Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


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Gay Male Inhuman
Marcus of Torm wrote:

Marcus regards the uncovered statue with surprise, "Uh... Oh my!"

He opens his senses once more to see if the taint of evil is present. IIRC detect evil requires line of sight which he has now.

Marcus senses a slight taint about the whip, but nothing from the statue.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Before deciding on the best course of action, Ari takes a few seconds to see if she can identify what the statue is.

Knowledge (Arcana): 1d20 + 10 ⇒ (5) + 10 = 15 (Same bonus if this happens to be a dungeoneering, planes, or religion check.)


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Ranek sighs as Bolkvar leaps in to attack the golem. "You know, running away was a perfectly acceptable solution."

Knowledge (arcana): 1d20 + 10 ⇒ (8) + 10 = 18

Ranek will attempt to identify the creature and hopefully it's weaknesses before doing anything.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

"I have a feeling the adventures we're trying to find had the same thought Ranek..." replied Marcus. Noting Bolkvar's actions, he noted, "We're somewhat committed now. I've no clue what that statue is but I do know I mislike that whip, it's tainted somehow..."


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

"Oh sure!" Bolkvar yelled as he closed the distance. "Run?! Eh, long-legs?" His fist crashed into the golem. "An' then what?!" He brought his other fist into the creature's face, and followed up with a kick to it's chest. "Let it wander around?" He brought his fist back for another punch. "Destroy it now before it frees itself!"


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

A scowl crosses the dwarven cleric's face as he unlatyches his warhammer from his belt and strikes the possible construct.
Warhammer: 1d20 + 5 ⇒ (9) + 5 = 14


Gay Male Inhuman

Getting into melee with the statue will put you close enough to be subject to its attacks as well, for what it's worth.

Ranek and Ariyana believe this creature is some kind of magical construct, much more likely to be a proper golem than the undead thing from before. That would make it a being worked from mighty Art known to few who still live. They suspect it to be one of the lesser sorts, though, not the kind that are immune to most Art outright save a few spells which might hinder or heal them. However, using lightning upon it is likely unwise. Such blasting might be reflected or taken in as healing.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Or we could have backtracked to the altar room like I wanted to. We didn't have to try digging past the collapsed room. Dwarves. As stubborn as the stone they live in - and almost as stupid. Ranek doesn't bother arguing out loud with Bolkvar, knowing it will do no good at this point. Instead, he says, "This creature is a magical construct, closer to a proper golem then the bone creatures from before. It will likely be resistant to some of the damage from our weapons. It is a lesser kind, though, so it should be susceptible to most Art. Do not use lightning on it, as that may strengthen it or reflect back upon you."

Round 1

Ranek pulled out his wand and activated it, creating a floating shield before him.

AC is now 24.

He then used some of his arcane power to enhance his weapon. Arcane Pool +1

Round 2

Ranek moved in close to the golem, taking up a flanking position with Bolkvar and struck with his blade.

Attack, arcane pool, flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage, arcane pool: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Round 3

Ranek again struck at the golem, trying to assist in killing it before it could free itself.

Attack, arcane pool, flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage, arcane pool: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Increase attack rolls by 4 if its prone, and if any buffs are cast, increase the rolls by the correct amount.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon flanks with Ranek and Bolkvar tryng to stop the creature from extricating itself from the rubble.

Round 1

Unarmed Strike 1d20 + 4 ⇒ (3) + 4 = 7 - Damage 1d6 + 1 - 1 + 1 + 1d6 ⇒ (1) + 1 - 1 + 1 + (6) = 8 Sonic Damage

Round 2

Unarmed Strike 1d20 + 4 ⇒ (20) + 4 = 24 - Damage 1d6 + 1 - 1 + 1 + 1d6 ⇒ (1) + 1 - 1 + 1 + (2) = 4 Sonic Damage

Round 3

Unarmed Strike 1d20 + 4 ⇒ (3) + 4 = 7 - Damage 1d6 + 1 - 1 + 1 + 1d6 ⇒ (4) + 1 - 1 + 1 + (3) = 8 Sonic Damage


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Hakon will move into a flanking position as well and strikes out with his sword

Round 1
sword: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d10 + 3 ⇒ (10) + 3 = 13

Round 2
sword: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 3 ⇒ (7) + 3 = 10

Round 3
sword: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d10 + 3 ⇒ (5) + 3 = 8


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

With what she knows about golems, Ari decides to use her adamantine arrows on the construct. If it had thick plating, perhaps the hard metal would be able to pierce its outer shell.

After enhancing her bow, Ari releases a volley of arrows at the thing.

I wasn't sure how much Barra's bonus was going to be, so I just added +1 to every attack and damage roll. Please adjust if necessary.

Round 1

Swift Action: Use 1 Point from Arcane Pool to give weapon +1 enhancement bonus
Full-Attack Action: Flurry of Blows
Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (9) + 8 - 1 + 1 + 1 = 18 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (8) + 2 + 2 + 1 + 1 = 14 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (2) + 8 - 1 + 1 + 1 = 11 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Round 2

Full-Attack Action: Flurry of Blows
Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (20) + 8 - 1 + 1 + 1 = 29 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (7) + 2 + 2 + 1 + 1 = 13 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Confirm Crit?: 1d20 + 8 - 1 + 1 + 1 ⇒ (9) + 8 - 1 + 1 + 1 = 18 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Crit Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (5) + 2 + 2 + 1 + 1 = 11 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (3) + 8 - 1 + 1 + 1 = 12 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Round 3

Full-Attack Action: Flurry of Blows
Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (12) + 8 - 1 + 1 + 1 = 21 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)

Composite Longbow (+2) Attack {Durable Adamantine Arrow}: 1d20 + 8 - 1 + 1 + 1 ⇒ (6) + 8 - 1 + 1 + 1 = 15 (-1 from Deadly Aim, +1 enhancement bonus, +1 from Barra)
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8 (+2 Deadly Aim, +1 enhancement bonus, +1 from Barra)


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Samnell just checking but I assume Detect Evil took Marcus all 3 rounds?


Gay Male Inhuman
Marcus of Torm wrote:
Samnell just checking but I assume Detect Evil took Marcus all 3 rounds?

This started a little weird, so let's say he still gets one action.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

All right!
Knowing this was a golem they where facing, Marcus whispered a quick prayer to Torm the True. Knowledge blossomed in his mind as tactics and techniques for dealing with such foes where reveled to him!
Using Martial Flexibility 2/4 to gain Dedicated Adversary: Golem.


Gay Male Inhuman

Checks AC. Checks hit points. Ah, well...

The company descends on the golem in a fury. It scarcely lurches free from the rubble before being cut down, hacked to pieces, and shattered into so much badly corroded copper.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thurvek checks behind the group to see if the sounds of melee alerted anyone to their location.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari relaxes a bit as the golem stops moving. Perhaps Ilmater is watching over them even now in this deep, dark mine.

After retrieving her fired arrows, Ari says, "Well that went well. Should we double-back to the other room or keep digging?"


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus wasn't so sure, "Let's keep digging for a bit? I reckon the adventures collapsed the ceiling on the Golem to escape from it, maybe we'll uncover a passageway..."

He starts dragging rocks away from the collapsed area.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

The dwarven cleric laments under his breath.
"Damn. Wish I thought to pack my pick for this venture."


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Ranek sighs, sheathing his sword, and begins helping move rocks, although he wasn’t particularly useful for it.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Hakon digs in to the boulders


Gay Male Inhuman

The din of battle drew no new threats. Some hours of digging revealed only more tumbled rocks and dirt for some time, until the company came to another series of mine tunnels in worse repair than those they had yet seen.


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

Barra looks expectantly at the shorter members of the party. "Well? Safe or no?"


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Perception (with Stonecunning): 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
"You have eyes, boy", Thurvek said grimly. "Use them. Of course, it's not safe. The question is: if those children are in that mess, are they in any condition to be rescued? Oh Clanggedin, please don't let them be in there." A shadow of remorse passes over the dwarven cleric's face.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Samnell, would it be knowledge (engineering) to know how likely a mine collapse is? Or would another check work?

"If we're going to proceed, we should - as always - proceed cautiously. I'm beginning to wonder if the adventurers lured the golem here to collapse the tunnel on it because the tunnel was already unstable. If so, they're not likely to be further this way. We may want to consider going the other way now. But let me check something first," Ari says before walking over toward the newly revealed series of tunnels. She falls to one knee and examines the ground for signs the adventurers continued on this way.

Survival (to track): 1d20 + 9 ⇒ (15) + 9 = 24


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

Wasnt the golem reaching for a whip? Did we find it?

K-Engineering? To find the safest route: 1d20 + 11 ⇒ (12) + 11 = 23


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Breathing heavily, sweaty and dirty from the exertion, Ranek casts a cantrip to locate magical auras and looks for the whip the golem was reaching for.

Casting detect magic.


Gay Male Inhuman
Ranek Clifton wrote:

Breathing heavily, sweaty and dirty from the exertion, Ranek casts a cantrip to locate magical auras and looks for the whip the golem was reaching for.

Casting detect magic.

The whip was visible to you from before. :) It's right there on the floor now that you murdered the golem.

Ariyana doesn't find any tracks just past the rubble that would suggest recent passage.

Bolkvar and Thurvek are reasonably sure that the immediate area beyond the collapsed section is sound, but past that they become much less confident. It's not likely to fall down on them all at once, but their own excavation did just disturb the site and it doesn't seem to be in the best repair. Blasting magic would be a serious risk, at least.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

"I don't see any tracks just past the rubble that would suggest someone recently passed through here. I don't think the adventurers went this way, or if they did, they're probably buried in the rubble somewhere like this golem was. We should go back the other way."


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

"We could always check this last", voiced Thurvek.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Is the whip magical?

Ranek closes his eyes and takes a couple of calming breaths. That's what I wanted to do in the first place, you bearded buffoon!

"Right, let us backtrack to the altar room and explore that path. Shall we?"


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

"Aye then lets get to it." Marcus was a little disappointed, it was seeming increasingly unlikely they'd find anyone alive. Still if nothing else it was their solemn duty to cleanse the evil which was infesting these mines, so he wouldn't waver...

Marcus started walking cautiously back towards the altar room, and onto the path beyond, keeping alert for any surprises.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Survival: 1d20 + 7 ⇒ (2) + 7 = 9


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

"Indeed, backtracking would be the wisest course of action".


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

"I agree."


Gay Male Inhuman

I'm back, sort of.

Ranek Clifton wrote:

Is the whip magical?

Ranek closes his eyes and takes a couple of calming breaths. That's what I wanted to do in the first place, you bearded buffoon!

"Right, let us backtrack to the altar room and explore that path. Shall we?"

The company made their way back to the chamber with the great dragon altar, the shattered glass opposite it, the odd blank spot in the carvings just above that glass, and the great bowl full of magical flame.

To the north they found a tangled mass of tunnels, winding about and doubling back on themselves in increasingly poor repair and adorned in chief with a stench that made eyes burn and blessed the afflicted with pounding headaches.


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

Welcome back :)

K Engineering on stability of tunnels: 1d20 + 11 ⇒ (12) + 11 = 23

Feeling drained from the day’s excursion, both magically and physically, Bolkvar trudged on. He paused to examine the tunnels, to see how safe they would be to enter.

Knowledge Nature to tell what the stench is: 1d20 + 11 ⇒ (4) + 11 = 15


Gay Male Inhuman
Bolkvar Stonebeam wrote:

Welcome back :)

[dice=K Engineering on stability of tunnels]1d20+11

Feeling drained from the day’s excursion, both magically and physically, Bolkvar trudged on. He paused to examine the tunnels, to see how safe they would be to enter.

[dice=Knowledge Nature to tell what the stench is]1d20+11

Bolkvar believes these tunnels are mostly natural and sound, but also that they would quickly turn into a maze.

He would know the reek from anywhere. Nothing stinks like troglodytes, reptilian creatures of the Underdark. Some humans believe them accursed men and women, driven from the sunlit lands for a past sin. Dwarven lore holds that they are an ancient race from the dawn times, now dwindled to only a faint breath of their past might. Few are to be found so far north, but Bolkvar's read that they're more common in the distant South. They're known for their love of the flesh of thinking beings. The stench comes from an oil that oozes about their scales, sapping the strength even from dwarves. A long trog doesn't present much threat, but their scales shift to match the stone about and that makes them cunning ambushers for those who don't know the smell. Its presence here means they're near, or that the air in the tunnels hasn't moved in a long time and might have gone bad. That no one feels weakened by the stink argues for the latter.


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

With some tredipation, Bolkvar shared this with the party.

”...this makes me wonder where these lead. I don’t see why the goblin and trolls would be workin’ with trogs, but there are worse fates. Like bein’ lost down here. Can anyone make a mage-mark so we can retrace our steps, or have any chalk?”


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

"I do, one moment." Barra rummages about in his bag for a moment before pulling out a thick stick of chalk. He steps up to the wall and draws a long-tailed arrow pointing back the way they came. "That do?"


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Welcome back, Samnell! Hope things are going better for you.

Ari takes a few moments to get used to the smell of the tunnels. It's impossible to actually do. She'll just have to live with it.

When Barra produces chalk, Ari nods at the half-elf and says, "Just be sure to keep marking it as we go along. I'm guessing it'll be easy to get lost in there, so we'll need a clear way back."

After casting dancing lights once more, Ari bends down on one knee to look for tracks into the tunnels.

Survival: 1d20 + 9 ⇒ (10) + 9 = 19


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Ranek shakes his head. "I did not prepare such a spell this day - I planned for other contingencies."

As he adapts to the smell in the tunnel, he looks to Ari to see if she can find any tracks to follow.


Wounds (0) HP (14) AC (13/13/10) Saves (6/3/3, +3 Hardy) Init (+3) CMD (18) Pugnacious (1/1)

”Perfect, Barra. We’ll leave ye in charge of the marks. With that, we’ll be able to find our way out. Let’s move. And remember! Be wary of Trog ambushes.”


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thurvek grunts his approval as he continues his watch for flank attacks as the group progresses.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus studies the entrance to the tunnels, looking to see if there are any tracks or signs of passage...
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Survival: 1d20 + 7 ⇒ (14) + 7 = 21


Gay Male Inhuman
Marcus of Torm wrote:

Marcus studies the entrance to the tunnels, looking to see if there are any tracks or signs of passage...

[dice=Perception]1d20+6
[Dice=Survival]1d20+7

The company set off into the winding caverns. If not for Barra's marks, they'd have lost themselves several times with all the doubling back and rising and falling tunnels. After some time they come upon what looks to have once been a den of some sort, complete with rotting skins and a few long-dead, but still reeking, troglodyte corpses. Further exploration, almost an hour of it, brought them out to the sunlight again. The cave, drifted with snow and adorned with old droppings, opened into a thick copse of trees. The din of falling water came from somewhere not far off.

Through it all, they found not a track but their own.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Hakon stepped to the fore, drawing his blade and shield. "Interesting."


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Ranek blinked in the brightness of the sunlight a couple of times. After so long spent underground, it was nice to see the sun again and feel the air on their face. And yet, they had found no trace of the children.

"I don't think we saw any sign of the children in there. Was there some other part of the mine we didn't search we could go and check?"


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Trying to put a brave face on it Marcus replied, "Well we did excavate some tunnels... If not there we must have missed something, perhaps there was a side passage round a blind corner, or maybe there was more to that well than meets the eye?"

TBH from a metagame pov I'm not sure what we're supposed to do here. The dragon cult I'm sure bears investigation, but the adventures seem to have vanished without trace. If there's some clue we missed it's not obvious to me.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

A grim expression crossed Thurvek's face. "We still haven't fully explored the delapidated tunnels where the golem was buried." The dwarven cleric kneels downs, grabbing some dirt and rubbing it into his hands, making a silent prayer for aid.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

I'm pretty sure those decapitated heads that were screaming the alarm belonged to the adventurers - I'm reasonably certain they're dead.

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