Times of Turning: Final Days (Inactive)

Game Master DarnChaCha

Initiative Order:

Order:

Skeletal Horde
?3
Brunkk <=
?1
?2
Percy
Brassfist
Seraxiss


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Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss goes outside to see what the hubbub is all about.

"Let'sss go Brunkk. Nothing more we can do here."


Male Pig CR 1/3 Pig |

As you both go outside, you can hear yelling, the smoke in the distance is getting thicker and you can make out fire, There are people running around, and you can see one man being dragged away from the fire, having received some kind of injury.

"Where did the dead men go?"
"They ran back into the forest."

You hear two men shouting at each other. After a little while, people start to notice the two strangers coming out of the shop.

"Monsters! More of them!"

shout the peasants, none of them are warriors and being already panicked they start to run away, scrambling in all directions.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Brunkk rubs the back of his head awkwardly.

"T'ink they're in the mood to argue semantics?"


Male Pig CR 1/3 Pig |

You could probably try and convince the ignorant masses that you are clearly alive and had nothing to do with this, you could assist in the fires, that might also help make your case. Though with this talk of dead men fleeing into the woods, These must be a connection to the Necromancer. You could always follow them.

Your options as they seem to be are to either

1) Assist here and wait for the hunter to return as a guide.

2) Follow the Dead men into the woods, track them through the woods, hopefully back to their place of origin.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

"Let'sss follow the undead. Who knowsss if the huntersss are even alive?"

Survival if I need it: 1d20 + 7 ⇒ (13) + 7 = 20


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Brunkk grunts in agreement.

"Better than tryin' to convince that mob the Ogre's not responsible."


Male Pig CR 1/3 Pig |

The mob that assaulted the provisioners left a easy trail to follow up till the forests edge, You pass by a few thatch houses that have been set ablaze but the peasants seem to have it under control. Once you reach the woods it's a little harder, But Seraxxis is able to pick up skeletal foot prints in the underbrush. And you follow them into the forest, as the forest gets denser the tracks become more difficult to spot and progress slows.

It was an hour and half past noon when you left the village. several hours pass without incident and it starts to grow dark, With a thick canopy over your head, it's almost pitch black. before long you all are trudging in the dark, At which point you lose the trail.

DC 21 Survival check to pick it back up in the darkness. The DC is 23 if you decide to do it by moonlight.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

I have Low-Light Vision if it helps. Or actually...

Seraxiss claps his claws together and taps the Buckler on his arm which promptly begins to produce Light.

I cast Light.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

You said I get to choose a skill to put free ranks in, right? If so, I max Survival.

Survival Aid: 1d20 + 8 ⇒ (3) + 8 = 11


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Nah it's not that good, it just gives you a +1 bonus(not ranks) and makes it a class skill.


Male Pig CR 1/3 Pig |

The DC was presuming low light vision. The light makes it easier to make out the tracks, But comes with the obvious risks that trudging around with a blinding light does.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Survival: 1d20 + 8 ⇒ (10) + 8 = 18

If that fails, he'll risk a Spirit Surge since he can make it after he knows whether it will fail or not.

Spirit Surge: 1d6 ⇒ 1


Male Pig CR 1/3 Pig |

You spend a good twenty minuets looking for signs of the tracks in the thick underbrush, You feel almost convinced you'll have to give up till morning. But Brunkk is able to locate suspicious scrapes on the trunk of a tree, that would of gone unnoticed otherwise. They are artificial and indicate a direction, you are able to get back on trail.

With Brunkk's Aid Another you had just enough to pass. good job!

After you regain the trail you travel again for several more hours by magical light, Soon the trail starts to head up the slope at the base of the mountain, It is nearing Two past midnight before anything changes, As you go up another slope you hear the whistle of air and a thud as an arrow lands in the dirt right at Seraxiss's feet, The arrow soared from outside both of your visions but you can tell from how landed that it came from ahead.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Trickster Influence Penalty:

You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you.

Seraxiss follows the tracks the best he is able until nightfall, upon which he calls upon the Trickster's aid, despite knowing the dangers involved. A sharp spike of pain lances through his brain as his psyche becomes muddled.

Serenthia, no wait, Seraxiss hisses a curse and snaps her jaws open and closed again.

"Dont touch me!" The Lizardfolk clutches his head with one hand and winces.

"Brunkk- no, who are you? No, I know who you are. Sssorry, pleassse bear with me until morning. I should have the tracksss now." Seraxiss eyes Brunkk with no small amount of suspicion and occasionally looks over her shoulder at the ogre before scanning the rest of the area.

When the arrow hits the ground, he immediately dives behind a tree for cover and goes silent.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Brunkk takes a look at the trees around him and decides taking cover is futile.

Instead, he moves towards where he thinks the arrow came from, collecting a few nice chucking rocks as he does, and readies himself for the next arrow.

He looks back briefly at his scaly partner to make sure he's not trying to sneak up behind him, but otherwise keeps going until he sees who's shooting at them.

Standard: Martial Flex for Deflect Arrows, Move: move forward and grab some rocks.

If another arrow comes flying at him, he casually flicks it out of the arrow with his meaty fingers.


Male Pig CR 1/3 Pig |

Seraxiss Do you keep your light on or flick it off?

Perception DC 25:
Before you reach the slope you hear a small rustle in one of the tree's just at the edge of the clearing, You see what looks like a humanoid figure, they've gone of great effort to hide themselves in the branches, After staring at it for a bit, They look like a young human man, clutching a bow to his chest.

Without the light he just stares at where it last was, if the light remains on but stationary he stares at it, If you are approaching with the light he begins to draw another arrow and notches it.

As Brunkk approaches foreword he does not get shot at, And as he goes up the slope he see's that the trees break into an opening at the top of the slope. He can make out the crumbling walls of two buildings just in the at the edge of his vision.

Perception DC 23:
In the distance you can hear clinking, like someone banging metal to metal, Each clink is two seconds apart without pause. It's coming from the direction of the buildings, but you can tell it's some distance away.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

I keep it on.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Serenthia sits tight behind cover, partially convinced Brunkk has abandoned him and lead her into a trap. Also partially convinced Brunkk is simply leading the charge while Seraxiss sticks out like a sore thumb.

"I don't know what you want bandit...or perhapsss you are the elves I heard about in town...but you will not find me easy prey!" And with those words, Seraxiss drops the light spell.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

"Hrn. Blacksmith?" Brunkk mutters to himself, and heads toward the sound at speed.


Male Pig CR 1/3 Pig |

As you walk to the edge of the clearing.

1d20 + 10 ⇒ (14) + 10 = 24

"Skkkt, Skkkkt, Hey stop."

hisses a voice from above your heads. They are clearly trying to be quiet but having noticed the party they want to get their attention.

"Don't go out there, there are dead things there."

the voice hisses from the darkness, now being able to pinpoint a voice, you can make out the human in the tree, He is squinting in the darkness and seems to be having trouble seeing who he is speaking too, but he does seem to know you are there.

"Who is that?"

he asks.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss slips closer, moving from tree to tree.

"How do I know you're not with the Necromancer?" Serenthia calls out, clutching the tree and digging his claws in with a bit of tension.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

"Huh? You the one who was shootin' at me?"


Male Pig CR 1/3 Pig |

"Necro what? I ain't working with no one. Me and my pa came here while hunting and there where dead things, They attacked me and pa and I got away... I think They got pa though. So I stuck around to see if I could get his body back."

Said the young hunter, pausing for a second.

"I saw your light, I thought you might of been from the village, I just tryin to scare you away... But you don't sound like you're from the village too different sounding. "

He pauses again, shuffling around.

"Look, Y'all gotta be careful, This is my third moon hiding in the tree and I've been watching all the dead men, there are more of them every night, They attack anything livin that gets near them, not just folk like us, I've seen them picking fights with darn near any animal that gets close to them. They just wanna kill."


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

"We're here to nab the guy that's makin' all the undead."


Male Pig CR 1/3 Pig |

"Well, It must be the man we brought here then, I knew that man seemed weird, all jumpy and stuff, but he paid pa in gold so we brought him... There are dead men in the town. And just to the west of the town they dug a big hole to get at the dead people in the ground, There are some there too. I see them taking the bones through the day. They take them all to the old mine just a little ways up the mountainside. I think that must be where he is, Ain't no one in the town but dead men."

He pauses for a second to think.

"One of the dead men in the town ain't the same as the others. it looks like any other deadman, save for the beard. but I've seen it attack the others that get close to it, and it spends day and night working at the old forge. But It is probably don't matter, I can guide you to the cave if you want, it's just a little east of here."

Religion 14:
It's well known that rudimentary skeletons can't do complex skills like forging.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss pops up out of a bush near the two.

"Thisss blacksssmith sssoundsss interesssting. If it killsss the other bonesss then perhapsss it can be of use. Mossst undead lack the ability to sssmith."


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

"Yup."

Brunkk keeps walking the way he was going before.


Male Pig CR 1/3 Pig |

"Ok...If you think that's wise, My name is Percy By the way, Percy Jr. to be exact... If you're gonna go in there then I wanna come along, I'm well enough with a bow and I can be real quiet like, I wanna see if I can find my pa's body."

Said the human, holding out his hand to both Seraxiss and Brunkk for a shake.

"The ones in town have been stripping all the wood from the old houses, I'm not sure why, but they ain't good at spotting so if we're real quiet I we can walk circles around them."

Unless you say otherwise Percy Jr. Joins your group.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Kill him, he already tried to shoot me once. As soon as we get into a fight, he'll turn on us.

Seraxiss nods slowly, but refuses physical contact.

"I can be quiet...but Brunkk isss a bit...notisssable"


Male Pig CR 1/3 Pig |

The Human nods.

"He does look pretty big, He'll knock some skulls real good I bet."

As you both continue on into the village, Percy keeps a few paces behind you two, taking quiet careful steps even though Brunkk's stomps thunder into the night.

Running off Brunkk I'm guessing you guys B-Line towards the banging noise.

You three go between the two crumbled buildings and continue on, there are a good dozen or so shacks in this dead village,

As you approach the center of you village you come up to a large central well, Circular and about five feet in diameter.

From here you see two distinct buildings.

One is a large wooden building, One story tall but compared to the shacks it's huge, and could easily fit 10 of the tiny shacks inside it. It has big double doors that are wide open. It's an old warehouse.

Across a overgrown ruddy track from the Warehouse you see what is clearly the smithy, It's made out of stone and unlike the rest of the buildings, does not seem to have fallen into disrepair in any noticeable sense, you can see smoke coming from a stone chimney at the roof, and the faint red glow of a fire glows around the cracks of the smithy's door.

Engineering Common Knowledge:
The Structure is clearly dwarven, each stone block that made it was chiseled into a firm a solid shape, as far as dwarven homes go it's Quaint and simple, but it's still made of the finest Dwarfmanship and could easily stand the test of time better than simple huts made by peasants.

Still assuming here.

As Brunkk Lumbers over to the Smithy where the bangs can be heard, The noise is suddenly interrupted by the sounds of bones rattling, as from the darkness of the warehouse.

Seraxiss: 1d20 + 2 ⇒ (14) + 2 = 16
Brunkk: 1d20 + 2 ⇒ (17) + 2 = 19
Percy Jr.: 1d20 + 3 ⇒ (10) + 3 = 13
?: 1d20 + 6 ⇒ (20) + 6 = 26
?: 1d20 + 6 ⇒ (3) + 6 = 9
?: 1d20 + 7 ⇒ (13) + 7 = 20

From the Shadow of the Warehouse Emerges a Skeleton wielding a Long spear in it's hands.

And right behind it comes along a skeletal creature of some kind

It appears to be a mass of mismatched humanoid bones that have been bonded together to create some kind of squat six legged abomination. It's central body is four rib cages that have been attached spine to spine in a circle with the rib cages points skyward. Six human legs jut out from it's central body at strategic points on the edges, It's has four arms coming out of the front, and two human skulls snaking from just above it's arms, The pair of skulls are attached to the body by long separated spinal cords. The closest creature it seems to parody is that of a crab.

It is squat standing at only about four feet high, but it's wide base takes up the space of a large creature

knowledge Religion DC 13:
It is a Skeletal Amalgamation, A sick fusion of Necromancy and Golemancy, These creatures are typically the result of Necromancers creating a creature to fulfill specific tasks, Or out of fascination with the often strange and horrifying creature they can invent. They Are Undead, Immune to Cold, Resistant to all physical damage except bludgeoning.

The Skeleton charges straight at Seraxiss Long Spear out, and attempts to plunge it into him

Attack: 1d20 + 5 ⇒ (1) + 5 = 6

But the bumbling skeleton just drives it into the ground instead.

While the Clattering Six footed monster lumbers in an awkward path towards Brunkk.

It's Brunkk's and Seraxiss's Turn.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss hisses at the skeleton and for a moment has a clear mind as his combat instincts kick in. He proceeds to try to tear the bones apart.

Bite: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d3 + 7 ⇒ (2) + 7 = 9

Claw: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

Claw: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 7 ⇒ (1) + 7 = 8


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Brunkk quite delicately, and with finesse BASHES THE SKELETON THING OVER THE HEAD WITH HIS FISTFUL OF BIG ROCKS

Power Flurry: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Power Flurry: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 8 ⇒ (5) + 8 = 13


Male Pig CR 1/3 Pig |

I'm gonna try out this line thing Lemmy does, to help split up actions.

Seraxiss's Teeth scrape harmlessly against bone, and his first swing bounces off the monster, but his final swing causes the bones to crack sickeningly.

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Brunkk drumps a whole heap of stones onto the skeletal crab, Bones and rib cages crack and splinter, but the creature still stands.

-------------------------------------------------------------------------

Percy who is still somewhat blinded by the darkness draws his bow and takes a shot at the big bone crab.

Bow Shot: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (19) + 7 = 26

Damage: 2d8 + 2 ⇒ (1, 1) + 2 = 4

What a shot!, the arrow strikes the crab in it's most structurally vital point. But the pointed arrow just bounces off.

Damn
-----------------------------------------------------------------------

A skeleton also wielding a long spear comes out of the Workshop, and he charges up to Seraxiss thrusting at him.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17

But it misses

The other skeleton drops his spear and tries to slash and bite at Seraxiss.
Claw 1: 1d20 + 3 ⇒ (1) + 3 = 4

Miss

Claw 2: 1d20 + 3 ⇒ (20) + 3 = 23

Potential Crit

Bite: 1d20 + 3 ⇒ (14) + 3 = 17

Miss

Confirm: 1d20 + 3 ⇒ (9) + 3 = 12

Damage: 1d6 + 1 ⇒ (2) + 1 = 3

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The Skeletal crab raises it's self up and uses the full force of it's dense body to slam into Brunkk, While it's hands reach out to grab and claw at the ogre.

Slam: 1d20 + 7 ⇒ (6) + 7 = 13

Miss

Claw: 1d20 + 5 ⇒ (6) + 5 = 11

Miss

Claw: 1d20 + 5 ⇒ (3) + 5 = 8

Miss

But all of the large ogre holds his ground well.

--------------------------------------------------------

6 Blunt damage to Seraxiss, It's Brunkk's and Seraxiss's Turn now.

The Skeletons are both directly in front of Seraxiss, One behind the other using his reach weapon/


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss keeps trying to pull the skeleton apart.

Bite: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d3 + 7 ⇒ (3) + 7 = 10

Claw: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 7 ⇒ (1) + 7 = 8

Claw: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 7 ⇒ (4) + 7 = 11


Male Pig CR 1/3 Pig |

After the first two hits the skeleton falls apart.

I don't know if Natural attacks are the same as a full attack with multiple strikes, I could not find anything that clarifies that for me. But I don't see why they would be any different.

Core Rule Book wrote:
Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

So unless natural attacks work differently, No clue why they would. you can make a 5 foot step forward and bap the other skeleton with your last attack, I'm going to assume Seraxiss does that unless you say otherwise.

Seraxiss steps forward and slashes the other skeleton too.

Brunkk's Go.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

That is correct, you can do that.

Brunkk smashes the skele-crab again.

Power Flurry 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

Power Flurry 2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Confirm?: 1d20 + 5 ⇒ (11) + 5 = 16
Crit Damage?: 1d8 + 8 ⇒ (8) + 8 = 16


Male Pig CR 1/3 Pig |

Brunkk hits really hard, Old Crabbo didn't even get to use his special move :(

Brunkk clearly wanting to show Percy how you actually defeat a giant enemy crab. Hits him in the same weak point for maximum damage, It falls apart into chipped bones and crumples to the floor.

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While Percy draws his bow and shoots at the last skeleton.

Bow Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

the shot hits but again just clatters off him, Percy curses realizing that his bow is not very effective against these creatures.

-------------------------------------------------------------------------

The last skeleton just thrusts at seraxiss

Attack: 1d20 + 3 ⇒ (9) + 3 = 12

Weakly bounces off his armor.

------------------------------------------------------------------------

There remains only one skeleton, He's five feet in front of Seraxiss. The Crumbled bones of the Crab start to clatter as individual bits of him begin to lose their connection to undeath and return to regular dead.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss crouches low and lunges for the skeleton mid section with his teeth and tries to rip the legs off with his claws.

Bite: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d3 + 7 ⇒ (3) + 7 = 10

Claw: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 7 ⇒ (1) + 7 = 8

Claw: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 7 ⇒ (3) + 7 = 10


Male Pig CR 1/3 Pig |

The last skeleton looks on the verge of crumbling, He clatters with hatred in his black empty eyes.


Male Pig CR 1/3 Pig |

BRUNKK, TIME TO SMASH!!


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

Brunkk doesn't feel like moving, so he just casually throws two of his rocks at the skeleton.

Rock Flurry: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Rock Flurry 2: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

"Hrn. Skinny target's hard to hit."


Male Pig CR 1/3 Pig |

Percy needs to roll max damage to kill it, can he do it? Can he prove himself?

Percy Takes a shot at the skeleton.

Bow Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

*plink*

I just found out Bow's do x3 Crit damage, I messed up before.

-----------------------------------------------------------------------

The Skeleton thrusts, He puts his backbone into this one.

1d20 + 3 ⇒ (16) + 3 = 19

x3 crit, shame.

-----------------------------------------------------------------------

Someone Just do 4 damage to this guy already! He's begging for it.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss bats at the skeleton with his claws before going in with his teeth.

Claw: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Claw: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Bite: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d3 + 5 ⇒ (2) + 5 = 7


Male Pig CR 1/3 Pig |

The first two claws miss, obviously enraged at the idea of another round of misses, Seraxiss actually bites into the bag od bones and rips it apart.

The Last skeleton falls to bits, and the area returns to silence, except the metal banging noises coming from the Smeltery, It had never stopped the whole fight despite all the odd noises.

Appraise dc 14:
If you take the time to look at the spears, they look well made, not masterwork by any means, but unlike the rusted crap the skeletons at the provisioner's, they look professionally done.


HP: 39/39| AC: 19 FF: 17 Touch: 11 CMD: 21| Init: +2|Fort +7, Ref +6, Will +3|Perception +7, Sense Motive +7| Darkvision, Low-Light Vision

"Good. Let's move." is all Brunkk says, before heading into the Smeltery.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss crushes the bones between his teeth before spitting them out.

"This is why you should eat your dead."

At Brunkk's words, Serenthia snaps her head in his direction and eyes him warily before following.


Male Pig CR 1/3 Pig |

As Brunkk, Seraxiss, And Percy open the door they are struck by a searing heat, not enough to injure, but enough to make the warm blooded immediately sweat. It's a small building, and Brunkk finds himself needed to squat just a tiny bit to avoid scraping his head on the roof.

The Building consists of one central room, the walls looks like they where lined with wooden shelves at some point but they have all either rotted away or been ripped right out of the wall, Littering the floor at the furthest point from the forge you see a pile of discarded bits of weapon bits, Arrowheads, Spear Heads, Blades, and Axe heads freshly forged and ready to be hafted.

At the floor near the center of the room you can see a scattering of bones, three Skeletons worth of skulls and rib cages, Though they all have been smashed up a bit. Among the bones you also see a severed hand, It looks fresh compared to the bones with only the beginnings of decay.

There is a smelter and a forge, Both are lit and both glow white and are the source of the extreme heat. Leaning on the forge is a wicked looking great axe, it's haft and head are masterfully decorated with runes and images of beer steins.

At the Forge stands a squat skeletal figure bashing at a white hot bit of metal, And dipping it in the water with a hiss, he looks at the bit of steel and suddenly flings it at the wall, Cursing in dwarven, what was clearly a blade slams against the stone wall and clatters to the ground among the other bits of weaponry. The Skeleton then looks at the three new guests, looking about as surprised as a skinless face could possibly look.

He's clearly a dwarven skeleton, if she short squat nature didn't give it away, The fact that his braided beard is still attached his jawbone. He looks at the guests, his glowing red eyes jumping to Seraxiss and Brunkk suspiciously, and then he looks at percy and suddenly his stance changes.

"By my beard! Grayne! Long time no see lad, you've gotten so big! Who are ye friends, odd fellas for a human lad to befriend?"

Shouted the skeleton, his voice seeming to echo from his skinless mouth, While Percy looks at him confused.

Nature 16 or Survival 19:
The fire in the forge and the Smeltery is almost certainly unnatural

Appraise 18 or History 16:
The Axe is obviously dwarven, But the runes along it's haft are aligned in the traditional story telling fashion, and the the image of the two beer stein's criss crossing is clearly a family emblem, This Artifact is not just a dwarven axe, it's a family heirloom of some sort.

Perception 26:
You narrow your eyes at the blinding white fire, and you notice something odd, It's difficult to make out with the dancing flames, but your almost certain you can see figures in the fire, little people that seem to be spinning around eachother.


Male Pig CR 1/3 Pig |

As Brunkk, Seraxiss, And Percy open the door they are struck by a searing heat, not enough to injure, but enough to make the warm blooded immediately sweat. It's a small building, and Brunkk finds himself needed to squat just a tiny bit to avoid scraping his head on the roof.

The Building consists of one central room, the walls looks like they where lined with wooden shelves at some point but they have all either rotted away or been ripped right out of the wall, Littering the floor at the furthest point from the forge you see a pile of discarded bits of weapon bits, Arrowheads, Spear Heads, Blades, and Axe heads freshly forged and ready to be hafted.

At the floor near the center of the room you can see a scattering of bones, three Skeletons worth of skulls and rib cages, Though they all have been smashed up a bit. Among the bones you also see a severed hand, It looks fresh compared to the bones with only the beginnings of decay.

There is a smelter and a forge, Both are lit and both glow white and are the source of the extreme heat. Leaning on the forge is a wicked looking great axe, it's haft and head are masterfully decorated with runes and images of beer steins.

At the Forge stands a squat skeletal figure bashing at a white hot bit of metal, And dipping it in the water with a hiss, he looks at the bit of steel and suddenly flings it at the wall, Cursing in dwarven, what was clearly a blade slams against the stone wall and clatters to the ground among the other bits of weaponry. The Skeleton then looks at the three new guests, looking about as surprised as a skinless face could possibly look.

He's clearly a dwarven skeleton, if she short squat nature didn't give it away, The fact that his braided beard is still attached his jawbone. He looks at the guests, his glowing red eyes jumping to Seraxiss and Brunkk suspiciously, and then he looks at percy and suddenly his stance changes.

"By my beard! Grayne! Long time no see lad, ye gotten so big! Who are ye friends, odd fellas for a human lad to befriend?"

Shouted the skeleton, his voice seeming to echo from his skinless mouth, While Percy looks at him confused.

Nature 16 or Survival 19:
The fire in the forge and the Smeltery is almost certainly unnatural

Appraise 18 or History 16:
The Axe is obviously dwarven, But the runes along it's haft are aligned in the traditional story telling fashion, and the the image of the two beer stein's criss crossing is clearly a family emblem, This Artifact is not just a dwarven axe, it's a family heirloom of some sort.

Perception 26:
You narrow your eyes at the blinding white fire, and you notice something odd, It's difficult to make out with the dancing flames, but your almost certain you can see figures in the fire, little people that seem to be spinning around eachother.

Percy's survival: 1d20 + 7 ⇒ (14) + 7 = 21
Percy's Perception: 1d20 + 10 ⇒ (3) + 10 = 13


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Survival: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Seraxiss pauses for a moment, feeling Serenthia's attention wane. Her experience with the dead was fortunately not as useful as Seraxiss' own. The suspicions lingered in his thoughts however.

"Greetingsss honored dwarf. This one isss Seraxiss. We are hunting thisss man. He isss criminal." Seraxiss holds up the bounty poster.

Seraxiss glances at the flames and whispers under his breath.
"Embersss dancing in the flame."


Male Pig CR 1/3 Pig |

The Dwarf skeleton lumbers up closer, and puts hit face almost right up against the poster, almost as if he was blind.

"You're hunting for a criminal, Ahh I recognize that face, That's that layabout Lenny, the whore's kid, He don't do any work, and I'm certain he's the one stealing from the warehouse."

he continues to stare at it then looks back up at Seraxaiss, His red glowing eyes suddenly dimming for a split second, then relighting.

Luck: 1d100 ⇒ 20 Bad Luck

"Wha...You! You have a lot of nerve coming back here, Where is my money?"

the skeleton suddenly screams at Serraxis.


Fiend Keeper 3 HP: 8/33|Influence: 3| AC: 20 FF: 18 Touch: 13 CMD: 19|Init: +2|Fort +5, Ref +4, Will +6 [+2 vs Charm/Compulsion]|Sense Motive +0, Perception +6, Low-Light Vision

Seraxiss draws his head back and is confused for a moment...that is until Serenthia steps in.

"You are sssilly, I don't owe you anything anymore. And here I wasss hoping to drink together tonight."

Diplomacy or Bluff, same bonus: 1d20 + 9 ⇒ (5) + 9 = 14

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