The Nexus of Shadow (Inactive)

Game Master DireMerc

The cozy little town of Crested Butte is being overrun by the supernatural and only a small band of hunters (mortals who hunt monster) can protect this town and stop this invasion of shadow from spreading.

link to images

D20 SRD


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Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Hag!" Dom managed to get between heaves. "Sea Hag. Evil. Kill it a lot."


Female Human Marksman

Alisha tries to knowledge arcana the creature emerging from the fame

Arcana: 1d20 + 11 ⇒ (3) + 11 = 14

As for resisting the horror of the situation.

will save: 1d20 + 3 ⇒ (8) + 3 = 11

Alisha steps back in shock, frightened and sickened by the hideous monster that has emerged from the fane. She vomits at the sight of her.

Initiative
1d20 + 1 ⇒ (10) + 1 = 11


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

FORT: 1d20 + 3 ⇒ (14) + 3 = 17
WIL: 1d20 + 3 ⇒ (9) + 3 = 12

Xannder is spooked by the appearance of the lady and has a momentary lapse in judgement when she jumps out from behind the fane. Luckily he manages to keep down his lunch.


Female Human Marksman

Ah yes forgot the Fort save 1d20 + 1 ⇒ (15) + 1 = 16

Alisha also avoids vomiting but is still horrified by the creature with its evil eye staring into her soul.


Roy Initiative: 1d20 + 7 ⇒ (15) + 7 = 22 (if needed)

Horrid lady init: 1d20 + 2 ⇒ (10) + 2 = 12

Alisha Initiative 1d20 + 1 ⇒ (10) + 1 = 11

Dom Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Xannder Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

So Roy gets a turn then she goes and then everyone else.


At Dom's words, Roy pulls the trigger, fighting to keep his aim steady.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 ⇒ (4, 6) = 10

Unfortunately, it's a poor shot.


also Roy and Alisha failed to identify the creature, you don't know anything about this one.

Roy's shot goes wide.

She charges for the closest person (I believe this would be Alisha) her hand stretching and turning into a vicious looking claw and tears into Alisha causing a very nasty wound.
claw attack: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 4 ⇒ (3) + 4 = 7


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

At seeing the Hag tear into Alisha, Dom's anger crystalized enough to fight past the nausea.

"Hey! Hands-off!"

He moved in close and fired his Beretta.

Beretta, PBS: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 2d6 ⇒ (3, 6) = 9

Action Point: 1d6 ⇒ 4

5 of 6 Ghost Touch bullets fired. 10 bullets total left in clip.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

Xannder not wanting to waste ghost bullets pulls his sidearm and fires a shot at the hag.

Attack: 1d20 + 3 + 1 - 2 ⇒ (11) + 3 + 1 - 2 = 13AP: 1d6 ⇒ 2
Damage: 2d6 ⇒ (6, 3) = 9


Xannder are you aware of action points? There have been several occasions were it would have been a good idea to use on. Right now is such a time. If you want too I will allow it but for the future I wont say anything.

Dom shoots the Hag in the shoulder at the very least getting it's attention.


Female Human Marksman

Alisha totally frightened of the hideous hag gets clawed across the chest with its sharp talons and screams in pain as the nails tear into her flesh and blood flows out the wound. She stumbles backward from the blow (5 foot step) and in an utter state of panic pulls out the beretta and pulls the trigger with the gun pointed at the creature.

Firearm Attack 1d20 - 2 - 2 ⇒ (14) - 2 - 2 = 10 (-4 for being non-profient and a -2 for failing the will save and becoming shaken. Spending an Action Point for a 1d6)

Action Point 1d6 ⇒ 2


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

I don't know what they are or how many we get. I saw the others using them so I figured I would try. I put AP: on my roll to try and show I used an AP on it. total my attack was a 15


You currently have 11 action points. You gain (5 + 1/2 your level rounded down) action points each time you gain a level. They do not replenish any other way. You can use an action in order to add 1d6 to the result of any d20 roll you make, you can also use an action point in order to get 1 extra use of a class ability that can only be used so many times a day. So let me know if you want to roll that action point for that last attack

Roy can go again then her.


Roy moves up next to Alisha and puts an arm out under her own arms, hoping to attract the hag's attention to himself as he puts a round into the creature. Probably doesn't have any mechanical function, but it's something. Also, are you ruling that we retain Action Points from earlier levels, because normally you wouldn't, I think.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d6 ⇒ (5, 6) = 11

Critical Confirm: 1d20 + 5 ⇒ (13) + 5 = 18
Critical Damage: 2d6 ⇒ (6, 4) = 10


You retain them when you level but at no point can you have more action points than you cap of 10+character level.

Xannder misses.

Roy moves up shoots the hag right in the eye and she drops to the ground and isn't moving.


Roy steps up and fires another bullet into the hag's head point-blank before heaving a breath and reloading his Python, the remaining ghost touch bullet set to fire first. "Well. That was. Disgusting."


Female Human Marksman

Alisha slumps to the ground wimpering from her wounds and still heavenly shaken from the events that occurred.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

Thanks for the info. I will use them in the future and begin tracking them.

Wow, that's a whole lot of ugly. You OK Alisha?

Xannder holsters his sidearm and moves to Alisha and begins inspecting the wound.

Treat Injury: 1d20 + 7 ⇒ (19) + 7 = 26


Female Human Marksman

Alisha shutters trying her best to get her composure. Being the mild mannered scholar that she is, she has never been hurt this bad in her entire life. She looks up to Xaander and says when he asks.

"I...I don't know. I have never been hurt this badly in my life. I think I need medical attention."

Alisha accepts the treatment that Xannder offers as knowing the hidious claws of that creature were likely dirty and without swift treatment she could get an infection. She examines herself while Xannder works in case he misses something.

Treat Injury 1d20 + 3 ⇒ (12) + 3 = 15 (Aid Another for Xannder)

Seeing that Xannder looks like he knows what he is doing, she deffers the treatment although giving a few choice words here and there to aid in her wound treatment. Fortunately the wound was not too deep on her chest and with the treatment there was hope for healing without scarring.

As Hitpoints are an abstraction of injury as she was not brought below 0 HP the wounds were likely not overly serious.


Roy also moves to Alisha and pulls out his first aid kit, offering the bandages and disinfectants to Xannder and the woman to help patch her up. "Welcome to the club, then, norm. Most Hunters get beat up at some point."


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Yeah, good work, guys," Dom said, agreeing with Roy. Alisha and Xannder were coming along nicely.

Seeing that Xannder had things in hand, Dom cautiously went over to the Sea Hag's corpse.

He and a couple of hunters had tracked one of these things a couple years back in Annapolis. They were vehemently sea-based. So what the hell was it doing in Crested Butte?

Investigate: 1d20 + 5 ⇒ (6) + 5 = 11

Action Point: 1d6 ⇒ 4


Xannder seems to not be carrying a first aid kit, or a medical kit or a surgery kit. Using a kit is needed to restore hit point using the treat injury skill. Roy is carrying one that could be used but it's a single use item so you will need to get another. For the record a first aid kit heals 1d4 hp with a dc 15 treat injury, a medical kit can be used 4 times to heal 1d4+level hp and a surgery kit can be used as many times as needed to with a dc 20 treat injury to heal 1d6/level hp.

Examining the area you do find a lake nearby, it's not huge but could suffice as a home for this creature. You do realize however that something isn't right with this hag, it appears to be mutated or corrupted somehow and displayed behavior and abilities that the previous hag didn't.

The glowing runes on the large stone in the center of the circle appear to have dimmed and the runes forming the circle around the stone have dimmed as well but they still remain.


Female Human Marksman

Alisha having been treated for her injury the best she can gets herself to her feet slowly and approaches the runes and carefully examines them but still shakey from the events that occurred. She tries to understand the magic she is seeing and hopefully a way to finally disrupt it once and for all.

Knowledge Arcana (-2 penalty for being shaken) 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15


knowledge arcana:
The power of the rune circle was clearly linked to the hag somehow as it was severely diminished by her death but it remains active so it must have another source of power that keeps it active or another step is required to beyond her death to end the effect. Alternatively destroying the large rune stone in the center of the circle should be enough to end the effect.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

When we get back to town we will get you cleaned up. For now this should make sure you don't bleed out. So what the hell is that thing?

Xannder helps Alisha to her feet and begins keep an eye out for more unwanted guests.

Spot: 1d20 + 3 ⇒ (4) + 3 = 7


Female Human Marksman

Alisha looks over the Fane and says, "This would be the Fane we are here to destroy. It appears that there is another source is empowering this Fane, perhaps another creature or the vampire himself. The sure way to end this is to destroy the central Rune Stone. Except that I doubt just shooting it will be enough. We'll need explosives to take it out and the ability to use them from a safe distance to avoid a backlash of magical energy."


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Well, you never know til you try. Stand back, everyone."

Dom pulled out his Beretta took careful aim and fired at the Rune Stone.

I'm guessing I can Take 10 on this since we're not in a hurry. I'll roll damage, just in case you need it though.

Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7


Female Human Marksman

Alisha makes sure to get a long distance from the stone when Domingo shoots it. If it works, then that is great. If it doesn't then explosives will be the solution to the problem.... maybe.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

Sorry, I left my C4 in my other pants.


The bullets has no effect.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom frowned.

"There are supposed to be two of these, right? Maybe if we take out the other one, they'll both shatter."

Dom popped in a fresh clip into his Beretta.

"Let's find our Tour Guide and blow this popsicle stand."


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

Xannder is a little more skeptical.

Now I may be new, but we just beat a whole group of baddies to get here. What if we come back and have to fight em off again? Lets make sure there isn't something we overlooked, while we're here.

Taking 20 to search the fane. So 19 search


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom nodded.

"Good thinking."

Search: 1d20 + 1 ⇒ (12) + 1 = 13


Gonna say dom is using aid another to give +2

Taking a closer look you notice that the large stone was moved it was slid to the side and the back in place. There might be something underneath it.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

See, look at that. Wouldn't have found that if we had left. Maybe it is a tunnel? Could lead to the other fanes!


"Whatever it is, it's worth checking out. Good work, norm." Roy pulls his bandana up over his mouth and nose and holsters his Python. "Ready?" He sets up with the others and pushes at the stone.

Strength: 1d20 ⇒ 16


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom gives Roy a hand.

Strength, Aid Another: 1d20 ⇒ 19


Female Human Marksman

Alisha says, "I was correct about the Rune Stone being immune to being shot. I did not want to risk touching the stone but if there is something under it, then it is worth some investigation."


You manage to push the rock aside and underneath in a small hole is a small red box about the size of a cigar box.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom inspects the red box for symbols or identifying marks.

K. Arcane Lore: 1d20 + 4 ⇒ (11) + 4 = 15


Roy also looks at the box, wondering what it is. "You ever seen one of these, Dom?"

Knowledge (arcane lore) Aid Another: 1d20 + 5 ⇒ (15) + 5 = 20


The box has some strange markings on it but you cannot decipher them.

You open the box and inside is a single index finger bone.


Female Human Marksman

Alisha makes her own check for Arcane Lore for the runes and the finger bone 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16.

She knows nothing additional.


Male Human Ded. 4/Field Medic 1 | HP: 30/30 | Spot +9 Listen +3 Search 0

Wonder if that was a finger before going in there? Maybe the witch needed "the fresh finger of a righteous man" and forgot how long it's been down there?


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Looks like some sort of reliquary. Catholics would sometimes use relics of saints to ward off evil and bring good luck. Usually relics were pieces of hair or clothing, but bone fragments aren't too uncommon."

"But considering this was used as some sort of evil darkness battery, I'm guessing this is the opposite of warding off evil. And 'relics of a righteous man' don't do much, Xannd. Every asshat you meet in traffic thinks they're righteous. No, usually, they use 'relics of the innocent' -- kids."

Dom was quiet for a moment as he glared at the box. His mind slipping back to a few of his more unsavory cases.

"I hate hags."

He took a deep steadying breath and placed the reliquary in his backpack.

"We should take this back to Mary. She might know the proper way to dispose this thing. The Shy Queen might have an idea, too. But I'm guessing she'd have a nutty if we brought this to their camp. We'll ask our Tour Guide and see what he thinks."


As you leave the rune circle with the box in the your pack the lights on the stone fade and vanish. The rune circle disperses as well.

Just gonna skip over this loose end
The remaining shadow has reappeared and attacks again but you manage to get rid of it using your remaining magic bullets.

Good job on clearing the first Fane. You can level up to lv 3.


Female Human Marksman

Level up HP 1d6 ⇒ 6
Wealth Bonus Increase 1d20 + 7 ⇒ (20) + 7 = 27
WOAH What a windfall! My wealth bonus increases by 4!

My sheet has been updated


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I hope it was like that scene in Pulp Fiction where that guy comes out the bathroom. The ghost shows up and we just raise our guns and shoot it dispassionately. :-)


Prettu much how I picture it Dom :) Also Alisha make sure to keep track of your damage. You took 7 damage back there. And Dom add the rest of you info under your name please.

You head out and Hurrn meets up with you again.

"Your still alive...You succeeded then? I must admit I am surprised." he says


Female Human Marksman

Alisha looks to Hurrn and says, "Yes, the Fane has been delt with. We have the object that seemed to be a part of its power source but we do not have the means to destroy it. The next problem is finding the other two fanes and dealing with them as well."

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