The Rift (Inactive)

Game Master Nicos

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Luc delays, He can act twice next turn.
==========================

Monster B completes his summoning spell

Monster b needs 75-100: 1d100 ⇒ 77

An identical monster appears next to Aimai and inmediately attacks the gnome

Monster C Bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (4) + 1 = 5 - Hit for 5 damage.

After finishing his summoning, Monster B rushes into melee. It attacks swift

MOnster B Bite: 1d20 + 4 ⇒ (6) + 4 = 101d4 + 1 ⇒ (1) + 1 = 2 - That's amiss

===============================0

You guys turn. There are two enemies now. Monster B in front of Daverion and near to Duriving. And Monster C in front of Aimai.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Swift returns the favor and bites monster b.

bite: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Daverion follows up with a sword slice-

Cold Iron Longsword: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

"If you can, get to that new one- it might be able to summon again!"

Remember +1 to attack and saves vs. fear from bless!


Daverion Nacklo wrote:

"If you can, get to that new one- it might be able to summon again!"

Kn arcana or planes DC 15:
Summoned creatures can't summon more creatures

| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc charges at C with his sword in a two-handed strike.

Charging attack: 1d20 + 8 ⇒ (16) + 8 = 24
Slashing Damage: 1d10 + 6 ⇒ (2) + 6 = 8

At Daverion's mention he tries to remember his training.

Knowledge Arcana: 1d20 + 7 ⇒ (6) + 7 = 13

He then attacks again with a double-handed cross slash

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Slashing Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Crit Confirm: 1d20 + 6 ⇒ (2) + 6 = 8
Crit Damage: 1d10 + 6 ⇒ (5) + 6 = 11


Those are two solid hits that would have killed a boar right there, but the creature proves to be very sturdy and hard as a rock.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Durivig steps carefully around the demon into flanking with Daverion.

He tries to take a low swing whie its eyes are focused on the gnome.

Battleax: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Everyone, don't forget that if you were on this side of the original monster, you were healed up a little from my channel.
K.Arcana: 1d20 + 4 ⇒ (2) + 4 = 6
Aimai isnt able to remember much about these creatures, or their types of magic.

Not liking the monster one bit, Aimai strikes out with her staff.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5

No luck with the dice of today.

She moves away, towards the other monster, to be in-between both of the, and about 15 feet from each of them.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

K.Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Ain't sure about much when it comes to these critters.

Attempts to lay a curse of Misfortune[AC 15 Will] on Monster C


will save : 1d20 + 1 ⇒ (11) + 1 = 12


Seems that the forum already stabilized

Monster C attacks Luc (Roll twice and take the lowest)

Perception: 1d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (16) + 4 = 201d4 + 1 ⇒ (1) + 1 = 2 - Miss
Perception: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (15) + 4 = 191d4 + 1 ⇒ (3) + 1 = 4 - Hit
Perception: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (1) + 4 = 51d4 + 1 ⇒ (1) + 1 = 2 - Miss

MOnster B attacks Daverion

Perception: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 1 ⇒ (4) + 1 = 5 - Hit
Perception: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 1 ⇒ (4) + 1 = 5 - Hit
Perception: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 1 ⇒ (2) + 1 = 3 - Miss

Monster B is one hit away from dying. Monster C might need two attacks

==============

Your turn.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Thats a lot of Perception checks hah.

Durivig takes a swipe at Demon B, aiming to finish it off!

Battleax: 1d20 + 8 ⇒ (4) + 8 = 12

Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Boil Boil Toil and Trouble

Jean lays his evil eye upon monster B, Targeting his AC. [Will save DC 15]

"HAHAHA! That creature is almost dead, someone hit it!"

Jean shouts, pointing at Monster B before continuing his mad cackling.


Will: 1d20 + 1 ⇒ (9) + 1 = 10 - fail


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Swift bites again.

bite with flanking and bless: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20

damage: 1d6 + 1 ⇒ (6) + 1 = 7

trip attempt: 1d20 + 3 ⇒ (14) + 3 = 17

"take that foul beast!"

cold iron long sword + flanking, bless, prone: 1d20 + 3 + 2 + 1 + 4 ⇒ (19) + 3 + 2 + 1 + 4 = 29

damage: 1d6 + 2 ⇒ (3) + 2 = 5

confirm: 1d20 + 3 + 2 + 1 + 4 ⇒ (8) + 3 + 2 + 1 + 4 = 18

potential extra damage: 1d6 + 2 ⇒ (2) + 2 = 4


Monster B dies. I can't find anything that says that the summoned creature dissapears when the caster dies, so monster C is still there


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Frowning slightly, I guess the beers are on me tonight. she says as Aimai moves forward and wacks the remaining creature.

Quarterstaff: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 ⇒ 4


The quarterstaff hit the target, but bounces harmlessly, unable to damage the creature.

Luc's chance to finish the fight


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc pivots and slashes out at the last creature.

Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Slashing Damage: 1d10 + 6 ⇒ (9) + 6 = 15


Luc can flank with Aimai with a 5ft, so it's a hit and the creature dies and dissolves into a pool of unknown acrid viscous liquid.
==========================================

You investigate the surroundings and find no traceable trace of the other creatures. They are not around and you can safely investigate the Johansen house.

It's the worst case scenario. The floor is sticky due to blood and the house has a stench recently spilled entrails. The only remaining of the Johansen are some torn clothes.

I will not tell what your characters felt leaving that place, that's up to you. But in walk back to town the crimson aurora to the east lighted ominously, as if all the evil of the world were to be set loose over this cold land.

Back in the smoking pipe, everyone (to whom you decide to tell this story) is shocked and utterly worried.
===========================

Whether you go to sleep or keep a watch, the rest of the night passes without more incidents, though the air feels heavy.

The next day you are awaken by the murmur of the townsfolk outside, they are surprised, and somewhat alarmed that the red lights are still visible at this time of the day.

You level up


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Durivig is morose after the events back at the tavern and takes Aimai up on her offer of a drink. He mulls over the events with a beer while rolling a silver locket between his fingers.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Uses his strange magic on his Allies and heals each one of them while they rest at the INN. Communes with Brenda in private and is imparted with newfound knowledge before going to bed, Such a good chicken.

Used the Healing Hex on everyone who is Injured

Cure Light Wounds:
Luc: 1d8 + 2 ⇒ (5) + 2 = 7
Durvig: 1d8 + 2 ⇒ (2) + 2 = 4
Aimai: 1d8 + 2 ⇒ (7) + 2 = 9


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc's blade begins to whisper in his mind, this is what his mother warned him about.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Durivig nurses his wounds from the night before and thanks the strange laughing human.

"I 'spose I ought to give thanks 'fer being 'round all these healers." Durivig makes a quiet prayer to the dwarven pantheon.


In all the inn the screaming voice of a crying girl can be heard.

Where are my fingers!?, where are my fingers!?, give me my fingers!

The screams last for two hours.
========================

The members of the caravan you belong are scared. Most of them talk about leaving right now. A few comments about some menacing dark clouds on the horizon. Normally, the caravan would wait a little to see if the clouds foretell about an early winter storm, but with the recent event they don't know what to do...some of them look about the brave people that faced the night dangers (you) for advice

=========================

The townsfolk reunite in the towns small and rarely used town hall. Father Olav informs them what happened, but he can't really answer their questions.

Is this an isolated tragedy or does it warns about an impending danger for all of us?.

Nobody answers that question.

In any case, the days are short and soon will be dark again.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"We ought to get rolling again as soon as possible. It ain't safe out here in the sticks without a proper wall."


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

"I agree with Durivig, lets get inside, and do some investigation in the daylight"


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"Yes, no sense exposing ourselves to undue danger. Perhaps we can gather some more information at the inn?"


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"Dark times are ahead, We'll continue the investigation at first light then."


You, and the other members of the caravan wait in the inn for the dawn. Any conversation about the incident leads to townsfolk saying that things like that have never happened. There have been encounters with wolves and the occasional wandering goblin, but nothing as unnatural and ungodly as what happened to the Johansens.

When finally the sunlight comes it feels like a relief for all the worried people. But the morning proves to be gray and colder than expected, with a slight snowfall.

The dark clouds moved in the direction of your destination, and they don't have a good aspect.

Survival DC 15:
At least for the next 24 hours, there will be heavy snowfall in your path if you choose to travel. Probably accompanied by strong winds.

=========

While the townsfolk discusses how to protect themselves, the members of the caravan have to decide if they leave or if they stay and wait for the possible snowstorm to pass.

They can't agree, of course. Some want to leave now, others, specially the ones with children, want to wait.

In the end, they all look at you, with the respect you have recently earned, and they expect you to decide.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Survival: 1d20 + 7 ⇒ (18) + 7 = 25

"Weather is lookin to be harsh, If whatever is out there can pass through the snow with ease, then they could easily ambush a long caravan drudging through the snow. if they can't then there is little risk of them attacking the town either, Seems like the safest bet would be to hole up till the snow passes. Better to be caught warm and well rested then Cold and Tired from a day of travel. We aught to round up some good Men and organize a watch.

Are there any armed guards with the caravan, other than us?


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai thinks about what she can do. The only thing that i can do is allow myself free passage for a short time... but i cant do it as a group. He stands back and waits.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"Oi'll be honest wit ye. I think we ought ta bundle up and push through. If'n we get snowed in, who knows how many o' them horrors will come. I dinnae know if they will be frozen ta their britches like we will be. This place has an evil to it aye. We'll be in danger all the same."

Durivig sharpens his axe with a whetstone while he speaks. His hard eyes glance to everyone in turn.

"I ain't a coward though ye see? If'n ya want ta plant yer feet in. Oi'll do me duty. This is as sturdy ground as any."


J e a n wrote:


Are there any armed guards with the caravan, other than us?

A handful of armed Level 1 NPCs.

Stay or leave. Youa re five, so whatever option that get more votes is the chosen one


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc has been sitting his hand on the hilt of his blade, mumbling under his breate. He starts and pulls his hand back.

"Oh! ah!. I say we stay."


Aimai and Daverion opinion?


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Looking at the snow that will eventually fall outside, Aimai puts their opinion out there. Lets stay by the fire. Its cold outside.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Jean feeds corn to Brenda

"Good Brenda, who's a good chicken?"


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc runs his hand across the hilt of his again, and decides to go talk to Jean.

"Far be it for me to cast judgment, but does your chicken speak to you?"


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"Oh yeah all the time, she's a smart little lady, Watch."

Jean picks up Brenda and gives her a little squeeze

"See, she said Bwawk!"

The Old man cackles madly, like that was the funniest joke in the world.


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc looks to his hand where is is absently holding the pommel of his blade. "Yes, you where right, he and I are no different.

He sighs deeply moving his hand, "Can I but you a drink?"


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"Sure, something foamy."


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"Mr. Durivig, I don't feel so good."

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