + 9 ⇒ (5) + 9 = 14

Stepping forward cautiously, he makes his way towards the stone door and examines it.

"Now now, why would treasures be behind a revolving wall?"


You had to push a hidden panel for the wall to revolve. Who is next? Will you all be taking the revolving door/wall?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen makes his way in.

"Still alive?"

Inside he casts detect magic and begins looking around.


The archway emits a faint residue of magic. The four torches are magical. One of the statues emits magic, a silver voluptuous figure of a naked female with two curved daggers.

Spellcraft DC 20 to learn what the enchantment aura does:
It can cast Enticing Adulation 1/day and

Lesser Entice Fey once and the object will crumble.

The faint magic is conjuration. The magic on the torches is merely light.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft: 1d20 + 12 ⇒ (15) + 12 = 27
Spellcraft: 1d20 + 12 ⇒ (6) + 12 = 18

Just to see if there is anything interesting other than light or any potentially dangerous auras.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Hearing the man speak, Koldur replies.
"Still alive. no sign of additional guardians though with quite a bit of treasures."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception : 10 + 10 = 20

"Let's make sure the way is clear and safe. Two heads are better than one."


Halseen and Koldur what do you do?

Halseen:
You see two bones on the ground next to the archway. You also see another one in the corner next to a black statue of a cat. It does not emanate magic but the silver necklace it wears does. If you go to grab the bone in the corner the cat comes to life, or was already? It hisses at you and tries to scratch you. You don't see anything else of threat but you do see all the fine treasure!


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Anything magical or possible threat here?" Koldur asks the man.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"This necklace. Ah and this cat well not really but I thought it was dead."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Sorry I was away the last few days then playing catch up at work.

Johanna would follow along after.

"Easy there kitty."

Handle Animal: 1d20 + 9 ⇒ (11) + 9 = 20

"How is this thing alive? No food, no water. Perhaps it's animated or a zombie kitty."

She frowns.


With Johanna's calm demeanor and soothing sounds the cat leaves the corner and lets her pick it up.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Curiously she detects evil toward the kitty trying to determine if it is undead. She holds the necklace out to Halseen.

"Can you identify it? Here kitty." Assuming it doesn't detect she tries to call the cat over. She will tear a tiny bit of jerky to try and lure it.

"So the bones go in the arch way. Perhaps a secondary treasure room or a secondary path out. Let's gather the bones and put them back in place. It could be nothing but we should try I think."


It does not give off an evil aura.

Taking the necklace off the cat fills the room with black smoke that does not dissipate. The cat is no longer in Johanna's arms.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Is it toxic or hard to breath? I assume we can no longer see.

Johanna takes a deep breath at first but then as the smoke stays around she calls out to the others.

"You alright? This will make things more difficult."


The smoke does not appear to be toxic, breathing is manageable but its like a room full of flying dust. There is going to be a lot of coughing and sneezing. Though you can't see anything.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur crouches low and pulls up his hood tighter around him as he attempts to use his sleeve as a makeshift filter.

"Make your way our and then we'll see if there's any other surprises."

The old weaponmaster does make sure to keep one hand on Moonshine though. Axe in hand he moves slowly but surely.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Let's continued through back to, I'm guessing the main chamber and check out the western passage. We can com and get the treasure after that."


Leaving the black powder room Koldur in the lead and heading onward. Staying to the tiles you soon find yourself looking at a massive tomb with one body resting upon a central tomb. Four suits of armor stand around it ever vigilant.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur prepares himself as he loosens his muscles and checks his axes.

"I'm guessing those are guardians and they'll come alive once we step in closer."taking in a stance

"It would be nice to be wrong."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"That would seem like the obvious next step."

Halseen sends his companion up with Koldur.

"Let's go ahead carefully"

Perception: 1d20 + 12 ⇒ (7) + 12 = 19


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur advances cautiously.
Perception 1d20 + 9 ⇒ (5) + 9 = 14

"Anyone knows anything about those armor suits?" he asks.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna extends her hand and detects evil. Worried the body may be cursed to undeath and will stir as well as they approach.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen casts detect magic.


Halseen:

You notice that there are bones within the 'guardians' though they don't move. Or at least have not moved yet.

Koldur enters the room off of the tiles and nothing moves yet. Followed by Halseen's companion, Halseen, Johanna and the rest. Though as Johanna steps off the tiles, the figure lying down on the tomb sits up and states in a hoarse distorted voice, "INTRUDERS!" Map will be updated in a few minutes.

Appraise DC 14:
You believe they are MC full plate armor.

Johanna:
It depends on which way you are detecting evil. I am going with the general way.
1st Round: Presence of evil.

Round 1:

init: 1d20 + 3 ⇒ (11) + 3 = 14 Johanna
init: 1d20 + 8 ⇒ (19) + 8 = 27 Koldur
init: 1d20 ⇒ 15 Jevar
init: 1d20 + 2 ⇒ (11) + 2 = 13 Halseen
init: 1d20 ⇒ 3 other dwarf... now NPC
init: 1d20 ⇒ 9 skelton guards
init: 1d20 ⇒ 7 boss
init: 1d20 ⇒ 2 other

Init:
27 Koldur
15 Jevar
11 Halseen
11 Johanna

Enemies

other dwarf

Perception DC 17, to jump into action during the surprise round.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 9 ⇒ (2) + 9 = 11
I have Uncanny Dodge.

"I guess that answers my question on whether they're guardians or not." mutters Koldur.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

As the creature rises and calls out intruders Johanna calls upon her faith to smite it and moves forward flying into a rage she attacks the abomination.

Smite/Rage Power attack: 1d20 + 14 + 6 - 2 ⇒ (6) + 14 + 6 - 2 = 24
Damage: 1d8 + 7 + 4 + 6 ⇒ (7) + 7 + 4 + 6 = 24

Current AC 21 vs guards, AC 27 vs Boss


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perceptio: 1d20 + 10 ⇒ (16) + 10 = 26

Halseen creates an extra-dimensional pit beneath the boss. DC 17 Ref.


Bull rush Vs Orange's Flat-footed CMD: 1d20 + 5 ⇒ (12) + 5 = 17

Uncia tries to bull rush the skeleton into the pit.

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