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
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 attacks the one Frostine damaged.
Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Not good enough.
Round 2: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
♀ 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
Stepping around Jerrica to stand beside her, Dagmarr swings at the skeleton with her blade.
+1 Longsword: 1d20 + 6 ⇒ (8) + 6 = 14
Magic/slashing: 1d8 + 2 ⇒ (7) + 2 = 9
The skeleton's armor proves too much for Dagmarr to overcome.
Round 3: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr
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 keeps attacking, thinking that perhaps her persistence would wear the skeleton out at the very least.
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
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
Sig? Were ya gonna attack the skeletons?
♀ 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
Copntinuing to sing as she fights, Sig fails to strike the far tougher than expected skeletons.
Masterwork Battleaxe/Raging song: 1d20 + 6 ⇒ (4) + 6 = 10
1d8 + 3 ⇒ (3) + 3 = 6
The skeletons turn their focus to Thorgr and Sig.
Vs Thorgr: 1d20 + 7 ⇒ (20) + 7 = 27; Confirm: 1d20 + 7 ⇒ (15) + 7 = 22; Damage: 2d8 + 6 ⇒ (1, 4) + 6 = 11
Vs Sig: 1d20 + 7 ⇒ (16) + 7 = 23; Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Round 3: Jerrica, Sig, Skeletal Champions, Rosa, Frostine, Thorgr, Dagmarr
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
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 fires off a couple more bolts of energy at the skeleton in front of Dagmarr and Jerrica.
MM: 2d4 + 2 ⇒ (3, 1) + 2 = 6
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 grunts as he is hit hard by the skeleton and retaliates with a sword swing of his own.
Attack: 1d20 + 10 ⇒ (12) + 10 = 22; Damage: 2d6 + 9 + 4 ⇒ (6, 3) + 9 + 4 = 22
Between Thorgr and Frostine, the skeletons are finally defeated.
Combat Over.
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
Letting out a breath she didn't even know she was holding, Frostine runs to Thorgr as the last skeleton falls.
"Are you alright love?"
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Rosa looks at Jerrica, "I guess we should see what they were guarding huh?"
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
"I'll be fine," Thorgr answers. "It's nothing too serious."
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 nods, looking around.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
At the end of the hallway are two large metal doors. They appear to be made of something other than iron. The door handles are fashioned to look like angel wings. On the right side of the hall is a simple wooden door with a padlock on it.
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Rosa takes a look at the doors, "Huh....interesting. Which ones should we try to open first?"
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Rosa doesn't sense anything unusual.
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 pulls out the key that they had found earlier and gestures to the wooden door with the padlock. "I think we should try that first."
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, "That sounds like a good idea to me."
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
"I didn't see anything that hinted at something unusual about the doors when I was checking them, if you wanna give it a try Jerrica." Rosa says, vocalizing her findings.
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 unlocks the padlock and pushes open the wooden door.
Inside the room is a bed with a skeleton laying upon it, a pile of dirty dishes and a simple wooden desk with a dusty journal upon it. The skeleton has a silver chain with a medallion around its neck.
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 looks around the room, "Huh, I wonder who that was."
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
Rosa looks around the room.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Rosa doesn't discover anything more interesting than what's already in the room.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
"It might be the guy who brought the scroll down here," Jerrica says. She looks over the medallion before going to the journal.
The medallion is a symbol that Jerrica has never seen before. The final entry in the journal reads:
"It's been a few days since they've brought me food...I hear noises in the hallway...my symbol shall protect me from undeath...the door shall not open to anything other than a god's touch...even if they bypass that...the guardian shall deal with them...I am tired and my stomach gnaws upon itself...I have done my duty."
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 relays what she read. "I don't think we'll get through that door. Maybe we should head back."
Female Dhampir Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10
She shrugs, "Maybe Arista will have some idea what it means. We should take these things and show them to her. Should we bury him or something?" She asks, unsure of what to do with the remains.
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
"We'll leave that up to Arista as well, I think," Thorgr says. "I'm not keen on finding out if he'll rise from the dead or not. Just lock the door on the way out."
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 with her husband, "Yeah, that should be left up to Ms. Arista. Besides, we've already cleared everything out, so getting back to this point won't be difficult if we need to come back. Let's just get out of this place for now. I detest being underground. It's so....dirty." She says, while making a face.
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You make your way out of the crypts, making sure you leave it the same way you found it. As you emerge into the afternoon air, you see four figures approaching the town.
This will continue in Reclamation. Once Mark has caught up, I'll make this game inactive.
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
Actually, I believe it would be five people. Sadhana, Cyna, Sienna, Celia, and Roshan....yeah, that's five. It's fine though. After so long it's hard to remember who went with who.
Frostine indicates the figures approaching the town, "Looks like we might have company. Hope they're not lookin' for trouble."
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