[PbP Gameday VII] GM AndrewW's The Rasping Rebirth (Inactive)

Game Master andreww

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Gallows Part 3 | REBIRTH!

Brought to you by: PbP Gameday VII

BETRAYAL!

Who among you is brave enough to rise to the Challenge of Seeker Content?


Gallows Part 3 | REBIRTH!

A Hand Written note, sealed with the Glyph of the Open Road is hand delivered to you at your home. With the letter is a small stone token, no larger than a coaster and engraved with a Pentagram.

Letter from Ambrus Valsine:
Pathfinders,

A year has passed since a band of villains laid siege to Absalom. The Pathfinder Society has taken a keen interest in bringing two of these to justice in particular: Muhlia al-Jakri, once the Society’s liaison to the Qadira’s government before she left on very poor terms, and Thurl, the former venture-captain of Nerosyan before he betrayed the city to the Worldwound’s demon armies and revealed himself as a servant of the demon lord Baphomet. Understandably, we Pathfinders have a personal interest in seeing this matter closed.

A team of Pathfinders captured Muhlia and shattered her spy network earlier this year, and we made a calculated gamble in leaving her an opportunity to escape and locate Thurl for us. We’ve since flushed them out of hiding with some strategic misinformation and have tracked them to the Five Kings Mountains, where the two have already caused more trouble, sealed themselves in the ossuary Taal Mornat, and thoroughly vexed the church of Magrim. Travel there and speak with my friend Kolm Durrendar. His army’s pinned down the villains but is stymied by an enchanted labyrinth of Thurl’s design.

Included with this letter is a token provided to us by one of Muhlia’s former spies, and it should help you bypass the maze once you’ve spent the next several days attuning to it. The Decemvirate isn’t alone in wanting Thurl dead; his crimes are well known and unforgiveable—an especially sore point for Absalom’s leaders. Despite Muhlia being a seasoned killer who the Decemvirate has also marked for death, a few of the Decemvirate (and I) believe she might not be as corrupt as her demon-worshipping accomplice.

Her slide into evil began with the death of her younger sister: Khismia, a devotee of Sarenrae, who had acted as her older sister’s moral compass. The seven years since have not been kind to Muhlia. Officially, I tell you this only to provide some insight into your opponent. Use this information as you may.

Depart at once. Taal Mornat’s kept well hidden, so even if you use magic to travel to nearby Larrad, you’ll want a guide to lead you the rest of the way. Good luck!

Venture-Captain Ambrus Valsin

This is a good opportunity for Character Introductions, as well as starting talk about Tactics!

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

A tall, emaciated half orc in fire blackened full plate armour floats quietly in the room as he reads the letter. A large shield, decorated with a skull and fly motif hangs loosely from one harm and he does not seem to carry any weapons. My name is Jin-Goro and I have served the Society for many years. It will be a pleasure to use the gifts I have been given bringing Thurl back for his rightful punishment he days as a thin smile crosses his lips revealing rather broken and blackened teeth. If none of you possess teleportation magic then I can get us near this place by taking us through the realm of Shadow...

Dark Archive

Male LN Half-Elf Hellknight Challenges 2/2, Smites 3/4
Other Daily Abils:
Freedom 1/1, Breath of Life 1/1, Ankh 3/3, Exped. 3/3 , Versatile Intimidate 3/3, Summon 3/3, Fearsomeness 3/3, Hellknight Aegis Procced? N
HP: 102/139 | AC: 33 (FF:31 T:17) | CMB +23 (+30 Sunder) CMD 40 (45 vs Sunder) | Init: +2 | Per: +20 SM: +0 | Saves: F: +21 R: +11 W: +11 (+2 vs enchantment, +6 vs Compulsion, +4 vs Fear, +2 vs Phantasm, +2 vs Transmutation)

The note finds Vargo in his very own mini-citadel, Citadel WhimJode, on the Nidal/Chelish border where the Half-Elf wages his own personal battle against the Nidalese and Chelish cults to their evil deities, as well as the witches of nearby Varisia.

The society mostly tolerates this because his crusades have given them access to some of the ruins of Nidal and the lost artifacts of pre-earthfall.

He puts on his copper red armor and his skull-like helmet, attaches his wicked looking polearm and gets onto his flying broom, a keepsake from his late Irriseni witch wife, who he only married so he could have her properly tried for witchcraft.

He knew Thurl. Thurl had been there on the occasion of his very first mission as a Pathfinder, when Diamond City was beseiged by demons, the very event that spurred him towards joining the Hellknight. It would only be fitting for Thurl to be ended on his blade after all of that.

As he approaches the rest of the party. My name is Commander Vargo Starling, Venture Captain of the WhimJode Lodge/Citadel. It is my pleasure to serve you in the destruction of these implacable foes, especially Thurl who has personally caused the demise of so many of our number. I lead from the front and specialize in dealing death to Demonkind.

He looks the Oracle up and down I will praise no god no matter what magic you claim they grant you, no matter how beneficial. If that is not a problem then you and I should get along swimmingly

Scarab Sages

Male N Gnome Oracle 7/Veiled Illusionist 8
Buffs::
constant see invisibility, extended delay poison (4 hours), freedom of movement (50 minutes), ext. resist el/fi/ac 30 (50 minutes), stoneskin (110), images (8)(30 min)
| HP 14/115 | AC 37 T 23 FF 29 | CMB +9, CMD 27 | F: +15 , R: +21, W: +16 | Init: +5 | Perc: +15, SM: -2 | Speed 20ft | Veil Pool: 15/16 | Spells: 1st 6/8 2nd 3/8 3rd 6/8 4th 5/8 5th 3/7 6th 3/7 7th 5/5 | Mythic Power: 0 | Active conditions: Incorporeal

A tall Vudrani man dressed in many layers of trailing silk scarves walks into the briefing room. As he approaches the rest of the party, the scarves flutter and writhe of their own accord. When he reaches the group, the man's image shimmers and the scarves pull away from him entirely and disappear into thin air, revealing a short, white-haired gnome.

"Pardon my appearance, but gnomes are uncommon enough in the 100 Kingdoms that I've taken to disguing myself while I research my masterpiece--The Numberless Gods of Vudra. Venture-Captain Bellum Race, at your service.

I returned from Radripal as soon as I received Valsine's letter. Worshipers of Baphomet are a tricky business!"

With a wide smile that seems unphased by the grim appearance of his teammates, he say: "Looks like old Ambrus has pulled together quite the team!"

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

A thin, grey-skinned humanoid, with slightly pointed ears, elongated canines, and a faint patina of blue scales around his grey, almost colorless eyes, dressed in richly appointed silks, emblazoned with images of dragons, strides purposefully into the room.

"Good day. I am ze Trade Prince Nikolai Tesla, and I look forvard to tracking dovn my former employer, and getting her to explain herself - what she did vas very bad for business..."

It is only after he has been talking for a while, that people start to notice that he doesn't always seem to be entirely there, his body occasionally flickering into insubstantial shadows.

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

A towering half-orc, nearly a head taller than most humans, has been patiently waiting by the fire as the others arrive. His white, spiky hair is shorn close to his head and his coarse appearance — he wears a silvery chain shirt adorned with small fragments of several wild beasts dangling about it — is tempered a great deal by his clear and kind green eyes.

He nods in turn to each as they come in, giving a toothy grin to Jin-Goro; a silent raised but affirming eyebrow to Vargo and his declaration; a wide-eyed stare at Bellum's transformation; and a curious look (or rather series of looks) at Nikolai's shadow-stuff.

To each in turn he says little, beyond the name KULIK, uttered as he points his right-hand thumb to his chest, revealing a delicate butterfly tattoo on his palm.


Gallows Part 3 | REBIRTH!

Excellent! Now that we have everyone checked in, let get Started!

The Inn at Larrad that Ambrus Valsine reserved for you all to meet in is Comfortable enough, although the tallest among you might not be the most comfortable in the beds. After a day or so of Indroductions, a Pleasant but quiet dwarf Meets you all in the front lobby.

Sovereign Court

"The Five Kings Mountains are brisk this time of year, so be sure to be covered. We've got a bit more than a Week of hiking, but my Mistress provided a bit of Extra Care to get us all safely to Taal Mornat." Pulling a small wand out of his pocket, he gives a light tap onto each of you Easily Identified as Endure Elements before tapping himself, and wrapping his cloak around him. "Ambrus wanted to make sure you kept those Stone Tokens in your pocket, not in an Extradimensional Space or other sort of Contingency. Apparently, it's tough to attune through those sorts of Magical Barriers."

The travel is a Bit arduous, but your guide is Level Headed, and well prepared to stop for the evening. Upon reaching Camp each night, he unfolds a Handkerchief revealing a large furnished kitchen built into a pit in the ground. "Mistress said you folks shouldn't go hungry for the travel, so she made sure to pack ahead of time. I've never been to Taal Mornat myself, but Dwarves have good sense of Direction. Plus, a good bit of Instruction before the journey here."


Gallows Part 3 | REBIRTH!

Over the week, you have plenty of time to discuss tactics, and become a bit more familiar. The Mountain trails and Underground passages continue until you reach a narrow valley dominated by a thick forest of evergreens split by meandering streams. The path from this point is well marked, before stopping before a Large army camp a few hundred yards from a yawning cave entrance in the side of a sheer granite cliff. Black and White dominate the colors of Tents and Tabards, Easily recognizable to those of you versed in Religion as the Colors of Magrim, The Taskmaster and Runefather, a dwarven diety of Death, Fate and the Underworld.

Sovereign Court

"That big tent in the middle is Kolm's. He's in charge here, and probably your best bet to figure out what's going on. I'm beat from the Journey, I'm gonna find the Mess Tent and check on the Ale rations. I hear they are famous around here for an ale that Doesn't addle your mind, made from the roots of a plant found in the mountains. Best of luck with the rest of it!"

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

As they travel Jin pushes away the wand, save your charges my friend, I can ward us all against the elements more effectively than that.

Jin will cover the group with extended life bubble spells at the end of each day, it takes 3 casts and leaves those slots free for the following days travel. If for any reason he doesnt have the slots free then we can use the wand. Also, pretty sure we are familiar enough with each other now from the discussion thread to push on.

Lets talk to this Kolm quickly and get on with things says Jin, noting the markings of the dwarven deity of fate and the dead and subconsciously stroking the symbol of Urgathoa woven into his armour.

Silver Crusade

Female Half-elf Ora15 HP130/130 AC25 TC14 FF21 CMD26 F+13 R+14 W+16 (+2 Enchantments, +2 Death) Init +2 Perc +3 (Lifesense 30) Spd 30 Channels 11/12 Active Buffs: Defending Bone 50/50, Delay Poison, Status, Life Bubble, Heroes Feast, Air Walk, Freedom of Movement, Resist Energy Fire 30, Barkskin, Mage Armor, Heroism

The letter brought back very old memories. Memories of a new field agent, delving into blasphemous secrets guarded by vile demons and the restless dead. Memories of a Seeker, on windswept crags bursting with unnatural energy, shattering the form of the villian responsible for so many horrors. Soon the memories of a Venture Captain will be added, hopefully for the last time.

"Venture Captain Sierra Heartward, Silver Crusader and agent of Pharasma." Half-elven and lean, she evokes very little in the way of threat, like a still pond. Her mithral armor seems tailored to suit her, as if anything heavier would weigh her down to the ground. Long white gloves cover his arms to the elbow, and during the travels she seems to have some difficulty grasping the tools and gear around the camp and on the road.

"Thank you Bahb. Does he hold a formal title, or should we address him by name?"

Sovereign Court

"From what I know, 'Kolm' would do just fine. He's quick to laugh, and treats his troops like family. I'm certain that he'll be happy to see you."
After a casual salute, Bahb wanders off toward the direction of a Camp of dwarves in Full-plate, before clapping them on the back and heading over toward a tent with several kegs stacked next to it.


Gallows Part 3 | REBIRTH!

Lit by a brazier of hot coals and several hanging oil lamps, the warm interior of Kolm Durrendar’s tent is a welcome break from the cold wind coming off the mountains outside. The scarred, middle-aged dwarf has a full, square-cut beard that hangs just past his belly. His pale-blue eyes are friendly, though worry lines and signs of fatigue mar his otherwise handsome features. He wears a suit of battle-worn plate armor under robes that identify him as a priest of Magrim.

“Thank you for coming,” Kolm says. “Ambrus said we could rely on you and I’d trust that man with the lives of my children.” The dwarf gestures toward the tent’s south wall, in the direction of the cave mouth. “That cave marks the entrance to Taal Mornat, an ossuary sacred to the followers of the Taskmaster. Your enemies have sealed themselves inside and conjured up a magical labyrinth that has my forces confounded. The labyrinth was here when we arrived a week ago. Since then, I’ve sent five well-armed squads inside—that’s fifty veteran soldiers—and only one squad returned, and they lost more than half of their number. The survivors reported that a labyrinth of tunnels and halls now blocks the way between us and the ossuary complex.”

Kolm’s worried eyes turn downward before he continues. “They were trapped in the maze for hours and eventually ambushed by a band of demonic minotaurs. After witnessing the slaughter and capture of their comrades, the survivors fled. Once again, they wandered the labyrinth for hours before they staggered out of the cave entrance. But that’s not the worst of it. An hour after the survivors emerged from the ossuary, these horrors appeared.”

Removing a sheet from an oddly stacked pile, Kolm gestures toward the large pile of blood-smeared, oddly calcified bones lying beneath it. “Three of these things—towering skeletal giants constructed from petrified bones and draped with bloody ribbons of flesh—fell upon my army. They slew twenty of us before we finally brought them down.”

The angry dwarf’s body trembles as he smashes a clenched fist on a table covered in handwritten letters. After a long moment, he unclenches his fists, clears his throat, and regains his composure. “I apologize, writing to the families of the fallen has taken quite a toll on me. Ambrus tells me you can breach this infernal labyrinth. I implore you to do so immediately and put an end to this threat. I shudder to think what would happen to my people if an army of these things emerged from that damnable place, much less what your foes are doing to the bodies of my predecessors.”

If you have any questions for Kolm, now would be the time to ask them!

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

Jin wanders over to the piles of bones. Can you tell us more of what these creatures did. If we are to face them then it may prove invaluable...

He draws out a small notebook as he looks them over, muttering a spell. Words begin to fill the empty pages.

Jin casts page bound epiphany to help him identify what these things might be and consuts a pathfinder chronicle

Religion, pbe, chronicle: 1d20 + 32 + 10 + 2 ⇒ (19) + 32 + 10 + 2 = 63

Can you tell us any more about who, or what, Thurl and his accomplice might have with them? Were they seen entering the place, did your scouts learn anything about what they were up to?

Dark Archive

Male LN Half-Elf Hellknight Challenges 2/2, Smites 3/4
Other Daily Abils:
Freedom 1/1, Breath of Life 1/1, Ankh 3/3, Exped. 3/3 , Versatile Intimidate 3/3, Summon 3/3, Fearsomeness 3/3, Hellknight Aegis Procced? N
HP: 102/139 | AC: 33 (FF:31 T:17) | CMB +23 (+30 Sunder) CMD 40 (45 vs Sunder) | Init: +2 | Per: +20 SM: +0 | Saves: F: +21 R: +11 W: +11 (+2 vs enchantment, +6 vs Compulsion, +4 vs Fear, +2 vs Phantasm, +2 vs Transmutation)

Vargo arches a heavy eyebrow underneath his copper red mask. Abyssal, sir. Vargo interrupts when he describes the demons as infernal. They are called Abyssal. infernal would be devils. Big difference.

He listens intently and considers the situation.

Well....Demonic Minotaurs at least sound like theyre my speed he scoffs joking. They had clearly sent for him for a reason. Unlike his last couple outings. Maybe Valsin was finally getting his act together.

Keeping an army of demons at bay is worth my talents but...what do you actually think these two's endgame is? I was there at Sundered Crag, took down Thurl once already. Thought we had seen the lat of him. I won't make that same mistake twice. Of letting him live I mean.

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

KULIK puts his massive hand on Kolm's shoulder. In a surprisingly gentle voice, the half-orc says, KULIK feel your pain. KULIK not been to Five Kings Moountains before, but KULIK fought to help dwarf persons before, in Janderhoff and Jormurdun. KULIK remember story of Thurl, too. He bows before the dwarf warrior. KULIK fight to help dwarf persons again, if dwarf persons will have KULIK.


Gallows Part 3 | REBIRTH!
Jin-Goro Gallonica wrote:
Can you tell us more of what these creatures did. If we are to face them then it may prove invaluable...

Kolm puts a gauntleted hand to his chin and thinks for a moment. "Well the things were twice as tall as a dwarf, and more than that in strength. Every swing of their claws felled one of my Veterans, seeming to age them with just a touch. I know what's left there isn't much, but it's all i could put together from what wasn't snapped, broken or crushed."

There isn't really enough here to formulate a solid idea on whatever these things were, mostly because it looks like odd scavenged parts from several creatures. I'll save your result just in case you encounter something like this later on. What I will give you, is the bones look calcified, Almost as if turned to stone.

Jin-Goro Gallonica wrote:
Can you tell us any more about who, or what, Thurl and his accomplice might have with them? Were they seen entering the place, did your scouts learn anything about what they were up to?

Kolm's face turns pale, as he continues. "The labyrinth was here when we arrived, so we unfortunately haven't seen what they have in store in the ossuary itself. The few that made it out are on the way back to Larrad. Their minds... well, they weren't quite the same after watching squadrons of friends cut down before your eyes. Needless to say, they weren't the most talkative on their way out of camp." Removing the gauntlet from his hand, Kolm nervously runs his hand over his smooth scalp. "Look, we are fully out of our league here. We are here to prevent anyone from escaping, but I'm not too proud to realize we are just token security. Ambrus said that you folks would have the tools to clean up this mess. He put his faith in you, and so shall I. I just wish that I had more information to give."

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

Jin looks at the dwarf, almost with a sense of compassion. You should pull back your men, there is no use in sacrificing more lives to these two. We will do what is needed now.

He turns to the entranceway, I for one have preparations to make. I assume the rest of you may have spells to weave before we enter.

In addition to hour per level buffs cast the previous day Jin-Goro casts the following shorter duration buffs before we enter. Assuming he can borrow an orange prism ioun stone they are all at caster level 16. The following will last 320 minutes: extended deathwatch, extended heroism (rod), extended aura of doom and extended freedom of movement. He will also cast extended shield of faith which will last 32 minutes and regular air walk which lasts 160 minutes. .

Aura of Doom:

Aura of Doom

Any enemy coming within 20' of Jin will need to make a will save.

Area 20-ft.-radius emanation centered on you
Duration 10 minute/level
Saving Throw DC27 Will negates; Spell Resistance yes

You emanate an almost palpable aura of horror. All non-allies within this spell's area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.

Just before entering he will also activate wands of longstrider (1 hour), heightened awareness (10 mins, always expended for initiative), investigative mind (30 minutes) and mirror image (3 minutes, 1d4 + 1 ⇒ (4) + 1 = 5 images). He also drinks an antitoxin (1 hour), uses an antiplague as part of the heroes feast so it lasts the whole duration (I recommend others doing this as well) and chews down on a blood boiling pill (8 hours)

I have added the complete list of buffs to the top of his character bio with a note of caster level and duration as I use loads and they do need tracking.

Scarab Sages

Male N Gnome Oracle 7/Veiled Illusionist 8
Buffs::
constant see invisibility, extended delay poison (4 hours), freedom of movement (50 minutes), ext. resist el/fi/ac 30 (50 minutes), stoneskin (110), images (8)(30 min)
| HP 14/115 | AC 37 T 23 FF 29 | CMB +9, CMD 27 | F: +15 , R: +21, W: +16 | Init: +5 | Perc: +15, SM: -2 | Speed 20ft | Veil Pool: 15/16 | Spells: 1st 6/8 2nd 3/8 3rd 6/8 4th 5/8 5th 3/7 6th 3/7 7th 5/5 | Mythic Power: 0 | Active conditions: Incorporeal

It's time to end Thurl's threat once and for all. I would never imagine that a domain of Magrim would be twisted in this way. Interesting, but as with so much of Thurl's work, it's not worth the damage that has been done.

Bellem will also cast Freedom of Movement and Extended Mirror Image when we are ready to go in.

Mirror Image: 1d4 + 5 ⇒ (3) + 5 = 8

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Nikolai nods thoughtfully.

"So ve have a magical labyrinth, demonic minotaurs, and vhat (possibly) may be more products of Zurl's flesh-forges. How dreadful! Do ve have anyone particularly skilled at navigating such mazes among us?"

Or failing that, someone with, say, Find The Path?

Standard (all-day) buffs are already listed in my profile.

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

Jin nods as Nicolai speaks. Were your people able to provide any information about the Labyrinth?

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement
Nikolai Tesla wrote:
Or failing that, someone with, say, Find The Path?

Jin is terrible at Survival. I dont have find the path but would be happy to pick up a scroll of it and use it with my mnemonic vestment. I have the cash and should probably have thought about it. It may mean you need to teleport me somewhere we can go shopping.


Gallows Part 3 | REBIRTH!

Kolm runs his hands across his scalp again, a look of frustration passing over his face. "I really do wish that I had more information to give. The ossuary's layout isn't really mapped out, at least not in a written form. The Caretakers visit pretty infrequently just to make sure everything is in order."

Let's see what you all know about the Ossuary before you guys head on in.

K(History) DC 15:

The dwarves built Taal Mornat 600 years ago to entomb the faithful of Magrim, especially those who served the Cathedral of Magrim in Larrad. Over the centuries, the site became the final resting place for scores of celebrated dwarf heroes and is thus considered both a holy place and an important cultural site to the dwarves.
DC 25
Spoiler:
Taal Mornat has no permanent staff. Caretakers from the church of Magrim visit the ossuary three times each year for maintenance. In lieu of guards, the priests of Magrim inscribed powerful wards to hide the site.

DC 30
Spoiler:
The powerful wards that protect the site were inscribed onto four runeplates that are embedded into the walls in strategic locations within the ossuary.


K(Arcana or Religion) DC 15:

Runeplates are rune-carved stone discs imbued with powerful divine magic often found embedded into the walls of sites sacred to the followers of Magrim. Most runeplates are unique and provide some specific magical boon—either when imbedded or carried.
DC 25
Spoiler:
The runeplates sometimes found in Magrimite sites are homages to the true runes that Magrim carries for his own use. The most famous of these are Aeruk, which guides the souls of the dead to the River of Souls; Chasarad, which can magically weigh and measure the worth of a dwarven soul; Hurenarr, which hides dwarven burial sites from magical scrying; and Urdrekk, which provides divine protection to the spirits of dwarven petitioners and safeguards them from corruption. Magrim sometimes lends his personal runes to his followers.

DC 30
Spoiler:
Runeplates are highly focused conduits that link to a vast reservoir of divine magical energy. Highly capable spellcasters could redirect this magic to perform dangerous rituals, especially those tied to necromancy or transmutation.

Silver Crusade

Female Half-elf Ora15 HP130/130 AC25 TC14 FF21 CMD26 F+13 R+14 W+16 (+2 Enchantments, +2 Death) Init +2 Perc +3 (Lifesense 30) Spd 30 Channels 11/12 Active Buffs: Defending Bone 50/50, Delay Poison, Status, Life Bubble, Heroes Feast, Air Walk, Freedom of Movement, Resist Energy Fire 30, Barkskin, Mage Armor, Heroism

Know History: 1d20 + 7 ⇒ (15) + 7 = 22
Know Religion: 1d20 + 14 ⇒ (12) + 14 = 26

Buffs added to stat line.

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

History, heroism, chronicle: 1d20 + 18 + 2 + 2 ⇒ (4) + 18 + 2 + 2 = 26
Religion, heroism, chronicle: 1d20 + 32 + 2 + 2 ⇒ (9) + 32 + 2 + 2 = 45

Jin examines the outer precints of the tomb. This place is old, very old, and houses many dwarven heroes. We need to be on the watch for wards and traps, as you might expect. The place might also be home to powerful runeplates. I wouldn't put it past Thurl to be making use of these for whatever he is up to. Keep an eye out for them

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

KULIK has a pretty good Survival check (+21).

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

KULIK keeps his eye trained on the ossuary, looking for any sign of movement that should not be there.
Take 10 on Perception for 37.

Silver Crusade

Female Half-elf Ora15 HP130/130 AC25 TC14 FF21 CMD26 F+13 R+14 W+16 (+2 Enchantments, +2 Death) Init +2 Perc +3 (Lifesense 30) Spd 30 Channels 11/12 Active Buffs: Defending Bone 50/50, Delay Poison, Status, Life Bubble, Heroes Feast, Air Walk, Freedom of Movement, Resist Energy Fire 30, Barkskin, Mage Armor, Heroism

"If it is anything like the Godsmouth Ossuary, Thurl has had plenty of material for his blasphemies. His fleshcraft is unmatched in skill and vileness."


Gallows Part 3 | REBIRTH!

I'm waiting on one last piece of information before we move on, but at the very least, I can give a bit of Box Text!
Kolm walks with you out of the tent, to the mouth of the cave. A few feet beyond, the cave’s natural features are abruptly replaced by a hallway formed by countless bleached white bones—skulls, femurs, rib cages, and more—harvested from all manner of humanoids and beasts, creating a thick solidified mass. A dozen paces farther, the macabre hallway is bisected by an archway resembling the maw of an enormous fiend. Roughly gouged into the bone-work above the archway are the following words in Common: “May your bones join those of a million others.”

"As you can see, this isn't exactly the Ossuary as it should be. Best of luck on the way in, and take out that Thurl Bastard for me. I've lost too many Good Soldiers already..."

So, Who's in first?

Silver Crusade

Female Half-elf Ora15 HP130/130 AC25 TC14 FF21 CMD26 F+13 R+14 W+16 (+2 Enchantments, +2 Death) Init +2 Perc +3 (Lifesense 30) Spd 30 Channels 11/12 Active Buffs: Defending Bone 50/50, Delay Poison, Status, Life Bubble, Heroes Feast, Air Walk, Freedom of Movement, Resist Energy Fire 30, Barkskin, Mage Armor, Heroism

What's on second?

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

Before heading in I would like to see if it is possible to acquire a scroll of find the path

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

I dunno THIRD BASE!


Gallows Part 3 | REBIRTH!

Kolm can take you to the Quartermaster for the camp, but they only have equipment for sale up to a value of 1000gp. A scroll of Find the Path is just a bit more than that. Alas, the flaws of an army camp in the middle of a valley a week away from Civilization!

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

I'll recommend Vargo goes first, followed by Jin, then Bellum and Nikola, followed by Sierra, and KULIK at the rear, to protect both ends.

Alternatively, if we're going to track, KULIK will go second, then Jin, Bellum, Nikola, and Sierra. Either should work.


Gallows Part 3 | REBIRTH!

Sounds Good! Put yourselves in a Rough Marching order in the red box, the fun begins tomorrow!

Scarab Sages

Male N Gnome Oracle 7/Veiled Illusionist 8
Buffs::
constant see invisibility, extended delay poison (4 hours), freedom of movement (50 minutes), ext. resist el/fi/ac 30 (50 minutes), stoneskin (110), images (8)(30 min)
| HP 14/115 | AC 37 T 23 FF 29 | CMB +9, CMD 27 | F: +15 , R: +21, W: +16 | Init: +5 | Perc: +15, SM: -2 | Speed 20ft | Veil Pool: 15/16 | Spells: 1st 6/8 2nd 3/8 3rd 6/8 4th 5/8 5th 3/7 6th 3/7 7th 5/5 | Mythic Power: 0 | Active conditions: Incorporeal

Knowledge (history): 1d20 + 16 ⇒ (13) + 16 = 29
Knowledge (religion): 1d20 + 31 ⇒ (20) + 31 = 51

As interested as I am in exploring this strange domain, it would.be best if someone more perceptive goes first.

I'm good with that matching order, Kulik. Also, I had forgotten to note that I have constant see invisibility from my spectral shroud. Corrected that now.

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

It looks like we have a pretty wide starting point. Jin is pretty perceptive so I am fine with him being at the front. I have added my token to the starting map. In general he will be floating about 10' off the ground as he moves if there is space.

Just as a reminder, everyone has heroes' feast giving them 16 temp hp, +1 morale bonus to will saves and attack rolls and a +4 morale bonus to poison and disease saves. If you added in an antiplague then you also gain its benefits for the duration of the spell (24 hours). Everyone also has delay poison and life bubble (32 hours each).


Gallows Part 3 | REBIRTH!

Starting Map engaged!

As you enter the Fiend's maw, the hallway behind you disappears, and any direction that you move down seems to shift and shape around you, re-configuring the hallways as you proceed down them. After Time 'Exploring': 1d4 ⇒ 3 hours of exploring, you find your way to a large central chamber, Taller than the confined hallways that you were previously exploring. The center of this large chamber boasts a raised stone platform, atop which sits an altar of dark stone flanked by four small statues of demonic bulls. The floor of the chamber is covered with patches of damp lichen and littered with broken bones and shattered skulls, some of which are fresh. A rectangular pit sits to the right of the raised platform. The sound of moaning and the soft rattle of chains emanates from it.

Standing tall atop the platform is a Massive Bull headed beast

K(Planes) DC 26:
These LABYRINTH MINOTAURS look straight out of the Ivory Labyrinth itself! They are Big Nasty Chaotic Evit Outsiders!
DC 31
Spoiler:
Knowing the creatures from the Ivory Labyrinth, you don't recall them being particularly resistant to Magic, also the Heat of the Abyss is certain to have given them some amount of resistance to heat.No SR, but probably Fire Resistance

DC 36
Spoiler:
While Tough and made of the souls of the Damned, you don't think they have any particularly tough skin. No DR

DC 41
Spoiler:
The Steel plating hammered into their hooves is dangerous! You think they might be able to throw a kick that could knock out the most powerful of foes! Try not to get trampled on! Special Ability Steel Shod Hooves. Avoiding being Trampled seems prudent


Surrounded by some Smaller Bull headed monsters.
K(Nature) DC14:
These MINOTAURS look very tall and menacing... if you were of a significantly lower level.

Initiative!:

Sierra: 1d20 + 2 ⇒ (17) + 2 = 19
Bellum: 1d20 + 7 ⇒ (7) + 7 = 14
Jin-Goro: 1d20 + 16 ⇒ (4) + 16 = 20
Kulik: 1d20 + 10 ⇒ (6) + 10 = 16
Nikolai Tesla: 1d20 + 14 ⇒ (7) + 14 = 21
Vargo Starling: 1d20 + 2 ⇒ (9) + 2 = 11
Red Tabard: 1d20 ⇒ 14
Purple Tabard: 1d20 ⇒ 9
Blue Tabard: 1d20 ⇒ 4
Orange Tabard: 1d20 ⇒ 4
Green Bigotaur: 1d20 + 6 ⇒ (17) + 6 = 23
Red Bigotaur: 1d20 + 6 ⇒ (17) + 6 = 23

The two Fiercer Foes raise their Battle Axes in a roar, and run forward, trying to trample over any foes in their way! Rushing over Vargo with axes raised, they bellow out!

Language:Abyssal:
"PRAISE BE TO BAPHOMET! I shall Trample you and crush your armor to dust!"

Vargo, Both of the creatures are Charging forward past you, trampling through your square. You may make a reflex save to halve the damage, or attempt an Attack of Opportunity at a -4 Penalty

Trample Damage Reflex DC 30 for Half: 2d6 + 19 ⇒ (1, 2) + 19 = 22

Initiative! Bold my go!
Green Bigotaur
Red Bigotaur
Nikolai Tesla
Jin-Goro
Sierra
Kulik
Bellum
Red Tabard
Vargo Starling
Purple Tabard
Blue Tabard
Orange Tabard

The ceilings here are about 30 feet up! Don't forget to Decrement your buffs by 3 hours before taking your turn :D Additionally, the Walls and such that appear to be cover are just artistic tile work, not actually blocked! The only changes in Elevation are the pit (below the Dias on the Map) and the Actual Dias itself. Stairs are NOT difficult terrain for the purpose of Movement / Charging!

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Nikolai's eyes light-up upon seeing the big minotaur-like beasts.

"Excellent..."

He then 5' steps back, and (defensively) casts two spells in quick succession, targeting Green.

Quickened Ill Omen. The next four d20 rolls that it makes, it needs to roll twice, and take the worst.
Persistent Possession. DC 24 Will save negates.

Basically, he has to roll twice, and take the lowest... and then if he passes on both of those, roll twice again, and take the lowest, as well as rolling twice and taking the lowest on whatever his next two d20 rolls are, after that, if he does somehow pass all four. Hopefully, at least one of them will be a failure - I like ablative armor ;-)

Silver Crusade

Female Half-elf Ora15 HP130/130 AC25 TC14 FF21 CMD26 F+13 R+14 W+16 (+2 Enchantments, +2 Death) Init +2 Perc +3 (Lifesense 30) Spd 30 Channels 11/12 Active Buffs: Defending Bone 50/50, Delay Poison, Status, Life Bubble, Heroes Feast, Air Walk, Freedom of Movement, Resist Energy Fire 30, Barkskin, Mage Armor, Heroism

Know Planes: 1d20 + 9 ⇒ (1) + 9 = 10
Know Nature: 1d20 + 9 ⇒ (6) + 9 = 15

"Pharasma, grant me your grace." Sierra prays, ascending to the air away from the charging beasts. Uncertain what defenses they hold, she elects to ensure she is well out of reach.

Swift action Grace, double move to 25' off the ground.

Liberty's Edge

In effect: Male Half-orc Inquisitor 16 | hp -39/130 | Init +10 | AC 28, T 19, FF 23 | CMB +22, CMD 36 | F +16, R +17, W +18 | Prcptn +28 (drkvsn), SM +31 |

KULIK will five-foot step back, pass judgment on Red (sacred destruction and sacred justice), then trains his bow on Red!

Point-Blank/Precise/Improved Precise Shot, Manyshot, Rapid Shot, Coordinated Shot, WF (longbow), Sacred Justice on attack rolls;
Deadly Aim & Clustered Shots, Sacred Destruction plus holy on damage rolls

KULIK attack:
Manyshot: 1d20 + 23 ⇒ (12) + 23 = 35 for plus holy: 2d8 + 44 + 2d6 ⇒ (3, 7) + 44 + (2, 4) = 60

Rapid Shot: 1d20 + 23 ⇒ (1) + 23 = 24 for plus holy: 1d8 + 22 + 2d6 ⇒ (6) + 22 + (5, 4) = 37 natural Jeff, auto miss

iterative: 1d20 + 18 ⇒ (10) + 18 = 28 for plus holy: 1d8 + 22 + 2d6 ⇒ (5) + 22 + (4, 2) = 33

tertiary: 1d20 + 18 ⇒ (18) + 18 = 36 for plus holy: 1d8 + 22 + 2d6 ⇒ (3) + 22 + (2, 4) = 31


Gallows Part 3 | REBIRTH!

Let's see how our Minotaur Friend does...
Will 1: 1d20 + 19 ⇒ (3) + 19 = 22 Oooh. I'll reroll that
Reroll Will 1: 1d20 + 19 ⇒ (18) + 19 = 37
Will 2: 1d20 + 19 ⇒ (18) + 19 = 37
Persistant Will 1: 1d20 + 19 ⇒ (20) + 19 = 39
Persistant Will 2: 1d20 + 19 ⇒ (13) + 19 = 32

Nikolai thinks for a moment that he might have gotten a Fancy new Body to ride around in, but the Demonic Beast's eyes shimmer with a shade of blackness, as he shakes off the mental intrusion.
Thanks Hard mode! :D

As Kulik's first arrow flies toward him... Parry!: 1d20 + 28 ⇒ (11) + 28 = 39 The Big Green Ugly cuts the arrow in half, glaring back down at Kulik. The second and third arrows plink ineffectively off of it's toughened skin, but the last arrow finds purchase in a soft bit beneath his Cruel Bronze mask.

Initiative! Bold my go!
Green Bigotaur
Red Bigotaur -31
Nikolai Tesla
Jin-Goro
Sierra
Kulik
Bellum
Red Tabard
Vargo Starling Reflex Save or Attack roll (at -4) x2
Purple Tabard
Blue Tabard
Orange Tabard

The Exchange

Male DEMON LORD OF THE RASPING RIFTS, God of Commerce, Electricty, and Insects Sorceror(Crossblood[Draconic, Orc]) 15 (HP 67/92) (AC 21/15/17) (CMD 20) (Fort +16, Ref +16, Will +12) (Init +14) (Perception +29)

Heh. Fair enough. I have plenty of spell slots, though, and I will keep doing it every round ;-)

Scarab Sages

Male N Gnome Oracle 7/Veiled Illusionist 8
Buffs::
constant see invisibility, extended delay poison (4 hours), freedom of movement (50 minutes), ext. resist el/fi/ac 30 (50 minutes), stoneskin (110), images (8)(30 min)
| HP 14/115 | AC 37 T 23 FF 29 | CMB +9, CMD 27 | F: +15 , R: +21, W: +16 | Init: +5 | Perc: +15, SM: -2 | Speed 20ft | Veil Pool: 15/16 | Spells: 1st 6/8 2nd 3/8 3rd 6/8 4th 5/8 5th 3/7 6th 3/7 7th 5/5 | Mythic Power: 0 | Active conditions: Incorporeal

Knowledge (planes): 1d20 + 18 ⇒ (13) + 18 = 31
Knowledge (nature): 1d20 + 18 ⇒ (20) + 18 = 38

Mind the fire resistance on these Abyssal beasts in front of us!

5-foot step back, cast quickened mirror image, cast blessing of fervor . This round I'll take the +2 AC, attacks, and Reflex saves.

Mirror Image: 1d4 + 5 ⇒ (1) + 5 = 6

Dark Archive

Male LN Half-Elf Hellknight Challenges 2/2, Smites 3/4
Other Daily Abils:
Freedom 1/1, Breath of Life 1/1, Ankh 3/3, Exped. 3/3 , Versatile Intimidate 3/3, Summon 3/3, Fearsomeness 3/3, Hellknight Aegis Procced? N
HP: 102/139 | AC: 33 (FF:31 T:17) | CMB +23 (+30 Sunder) CMD 40 (45 vs Sunder) | Init: +2 | Per: +20 SM: +0 | Saves: F: +21 R: +11 W: +11 (+2 vs enchantment, +6 vs Compulsion, +4 vs Fear, +2 vs Phantasm, +2 vs Transmutation)

Vargo is feeling pretty punchy with demonic foes to tangle with and for a moment you think you hear a deep booming laugh as he brings his wicked , the pole axe shaped into wicked barbs around and he brings his adamantine blade into their blades

+3 Vicious Adamantine Bardiche Sunder, on successful sunder, roll DC 20 Reflex or Catch on fire for 4d6: 1d20 + 26 - 4 + 7 ⇒ (13) + 26 - 4 + 7 = 421d10 + 15 + 2d6 + 8 ⇒ (9) + 15 + (4, 1) + 8 = 37

+3 Vicious Adamantine Bardiche Sunder, on successful sunder, roll DC 20 Reflex or Catch on fire for 4d6: 1d20 + 26 - 4 + 6 ⇒ (12) + 26 - 4 + 6 = 401d10 + 15 + 2d6 + 8 ⇒ (10) + 15 + (5, 6) + 8 = 44

Self Damage: 1d6 ⇒ 2
Self Damage: 1d6 ⇒ 4

On Sundering Effects:

Since I have Greater Sunder, any damage in excess of their Axe's HP will go against their actual HP.

Weapon HP and hardness - Given how they have been described, these sound like Greatxes. As such, they are Two handed hafted weapons, with 5 hardness and 10 HP. They are also large which double the HP to 20. They add 2 hardness and 10 HP for each +1 they have.

My axe is adamantine which ignores all hardness 15 points and under.

Should my axe deal more than half the weapons HP it gains the broken condition, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

If the weapon runs out of HP it goes beyond broken and is totally destroyed.

The Exchange

N Male Half Orc Oracle 15 HP 173|153 | Init +22 | AC 37, T17, FF37 | Fort +22, Reflex +18, Will +17, evasion, +4 vs death, MA, stun, +9 vs disease, +6 vs poison, +2 vs illusion | CMD 25 | Perception +29, Sense Motive +23
Resources:
Spells: 9|6|7|6|3|7|5; Reroll: unused
Conditions: Acid Resist 30, Delay Poison, Freedom of Movement

Both minotaurs have come withn 20' of me so need to make DC27 will saves or be shaken

OK, if three hours have passed Jin will have kept activating longstrider but will have let the other wand buffs lapse as well as shield of faith. Everything else should still be up. He does speak Abyssal. Jin takes the AC and reflex bonus from blessing of fervour.

Planes, heroism: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32
Nature, heroism: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37

The ones at the back seem to be simple minotaurs, I would not concern yourself too much with them.

Turning to the minotaur below him he intones a spell. He raises a hand and darkness descends on the creature and its bones twist and writhe. Casting another spell in quick succession he moves away from the enemies, unwilling to risk a full attack.

Casting persistent boneshatter. Due to spell perfection this only uses up a level 5 spell slot and the casting time is not increased. Orange needs to make a DC30 fortitude save, if it passes it needs to roll again. It takes 15d6 ⇒ (3, 5, 5, 6, 4, 4, 4, 1, 5, 1, 5, 4, 5, 5, 6) = 63 damage and is exhausted (-6 dex and str). If it passes it takes half damage and is fatigued (-2 dex and str). He then casts grace as a swift action and moves away. He is staying at 10' elevation to keep them in his aura of doom

Dark Archive

Male LN Half-Elf Hellknight Challenges 2/2, Smites 3/4
Other Daily Abils:
Freedom 1/1, Breath of Life 1/1, Ankh 3/3, Exped. 3/3 , Versatile Intimidate 3/3, Summon 3/3, Fearsomeness 3/3, Hellknight Aegis Procced? N
HP: 102/139 | AC: 33 (FF:31 T:17) | CMB +23 (+30 Sunder) CMD 40 (45 vs Sunder) | Init: +2 | Per: +20 SM: +0 | Saves: F: +21 R: +11 W: +11 (+2 vs enchantment, +6 vs Compulsion, +4 vs Fear, +2 vs Phantasm, +2 vs Transmutation)

Not that this is super likely to matter but if they do fail the saves against Jins aura both my attack rolls were two higher.


Gallows Part 3 | REBIRTH!

Easy enough... Will saves!
Will Red: 1d20 + 19 ⇒ (15) + 19 = 34 Will Green: 1d20 + 19 ⇒ (11) + 19 = 30
The Labyrinth Minotaurs seem undaunted by the Aura of Doom surrounding Jin Goro, and stomp over Vargo. Vargo attempts to hook his Bardiche around their axes, but the Sheer speed and bulk of the creatures prevents him from getting a good hook in. Sorry buddy, Neither connects.
Red Trample: 2d6 + 19 ⇒ (1, 5) + 19 = 25 DC 30 Fort or stunned: 1d4 ⇒ 3 Rounds
Green Trample: 2d6 + 19 ⇒ (3, 6) + 19 = 28 DC 30 Fort or stunned: 1d4 ⇒ 1 Rounds

As the Orange Minotaur's bones begin to Shudder and Shake...
Fort 1: 1d20 + 21 ⇒ (12) + 21 = 33
Fort 2: 1d20 + 21 ⇒ (12) + 21 = 33
His bulky muscles more than hold his bones together, although the strain draws on his body.

As the Labyrinth Minotaurs charged forward, the Minotaur in a Bloodstained Reb Tabard of Baphomet rushes forward, his axe held high! Double Move

Initiative! Bold my go!
Green Bigotaur
Red Bigotaur -62, Fatigued
Nikolai Tesla
Jin-Goro
Sierra
Kulik
Bellum
Red Tabard
Vargo Starling -53, 2x DC30 Fort or Stunned
Purple Tabard
Blue Tabard
Orange Tabard

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