GM ShadowLord's Tyrant's Grasp - Group 2 (Inactive)

Game Master The Rising Phoenix

Roll 20

LOOT!
Notes


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TG1 | FF

Might be time to arrange a marching order.

Rose walks up and tries the door and while it is unlocked it clearly hasn't been opened in quite some time. As it pushes open, dust and cobwebs tumble down from the top of the door.

The 15'x20' room beyond contains several low shelves covered with rags and loose bones. A hallway extends to the southeast, while a stone door to the east is carved with the image of several heroic figures standing solemnly together.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Once Rose is helped out of her coffin, Sarela sees her and calls out, "Auntie Rose! It's so good to see you!" She then gives her a hug. "I don't know how we ended up in the Red Shrikes' tomb, but I agree. We should get out of here." Sarela picks up her torch and goes over to the crate. "There are some lamps and a lantern in here. We should take these with us in case we need the light. Could someone help me carry them?"


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Roll20 position updated, she steps into the next room.

Rose hugs her former students, "It's good to see you are alright. I don't think this is a prank, it's far too elaborate. Let me go ahead and look around."

She takes a lantern and pokes her head into the next room, stepping in to examine the carved figures. She is trying to remember anything she might know about the layout of the Red Shrike tomb.

Knowledge(local): 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge(history): 1d20 + 6 ⇒ (12) + 6 = 18


TG1 | FF

Rose lights her lantern and moves into the next room. I've updated her token with light. All yellow-dot tokens have a form of light.

In the next room she takes note of a shelf that has several objects buried underneath a pile of rags. A masterwork heavy mace sits adjacent to three pearls. More intruiging however, is an upright skeleton of a long-dead humanoid that is ten feet to her south. When she moves into the room she catches its attention and it moves up adjacent to her.

R1:Rose, Samalgee, Laurel, Aralah, Mithralline, Bones, Sarela

Those bolded may act!

GM:

Perception
Aralah: Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Rose: Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Laurel: Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Mithralline: Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Samalgee: Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Sarela: Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative
Aralah: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Rose: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Laurel: Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Mithralline: Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Samalgee: Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Sarela: Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Sarela: Skelly: 1d20 + 2 ⇒ (3) + 2 = 5


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Rose grabs the heavy mace and smacks the skeleton.

Attack: 1d20 + 1 ⇒ (12) + 1 = 13

”Watch out everyone, this is definitely not a prank, they put us in here with an animate skeleton,” warns Rose.


Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait

*****Earlier*****

Aralah looks around for a moment trying to get her bearings. When the one woman introduces herself and asks her name she gives her a brief nod in greeting and says "I'm Aralah."

As everyone begins to figure out their situation Ara gathers her gear and get's ready to move out with the rest.

Know. History: 1d20 + 6 ⇒ (11) + 6 = 17

Would she know is the tomb part of the Bastion of Light or somewhere else?

Take note of the writting and it's signifigance she racks her brain What happened that I ended up here...it makes no sense...

*****Now****

As Rose pushes the door open Aralah raises her hand to say wait but it is too late. She shakes her head as she thinks We are going to have to sort this out... one of these locals is going to get themselves killed running ahead like that.

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22

Hearing the elf declare about undead, Aralah drops her torch and grabs her bow as tumbles past the elf, seeing the undead just around the edge of the door and takes aim at the thing.

Know. Religion, M.Lore: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18

Knowing skeletons are notorious for being resistant to physical damage other than bludgeoning she nocks one of her blunt arrows and lets it fly.

Attack, PBS, Melee: 1d20 + 2 + 1 - 4 ⇒ (20) + 2 + 1 - 4 = 19
Damage: 1d8 ⇒ 2
Crit?: 1d20 + 2 + 1 - 4 ⇒ (16) + 2 + 1 - 4 = 15
Damage: 2d8 ⇒ (3, 5) = 8


TG1 | FF

Rose's swipe at the skeleton with the mace only misses the face of the creature by a fraction of an inch.

Aralah quickly identifies the creature and its weakness, firing a blunt arrow that hits the base of the spinal cord of her target which causes it to explode in to many pieces. A tiny, skittering creature that looks like an insect made of fish bones, with a head full of glowing red eyes drops out from the skeleton's torso and hits the ground. It quickly scampers to the south out of sight and into the darkness. Out of combat.

Knowledge Arcana DC11 for Ara/Rose or Sarela:
This creature is an Ostovite, a tiny abyssal scavengers that feeds on corpses.


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

***Earlier***

What an odd bunch. Mostly locals, but a few travelers. Some devout, some not. Why us? "Regardless, we find ourselves in strange circumstances with friendly faces. I think we should travel together and try to find our way out of this place. We have a better chance of surviving together." He says, a small but friendly smile washing over those present.

Laurel grabs his equipment, making sure his armor is worn and his scimitar is in hand. He checks his backpack, then nods and gets ready to move with the others.

***Now***

Laurel goes pale when undead are mentioned, but Aralah makes short work of it. He is impressed at her ability to handle a skeleton with a bow, but more importantly happy to have competent people around him in this now-deadly situation.

Knowledge (religion) for skeleton: 1d20 + 4 ⇒ (13) + 4 = 17

"Well done, Aralah was it? I wish we could have met under better circumstances." He calms his nerves, holding his scimitar with a reassuring grip. "I think...I think we need a strategy if we want to continue forward." He takes out his shield, strapping it to his left arm.

Marching Order Proposal:
When in a 5 foot hallway:
Mithralline
Laurel
Aralah
Rose
Sarela
Sam

When in a 10 foot or wider area:
Mithraline, Laurel
Rose, Aralah
Sarela, Sam

Let me know your thoughts. Just thought I'd get the ball rolling.


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

I have knowledge(planes) not arcane

Rose backs against the wall and looks around for more threats, “Oh, that’s not good. I’ve never seen anything like that, does anyone know what it is? I didn’t know something like that infested this tomb, otherwise I’d have been more careful.”

Looking at Aralah, “Thank you for that.”

She hefts the mace and asks, ”Does anyone regularly use one of these?”

If anyone is a mace person, I’ll happily hand it over, otherwise I’ll keep it for now since I only have a long sword and that’s not the best against skeletons.


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Marching order looks good to me.


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

"See what?" Mithralline asks. "Whatever it was was gone before I could get there. Why don't you let me take the lead; it'll be safer."

She pushes her way to the front, looking around for whatever Rose saw.

"I can use a mace, but I prefer not to," she adds, hefting her lance in both hands. "Obviously it's dangerous in here, whatever's happening, so someone should use it. If worst comes to worst, treat it like a hammer. Anything that attacks us is the nail."


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Rose will fill Mithralline in on the creatures looks.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Knowledge (arcana): 1d20 + 8 ⇒ (16) + 8 = 24

Sarela's face goes pale at the mention of an undead, but she remembers Sarenrae stands against such creatures, and she moves prepares to move in and do something about it. Then Aralah leaps forward, shoots its spinal cord out, and it clatters to the ground. "Good shooting,
Aralah. Your quick reactions and good aim stopped that from being more dangerous than it could be."

At the sight of the little creature scurrying away, she says, "That's an Ostovite. They're tiny abyssal scavengers that feed on corpses."

I would like to know more of Ostovites, please, in particular any special abilities they possess.


Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait

Aralah retrieves her torch and covers it with a cloth before putting it back in pack, no point in carrying a bunch of extra light when others already have some.

As Mithralline pushes to the front she interjects "Wait. I think I should go first. If you guys can hold the light and give me a bit of a lead, I can sneak ahead and make sure it is safe, or at the very least potentially spot threats before they become an issue. We don't know where we are or why we are here, so we need to be slow and cautious, not rush ahead and possibly make matters worse."

As long as no one specifically stops her she will start moving in front quietly, keeping an eye out for any threat.

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Will need Ara's light off, moved up a bit to where I think she would still be within Roses light.


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

"Mithralline, yes? I also emphasize with wanting to use your comfortable weapon, but I advise you that most skeletons are very resilient against anything that doesn't bludgeon them."

He nods to Aralah. "Yes, we got lucky this time, stumbling around in the dark. Hopefully if there is anything else waiting in here we will get the drop on them next time." He lowers his head, saying a prayer for Aralah's safety.

Laurel will begin to spam guidance, in the form of small prayers to Sarenrae. He will use it on anybody that is predictably about to make a skill check, and every time Aralah comes back to touch base from scouting he will tap her as well.


F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Sam looks in surprise as Aralah whirls past Rose then fires an expert shot. When she enters the room, she looks sadly down at the shattered skeleton then sighs and looks up to her friends. "Was anybody hurt?" Seeing that everyone is ok, she takes up her position in the back as they move forward, trying not to get snuck up on. "I guess this might not be a prank... That was strange..."


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Rose casts Know Direction to figure out how the party is orientated. She’s underground with no view of the sky or sun, she’s curious.


TG1 | FF

Pearls - Appraise DC20:
They are each worth 20gp.

Ara slowly moves south, looking out for the tiny creature that scuttled away. She moves past a small alcove on the east wall that contains a few stone shelves stocked with items.

Those taking the time to search them:
A dozen candles, a silver holy symbol of Aroden, a wooden wand with cyan water drop inlays, three vials with a maroon liquid and a healer's kit.

Moving past the supply room, the silent inquisitor douses her light and moves to the edge of the doorway which leads into a very large chamber. The marble walls of this large hall are carved with several images of battle, each featuring a knight astride a lean horse. The knight wears no helmet and has long hair and a wide mustache. In each of the images, the knight is charging at undead horrors with a rapier in hand.

Sprawled in the center of this room is a human-sized metal figure that resembles a skeleton wrapped in robes. The limbs of the figure are askew and melted, as though with acid.

Two halls lead out of the western portion of this room, one to the north that you are in and one to the south on the opposite side. Ara sees an open doorway in the southeast and notes that there is more to the room to be seen, but not from her current location.

Sarela:
Osteovites have the ability to soften and reweave skeletal corpses as "bone chariots" for them to use as if they were re-animated. They understand abyssal, but cannot speak. They are immune to cold damage and have excellent vision.

Though only barely intelligent, ostovites have a deepseated jealousy of larger races, as well as an instinctive shame regarding their own forms, which resemble silverfish made out of thin, compressed bones. When an ostovite locates the corpse of a larger creature— particularly that of a humanoid or other intelligent being—it doesn’t stop at feeding. Instead, as soon as it has sated its hunger, it begins using its acid to soften the creature’s bones, drawing them out and reconstructing them into a twisted parody of their original configuration, with the ostovite resting in a nest-like structure in the sculpture’s center. Once it’s finished, the ostovite magically animates its creation, controlling it like a puppet and at last experiencing the thrill of being larger and—to the ostovite’s mind—more important. These ghastly creations are generally more disturbing than normal undead, as ostovites’ understanding of biomechanics is often crude, potentially resulting in humanoid skeletons that move around on all fours or drag themselves along like landbound octopuses. Like hermit crabs changing shells, ostovites regularly replace their chariots in order to increase their social status and impress potential mates.

Rose - The dungeon is oriented naturally with north up and south down.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

"We should be careful of any other skeletons we encounter. Osteovites have been known to soften and reweave any skeletal corpses they encounter and use them as a sort of 'bone chariot' to move around. They have a vast inferiority complex regarding how small they are, which is why the infest skeletons of larger humanoids. They think that by being bigger they are more important. The soften the skeleton by secreting acid, which allows them to draw out and reconstruct the bones. Osteovites have a crude understanding of how humanoids move, however, and sometimes don't quite figure out how to move their bones correctly. They are like hermit crabs - they regularly choose a new 'chariot' as a means of increasing their apparent social status and impressing any potential mates. They also have excellent vision, and are immune to magic associated with ice or water."

Everyone can feel free to read the spoiler, and assume Sarela told you all the relevant bits.

Appraise: 1d20 + 5 ⇒ (17) + 5 = 22

Sarela looks at the pearls, then picks them up. "I don't know who left these here, but they are somewhat valuable, and they may want them back."

Sarela looks over the shelves. Seeing the items among them, she casts a cantrip to seek magical auras. Casting detect magic.

"There is a holy symbol of Aroden here. Where could this have come from?"


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

Laurel stops along with Sarela to browse the items. "A healer's kit, this will be useful...and a number of magical items I suspect."

Laurel places a hand on the wall and examines the images. "So detailed. Matching knights charging undead with rapiers, and with their own style..."

He looks coldly at the skeletal form. "So, it is going to run around and reanimate more corpses than? And it looks like this one has already begun to dissolve." What a terrible thing for that poor soul. I hope they were put to rest before this happened.


Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait

Aralah moves back and tells the others "Something that looks like a metal skeleton in robes in there. Not sure if it is a threat or just a statue, but..." she looks to Mithralline "you are welcome to take a look to make sure before I scout further."


F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Sam helps gather up the materials and stow them in various pouches and pockets, handing them out to whomever would like them. She doesn't normally wear any armor but, after the encounter with the skeleton, she decides to put hers on. I'm glad whoever brought us here brought our stuff... I usually never have my armor with me.

Items from shelves added to loot.


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

”I find it strange that whomever brought us here took the trouble to bring all of our belongings and yet still left a nasty creature outside our ‘resting place’,” comments Rose. ”I wonder why it wouldn’t attack them as it did us.”


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

Mithralline still resists taking the mace: "If I hit them hard enough with my lance, they won't be comfortable. That's what I trained for -- well, actually against bigger things, but still, what works for one works for everyone."

She edges forward, following Aralah, though she frowns a little bit. Still, she can charge in and help if need be. Much as she doesn't like the idea, she truly can't see as well in the darkness.

"Maybe it wasn't 'someone' who brought us here?" Mithralline suggests at Rose's question, "But ... something?"

She shrugs.

"There's not too much we can do about it now. Let's just get out of here..."

She edges forward to inspect the metal skeleton, poking it with her lance. Which has reach, so leaves her 5 feet away

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


TG1 | FF

Objects from the room you just passed through:

Detect Magic + Spellcraft DC16:
The wand is a wand of create water with 28 charges remaining.

Detect Magic + Spellcraft DC16 x3:
3 potions of cure light wounds.

As most of you PCs hail from Roslar’s Coffer, you know that Roslar was a paladin of the Knights of Ozem. Roslar participated in the Shining Crusade almost 1,000 years ago, where he died a hero. You may also know additional things about Roslar:

DC 15 Knowledge (history) or Knowledge (religion):
Roslar was enamored with Arazni, the angelic Red Crusader, herald of Aroden and patron saint of the Knights of Ozem.

DC 18 Knowledge (history) or Knowledge (religion):
You also recall that a cloud of scandal hung over Roslar after his heroic death.

DC 25 Knowledge (history) or Knowledge (religion):
You also recall that Abdell was Roslar’s favorite horse.

As the group moves further into the larger room, you can begin to see the carvings on the wall more clearly. Anyone who examine the carvings will take note that of in addition to mortal companions, a slender, winged woman with a heart-shaped face and long hair, looking down benevolently on Roslar.

DC 15 Knowledge (planes) or Knowledge (religion):
The woamn depicted here is clearly Arazni. You also recall how, late in the Shining Crusade, the Whispering Tyrant captured and killed Arazni, and that she was later animated as a lich bride by the evil ghost wizard Geb during the failed Second Crusade.

The mutilated metal statue is holding a short sword with the spiraling comet symbol of Pharasma in its broken hand. The metal figure in the center of the room may look familiar to some of you.

Knowledge Arcana DC11:
This metallic sculpture of an idealized humanoid figure used to sparkle with divine luster, but has since been mutilated and defaced. Previously this was a celedon, an automaton serving as a worshiper and caretaker. Not all deities trust their worship to the care of fickle, short-lived mortals. When it comes to their most sacred sites, many gods entrust the duty of caretaker to celedons, immortal automatons of perfect faith.

The eastern half of the room becomes visible to you now. Three large archways lead out of the room to the east. The archway to the northeast is carved with the words “At My Right Hand, Peace for Years of Righteous Labors”; the archway to the east is carved with the words, “Roslar: Hero and Paladin at His Well-Earned Rest;” and the archway to the southeast reads, “Loyal Abdell, Support Thy Master Always.”

Mithralline's lance jabs at the skeleton, shaking it to see if it is alive. The skeleton only moves with her touch, whatever it was long since damaged by something that has destroyed it. Inside of the skeleton however, two tiny ostovite's leap from within it's body and flop to the floor nearby.

R1: Laurel, Rose, Mithralline, Osotovites, Sarela, Samalgee, Aralah

GM:

Initiative
Aralah: Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Rose: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Laurel: Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Mithralline: Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Samalgee: Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Sarela: Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Ostovites: Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Spellcraft Wand: 1d20 + 8 ⇒ (18) + 8 = 26

Spellcraft Vial 1: 1d20 + 8 ⇒ (2) + 8 = 10

Spellcraft Vial 2: 1d20 + 8 ⇒ (9) + 8 = 17

Spellcraft Vial 3: 1d20 + 8 ⇒ (8) + 8 = 16

Knowledge (history): 1d20 + 8 ⇒ (17) + 8 = 25

Knowledge (arcana): 1d20 + 8 ⇒ (7) + 8 = 15

Examining the items, Sarela says, "This is a wand of create water, so we don't have to worry about running out of that at the moment. Two of these potions are cure light wounds potions. I suspect the third is as well, but I'm not sure."

Sarela notices the carvings on the walls, and sees they are of Roslar and the Red Shrikes, which made sense for the tomb they were in. She recalled that Roslar was enamored of Aroden's Herald, Arazni, and that there was some kind of scandal about his death. She also remembered his favorite horse was named Abdell, although why she remembered that was beyond her.

She gasps at the site of the mutilated metal statue, now that she can see it. "That's a celedon! They are immortal automatons that serve certain deities as worshipers and caretakers of sacred sites. Why would a celedon devoted to Pharasma be watching over what is clearly Roslar's tomb? And how did it come to be so defaced?"

The Ostovites jumping out of the skeleton, at least, revealed the answer to her last question.

GM, where is Sarela in the initiative order?


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

Knowledge (history): 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (religion): 1d20 + 4 ⇒ (17) + 4 = 21

Knowledge (religion): 1d20 + 4 ⇒ (12) + 4 = 16

Laurel traces a finger on the walls, looking deeply interested in the depictions. "Roslar was enamored with Arazni, the angelic Red Crusader, herald of Aroden and patron saint of the Knights of Ozem. There was quite a scandal hung over Roslar after his heroic death."

"And this woman looking down on Roslar, this is Arazni. Late in the Shining Crusade, the Whispering Tyrant captured and killed her, and that she was later animated as a lich bride by the evil ghost wizard Geb during the failed Second Crusade." He looks sad at the darkness of what her fate had become.

Laurel looks over just as the creatures jump out. Nasty little creatures. Not knowing how dangerous they were, he decides to keep his distance. He draws his crossbow, firing at the one closer to him.

Crossbow Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 ⇒ 5


TG1 | FF

Sarela is in the second group after the ostovites.

Though the creatures are tiny, Laurel's aim is spot on and he blasts the osotvite with his bolt. The magical creature is tougher than it looks however and it still scurries around on the ground after taking the shot.

Rose and Mithralline are up.


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

I notice that I have the wrong init score on my status line, I must not have updated it properly when I redid the crunch. I have corrected my line and double checked it, my init is +5 (DEX 16 + Reactionary). I apologize for the mix-up.

Spellcraft Wand: 1d20 + 8 ⇒ (19) + 8 = 27
Potion: 1d20 + 8 ⇒ (14) + 8 = 22
Potion: 1d20 + 8 ⇒ (12) + 8 = 20
Potion: 1d20 + 8 ⇒ (19) + 8 = 27

"You're right, they are all cure light potions," confirms Rose.

Knowledge(History): 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge(Planes): 1d20 + 6 ⇒ (9) + 6 = 15

Trying to stay away from the nasty little bugs with the billion eyes, Rose sees Laurel's shot nearly kill one of them and tries to shoot the same one to finish it off.

Longbow: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 ⇒ 1


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

Status:

HP 13/13
AC 18, touch 12, flat-footed 16, CMD 16 (+1 dodge bonus against Large creatures; +2 vs. Huge or bigger creatures)
Fort +4, Ref +2, Will +0
Challenge: 0/1; Tactician (4 rounds): 0/1
Effects:

Mithralline settles into her fighting stance and jabs at the nearest ostovite, but finds she doesn't have a good angle against the much smaller creature.

"Little buggers!"

Letting go her lance, she pulls the trident from her back and gets ready to finish these things off at her next chance.

Swift: Activate Swift Iron Style
Standard: Attack
Hooked lance: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Free: drop lance
Move: Pull trident


TG1 | FF

Rose - I corrected my macro. Thanks!

Rose is able to reproduce Laurel's attack, landing her shot on the tiny creature. Unfortunately, she does minimum damage and it stays on its feet as scurried up Aralah's leg and takes a bite of her calf. The bite doesn't hurt as much as the acid burn afterwards. Aralah can see her skin melting and the smell of burning flesh fills the chamber.

Bite Aralah: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d2 + 1d6 ⇒ (2) + (4) = 6

Mithralline misses her attack and the critter in front of her tries to reproduce the same action on Mithralline, but just can't get through her armor.

Bite Mithralline: 1d20 + 7 ⇒ (10) + 7 = 17
1d20 ⇒ 19

Mithralline - You'll get an AoO on this bug if you want to take it.

R1: Laurel, Rose, Mithralline, Osotovites, Sarela, Samalgee, Aralah
R2: Laurel, Rose, Mithralline, Osotovites, Sarela, Samalgee, Aralah


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela drops her torch on the ground, pulls out her crossbow and takes aim at the ostovite on Aralah, saying, "Hold still, Aralah, I'll try to get it off!"

Attack, firing into melee: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7

Just realized maybe I should have taken the Misfortune hex at level 1. Ah, well.


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

Laurel moves up with a grim expression, dropping his crossbow and trying to finish off the creature with his favored weapon.

Scimitar: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 1


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

i can just see Sarela and myself trying to aim our bows at the tiny bug on Aralah’s leg and saying, “don’t move, I think I can shoot it off and not hurt you” some days I love the illogical logic of role playing games, even after all these years.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

I mean, that's literally what I was doing. Sarela doesn't know a whole heck of a lot about combat situations, the Witch spell list has 0 cantrips that are useful in this situation, and my only level 1 prepared spell today (left a slot open) is cure light wounds.


Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait

Know. History: 1d20 + 6 ⇒ (13) + 6 = 19
Know. Religion: 1d20 + 5 ⇒ (16) + 5 = 21

Aralah takes in the carvings, she's familiar with a number of the images depicted and she grins when Laurel starts to tell the others the same things she already knew. Well he seems to know his stuff, maybe Thras has been too hard on his brother... she thinks.

She is about to pull out her journal and start taking notes when Mithralline disturbs the skeleton causing the same type of creature from before to spring out angrily.

After one runs at her and climbs up her leg, it bites her and as the acid burns on her leg, she tries punching it, while it is still on her.

Imp. Unarmed: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

Yeah, I think I'll take it.

Trident AoO: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Quick stats:

HP 13/13
AC 18, touch 12, flat-footed 16, CMD 16 (+1 dodge bonus against Large creatures; +2 vs. Huge or bigger creatures)
Fort +4, Ref +2, Will +0
Challenge: 0/1; Tactician (4 rounds): 0/1
Effects:

Mithralline jabs at the thing as it scurries up her, then stabs back and tries again with a little less success as the persistent bugger keeps moving.

"Stop it!" she calls out horrified as she notices what's going on around her. "You'll shoot her! Give me a second and I'll take care of it!"

Trident: 1d20 + 4 ⇒ (3) + 4 = 7

And if it attacks me again or moves out of the square to attack anyone else, I assume I'll get another AoO:
Trident AoO: 1d20 + 4 ⇒ (8) + 4 = 12 Come on, diebot.


TG1 | FF

Sarela can't get a shot in without hitting Aralah and so she pulls it wide where there is no chance to hit her companion. Missing, the arrow slides down the floor out of sight.

Laurel is able to get a solid shot on the creature, but wants to avoid injuring the Pathfinder and only puts minimum strength into his shot.

Aralah is able to punch the maigc bug, but once again it is minimal damage and it still seems to stay alive as it moves up her leg.

Mithralline successfully jabs at the ostovite when it moves underneath her and onto her foot, but she isn't able to land a second attack on it. She quickly moves out of that location, 5' south.

Rose and Sam are up.


F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Sam moves toward Aralah "Oh no! You're hurt!" She reaches out toward Aralah and tries to help with the wound. But while she applies pressure to the bite, Dalenydra's power moves through the gnome's hand.

Clw: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

I don't think this provokes from the ostovite unless it has a 5 ft reach. Then it provokes from both! XD

Conc check in case #1: 1d20 + 5 ⇒ (4) + 5 = 9
Conc check in case #2: 1d20 + 5 ⇒ (16) + 5 = 21


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait
Sarela Falrin wrote:
I mean, that's literally what I was doing. Sarela doesn't know a whole heck of a lot about combat situations, the Witch spell list has 0 cantrips that are useful in this situation, and my only level 1 prepared spell today (left a slot open) is cure light wounds.

I have entangle, heightened awareness, and color spray as spells. Good for multiple targets but not multiple targets literally crawling all over you. The other option is, hold still while I whack it with this heavy mace or longsword :D


Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait

Rose uses the heavy mace to try and swat the bug off of Aralah, "Get off of her you hell-spawned bug."

Mw Heavy Mace: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 ⇒ 6


TG1 | FF

Rose's mace smashes into Aralah's leg at just the right angle and knocks it to the ground off her leg and squashes the bug in the process. A crunching sound is barely audible underneath of mace impacting the floor. Yellow is down.

The last remaining ostovite returns to Mithraline, scurrying past her attempt to stab at it with her trident and biting the charger's leg and unleashes some acid all over her ankle.

Attack Mithralline: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d2 + 1d6 ⇒ (2) + (1) = 3

R2: Laurel, Rose, Mithralline, Osotovite, Sarela, Samalgee, Aralah
R3: Laurel, Rose, Mithralline, Osotovite, Sarela, Samalgee, Aralah


F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Samalgee rushes forward "Ack! No don't hurt Mithralline! Stop that!" She tries to bat the spider-like creature about and keep it from crawling onto any exposed part of Mithralline.

Aid another AC: 1d20 + 1 - 2 - 2 ⇒ (6) + 1 - 2 - 2 = 3

Sam is disapointed to find out that, with the shield that's too heavy for her, it's hard for her to be quick enough to keep up with the creepy, scurrying little thing.


Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait

With the one bug that was on her dealt with she says "Thanks" to both Sam and Rose, before turning her attention to the last creature.

Knowing she is better with the bow than her fists, she pulls out her longbow and nocks a regular arrow. Taking care to adjust her aim and line up the shot before letting loose.

Attack, PBS, Melee: 1d20 + 2 + 1 - 4 ⇒ (18) + 2 + 1 - 4 = 17
Damage,PBS: 1d8 + 1 ⇒ (3) + 1 = 4


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

Quick stats:

HP 10/13
AC 18, touch 12, flat-footed 16, CMD 16 (+1 dodge bonus against Large creatures; +2 vs. Huge or bigger creatures)
Fort +4, Ref +2, Will +0
Challenge: 0/1; Tactician (4 rounds): 0/1
Effects:

Mithralline grimaces slightly at the pain in her leg, but she's been hurt far worse in her lifetime -- mostly because of her own actions, true -- but pain is pain.

She jabs at the thing again, trying to get it off her leg as she backs away from it.

5-ft. step back
Trident: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

And AoO if it climbs on me again:
Trident: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6

Laurel quickly moves over to help with the other creature!

Scimitar: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 5


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela, frustrates, pulls out her dagger and tries to force the thing off Mithralline.

Aid another, AC: 1d20 ⇒ 6


TG1 | FF

Who exactly was responsible for delivery the killing blow to the ostovite is difficult to tell. In a fraction of a second, Laurel, Aralah and Mithralline all smash the ground that the critter occupied and quickly end its existence. Out of combat!


F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Sam turns in concern to Mithralline. "Are you alright? What do these things want? Why are they doing this?!"


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

"Barely scratched," Mithralline says with a smile. "As for the rest of it, monsters are going to monster. They want to eat us. I don't think they're what put us here, though ... "

She pauses to think for a minute, taking off her helm and running a hand through her dark hair, and pushing the frosting tips out of her eyes.

"It doesn't make much sense, does it? Why give us all our weapons and armor? Something very strange is happening."

She puts her helm back on and looks around for any more clues.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

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