Monster Mashup - Table 6 (Inactive)

Game Master CaveToad

Goatling Battle Map
Marsh Battle Map
Ogre Mountain Battle Map
Regional Map
Nathan's Night Campsite

Party XP Total:

Greebins: 5763 (level 3)
Crest: 7160 (level 4)
Mlinzi: 6000 (level 4)
Nathan/Lotham/Eleanor: 7693 (level 4)

Needed for level 4: 6000
Needed for level 5: 10000

Party Meals Remaining: 35
Meals consumed per day: 8
(2 large, 4 medium )
Meals consumed through day 12


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Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan prepares for the night and says, "Yes I agree. Let's go in the morning when I can prepare the spells and when we will have more daylight."


- INACTIVE - (GM abandoned game)

"Since we are stopping for the day, I will spend the remainder of the day and afternoon communing with the gods and praying over my amulet--I believe Sarenrae in particular will bless it with some special... Properties."

Amulet will now be an Amulet of Mighty Fists, and all of Lotham's natural attacks will be Merciful

-Posted with Wayfinder


Day 14 - Morning

The night passes uneventfully, and the group wakes on the shore of the lake, and prepares to tackle the water. One raft already complete, there is contemplation for another. The group prepares their aquatic spells for the day and readies for an arduous swim. Several of the group are not strong swimmers and the distance is extremely daunting and will be quite fatiguing.

Any more preparations? Let me know what the final plan is, and is Greebins staying back on the safe dry dry land?


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Before turning in for the night, Mlinzi spends some time meditating while perched atop his hammer. In the morning, he senses a new strength in the weapon that had not been there before. He suspects that this new strength may soon be necessary to help protect his friends.

Spending 2000 MCP Points to give Mlinzi's longhammer a +1 enhancement.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Inspired by Lotham sitting down with his amulet and his prayers to Sarenrae, and a bit jealous of his direct link to the gods, Crest follows suit after finishing preparing the raft. He's quite curious and more than a little doubtful that anything deific will happen-- one of the many problems with venerating a dead goddess. Still, his confidence in Goodwin outweighs his doubt, and after some time thinking about the differences between Kelizandri and Lysianassa, he senses a strange, new power.
Turned Crest's Amulet into a Cruel Amulet of Mighty Fins. Please excuse the bad fish pun.

The next morning, Crest takes some time alone and communes with his old friend the Spirit of Waves, asking for as much assistance as possible in the daunting task ahead. Especially concerned for his companions, he asks the Life spirit for a blessing, then rejoins the group.

"Greebins," Crest says, "if you're staying back with our packs and things, perhaps Tide could keep you company. I'm worried he won't be able to keep up and I'd hate to see anything happen to him."
Tide's my Spirit Animal, a water-breathing peacock. I'm looking forward to hearing that Fire-Cat and Water-Bird became fast friends when we get back. AKA please don't eat my familiar, Greebins.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Greebins quickly removes the parrot from his mouth, feathers floating humorously near his innocent looking face.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

"Yes, I can do that." He looks warily at the bird.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

haha, I lol'd

I can't think of anything else we need/can do to prep. If anyone else can, feel free to delay this but...

"Thank you, Greebins. We'll be back as soon as we can."

Crest gestures to the others as he slinks down to the water's edge.
"Shall we go then?"


- INACTIVE - (GM abandoned game)

Lotham gleefully rushes into the water and begins swimming forward with powerful kicks. "Lead the way, Crest!" He shouts.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

When every is ready, Crest does, starting off at a reasonable pace so as not to tire out anyone too quickly.


The group enters the water. Crest circles the group and aids Nathan Mlinzi and the water is calm and thus they can proceed carefully and cautiously. Lotham swims on his own and Eleanor strides atop the tiny ripples.

Crest's aid autosucceeds for swimming.

hour 1 DC 20 swim checks - Nathan: 1d20 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
hour 1 DC 20 swim checks - Lotham: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
hour 1 DC 20 swim checks - Mlinzi: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

hour 2 DC 20 swim checks - Nathan: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
hour 2 DC 20 swim checks - Lotham: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
hour 2 DC 20 swim checks - Mlinzi: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

hour 3 DC 20 swim checks - Nathan: 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25
hour 3 DC 20 swim checks - Lotham: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
hour 3 DC 20 swim checks - Mlinzi: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

hour 4 DC 20 swim checks - Nathan: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
hour 4 DC 20 swim checks - Lotham: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
hour 4 DC 20 swim checks - Mlinzi: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

damage after 4 hours of swimming

Nathan: 3d6 ⇒ (5, 5, 2) = 12
Lotham: 1d6 ⇒ 5
Mlinzi: 1d6 ⇒ 1

Srd site is down currently so I can't look up some swimming stuff. Will come back soon.


- INACTIVE - (GM abandoned game)

I would have taken 10 for Lotham, so he would have got 20 on every check


Ah yes of course, that makes sense.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

When they arrive at the spot Nathan says. "That took a lot out of me. Let's rest here a few minutes and then head down. I have 4 spells to let us breath. We'll need 3, so that gives us one extra. I also have two spells to increase our strength is they are needed for anything. Both spells will only last four minutes. I can cast the strength spells now or save them. It's up to you guys."


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Pretty sure we need all 4? Lotham, Nathan, Mlinzi, Ellie.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

"With those time limits, we need to not waste our efforts. Let's plan this out properly, but in the meantime, rest a moment," Crest says, before beginning to cast a number of spells.

As Crest finishes each spell he swims over and gently touches each of his companions in turn, and when he does so a small, circling wave encompasses each of them, taking over their efforts to stay above water.

"There. That should help a bit."
Crest casts Spirit Call to boost my CL, then Slipstream on everyone @ CL 5. Everyone has a swim speed of 20' for the next 50 minutes.

Swim Speed:
Swim Speed A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

"Now, I could swim down, make sure we're heading the way and before Nathan uses his Air Bubble spell. No sense in wasting all your time underwater just trying to find the site. I think maybe we should investigate the obelisk first, and depending on what comes of it, the surrounding lake floor. Maybe a Message spell, Nathan, if you have one, then I could get out if front a bit and scout. You might find it a bit hard to see."

"As for other spells, I'd say use them before we head down- just make sure Air Bubble is last... I've unfortunately seen more than a few people drown, and I can ensure you it is not a pleasant affair... Anyway, the obelisk is my main concern, and I'll be warding myself against evil for sure. Something about that thing is....strange."


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

...meanwhile, back on shore

Greebins looks at the parrot warily, and says, "Soooo.... Anything interesting going on with you lately?"


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Mlinzi had fared fairly well throughout the long swim, and was only feeling a little tired. However, it was a relief when Crest cast his spell, allowing him to expend much less effort in keeping himself buoyant.

Before having Air Bubble cast on him, Mlinzi prepared his own defensive spells, just in case they ran into trouble under the waves.

Casting Mage Armor (Duration 4 hours) and Resistance (Duration 1 minute)


- INACTIVE - (GM abandoned game)

Lotham nods slowly. "Prudence, Yes." He casts a few spells as well.

Mage Armor for the next hour, Shield of Faith for the next 4 minutes

As an additional precaution, he summons a 40-foot bridge of moonlight that shimmers in the sun. He sets the raft on top of it. "This is not going anywhere. We can rest here if necessary."

the bridge is effectively a wall of force

-Posted with Wayfinder


A rainbow of fruit flavors! Will wait a bit more, in case Eleanor has any prep, but looks like you are all ready to dip under the surface.


Male Peacock (Spirit Animal of Waves)

...on shore...

Tide the Peacock lifts his head up from the dirty sand on the edge of the beach, dropping the pebble he'd picked up. He squawks loudly in response to Greebins,, before spreading open his plumage.

The pattern on the bird's blue and black feathers is beautiful and dynamic, seeming to depict fast-flowing water flowing with waves breaking from each feather onto the next. Closer inspection by Greebins shows that the strange pattern continues onto Tide's body, where small ripples propagate like ripples on a pond.

With a final squawk, Tide lowers his feathers, cocks his head to the side and stares back at Greebins, his show done.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Eleanor uses an extended Mage Armor before descending with the others.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan casts mage armor and before casting the shorter spells, "Crest, my brother, I believe you mentioned channeling to cure those of us suffering out here. I could do with a bit of healing before heading down. If you don't want to channel I can do so myself." After the healing is done, Nathan casts Message on Crest, Bull strength on Crest and Lotham and then Air Bubble on, Elanor, Lotham, Mlinzi, and himself.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

"Of course, brother."
Crest channels energy while Nathan cats the rest of his spells, then dips under the water to begin the trip.
channel: 2d6 ⇒ (2, 6) = 8
channel: 2d6 ⇒ (6, 1) = 7

Message is target/level


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Sorry, they actually all look like chicken to Greebins...


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Message on Crest, Lotham, Eleanor, and Nathan.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

@Greebins no worries. I got a LOT of laughs out of it


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

I hear they all taste that way too.


- INACTIVE - (GM abandoned game)

26 strength. Wow. If need be, Lotham can rage to get it up to 30. For now his swim is +12

-Posted with Wayfinder


The group stands, floats or paddles in the center of the lake, ready to dive beneath the surface and investigate the obelisk beneath. Crest warns them about the uneasy feeling he got. After everyone gets their magic cast, the group dives down, lowering through the water as Crest guides them. Near the surface it is not hard to see, but as they get lower, the lake muck and depths quickly blots out the sunlight. It isn't far, and the group feels the uneasy feeling, and sees within their mind, a rapidly changing rune, whose sight itself brings greater unease and fear. Fighting the unease, they swim to the obelisk, topple on its side, in the muck, half buried. Even for someone very strong, moving this will be a task. Lotham suspects that raging he could topple it back up to standing, or flip it over, or move it around slightly on the lake bed, but certainly cannot carry it. The group has precious few minutes of the air breathing magic.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

"Investigate the obelisk while you can. I'll search nearby- my vision is better down here. Anyone recognize that symbol?" Crest says to the others, over the Message spell.

Perception, looking around the area with the obelisk : 1d20 + 9 ⇒ (17) + 9 = 26


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

How deep is the lake at this point?


- INACTIVE - (GM abandoned game)

could we lift it together?

as a monstrous humanoid, can Lotham be subject to Enlarge Person?

"If only we had some long chain, we could secure the obelisk and pull it up by looping it over the moon bridge and hauling down. The moon bridge... That gives me an idea."

Lotham relays this in character of course, but here is my idea. It would take a while, but Lotham could make an underwater moonbridge, flip the obelisk onto it, make another, higher moonbridge, flip the obelisk onto that, and on and on. Lotham can make a moonbridge 5/day, but they last for 24 hours. He has already made one today.

-Posted with Wayfinder


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan studies the rune for a bit to see if he knows anything about it.

Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22
Kn: Arcana: 1d20 + 11 ⇒ (1) + 11 = 12


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Mlinzi cannot understand any of the plans the others are making, being disconnected from the Message spell. He does his best to gesture that he will attempt to Aid everyone in lifting the obelisk.

While the others discuss, he swims down and tries to clear some of the mud away from the obelisk in preparation for moving it.


Lotham wrote:

could we lift it together?

as a monstrous humanoid, can Lotham be subject to Enlarge Person?

"If only we had some long chain, we could secure the obelisk and pull it up by looping it over the moon bridge and hauling down. The moon bridge... That gives me an idea."

Lotham relays this in character of course, but here is my idea. It would take a while, but Lotham could make an underwater moonbridge, flip the obelisk onto it, make another, higher moonbridge, flip the obelisk onto that, and on and on. Lotham can make a moonbridge 5/day, but they last for 24 hours. He has already made one today.

-Posted with Wayfinder

You cannot be subject to Enlarge Person.

The obelisk the group estimates weighs about 5000 lbs. With enough strength, Lotham could probably drag it. If the attached bridges were at an angle the obelisk could be dragged up it like a ramp. The largest challenge will be finding a way to pull it from the water and getting traction. Lotham's bovine hooves and the smooth perhaps near frictionless surface of the force bridge, are close to the opposite scenario one would desire for traction, although quite nice for dragging. Add in water, and there is essentially no friction. The group wracks their brains, as surely some creative method or other might suffice, but time is of the essence.

Mlinzi works at clearing some mud, and prying some of the barnacles off to look at the surface underneath. Everyone is nauseous and at great unease, as the runes race through their minds. While no one feels any long lasting effects nor seems to be incapacitated by the process, the psychic strain continues to mount.


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

After searching the surrounding area Any luck on that?, Crest casts Comprehend Languages and inspects the symbol further.


DM Thoughts wrote:

Even if you can lift the object through sheer strength, if the object is heavier than you, you can't really swim with it. Perhaps by RAW there is nothing forbidding it, but you can't propel yourself through the water with something that weighs five times your weight, and doesn't float. Dragging up a ramp, assuming to can achieve some method of not slipping would work, or possibly if you can get it into the heavy load category and carry it up the ramp, maybe. The max lift and staggerered carry doesn't quite work given the distance you need to move it.

The bottom of the lake is 80' down. I'm not sure where your moonlight bridge was anchored earlier. It says it must attach to the ground, so casting it while floating mid lake was probably not possible.

If I was generous ( and maybe I am feeling so ) you could attach the end of one bridge to another, creating a ramp 200' long. It has to ascend 80' to the surface, so travelling 2.5' for every vertical foot. That is still pretty steep and you still have slippery water covered force bridge which needs navigating with slippery bovine hooves.

It will require acrobatics rolls (+9 to the DC for wet, icy, and slope). if you are carrying it, you have a -6 to your roll from encumbrance, and a max dex bonus of +1 (0 in Lotham's case). The base DC is 0, the penalties increase it to DC 9, and the encumbrance means a roll of 16 or higher is needed, so taking 10 is not possible. Movement is also reduced so it may take 10+ rounds. Slipping with a 5000 lb obelisk might result in damage to you, or the obelisk, or it might slip/slide or fall the way to the bottom again.

Searching the immediate area results in nothing interesting found. There is many feet of muck at the bottom which could hide something, but digging through that will darken the waters more so, as the fine muck is kicked up.

Casting comprehend languages on the obelisk reveals nothing about it or any of the runes on it, as they appear to be magical.

Nathan examines it and is uneasy about it. The obelisk does not date as old as their time, and came after, so he has no lore about it. It does seem to be related to ritual magic somehow though.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan looks to the group and messages, "With these sick feelings I'm not sure we want to raise this. It may be an evil object. I will check for that and then see if I can read it."

Unable to divine anything from his knowledge about the obelisk, Nathan detects evil on the obelisk and then he casts read magic and tries reading the runes.


The obelisk does not detect evil. He casts read magic and attempts to read the runes.

Nathan DC 20 will save: 1d20 + 11 ⇒ (9) + 11 = 20 - success

After starting to decipher the magical runes, Nathan's mind starts to loses grip on what is reality as the world around him begins to melt and he tries to maintain his senses and mental focus. With herculean effort he pulls his main away from the overwhelming power of the runes and saves his own sanity. In the brief moments he was able to discern the runes, he was able to determine they are part of some summoning ritual which would ultimately result in some apocalyptic scenario. it was quite unclear how this would work though.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan's eyes go large and you can hear his scream through the air bubble. "We need to leave this HERE! Let's get out of here!" Nathan then starts swimming to the surface.


- INACTIVE - (GM abandoned game)

"Ragnarok..." Lotham follows Nathan's lead.

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

Crest's heart races at Nathan's outburst and he looks around in a panic. He stays around to make sure the last of his companions start up, especially Mlinzi, then follows, last.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Mlinzi hears the scream and looks around, concerned for the safety of his brother. He sees no danger, though, and so seems rather confused. The others seem to be heading to the surface, though, and so the Vanara hesitantly follows.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Eleanor breaks for the surface quickly following along side Nathan.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

When everyone gets to the surface, Nathan explains, "I didn't detect any evil on the obelisk, however when I attempted to read the runes using the read magic spell it darn near drove me insane. That think is dangerous. I don't know exactly what it does but it is used in some sort of summoning ritual that would lead to an apocalyptic end. It should probably be destroyed as we don't want the end of the world. At the very least I suggest we mention this to no one other than our brothers and sisters and leave out the location when we do." Nathan seems relieved to get that off his massive chest and just rests.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Mlinzi ponders this turn of events. "Do we have enough time to destroy it this trip? We could always try again tomorrow. I'd hate to leave something like that lying around. Still, I bet the thing has ways of protecting itself. If just trying to read the runes has the potential to drive someone insane, there's a good chance that trying to destroy it won't be any safer."


- INACTIVE - (GM abandoned game)

"You may be right, but I think we must try all the same."

-Posted with Wayfinder


Male Merfolk U.Rogue 4 / U.Monk 4 / Shaman 4 | HP: 64/64 | AC: 24 T:22 FF: 18 | CMD:22 | F:+8 R:+10 W:+9| Init: +6 Perc: +9* | Darkvision 120' + Low-light

"Eventually, yes, but not today. We should head for shore, if Nathan is up for it." Crest says, concerned and feeling a bit guilty. "Maybe we can come back with the proper spells and the right tools, but I think we should head for shore while we can.

"I'm very, very sorry I lead us here brother, and please know I am relieved you're unharmed."

The return trip should be easier since we have about 40-45 minutes of Slipstream left, so +8 on swim checks, can take 10, and can move 40 ft per round instead of 15 ft. Should make getting back a little easier.


The group returns to shore easier than the way out, and settles in thoughtful silence over the very troubling discovery at the bottom of the lake. Greebins greets his friends at the water's edge, and notices the solemn look on their faces, and its isn't just from exertion.

They relay the horrifying news of what lies in the depths, and his mind also stirs as he contemplates its significance.

Why is this thing lying at the bottom of a lake? Did it fall from a boat? Was it placed there purposefully? Why would something so dangerous slip from the world's collective knowledge? The clear zone of lifelessness around the obelisk is a testament to its power. No fish would go near.

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