GM Elberion's Broken Chains (Inactive)

Game Master GeraintElberion

Maps & Handouts


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”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Zadim eyes up the wooden tusk (studied target), then adjusts his step to respond with his kukri. 5 ft. step; Full attack

Starts striking orange, if orange goes down then attacks red
+1 kukri: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Damage (S): 1d4 + 7 + 2 ⇒ (2) + 7 + 2 = 11
+1 kukri: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage (S): 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12
+1 kukri: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage (S): 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13
+1 kukri: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage (S): 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12


From Shore to Sea GM All-powerful dictator of reality 4

Zadim kills the gnoll stone dead.

My Heroes Round 2 wrote:


Woman

Nanny

Slaver Green (-48, very dead)

Zadim (-13)

Gnoll Red (-14)

Xim
Brallenera
Kermit
Kyra
Victor

Slaver Red
Gnoll Wood (-51, dead)
Bold are up!


From Shore to Sea GM All-powerful dictator of reality 4

Nanny Ahd is up!

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny will cast magic missile on the red gnoll.

magic missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13


From Shore to Sea GM All-powerful dictator of reality 4

Suddenly, a dark-furred gnoll appears, along with the red-cloaked slaver.

Zadim DC17 will save:

attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 3 ⇒ (4) + 3 = 7

My Heroes Round 3 wrote:


Woman

Nanny

Gnarlpaw the Black
Slaver Green (-48, very dead)

Zadim (-20)

Gnoll Red (-27)

Xim
Brallenera
Kermit
Kyra
Victor

Slaver Red
Gnoll Wood (-51, dead)
Bold are up!

The blows hits true, and a fog circles Zadim's mind...


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Will save (DC 17): 1d20 + 5 ⇒ (20) + 5 = 25

The trained, holy killer remains focused through the fog.

"By the will of the fiery purity of the Dawnflower, I will cut may way through your minions and then come for you!" he declares to the gnewly-arrived gnoll.

He considers the gnoll before him (studied target) then unleashes his blades in an orchestra of glinting metal and spraying blood.

Full attack

Starts striking red gnoll, if gnoll goes down then attacks red slaver (without the +2)
Melees (+1 kukri): 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Damage (S): 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Melees (+1 kukri): 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage (S): 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Melees (+1 kukri): 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Damage (S): 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Melees (+1 kukri): 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damage (S): 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13


From Shore to Sea GM All-powerful dictator of reality 4

Zadim demolishes the gnoll before him.

My Heroes Round 3 wrote:


Woman

Nanny

Gnarlpaw the Black
Slaver Green (-48, dead)

Zadim (-20)

Gnoll Red (-50, dead)

Xim
Brallenera
Kermit
Kyra
Victor

Slaver Red
Gnoll Wood (-51, dead)
Bold are up!

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor strides forward, and slashes at Red!

I ignore the soft cover provided by my ally.

+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (3) + 9 = 12, for 1d10 + 15 ⇒ (8) + 15 = 23 damage.

Grand Lodge

male Human Chirurgeon 9 AC21(24)/T16(19)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 5/16 used) wings 0/9 min {heroism, mutagen}

Roderick follows Victor partway, but stops to hurl a bomb at the big gnoll instead

”This ought to brighten your day. “

Bomb, range, pb: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
for Explosve dmg : 3d6 + 3 + 1 ⇒ (4, 3, 2) + 3 + 1 = 13 10'r splash, 7 fire dmg (DC14 for half). Burning

exclude two allies from the blast


From Shore to Sea GM All-powerful dictator of reality 4

Victor smashes a chunk of stone from the wall beside the red-clad slaver's head.

Roderick, however, tosses his bomb straight into the dark-furred gnoll.
reflex: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

His bomb not only burns the gnoll, but also splashes across the red-clad slaver's torso.

My Heroes Round 3 wrote:


Woman

Nanny

Gnarlpaw the Black (-13)
Slaver Green (-48, dead)

Zadim (-20)

Gnoll Red (-50, dead)

Xim
Brallenera
Kermit
Kyra
Victor

Slaver Red (-7)
Gnoll Wood (-51, dead)
Bold are up!

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Brallenera fearlessly moves toward the new black gnoll, and strikes, drawing some blood

Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Dmg: 1d10 + 4 ⇒ (3) + 4 = 7

Aww...Another one to play with! It wil be a bad day for slavers today.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Kyra moves after the group, casting guidance on Kermit for the next attack.

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

Kermit steps and shots the gnoll.

rapid shot: 1d20 + 12 ⇒ (13) + 12 = 25

damage: 1d6 + 2 ⇒ (5) + 2 = 7

rapid shot: 1d20 + 12 ⇒ (12) + 12 = 24

damage: 1d6 + 2 ⇒ (3) + 2 = 5

iterative

rapid shot: 1d20 + 7 ⇒ (1) + 7 = 8

damage: 1d6 + 2 ⇒ (4) + 2 = 6


From Shore to Sea GM All-powerful dictator of reality 4

The black-furred gnoll takes some solid blows but keeps on its feet.The slaver in red swings for Victor.
attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 3 ⇒ (4) + 3 = 7

The woman cheers on from the back, "Go on, get 'em!" and gives a sympathetic "Ooh!" when Victor takes a blow.

My Heroes Round 4 wrote:


Woman

Nanny

Gnarlpaw the Black (-32)
Slaver Green (-48, dead)

Zadim (-20)

Gnoll Red (-50, dead)

Xim
Brallenera
Kermit
Kyra
Victor (-7)

Slaver Red (-7)
Gnoll Wood (-51, dead)
Bold are up!

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny will cast murderous command on Gnarlpaw. (DC 17)


From Shore to Sea GM All-powerful dictator of reality 4

will: 1d20 + 8 ⇒ (20) + 8 = 28

Gnarlpaw swings wildly at Brallenera.
attack: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 2d4 + 9 ⇒ (2, 1) + 9 = 12

attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 2d4 + 9 ⇒ (2, 4) + 9 = 15


From Shore to Sea GM All-powerful dictator of reality 4

The gnoll cannot land a blow.

My Heroes Round 4 wrote:


Woman

Nanny

Gnarlpaw the Black (-32)
Slaver Green (-48, dead)

Zadim (-20)

Gnoll Red (-50, dead)

Xim
Brallenera
Kermit
Kyra
Victor (-7)

Slaver Red (-7)
Gnoll Wood (-51, dead)
Bold are up!

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Dmg: 1d10 + 4 ⇒ (9) + 4 = 13

2d Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d20 + 4 ⇒ (1) + 4 = 5

Brallenera hits a solid blow, right after dodging and parrying the gnoll's attacks.

Her last attack is better to be quickly forgotten.

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor 5' steps back, and takes a swing at Red!

+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (4) + 9 = 13, for 1d10 + 15 ⇒ (8) + 15 = 23 damage.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

Kyra walks past her compatriots, and touches Zadim's shoulder.

"The lady's favor be with you."

Guidance on Zadim.


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Zadim closes his eyes, drinking in for the moment the sensation of the cleric's touch. As a warmth grows within him, he opens his eyes and maneuvers closer to the nearest foe.

This is followed by a flurry of glinting blades and spurting blood.

Five foot step; Full attack
Melees (+1 kukri), guidance v red slaver: 1d20 + 13 + 2 + 1 ⇒ (19) + 13 + 2 + 1 = 35
Confirm?: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Damage (S): 1d4 + 7 ⇒ (3) + 7 = 10
Additional Crit Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Melees (+1 kukri): 1d20 + 8 ⇒ (8) + 8 = 16
Damage (S): 1d4 + 7 ⇒ (3) + 7 = 10
Melees (+1 kukri): 1d20 + 13 ⇒ (8) + 13 = 21
Damage (S): 1d4 + 7 ⇒ (3) + 7 = 10
Melees (+1 kukri): 1d20 + 8 ⇒ (8) + 8 = 16
Damage (S): 1d4 + 7 ⇒ (3) + 7 = 10


From Shore to Sea GM All-powerful dictator of reality 4

Brallenera lands a solid blow in the gnoll, while Zadim eviscerates the human slaver.

My Heroes Round 4/5 wrote:


Woman

Nanny

Gnarlpaw the Black (-45)
Slaver Green (-48, dead)

Zadim (-20)

Gnoll Red (-50, dead)

Xim
Brallenera
Kermit
Kyra
Victor (-7)

Slaver Red (-57, dead)
Gnoll Wood (-51, dead)
Bold are up!

Grand Lodge

male Human Chirurgeon 9 AC21(24)/T16(19)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 5/16 used) wings 0/9 min {heroism, mutagen}

Roderick decides he does not have a good line on the black gnoll and is running low on bombs.

I daresay, there cannot be much fight left in that flea-bag, can there?

He pulls a wand and fires a missile of pure force at the brute.

MM: 1d4 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

Kermit shoots the gnoll again.

"No I don't think so!"

attack rapid shot: 1d20 + 12 ⇒ (15) + 12 = 27

damage: 1d6 + 2 ⇒ (6) + 2 = 8

attack rapid shot: 1d20 + 12 ⇒ (1) + 12 = 13

damage: 1d6 + 2 ⇒ (4) + 2 = 6

iterative

attack rapid shot: 1d20 + 7 ⇒ (3) + 7 = 10

damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny will cast magic missile on Gnarlpaw if he's still up.

Magic Missile: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11


From Shore to Sea GM All-powerful dictator of reality 4

The last foe sinks to the ground, dead.

With the last foe dead, the woman rushes forward to heal Zadim.
clw: 1d8 + 4 ⇒ (2) + 4 = 6

The group are now free to explore the complex.

The black-furred gnoll wears +2 hide armour, wields a masterwork falchion and bears a phylactery of faithfulness.

As they explore, the group unearth a woman trapped in an isolation cell who is close to complete mental breakdown from the psychological torture.

They also find a strange collection: Lining the walls of this cave, freestanding wooden shelves hold a bizarre collection of relics and gruesome oddities. A crumpled pallet covered with thick cotton blankets lies in the corner.

DC15 Perception:

under the work blankets: a cloak of black feathers, a necklace of human hair adorned with knucklebones, a sacrificial obsidian-bladed kukri, a small stone vial containing 2 ounces of a black liquid, and slivers of tanned flesh painted with scriptures.

DC 20 Knowledge (religion):

identifies the scripture as Lamashtan prayers.

On the wall near the bed, a list of strange phrases is scratched into the wall in a strange script.

Abyssal:
The first three lines have been crossed out, but are still decipherable. The phrases read, “Thy Milk Be Sweet and Black / Blessed Be the Mother / The Howls of Madness Call / The Scars Are the Proof.”

dc20 knowledge religion if you decipher the script:
They are common Lamashtan aphorisms.

The objects on the shelves of this room consist of shrunken heads, grotesque statuettes and fetishes depicting ancient gods, rune-etched demon bones, and jars with deformed, tumor-riddled homunculi. Wooden
boxes beneath the shelves hold dirty work blankets, chains, ropes, and similar items.

DC18 Appraise:
They are all well-made fakes.

Two items are especially creepy. The first is a geode split into two that, when opened, reveals within the carving of a monstrous, jackal-headed fetus. The second is an unsettlingly realistic glass eyeball with three pupils.

DC 25 Knowledge (religion):
both artifacts are associated with ancient cults devoted to Lamashtu

You also find a passage heading up to the surface. it crests in an abandoned monastery whose road-side entrance has been turned into an oddities shop.
Do not explore the monastery. This is a 'beyond the scope of this adventure' feature. You can, however, use this to leave the area and return, if you wish.

The woman reveal herself to be your target, Othine Dalanse. She explains how she was enslaved while investigating the group but managed to hide her identity and pretend to be a willing and helpful slave so that they would relax and reveal truths around her.

Othine quickly reveals to the PCs that the slaver ring is actually a front for a cult of demon worshipers, whose temple lies deeper below the compound.
She fears that the cult will slip into the shadows if its location is revealed. Perhaps you can head into the heart of the cult together and find its secrets? Maybe even evidence of other cult activity?


From Shore to Sea GM All-powerful dictator of reality 4

Brallenera, Zadim and Nanny Ahd:
There's something not quite right about Othine's story. It's just a hunch.

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

Nanny speaks Abyssal and can make those Knowledge checks by taking 10.

Appraise: 1d20 + 4 ⇒ (4) + 4 = 8

"She's right, of course. This whole lair is covered with devotions to the Mother of Monsters." Nanny can explain any of the information behind the spoilers, if people are curious.

Turning to Othine, she asks, "How do you know about the temple, dear? It doesn't seem like you were in the position to gather much information."

Grand Lodge

male Human Chirurgeon 9 AC21(24)/T16(19)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 5/16 used) wings 0/9 min {heroism, mutagen}

Roderick does not give much regard to the nick-nacks.

perception: 1d20 + 10 ⇒ (3) + 10 = 13

Well, I daresay we may have found our lady. Or one like her. She is beyond any healing I can provide.

He listens intently to Othine's response, if any, to Nanny's questions.

Do you know the names of any of these others?

He will pull Zadim and Le Kyra aside for a quick and private conversation.

I do not know about the rest, but I am running very low on supplies if assaulting a major cult as she suggests.


”Zadim” | Male N Medium Human Slayer 7 | Speed 30ft | Active Conditions: none
Skills:
Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, Intimidate +3 (+4 by day), Know (dungeoneering, geography) +5, Know (local) +11, Know (religion) +6, Ride +7, Stealth +13, Survival +10 (+13 for tracks), Swim +10
| HP 56/60 AC 20, T 14, FF 17 | CMD 26 | F +7 R +9 W +5; | Init +3 | Perc +10 | SM +10

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge (religion): 1d20 + 6 ⇒ (20) + 6 = 26

Looking beneath the work blankets, Zadim finds a number of items, including a cloak of black feathers, a necklace of human hair adorned with knucklebones, a sacrificial obsidian-bladed kukri, a small stone vial containing 2 ounces of a black liquid, and slivers of tanned flesh painted with scriptures.

"These are prayers to the Mother of Monsters." he notes as he reads the scriptures.

He bows when the woman introduces herself as Othine Dalanse. "We have gone through great lengths and much blood to find you." he notes. "While, I have no love for the zealots of Lamashtu, your safety was our primary charge."

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor frowns as he looks over the phrases scratched into the wall.

"That is Abyssal. In the common tongue, it reads: “Thy Milk Be Sweet and Black / Blessed Be the Mother / The Howls of Madness Call / The Scars Are the Proof.”

"Given that Nanny says they are common Lamashtan aphorisms, perhaps they are being used as pass-phrases? That would explain why they have been progressively crossed out..."

He then moves to methodically explore the room of stuff.

Appraise: 1d20 + 1 ⇒ (19) + 1 = 20.

Knowledge(Religion): 1d20 + 8 ⇒ (20) + 8 = 28.

Heh. So, *that* is where the good rolls were hiding :-P

...nodding thoughtfully.

"Most of the stuff here is worthless, but both of those creepy artefacts are associated with ancient cults devoted to Lamashtu... They would probably be worth something to a collector..."

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Awww.. in my opinion, we should destroy them. Maybe someone in Dark Archives could keep them against less trusted hands?

The blonde dwarf eyes "Othine" suspiciously.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

"Collector or not, i am inclined to agree with her."

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

"Yeah...smash it and then let's get out of here. This place gives me the creeps!"

is there more to the mod? Just wondering? I guess we have to head to the temple?'


From Shore to Sea GM All-powerful dictator of reality 4

It is odd, reading it, the PCs are basically expected to either go 'whatever you say' or be big damn heroes and hunt down the cult. I guess you are working for Andoran anti-slavers directly if you follow the book.

You basically have one chance to resupply/restock/rest - climb up to the abandoned monastery and then come back down in the morning.

Othine answers Nanny, "I managed to convince them that I was a follower of Lamashtu as well. They kept me working for them rather than selling me on. I was able to hear a lot more and they were more relaxed talking when I was around after I had been here a while. I heard them talking about a hidden passage that leads deeper underground."

Grand Lodge

male Human Chirurgeon 9 AC21(24)/T16(19)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 5/16 used) wings 0/9 min {heroism, mutagen}

Unless there is a rush, Roderick would vote for a rest unless everyone else is fine. He went thru almost all his bombs and some spells so he won’t be a ton of help in a big fight

”That was brave of you. But we should put an end to this cult. Did they speak of numbers of members or defenses?“

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor shrugs.

"If you need to rest, then rest; there would be no point continuing on right now, if you thought it would only lead to your deaths..."

Dark Archive

Female N Elf Psychic 5 | HP 32/32| AC 15 T 12 FF 10 | CMB +2, CMD 14 | F: +3, R: +4, W: +4 (+6 vs enchantments) | Init: +4 | Perc: +5, SM: +3 | Speed 30ft | Phrenic Pool: 2/4 | Spells: 1st 0/8, 2nd 3/5 | Active conditions: None.4

"We should rest in a secure spot and then push on."

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

"Yeah Geico and I would like to get some green stuff to eat and some rest"

Kermit pets his gecko.


From Shore to Sea GM All-powerful dictator of reality 4
Roderick Xim wrote:

Unless there is a rush, Roderick would vote for a rest unless everyone else is fine. He went thru almost all his bombs and some spells so he won’t be a ton of help in a big fight

”That was brave of you. But we should put an end to this cult. Did they speak of numbers of members or defenses?“

"From up here, all I have seen are gnolls and humans. That doesn't mean there aren't others but I can't say."


From Shore to Sea GM All-powerful dictator of reality 4

Okay, let's assume you head up to the monastery and rest. If anyone wants to do any shopping, Katapesh is your oyster. On top of that, you can prepare spells for Lamashtan-cult-slaying and anything else you want to do. Let me know if you want to shop or prep in any way and we will kick off part two on Saturday.


Human Cleric 7 [HP 59/59 ], [AC 19, touch 11, flat-footed 19] , [Fort +7, Ref +4, Will +10], [Spd 20ft, Perception +4]

I reckon pregens' spells are fixed, yes?

"If we are to take a rest, i can ask the lady's blessing to heal your wounds."

In effect, spend as much of her channels as needed to get everyone back to full.


From Shore to Sea GM All-powerful dictator of reality 4
Le Kyra Pregen wrote:

I reckon pregens' spells are fixed, yes?

"If we are to take a rest, i can ask the lady's blessing to heal your wounds."

In effect, spend as much of her channels as needed to get everyone back to full.

Nah, pre-gen cleric is still a cleric. Your domain spells are fixed but you can choose whatever you like after a night's rest. Ezren, for example, has a spellbook with spells he hasn't prepared. That's so he can choose different spells for the second day.

Grand Lodge

male Human Chirurgeon 9 AC21(24)/T16(19)/F17/CMD17 |HP 75/75 | Fort:+11;Ref:+13;Will+7 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 5/16 used) wings 0/9 min {heroism, mutagen}

Roderick nods and mixes a few concoctions for the night and readies for the trek back the next day.

With a puff on his pipe. That is much better. I almost feel pity on these cultists after we finish with them. Almost.

Silver Crusade

Female Dwarf Barbarian (Invulnerable Rager) 10 I HP 78 (Rage:98)/122 I AC 23 T12 FF22 Fort+13 Ref+6 Wi+6 Ini +1 Per +8 spd 30 DR4/- CLW Wand 50/50 RAGE! used 0/24

Awww, I got no pity or mercy for slavers. Whether they are in a cult or not.

Liberty's Edge

Male Grippli Rng 6| HP 42 | AC 22; Touch 17; FF 17 | F +6; R +10; W +5 | CMB+6; CMD 22| Speed 30 ft | Init +4 | Perc +11 | Stealth: +14 Ranger 6

Kermit and Geico rest and head down.


From Shore to Sea GM All-powerful dictator of reality 4

After some investigation, our heroes (now fully healed and rested) discover an illusory wall on a column covered in gnollish runes.

The secret chamber leads down a steep sloping passage filled with jagged crystal formations treat as dense rubble. The passage leads steadily downward for several hundred feet before terminating at a level tunnel that leads south. As the tunnels begins to level out, a patch of enormous purple fungus blocks the view further down the passageway.


From Shore to Sea GM All-powerful dictator of reality 4

As you get close, the fungus begin to shriek incredibly loudly No other sound can be heard within 50ft.

You see something moving beyond the fungus, heading your way...

One round of actions before they arrive.


From Shore to Sea GM All-powerful dictator of reality 4

GM screen:

Initiative
nanny: 1d20 + 4 ⇒ (10) + 4 = 14
zadim: 1d20 + 3 ⇒ (20) + 3 = 23
kermit: 1d20 + 4 ⇒ (6) + 4 = 10
Xim: 1d20 + 10 ⇒ (8) + 10 = 18
Victor: 1d20 + 1 ⇒ (18) + 1 = 19
Kyra: 1d20 ⇒ 20
Brallenera: 1d20 + 1 ⇒ (1) + 1 = 2

schir: 1d20 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Half-Orc Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Victor activates his Wand of Shield (+4 to AC), then moves forward, ready to face whatever comes his way...

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