| Ta'ruk |
Ta'ruk heads straight to his room and quickly rifles through his gear assuring himself that it is all intact. He retrieves his journal, speaks a word, and then begins to write. He notes what he has learned about their destination and it's creator. He also notes his observations about his new companions. He studies his journal for a time then closes it. He then sets to cleansing himself of the grime and wounds he has accumulated since his incarceration.
He puts on an ornate headband, simple traveling clothes, a finely tooled belt, and a well made cloak. About two hours pass before he decides to explore the ship.
He emerges onto the deck and looks around.
| DMTFY |
After a fine meal of meat and the bounty of the seas, you all drift off to a great nights rest. You wake in the morning rested and ready. The island looks quite a bit like Absalom if the jungle were to overtake it completely. Cleopatra has you all get in the long boats and you are launched(No you do not have to row, the crew will take care of that).
You land on a sandy beach and ahead of you is a natural trail. Cleopatra stops here Well I hope you all are ready! with that she begins heading up the path. It is about 30 minutes in when you notice the jungle is starting to clear.
Part 1
| DMTFY |
Ahead of you you see 2 flesh colored obelisks, beyond the obelisks all vegetation suddenly stops. Everything beyond the obelisks seems dead in a sense and that leaves in the air strangely never seem to be blown in the area.
An ugly hill sprawls in the distance, the south side of the hill is decorated with more of the flesh colored pillars positioned to form the shape of a skull. The north side of the hill has crumbled, forming a cliff of loose gravel and sand against a stone ledge. There are no signs of life around this wasted hummock and an aura of creeping doom hangs about it. This is definitely the place.
It is at this point Cleopatra bids you all adieu and heads back to her ship
Skiron
|
Skiron's clothing is of impeccable design and quality, if noticeably old-fashioned, with a suit of authentic elven chainmail just visible beneath it in certain places. A longbow is slung across his back over a small haversack, and he uses his fine black halberd as a walking stick for the time being. At his side is a large bag filled with an exceptionally strange array of alchemical wares, more than a bit of which sorely tests the understanding of even those of his comrades familiar with the alchemist's art.
He walks up to one of the enigmatic obelisks.
"Well now, how do you do?"
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (Arcana): 1d20 + 23 ⇒ (19) + 23 = 42
Knowledge (Dungeoneering): 1d20 + 23 ⇒ (17) + 23 = 40
Knowledge (Religion): 1d20 + 11 ⇒ (2) + 11 = 13
Spellcraft: 1d20 + 21 ⇒ (9) + 21 = 30
| DMTFY |
Skiron: This definitely fits into the unique category. Who or what ever constructed these abominations of the darkest necromancy was one sick twisted puppy. As you get closer you can actually feel body heat emanating from the obelisks.
In other words, this is right in your wheelhouse
Skiron
|
"Yes, you are a work of art..." Skiron gives the obelisk a gentle caress with the back of his hand. "...let me be the first to say..." His head suddenly cocks, realizing the thing doesn't seem to be responding. Then he holds up a finger and gives a friendly smile. "Ah."
He then attempts speaking to it in Necril:
"What can you tell me about your beautiful island? We are...questers here, and would be most appreciative of guidance. Ours is no quarrel with you."
| Ravens the Birdmaster |
Ravens looks out over the pylons, listening to his lessers companion's comments.
1d20 + 15 ⇒ (9) + 15 = 24 Perception
Flesh? They think columns of flesh would scare me? It's more of an invitation to dine.
Ravens sniffs the air and looks around, letting the others 'lead' while he commands from the rear.
"If any of you find something that needs my attention, please let me know. I would like to finish this task as quickly as possible."
Ravens looks for tracks of prey or scavenger...he assumes he is the only true predator on the island.
1d20 + 12 ⇒ (16) + 12 = 28 Survival
Skiron
|
Skiron sighs at the inarticulate obelisk, and turns away from it. "Commoners," he says dismissively as he fishes a small vial of clear blue liquid out of his bag and drinks it.
I drink a heightened awareness infusion. It will be effective for the next hour-and-a-half.
Jeneva
|
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Jeneva disembarks without comment, following at a leisurely pace. She seems less interested, for the time being, with the odd whereabouts of the isle and its occupants, or lack thereof as the case may be, and more on taking advantage of being liberated of the confines of her recent enclosures - first the mortal prison, then Estidian's, and lastly the ship; though a fine prison this last was, she still lacked the freedom to come and go as she pleased, and thus a prison it remained. Of them all, though, this isle thus far - at least, until one reached the living pillars, was the best prison of the lot. Open air, fresh sea breeze, elaborate environs... at least, until one moved too far inland.
It seemed, from initial observations, that the interior of the isle was to be far less pleasant than its borders. Their guide had already retreated after showing them the way, not even daring to near what appeared to be the unspoken gate into the domain of Acercerak, and left them to their own devices here on the bejungled shore.
She makes no effort to approach at any greater speed, allowing her companions to take the lay of the land or pursue the bits of their surroundings that peak their interests. Skiron's inquisition toward the pillars, and his unusual and indecipherable tongue, catch her ear for a moment, though the conversation dwindles much more swiftly than she had expected of the strange mage. "Did your inquiry bear any useful fruit?" she asks as he turns his back on the structures.
Skiron
|
"A great necromancer's garden décor, little more. They're either mindless or very rude."
"Yet I wonder..." Skiron turns back to the obelisk and attempts to make a gentle incision in its side with the tip of his halberd.
| Tricorne Yamakah |
1d100 ⇒ 23 Low means bad things are about to happen and yes I am dressed up for halloween
Skiron: As you make an incision, the obelisk begins to bleed. Suddenly the incision is ripped open and standing before you is a 4 armed towering monstrosity covered in ectoplasmic goo and blood. 2 of its arms end in claws resembling the lobster you had just last night.
Initiatives: Beasty: 1d20 ⇒ 18
Skiron: 1d20 + 2 ⇒ (13) + 2 = 15 Jeneva: 1d20 + 3 ⇒ (10) + 3 = 13
Ravens: 1d20 + 6 ⇒ (16) + 6 = 22 Simon/Molly: 1d20 + 6 ⇒ (16) + 6 = 22
Ta'ruk: 1d20 + 1 ⇒ (13) + 1 = 14
Order: Ravens
Simon/Molly
Beasty
Skiron
Ta'ruk
Jeneva
Those in bold may go. I believe Skiron took that heightened awareness potion so if you wish to apply that +4 to initiative you may go as well
Skiron
|
That was part of why I took it, so yes.
Skiron leaps backward in alarm and looks up at the monster. "Well, it was a boring conversation anyway."
Knowledge check on this monster (whichever one of the following is appropriate):
Knowledge (Arcana OR Dungeoneering): 1d20 + 23 ⇒ (9) + 23 = 32
Knowledge (Planes): 1d20 + 24 ⇒ (5) + 24 = 29
Knowledge (Local OR Nature OR Religion): 1d20 + 11 ⇒ (4) + 11 = 15
Skiron raises his hand skyward, an imperious glare on his face, and the very air between he and the creature abruptly vomits forth a great mass of terrible, spiny, blood-black goop, which launches itself at the thing from the obelisk.
I take a 5-foot step back, then use Summon Star-Spawn to summon a Black Pudding between myself and the monster, or just to the side if space requires it. It will be with me for the next 9 minutes. Per my feats and Discoveries, it also has the Fiendish template (for all the good that will no doubt do here), +4 to Strength and Constitution, as well as the following 4 points worth of Evolutions: Sticky, Magic Attacks, Bleed (Slam), and Improved Damage (Slam). It attacks:
Beware The Blob!: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 3d6 + 7 ⇒ (2, 4, 1) + 7 = 14
Acid: 2d6 ⇒ (3, 1) = 4
Bleed: 1d6 ⇒ 1
[dice=Grapple check]1d20+20[/dice]
| Tricorne Yamakah |
Skiron: Yeah I kind of figured you would want to go before the Glabrezu.(Knowledge:Planes)
I believe you get 3 questions about it.
Also just an FYI, I am not doing grapple of any CMB/CMD stuff. So my Glabrezu will not be doing rend if he hits with both claws either.
The Black Pudding misses (The fiends AC is 28)
Arcana: You are getting a strong impression that this obelisk is some kind of planar gate.
Skiron
|
A glabrezu; I was afraid of that.
My questions:
Special defenses?
Special weaknesses?
Special attacks?
I recalled we weren't doing SOME combat maneuvers, I didn't know we were doing NONE; in view of that, may I retcon the Sticky Evolution I gave my starspawn (which does nothing but improve grapple checks) and the Bleed Evolution in exchange for Increased Ability (Strength)? It wouldn't change anything that happened this round.
If the obelisk is a planar gate, should I worry about more coming out? How do I close it? Is there some way we can close it and take what's already come out with it?
| Tricorne Yamakah |
My questions:
Quote:Special defenses?DR10/Good, Immune electricity, poison, Resist Acid, Cold, Fire 10
Quote:Special weaknesses?It does have a horrible touch AC, but other than that not really
Quote:Special attacks?I am not doing rend so none
Quote:I recalled we weren't doing SOME combat maneuvers, I didn't know we were doing NONE; in view of that, may I retcon the Sticky Evolution I gave my starspawn (which does nothing but improve grapple checks) and the Bleed Evolution in exchange for Increased Ability (Strength)? It wouldn't change anything that happened this round.You are more than welcome to make those changes
Quote:If the obelisk is a planar gate, should I worry about more coming out? How do I close it? Is there some way we can close it and take what's already come out with it?That remains to be seen...
Skiron
|
Okay, nota bene: The Blob's evolutions are Improved Damage (Slam), Bleed (Slam), and Increased Ability (Strength).
| Tricorne Yamakah |
Hmmm...The pudding is between you and it, I will give you a 30% chance that it does something else besides pummel you into paste
High 1d100 ⇒ 98...You are so lucky.
Ok then The glabrezu unloads reverse gravity on you and the black pudding. You are both 120' up
Jeneva and Ta'ruk may now go
Jeneva
|
"Of course," she thinks ruefully, snarling as the beast goes on the offensive. Estidan HAD said he'd sent fiends to the isle before and lost them to Acercerak's control... how many of his creatures were they doomed to fight?
Very well. If they must fight the beast, then the time for concealing her skills has come to an end. The long, curved blade slides easily from its scabbard as the dancer's body begins to first shimmer, then reshape....
| Jeneva - Callous Duskglow |
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Snarling, she speaks to the monster, her voice now accompanied by the clicks and clacks of a set of insectoid mandibles located just below her jaw. "Come then, beast. Test your claws here."
Move action: draw nodachi.
Free action: Enter Rage/Masquerade, using mask Callous Duskglow. Jeneva now has wings and a flight speed of 40 (good), as well as a constant blur effect. She can make a gore attack with her antennae (Lesser Fiend Totem), gains +2 saves vs. spells, SLAs, and SU abilities (Superstition), and anything that damages her in melee takes 1d6 damage from spikes (Fiend Totem). Nodatchi gains an extra +2 enhancement while her rage persists (Furious enhancement) bringing it up to +3.
Standard action: ready action - attack Glabrezu if it moves within its attacking range of her.
| Simon Demarkus |
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Snarling, she speaks to the monster, her voice now accompanied by the clicks and clacks of a set of insectoid mandibles located just below her jaw. "Come then, beast. Test your claws here."
Move action: draw nodachi.
Free action: Enter Rage/Masquerade, using mask Callous Duskglow. Jeneva now has wings and a flight speed of 40 (good), as well as a constant blur effect. She can make a gore attack with her antennae (Lesser Fiend Totem), gains +2 saves vs. spells, SLAs, and SU abilities (Superstition), and anything that damages her in melee takes 1d6 damage from spikes (Fiend Totem). Nodatchi gains an extra +2 enhancement while her rage persists (Furious enhancement) bringing it up to +3.
Standard action: ready action - attack Glabrezu if it moves within it's attacking range of her.
"Well...Damn." Simon thinks.
Skiron
|
Skiron is rather enjoying himself, but knows that this can't last forever. He fishes around in his bag for a small, strangely-colored cake and consumes it. As he does so, his oscillations in the air give a bit of a start, and his position twists to become vertical relative to the ground rather than horizontal.
I drink a levitate infusion. If it's possible for me to start descending, I do so as far as I can.
| DMTFY |
Skiron is rather enjoying himself, but knows that this can't last forever. He fishes around in his bag for a small, strangely-colored cake and consumes it. As he does so, his oscillations in the air give a bit of a start, and his position twists to become vertical relative to the ground rather than horizontal.
I drink a levitate infusion. If it's possible for me to start descending, I do so as far as I can.
Sure you can come down at 20' a rd. So drinking a potion/eating cake is a free action [ooc] coming down 20' is a move action. I believe this leaves you a standard action?
| Molly the Raven |
Skiron wrote:Sure you can come down at 20' a rd. So drinking a potion/eating cake is a free action coming down 20' is a move action. I believe this leaves you a standard action?Skiron is rather enjoying himself, but knows that this can't last forever. He fishes around in his bag for a small, strangely-colored cake and consumes it. As he does so, his oscillations in the air give a bit of a start, and his position twists to become vertical relative to the ground rather than horizontal.
I drink a levitate infusion. If it's possible for me to start descending, I do so as far as I can.
dribking a potion is a standard action unless you have a feat.
| Ravens the Birdmaster |
Round 2
"Does someone have an idea how to beat this thing?" Ravens asks, having dealt with fiends before, but unsure how to handle this one.
Ravens draws his mighty (but nonmagical) club and moves up 20' (in theory, should be about 20') from the beast.
"Is there any reason we just do not run from it? I mean, it will only catch one of us if we scatter..."...and it won't be me.
| Ta'ruk |
Plus, I don't think Skiron is hasted since he was 140' up in the air and my allies need to be within 30 feet when I cast the spell. Plus, haste only grants an extra attack, 30' increase in speed, +1 dodge to AC, +1 attack bonus and saving throws.
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
| Simon Demarkus |
Staying out of range, but moving into position to flank with someone.
"You were summoned by the jackass necromancer that we're here to deal with. We could care less about you, but we'll carve our way through you if we have to. Alternately, you could just leave. "
| Ta'ruk |
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Ta'ruk answers the demon, "Forgive my companions blunt way, As they say, we did not summon you here. The fool floating above, pierced the obelisk and you emerged. I do not know whether that action summoned you or if it was Acercerak that summoned you here to wait as a deterrent for any that try to enter. Either way, we just want to pass, preferably around you. How long have you been here?
If the creature proves hostile to this line of conversation, Ta'ruk will cast mirror image as a readied action. # of images: 1d4 + 3 ⇒ (4) + 3 = 7
| Jeneva - Callous Duskglow |
"Indeed, our quarrel is not with you, lest you serve the master of this isle," the warrior responds, though she does not lower her blade nor relax her stance, knowing the creature's caprice may swing to the destructive at any moment. "If such is not the case, we see no need for unnecessary battle; but likewise, we will not be barred from our destination."
Diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15
Retain readied action. Rage: 24/25
| DMTFY |
The Demon looks at at each of you assessing the situation, comprehension slowly dawns on him and a cruel smile appears on his face. He looks directly at you Ta'ruk
So half breed, you say the fool floating above us is responsible for this?
COME DOWN AND KNEEL BEFORE ME MORTAL His voice booming. with that he will turn off the Reverse gravity.
Skiron: Please make a reflex save for yourself and "The Blob" DC17 to be able to turn yourself around and descend safely. Otherwise its Splat: 12d6 ⇒ (3, 5, 4, 6, 6, 3, 1, 4, 3, 4, 2, 6) = 47
Enemies of my enemy, you may pass He says to the remaining 4 of you
Skiron
|
The demon is surprised to see Skiron fail to plummet, instead continuing to float down at a slow but steady pace.
This was the moment the levitate infusion was for.
pudding save: 1d20 - 2 ⇒ (17) - 2 = 15
The great black mass with beside him, on the other hand, plummets to the ground with a noise both comical and terrifying.
| Ravens the Birdmaster |
Round 4, Init 22
Ravens casually walks/skirts around the demon (and whatever remnants of falling blob) and further down the path.
How interesting. Demons making deals. Too bad I was not offered a wish for my soul...
Gr. Longstrider = 9 hours
Magic Vestment = 9 hours
Skiron
|
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After a few seconds of wobbling, the once-again groundbound pudding begins gyrating in an unwholsome pattern, as though dancing to the monotonous piping of some demoniac flautist only it can hear. Why? Only it could say...and it doesn't talk.