Campaign of Awesomeness! (Inactive)

Game Master BloodWolven

Here is the map, please move yourself appropriately.


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Male shocker lizard?
Serill Elamaer wrote:
"The Tomb is dangerous, full of evil. I must help defeat it. There will be many shiny things hidden in it. If you give me back what you took from me, I will bring you something when I return from it."

The little lizard nods and zips off coming back with the few items he took from Serill in a pleasant small voice, ”Okay its a deal!”


Snowbeard it would have taken the rest of the day, a good 6 hours at least to make it back to camp.

[ooc]Whois wearing the bracers given to you by Valor? It looks like we are waiting on Serill. Everyone please generalize your actions done in camp for the night.[ooc]

The next morning Matthew goes from tent to tent to wake up each party member with a strong nudge, Sly follows along behind him telling each of you to be up in an hour. Matthew starts with the divine casters and then other casters, then the rest. With everyone gathered food trays are served to most, excluding Matthew, Rosa, and any that decline. He leaves the talking to Sly.


Male shocker lizard?
Old Snowbeard wrote:

"Going back? Narrl, I say!

We got plenty o' foes ahead why search another one before its time, eh?
If that thingy is really a demigod, 'en we better get better working together first.
Not to mention looting some shiny stuff from our goal, isn't'at true Sly?"

The little lizard is startled at first the quickly cheers up, ”Ju? Yes indeed that sounds wonderful!”

The next morning with everyone gathered he climbs up Matthew. Standing on his helmet the little lizard begins the voice is still little but full of confidence and serious, the playfullness is gone, ”First, each of you need to put on your bracers from Valor. Second we know there are many headstrong individuals in the group but you need a leader. You may not volunteer yourself, do we have any nominations. If you choose you may want to seperate into smaller groups.”

Dark Archive

CAMPAIGN COMPLETE

Lidras shook his head. ”Are you serious? Why would we need to do that? We all know where this is going. This is going to tear us apart. I’ve seen it before. The second leadership needs to decided and there is no authority to do so, everything goes to hell.”


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

The desnan cleric steps forward. "Âlțhough țhe journey măy țăke longer, Î feel we șhould șțăy țogețher ăș one coheșîve whole."


Male Dwarf Hexcrafter 5 [HP:55/61, AC:20|15|16, Saves:14|10|11* (+8vs mind-affecting/compulsion), CMD:28, Grapple:34, Beard:37, Beard-Grapple:47, Perception:16, Ini:5, Arcane: 13/13], Effects: Enlarged

Old Snowbeard was already awake when Matthew comes to wake him.
As the long-fingered lizard speak up and about a leader, the dwarf grimaces at the new fellows.
At that moment, the heavy-tongued-man steps forward and advises to stick together. By chance, the holy symbol of his goddess slips out of his not-fully closed shirt and then the dwarf remembers what the man had said during their first meeting...
"I say Davian shall lead, yarll!
He be the one talking about unity a' stayin' together.
Most clever word me heard around here since we arrived.
A' he's a follower of the Lady North Star, she who takes care in the travellers.
A' we better pray for some of her luck if we wanting to come back whole, yarrl!"

Dark Archive

CAMPAIGN COMPLETE

”...I agree with our dwarven colleague. Should we need a leader then the best candidate is one who does not seek the position, only the best results. And I am confident that he is such a person.”


AC 33| FF 17 | T25 (Mage Armour) HP 91 F22/R20/W16 AC (29)FF(13)T(25) CMD (42) Initiative (5) Perception (11) See In Darkness Move (55ft) M-Ki (13) N-Ki (12) Channel (3d6/14) Stun (5) Elemental Fist(5)

"I just got here, but in my experience, Desnians can be a little... passionate. I dont know most of you from a rock troll, but perhaps someone a bit more diciplined might make a more steadfast leader?"

How else do you say IC that you'd prefer someone with a Lawful Alignment, eh? With our party composition, a true neutral might be the best compromise, but I dont think we have one.


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

ha. Not even sure what he took.
"Thankyou." he says and retrieves what was taken.

Forgot about the bracers but Serill would have put them on before going through the portal.
The next day he meditates for the hour, sifting through his mind and his knowledge of spells to prepare for the day then he goes to meet the others and tuck into some food. Raden is on his shoulder taking some food off Serill's tray. His ring of sustenance keeps him alive but it gives no joy like the taste of a good meal so Serill still eats whenever he can.

Serill is actually true neutral but he would not want to lead. He would be a good advisor however.
"Perhaps we can function more like a council, with a head, that listens to the rest when choosing our course. We have known each other little more than a week so it is hard to decide. But I would forward to follow Davian or our new Dwarven ally Snowbeard."


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa sat just outside of camp contemplating. She was doing her ritual of Damnation, and focused on the things and facts she had leaned over the last few days.

The Single biggest fact had come from Serill who she had leaned to respect over the last few days. He has said, he had learned of the god that claims this place. Within the tree she had destroyed, Serill had seen an undead skull, the herald Mother's Maw he believed. A being in serves to the Pallid Princess, the Lady of Despair. Urgathoa. Oor-gah-THO-ah, the Varisian goddess of physical excess, disease, and the undead. Mostly worshiped by dark necromancers, the undead, and those wishing to become undead and the odd glutton as well as the odd ball suffering from a serious illness who thinks she will help out. She had meet a few who LIKED being ill. The things you see. Well this all means she had a good idea whose Tomb-temple they where heading into.

She had rammed her black blade into the ground, and now as she to the end of her damnation she sent a waved of Negative energy into herself and her sign of office and call the link into play.

Conversation:

Infernal

A voice came form the blade.

"Report Hound Luminasss"

"After 3 days of traveling to the site, I have meet a grate Bronze Dragon, who was bound and being fed on by, I suspect the 'herald' Mother's Maw he believed. A being in serves to the Pallid Princess, the Lady of Despair. Urgathoa. Oor-gah-THO-ah, the Varisian goddess of physical excess, disease, and the undead. And a being who can ferry allies into battle, By Necrotic means. The site then I belive to be that holds a being or beings linked to Oor-gah-THO-ah, It could even be a temple tomb. I freed the Grate Bronze and held it to a pact, that should the need be great facing Chaos in a battle, that we would come to its aid and use to his I believe that would be of use in the war. On a side note: I have enchanted an Enemy operative, A being a tiefling, calls herself Olivira, but she has powers of a succubus nature, having a thrall off followers and it seems some of the party under her control, that is all"

"Interesting, here are your orders, Continue with mission, but also keep your fellows and most of all this Olivira under observation. Report of you have more news"

"Understood commander"

And the connection ended.

Rosa then rested, and was shocked to find the hell hounds had come ones more to her in the night. Ruffing their backs she sat with then until day brake.
And walked back into camp, the hounds with her, she the called attendants asking for meat so she could feed them.

She was doing this when the others got up, and started a conversation about leadership. Rosa understood the others did not trust her, so she was never going to be a-pointed a leader. When your from hell, you expect nothing less. So she added little to the conversation. Just sat and observed. Lidras,
Aukan and Serill she felt she had a good understanding off, Niche seemed to be just who he said he was, so for now he was a known item. Then Old Snowbeard, Why was her here? she had yet to get fully to the bottom of that. Then Matthew , something was very off about him, but what was that, she would have to dig some more. Then Olivira, She knew a throll maker when she met one, She should have just cut her head off when she had had the chance. Rose new full well that Olivira meant her harm, she get your retaliation in 1st as they say in the pits. But now Rosa had been order to keep Olivira under observation. Just grate, but it was an order to that is what rosa would do. O humm back to work.

"I would prefer Serill to led us, but if not him then Davian is fine"

Better the Devil you know.

IGM are you ok with this, I took some liberties, but I felt it would flow better


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

"Goodneşş!" Davian exclaimed in surprise. "Îf â sîngulâr vîșîon îș needed, Î şhâll provide. Buț Î șhăll âlwâyş defer țo țhoșe wîțh experîence în dungeon-delvîng. Î would lîke țhoșe who ălreădy hâve been însîde țhe țomb țo pleâşe relây țheîr fîndîngș ănd înșîghț."


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

Matthew then begins to hesitantly relay the tale of the Tomb of Nasarack:
, ”There was already five adventuring parties of four or five members. I was part of those who were loners, four of us. We entered the main gate together then seperated. Each group found piles of treasure in the tombs on the surface. We found minimal resistace skeletons mostly. Then the main staircase down was found which is right in front of the main structure, whose doors were sealed shut. One of the groups suggested and even split but they would look for another way in such as a secret route. The groups agreed. At junctions the groups would peel off to investigate different ways. We found minimal defenders, skeletons, zombies, and some ghouls mixed in, my group found a morgh.
Then as we descended into the dungeon levels, past the catacombs and more rich treasure filled rooms, the walls were rough cut and many traps were laid out. Minotaurs plagued our path, never staying long just a quick gore or a chop before running.
We continued, I suggested we turn back since most of the healing potions were gone, they scoffed at the suggestion, we have a cleric still they said.
We left the dungeon for ice ridden tunnels. At a hot spring the group thought to take a break. As they started to take off their armor a troll of somekind splashed from the water, take hold of the cleric and pulled him under before any offense or defense could be mustered. The water quickly turned red, only a few bubbles could be seen and in less than a minute the water was calm again. Still they pushed on. More ice trolls took down the ranger and then the two of us began our return. Warlock skeletons took my last companion and I down, in the dungeon as a minotaur blocked our path.
I was revived and found a secret passage around them but finding a minotaur in the path. It took me two more lives to take it down. Finally past the dungeon and back to the catacombs I thought.
Ghouls, ghasts, warlock skeletons, wights, and lesser demons blocked my path. I lost track of my revives and gave up on fighting aiming just to leave. It took us maybe two days to get to the Frozen Tunnels, it took me eight days to get out.”

He takes his time to relay the points of interest he thinks are best and go into more detail when others request more information or clarity.

With great sorrow he ends with, ”I was the only one to return. This time to return with these bracers and to do my best to act as a guide.”


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

Can Serill have previously studied the bracers with Identify and using spellcraft to identify properties and command words? All I remember is that is records.
Spellcraft with Identify bonus: 1d20 + 21 + 10 ⇒ (16) + 21 + 10 = 47

With a recommendation from Rosa he is surprised. I couldn't, I'm just an envoy. My command is over magic not people. He thinks to himself and hopes no one else puts his name forward. But perhaps he could do it. If it was known that he, an unknown Elamaer, lead a group into this tomb and returned, surely it could be a start to bringing respect and building his family name once more. "It is truly dangerous. Your guidance will be needed Matthew."

As an aside to Matthew, Serill asks perhaps a rather personal question, "How is it that you seem to return from death? Is it regeneration? Or something else"


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

"It is not, though I do have the knack to heal quickly. It is hard to explain since I don't understand it fully. A few sages I have consulted said it was a form of immortality. My father was an adventurer and this is one of the few gifts he unknowingly gave to me. If I die I merely appear back at the most recent spot I was out of danger." Matthew relays.


Serill:
You believe the bracers are just as Valor described them to be bracers that keep record of you as if by status and your surroundings, like remote viewing but not transmitting the information, storing it.


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa stands and her Hell Hound pack scatter,
She looks to the hill far off, the one they have to enter.

Then her Blade comes into being beside her.

And THEY SING

Perform (Singing) 1d20 + 12 ⇒ (18) + 12 = 30

The voices of the 16' half devil and black blade echo over the Camp and then fall silent.

Rosa stanches her sword from the air and turns to look to the others, saying simply.

"Ready"


Vital:
262/262 |FH14| AC:38_T:32_FF:29_ | Perc+20_S M+22| Init: +9 | Fort:+25_Ref:+18_Will:+23 | CMB:+20_CMD:39 | Speed: 40
Skills:
Acro+20_Bluff+14_Climb+24_EscArt+20_HAni+18_Inti+20_K (dung|eng|rel)+20_ K(his)+13_Perform(Dance|Sing)+18_Ride+14_Surv+17_Stealth+20_Swim+21_UseMD+2 3

The goliath picks himself up from the ground and puts his massive goliath warhammer on his shoulder and begins walking in the direction of the tomb. Picking up on Rosa's actions he continues and bellows out after her, "Forward!"


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

He nods to Davian and then takes point leading the group to the tomb with no weapon in hand yet, merely walking in that direction.


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

Before following the expedition into the Tomb, Davian makes a quick prayer to Desna.
Oh Baba! Please watch over us as we travel farther from your night sky. Protect us all and may your Luck help see us through.
The desnan cleric takes a few steps before stopping to call out to the pink and red striped tent. "Olivira, are you coming?!"


Male half-Umbral Dragon Human Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

"Do you remember each time you die?" Serill asks carefully. Quite a strong but not enjoyable gift. I wonder if he will eventually go mad... he thinks.

Serill is ready to go and joins the others walking towards the tomb. They all manage to be lined up and onlookers see time seem to slow down as they all walk together in slow motion. They might be walking to their doom but at least they did it looking epic.

Are mounts coming with or should they stay at camp or something?


Male Dwarf Hexcrafter 5 [HP:55/61, AC:20|15|16, Saves:14|10|11* (+8vs mind-affecting/compulsion), CMD:28, Grapple:34, Beard:37, Beard-Grapple:47, Perception:16, Ini:5, Arcane: 13/13], Effects: Enlarged

I'd guess to better leave the mounts behind.
No fun steering CR1/2 mounts through an undead-invested area...
Unless you always wanted to ride a skeleton-horse ^^

Old Snowbeard stand near Davian, mumbling about what might be a prayer of his own. Or just self-talking about something or another. It is hard to say what it really is.


NG Female Half-celestial Human (Form: Half-elf) Pact Wizard (Enhancement Transmuter) 5 | HP 52/52; DR 5/magic| AC: 20 T: 14 FF: 17; SR 16 |Perception +6, Darkvision 60 ft., low-light vision | Initiative +5 | Fort +7 Ref +6 Will +7 | CMB +8 CMD 21 | Speed: 30 Spellcraft+19, K(arc,nat)+21, K(all)+19 , Fly+12, Linguistics +19 | Active Effects: Mage Armor| Uses: Augment 12/12, Calming Touch 4/4, Smite Evil 1/1, False Life 10, Magic Missile 50

Annwyn, as the others leave their mounts behind, strokes the mane of her unicorn, who shrinks into a tiny stone figurette, which she then pockets before following the others.


AC 33| FF 17 | T25 (Mage Armour) HP 91 F22/R20/W16 AC (29)FF(13)T(25) CMD (42) Initiative (5) Perception (11) See In Darkness Move (55ft) M-Ki (13) N-Ki (12) Channel (3d6/14) Stun (5) Elemental Fist(5)

Niche calls on Rosa in the night, as they agree, after she has returned to her tent.

In the morning, he begins his days as he typically does, with silent meditation as the sun rises, followed by some brief, but intense, calisthenic forms and exercises. His movements are precise but fluid, strong and yet supple.

When complete, he washes from a basin provided by the servants, and then presents himself at the muster point where his companions ready for their foray into the tomb.

As they prepare to move forward, he looks longingly to the path already traveled, mumbling something barely discernible, "...demi-god!"


Davian Dreamspun wrote:

Before following the expedition into the Tomb, Davian makes a quick prayer to Desna.

Oh Baba! Please watch over us as we travel farther from your night sky. Protect us all and may your Luck help see us through.
The desnan cleric takes a few steps before stopping to call out to the pink and red striped tent. "Olivira, are you coming?!"

One of her ladies comes out and shakes her head, whispering to the cleric, "Her mission was never to enter the tomb, merely provide a camp and keep it secure. Should you need help take this ribbon and help may be closer than you expect."


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1
Serill Elamaer wrote:

"Do you remember each time you die?" Serill asks carefully. Quite a strong but not enjoyable gift. I wonder if he will eventually go mad... he thinks.

Serill is ready to go and joins the others walking towards the tomb. They all manage to be lined up and onlookers see time seem to slow down as they all walk together in slow motion. They might be walking to their doom but at least they did it looking epic.

Are mounts coming with or should they stay at camp or something?

"Aye, I do remember. Every vivid excruciating moment, bones and flesh being broken or worse. Though the focus needed to not go mad allows me to also gain an advantage on my foes, even more after each death." He relays.


The group finds that there is an illusion in your path, many of you quickly disbelieve it and the hill drops steeply on either side. Entering past the first archway made mostly of hill you find yourselves in a massive graveyard. There are tombs everywhere of all sorts and sizes. There are mausoleums spaced out four of them within view about the size of a one or two room house. In the center is a massive cathedral, not a simple temple though it is built with an Egyptian pyramid in mind.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

"Which way do you want to explore? The treasure rich mausoleums, the infinite amount of graves, the sealed shut temple, or the stairs down to the quick of it?" He asks with little interest.


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

"Mețhodîcălly îf ăt âll poșșîble", Davian chimes in. "Remember țhe brâcers wîll record âll țhăț îș recordăble. Ând fîndîng ăncîenț mâgîcș âlong wîțh defeățîng ănd preșervîng ăny guârdîânş we meeț wîll âll mâke uş exţrâ gold."


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa is please with Niche's athletics during the night, and compliments him on this.

Matthew G. Smith wrote:
"Aye, I do remember. Every vivid excruciating moment, bones and flesh being broken or worse. Though the focus needed to not go mad allows me to also gain an advantage on my foes, even more after each death." He relays.

Rosa looks at Mathew,

"I know how that feels, ask me sometime when we are not so distracted about the contract Hounds of Hell sign"

Then she says no more as they get to the Arch.

She waits on the others to see where they decided to go.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

He shrugs and leads the group to the first mausoleum on the right, then methodically around to the others before leading them to the main temple doors.


A few skeletons guard each mausoleum but are easily defeated by the group. Act out what you do, please be descriptive. No rounds of combat needed. You do need to keep track of resources used now.

Each of the mausoleums are about the same. Past the skeletons and the door a massive sarcophagus easily meant for a large creature dominates the center of the room. It takes a strength DC 20 to move the lid an inch. With your group the lid slides and falls with a crash or with guiding hands to the floor to minimize the disturbance. Within you find a pile of gold, mixed with gems and precious items. Within you can find 1d4-1 minor magical items each under 5,000 gp. At the far end of the mausoleum there is a tabard or hearldry on the wall made of a strange precious metal. Small links make up the tabard thousands of them. Linguistic DC 25 ‘The Tomb of Nazarack’.

The main doors of the temple are 80 feet tall and each are 30 feet wide. They are made of iron wood, and the metal around and through them is adamantium. Runes are etched all over the face of the doors and many runes glow upon it as well.

The staircase is 60 feet wide and decends at the pace of a human step.


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Linguistic DC 25 1d20 + 1d6 + 10 ⇒ (17) + (1) + 10 = 28

"It reads, The Tomb of Nazarac"

She says to the others.


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Kn(Planes)(Int) 10 + 1d6 + 8 ⇒ 10 + (1) + 8 = 19

She looks at the space around them,

"Hummm....."

But says no more.


Male Dwarf Hexcrafter 5 [HP:55/61, AC:20|15|16, Saves:14|10|11* (+8vs mind-affecting/compulsion), CMD:28, Grapple:34, Beard:37, Beard-Grapple:47, Perception:16, Ini:5, Arcane: 13/13], Effects: Enlarged

The dwarf has kept a low profile in the fights, keeping enemies pinned-down until one of the others had time to finish them off easily for the most time.
At the words of Rosa he scratches his beard, rumbling on about various dwarven legends or something. Does he tries to remember facts about this Nazarac or is he just filling the eerie silence with background rumouring of words mostly lost in that long, white beard of his?
Know. History? +2 if there is any sensible relation to dwarven history: 1d20 + 14 ⇒ (17) + 14 = 31
My lowest know. skill is @+14, arcana +18, planes +15, religion +15...


Rosa/k planes DC 15:
The area of the tomb to your knowledge appears to be from the material plane. You can see remnants that would say that the land is infused with magical elements which gives it the distinct appence that it’s not from the material plane.

Old Snowbeard has kept a skeleton pinned down with his long white beard at each of the mausoleums. The furry tendrils securing the body as a whole and its appendages.

Old Snowbeard:
The stonework may have been laid by dwarven hands as the level of craftsmanship is there but you can tell this is not a dwarven hold of any kind. Possibly hired out.

You make a roll and at least a generic question and I can give answers. Presently I am not sure what you are looking for answers.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

He takes point into charging the skeletons pulling his greatsword and smashing into them with strong swings. Bones fly everywhere with each strike, the whole skeleton likely bursts upon one hit.

He then stands outside keeping a vigilant watch for any threats.


He quickly follows Matthew’s lead, bringing the massive warhammer down upon the head through the whole skeleton’s body, more bones breaking and flying everywhere. He helps push the lid of the sarcophagus off and slowly moves it to rest on the ground minimalizing the sound.


NG Female Half-celestial Human (Form: Half-elf) Pact Wizard (Enhancement Transmuter) 5 | HP 52/52; DR 5/magic| AC: 20 T: 14 FF: 17; SR 16 |Perception +6, Darkvision 60 ft., low-light vision | Initiative +5 | Fort +7 Ref +6 Will +7 | CMB +8 CMD 21 | Speed: 30 Spellcraft+19, K(arc,nat)+21, K(all)+19 , Fly+12, Linguistics +19 | Active Effects: Mage Armor| Uses: Augment 12/12, Calming Touch 4/4, Smite Evil 1/1, False Life 10, Magic Missile 50

In the first fights, contrary to what might normally be expected of a mage, Annwyn relies on a staff, carved from strange wood, but smashes through the skeletons with a practiced ease and a surprising amount of strength. While a skeleton manages to break through her defense at one point, its claws shatter on her skin, followed by Annwyn shattering its skull.


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

Davian deftly moved in and out of combat, providing tactical aid to those who were in need at the time. The varisan was amazed at the skill in which the others of his band dispatched the undead without much help from the cleric; even more amazed was Davian when the most the party's acquired wounds were minimal. Smiling, Davian felt the influence of his goddess over the party and felt blessed.


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa is just a road block, making a block around which the others can fight, she goes to size and just smashes them her sword and boot.

Dark Archive

CAMPAIGN COMPLETE

Using Rosa as a shield, Lidras provided range support. Eldritch blast followed blast. The elf swung his sword, and with each slash and thrust a skeleton many feet away felt the impact of the blow.


Vital:
262/262 |FH14| AC:38_T:32_FF:29_ | Perc+20_S M+22| Init: +9 | Fort:+25_Ref:+18_Will:+23 | CMB:+20_CMD:39 | Speed: 40
Skills:
Acro+20_Bluff+14_Climb+24_EscArt+20_HAni+18_Inti+20_K (dung|eng|rel)+20_ K(his)+13_Perform(Dance|Sing)+18_Ride+14_Surv+17_Stealth+20_Swim+21_UseMD+2 3

Aukan gawks at the amount of treasure before them and takes out the jewels storing them in the only sturdy belt pouch he has. Then once the mausoleum has been picked through he follows continuing to the others. Bones flying and soon standing in front of the stairs down or the sealed doors if the group ventures that way. Unless told not to, he starts holding the many items found in the sarcophagus and tries to activate them blindly to see what they do, finding a compass and increasing the wind to a brisk breeze.

Once the mausoleums have been pilfered he asks the group, "So to the temple doors or down the stairs?"

Questions, Rolls and info:

How many gems can I get? Are there others who are getting the gems as well? So we roll and find out how many magical items are in the loot and then can pick items that are under 5,000gp?

1d4 - 1 ⇒ (1) - 1 = 0
1d4 - 1 ⇒ (1) - 1 = 0
1d4 - 1 ⇒ (3) - 1 = 2
1d4 - 1 ⇒ (2) - 1 = 1
1d4 - 1 ⇒ (1) - 1 = 0 Wow, I am unlucky... only 3 items.

Of the three items I will only pick one, unless no one else cares: Wind-Caller Compass, sounds fun!


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

"The doors wouldn't budge last time, though it seems like we have a lot more magical power in this group than the last. What say you?" He states and then asks the group, pointing his helm towards the cleric as if to say he asked the question of him.


Well if Aukan is the only one searching for gems in the tombs then he would get to roll 25d6, each being 50 gp. Then with a perception check DC 20 you might find the nice ones, 10d4, each being 500 gp. So a total of 5d6 small gems and 2d4 precious gems at each mausoleum. Also this requires about 10 minutes of searching and sifting through the coins.

The doors would begin to open with a DC 50 strength check, or possibly with certain magic.

I am fully ready for you to enter down the stairs or try your hand at the temple door.


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa looks over the items they find but dose not care about anything mundane, she dose not take any of the gems or gold, But checks for magic over the things. She also checks the door for magic. Then looks for traps and how to open it.

Rolls:

Disable Device(Dex)____1d20 + 7 ⇒ (20) + 7 = 27
Perception(Wis)____1d20 + 18 ⇒ (6) + 18 = 24
Spellcraft(Int)____1d20 + 10 ⇒ (11) + 10 = 21
Use Magic Device(Cha)____1d20 + 12 ⇒ (19) + 12 = 31

KN [33p]
Kn(Arcana)(Int)1d20 + 1d6 + 8 ⇒ (19) + (3) + 8 = 30
Kn(Dungeoneering)1d20 + 1d6 + 8 ⇒ (14) + (4) + 8 = 26
Kn(Engineering)1d20 + 1d6 + 8 ⇒ (11) + (6) + 8 = 25
Kn(Geography)(Int)1d20 + 1d6 + 8 ⇒ (2) + (3) + 8 = 13
Kn(History)(Int)1d20 + 1d6 + 8 ⇒ (8) + (2) + 8 = 18
Kn(Local)(Int)1d20 + 1d6 + 8 ⇒ (12) + (2) + 8 = 22
Kn(Nature)(Int)1d20 + 1d6 + 8 ⇒ (13) + (2) + 8 = 23
Kn(Nobility)(Int)1d20 + 1d6 + 8 ⇒ (6) + (2) + 8 = 16
Kn(Planes)(Int)1d20 + 1d6 + 8 ⇒ (5) + (5) + 8 = 18
Kno(Religion)(Int)1d20 + 1d6 + 8 ⇒ (8) + (1) + 8 = 17

Linguistics(Int)1d20 + 1d6 + 10 ⇒ (12) + (3) + 10 = 25


NG Female Half-celestial Human (Form: Half-elf) Pact Wizard (Enhancement Transmuter) 5 | HP 52/52; DR 5/magic| AC: 20 T: 14 FF: 17; SR 16 |Perception +6, Darkvision 60 ft., low-light vision | Initiative +5 | Fort +7 Ref +6 Will +7 | CMB +8 CMD 21 | Speed: 30 Spellcraft+19, K(arc,nat)+21, K(all)+19 , Fly+12, Linguistics +19 | Active Effects: Mage Armor| Uses: Augment 12/12, Calming Touch 4/4, Smite Evil 1/1, False Life 10, Magic Missile 50

Perception DC 20: 1d20 + 6 ⇒ (6) + 6 = 12

Annwyn looks over the treasure pile, grabbing just the shiniest of gems she can see and a handful of coins, and picks out any magical items that ping Detect Magic.

3d6 ⇒ (1, 6, 2) = 9


Male Dwarf Hexcrafter 5 [HP:55/61, AC:20|15|16, Saves:14|10|11* (+8vs mind-affecting/compulsion), CMD:28, Grapple:34, Beard:37, Beard-Grapple:47, Perception:16, Ini:5, Arcane: 13/13], Effects: Enlarged

Ahwww, this is a nice one!: 1d20 + 16 ⇒ (18) + 16 = 34
With only one glance, the dwarf is easily able to discern the most valuable gems from the ... others.
He takes 1d4 + 1 ⇒ (3) + 1 = 4 massive, green ones and stows them carefully in his back, wrapping a couple of old clothes around each one.

When the group starts discussing the door, Old Snowbeard tries the simple opening charm he knew, not expecting that door to actually open to that. Open/Close Cantrip
Once that failed, he mutters:
"Ehh, tese ruins look'a'lot like tose massive tombs te old Osirian's build in te desrt - nutters if yer asking me.
All filled wit traps, undead a' crazy magicks.
Door are said to be either hidden, trapped or ridiculous difficult to open unless yer knowin' how te mechanism is workin'.
Examples of such mechanisms are: loose stones in nearby walls, weight-sensitive floor plates, triggers reacting to reflected light a' sound-based ones."

Take-20 to search for some mechanism that may be linked to the door for a result of 36.

Dark Archive

CAMPAIGN COMPLETE

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Not seeing anything of great value, Lidras merely scans for magic. At the end of the day there was only so much one could carry, and he didn’t want to weigh himself down with possibly cursed gems if they weren’t of exceedingly rare value. That, and if they survived he could always come back later.


Male Aasimar (outsider, chaotic)| HP: 35/35 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 | F: +9, R: +4, W: +12 | Init: +2 | Perc: +8, SM: +15 Fortune-Blessed Cleric of Desna/4th | Speed 30ft (40ft) | Active conditions: None.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14
The cleric notices his fellow explorers examining gems and gasps in horror!
"No! We muşţ noţ ţouch ţhe ţreâşureş! Ţhey âre curşed! Remember whâţ hâppened ţo Mâţţhew?!"


Drow Legendary Cleric/Investigator L20| Initi +9+4d8 take best 2 | HP 186/186 | AC 35 T21 FF20 CMB21/CMD41 | Fort +22 Ref +22 Will +28 | Percep +34 | Intimidate +44/49*|

Rosa nods her great head.

"Davain is right, you do not want to be twisted by greed this early in the task, look only for that which may open this door"

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