The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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Male Human Fighter 8, Ranger 3

"Alright, I concede," Kelne said, even as he moved to support Tanel, "Karthan, keep those horses under control. We don't want them bolting." Gods knew how many more of the ambulatory statues there were scattered about the place. At least the other visible one was going after the orcs. That should give them a bit of breathing room. If they could just deal with this one, that should give them enough time to secure the tunnel and get the horses downstairs before more showed up.

With that in mind, he took a hefty swing at the statue, aiming to inflict as much damage as he could.

Moving to P6 and using power attack (two-handed).

Power attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 14 ⇒ (2) + 14 = 16


As the ponderous but deadly statue recovers its footing, Tanel brings his halberd to bear. The weapon impacts with a resonating *CLANNNNNGGG* that sends spurs of shock up the oracle's arm, but doesn't seem to damage the creature at all. Before it has a chance to recover, Justahl's lance hammers into its back, but the large weapon mostly just slides off the stone, doing little aside from cosmetic damage. Only Kelne is able to chip away at the golem's stone hide, and his blade bites a piece out of it, but the tiny amount of damage seems far out of proportion to the tremendous power of Kelne's swing.

Trip attack against Nouhves, vs. CMD 31: 1d20 + 24 ⇒ (6) + 24 = 30

As Justahl gallops past, the statue lashes out at Nouhves' legs. The mighty steed stumbles and dances around the thing's giant outstretched arm and, through a combination of dexterity and Justahl's impressive horemanship, barely keeps his feet. The rain hammers into the pair as they come around and back into the shelter, and hundreds of tiny cuts can be seen covering each of them.

The statue seems to have no interest at all in Cassandra. Indeed, it doesn't even look in her direction as she quickly darts to the opposite end of the temple, as far away from the thing as she can safely get. Snowy stays perched on her head, clearly wishing he could just fly away but not wanting to risk the ruinstorm.

Justahl and Nouhves each take 1d6 ⇒ 6 damage from the ruinstorm.

That was the Golem's AoO; Jorzan and Karthan still have actions to take in this round (round 2).


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan raises his arms, and makes a grand gesture - millions of scintilla of light surround the golem. (Casting glitterdust on the area the golem is in. No damage, but it has a DC 19 will save to avoid being blinded. No spell resistance on Glitterdust.)


DM Rolls:
1d20 + 4 ⇒ (16) + 4 = 20

The golem shields its stone eyes as Karthan's spell bursts around it, then pulls its arm away. It is covered now in glittering dust particles but appears still able to see everything going on around it.

I believe only Jorzan is left.


I'm gonna move on with the main group. Jorzan, feel free to do two rounds worth of things on your next post. Because of what you're seeing, I can't DMPC you; you have decisions to make. :-)

The Golem, presented with the prospect of battering its way through both Tanel and Kelne, elects to step to the side and come around. Once again, it ignores Cassandra completely, even though she is the closer target. It's almost like it can't even see her.

Round 2, Initiative -1
Overrun vs. CMD 24 1d20 + 24 ⇒ (1) + 24 = 25 Wow. The dice roller hates this golem! XD
Roll DC10 Reflex to confirm critical fumble: 1d20 + 3 ⇒ (7) + 3 = 10

The golem attempts to step up into the temple and shove past Tanel, but it slips on the soaked grass of the graveyard and shakes some of Karthan's glitterdust into its eyes, causing it to miss the step and nearly topple down face first into the mud.

Tanel, you get an AoO on the golem, AND it's your turn! Fire away!


Male Human (Bennelad) Oracle 7

ROUND 2
Hp: 72/72, AC 21; Buffs: sacred bond (Kelne), bull's strength, divine favor

AoO 1d20 + 13 ⇒ (11) + 13 = 24 1d10 + 18 ⇒ (10) + 18 = 28

Tanel strikes hard towards the golems head as it slips, grunting loudly with the exertion of the swing. 24 hit for Kelne! Bam!
He feels his blow resisted by the mighty figure, but senses that he was actaully done some damage with the mighty blow.

SA: attack! 1d20 + 13 ⇒ (6) + 13 = 19 1d10 + 18 ⇒ (9) + 18 = 27

Although reeling from the power he put behind his blow, Tanel pushes his advantage and strikes at the impressive golem once more. But his blow misses this time, his arms still unsteady fromt he first blow.


Tanel connects with a resounding *KSPLANG* against the stone golem's shoulder, and takes a sizable chunk out of the thing, making the stinging nerves in his arm worth it.

Jorzan, Kelne, Karthan, have at 'er...

DC15 Perception, Kelne and Tanel only:
You notice that in the spots where your swords have managed to take a bite out of the thing, it takes actual substantive damage from the ruinstorm, whereas everywhere else on its body the rain just pits the surface.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

DRA

Spoiler:

What does Jorzan see 60' to the North and South?

Keeping his arrow trained on the old man and avoiding the area of gathering light as much as he can, Jorzan keeps to the shadows as he whispers just loud enough for the man to hear "Who are you, and why are you chained here?"

Still one round of actions to go once get the answer to the above question


Jorzan:
You see nothing but the aforementioned gathering light, and some bugs and dust; both tunnels appear to be empty and simply goes straight out to the limits of your darkvision with no turns or corners or other features.

At your whisper, the old man grabs his scythe and leaps up to his feet, looking around frantically, though it appears he cannot see you. "Who am I? Who are you to be skulking around here in the Tomb of the Bard King? I am just a poor servant, set the task of guarding this place over 500 years ago, and here I have sat, ever since! Alone in the dark, awaiting His return. Only when he is back in his coffin will I be set free. Until then, I keep intruders out, and I sit here in these cursed boots, chained to the wall, like a dog." The old man's face is slick with tears, and his grip on the scythe is loose. He is rather short and seems very sad and old and frail.

DM Rolls:
Jorzan's Stealth: 1d20 + 15 ⇒ (2) + 15 = 17
Old Man's Perception to see you once you've spoken: 1d20 + 12 ⇒ (3) + 12 = 15
Old Man's Bluff 1d20 + 12 ⇒ (18) + 12 = 30
Jorzan's Sense Motive1d20 + 12 ⇒ (12) + 12 = 24


Male Human (Bennelad) Oracle 7

1d20 + 2 ⇒ (10) + 2 = 12

I ain't never noticed a thang in mah life, and I ain't gonna start now!


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

DRA

Spoiler:

Round 2

Do the man's boots appear to match the footprints outside the door or on the stairs? Or any of the tracks Jorzan and Kelne studied earlier? Also, when the man leapt to his feet did Jorzan notice any kind of limp? Can Jorzan notice any this? Perception(if needed?):1d20 + 13 ⇒ (14) + 13 = 27 If yes to one or more of these:

"Sat here for 500 years you say, how extraordinary. I also find it extraordinary how those very boots you wear, which apparently have not left these chambers for ages, are a very match to tracks I found a fair distance from here, as well as these blood-stained tracks on the stairs."

Leveling his arrow at the man's chest the rogue's tone is much harsher as he continues "Quickly now old fool, answer my question and speak true, or your words may be the last you ever utter."
Intimidate:1d20 + 9 ⇒ (10) + 9 = 19

If the answer to the above is No:

Feeling a small twinge of pity at the man's story and knowing well how it is to be a prisoner, Jorzan's suspicions are nevertheless not completely allayed as he pays close attention to the man and says "Alone you say? All this time? Then how do you explain the footprints and recent bloodstains on the stairs! i warn you old man, I will not be taken for the fool!" as he says this Jorzan continues to stealthily move, placing himself outside the reach of the man's weapon and chain as well as away from the light. If necessary or possible he will use vertical space as well with his Spider Climb slippers. He keeps a readied action to fire if the man makes any hostile move.
Stealth:1d20 + 18 ⇒ (2) + 18 = 20
Sense Motive:1d20 + 12 ⇒ (14) + 12 = 26

Oops! Forgot to include bonus from Skill Focus Feat. Jorzan's Stealth is 18 not 15. Also appropriate Knowledge roll for 'Tomb of the Bard King' or 'Bard King'. Knowledge(?):1d20 ⇒ 5


Jorzan:
Actually the boots don't match, and you weren't able to notice a limp. It's very unlikely that this little fellow created any of the footprints you spotted earlier, either in the mud and grass or in the temple and stairway. You also notice that his chain is long enough to reach any place in this small antechamber. The only way to truly be out of his reach is to be 10' down either one of the tunnels or all the way up the stairs; the ceilings are only 8' high and don't provide sufficient height to get to safety.

The name "Bard King" rings a bell, but you don't know much about it. You remember a very talented bard did a show at a coffeeshop you were in once, and he sang a long, tragic tale of a mortal man who sought to rule over a goddess' land, and his pride caused the land to fail and become cursed, and himself to be cast infinitely adrift on the sea, never allowed to return to land. Unfortunately the bard told you when you asked him about it that there is no canonical version of the song and that it is part of the oral tradition of bards, so it's hard to tell how much of it was true and how much was embellished or exaggerated and how much was just plain fiction.

The red-hatted little old man continues searching about for your position -- Perception: 1d20 + 12 ⇒ (13) + 12 = 25 -- and his eyes settle on you lurking in the shadows 30ft. away. His eyes bug out with hate and he screams a victorious "HA! FOUND YOU! HAHAHAA!" and he begins to charge. Unfortunately for him you have an arrow ready and fire as soon as he starts to move. What kind of poison are you packing on this arrow?

Jorzan's strike: 1d20 + 9 ⇒ (11) + 9 = 20
Jorzan's initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Old man's initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Your arrow drills him in the chest, doing more damage since you were able to strike first before he could prepare. Jorzan damage: 1d8 + 3d6 ⇒ (2) + (3, 2, 6) = 13 He shouts in pain and rage and charges across the floor at you, moving with startling speed and quickness for one so small and wielding so large a weapon. To your dismay, you notice that the wound from your arrow mostly heals itself, the blood flow stopping instantly and the tear in his flesh sealing up.

He ends his charge right in front of you, swinging crazily with his scythe: Old Man attack: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 He laughs maniacally as he gouges your flesh, spilling your blood on the stone floor. Damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15

As he stands before you, he wipes your blood off his scythe onto his hat and you realize, horribly, that that his why his hat is red; it is stained with the blood of his past victims.

Your turn!


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Slightly unnerved by the statues speed and power, Sir Justahl turns Nouhves around. Seeing the statue fall over, he takes the opportunity to do the same thing in reverse.

Sir Justahl will ride out into the rain, ride by the animated statue, make a lance power attack and get back undercover.

Lance power attack: 1d20 + 12 + 2 + 1 - 2 ⇒ (8) + 12 + 2 + 1 - 2 = 21 for a possible 1d8 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21 impaling damage.

If Nouhves is hit, Sir Justahl will try to negate it with a Ride check:
Ride: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Let's just hope he isn't hit...


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

DRA

Spoiler:
ROUND 2 ?
Hp: 40/55, AC 22; Buffs: none

Cursing to himself at his foolishness for trusting the old man Jorzan moves north, 15' down the hall, but walking on the walls. When he reaches a distance he estimates to be out of the crazed man's reach he reaches in his quiver for another poisoned arrow and fires in one smooth motion
Attack & Damage: (1d20+9=12, 1d8=2)
As he calls out "Why attack me old man! I've done nothing to you or your Bard King!"

Last arrow was Drow Poison again, so DC13 Fort, this time he went for a more deadly Medium Spider Venom DC14. Also, forgot to ask again, did Jorzan have any chance to find and make some poisons along the journey so far? Roll for him if ya need to


Justahl rides out into the deadly storm again, attempting to hit the golem with his lance, but again the weapon skitters off the creature's hard stone exterior. It swings wildly as the Aasimar gallops past, attempting to pummel the knight and knock him from the saddle.

Golem AoO:1d20 + 22 ⇒ (1) + 22 = 23
HAhahahaaa!! OMG that's what, three straight 1's for this guy? Worst. Golem. Ever. No wonder he was forgotten in the turf. :-p Anyway...
DC10 Reflex save:1d20 + 3 ⇒ (6) + 3 = 9 Hahaa.

Unfortunately for the statue, Justahl is a superb rider and he easily ducks under the crushing but clumsy blow. The wild swing sends the statue toppling over backwards into the muddy ground with a terrible splashing thud and a sucking sound from the mud.

The statue has gained the Prone condition, but you will have to venture into the rain if you want to hit it. Well, except for ranged attacks, obviously. Justahl and Nouhves each take 1d6 ⇒ 5 more damage from the storm.

Kelne and Karthan still have turns this round.


Jorzan:
Since he was in your face, you'd have to use a Withdraw action to get away from him without incurring an AoO, yes? Or is this a rogue ability you have that I'm missing? Or are you cool with taking the AoO? That arrow would have missed anyway, so just say you kept it, if you want. As for poison, Jorzan would have been able to prep arrows or poisons or both with what supplies he had, but there's not much in vegetation or critters in this part of the Land to make poison with, so he wouldn't have been able to. If the party ends up in the woods, then the odds are much better...

Fort save: 1d20 + 6 ⇒ (2) + 6 = 8

In response to your question, the old man jumps up and down, strangely full of life and energy for one so small and stooped and wrinkled. "I NEED YOUR BLOOD! I MUST HAVE IT FOR MY HAT! SO MUCH! YOU HAVE SO MUCH! SO! MUCH! BLOOD! MYYYYY HAAAAAAT!" He is at the end of his chain and pulling at it like a guard dog, snapping and swinging at you, but you are well out of his reach. You notice that your arrow has popped out of his flesh as his body continues to heal itself. Unfortunately for him, however, his body can't kick out the poison that has entered his system, and after taking one more swing with his scythe his eyes begin to close and he wavers. "...m-mussshht...hhhaaaave bllllllllllll..." With a thud and a loud clang from his scythe, he falls to the ground unconscious.


Everyone topside in the temple: from the dark room under the temple, where Jorzan went, you hear a maniacal and cackling voice yell: "I NEED YOUR BLOOD! I MUST HAVE IT FOR MY HAT! SO MUCH! YOU HAVE SO MUCH! SO! MUCH! BLOOD! MYYYYY HAAAAAAT!" It is most definitely not Jorzan.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

DRA

Spoiler:

That's cool about the arrow, thanks. Or we could say he recovered it, ya? Same diff >.<. BTW, has there been any changes to the light in this short time? As for Withdraw, hmmm, I guess it makes sense as Jorzan should have already begun to notice the poisons effect already, yes? If not, I'll take the AoO, just remember J's AC is 26 for those ; )

Breathing a sigh of relief as the old man collapses in sleep and knowing he doesn't have much time Jorzan hurries over kicks the scythe out of reach of the chain and, using a cut off length of silk rope, begins securely tying up the insane but strangely healing old man.

Keeping an eye on the strange light formation Jorzan calls out to his comrades "All secure down here now! I think..." the last bit more soto voce to himself

Hmmm again, just noticing now that with no more 'Use Rope' skill, it seems tying knots is purely based on CMB. But a weak but dexterous rogue, skilled with his hands and able to disarm tricky traps and locks, should still be able to tie a good knot, no?


Jorzan:
We'll stick with RAW for rope-tying. As for the coalescing light, it continues to gather and swirl, and there's more of it, but other than that nothing's different; it seems to be having no effect on anything and it isn't really illuminating at all.

Everybody topside in the temple: there is a loud clanging noise, then you hear Jorzan's voice call up from the dark: "All secure down here now!"


Male Human Fighter 8, Ranger 3

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

Kelne chose to press their momentary advantage, cutting into the statue's leg as it recovered from its failure to barge past the two of them.

"Open up some more wounds, then we'll get it on its back and let the rain finish it off," he said authoritatively.

Power attack, adding in vital strike. Completely forgot that last time.

Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d8 + 14 ⇒ (1, 1) + 14 = 16


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan mutters under his breath, and activates the Glove of Amun Thul, then takes out the wand again. The Unseen Servant holds the crossbow patiently, waiting for him to get ready.

(Next round, cast True Strike. Round after that, take crossbow and shoot)


Male Human (Bennelad) Oracle 7

I'm going to bed for 8 hours, so rather than hold things up, Tanel will swear loudly and charge the golem on the ground, for an attack with +19 to hit and 1d10+18 damage. Play as necessary!


Round 3, Tanel:
Step down into the mud
Attack: 1d20 + 19 + 4 ⇒ (20) + 19 + 4 = 43
Confirm crit: 1d20 + 19 + 4 ⇒ (20) + 19 + 4 = 43
3d10 + 12 + 14 ⇒ (7, 10, 1) + 12 + 14 = 44

Tanel steps out into the storm, grunting in pain and swearing as he is sliced by the rain drops. The anger fuels his blade, however, and he lands a crushing blow on the creature that takes a massive hunk of stone out of its back, exposing more surface are to the ruinstorm.

Meanwhile, Karthan is readying another arrow, preparing to add to the damage being done.

Tanel takes 1d6 ⇒ 1 damage from the rain.
Jorzan is still underground, Kelne and Justahl, fire when ready!


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Really, really wishing he didn't have to avoid pillars and stony rain... (my kingdom for a straight shot at it!). Seeing the thing prone, Sir Justahl turns Nouhves around and rides to attack; again doing the same thing in reverse.

Sir Justahl will ride out into the rain, ride by the animated statue, make a lance power attack and get back undercover.

Lance power attack: 1d20 + 12 + 2 + 1 - 2 ⇒ (17) + 12 + 2 + 1 - 2 = 30 for a possible 1d8 + 7 + 2 + 6 ⇒ (2) + 7 + 2 + 6 = 17 impaling damage.

If Nouhves is hit, Sir Justahl will try to negate it with a Ride check:
Ride: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17


Male Human Fighter 8, Ranger 3

Deciding that the time was right, Kelne swept his blade into the back of the construct's knee, aiming to bring it down to the ground.

Trip attack: 1d20 + 12 ⇒ (9) + 12 = 21


Kelne wrote:

Deciding that the time was right, Kelne swept his blade into the back of the construct's knee, aiming to bring it down to the ground.

Trip attack: 1d20+12

It's already on the ground, see my post above. It currently has the Prone condition.


Justahl gallops past again, this time connecting with his lance and further gouging into the golems stony body. In addition to the damage from the party's weapons, the statue is also taking damage from the rain now.

Rain damage to Justahl/Nouhves/Golem: 1d6 ⇒ 4


Male Human Fighter 8, Ranger 3

Oops. Well, in that case, another attack.

Power attack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d8 + 14 ⇒ (7, 4) + 14 = 25


As Kelne swings, still from the safety of the temple, he slightly misjudges the distance down and his sword clangs harmlessly off the golem's stone head, biting into the mud instead.

The golem struggles to its feet, heedless of the warriors around it, and lashes out at its chief source of pain; Tanel. Unfortunately for the statue Tanel is far quicker and it is still standing on slippery muddy ground, and as its blow fails to connect its feet slide out from under it and it again collapses to the ground in a heap, splashing water everywhere and soaking the oracle and the fighter from the north. The golem has gained the Prone condition again.

Round 3, Init -1
MA: stand up, provokes AoO from Kelne and Tanel!
SA: attack Tanel: 1d20 + 22 ⇒ (1) + 22 = 23
DC10 Reflex to confirm fumble: 1d20 + 3 ⇒ (1) + 3 = 4
Ahahahahaa! Seriously? OMFG! Is this golem drunk or something? Can golems get drunk?

I believe we're good except Jorzan. Jorzan, take two actions again if need be, otherwise we're back around to Tanel again!


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan casts True Strike from the wand, and sheathes it, taking the crossbow from the Unseen Servant.


Male Human (Bennelad) Oracle 7

Round 3!
AC 21, hp 71/72, buffs: sacred bond, divine favour (7 rounds left), bull's strength

Tanel strikes hard and fast in quick succession, eager to get the stature down and himself back under cover from the ruinstorm.

AoO 1d20 + 17 ⇒ (15) + 17 = 32 1d10 + 18 ⇒ (10) + 18 = 28

Attack! 1d20 + 13 ⇒ (20) + 13 = 33 1d10 + 18 ⇒ (1) + 18 = 19
Confirm! 1d20 + 13 ⇒ (19) + 13 = 32
Mwahaha! 2d10 + 36 ⇒ (1, 10) + 36 = 47

All beat 24 AC! So one hit for 28 damage, and second for a whooping 66!

If that kills it, Tanel runs back under cover.


There is a sudden massive flash of light as a bolt of lightning zigzags crazily across the sky, followed immediately by a tooth-rattlingly loud peal of thunder. Tanel's eyes go a strange dark color and you all see a giant shadow rise up behind him like a spectre of death itself. As the stocky plainsman brings his halberd to bear on the felled golem the shadow bursts apart into a thousand sharp fragments and at the same time all of Tanel's personal belongings shoot out in a dozen different directions until the whole of the temple floor is covered with the oracle's things. Tanel strikes once, tearing another massive gouge out of the statue's back, then as he brings his halberd down a second time, all the shadow fragments follow his sword blade and seem to shred the very air before it, impacting the statue at the same time. The blade chops cleanly through the statue and it explodes in a burst of dust and ash and peat-smelling green smoke. Gleeful giggles and screams of agony can be heard from all around, but they quickly fade back into the general roar of the rain and are heard no more.

The final blow having been struck, the Bennaladi hauls himself back into the temple. His armor is dinged and his body is cut with hundreds of tiny slices from the ruinstorm, just like Justahl and Kelne. Outside the temple, there is no sign the statue ever even existed. Inside, Cassandra begins to solemnly gather up Tanel's things, putting them one at a time into his backpack or saddlebags, whatever she can reach.

Tanel takes another 1d6 ⇒ 4 from the storm, as does Kelne. Dropping out of turn-based combat. Act as you will.


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Since Tenel's action comes before mine, I'd like to cancel burning the charge on the wand if that's OK.


Karthan Zhosk wrote:
Since Tenel's action comes before mine, I'd like to cancel burning the charge on the wand if that's OK.

Yup! No worries. I was gonna suggest it if you didn't.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

With a sigh of relief, Sir Justahl dismounts Nouhves and cases his lance. He looks less than pristine now, with all the tiny nicks and scratches coveringe him and Nouhves.

Gathering everyone around who was injured, he holds forth his holy symbol of Iomedae and with a brief prayer holds it up to Channel Positive Energy.

Heal 4d6 ⇒ (6, 6, 5, 2) = 19 to all within 30 ft.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Post eaten. Long story short, channel to heal all in 30 feet.

Heal 4d6 ⇒ (3, 4, 4, 5) = 16


The ruinstorm continues to drop its slicing rain down on everything as Justahl sends a wave of healing energy over the party, healing up cuts and bruises.

Jorzan, still down below, is the only unknown quantity at the moment.


Male Human (Bennelad) Oracle 7

Awesome description! I really like how your interpreting his oracularity and a curse.

Tanel mutters a silent thanks to Justahl, but the man looks like the exahusted farmer he feels. Out of his league and bone weary. He shuffles around and gathers some of his gear, then rests a hand on Cassandra's shoulder in thanks, with a faint smile.

I can still feel the ghost, the blackness. I am war. I am bloodloss. I am death. I can still see the ghost, and it will never leave me.

'I suppose we should go see what Jorzan was shouting about? I'll bring up the rear,' the heavyset man suggests, he cannot even come close to hide the sad weariness in voice, a sharp opposite what one might expect from a warrior who had delivered such a mighty blow to an opponent.

More battle, more blood. You can't escape war, you are WAR.


Tanel Eppun wrote:
Awesome description! I really like how your interpreting his oracularity and a curse.

Cool! Glad you dig, sir. ^_^


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sir Justahl pats down Nouhves with affection.

"Guard the rest of the horses now. And keep an eye out for those sow-riders. They won't be pinned forever." Nouhves nickers in agreement and turns a baleful eye across the way.

Sir Justahl looks around frowning.
"Come to think of it, where did that second statue get to? And Jorzan as well?"


Male Human Fighter 8, Ranger 3

Kelne sheathed his sword and, after checking to see how the second statue was doing at rooting the orcs out of the mausoleum, set about making sure the horses were alright and ready to be moved. Given final confirmation that the downstairs was safe, he'd start coaxing them down the steps.


Looking north to the mausoleum, you can see that the other stone golem bashed in the doors and entered, and you can hear the sounds of fighting from within. An orc comes sailing out, a$$-over-teakettle, and lands with a horrid splat on the ground, screaming as the rain begins to shred his flesh but unable to move with two broken legs.

Anyone looking to get horses underground, give me a DC10 Handle Animal check.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

DRA

Spoiler:

Round 1
Once confident the insane old man is as secure as he be, the young rogue then proceeds to thoroughly search him. Not wanting to touch the hat with his fingers, Jorzan uses his Hand of the Mage amulet to scoot it away out of the man's reach.

Round 2
Then, lighting and dropping a torch so the others can see, Jorzan proceeds to carefully search the area about making sure it is safe for people and horses.

Out of Rounds.
once that is done, he'll start to proceed north up the tunnel, checking a bit farther ahead, stealthily walking along the walls. If he hears the others come down though he'll return, using his wand to heal himself along the way
UMD:1d20 + 11 ⇒ (4) + 11 = 15
UMD:1d20 + 11 ⇒ (12) + 11 = 23
CMW:2d8 + 3 ⇒ (5, 5) + 3 = 13


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

"Alright, I think the underground is secure. Nouhves! Help me get the horses downstairs..."
Handle Animal: 1d20 + 12 ⇒ (8) + 12 = 20


Jorzan:
You hear an indistinct roar from Tanel outside, and then a *CLANG* and a small explosion. Immediately after this, the strange light that is gathering moves low to the floor and two teardrop-shaped pieces of shadow, each one the size of a small dog, come shooting down the stairs and up each hallway, whistling past your head. They are both moving quite fast, and they disappear into the darkness beyond the edge of your vision. From the tunnel to the north there is a noise like someone dropping a sandbag, and a skull-and-crossbones takes form out of the darkness in that tunnel, then quickly dissipates. Nothing happens in the tunnel to the south.

You see Justahl and Nouhves begin to descend the staircase. The paladin's horse is sure of foot and does not appear perturbed by the darkness or musty atmosphere.

Everyone Else: Justahl begins leading Nouhves and a couple other horses down the stairs, and it seems to be going just fine.


Male Human (Bennelad) Oracle 7

Tanel takes up the rear of the party, ready for any danger that might approach once more from the ruinstorm. He keeps his eyes peeled, but is well aware that sentry duty is not his forte.

1d20 + 2 ⇒ (10) + 2 = 12 Perception!


Male Human Fighter 8, Ranger 3

Handle animal: 1d20 + 9 ⇒ (15) + 9 = 24


With Kelne and Justahl expertly keeping the horses calm, you descend into the space under the temple. Even Snowy comes with, now perched on one of the horse's saddles. Jorzan has a couple torches lit, so you can all see clearly around. It is a room roughly the same size as the temple above in terms of square footage, but it has low, 8' ceilings that the horses instinctively duck under and there are two tunnels; one stretching straight north and the other stretching straight south. You notice two slightly odd things immediately:

1. There is a strange, misty green light coalescing and swirling around, seeming like it is trying to gather or collect, but when you move through it it gets dissipated and has to sort of re-collect itself in a corner. It swirls around and over all of you, seeming to collect very strongly around Tanel, and not coming within ten feet of Justahl.

2. There is a tiny little withered old man in giant iron boots on the floor, unconscious and tied up. There is a length of chain extending from his right boot back to a ring in the wall behind the stairs. A scythe is lying on the ground a ways from his grasp.

DC10 K(Nature):
This is a Red Cap, a very dangerous type of fey. Why it is chained to a wall in a basement under a temple is beyond you.


Jorzan:
Almost forgot this...

Rifling through the strange old man's belongings, you come across a dagger with the crest of Warbane on the pommel, and some kind of arcane runes inscribed in the blade. Aside from that the only thing of interest is the 85gp worth of gems and coins he has in a small coinpurse.


Male Human (Bennelad) Oracle 7

'What the hell is that thing/man?' Tanel asks loudly as he swats away fog and tries to get it to stop approaching him. Just what I bloody need, ghosts and mist.

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