Lost Memories of Sorrow (Inactive)

Game Master BinkyBo

Will reactivate if and when needed.


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HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Nope! Nu-UH!

Upon coming out the other side of the darkness Suny quickly scampers down towards the sound of the voice(s).

Stealth:1d20 + 10 ⇒ (19) + 10 = 29


Corum quickly finishes his analysis and speaks to Suny.
"Let's upgrade those bracers of yours to these milady and have you wearing one of these rings."

Corum hands Suny a set of bracers from the witches with a ring.
Bracers +2 w/ barksin and +1 protection ring

"This other ring should go to one of our scouts or front-liners. I will take your other set of bracers and see if we can buy a useful wand."

With ring and activated bracers Suny should have 3 more AC for the downstairs


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sweet! (^_^)

*Skippy, skippy, skippy, skip...*


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Hearing the voice, Gromsch stops and listens trying to make no noise.

Stealth: 1d20 + 14 ⇒ (3) + 14 = 17
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Hmpf, nice rolls


The dice roller has been trying to kill my characters with such rolls for the past day or so. In quite a few different threads. :P


After handing over the bracers and ring to Suny, Corum begins to summon another creature to lead the way.

Wolverine (not the superhero):

This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.

Wolverine CR 2
XP 600

N Medium animal

Init +2; Senses low-light vision, scent; Perception +10

Defense

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d8+9)

Fort +5, Ref +5, Will +2

Offense

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)

Special Attacks rage

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10

Base Atk +2; CMB +4; CMD 16 (20 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Climb +10, Perception +10

Ecology

Environment cold forests

Organization solitary

Treasure none

Special Abilities

Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.

Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.


As Sunny descends, she sees a large circular room. The spiral stair ends in a ramp which wraps around the perimeter of the room, and above a pool of iridescent blue goop. There is a large humanoid - who appears to be made of stone, currently fishing a wet and wounded hag from the pool with a mancatcher polearm.
The hag struggles weakly.
The others above hear the voices, but can't make out the words.

"Free me... free me at once... "

"You have been offered. You will replace the collapsed minds of those who hold the Crone within."

>map< (as Sunny sneaks down... before wolverine summoning is finished. (the rest of you are 30-40 feet from Sunny but I did not place on map yet.... Entrance to this chamber from spiral stair is at M,1)


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Stealth Synergy using Sunny's roll for a 32

Zed falls in right behind Sunny, examining the ritual. We need to stop this, now


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny tilts her head..."Whut da faq..." She mutters....

Stealth:1d20 + 10 ⇒ (1) + 10 = 11

If things need to move on while I'm asleep etc..Sunny plans/actions are to continue sneaking and possibly get into a position to help the Hag (Yeah, I know, silly kind of thing to say..Though currently the Hag looks like she's getting the wrong end of the stick. :P)

FEKKIN' dice roller! >_<


The stone figure is nearly eight feet tall.. the edge of the pool comes up to his waist. The mancatcher in his hands clamps around the hag's body. He lifts her up out of the goop, and she continues to struggle - though with little strength.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Perception:1d20 + 3 ⇒ (7) + 3 = 10 (Hopefully the big guy in't going ta kill tha' poor, defenseless (At the moment) Hag...)


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Gromsch follows Sunny

Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


Corum moves downstairs behind his ferocious Wolverine.

He looks for the source imprisoning the spirits.

kn arcane: 1d20 + 14 ⇒ (7) + 14 = 21

The wolverine wants to bite the big stone man and moves toward him.

Corum creates 1d4 + 1 ⇒ (4) + 1 = 5 mirror clones.

"Statue man--step away from our crone!! Or are you the crone?"


The large stone figure turns toward Corum and his illusory copies. He does not immediately show signs of noticing the others.
It speaks without emotion, and is not immediately hostile.
It continues to hold the injured - now unconscious hag clamped in its mancatcher.

"I serve the Crone. I attach what vessels fall from above. I protect all memories.
You.. have not fallen from above.
You.. have not been offered.
You.. are not the Crone... the memories are forbidden.
"

The pool of blue/green goop is about four feet high. For those desiring to end your turn behind cover for full use of your stealth rolls, you may duck down on the opposite side. (there is space under the ramp from which you descended.)

Gromsch:
This looks to be the same substance you were studying.. though in a more "pure" form.

Corum:

Definitely an arcane creation. More interaction may be needed to determine what it is exactly, but it likely shares physical (structural and defensive) similarities to a stone golem.


Through an archway to the north, you see a structure like a giant baker's rack. You cannot see the entire size of it from where you stand, but there appear to be dozens of unmoving humanoids lying on the racks next to each other.


Corum continues to detect magic.
Kn:arcane/spellcraft: 1d20 + 14 ⇒ (4) + 14 = 181d20 + 16 ⇒ (12) + 16 = 28
"You have new orders. You serve me now."

Corum attempts to remember all he knows about these constructs.


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Gromsch whispers: This gooin the pool seems to be the same substance I found in the water. But several times more purer.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian slips down the spiral staircase to join the others... Sees the monster with the hag, and waits to hear the outcome of Corum's attempt to control the creature..


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Stealth:1d20 + 10 ⇒ (9) + 10 = 19(Sneakin', sneakin', sneakin'...)


"This pool is related to harming an entire town. These people that fall from above, what happens to them when they are drained? Do you replace them and throw them away?"

The six Corums dance and speak to the stone man.

Corum asks out of curiousity.
"How many of me do you see? One or six?"

Corum's magical research warned about using illusions on constructs.


"They hold the memories of the Crone's hundred lifetimes. The vessels are destroyed when their minds collapse."

The stone man takes a step toward Corum.
"I see six of you."

As the stone man moves closer, Corum sees the faint glint of a grey gemstone in his forehead.

Corum:

Seeing illusions, and the gem in the forehead suggest this creature is or is like a living monolith... born as a flesh and blood, these humanoids (and usually human) are turned into guardians of stone, and bound into service upon creation


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

*Sneaky, sneaky, sneaky, sneaky...*

Stealth:1d20 + 10 ⇒ (11) + 10 = 21

Moving carefully to get into a position to help out in any fight that might develop.


"The Crone has lost the right to command you and steal bodies. If you act now, you can help undo the horrible things you have done."


"I still serve the Crone.
I am without free will. I am without choice.
I will listen no more. Your presence interferes.
Further disruption of my duties will lead to hostile action.
"

He turns, and carries the limp hag in his mancatcher toward the north room. He does not react to the presence of anyone but Corum... whether or not he saw anyone, you don't know.

1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3


"Someone push him in the water."

Corum gestures and patch of grease appears under the construct.
DC REF 17

The nasty wolverine waits to do it if no one else wants to risk it.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian charges forward and tries to push him in with his lucerne hammer...

CM roll vs his CMD: 1d20 + 5 ⇒ (8) + 5 = 13 do I get +2 for the charge? plus any bonuses applicable if the grease helps


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed charges in behind Varian, trying to set up with a flank and help in the push.

CMB: 1d20 + 6 ⇒ (18) + 6 = 24


"Now we need to grab that hag body!"


Varian's strike has little effect, and Zed's push does not knock him into the pool. The stone man does lose his footing in the grease, and falls to the ground. He retains his grip on his weapon, and the hag within its clamp-like end remains motionless after dropping to the ground.

I'll take single actions from Gromsch and Sunny, and roll initiative please.

ref save: 1d20 + 2 + 4 - 2 ⇒ (10) + 2 + 4 - 2 = 14
stone man initiative: 1d20 + 0 ⇒ (10) + 0 = 10


init: 1d20 + 3 ⇒ (14) + 3 = 17


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

init: 1d20 + 2 ⇒ (20) + 2 = 22


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Initiative:1d20 + 4 ⇒ (4) + 4 = 8

Sunny quickly scampers over and begins to try and get the Hag out from the grip of the pole arm.

Disable device:1d20 + 9 ⇒ (17) + 9 = 26

"Come on luv, we's out'a here!"


Round 1

Gromsch single action from surprise round
Zed
Varian
Corum
Enemy
Sunny
Gromsch

Gromsch init: 1d20 + 2 ⇒ (2) + 2 = 4
Zed init: 1d20 + 9 ⇒ (17) + 9 = 26

>map<

Sunny:

You think you will be able to free her quickly... just a few more seconds.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed draws his morningstar and activates bane. "Surrender!" He swings down once, then waits for the creature to try and stand and swings again.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
AoA if he stands: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 3 + 2d6 ⇒ (2) + 3 + (3, 4) = 12
Crit Damage: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (4, 3) = 17

Plus any bonuses for him being prone. Ignore the second attack if he doesn't provoke an AoO


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian takes a step back and strikes with his hammer at the fallen creature.

to hit: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
dmg if hits: 3d6 + 3 ⇒ (5, 4, 1) + 3 = 13


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Gromsch moves nearer to the strange Golem (H10) and throws a bomb at him.

Precise Bombs: Taking out the following squares: H5 G5 G6 G7 H7
Splash Weapon Mastery: Additional Square: None
Bomb (Touch Attack): 1d20 + 8 ⇒ (9) + 8 = 17
Fire Damage: 3d6 + 8 ⇒ (5, 5, 2) + 8 = 20
Splash Damage: 11 (Ref Save vs 20 to half) (Shouldn't hit anyone)


Zed's swing misses as the stone figure falls. It is slammed hard by Varian's weapon, but still struggles to stand. "I am forbidden to surrender."

As it focuses on getting to its feet, Zed's morning star strikes hard at the base of its neck.

"Hostile actions permit a hostile response."
As Sunny frees the unmoving witch from the mancatcher, the stone man grips the shaft tightly, and thrusts it at Sunny.
The curved bands clamp around her midriff.

The hurled vial from Gromsch explodes. Though your foe appears to be skinned in stone, you smell some flesh burn.

rolls:
10% light fortification: 1d100 ⇒ 57
touch attack vs Sunny: 1d20 + 10 ⇒ (8) + 10 = 18
vs grapple CMD: 1d20 + 12 ⇒ (14) + 12 = 26

acro check to move: 1d20 + 2 ⇒ (10) + 2 = 12

Round 2

Zed
Varian
Corum
Enemy
Sunny
Gromsch

?map<


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

"Eeep!" (O_o)

"Okeys! A little help here!" Sunny calls out.

Escape artist:1d20 + 4 ⇒ (3) + 4 = 7

Even as she wriggles about in the grip of the pole thingy.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian takes a step to H5 and tries again to slam his hammer into the construct. "Coming, Sunny."

to hit: 1d20 + 5 ⇒ (15) + 5 = 20
dmg if hits: 3d6 + 3 ⇒ (1, 1, 3) + 3 = 8


Corum smiles:
"Biggus Makus!"
The arcane words trigger growth in Zed.
Full round enlarge person on Zed
Corum sends his wolverine into action.
bite/damage: 1d20 + 4 ⇒ (15) + 4 = 191d4 + 2 ⇒ (3) + 2 = 5
claw1/damage: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (4) + 2 = 6
claw2/damage: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (2) + 2 = 4
The claws miss, but the bite is accurate.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed takes a step closer to his half-orc comrade, crying out to Sunny "Stay on the offensive!" As he brings his morningstar up again.

Attack: 1d20 + 62 ⇒ (16) + 62 = 78
Damage: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (3, 6) = 20

5 foot step to H8 to set up a flank with Sunny. I'm running low on bane rounds, let's pour on the damage.


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Gromsch shortly recaps if he can throw his next bomb without hitting any of his comrades then he yells: STAY WHERE YOU ARE TILL IT DISSIPATES!!

Then he throws a bomb. The emerging cloud of fumes is covered with small air pockets where his friends stand.

Active Spells
Reduce Person (+2 Dex +1 BAB +1AC), Mutagen (+4 Dex, -2Wis +2Nat AC)
Actual AC: 23

Bomb: 1d20 + 10 ⇒ (3) + 10 = 13 Damage (Fire): 3d6 + 8 ⇒ (6, 1, 3) + 8 = 18
Target if not hit: 1d8 ⇒ 6 = F6 which would mean Splash Damage (11 Ref Save DC 20 for half) to the Guardian, No effeckt on the hag
Precise Bombs: Taking out the following squares: Sunny, Wolverine, Corum, Zed, Varian
Stinking Cloud: Fort Save vs 20 or Nauseated for 1d4+1 rounds

Rounds Guardian: 1d4 + 1 ⇒ (3) + 1 = 4
Rounds Hag: 1d4 + 1 ⇒ (2) + 1 = 3


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

"I DUN'T THINK I HAS THA' OPTION!" Sunny shouts back at Gromsch as she wriggles within the confines of the pole-thingy.


Happy new year every one. (^_^)


Zed attack reroll: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

The stone creature stumbles as it continues to be pounded.
A vial from Gromsch shatters.. grazing across the towering figure's chest, and ripping flame across him. The point of impact seeps and sizzles...
It's stony skin loses the coarse texture, and becomes glossy black.
The creature loses it's form completely, drops and empties like a bag of oil.

The mancatcher retains it's grip on Sunny. The hag is still unmoving.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

CMB:1d20 + 3 ⇒ (11) + 3 = 14(To try and wriggle free.)

"Eeewwww!" At the poor critters demise....


"Let's grab that hag, save Sunny, and get out of here. Gromsch, any way to stop this pond for contaminating the whole town?"


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Craft (Alchemy): 1d20 + 15 ⇒ (8) + 15 = 23

I must experiment. Hm, it is a fungus. That means, that it is a living thing. Maybe we can try to deaden it with heat or with alcohol. Maybe Acid would help too.


Though it does not grip her painfully tight, Sunny is still unable to free herself.

Gromsch:

You find the substance coagulates when alcohol is introduced... it would likely break it down completely in time with enough alcohol.
You try heat, and at first it seems to thrive... until you pass 120 degrees fahrenheit. It then darkens and greys within seconds.

You find the substance foams when acid is used. The resulting vapor feels like it is shredding your nasal passages.


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

We have 2 Options:

We can poor enough alcohol in it the brain mold will coagulate or we can heat the pool then the brain mold darkens and precipitates.

I think the second possibility will be easier to achieve. We can heat big rocks in a fire and throw them in the pool.

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