Where Dark and Light Don't Differ
(Inactive)
Game Master
Signore di Fortuna
Called to aid a stranger, our heroes explore a strange land.
Combat Map
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Sig takes hold but fails to get a decent grip on the coffin lid
Str: 1d20 + 2 ⇒ (1) + 2 = 3
The lid on Thorgr's end raises a little bit before the warrior loses his grip and it lands with a loud thud.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
"At this rate, we won't have to worry about what's in those coffins," Jerrica chuckles.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Looking at the coffins she scratches her head, "Well...they're not going anywhere. Should we come back to them later? Maybe we'll have better luck opening them then. Or we can just keep trying until we get one open."
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
"I'd rather not go d=forward knowing I had whatever lies in there at our backs." Dagmarr comments.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Shaking her head with a chuckle of her own, Sig mutters aloud. "Not so fast."
She begins to chant again, calling forth the magic woven within her music, to lend them strength and grant them protection from what lay within, as she once again grabs one end of the lid.
Strength: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Inspired rage +2 (+2 Str/Con, +2 Will)/ Guarded stance +1 to AC vs Melee (2 rounds)
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Damn coffins. What are they made out of, concrete and lead?
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Slabs of granite probably
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
"Stupid lids." She pouts.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
Thorgr lifts again.
STR: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Sig and Thorgr manage to lift the lid high enough for a skeletal hand to come shooting out of the coffin.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine nods, "Yeah, get back. It don't need anymore help getting out."
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Sharing a look with Thorgr, Sig moves to drop the coffin lid on the reaching arm.
Let go
The lid lands hard, breaking the skeletal arm off. The arm flails for a few moments before becoming still.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
"Hrm, I say we close that iron door and just leave this be," Thorgr says, glancing at the arm for a moment.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine nods in agreement, "They're not going anywhere unless we're able to get those things open, so I'm with Thorgr on this. We close that door back up, and leave these bad boys for our way back."
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
"I mean, if they hadn't gotten out yet, it might be safe to leave this room for later," Jerrica agrees.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
"True, it appears that the weight should be enough to keep them contained for now." Dagmarr adds.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
Thorgr leads the way back to the doors and attempts to pull them shut after everyone gets out of the room.
STR: 1d20 + 4 ⇒ (19) + 4 = 23
Doors are fine, coffins are not.
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Looking around she asks, "Okay, so we ready to go on? We'll make sure to take care of that issue later." She says, more of a reminder to herself than anything.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
"There's the way with rubble and the other way," Jerrica says.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
"Other way sounds easier," Thorgr says. "At least, until we see what's that way."
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♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
"Whatever is behind the rubble probably isn't going anywhere." Sig adds.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine nods, "Yeah, I don't feel like climbing rocks right now. Should we go back to the order we were in before?" She asks. Wondering if Jerrica and Rosa wanted to take the lead again.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
"Okay, other way it is." Dagmarr says turning in that direction.
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Making her way to the front of the group with Jerrica, Rosa keeps her musket at the ready as they proceed. As they move forward, Rosa helps keep an eye out for trouble.
perception: 1d20 + 10 ⇒ (10) + 10 = 20
You head down the corridor and take a turn to the right. Rosa notices that all the stonework on the floor is completely gone as you round the corner. The smell of pungent herbs is strongest here. The hallway opens up into a small room, where it looks like bodies were prepared for their final rest. The stone flooring is similarly absent in this room. The group spies a mound of dirt with a withered hand sticking out of it. A dirt-colored humanoid figure sits against the wall with a shovel on its back. The figure looks up at you, its eyes looking like deep pits.
"Hessster, you've sssent friendsss!" the creature hisses as it prepares to attack.
Initiative:
Rosa: 1d20 + 4 ⇒ (3) + 4 = 7
Dagmarr: 1d20 ⇒ 15
Frostine: 1d20 + 2 ⇒ (20) + 2 = 22
Sig: 1d20 + 2 ⇒ (3) + 2 = 5
Thorgr: 1d20 + 1 ⇒ (3) + 1 = 4
Jerrica: 1d20 + 4 ⇒ (2) + 4 = 6
Creature: 1d20 + 5 ⇒ (13) + 5 = 18
Round 1: Frostine, Creature, Dagmarr, Rosa, Jerrica, Sig, Thorgr
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine makes a face, "Ewww...gross." She says, raising her hand and firing off a couple of magic missiles at the creature.
Take a bath: 2d4 + 2 ⇒ (2, 4) + 2 = 8
The creature burrows into the ground as Frostine's spells hit it.
Round 1: Frostine, Creature, Dagmarr, Rosa, Jerrica, Sig, Thorgr
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Unsure of where the creature went, Rosa holds her weapon at the ready as she moves forward to give some of the others some room to maneuver.
Move to C5 and hold my action till that thing rears it's ugly head.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
Dagmarr moves to stand back to back with Rosa, likewise preparing to strike should the creature surface.
move to D5 and hold action
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Jerrica moves against the wall and waits.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
Thorgr moves across from Jerrica, sword at the ready.
♀ Human Skald 4: HP 24/26: AC 19 Touch 12 FF 17 : Fort: +6 (+7 vs cold effects/ +10 vs cold environment) Reflex:+3 Will:+4 (+8 saving throws made against bardic performance/ sonic or language-dependent effects.) Cold Resistance: 2
Sig moves up, beginning her song of rage and power, infusing her companions with might.
Move to D9
Raging song 6/18: Inspired rage +2 (+2 Str/Con, +2 Will)/ Guarded stance +1 to AC vs Melee (2 rounds) all who accept.
Round 2: Frostine, Creature, Dagmarr, Rosa, Jerrica, Sig, Thorgr
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine stays where she is and reloads her crossbow.
Holding the rest of my action till it pops up.
The creature emerges from the ground in front of Thorgr.
Everyone take your held actions.
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
The sudden appearance of the creature throws off Thorgr's attack.
F Human Sorcerer [Boreal (Rime-Blooded)]4; HP: 21/21; AC: 13, FF: 10, T: 12; Fort +2, Ref +4, Will +6; Perception +5; Init: +2
Frostine takes aim at the creature and fires.
Poke you: 1d20 + 9 ⇒ (14) + 9 = 23
Ouchies?: 1d8 + 1 ⇒ (5) + 1 = 6
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Rosa follows suit and fires at the creature.
Pewpew: 1d20 + 9 ⇒ (16) + 9 = 25
Gotcha!: 1d12 ⇒ 11
The creature makes a gesture as it is struck and a pit opens up beneath Thorgr. "I will bury you aliiiive."
DC 17 Reflex Save or you fall in and take 1d6 ⇒ 2 non-lethal damage.
Round 2: Frostine, Creature, Dagmarr, Rosa, Jerrica, Sig, Thorgr
Male Human Fighter 4 HP: 28/46, AC:20 T:11 FF:19, F:+7, R:+3, W:+3 (+1 vs. fear), Perception: +4, Init: +1
Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Thorgr nimbly (for a man in full-plate armor) jumps back from the newly opened pit. "Not today, fiend!"
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
Dagmarr sends a burst of scintillating energy rushing forth, burning into the undead.
Channel Positive Energy DC 16 Will for 1/2: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Will Save: 1d20 + 5 ⇒ (19) + 5 = 24
The creature resists Dagmarr's channel.
Round 2: Frostine, Creature, Dagmarr, Rosa, Jerrica, Sig, Thorgr
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Not liking where this is going, Rosa drops her gun and pulls out her warhammer.
Stepping up to the vile little creature, Rosa swings her hammer at it.
Bamola?: 1d20 + 4 ⇒ (2) + 4 = 6
"I hate this damn thing! Why do I bother?" She complains grumpily as her swing goes wide.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Jerrica steps up to attack.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25; Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Jerrica strikes down the creature, which turns into a mound of dirt.
Combat Over.
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Putting away her hammer, Rosa picks up her musket. Shaking her head she says, "Gross little creature. Well, is everyone okay and ready to move on and see what other disgusting little things we can find?" She asks, sounding annoyed. Even though she trained more with her firearm than she did regular weapons, she thought she should be better with a hammer than that.
♀ Human Cleric 4: HP 28/28/: AC 18 Touch 10 FF 18 : Fort: +6 Reflex:+1 Will:+8 : Channel 5/7 Rebuke Death 7/7
"Yes, let's move on." Dagmarr says in agreement.
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