Nearly gods... (Inactive)

Game Master BloodWolven

Nearly Gods-monastery

Upper and lower

Rough Map

Gnoll Tower


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HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Bow to me?


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Pretty sure that's referring to the things bowing to me.

Azulth continues to stare in wonder and bemusement at the creatures before him. "Huh. No, this isn't that strange, but it's weird..." He swings his scimitar absently through the air and calls out to his allies below. "Hey guys, I've got a few up here! Not sure what's going on... No, I'm getting there--they're, uh, bowing, looks like."

Silver Crusade

Nearly Gods Upper and lower

The group is way too far away to hear Azulth. The pugwampi are bowing to Azulth.

Baris jumps after the last gremlin running and kicks it for minimum force perhaps Arasmes can finish it off or Alton will?


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

Alton notes the position of the final gremlin in his mind and sends forth two bolts of arcane power magic missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Silver Crusade

Nearly Gods Upper and lower

Death to the gremlin as it leaves the room by two magical bolts. It drops to the ground. Act freely.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth continues to stand by, sword in hand, wondering what's going on. "Yeah, I hope somebody shows up soon, too... No, probably not, she's outside with the horses."


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"I'm just glad to be done with those little bastards. So very annoying."


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"Yes, I know what you mean." The halfling states agreeing with Arasmes. He grabs a chunk of wood and begins to move the debris into one corner.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"You look to be gathering material to start a fire." Arasmes says to the little halfling.

Seeing the others, Arasmes asks, "So, what's next? All these little gremlins made me forget why I am even here, I became so angry."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"I believe primary rationale was in taking a proactive approach to the gremlin threat by killing them at the source, which we have done so"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Hmm, in that case, I guess we had better search the place to ensure there are none left."


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"Just cleaning up to have access to the forge and kitchen. Sounds good to me, would you mind if I joined you fellows? If not I could just become a chef and weapon smith here!" Baris says simply explaining his actions, then he gets excited hoping they accept him, if not he spins it and goes back to cleaning to make the room serviceable.

sorry for the short post need sleep, fighting a cold


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Soon enough Baris has the place spotless, he encourages the Magmin to burn the debris and refuge. With a few tools he has a roaring fire in the oven and the forge. He begins to organize what was salvageable. "More things to burn would be great to keep the fires going but material to make some items would be best. Any metal or such that you stumble upon I would be grateful for."

Silver Crusade

Nearly Gods Upper and lower

Azulth the gremlins finish bowing, but stay face down either kneeling or lying flat on the ground. They keep chanting something.

Linguistics DC 15:
Chief or leader

You know the floor is not stable for you but you could move around using the beams to get to the throne. Some of them get up and collect the weapons and put them in a pile next to the throne. You recognize them as fighting with the really ugly and biggest pugwampi against you.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Linguistics: 1d20 + 3 ⇒ (5) + 3 = 8

"Yeah, I'm sick of waiting, too. Let's check that chair out." Azulth nimbly leaps and balances along the beams to reach the throne.

Taking 10 on Acrobatics grabs me a 25 to balance and a 29 to jump. If I need more than that I'll roll.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes looks around room to room to ensure there are no more threats.

Silver Crusade

Nearly Gods Upper and lower

No more threats as the Magmin goes and enjoys the flames of the forge for the group on the first floor.

-----

Azulth makes it to the crude throne and sees that the dead pugwampi have been stripped and moved away. Now all their items including all the weapons of the living pugwampi sit next to the throne. They circle around you with misshapen grins of broken teeth.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes will patrol the entire temple checking every room looking for threats.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Y'know, every now and then a nagging little voice tells me I should've put ranks in Sense Motive. Then I remember it's more fun to just do things.

Azulth shrugs. "Well, I guess it's what they want." Still with his sword in hand, he flops down into the throne. "So... What do you guys want?...Yeesh, their teeth are creeping me out..."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"We could report back objective complete," he says neutrally

Silver Crusade

Nearly Gods Upper and lower

There are more threats... To normal people... I will get back to you guys by 11am, Pacific time, Doctor appointment and all. Please PM me if you don't hear from me.

Arasmes and Alton begin to search the temple room by room looking for threats leaving the halfling to his own devices.

Azulth not for sure if they want to eat him or serve him waits on the pugwampis to act. The larger, or at least well fed four approach him pulling out a weapon from the pile. They hand you them handle first then one of them points to the four of them. They wait for you to hand the obviously magical small warhammer. It has blood still dripping from its previous owner, though it glows white just shimmering as Azulth grabs it.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Sure, what could go wrong?" Azulth mutters to himself as he grabs the hammer. "Sure has been a weird day. That nice pretty lady smiled at us, though. That was neat."

Silver Crusade

1 person marked this as a favorite.
Nearly Gods Upper and lower

The most outspoken of the four once again points at the hammer then points to himself and the other three.

Meanwhile...
A17
Three long wooden tables and dozens of chairs that once lined this mess hall are in shambles, mostly rotted away with the passage of years. Light shines through several large holes in the ceiling, illuminating a closed door on the east wall.

A18
Ten bunk beds in various stages of disrepair fill this chamber, which must once have been a dormitory for students. The roof is mostly intact, and an open arch in the north wall leads to a large hallway. The east and west walls both bear sturdy wooden doors leading to other rooms, and an open arch in the southeast corner of the room leads into a darkened antechamber, perhaps a large closet.

The door in the eastern wall is unlocked but is not easily opened.

The small room off the southeastern wall is the lowest (and now only) chamber in what was once a 40-foot-tall tower. All of the wooden floors and the old ladder that used to comprise the tower jumble the floor here in a collapsed mess. The roof of the tower fell years ago, leaving it open to the sky.

A15
Five austere beds line the north wall of this humble office and living quarters. A dented metal chest rests at the foot of each bed, and a simple mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air. This was obviously where the baboons lived.

A14
A sagging wooden balcony overlooks this large room, which must once have been the monastery’s library. An overpowering odor of musty, rotting paper and old leather fills the air here, and hundreds of books—most too damaged even to open without destroying them—litter the floors. Empty bookshelves line the walls of both levels.

Perception DC 16:
Although most of the books here crumble at a touch, one book is very well preserved. This unusual book is called Courts of Stone and Flame, and is a treatise on genies of the elemental planes.

A5
The eastern cloister walk abuts what must be the outer wall of the monastery itself. The lengthy wall bears a marred sculpture depicting the five figures from the north cloister mural in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demoniac visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess. Opposite the sculpted wall, a series of open arches leads out into an open-air courtyard.

A DC 17 Knowledge (history) check:
Reveals that this
sculpture depicts the great wars of genie vs. genie that
cast the Pale Mountain region into chaos hundreds of
years ago.

A6
An open arch along the southern wall at the eastern end of the corridor leads off into darkness, while a series of archways lines the north wall, looking in on the monastery’s massively overgrown courtyard. The southern wall bears a bas-relief sculpture in the form of a triptych. In the first scene, a heroic looking bearded figure takes leave of four similarly attired companions, who rise off into the heavens, leaving him to stand vigil over the large mountain in the background. The next scene depicts the bearded figure in battle with a flaming half man, half snake creature wielding a spear. The fire spirit transfixes the bearded hero with the spear, seemingly striking a killing blow. In the final scene, the hero appears twice—once on the ground with a wound in his back and once standing over this form, looking down upon it sadly.

Comparison of the bas-relief with others, Wisdom DC 5:
The bas-reliefs clearly show that the bearded figure here is the central figure in all of the carvings, including those found in areas A1a and A1b, and that the entity’s name is Vardishal.


A7
The outer wall of the west cloister passage bears a massive carving. The central figure—the heroic man with the pointed beard—preaches to a variety of human clerics from throughout the long history of the monastery. The first image depicts the figure manifesting in a spiritual manner to a small group of pilgrims of Sarenrae. Another shows the figure conversing with a man in religious finery while the monastery itself is being constructed in the background. Thereafter follows a procession of similar poses, each depicting a visit by the bearded man and the leader of each era of the temple. The depictions of these clerics often also bear an identifying inscription, complete with dates that span the last several hundred years. The most recent carving is from thirty years ago, and while ample room remains for additional carvings on the west wall, the last thirty feet or so are completely blank.

Two open arches on opposite ends of the west wall lead out into
the ruined nave.

The bas-relief here has suffered the most damage of any along the cloister walk. In particular the clerics of Sarenrae have been particularly ill-treated, with some of their names and the dates of their reign completely pried away or scratched into oblivion. Their physical forms bear other obvious sings of abuse, with a few gouges in faces and chests that clearly seem to have been created with strong intent to vandalize. These defacements are tangible reminders of the battle with Kelmarane’s twisted cult of Sarenrae that finally brought the monastery to ruin 2 decades ago.

A4
A sweeping bas-relief sculpture along the north wall depicts five bearded, larger-than-life humans riding the wind with triumph carved upon their faces. Though some of their arms and hands are missing, each is clearly meant to wield a distinctive weapon. One of the five warriors holds a large axe, while another holds a fragment of what must once have been a regal staff. In the distance, an ominous mountain looms over the quintet. East of the wall decoration, two open arches lead into small rooms off the north wall. The south wall is little more than a series of open arches that look out into an open-air courtyard.

DC 15 Knowledge (religion) check:
Identifies the five figures as legendary genies known as the Templars of the Five Winds. The stone carving bears a name for each genie, engraved near their feet. They are,
from left to right, Kardswann, Pazhvann, Vardishal, Zayifid, and Davashuum. The latter wields the broken staff, while Kardswann wields the strange axe.

No other weapons can be seen on the other damaged statues. Any PC who viewed the bas-reliefs in areas A1a or A1b recognizes Vardishal as
the same figure depicted there.

A8
Huge branches and overgrown weeds clog the central openair courtyard of the monastery’s cloister walk. In better times, the monastic priests would have contemplated the open space while circling the cloister, but today it is barely possible to see a few feet into the tangled mess, let alone all the way to the opposite cloister walk. Here and there the brush thins out enough that a dedicated explorer might be able to create a sort of passage, but mostly it is an impassable mess.

Knowledge Nature DC 22:
The sticks and branches comprise the nest of a huge vulture-like bird called a geier (pronounced GYRE, rhymes with tire), a Katapeshi carrion bird well known for both its size and aggressive nature. The creature likely has many nests in the region, so the bird most likely often goes days or even weeks without returning to the monastery.

Silver Crusade

Nearly Gods Upper and lower

A9
This small antechamber was a place for reflection before the monks gathered in the chapter house at area A10. Carvings of religious significance to the cult of Sarenrae line the walls, but none seem to involve Vardishal or help in any way to lessen the mystery of the abandoned monastery.

A12
The brightly painted walls of this small chapel, probably meant for personal prayer and reflection, stand out as unusually garish for the otherwise reserved architecture notable elsewhere in the monastery. On the walls, numerous rectangular wooden plates traced in gold filigree depict a strapping warrior battling creatures of fire, riding a chariot on the wind, and engaging in other acts of noble heroism. It is the same figure depicted elsewhere in the monastery, but the sheer number of images here suggest that this shrine was especially important to the clerics who honored him as a saint of Sarenrae. Perhaps a quarter of the gold plates have been pried away or hacked apart by long-absent vandals.

Opposite the door, dominating a section of the north wall, stands a man-sized statue of the warrior, its face marred by what look like numerous blows from an axe. The statue holds both hands in front of him, bent at the elbow, palms up, as if expecting an offering. Several deep rents from similar axe blows make it clear that someone tried to hack the arms from the statue decades ago, but was unable to do so.

DC 20 Search check:
The unusual statue of Vardishal masks the hidden door to the monastery’s undercrypt. The grooves in the floor at the statue’s base indicate that it can be pivoted to the side—doing so (requiring a DC 14 Strength check) causes a hidden door in the north wall to open, revealing a flight of stairs that leads down to the undercrypt.

Treasure:
The gold plating on the walls here can be scraped off with a lot of work over several days, resulting in 148 gp worth of gold dust and fragments.

A10
This austere octagonal chamber has a tall roof and an aerie of leering gargoyles perched atop each point where a wall meets another wall. An unholy stench of rotting meat, dried blood, and animal excrement hangs heavy in the air, no doubt from the fine crust of gore, animal carcasses, matted leaves, and guano covering the floor.

Treasure:
Strewn about the floor are 43 gp worth of loose
coins, a chime of opening with four charges remaining, and a
fine silver bowl worth 75 gp.

A half dozen insectoid creatures swoop down upon Arasmes and Alton, each of them have two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.

K Arcane DC 10:
These are Stirges, blood sucking threats.

Initiatives:

1d20 + 4 ⇒ (10) + 4 = 14 Stirges
1d20 ⇒ 19 Alton
1d20 ⇒ 16 Arasmes

Perception DC 20 - No unluck 'Yay!':
You can see some of the flying rats above before they come swooping down, most are at the very top at 20 feet, though two are on a ledge 10 feet up.

Action!!!
Alton and Arasmes are first, but will they get the perception check to get to act in surprise round as well?


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

I'm up, first, let's spend my last afar arcane 1st level spell slot, I also auto pass the religion and arcana ones, the perception and history ones too other than that last one if I can take ten Alton frowns pulling inside himself to call out some of his arcane fires to extirminate as many of the beasts as possible 4d6 + 4 ⇒ (6, 3, 2, 6) + 4 = 21reflex save DC 14 for half as for do I get a suprise round 1d20 + 9 ⇒ (13) + 9 = 22


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Hey, nothing bad's happened yet. Why not?" Azulth shrugs and pushes the hammer against the big creature's chest, wondering if that's what the thing wants, or if it actually wants to be beaten.

Bull Rush: 1d20 + 7 ⇒ (15) + 7 = 22

Silver Crusade

Nearly Gods Upper and lower

A sitting bull rush, I am sure ther is a penalty for that. ;)

The pugwampi gets pushed back by Azulth. He smiles and dances in a circle, he comes back and grabs onto the hammer, obviously waiting for you to let go. Another of the four goes over and collects a small longsword and offers it to Azulth handle first. Another nice weapon.

_______
Alton fires off fire from his hand making the creature turn into ash.

With the prescence of arcane magic the floor looks to absorb the extra power and a design of red light emerges on the floor.

K Arcane DC 23:
You believe it is a summoning symbol used by dark occultists, you don't know what will be summoned but you are for sure nothing good.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

perception: 1d20 + 10 ⇒ (9) + 10 = 19

Silver Crusade

Nearly Gods Upper and lower

Alton saw the little critters and shot one to ash before it had a chance to leave its perch. Round 1, get going heroes!


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes adopts snake style stance and takes the total defense action, waiting for them to attack.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth lets go of the hammer and takes the sword. If the pugwampi again motions for him to touch it with the weapon, he does so. "This is really weird."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

I only got one? It's a 15ft cone,

Silver Crusade

Nearly Gods Upper and lower

Sorry Alton, I did not know it was a cone, please either link the spell for easy access, describe what it does in greater length, or draw it on the map. Technically you could not reach any of them in surprise round, you would need to move into the room to get within reach of them.

Round 1
Alton now stands in the middle of the room, lets loose his burst of fire turning three of them into ash.
Arasmes stays at the door and prepares to defend himself.

The bat winged beasts charge at the one who destroyed their brethren. They all hit and with their multitude of barbed feet and proboscis they latch onto Alton. He loses 4 con as they drink his blood.

1d20 + 7 ⇒ (6) + 7 = 13 touch attack
1d20 + 7 ⇒ (15) + 7 = 22 touch attack
1d20 + 7 ⇒ (14) + 7 = 21 touch attack
1d20 + 7 ⇒ (14) + 7 = 21 touch attack

Round 2
Heroes go!


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

punch, fighting defensively: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
1d6 + 4 ⇒ (2) + 4 = 6

AC 27, touch 20


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

given that my initive is higher than theirs I should get another attack off before they get to me, unless it takes a double move to get to them if it does not take a double move to get to them I'll cast ray of frost, fighting defensively, which would in turn cause one of them to miss, the other two still hit but there you go
Seeing three more flying creatures dive at him Alton starts to think he may not have made the best decision
He fires off a small ray of ice at the charging monstrosities, keeping his sword ion the guarded position as he steps back 5ft, 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 1d3 + 1 ⇒ (2) + 1 = 3 but the creature manages to swerve out of the way, and two of them strike his skin and drink his blood weakening him, he retaliates against it flanking with his invisible imp 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 1d4 ⇒ 2DC 13 fort save or loose1d2 ⇒ 1 Dex
Alton in turn tries to remove one of creatures himself1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 1d8 + 1d6 + 3 + 1 ⇒ (4) + (5) + 3 + 1 = 13 slicing it in two
4 dead, one injured, 2 fine one of the ones that are fine is not grappling me unless it took a double move to get to them, in which case... I'm hurting, really hoping that we can get a restoration spell at me soon, soon as we level up lesser restoration is a must have spell

Silver Crusade

Nearly Gods Upper and lower

Surprise round, Alton moves into the room seeing the creatures before they see him.
Alton moved from A9 to the center of A10, a move action. In surprise round you may do a standard or move action. Also three of them are attached to you not four then.

Round 2
Arasmes waits for the moment when one of them charges him, but he estimates to late and misses the small creature entirely.

Alton slices one of them off of him, though its legs are still stuck in his flesh. The other two continue to drink, 2 more con damage (now a total of 5), gorging themselves on Alton's blood. The other one decides to find a different target and goes after Arasmes.

1d20 + 7 ⇒ (15) + 7 = 22 touch attack vs. Arasmes.

The creature darts at him with full force, slamming through his defenses and embedding its legs into his left arm. It's proboscis enters near the neck and begins to feed on his blood, 1 con damage.

Off to the right something begins to take form out of the bones and sinew left from the small creatures' diets. It looks to be reptilian in form with a mouth full of teeth.

Round 3
Heroes Go!


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Is anything happening where I am?


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Round 2
Arasmes gets an immediate action Sense Motive check to use as his AC versus the attack due to Snake Style
sense motive: 1d20 + 12 ⇒ (1) + 12 = 13 still got hit :(

Round 3:
punch, fighting defensively: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
1d6 + 4 ⇒ (4) + 4 = 8

AC 27, touch 20

Silver Crusade

Nearly Gods Upper and lower

Azulth
The pugwampi that got the warhammer collects other weapons and has Azulth distribute them out. Once that is done the pugwampi scatter about the room now armed. The pugwampi with the warhammer and his fellow three biggen's stay next to Azulth almost as if protecting you, standing at guard.

_____________
Round 3
Arasmes you hit the sucker on your arm, though your hand does not seem to do much damage to the creature. One of its wings has been broken but it keeps sucking.
Still waiting on Alton's action for round 3, before it drains another cup of blood from you. Yes they have DR.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

The imp once again strikes out with it's poisonous tail1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 131d4 ⇒ 3fort save DC 13 or loose 1d2 ⇒ 2 dex 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 1d8 + 1d6 + 3 + 1 ⇒ (5) + (4) + 3 + 1 = 13 giving Alton an opportunity to slice with his magic sword

Silver Crusade

Nearly Gods Upper and lower

Round 3

Alton slashes off another of the blood suckers. Now only one bloodsucker each continues to drink. The one on Alton is rather bulbous with his blood.

The runes and lines of glowing red light diminish, but the creature has been fully formed. It charges Alton but is not able to clamp down its serrated teeth on Alton's flesh. Instead where the mouth hit leaves behind acid to burn through his clothing to his flesh.

bite attack: 1d20 + 9 ⇒ (6) + 9 = 15 if hit then grab
damage: 1d10 + 6 ⇒ (9) + 6 = 15
if touch acid damage: 1d6 ⇒ 5

Another con damage for each of you. Now Arasmes has 2 con and Alton has 6 con.

Round 4
Will Azulth just stay in his own little world or come to the rescue?
Heroes go!


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Does Azulth have any idea of what's happening elsewhere?

Azulth shrugs and leans over in the throne, trying to get as comfortable as possible with his scimitar still in hand. "I mean, let's see where this goes. Maybe Razzy'll come on up, we can set up shop here. Wonder if this makes us a prince, huh? That'd be cool."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

Alton slices off at the remaining leach monster, figuring that fightin an unknown creature while getting his blood drained by a leach was a bad idea he keeps his guard up as he does so 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22 1d8 + 1d6 + 1 + 3 ⇒ (8) + (1) + 1 + 3 = 13 slicing it in twain, he nearly falls over at the head rush from the blood loss he shouts out to his imp "Rekhit, my wand... Use my wand" Rekhit grabs the wand of lesser restoration on his belt to heal his master of his blood loss 1d4 ⇒ 4


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Round 4:
punch, fighting defensively: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
1d6 + 4 ⇒ (6) + 4 = 10

AC 27, touch 20

Silver Crusade

Nearly Gods Upper and lower

With Azulth taking a lazy attitude he will stay in his throne waiting for the others. ;)

Nice save Alton! I thought I would give you a chance Azulth.

Round 4
The flying leeches have been taken care of and now an abomination stands to take down Alton. It bites into Alton's leg leaving a large wound and trips him to the floor.

bite attack: 1d20 + 9 ⇒ (18) + 9 = 27 if hit then grab
damage: 1d10 + 6 ⇒ (3) + 6 = 9
if touch acid damage: 1d6 ⇒ 5
grab: 1d20 + 9 ⇒ (13) + 9 = 22

Round 5
Heroes go!


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Round 5:
punch, fighting defensively: 1d20 + 7 - 2 + 2 ⇒ (9) + 7 - 2 + 2 = 16 vs the creature on Alton, gave myself flanking if possible
1d6 + 4 ⇒ (6) + 4 = 10

AC 27, touch 20

Silver Crusade

Nearly Gods Upper and lower

Round 5

Arasmes moves into a flanking position behind the creature. His kick hits the creature hard. Blood explodes out of the wound covering Arasmes' foot and burns acid: 1d6 ⇒ 5, Reflex DC 15 or an additional acid: 1d6 ⇒ 3. The torn muscle from the blow leaves a hole where he hit.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

Cold and icy black blood sprays from the wound felt by the creature1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17 1d8 + 1d6 + 3 ⇒ (7) + (5) + 3 = 15 that is an immiedieate action, damage is cold type, to his is touch, damage includes sneak attack, from flank am I grappled or just tripped, it's important for my action also is there any knowledge I can roll to identify it?


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

ref: 1d20 + 9 ⇒ (7) + 9 = 16

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