The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Unnamed

ooooooo

More laughter wump wump wump wump wump

1d100 ⇒ 57

The pool begins to swirl and turns a dark black then suddenly there is a blast of black light and a figure launches out and lands between the party and the stairs, 10 feet away from the party.

Standing just over three feet tall, this bestial humanoid wears filthy, tattered robes and has blue-gray skin decorated with strange, coiling stripes. Dark fur grows on its head and arms, and its feet end in burning hooves. Its eyes glow as red as the flaming sword it wields in one hand, and its breath fills the surrounding air with noxious gray smoke.

Planes 25:
DR /cold iron or good; Immune electricity, fire; Resist acid , cold ; SR
Weaknesses vulnerable to cold

Additionally can cause a weapon to burst into flames, breathe out a jet of boiling blood, any time it is hit it sprays boiling blood on the attacker. Can breathe out a cloud of poisonous smoke


Unnamed

Initiative, Careful teamwork active

1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 Varin

1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Boneyard

1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 Kracow

1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Gunser

1d20 + 7 ⇒ (13) + 7 = 20 Baddie

Baddie wins initative

The sword in the Demon's hands bursts into flames, as it moves 5 feet to the side. Then it begins to make a sound like a cat with a hairball. Suddenly a spray of blood launches from its mouth slamming into Varin and Gunser.

Reflex 17 for half damage 5d6 ⇒ (1, 3, 4, 4, 5) = 17 mystery roll 1d4 ⇒ 1

our heroes are up


Unnamed

forgot to roll mizaru 1d20 + 5 ⇒ (17) + 5 = 22 Still not enough to change the average to make heroes go first.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Is my weapon still under effect of that Bless Oil? Didn't take it into consideration if it still is.

Mizaru, always on alert and being nearest to the figure having backed away from the pool, immediately reacts. He moves forward with a quick and silent grace, swinging his already-drawn weapon at the enemy and following it up with a thrust.

5-foot step forward
Full-round Action: Full Attack
+1 Furious Lucerne Hammer (PA) 1d20 + 10 ⇒ (10) + 10 = 20 for 1d12 + 14 ⇒ (1) + 14 = 15 Blunt
+1 Furious Lucerne Hammer (PA) 1d20 + 5 ⇒ (10) + 5 = 15 for 1d12 + 14 ⇒ (11) + 14 = 25 Piercing


Unnamed

nope only lasted 1 minute

Mizaru's swing clubs the demon on the ribs, though it does not seem completely effective. The club get's it's attention and it easily avoids the second swing.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Reflex 1d20 + 3 ⇒ (3) + 3 = 6

Sleep. Dc 18

Varin looks at it and shakes his head. You should have taken the offering and left us in peace..Now your death will grant us more life.

He backs up behind the melees and stares at the thing willing it to sleep.


Unnamed

1d20 ⇒ 10

It falls asleep. Someone kills it.

Whoever kills it. Do not look otherwise:
If you are not Mizaru take 1d4 ⇒ 4 of damage when the blood splatters you. Mizaru is far enough away

All Gain 320 XP


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"That is a handy talent you have Varin. Now, can we move on from this bloody pool before one of you summons a balor or we wind up in the Abyss?" Belated Knowledge (Planes) 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Kracow head shots it.

Well now it seems safe. Should we try the pool?

KN: plane
1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11


Unnamed

Blood splashes onto Kracow's face, burning him 4 its

1d20 ⇒ 8


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Well, get clear before blood drips off the platform...", Gunser suggests.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard sighs, "Sorry Kracow. Unless you've seen something here that you want to share, I'm not going in the pool until we check the other door upstairs." Boneyard begins walking back to the stairs.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru only grunts, making sure to keep away from the acidic blood and follows Gunser.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Varin shakes his head and follows the others.....


Unnamed

The heroes arrive back where they started. They stand outside the door to the small room. When last they were here they determined that it was not locked or trapped.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"That's mine, then?", Gunser asks rhetorically, opening the door with only small caution, a quick look to the rest before actually opening it, for their assent and readiness.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru gives a quick nod when Gunser looks at them, his weapon ready in hand.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser opens the door, taking a peek first, opening it wide only if it seems wise.


Unnamed

Sadly the DC was 25

As soon as Gunser pulls the door open there is a loud bang, followed by an eruption of electricity.

7d4 ⇒ (4, 1, 3, 2, 3, 3, 3) = 19 to everyone. DC 22 Ref for half. Note this is evocation magic if you have a weakness to it.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Reflex 1d20 + 5 ⇒ (20) + 5 = 25
Is it round-down for damage?
Damage : 9, Current HP : 62 / 71

Mizaru reacts immediately at the loud bang, jumping out of the way. It isn't enough to get him out of range of the eruption of electricity but he's at least avoided the brunt of it.

He lands nearby with an acrobatic twist, quickly looking around for anything else they might have set off.


Unnamed

yes round down


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Ref+4 1d20 + 4 ⇒ (1) + 4 = 5

"ARRGH! Damnable Discharge!"

Stepping away from the (presumably still-closed) door, Gunser growls, "I hate being struck by lightning...", even as the char-marks fade.

Sealord: 3d6(+6 from Fey Foundling) Healing 3d6 + 6 ⇒ (3, 4, 6) + 6 = 19

None the worse for the experience, Gunser casually asks, "One of you experts fancy another look at that?"

:)


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

When Boneyard hears the bang, he tries to roll quickly back from the door. Reflex 1d20 + 7 ⇒ (3) + 7 = 10 Unfortunately, he is too slow and takes the full brunt of the shocking arcs of electricity that erupt from the door. "Well, that's unfortunate. I can take another look, but I think I'll heal myself a bit before I do in case it isn't finished." 1d8 + 1 ⇒ (5) + 1 = 6 1d8 + 1 ⇒ (6) + 1 = 7 hp 31/37

He inspects the door again, paying careful attention to the frame and crouching down to look over the handle. Perception 1d20 + 13 ⇒ (18) + 13 = 31 If he finds the trigger or another trap, he takes the time to disarm it. Disable Device 1d20 + 16 ⇒ (17) + 16 = 33 If trap is still there and that beats DC by 5 or more, he'll steal the trap.


Unnamed

Boneyard finds a rune on the door jam, which he deftly wipes away.


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Reflex
1d20 + 12 ⇒ (11) + 12 = 23
Kracow leans back just in time to avoid the arc of lightening (evasion).

That pool is looking good now I bet, he says impertinently, feeling the affects of his lost intelligence.

As Bone goes to work on what remains of the small door's trap, he assists where he can.
assist DD
1d20 + 15 ⇒ (14) + 15 = 29


Unnamed

the trap is super disarmed!


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Seems safe now, Kracow says with his gun out and loaded.
Perception for any thing past the door.
1d20 + 10 ⇒ (1) + 10 = 11


Unnamed

kracow sees 5 steps down then a sharp turn


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Back to me, then? A minute to catch yer breaths?"

When the party is again ready, Gunser will again take point. (and probably damage. :) )


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard keep his eyes peeled as everyone makes their way down the hall behind Gunser. Perception 1d20 + 13 ⇒ (2) + 13 = 15


Unnamed

Gunser boldly steps forward expecting explosions and pain, and instead he finds...nothing. Breathing easier he heads down to the bottom and finds an open room. Inside the room are dozens of boxes and chests. In the far corner there is another doorway, this one with a shimmering portal that appears to lead into a large open room with two other doorways and a massive cicular design in the center.

Everyone but Gunser and Mizaru:
It is the first room, from where you entered this area and the Celestial area prior


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"If I wasn't paranoid, I'd say this looks like the way out. Shall we each take a good look at this portal Kracow and make sure it is what it appears to be." Perception 1d20 + 13 ⇒ (17) + 13 = 30 Casts detect magic Spellcraft 1d20 + 7 ⇒ (4) + 7 = 11


Unnamed

The portal does not appear to be trapped Boneyard determines, though whether or not it goes where it seems to he is not sure.

Ghosts laughing and frowning at Boneyards failure to ID the Portal


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Aye, apply yer sharper eyes, if you please..."

Perception+8 1d20 + 8 ⇒ (15) + 8 = 23


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Perception 1d20 + 10 ⇒ (18) + 10 = 28

Mizaru looks around the room for the first time. He doesn't touch any of the boxes or chests though he looks and them and merely stands at the ready nearby.


Unnamed

Gunser do you go through the boxes?

Mizaru:
You notice that the boxes seem to have been very carefully placed, but without opening them that is all


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Not yet. :) Hoping the sharper eyes, nimbler minds, and stickier fingers would clear a path. But since you ask..."

"Well, this might tell us some of what this place is about...", Gunser says, drawing a bar off his belt and unfolding bits of it into a crowbar. "Any dibs, 'fore I get it open? I'm callin... Calistrian Illustrated Holy Texts.", Gunser grins. He sets to work opening crates.


Unnamed

Boxes begin to pop open. Most are filled with various bottles of wine and liquor. Another is filled with demonic texts, though most are in poor condition to be removed. Finally there is a small box filled with 30 small vials.

apporpriate skills are appraise, religion, and spell craft (just give me your Spellcraft bonus)


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Spellcraft is +9


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

I've no ranks in any of them. Spellcraft is -1, untrained. :P


Unnamed

also alchemy! but just the bonus for that as well


Male Human Rog 3/Wordcaster(spellslinger) 3 (Mythic Sneak) | AC 23 (armor+5 Dex+6 NA+1 Pro+1) | T 17 | FF 18 | HP 55 F +6 | R +12 | W+7 | perc +10 | Int +7

Kracow takes a look around the room and says,
Let us earn our keep.
Perception1d20 + 11 ⇒ (7) + 11 = 18

He pulls out a wand of Identify and goes about inspecting the portal and any boxes that are magical.
Spellcraft +12+10


Unnamed

Kracow:
Kracow is confident that the portal does lead back to the first room

Between Kracow and Gunser and Boneyard several potions are identified.

4 Cure Moderate Wounds
2 Cure Light Wounds
2 Inflict Serious Wounds
2 Barkskin
2 Firebreath
2 Invisibility
1 Fly

Varin looks at the non magical vials and is easily able to discern that they are

4 Alchemist Fires
4 Acid Flasks
2 Liquid Ice


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Well now, where from here? And who's got best use of what in that lot? One or another of the healing potions might ride well under me sleeve, here in the track, for one of you it'd be; I've more mendin' than that, callin' on the sea in me blood. For other, I'd not refuse any, though the use of some don't come to mind jus' now."


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru stays on the lookout while the others go through the items. He doesn't volunteer to take anything, unsure whether to trust them or not.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"The invisibility and fly potions would be helpful for me. The healing will be best for those of you fighting at the front. Probably the firebreath and barkskin too. I can keep the alchemical vials in my pack unless one of you wants them."


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Fair enough. That'd be a barkskin and a fire-breathin' for me and He-who-is-Mizaru? And I'd say any as can't cast a spell for healin', ought to have a potion, to wake the spellcaster, if he goes down."

Gunser takes a CMW, a Barkskin, and a Firebreath. If Mizaru's steadfast about not taking anything, Gunser will take another Barkskin. He's also willing to carry any overflow, carefully swaddled in twine, in his seabag.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru will take it if offered to him and he'll use them, but only in emergencies. He only has a vague idea of what the potions do from their obvious names.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Noticing Mizaru's lack of comfort with the potions, Gunser reassures, "Follow my lead, is all. Big fight, lots of bashin' to be done? The barkskin. Swarms of flitter-stings or crawly-bites? The firebreath. Like a hammer for a nail, but an axe for a stump."


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru nods and takes the potions. "I will use them if needed," he says, though he eyes the potions carefully before putting them away. "Thank you for your advice."

CMW, Barkskin, and Firebreath for Mizaru as well.

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