To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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So others know, the archer is still up.


"Press the advantage! Don't let anyone escape!" Maintain advice, round 2.

He moves up alongside Zoresk (O1) and lashes out at the archer with a kick.

To hit 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1d6 + 1 ⇒ (1) + 1 = 2


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"Barek, stay in the fight!"

Dalmien will move back to m4 and use his CLW potion on Kord.
Hunger still going on archer, DC 13


CLW on Kord: 1d8 + 1 ⇒ (2) + 1 = 3

If that brings you back, you can act immediately. Just keep in mind you are prone with nothing in your hands.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

The CLW potion brings Kord up to 0 HP. He then casts CLW on himself.

CLW: 1d8 + 2 ⇒ (5) + 2 = 7


He can get up too if he wants, but his hands remain empty, sadly.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord cautiously stands, looking around for his weapons.


They are just beside him.

Barek? I'm away from my computer, so I can't update until Sunday probably.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord will take the next round to retrieve his weapons.


No news from Barek... I hope he's ok. I will update possibly tonight, but more likely tomorrow.


The Traitor’s Den - The Turned Ambush
Round 5 - The Righteous Underdogs

Recovering his dodging, Zoresk steps closer to the doorway and swings his flail, hoping to end the archers threat quickly.
//The mongrel easily escapes the swing.
Taking a moment, he pulls a potion from his pack and gestures with it to Barek. "Take this and revive Kord, I've a feeling we'll need him."

"Press the advantage! Don't let anyone escape!" Eamch moves up alongside Zoresk and lashes out at the archer with a kick.
//With the door frame in the way, there is little the dwarf can do, and his kick is short.

"Barek, stay in the fight!" says Dalmien as he rushes back to Kord with a potion.
//The potion revives Kord enough to ask for Gorum to heal him further. Then Kord cautiously stands, looking around for his weapons.

Secret Rolls:

1d20 + 2 ⇒ (2) + 2 = 41d6 ⇒ 1

//Dalmien’s hunger spell punches through, and the mongrel seems in pain.

Barek moves alongside Zoresk and stabs at the archer.
1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 201d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
//The stab is perfect, but the door frame provides an easy cover for the archer and he slips beside the blade.

Round 5 - The Traitors

Not liking his odds, the mongrel archer steps back again and fires at Zoresk.

Secret Rolls:

1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 151d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

//Zoresk jerks his head back just in time to avoid a deadly shot.

The two humans raise the long weapons, waiting for you to attack.

Status
Advice ability, All Allies, +1 competence bonus to hit and damage, round 2.

Map

All of you are up.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"They want to stall us? Let us siege them!"

Not sure what my line of sight is, Dalmien will move up if necessary, with the goal of casting a Wasting Ray(Hunger) on number 2. DC10 or 1d6 non-lethal damamge. DC14 on Archer.


I believe opponent 1 has reach, so moving through P3 would provoke an AoO, Acrobatics 1d20 + 6 ⇒ (3) + 6 = 9 to avoid that.

Eamch will move into the room, (P4, P3), close with the polearm wielder (Q2), and then try to grab him to make it hard for him to engage his friends. Grapple attempt 1d20 + 4 ⇒ (4) + 4 = 8

”We have to take the room. Don’t let the archer pick us off!” Maintain advice, round 3.


1 and 2 have reach.


Sorry, I didn't think a scythe was a reach weapon. Second acrobatics to try and avoid the AoO 1d20 + 6 ⇒ (7) + 6 = 13.

Worst case scenario, I guess they use up their AoOs on Eamch, opening the way for others to move in. :p


It's not! Sorry about that... My positioning is wrong... Oh well! ;)


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

As previous stated, Kord will retrieve his great sword and then will move up behind Eamch.


Zoresk and Barek are up.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Hope Barek is ok :/


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Maintaining his cautious defensive stance, Zoresk steps into the room and swings his flail at the archer in an attempt to even the odds. If we can't finish at least one of them soon, this is going to get ugly.

Heavy flail attack with combat expertise and advice: 1d20 + 5 - 1 + 1 ⇒ (17) + 5 - 1 + 1 = 22
Heavy flail damage with advice: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Sorry for the delayed reply, work has been nuts lately. Was stuck in the office until nearly midnight tonight. :(


The Traitor’s Den - The Turned Ambush
Round 6 - The Righteous Underdogs

"They want to stall us? Let us siege them!" says Dalmien as he moves to get one of the humans in sight and affect him with hunger.

Secret Rolls:

DC 10: 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 5
DC 14: 1d20 + 2 ⇒ (15) + 2 = 171d6 ⇒ 6

//Both resist the affliction.

Eamch moves into the room and the man with the glaive takes a swing at him.

Secret Rolls:

Glaive: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 3 ⇒ (8) + 3 = 11

//The swing is too high.

Eamch closes with the polearm wielder, trying to grab him to make it hard for him to engage his friends. ”We have to take the room. Don’t let the archer pick us off!”
//The man moves out of the dwarf’s strong arms.

Kord retrieves his great sword and then moves up behind Eamch.
//He only manages to make it to Zoresk’s position.

Maintaining his cautious defensive stance, Zoresk steps into the room and swings his flail at the archer in an attempt to even the odds. If we can't finish at least one of them soon, this is going to get ugly.
//The flail impacts loudly on the archer’s shoulder and he grunts from the blow.

Taking advantage of the confusion, Barek moves along the wall to get behind the man with the glaive. From this position, he tries to slip his blade under the man’s armour.
1d20 + 4 + 2 + 1 + 2 ⇒ (14) + 4 + 2 + 1 + 2 = 231d4 + 1 + 1 + 1d6 ⇒ (3) + 1 + 1 + (1) = 6
//The blade sinks in and blood drips on the floor.

Round 6 - The Traitors

The man at the back of the room stares at Zoresk with an evil smile and shouts: ”Drop your weapon!” before closing in.

Zoresk feels the compulsion trying to override his muscles... (Will save DC 14)

The archer, badly injured, moves back and away from Eamch and Zoresk, letting fly another arrow at Zoresk.

Secret Rolls:

1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 251d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

//The arrow is well placed, and Zoesk can’t escape its path. It sinks deeply in his shoulder. (-9 hp to Zoresk)

The man caught between a dwarf and a thief stares in disbelief as his carefully laid plan is turning against him. He just runs for it, hoping to get in a better position, but opening himself to Barek (1d20 + 4 + 2 + 1 + 2 ⇒ (2) + 4 + 2 + 1 + 2 = 111d4 + 1 + 1 + 1d6 ⇒ (2) + 1 + 1 + (3) = 7), who manages to miss, and Eamch.
//AoO for Eamch.

Status
Advice ability, All Allies, +1 competence bonus to hit and damage, round 2.

Map

All of you are up.


Eamch AoO vs. opponent 1:
To hit 1d20 + 4 ⇒ (6) + 4 = 10
Damage 1d6 + 0 ⇒ (2) + 0 = 2

”We have them cornered! Narrow their numbers!” Maintain advice, round 4. This is the last round of advice benefits!

Eamch steps to P1 and grabs at the archer, hoping to neutralize his deadly arrows.
Grapple attempt 1d20 + 4 ⇒ (11) + 4 = 15


The nimble archer slips between Eamch's fingers.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord moves next to Zoresk (3o) and attacks #2.

"By the will of Gorum, bow before my great sword!"

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

DC 11 on #2 and DC 15 on the archer for the hunger.

"Don't let him slip away!"

Dalmien casts Freezing Ray on the archer

Ranged Touch Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d3 ⇒ 3


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Grunting in pain from the impact of the arrow, Zoresk grits his teeth as he grasps the arrows shaft and breaks it off to prevent it snagging. Retaking his grip on his flail he steps closer to the archer and swings viciously, trying to end the threat.

Heavy flail attack with combat expertise and advice: 1d20 + 5 - 1 + 1 ⇒ (9) + 5 - 1 + 1 = 14
Heavy flail damage with advice: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Zoresk, you missed the Will save part...


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

So I did. My bad.

Will Save: 1d20 + 3 ⇒ (7) + 3 = 10


The Traitor’s Den - The Turned Ambush
Round 7 - The Righteous Underdogs

"We have them cornered! Narrow their numbers!”
Eamch steps forward and grabs at the archer, hoping to neutralize his deadly arrows.
//The nimble archer slips between Eamch's fingers.

Kord moves next to Zoresk and attacks: "By the will of Gorum, bow before my great sword!"
//The blade sinks deep and a great arc of blood traces through the air as Kord removes his blade, but the man still has some fight in him.

"Don't let him slip away!" says Dalmien as he sends a ball of freezing energy, while his curse still claws at the two.

Secret Rolls:

DC 11: 1d20 + 5 ⇒ (6) + 5 = 111d6 ⇒ 1
DC 15: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 3

//The ball explodes on the cavern wall behind, missing its target, but the hunger finally brings down the archer, who collapses from thirst.

Grunting in pain from the impact of the arrow, Zoresk grits his teeth as he grasps the arrows shaft and breaks it off to prevent it snagging.
//Unable to resist the compulsion, he throws his flail to the ground, but nevertheless steps closer to the men and swings viciously with his cestus, trying to end the threat. The swing is parried though and the man sneers at him.

Barek then charges in, blade flashing as he dashes forward, hoping to catch the man off guard while he fends off Zoresk.
1d20 + 4 + 2 + 1 + 2 ⇒ (19) + 4 + 2 + 1 + 2 = 281d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Confirm: 1d20 + 4 + 2 + 1 + 2 ⇒ (20) + 4 + 2 + 1 + 2 = 291d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
//The blade arcs against the man’s throat and slips under his protection. Blood gushes down on his plate and he falls on his knees, then to his side.

Round 7 - The Traitor

Cornered, the glaive-wielding human snarls and you and shouts: ”You won’t get me alive! You’re all snails to the weaker instincts of mankind. You may kill me, but your fate is sealed. The city is destroyed!!!”

The man carefully aims his blow at the bloodiest (and scariest) target he can find.

Secret Rolls:

Glaive: 1d20 + 5 ⇒ (3) + 5 = 81d10 + 3 ⇒ (2) + 3 = 5

//But his glaive crashes in the dirt beside Kord. The man curses loudly and drops his glaive, drawing a short sword, readying for close combat...

Status
Advice ability, All Allies, +1 competence bonus to hit and damage, round 2.

Map

All of you are up.


Eamch falls quiet as he regards the last of their opponents. Seeing him backed into a corner, he decides not to advance. Instead, he steps back, readies a dagger and launches it at him.

To hit 1d20 + 3 ⇒ (10) + 3 = 13
Damage 1d4 + 0 ⇒ (2) + 0 = 2

Eamch is out of Advice rounds, so the ability bonuses end this round. Sorry guys!


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord lunges for the kill with his great sword.

Attack: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 2d6 + 6 + 1 ⇒ (1, 3) + 6 + 1 = 11


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Shaking his head to clear the stupor that had gripped him moments ago, Zoresk grits his teeth in and steps forward to swing viciously at the armored human with his cestus.

Cestus attack with combat expertise: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Cestus damage: 1d4 + 3 ⇒ (4) + 3 = 7


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien steps inside the room, desperately trying to shorten the fight with yet another Ray of Frost

Ranged Touch Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d3 ⇒ 1


Zoresk delivers the fatal blow, and the man collapses on his cestus, gargling some infamy at you.

On the two men are clear signs of worship. (Knowledge (religion))

Around you, the room sports numerous shelves on which diverse macabre trophies of killed underground creatures are laid. In a corner are two sleeping cots.

In a recess, a tunnel climbs down vertically through a ladder. Behind the door at the end of the trophy room, you can hear the rumble of running water.

Found:
potions of cure light wounds (4)
wand of longstrider (10 charges)
mwk chain shirt (3)
mwk longbow with 20 arrows
obsidian unholy symbol worth 20 gp (3)
50 gp (10 each)
scroll of cause fear
scroll of comprehend languages
unholy water (2)
mwk glaive
mwk scythe
daggers (2)
unholy symbol


Knowledge (religion) 1d20 + 4 ⇒ (15) + 4 = 19

"The presence of these two eliminates any doubts I had about the vileness of these rebels." He glances to the doors they have discovered in this room and the previous. "Is there anything we need to do before we press on? This 'rebellion' may still have thriving members beyond these doors."


Eamch:
Their attire is different, but they both relate them to two infamous demon-lords: Baphomet and Deskari.


After recovering his dagger, Eamch kicks half heartedly at one of the fallen warriors. "Baphomet. Deskari. I can tell by their garb that these were devotees of the two demon lords." Eamch spits on one. "Yeah, we need to purge this infection."


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"Purging sounds good to me..."


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Knowledge(Religion): 1d20 + 6 ⇒ (2) + 6 = 8 That's a nope

Breathing heavily from the exertion of the quick burst of fighting, Zoresk nudges the fallen mongrel and demon worshippers with his foot. "I don't recognize the symbols but I'll take your word for it Eamch. If they're what you say they are, then these mongrels might be responsible for the city falling. That's good enough for me. Let me gather my weapons and we can press on." Rummaging through the chaos of the scene, Zoresk recovers his flail and fauchard before shouldering a portion of the recovered equipment.

"Any chance you've got some blessings of Gorum to help a fellow out? That bastard had a nasty bow shot."

Maybe 1 channel and a potion? I've got 2 left on me from what we found earlier, so everyone else should take one. I don't want any other gear. I'll update the loot spreadsheet later if someone doesn't beat me to it.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord frowns at the mention of the demon lords, "Yes we need to purge this evil. Let's press forward. But, before we do, please gather around for healing."

Channel: 1d6 ⇒ 5
Channel: 1d6 ⇒ 5
Channel: 1d6 ⇒ 5

+15 HP all.


Wow! Great channel rolls! Thanks!

As the healing energy flows over him, Eamch smiles warmly. The power not only heals him, it invigorates him.

"Excellent." While the others are getting ready, he'll listen at the doors and check if they're locked. He'll also make sure that if any of them had keys on them, Eamch has them ready for use.


From where you are, there is a door (a) in the northernmost chamber with water rushing sound beyond, a tunnel going down (b), a door leading, you can tell from the distinctive smell, to latrines, and another door (c), this one in the main room where the battle started.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord listens at the doors for any sign of approaching guards.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

"Let's take the door in the northern chamber."


The door reveals a short hallway. A muted roar echoes down the walls of this hallway. Near the eastern end, the worked stone give way to natural cave walls, just before the hall ends at an open shaft. Hanging over the edge of the shaft is a knotted rope—the other end tied to an iron spike driven into the ground.


Eamch whispers to the others. "I will climb the rope first. If there are foes above, I'll try to surprise them and keep them from damaging the rope."

Before climbing, Eamch will look and listen for guards above. 1d20 + 11 ⇒ (6) + 11 = 17. Then he'll take 10 to climb (for a 10 result).


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord nods at Eamch. He then readies his weapon as the dwarf descends.


Eamch:
The rope leads down to a small chamber where water from some underground river pools before emptying again further. You can make a small sandy area where people can stay and sit. From the equipment left there, it seems to be used to collect water and for fishing.

You can see where the water is coming from and where it is leaving, but the entrances are below the surface and would require diving to further explore.

Do you get on the sand or stay dangling on the rope like a juicy worm?


Eamch climbs back to join the others. "It leads to a small underground pool fed by a river. There are other ways out, I believe, but they require swimming below the surface. There is a small sandbar with some fishing gear on it. Unless anyone needs to refill waterskins at this point, I suggest we check another of the doors up here before swimming for tunnels."


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord walks back to where the battle started. "Let's take the door in the main room."


The door opens to a wide enough common room. In the southwestern part, stout stone chairs surround a block of larger stone that serves as a table. The table’s top strewn with bone dice and cracked clay jugs. Stained canvas pillows rest on the chairs. A copper bowl filled with coals hangs from the ceiling, filling the room with warmth and an orange glow.

To your left, a small passage leads to some kind of trash pit where you spot a giant amoeba feasting on rotten eggs.

To your right, a hole in the ground in the corner of the room drops down into darkness. A rope ladder hangs down the shaft—the ladder looks rickety.

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