PbP Gameday #2 GM Tektite's Devil We Know Series (Inactive)

Game Master Hawkwen Agricola

Swift Prison
Derro Hideout


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Ceobryrn finds that the symboly adorn what appear to be large tumblers, perhaps to operate something. The symbols are the same symbols that are on the parchments! The symbol from the statue adorns the top tumbler, the symbol from the Imperial Hall of Records adorns the middle tumbler, and the symbol from Quickfall Abbey adorns the third tumbler.

At that same moment, the party hears pained moans and chatter coming from the western door as it opens to reveal two derros and four mites leading some humans in chains!

Rolls:
6d6 ⇒ (5, 2, 1, 3, 1, 5) = 17
E: 1d20 + 5 ⇒ (12) + 5 = 17
H: 1d20 ⇒ 2
He: 1d20 + 1 ⇒ (19) + 1 = 20
V: 1d20 + 2 ⇒ (10) + 2 = 12
C: 1d20 + 4 ⇒ (6) + 4 = 10
A: 1d20 + 8 ⇒ (13) + 8 = 21
D: 1d20 + 6 ⇒ (4) + 6 = 10
M: 1d20 + 1 ⇒ (6) + 1 = 7
S: 1d20 + 3 ⇒ (3) + 3 = 6

Initiative:
Ag'mira
Henry
Ellie
Vennoc
Ceobryrn
Derro
Mites
????
Heccan

MAP

Everyone, but Heccan is up!


Ag'Mira moves within 30' and releases a Slumber Hex on the closest Derro DC 16

-Posted with Wayfinder

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Henry draws his sword. "Unhand those citizens, you brutes!" He moves in and swings at the derro nearest him.

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
nonlethal damage: 1d6 + 3 + 4 + 2 ⇒ (3) + 3 + 4 + 2 = 12

Indy swings his tail at the nearby mite.

tail power attack: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
damage: 2d4 + 2 + 2 ⇒ (2, 4) + 2 + 2 = 10

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn moves forward drawing his scimitar and attacks an active foe.

scimitar 2h: 1d20 + 7 ⇒ (2) + 7 = 9
damage if hits: 1d6 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Female Halfling Gunslinger (Musket Master) 2
Stats:
HP: 19/19 (1 nonlethal) || AC: 19, touch: 16, flat-footed: 14 || CMD: 15 || Fort: +5, Ref: +8, Will: +3; +2 vs. fear || Init: +5 || Perception: +9

"Eep!" Skirting around the outside of the fountain, Ellie instinctively takes aim at the north-most derro, the musket firing off with a loud bang that causes her to skid backwards a half-foot on the stone tiles. "Let 'em go, you monsters!"

Musket RTA (PBS, no PS): 1d20 + 8 - 4 + 1 ⇒ (12) + 8 - 4 + 1 = 17
Damage (PBS): 1d10 + 1 ⇒ (7) + 1 = 8


1d20 ⇒ 15

Ag'mira casts a hex, but the derro resists!

Henry punches his lance into the nearest derro, while Indy puts down the nearest mite!

Ceobryrn swings his blade, but misses!

Ellie then fores her musket, putting a bullet in the northern derro!

Vennoc!

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Vennoc may be MIA, he hasn't posted since June 29th. You may want to skip him or have him charge a mite with his his sword.


Vennoc Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Vennoc darts forward and attacks the southern derro, but misses!

Attack vs Henry: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 4

Attack vs Ceobryrn: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 ⇒ 2

Attack vs Henry: 1d20 ⇒ 3
Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Attack vs Ceobryrn: 1d20 ⇒ 7
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

The derro step further in to the room, and one manages to stab Henry. The mites move up and attack, but both miss, while the third looks for an opening.

Initiative:
Ag'mira
Henry
Ellie
Vennoc
Ceobryrn
Derro
Mites
????
Heccan

Party up!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"Ho! What? Not today, little friend!"

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
nonlethal damage: 1d6 + 3 + 4 + 2 ⇒ (2) + 3 + 4 + 2 = 11

tail power attack: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
damage: 2d4 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira steps up on the fountains walkway and extracts some sand from her pouch. Pointing at the mite in front of Ceobyrn she lets the sand slip through her fingers.

"Rest, dream, close your eyes and sleep my pretties."

Sleep Spell DC 15:

School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

that should hit all the bad guys (and some of us) 4HD starting with the lowest HD, so hoping none of us are affected.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn attacks the Derro between Henry and himself.

scimatar 2h w/PA & flank: 1d20 + 7 - 1 + 2 ⇒ (16) + 7 - 1 + 2 = 24
damage if hit: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

the ranger's scimitar bites deep.

If the Derro is still up the ranger shifts back 5ft {NE} out of flank.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan takes a few steps into the room and takes a position near Ag'mira. His eyes glow red and he flashes a wicked looking grin as he speaks to one of the blue creatures. My dear friend! How fortunate to see you here. Would you be so kind as to explain to your compatriots that we are not here to harm them?

Actions:

Heccan takes a move action to step near Ag'mira and a standard action to cast Charm Person (DC 18) on the mite that is due north of Vennoc. I beleive it would get a +5 to save as we are in combat.

Charm Person:

School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.


Henry and Indy miss the derro with their attacks!

Ag'mira begins a sleep spell!

Ceobryrn cuts into the southern derro, putting it down!

1d20 ⇒ 12

Heccan casts a spell on a mite, but it seems to resist!

Vennoc vs Mite: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Vennoc swings at the mite, but misses!

Ellie


Ellie takes a step back and fires at the other derro!

RTA, PBS: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d10 + 1 ⇒ (9) + 1 = 10

Her bullet punches into the shoulder of the derro!

Attack vs Ceobryrn: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 ⇒ 3

Mite vs Vennoc: 1d20 ⇒ 1
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Mite vs Henry: 1d20 ⇒ 10
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Mite vs Ceobryrn: 1d20 ⇒ 14
Damage: 1d3 - 1 ⇒ (1) - 1 = 0

The derro attacks, but misses Ceobryrn, while the mites move forward and attack, but all miss.

Behind the mites, the party sees a seething mass of spiders surging forward!

4d20 ⇒ (1, 20, 3, 19) = 43

Ag'mira's spell goes off and the derro and one the mites falls asleep!

Party up!

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn frowns, "Where the heck did those spiders come from?". The ranger attacks the mite between Henry and himself to get flank then shifts 5 feet back {NE}

scimitar 2h w/PA & flank: 1d20 + 7 - 1 + 2 ⇒ (3) + 7 - 1 + 2 = 11
damage if hit: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira moves around the fountain and fires her crossbow at mite closest to the sleeping Derro.

Light Crossbow: 1d20 + 3 ⇒ (18) + 3 = 21
Light Crossbow: 1d8 ⇒ 1

"Heccan do you have anything for those spiders?"

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan's eyes go wide at the appearance of the massed spiders. He looks about as if trying to decide something then he hears Ag'mira's voice and charge. He looks at her for a long moment, then to the mites and spiders. Hands shaking, he grits his teeth and steps forward. When he reaches the mite in front of him, be blinks his eyes which once again take on a reddish tinge. Heccan's lip curls and his demeanor darkens to something sinister. Keeping the mite at bay as best he can, Heccan stretches out both hands and unleashes his inner infernal power in the form of blazing jest of fire that burst forth from his hands.

The flames sputter as Heccan is unable to concentrate through the chaos of battle, clearly not being used being on the front line of combat.

Actions and Rolls:

Heccan will take a move action to step toward the mite and a standard action to cast burning hands (dc = 15, reflex save for half). Heccan will cast the spell defensively so as not to provoke an attack of opportunity.

Concentration: 1d20 + 9 ⇒ (5) + 9 = 14
Burning Hands: 3d4 ⇒ (3, 2, 3) = 8

Burning Hands:

School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.


Ceobryrn swings at a mite, but misses!

Ag'mira fires her crossbow, striking a mite, but the bolt doesn't seem to do any damage. Unless it is a cold iron bolt.

Heccan tries to cast a spell, but loses his concentration!

Henry, Vennoc, and Ellie!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Attack nearest enemy as needed.

Henry continues to lead Indy against the slaver scum!

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8

tail power attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
damage: 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7


Henry attacks and takes down one mite, the Indy steps up and smacks the other mite into unconsciousness!

Vennoc, having nothing in his possession to deal with swarms, withdraws to the other side of the chamber!

Ellie retrieves a flask of fire!

The swarm surges forward, crawling all over Heccan, Indy, and Henry!

Damage: 1d6 ⇒ 5 Plus two Fort Saves, first one vs poison and second one vs distraction.

Party up!

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"I have a burning hands spell to clear the swarm if you can get out of there."

Ag'mira delays until there is an opening to blast the bugs

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan recoils in disgust as the spiders begin to crawl over him and inflict the many bites. Argh! Horrid creatures!. Heccan gets a bit green as a tries to fight off the dozens of venomous wounds. He flees as fast as he is able away from the sickening swarm.

Fort save poison: 1d20 + 2 ⇒ (16) + 2 = 18
Fort save distraction: 1d20 + 2 ⇒ (8) + 2 = 10

If Heccan is able, he will take a withdraw action and move his full movement in the opposite direction of the swarm.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Ceobryrn if you wouldn't mind taking a step to the side dear, your in the perfect spot for me to cast."

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn smiles "My pleasure Ag'mira" and shifts to the left {e} before drawing a vial of acid. The ranger readies an action to throw ithe acid at the spiders if the Ag'mira spell fails to kill the swarm.

readied action throw acid:

Target back corner of spiders {NW}
throw: 1d20 + 5 ⇒ (1) + 5 = 6
acid damage: 1d6 ⇒ 3

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Readied Action:
Move up and wait for Henry to clear before releasing Burning hands

Ag'mira moves forward presses her thumbs together and fans out her fingers toward the vile swarm.

"There is something burning in my heart
Spreading like a forest fire."

Burning Hands:
school evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Damage: 3d4 ⇒ (2, 1, 3) = 6
Can I catch the derro, mite and the swarm?


Ag'mira moves north after the party vacates the area and releases a spout of flame, burning up the swarm, mite, and injuring the derro!

The swarm disperses after the flames!

Out of Combat!

Henry Fort vs Poison: 1d20 + 9 ⇒ (5) + 9 = 14

Heccan and Henry manage to fight off the poison of the spider swarm!

Searching the bodies, the party finds nothing of real interest.

Back in the hall, the slaves huddle against the wall.

Ceobryrn finishes moving the tumblers and with a final audible click the tumblers lock into place. Suddenly, the fountain begins to rotate and its stale waters drain rapidly. The grinding of the gears echoes off the stone walls, causing the ground to shake. As the fountain rotates, a spiral staircase appears where the fountain’s solid basin once sat. A slick staircase slopes down into Cassomir’s bowels, twisting its way down and around a deep cistern.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan draws a now familiar wand and taps its dark power to heal himself once again. He quirks a brow towards Henry and offers to use the wand on him if needed. Heccan is shaking a bit, clearly rattled from his brush with the swarm and the mites. I will say Henry, I do have a new found appreciation for you calvary types. I found my stint as a footman to be somewhat distasteful to say the least. Oh look, a secret passage. While I have had my fill of combat for a lifetime, I suppose our charge dictates we press on. Despite my misgivings, I shall steel myself for the trials ahead. I will take my inspiration from Vennoc, as nothing seems to phase that cold man.

Heccan will use a charge from his infernal healing wand on himself and offer to use it on Henry.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira walks over to check on the slaves. If they are bound she will release them as she asks questions

"Do you know what is going on with these Derros? Are there other prisoners nearby? Do you need help getting back to the surface?"

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5
Heccan Abraxi wrote:
I will say Henry, I do have a new found appreciation for you cavalry types. I found my stint as a footman to be somewhat distasteful to say the least.

[b]"Well thank you, Master Heccan, what! I've found Indy to be a trusty companion and it's easier on my short legs, ho ho! What!"

Heccan Abraxi wrote:
Heccan will use a charge from his infernal healing wand on himself and offer to use it on Henry.

"What? What? No! None of that bestial abyssal garbage for me, son, no no NO!" Henry shakes his head vigorously at Heccan. "I've got my own curing wand, if you'd be a dear, Ag'mira? I much prefer this type of healing, no disrespect to you, Master Heccan." Henry hands his wand to the witch.

clw: 2d8 + 2 ⇒ (2, 7) + 2 = 11

Thanks for the offer; I've got a couple characters who would be fine with Infernal Healing, but Henry is too much of a right and proper knight for that sort of thing.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

No problem Henry, my pleasure. Ag'mira takes the wand from Henry activates it and releases the healing energy on Henry. Then hands the wand back after he is sufficiently healed.

Now what about the prisoners? How do we get them back to their families?

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn frees the prisoners of any bonds or chains holding them and directs them up the stairs to the city "Head up the stairs to the city and search out the guards. We are heading deeper. If you have any information that you saw or overheard now would the time to tell us. the ranger looks hopefully.

diplomacy: 1d20 + 0 ⇒ (20) + 0 = 20

Ceobryrn prepares to descend the fountain's staircase down, "Shall we go end the cult threat friends?"

perception: 1d20 + 7 ⇒ (5) + 7 = 12

(Sorry for my lack of posting, I've been busy starting a new job.)

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan lets loose a sly grin as he sees that Ceobryn's words hit their mark with the former prisoners. He adds to the encouragement. Indeed, the worst is over fair citizens. Go forth and inform the authorities of what has transpired here. We may need the aid soon enough.

He nods to Ceobryn Yes my friend, I am about ready to be done with these miscreants once and for all. Lead the way and I shall follow. I will bring a sliver of the hells with me.

Diplomacy aid another: 1d20 + 13 ⇒ (16) + 13 = 29


Speaking with the prisoners, you find that they all were an engineer, a
city planner, or a mason; that they were all kidnapped in the last week; and that they were led to believe someone named Dalirio was going to turn them into skeletons.

Having learned what you can and releasing the prisoners, your party descends into the dark spiral stair. An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Dalirio? Didn't we kill him...twice? If it is him let's make sure he stays dead this time. Perhaps a funeral pyre would help?

The Ismacco Crypt! That looks promising."

Before moving further into the room Ag'mira casts Mage Armor then looks around with her 60' dark vision.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan smiles warmly to the prisoners as they divulge the information. He nods once and runs a hand through his thick wavy dark hair. He turns to Ag'mira Yes indeed Ag'mira. It would indeed seem this Darillo is particularly difficult to keep deceased. I will use the time between now and our next meeting to dream up the various ways that we may dispose of him permanently. I like your idea of the pyre, but perhaps we could reduce him to ashes first then send the ashes to the pyre... Heccan smirks toward Ag'mira as he touches a ring on one of the finger on his right hand and it begins to glow with clear white light.

Heccan will cast light on his signet ring.

Perception: 1d20 + 1 ⇒ (19) + 1 = 20

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn shrugs, "I've lost count of how many of the Dalirio line we have ended, hopefully this will be the last."

The ranger finds the statues to be odd and examines the closest one trying to determine is there is anything unnatural about them or how they where made, "Odd way to decorate a tomb, I've heard stores of creatures that can turn men to stone, I wonder if these where once living beings or just good carvings?"

perception: 1d20 + 7 ⇒ (15) + 7 = 22


Moving to the crypt, it stretches toward the room’s ceiling and two large, copper braziers flank its impressive floor-to-ceiling doors. At the building’s base, a faceless statue holds a gibbous moon aloft.

KN: religion DC 15:
The statue in front of the crypt is a representation of Groetus.

Opening the door, ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.

As you open the door, a group of four cultists look up. "Get them!" The man in the back yells.

Rolls:
C: 1d20 + 4 ⇒ (4) + 4 = 8
A: 1d20 + 8 ⇒ (1) + 8 = 9
He: 1d20 ⇒ 10
H: 1d20 + 1 ⇒ (16) + 1 = 17
E: 1d20 + 5 ⇒ (20) + 5 = 25
V: 1d20 + 2 ⇒ (17) + 2 = 19
C: 1d20 ⇒ 6
L: 1d20 + 5 ⇒ (18) + 5 = 23

Initiative:
Ellie
Leader
Vennoc
Henry
Heccan
Ag'mira
Ceobryrn
Cultists

Ellie moves up and fires a shot at the closest cultist!

RTA: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 ⇒ 9

The bullet punches into the cultist, nearly taking him down!

Attack vs Ellie: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 ⇒ 6

The leader moves up and fires an arrow at Ellie, but misses!

Vennoc moves into the room, drawing his blade!

Party up!

MAP

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira moves into the room within 10' of the leader. She smiles as she rolls her hands in tight circles and mumbles the verse before releasing the storm of glowing energy at her foes.

"White and glowing, gaining speed.
Gathering specks with restless need.
Face crescendo, gravity shatter.
Enemies scatter, snowball splatter."

Flury of Snowbals(DC 16):
School evocation cold, water; Level druid 2, magus 2, sorcerer/wizard 2, witch 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 30 ft.
Effect cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

DESCRIPTION
You send a flurry of snowballs hurtling at your foes.

Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.

Damage: 4d6 ⇒ (5, 2, 3, 5) = 15

30'cone will that get them all?


Oh, yeah!

Ag'mira moves in and unleashes a cone of snow at the cultists. The leader dodges and avoids some of the snow, but the other three do not fare as well, all falling!

3d20 ⇒ (13, 2, 16) = 31
1d20 ⇒ 15

Just the leader left, everyone, but Ag'mira is up.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan enters the chamber as the party springs into action. His eyes furrow as he lays eyes on the statue and nods in recognition. Why am I not surprised. He moves to a position near Ag'Mira and launches a frosty beam at the leader.

Heccan takes a move action to move near Ag'mira and a standard action to cast Ray of Frost at the Leader.

KN Religion: 1d20 + 4 ⇒ (16) + 4 = 20
Ranged Touch Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage ray of frost: 1d3 ⇒ 1

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Henry does not bother offering terms of surrender to the traitor, instead ordering Indy to move in for the attack! Along the way he shouts out a challenge to the man!

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
nonlethal damage: 1d6 + 3 + 4 + 2 + 4 ⇒ (4) + 3 + 4 + 2 + 4 = 17

tail power attack: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
damage: 2d4 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn moves in quickly drawing and throwing a Chakram at the leader despite the cover and melee.

Chakram: 1d20 + 5 - 4 - 4 ⇒ (1) + 5 - 4 - 4 = -2(inc -4 cover and -4 melee)

The weapon harmlessly strikes the wall on the opposite side of the room.


Heccan fires a frosty ray, but misses!

Henry attacks the leader, but misses! Indy attacks, but has no more luck than his buddy!

Ceobryrn fires a chakram, but it falls well short of the target. Hal-orc by the way.

Attack vs Henry: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d10 + 4 ⇒ (2) + 4 = 6

The leader drops his bow and swings a flail at Henry, but misses!

Ellie moves in, looking for a clear shot, while Vennoc moves down and attacks, but misses as well.

Vennoc Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Party up!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"Press the attack, what! Ho!"

Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9

tail power attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
damage: 2d4 + 2 + 2 ⇒ (3, 1) + 2 + 2 = 8

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn, moves up to the leader quickly drawing his scimatar to attac

scimatar 2h w/PA: 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 10 inc +2 vs human

Again his attack goes amiss .

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan lets loose another Ray of Frost, though he has a difficult time lining up his shot through the melee.

Ranged Touch Attack: 1d20 - 3 ⇒ (10) - 3 = 7
Ray of Frost: 1d3 ⇒ 2
Ranged touch attack +1BAB - 4 for firing into melee

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

If the leader still stands Ag'mira holds her ground and attempts a sleep hex DC15


Henry manages to strike the leader with his sword, while Indy misses again!

Ceobryrn's streak of bad luck continues, while Hecaan fires an errant ray.

1d20 ⇒ 10

Ag'mira puts a hex on the man. His eyes flutter and crashes to the ground, asleep!

Out of Combat!

Searching the men, you find a masterwork half-plate, +1 heavy flail, and a composite longbow with 20 arrows on the leader, while on the other cultists you find they each had just a chain shirt and a club.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira has a look around the crypt to see if there is anything interesting.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

She whispers to Vennoc "Perhaps you wouldn't mind finishing off that sleeping ruffian. He is already in the perfect spot to be laid to rest."

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn puts his sword away and retrieves his charam, as he helps search the place.

perception: 1d20 + 7 ⇒ (12) + 7 = 19

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