The Walking Dead of Golarion, by GM Fiendish

Game Master Fiendish Zen


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Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus is torn between following and waiting for their prey to panic. As he sees the beast move out followed closely by Lenneth, he thinks I hope it is not easily led astray... as he slinks along behind the others.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Lilith moves her Dancing Lights to better illuminate the area ahead of the beast and follows at a distance.


There is a hissing noise, and around you multi-colored smoke bursts up from the floor, the plumes smell of lavender and crimson, looking for all the world like tendrils of snaking scales that expand in to clouds of honeyed wine, coating you and the entire area in sparkling diamond dust that seems to fade even as you stare at it...

Fortitude save DC 16 or be nauseated for 1d4 rounds as you are wracked with waves of nausea and disorienting visions. If you succeed at the Fortitude save, you are instead sickened for 1d4 rounds.

There still appears to be no visible enemy, though Echoes was headed around that orb at the time the smoke appeared.

>>> Map <<<

>>> Players up <<<


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Fort save (DC 16): 1d20 + 2 ⇒ (17) + 2 = 19
duration: 1d4 ⇒ 3
Sickened for 3 rounds.

Feldus sees the dust swirl around him and quickly closes his eyes, clamping his mouth shut and avoiding the worst of the dusts effects.

That must have been a spell, so our friend must be getting nervous here... Feldus sniffs the air behind him to make sure nothing is sneaking up behind him.

Perception: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Fort Me: 1d20 + 7 ⇒ (12) + 7 = 19
Fort Echo: 1d20 + 7 ⇒ (13) + 7 = 20

Melo shakes off worst of the smoke's effect. But feeling the pit of his stomach clench up. Frustration hit him hard as he shouts to Echo. "Hunt!"

Handle Animal: 1d20 + 4 + 10 ⇒ (3) + 4 + 10 = 17

He then steps around the orb club held high attempting to cut-off whoever is there. Move to K2/K1 if smoke is still around

Percpetion: 1d20 + 12 ⇒ (4) + 12 = 16

Lilith I thought I had posted in response to you. I basically said I thought the check were just easier, But it's just +4 and you can handle your AC as a free action since echo doesn't seem to have any tricks I need to push it as a move action. Thanks for the heads-up its been awhile:P


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

Fort: 1d20 + 3 ⇒ (7) + 3 = 10
duration: 1d4 ⇒ 3

Valex, peering around intently, is unprepared for the wash of sensation. Moments later, he is on all fours, voiding himself of his most recent, scanty meal as he tries to cope with the overwhelming visions.


Inactive

Fort (DC 16): 1d20 + 3 ⇒ (12) + 3 = 15
Nauseated: 1d4 ⇒ 4

Lenneth also finds herself caught off-guard by the sudden explosion of color and visions and she staggers, retching as her stomach roils and her head begins to ache and throb.
______

Nerts...that puts me out of the action for just a bit, so go get 'em guys!


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Can't really afford to fail this so using Adaptable Luck for a +2 after the roll

Fort: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Flynn feels the pain in his stomach but he grits his teeth and pushes the sensation away. With blade in hand he turns in a slow circle, trying to see everywhere at once.

Where is it Melo, just give me an idea...


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

I forgot to roll our duration - Also I hope we can pin point him Melo is just going to go ham here.
Me: 1d4 ⇒ 3
Echo: 1d4 ⇒ 2


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Sickened: 1d4 ⇒ 1


Claws skittering across the stone floor, three apparitions from nightmare coalesce from the shadows and rush forward towards you at breakneck pace, glowing red eyes wide with hunger as ropy strings of fetid drool drip from their cracked and blackened teeth.

One fetches up against Melo, skull butting him in the chest before its teeth catch hold of his arm, tearing out a bloody chunk. 7 damage

Another dashes in whisper-quick under Feldus' guard, scything talon opening up a stinging wound in the were-rat's gut. 5 damage

Echoes engages the third one, and the savage play of fur and claw plays out in front of you as if in slow motion, surely an effect of whatever narcotic energies were released in the cloud a moment ago.

>>> Map <<<

The smoke has now dissipated but the only light is coming from Lilith's dancing lights, plus any objects you have cast light on, so there are lots of shadows and the obsidian globes block LOS completely.

Round 3

Feldus: Sickened, 2 rounds left
Melo: Sickened, 2 rounds left
Echoes: Sickened, 1 round left
Valex: Nauseated, 2 rounds remain
Lilith: ?
Lenneth: Nauseated, 3 rounds remain
Flynn: May act as normal (lucky roll!!)

Players up


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

Valex will stagger behind one of the globes to F5.


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus staggers under the assault yet maintains his cool. Eyeing the foul shadow like creature closely, his features blur and are replaced by rodent-like features while streaks of black and white sprout on his fur. Move: Shift to hybrid form. He then motions for Flynn to hold his ground, clawed fingers gesturing in a pincer movement.

Once finished, his rapier glows briefly with an eerie glow as he thrusts hard into the apparition, then stepping back to allow Flynn to strike at the apparition. Swift: Use Arcane Strike for 1 round, your weapons deal +2 damage and are treated as magic for the purpose of overcoming DR.
Rapier: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6; Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5 then 5' step to N9.


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Are these globes floating? Can we walk beneath them? If so I would like to skirt around to P7 to a flanking position with Feldus. If not I will step up to N8 where he just moved from.

Longsword slash: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Damage: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14

If these are undead then please add +2 to both those rolls but bare in mind I do not have a magical weapon

Stepping up Flynn slashes vertically onto the monster's head, his blade glittering in the dim light.


Inactive

Unable to do anything to help for the churning of her stomach and the pounding in her head, all Lenneth can do is to try and stagger away from Lilith and Valex.

Got to...spread out...!
______

Lenn moves to K10!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Catching up from a long weekend away watching the eclipse.

Fort Save: 1d20 + 3 ⇒ (11) + 3 = 141d4 ⇒ 3

Spellcraft to recognize the spell: 1d20 + 14 ⇒ (7) + 14 = 21

Lilith is also nauseated and mostly incapacitated but tries to identify the magic used against them


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

"Show yourself! Whatever you at" Melo shouts out as he swings in frustration.

Attack Club: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Damage: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12

His heavy club missing.

Echo's continues to scrape with the creature, lashing out with claw and tooth.

Bite: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Bite Damage: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Trip: 1d20 + 10 ⇒ (14) + 10 = 24

Claw Attack1: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Claw Damage1: 1d6 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Claw Attack2: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Claw Damage2: 1d6 + 7 + 4 ⇒ (1) + 7 + 4 = 12

HP - 59/66


The globes rest on the floor, balanced impossibly in place.

Valex staggers around the orb, and despite his churning stomach taking most of his attention, has the uncomfortable feeling that someone is watching him. Feldus' actions are whip-quick, but his blow with the rapier goes wide.

Flynn's sword blade digs in to the reptilian creature, leaving a dripping crimson line in its wake. looks like they're mostly regular flesh and blood :) It responds by lashing out with one scything foot, opening up a gash across the halfling's leg doing 8 damage plus poison (DC 14 fort save or take 1d2 dex damage)

Lilith is unable to determine the spell used as she did not watch it being cast, however she *is* able to discern that these are summoned creatures that have been twisted with shadow magic.

Melo's club goes wide, the small beast takes advantage and sinks its sawblade teeth in to the druid's arm doing 7 damage plus poison (DC 14 fort save or take 1d2 dex damage)

Echoes savage teeth and claws rip in to the shrieking monster, blood and darkness pooling from its many wounds, it is dragged to the floor where the alien beast rips it limb from limb before finally biting down and stilling its thrashing.

>>> Map <<<

Round 4

Feldus: Sickened, 1 round left
Melo: Sickened, 1 round left
Valex: Nauseated, 1 round left
Lilith: Nauseated, 1 round left
Lenneth: Nauseated, 2 rounds left

Players up


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Fort save: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Making use of the last of my Adaptable Luck to get that extra +1

Flynn cries out in pain, his leg turning white hot as the claws rip through him. He feels the wetness of the flowing blood but doesn't have time to check how bad it is.

Longsword: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Damage: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14

+2 to hit and damage if they are undead

He slashes out again but wildly this time.

HP=51/59


Inactive

Still wracked with pain and nausea, all Lenneth can do is remain clear of the fighting and hope that her friends are able to handle things before something else happens...
______

Lenn will stay put for the time being!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Lilith, retching and unable to do much to help moves well out of the way so no one will trip on her or worry about her. She does direct her lights (free action to better illuminate the fight.


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus again motions for Flynn to move back, hoping to draw the shadowy creature into the pincer. His rapier again flashes out but he miscalcluates where the creature dodged to...his blabe is wide of its mark.Swift: Use Arcane Strike for 1 round, your weapons deal +2 damage and are treated as magic for the purpose of overcoming DR.
Rapier: 1d20 + 4 + 2 - 2 ⇒ (4) + 4 + 2 - 2 = 8; Piercing damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo grits his teeth in pain as more blood is drawn. Echo notices his pain and is quick to its feet as compelled to help its new friend, gaining excitement in the hunt.

Melo swings once again lifting his club high and bringing it down hard. Attempting to crush the creature.

Attack Club: 1d20 + 9 + 2 - 2 ⇒ (14) + 9 + 2 - 2 = 23
Damage: 1d6 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Echo moves in at the same time wanting to stop the creature from moving.

Bite: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Bite Damage: 1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Trip: 1d20 + 10 ⇒ (10) + 10 = 20

Claw Attack1: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Claw Damage1: 1d6 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Claw Attack2: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
Claw Damage2: 1d6 + 7 + 4 ⇒ (1) + 7 + 4 = 12


Flynn, they're not undead

Flynn's return blow goes wide, bouncing off the reptilian scales.

Feldus continues to have poor fortune and his rapier also misses its mark as he scrabbles to keep the lizard's teeth away.

Melo's club smashes in to one of them, and Echoes finishes it off, teeth crunching down it uses one foot to hold the body in place as its neck arches, ripping the head from the body in a shower of gore.

The remaining lizard continues to snap and bite at Flynn and Feldus, scoring a grazing bite on Feldus For 5 damage.

>>> Map <<<

Round 5
Lenneth: Nauseated, 1 round left


Inactive

Although still nauseous, Lenneth feels her stomach finally beginning to settle down and she slowly steps forward again so she can see what's going on...
______

Lenn moves back to K8 in preparation for next round!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Finally no longer nauseated Lilith sends a set of magic missiles at the enemy creature.

MM: 4d4 + 4 ⇒ (2, 1, 3, 2) + 4 = 12


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

As the creature turns it's head to snap at Feldus, Flynn seizes his opportunity to slash mightily at it's exposed neck.

Longsword, not undead sadly: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Damage: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

GM F: Feldus is currently in Hybrid form so he currently has DR 10/silver. Let me know if he took full damage from the blow.

Feldus again strikes hard at the shadow creature, ever mindful they were not the true threat...

Swift: Use Arcane Strike for 1 round, your weapons deal +2 damage and are treated as magic for the purpose of overcoming DR.
Rapier: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13; Piercing damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

move to n2

Melo moves over to where he thought the creature hiding from there could be as Echo's continues to hunt down the summoned animals.

Attack: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damage: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Trip: 1d20 + 10 ⇒ (1) + 10 = 11


Lilith's magic crashes in to the lizard like hammer blows, disoriented it stands no chance as Flynn's blade runs it through, it collapses on the floor and slowly fades away along with the other bodies.

Nothing else is visible to the party, Echoes sniffs the air but does not move.

Stepping out of combat for the moment.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

This enemy frustrates me. Lilith admits. I do not even know why it fights us. Melo, can you use that essence to look into these orbs or only to free what is trapped inside?


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

They can just hit and run us here. We should move on as quick as wel can. Flynn warns.


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus nods as his body shimmers back into his more familiar human form. "Yes, who ever summoned those is still out there. We need to keep moving."


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Did I loose the essence when using it on the orbs to get Echos out? If so I'd attempt to open more.

"This is extremely frustrating, I think I could only open them." He says over gritted teach, moving next to Echo's he lays a hand on its head and strokes it. "You think we should just leave? Let me try once more." He looks down at Echo and says commandingly. "Hunt."

He attempts to push it.

Handle Animal: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

I understand that we are vulnerable here Flynn, but these creatures trapped in the spheres, they are prisoners and some might be allies. Do we just leave them?


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Hey, I'm all for freeing prisoners. We chanced a lot when we went after Feldus and I'm glad we did it. But not at the cost of our own lives, if we fall then I believe there is no one to put an end to all this.

I'm just saying that buried here in this mountain is it's domain. When we launched the rescue for Feldus we had time to plan and did things on our terms, but here we are like rats in a maze.

He squeezes Lilith's wrist and offers a wan smile.

I'm just saying whatever you need to do, please do it fast!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Lilith nods and looks to Melo. Be prepared. There is a reasonable likelihood that whatever we free will fail to show proper gratitude.


Inactive

"I'm with Flynn, if we can't find this b@#%$&!@ and if we can't get any of these other orbs open in a hurry, I think we need to get out of here," Lenneth agrees, still a bit shaky on her feet. "They've got the advantage here and we don't."

Realizing that some of them are still injured, including herself, she quickly sets to mending what she can of their wounds.

Cure Light Wounds (Feldus): 1d8 + 5 ⇒ (4) + 5 = 9
Cure Light Wounds (Feldus): 1d8 + 5 ⇒ (5) + 5 = 10

Cure Moderate Wounds (Self): 2d8 + 7 ⇒ (7, 7) + 7 = 21
______

Is anyone else still hurt?


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Only sllightly. 51/59


Inactive

Cure Light Wounds (Flynn): 1d8 + 5 ⇒ (3) + 5 = 8

"Sorry Flynn, almost missed that scratch on your arm!"


Attacks:
Lance +12 | Favored Enemy: Undead +4 Human +2
Stats:
AC 18, touch 13, flat-footed 15, HP 55/59, Fort +9, Ref +7, Will +3; +2 vs. fear| Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 9 | Base Atk +7; CMB +7; CMD 21
Skills:
Acrobatics -1, Handle Animal +12, Kn Nat +4, Perception +15, Ride +12, Stealth +13, Survival +11

Thanks, Lenn


Hp 45/45 :: L1 spells 5/5:L2 spells 2/2: Perf rounds 12/12 Hum/Chlx Bard(archvst)4 Rog 3
Combat:
Conc+6; longsword +8 (1d8+2/19-20)/ sling +7 (1d4+1) /init+2/F3-R9-W5

Valex finally manages to shake off the roiling discomfort and stand straight, wiping his face with the back of his hand and shaking his head. He stares around into the surrounding darkness, shaking his head regretfully.

"Not one of ours..." he mutters to himself, moving in to join the others.


The essence appears to have been completely subsumed by Melo and Echoes when it was released and they bonded. Melo has the distant sense that there are other creatures, flashes of life energy, held at the cores of these spheres, but that's all.

Spellcraft DC 20:
The effect that Melo's essence had on the sphere was akin to a rather powerful and specialised dispel magic. It's likely that application of that type of spell would have an effect on one of the spheres.

Echoes paces up and down, padding around the spheres. Eventually it scratches the floor and snorts, a plume of blue-tinged mist emanating from its mouth. It locks gaze with Melo then begins moving off towards the northern end of the room where you have yet to explore, evidently having found a trail to follow.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18

Well, without the essence I do not know of a way to open the spheres. I guess we move out.
We can always come back.


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24

Feldus nods in reply to Lilith, "The essence is the key to unlocking the spheres, yet dispelling the bindings surrounding the spheres would also work. But we have others to contend with." He finishes as he prepared to move out after the others.


Inactive

"Dispelling this energy is beyond what I can do, but Lilith is right - perhaps we can revisit this place later," Lenneth agrees. "For now, let's get out of here!"
______

I believe there were two paths earlier; we went down and found these spheres but there was another leading further into the caves right?


Male Human Druid 7 | HP 66 | AC 17, touch 11, flat-footed 16 | Fort+7,Ref+3,Will+7 | Init+1 | Perc+12

Melo nods at Echo. "It's found a new trail, let's see what Echo can find atleast. It keep us moving." He then moves off after Echo.


Echoes leads you deeper in to the cavern, and you pass more black spheres than you can easily count, there must be hundreds inside this one cavern. Eventually the magical light guiding you illuminates the far end of the cavern, where a giant set of double doors is inset in to the stone. One is partially ajar. To one side of the door, there is a pile of broken clay urns with sigils on them.

Echoes pauses, sniffing the air and then circling. It makes a shuddering, snorting sound and paws the ground, but does not move any further.


Inactive

"More ancient ruins...I wonder just how many of these lie buried under the land?" Lenneth whispers to no one in particular. She calls upon a small cantrip and begins to scan the area, searching for magical auras.

"And who knows what sort of magical traps might still linger down here?"

Perception: 1d20 + 2 ⇒ (6) + 2 = 8
______

Lenn casts Detect Magic and begins looking around!


Active Conditions: HP 33/33 HP; AC 17, t14, ff 15 ; Init +2; F+2, R +5, W +8; Perc +11; Stealth +12 | Low-light; Scent | Not hungry

Feldus nods in agreement with the witch, again keeping his rapier at the ready. "Watch your back." He warns as he slowly sniffs the air as he circles behind the others making sure no one catches them off guard.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19 Scent.

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