Wrath of the Righteous AP - DM Le Roy Batty (Inactive)

Game Master Le Roy Batty

Get ready to join the crusade against the Demons of the Worldwound!


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Sioned Houj wrote:
I'm thinking not just a healer's kit, but also an antidote kit and surgeon's tools if money and encumbrance permit.

He doesn't have surgeon's tools (they don't have many fancy "Doctors" down here) but he will offer a Healer's Kit, a couple doses of Bloodblock, an Antidote Kit and 5 Masterwork backpacks for your loot, if you are looking for more mundane supplies.


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4
DM Le Roy Batty wrote:
5 Masterwork backpacks

We only need 4, I've already got one. :)


Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0

I've already got one as well.


In that case, he fills up the Healer's Kits with 10 more doses and gives you in 50 gold pieces. The coins look old, but they are still serviceable as money topside.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

I would like a Masterwork backpack


Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

Make that two


So it's settled:

The Ring, Statue and Gems

for

Healer's Kit w/ 20 doses, Bloodblock 2 doses, an Antidote Kit with 10 doses, 3 Masterwork backpacks, and 50gp


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

I'm good with it.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

That sounds ok to me.


Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

Sweet, I can finally get rid of that 'medium load' business

Let's head back to the cultist's lair!


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

Hooray!


Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0

Loot updated, ready to move on.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

yep, updated! back to the lair!


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

I believe we're good to go.


Lann is tired but leads the party back to the exiles' lair this night. Aravashnial, Anevia and Horgus will follow behind as well. They believe time is of the essence to warn whomever still survives above ground.

After a half-hour of walking by magical light, the group is back at the front entrance of the lair (h1). Aravashnial, Anevia and Horgus will stay here by the battlements with Lann, as none of them would be that useful in a fight in their current condition.

Map There are two exits to h10 that have not been checked and one in H4.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

"I think we should work from right to left, starting in that 'dining room' and working our way back to the chamber with the hole in the ceiling and the noisy hallway off of it. "

Caliban says, considering the rest of the party.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

The paladin will detect evil to see if he can figure out what is still around (at least if evil is still there).


Caleb D'natin wrote:
The paladin will detect evil to see if he can figure out what is still around (at least if evil is still there).

There are no evil auras present as Caleb searches through the areas the party has been so far.

In the rooms below, near the dining room, it is much as it was the other day. It does not seem that anything has come to move any of the furs or other treasure left behind. The room with the hole in the floor has an unchecked exit that turns out to be only a garbage chute. (H4)

All the way back to the top, in the room that held the cultists (H10) there are two unexplored exits. This room is an eerie trophy room, with one door to the east and a dirty tunnel lined in cloth to the north. The cultists bodies and bedrolls still lay here.


Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

Well, looks like we killed the one that had cleaning duty. Kloss smirks.

Let's check what's behind this door he says, as he points to the door to the east (H10).

Kloss and Caliban take point?


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban shrugs, grasping the door, and pulling it open. "I would hope that one of these is a way out of this warren..." Caliban says as he hefts the chief's morningstar.


Kloss and Caliban enter the hallway to the east of the "trophy room".

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.

Down the shaft is a 40 ft drop to an underground river of some sort. There is a eddying pool near the bottom of the rope that looks to be still water surrounding a small 5x5ft uncovered stone area. The river extends into the dark in the north and south directions.

perception DC 20:
Strange markings, barely visible, cut into the wall on the eastern shore of the water.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Looking down the shaft, Caliban struggles to be heard over the roar of the river,

1d20 + 3 ⇒ (17) + 3 = 20

"I can see some odd markings down near the water's edge. I do not know if they are simply carvings, or some kind of passageway." Caliban yells, pointing to the markings.


Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

Shall we try and get over there? Kloss finally says, not so much a question as a statement.

Maybe we can lower a rope and get down there?


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

Why didn't I think of that?

Sioned pulls her rope out of her pack and hands it to Kloss. Why Kloss, I'm supposed to be the one coming up with ideas here.

Based on what precedent? Now I just sound arrogant...


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Grinning at Sioned and Kloss, "Who is skilled at climbing ropes, do they want to check this for us?"

Caliban looks around the group, considering the climb, and shakes his own head no...


Kloss wrote:

Shall we try and get over there? Kloss finally says, not so much a question as a statement.

Maybe we can lower a rope and get down there?

There is already a rope to get down to the small rocky outcropping in the middle of the river. Climbing does not seem to be much of a problem (the rope could be knotted for even more safety). Getting to the side of the wall may involve some swimming however, it is impossible to see how deep the river is from here. The river water isn't moving particularly fast.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

I can serve as an anchor up here and help keep the rope steady


Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0

"I suppose I can take a quick look," Suryani says, trying to keep her voice from shaking.

Taking 10 to climb down, gives me 10.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

We dont have a sneaky type do we or does the Inquisitor do that?


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

I'm the closest to a sneaky type you've got. What do you need?


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

As I understand it, Suryani is going to take a look at what is at the bottom of where we are at


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

I'm feeling so stupid for not scouting ahead like I did the last time. I really need to get my mind back into this game.


Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0

Oh, I'm sure there's nothing dangerous in the creepy, dark cave. :)


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

Sioned, it is difficult when no updates are forth coming.


Caleb D'natin wrote:
Sioned, it is difficult when no updates are forth coming.

Sorry folks, travel got in the way for the last two days. Poor weather in America. Updating now.


Suryani Chaitanya wrote:

"I suppose I can take a quick look," Suryani says, trying to keep her voice from shaking.

Taking 10 to climb down, gives me 10.

Suryani climbs down easily, with Caleb holding the rope. She lands on a small out-cropping of rock sticking out of the middle of the river. The markings on the bank across the water look like they are the outline of door, in the wall 20ft away from Suryani's current location.

If she shines her light (I'm assuming a light spell) it will show that the water between here and the door is deep. There is no pathway to walk on.


Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0

Suryani calls up, "It's safe to come down, although a bit gloomy. I think I can make out some kind of door on the other side." She draws her scimitar and pokes at the water, gauging its depth.


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

Wanting to be useful, Sioned quickly climbs down after Suryani. Sioned then pulls out her long length of rope and ties it to herself.

"I'm going to swim to the other side. Pull me back if I give two sharp yanks or if you see me in trouble." Sioned then hands the other end of the rope to Suryani, wades into the water, and swims for the other end.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Nodding at what Suryani and Sioned say, Caliban climbs down the rope and helps to brace Suryani and the rope attached to Sioned.

"Agreed Sioned, sounds like a plan." Caliban then scans the water for trouble.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

I will pull you back as quickly as I can, Sioned.


Sioned wades out into the water, but it quickly drops off below her feet. She pushes off into the water, but there is a current here in the underground river, especially under the surface. With her armor weighing her down she can't make much for progress without running the risk of going under.

Swim check DC 12 to swim across the river. Taking a 10 only gets Sioned to an 11 with her armor on. She will have to roll twice to reach the other side.


dm dice:
stealth: 1d20 + 2 + 7 ⇒ (11) + 2 + 7 = 20

Caliban:
Caliban with his Elven eyes notices a shadow moving in the water below. No human would have a chance at spotting this.


Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

Can I pull on the rope to help her?


Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4

Sioned ritually caresses her cheek, slightly blessing herself.

Touch of Good used, +1 to skill checks, ability checks and saving throws for 1 round.

Swim: 1d20 + 2 - 1 + 1 ⇒ (4) + 2 - 1 + 1 = 6

Swim: 1d20 + 2 - 1 ⇒ (7) + 2 - 1 = 8

And this is why I prepped myself with the rope...


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Glancing at Sioned struggling in the water and Caleb and Suryani attempting to help her, Caliban returns his eyes to the shape under the water.

Quietly to Kloss, "Look off to the right, there is something there, if it comes closer, we need to stop it. "

Caliban flexes his fingers, calling the words of a spell to mind and ready to cast at the undefined shape under the water.


Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

"I've got my bow at ready. If it moves, it'd better have good reason for doing, 'cause all of these caves are making me cranky" Kloss says, clearly in a tetchy mood.

-Posted with Wayfinder


Caleb D'natin wrote:
Can I pull on the rope to help her?

You can help pull her back in, if she's swimming back.


Sioned's head submerges under the water for a few seconds, but she soon flails back to the surface, a few feet downstream of where she started. Caliban notices that Sioned's frenzied movements have seem to brought some unwanted attention as a large shadow moves with alarming speed towards her!

Initiative Roll:

Kloss: 1d20 + 4 ⇒ (17) + 4 = 21
Suryani: 1d20 + 3 ⇒ (9) + 3 = 12
Sioned: 1d20 + 2 ⇒ (13) + 2 = 15
Caleb: 1d20 + 0 ⇒ (7) + 0 = 7
Caliban: 1d20 + 5 ⇒ (8) + 5 = 13
Creature: 1d20 + 6 ⇒ (2) + 6 = 8

Kloss: 21 - surprised
Sioned: 15 - surprised
Caliban:13
Suryani:12 - surprised
Creature: 8
Caleb: 7 - surprised
----
Up Next:
Caliban is the only one able to react as soon a he spots the danger, everyone else is yet to notice the creature's shadow.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, seeing the creature swimming toward Sioned, focuses and and fires a ray of energy at the creature - Ray of Enfeeblement

Ranged touch attack: 1d20 + 4 ⇒ (14) + 4 = 18
Strength penalty: 1d6 + 1 ⇒ (2) + 1 = 3


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban, seeing his coruscating ray connect with the creature yells out, "[b]Sioned! look out! Caleb! Pull her back![b]" While drawing his sword and preparing another spell.

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