The Town of Grundy: A Tale of Meteors, Metal, and Men (Inactive)

Game Master Spacefighters

A sleepy town, finally coming into it's own is thrown for a loop when a meteor strikes down on it's doorstep . Now it's up to an unlikely group of townsfolk to protect Grundy and prevent what was unleashed from consuming all of Golarion!


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Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

With the bear down and struggling, Marconis moves to strike the beast, drawing his sickle as he approaches.

Sickle: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (4) + 1 = 5
CritCon: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (3) + 1 = 4
Well, at least it hit.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

With a sigh Judd raises his hammer, murmurs a brief prayer to Grunndinar for the tormented beast, and brings it down between the poor creatures eyes.

Earthbreaker: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26 Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12


Inactive

"Come on, we gotta put this thing outta its mis'ry!" Calli calls as she attempts to deliver another blow to the struggling creature.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Yes, there are few things that Calli won't punch :3


The Tannery House

As the bear struggles to regain what few senses it had left, Marconis and Judd bring down their weapons, breaking bone and spilling blood. The pathetic animal bellows and howls, and in it's death throes Calli hits it's nose again, the result of which will be a loud wet crack as it's muzzle caves in, and the bear stops moving completely.

Standing in the clearing, looking around as you regain your breath, the insanity of the bear lies all around you. Curiously enough, the faint trail that lead you to this clearing seems to disappear completely, and no amount of searching reveals another. Whatever left this trail might have doubled back, leaving this maddened creature as a trap of sorts.

The Tannery house still lies a few dozen yards south through the trees.

Well done guys that was nicely handled! I'll keep things moving tomorrow.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis takes a moment to glance around the scene, before following the others toward the tannery.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Well, if I had to get a 1 somewhere, I'm glad it was here.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd gives the fallen beast a sad look, shaking his head, "We ought to get someone to clean this up, the children are already having nightmares. Perhaps the tanners can handle it, though I don't know if its hide will be any use..."


The Tannery House

Celen will agree with Judd's suggestion about the bear.

"I am glad it was we who bumbled into this poor creature, perhaps one of Dirk's apprentices will be willing to help."

The walk to the tannery is short, and Alfons, who up until this point had been noticeably silent will speak his mind.

"My... my hands are still shaking. I had realized this would be dangerous but... the more layers we peel back from this mystery, the more horrific this culprit seems. I... have a family, a practice, this is more than I could have imagined. I have so many responsibilities, and I am not as young as I once was... as you all are. I am committed to helping Grundy, but I fear I am not prepared for what is now happening..."

Alfons takes his spectacles from his face, wiping the sweat from his brow.

By the time Alfons has finished bearing his soul, and leaving his confession with an air of discussion surrounding it, you can make out the large tannery house off in the distance. Strangely two of Dirk's apprentices are currently camped outside the large double building, and seem to have been living outside of it for some time, if their tents and accommodations are any indicator.

Should you approach, the taller of the two dark skinned men will approach, and with a faint accent say,

"Hey, uh ahm sorry but you cannot enter the Tannery. There is a..."

He'll freeze there like a deer caught in a bull's-eye lantern for a full minute when he catches sight of you badges, finally he'll stumble through the remainder of his sentence.

" T-the ah Ch-emicals are uh c-circulating through the a-a-air! It's d-dangerous!"

Sense Motive DC 2:
He is clearly lying and trying desperately to hide something. He looks quite scared, but not of your group.


Inactive

Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14

"Whoa, calm down now an' breathe. We ain't here to cause trouble or nothin, just taking a gander at the area around here seein as Letka asked us to look into some of the disturbances goin' on in an' around town. If you've seen or heard anything strange out here, anythin' you can tell us would be mighty 'preciated - mebbe we can even help if there's somethin' causin' you boys a problem out here," Calli says, pointedly.


The Tannery House

The two men share several (like 20) looks back and forth. They both make rudimentary faces at one another, as if attempting to communicate secretly with no predetermined hidden meanings, which eventually devolves into angry whispering that the two cannot understand one one another. Eventually the two will begin yelling at one another in earnest, when suddenly the one that had come forward realizes he's been screaming in front of you all. He'll turn slowly back to address you all, obviously mortified.

"N-nothing to see here officer. EVERYTHING IS JUST FINE! Don't go in! THAT'S RIGHT, NO NEED TO GO INSIDE! Hahahahaha! Well it was NICE TO SEE YOU!"

The tall man will hurriedly motion for you all to return from the direction you arrived, looking incredibly afraid and nervous. Whispering quietly he'll say,

"Please, please leave! You'll only make it worse!"

Meanwhile his friend shakily holds an old worn club and starring horrified in the direction of the Tannery house door.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd shakes his head, "Fellas there is obviously some major problem, and you just as obviously cannot fix it on your own. That means the only way it gets fixed is for you to tell folk about it so we can work on dealing with it together. If we cannot work together to support and protect each other there's really no point in this being a town at all. So tell us what is going on, I promise we will hear out all your warnings, explain why we would make it worse and all that."

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis will look carefully at the tannery house, especially the door and any windows that may be present.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Good lord, these dice hate me. Either that, or they want me to never see anything. Also, if it has been at least 3 hrs since I cast Mage Armor at the brawl, let me know.


The Tannery House

Sorry guys, all these storms knocked out my internet. Posing will be spotty for a day or two while I get it fixed.

The Tannery House consists of two large connected buildings split into 4 obvious sections, one for cleaning the skins, aging the skins, soaking the skins, and treating the skins. Both buildings have two levels, and what few windows the buildings had are now boarded up, though with recent events that's hardly suspicious.

After Judd's convincing speech, the tall man will give a pained look and and after a moment, his quiet, desperate words will begin to fall like the tears from his eyes.

"I am trying to help. Help you! There is far more going on than you realize, we are trying to stop anyone else from getting hurt... like Dirk... . We don't know what they want, but they're so... different, so angry. Dundrab and I have been doing what we can to keep them from the village. They just, they don't seem right! Complacent one moment, incredibly mad the next, it's like they're all crazy! They want the strangest things, I can't keep this up, I don't know what they want!"

The man will say, emotion thick in his voice. Obviously the strain of keeping whatever secret he has been holding on to is weighing heavily.

"Yo-you're right, please help us. About, about two days after Dirk was killed Dundrab and I began to have these... dreams. Nightmares more like it, of these horrible man-like creatures. Their words were strange but, but we could understand their meanings. They wanted to... watch us. They were so angry at us but we never knew why. They wanted to know about us, to use us to fight their enemies. It all seemed so real, too real for a dream. Eventually neither of us could tell the waking world from the dreaming one, it was like the simple things we were doing for them were drawing them into our world. We thought it was just stress, or the curse of our master for letting him die, all we wanted to do was sleep..."

"But then, three days ago they arrived, in all of their horrible misshapen reality. I... I don't know if we called them here, if we made them real. It's been so long since I've slept, I... just don't know anymore. They've holed themselves up in the Tannery, always watching us, even in our dreams..."

The poor man seems distraught out of his senses by now, tears and snot running down his face. If anymore information is to be gained from him or his terrified companion, it will take a significant act of diplomacy or intimidation. Of course the Tannery House lies just beyond, you could always go see what all this is about first hand...

It's been about 4 hours since the bar-fight.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd frowns and turns to his fellow constables, "I am for going in, it does not seem like these poor lads can tell us anything more, least not anything helpful, and it obviously pains them. Long and short of it is that we'd be the ones sent in if we went back to tell folks and like as not they'd know nothing anyway. I say we barge in like rock brained fools and trust to our thick heads to carry us through."


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"Maybe the two of you should get to town, see if Letka can get you locked in a private cell for your protection while you try to sleep. I'm sure if you explain the situation to her, she can help you." Marconis tells the two tanners before turning to the group. "We should investigate this threat."

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 17/20
Claws: 7/8 rounds/day
Bolts: 19/20
Spells
1st: 5/7
Temporary ModsNone


The Tannery House

"I would be more than willing to take these two back to town and interview them on exactly what happened. Even if you find... whatever it is that has taken residence in there, I believe that figuring out the process of what happened to these men may help us with our other investigations. I can give you these healing potions... in case you encounter resistance."

Alfons will say, handing Judd two vials. Two Cure Light Wound Infusions

The only entrance not boarded up is the one Dirk's apprentice was staring intently at, and even from so far outside, the smell of aging animal carcasses is intense.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd clasps Alfon's shoulder as he takes both infusions in one huge hand, "Thank you my friend, take them to my mother she'll see them right," turning back to the apprentice he asks, "the door is locked?"


The Tannery House

The man, Dundrab by the sound of it, shakes his head emphatically and hands you a surprisingly intricate key.

Before Alphons and the two head off is there anything else anyone wants to ask? Is everyone for barging into the Tannery or does anyone want to do some prep?


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

I dont like the looks of this, but their certainly is not not much more to do but check things out I suppose.

The Aasimar cleric and sorcerer said frowning slightly. He tried to recollect anything he knew from his travels or studies about creatures with any semblance of their half hearted explanations about them.

kn.arcana : 1d20 + 5 ⇒ (9) + 5 = 14
kn.Nature : 1d20 + 5 ⇒ (4) + 5 = 9
kn.Planes : 1d20 + 5 ⇒ (16) + 5 = 21
kn.Religion : 1d20 + 5 ⇒ (16) + 5 = 21

Before Judd Opened the door, Celen would grant him Milani's blessing.

(Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. Its currently only a +1 bonus Judd but hey every littl ebit helps right?)


Inactive

"That's good thinkin' there, Alfons. If ain't safe here now then it sure won't be safe when we go knockin' on that door here in a minute; mebbe they'll be able to calm down 'an tell you or Letka more once you're back in town," Calli says. Then, more quietly, she adds, "'An for what it's worth, I don't blame ye for wantin' to go back to town. I reckon I might feel the same if I had a family dependin' on me."

She turns and looks at the Tannery with a thoughtful expression. "Nightmares...think this is related to the nightmares the children have been havin'?"


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

As Judd heads up to the door with the key, Marconis casts Mage Armor.
Start the in game timer, +4 Ac for 3 hours.

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 17/20
Claws: 7/8 rounds/day
Bolts: 19/20
Spells
1st: 4/7
Temporary Mods Ac +4


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd nods and gives Alfons and the men accompanying him a reassuring smile waiting for them to leave before he says, "Right, better be as ready as I can be..."

Then in the blink of an eye he is suddenly two feet shorter and sports a fine golden beard, having turned into an extremely burly dwarf. Hammer in clasped in one hand he steps forward and places the key in the lock turning it and thrusting the door open.

Using Alter Self spell-like ability which basically gives +2 Str for dwarf form.


Considering what they may be walking into, Dion vocalized his agreement with Judd, and took a couple of steps away from the group. "Give me a minute, please", he asked calmly.

This ritual was something that he had not quite figured out, but as near as he could tell, it was something that had to do with some part of him that he had not quite explored entirely. He had grown past having to sketch out the equations, since he could do them in his head by now, but the circle was something that he still felt he needed, so he made the equations his circle. He had figured out how to manifest some of the energy in the connection, so he wrote in the air with light that shone as if it were reflecting off of refined metals. For those that understood the math, he was writing out the process of the summoning as equated into the energy expended allowing for the connection, distance, strength and duration. There were several shortcuts that he had devised so some of the figures would make no sense, but as he completed the circle of the equation, some sort of armor built itself onto him.

From the ground up, the boots and greaves were all one part, with no visible straps, just a flexible connection between the plates that seemed like some sort of mesh, with plates assembling themselves as if watching armor grow from clothes. Smaller plates shaped themselves over the parts of his body that would need mobility with the mesh underneath it all. Even his face was covered, with no visible distinction for where his eyes and nose had been, save for what may have been a strip of glass over his eyes. The armor over his arms was interesting, with noticeable reinforcement over the plates that armored him, along with his forearms and hands.

Ultimately, he looked like someone had taken a suit of armor, smoothed out the distinctions between the armor and armored, uncannily blending them. As the light faded, he flexed his hands, settling into the feeling of the summoning, and nodded to the others. In a voice that was part his, and part mechanical, with an odd echo, he spoke. "I am ready."
___________________________
Using merged stats until otherwise indicated AC:19 , HP: 48


The Tannery House

^
| The Map is under my name.
Transform and roll out!

Unfortunately, the apprentices' story leaves little to go on, and only adds even more questions. Alphons will lead the two men away, while everyone prepares for the worst.

As Judd throws open the door, the smell washes over you all like a wave. It's not a horrible smell, like it seemed to be from the outside, and it's nothing you haven't smelled before. It's just powerful, all pervasive, and doesn't seem to fade with time. It's no wonder this place was built so far from Grundy.

Marconis:

HE IS HERE
In the doorway.
He/She/It stares at you.
Watching.
Waiting.
Seething.
It hates you.
It HATES you.
You know that now, as it's blank eyes scan you and your allies.
You can feel him, as this instant stretches on for an eternity.
It... wants something from you.
So badly you can taste it.
So badly you feel your nose begin to bleed.
It... needs you for... something.
And as it reaches towards you, towards the object of it's hate, it's desperate desire, it vanishes into the shadows that birthed it.
Gone.

The inside of the building is stark. While it's clear several people spent a great deal of their time here, it seems it was mostly for work. The smaller room you find yourselves in seems to contain mostly living accommodations. A large table dominates the center of the room sporting several chairs, a stove lies against the far wall still stocked with firewood, and several cupboards and shelves (mostly empty) take up the rest of the room. Several... stains, cover the floor, especially near the out-turned chair. Where Dirk was found.

Everyone, especially those of you more in tune with the energies of the arcane, can feel an energy thick on the air here. It... tingles in an unhealthy way, it makes your gums itch and makes your hair stand on edge. Something strange has made it's way into this place and it seems as if the very air disagrees with it. As you all make your way into the room, you get the impression that something else is in this room as well.

DM Rolls:

Dion Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Judd Perception: 1d20 + 0 ⇒ (3) + 0 = 3
Calli Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Marconis Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Celen Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Mystery Stealth!: 1d20 + 4 ⇒ (11) + 4 = 15
Mystery Stealth!: 1d20 + 4 ⇒ (18) + 4 = 22

Dion Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Judd Initiative: 1d20 - 1 ⇒ (13) - 1 = 12
Marconis Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Calli Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Celen Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

1d2 ⇒ 2

Calli and Marconis:

There seems to be a faint wheezing coming from the back right corner of the room in a deep shadow.

Though you get the impression that something is here, whatever it is seems to be waiting to respond to your actions.

Your turns. Feel free to move into the room.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Barring the doorway Judd uses his detect evil ability and scans trying to detect the location of the source if there is evil present.

Once he has either determined there is no evil in range, or determined its direction Judd moves into the tannery heading for it after pointing it out to the others.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis points to the shadowy corner, "Do you hear that?" He asks, wiping blood from his nose.


The Tannery House

Towards the back right corner of the room (near the door) you can detect the presence of two evil creatures, apparently lying in wait. When Marconis points it out, listening closely you can indeed hear the faint, unhealthy wheezing of two creatures coming from that corner.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Is there something for them to hide behind? Judd has darkvision and should be able to determine there exact location with detect evil if they are within line of sight. Do they seem to be on the other side of the door?


The Tannery House

All that's over there is are some shadows and a large shelf, there are some large cupboards on the bottom that are currently closed. You still can't see whatever it is, but with detect evil you can determine it's direction, but not it's exact location.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd moves carefully forward hammer raised and booms, "If you still have any shred of your humanity left fight this and we will help you! I do not know how but we will find a way!"


The Tannery House

As Judd steps further into room the rasping wheezing begins to grow louder. Suddenly, the floor boards in the corner will begin to crack, and a cut-away section of the floor will burst away from it's fittings.

From their hiding place, two disgusting creatures burst forth. They superficially resemble large canines. But instead of thick pelts they have scabrous tumor-laden bodies, with large sections of skin simply rotted away. Their red blood-shot eyes leak tears of pus, and thick mucus drips from between their yellow razor-sharp teeth.

The two creatures rush forward, one spewing forth an almost impossible blast of foul-smelling bile from it's mouth. Even in the seconds before impact you can smell the acrid nature of the bile.

DM Rolls:

Breath Weapon: 2d6 ⇒ (4, 5) = 9
Breath Weapon: 1d3 ⇒ 1

Take 9 Acid damage and become nauseated for 1 round, DC 13 Reflex for 4 damage and no nauseate.

The Hound's readied actions are over, Your Turns.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Queasy Judd takes a step back gritting his teeth as the acid eats at his dwarven flesh.

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis rushes forward, slashing at the nearest hound with his sickle.
Sickle: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (5) + 1 = 6
I don't suppose I know what these things are, and if they have any weaknesses or resistances we should be aware of?
Kn Planes: 1d20 + 8 ⇒ (18) + 8 = 26

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 17/20
Claws: 7/8 rounds/day
Bolts: 19/20
Spells
1st: 4/7
Temporary ModsNone


The Tannery House

Judd is swathed in the disgusting spray of burning bile, but thankfully his natural resistances protects him, unlike the floor boards, which begin to crack and pop as the acid works through them.

Marconis rushes forward with his sickle raised high, but even swinging at one of the diseased things might be a dangerous proposition, and in his caution the beast cleverly jukes out of the way, a move far too humanoid for a simple beast.

These foul things certainly don't hail from any of the outer planes, they seem to be things of the material. Their seeming cunning indicates they might belong to one of the many magical beasts you studied during your arcane training. Knowledge: Arcana


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

I'm not entirely sure whether the energy resistances carry over while in alter self, transmutation says, "you loose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form." I am not sure if this would cover resistances, since they do not really seem to depend on an aasimar's form. Thoughts DM Spacefighters?


The Tannery House

Hm, that is a good point. I feel the resistances should carry over because like you pointed out they don't really rely on your form, I'm ok with them sticking around.


Inactive

As the two horrible, canine-shaped things burst from the shadowy corner, Calli's eye widen. She's seen and heard of some odd things, but this is a new one for her. Though she reaches for her flask and takes a drink like the other two times, this time her expression shows that she might actually need it for more than just a tactical boost.

"Tha hell is this? Tha hell are those things???" she exclaims as she moves to assist Judd and Marconis. As she does so, she adopts her defensive pose from earlier.

Same as before, drink = 1 drunken ki point and then moving and entering Snapping Turtle Style as a swift action. All apologies, you guys are probably going to be seeing that for just about every combat...


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Celen gripped his goddesses holy symbol and channeld pure holy light letting the energy wash over his allies

channel: 1d6 ⇒ 3

knowledge arcana: 1d20 + 5 ⇒ (13) + 5 = 18
knowledge nature: 1d20 + 5 ⇒ (14) + 5 = 19
knowledge planes: 1d20 + 5 ⇒ (18) + 5 = 23
knowledge religion: 1d20 + 5 ⇒ (6) + 5 = 11


Dion hastened into the Tannery with even strides, the living armor that encased him aiding his movements and granting him a confidence that he knew would not last long if he got overconfident. Considering what he could smell outside, he was not happy about being in the Tannery like this. He would have to look into being able to enable or disable some of the capabilities. Thankfully, he would not have to try to follow any scents in here.

He also would not be able to reach the others, to engage whatever those things were, not yet.


The Tannery House

Calli begins her combat ritual, Celen channels the healing of his goddess, and Dion enters the room, his metal-shod feet clanking on the floor.

Knowledge: Arcana DC 16:

These creatures, despite not all being hound based, are collectively known as Retch Hounds. Retch Hounds are creatures that have been... changed by great sickness. Most often found in the Darklands where the energies of certain underground crystals are known to grossly effect the wildlife. Retch Hounds are known for their supernatural drive to spread sickness and disease, and somehow their rotten and diseased bodies refuse to give in until they do. Breath Weapon, Stench Aura, Immune to disease and sickness

DM Rolls:

Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Breath Weapon: 2d6 ⇒ (3, 6) = 9
Breath Weapon: 1d3 ⇒ 2

As more of you enter into the room, something seems to overtake the creatures, and the two creatures will begin to shudder opening a second set of eyes above their normal set. These secondary eyes are disturbingly humanoid, with the sharp glean of intelligence to them.

The creature still partly in it's hiding spot Red Hound will unleash it's own stream of bile towards Judd and Calli, running forward into it's own puke to gnash it's disgusting broken teeth in Calli's direction.
Calli and Judd, Take 7 Acid damage and become Nauseated for 2 rounds, or DC 13 Reflex save for 3 damage and no Nauseated.

The other creature rushes forward at Marconis in retaliation for his attack, dashing past Marconis's sickle and latching it's disgusting teeth onto his thigh, dragging Marconis to the ground while maintaing a hold on his leg.
Take 6 Damage and you fall Prone Marconis.

Anyone adjacent to one of the Hounds needs to make a DC 13 Fortitude Save or be sickened for 10 rounds, due to their intense aroma. Creatures with scent take a -2 to this save.

Your Turns


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

That was everyone right? Judd is nauseated and elected only to step back.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Fort: 1d20 + 2 ⇒ (5) + 2 = 7 Dang, sickened.

Marconis lies on the ground, eyes watering from the stench, and pain shooting from the hounds grip on his leg. Dropping his sickle, his hands begin to redden as his fingertips grow into black claws. "FOUL BEAST!" He shouts between coughs and gags, then swipes frantically at the beast.

2 Claws: 1d20 + 2 - 2 - 4 ⇒ (19) + 2 - 2 - 4 = 151d4 + 1 ⇒ (3) + 1 = 41d20 + 2 - 2 - 4 ⇒ (14) + 2 - 2 - 4 = 101d4 + 1 ⇒ (4) + 1 = 5

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 11/20
Claws: 6/8 rounds/day
Bolts: 19/20
Spells
1st: 4/7
Temporary Mods +4 Ac


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd wretches as more acidic filth covers him swaying on his feet and cursing his own helplessness as his roiling stomach prevents him taking action.

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6


Inactive

Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16
Fortitude Save: 1d20 + 4 ⇒ (15) + 4 = 19

As one of the creatures releases a stream of bile, Calli reacts quickly, dodging the worst of it and only being hit with a few droplets here and there that luckily just burn holes in her clothing instead of her skin. Though the creatures have an almost overpowering scent, the rush of adrenaline flowing through her body fortifies her enough to power through the initial shock.

Evasion, no damage on a successful Reflex save to take half damage.

In one swift move she maneuvers herself around the creature nearest to her and swings her fist, hoping to give it a good kidney punch.

5 foot step to hopefully be flanking and a swing!

Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Crit Confirm: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

He took a deep breath and tried to calm himself as he saw marconis go down underneath one. He could hear the man cursing beneath the beast. He gripped his morning star and took a step in swinging as hard as he could.

fort save: 1d20 + 4 ⇒ (5) + 4 = 9
MW morningstar: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 1 ⇒ (7) + 1 = 8

His swing went wild as he battled the urge to puke, the bile rising in his throat made his eyes water.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Wow.

Fort: 1d20 + 9 ⇒ (1) + 9 = 10


The Tannery House

Marconis's long claws slash at the underbelly of the retching beast, and while his weapons do burst several tumors along it's underside leaking a thick oozing pus onto his tunic, it doesn't seem to do any damage to the hound.

Judd unfortunately takes the stream of bile full on, and the sheer sickening nature of the attack is staggering, leaving Judd gasping for air. Ouch, sorry

After a quick dive to avoid the stream of acidic bile, Calli acrobatically tumbles behind the hound and lands a heavy strike directly into it's kidney. If it weren't for the creature's tumors absorbing her initial strike the hound would have taken significantly more damage, though it's howl of pain indicates it certainly felt her punch. Aw, almost a crit

Celen rushes into the fray but is balked by the stench of the creatures, they give off a sweet stench as if they were rotting alive, and the diversion is all the creature needs to dodge out of the way of his swing, eerily keeping one set of eyes focused on Celen, and one on Judd.

Dion walks forward into the room, his heavy boots rattling on the floor. With a heavy clank, a long blade will slide from his strangely seamless gauntlet. With a loud ratcheting noise, his now bladed hand will shoot forward, cutting a deep rent into the back of the creature, eliciting a pain filled yelp in response.

DM Rolls:

Fortitude Save: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Gauntlet Blade: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Hound Attack: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Red Houd Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The Hound savaging Marconis releases it's grip on his thigh to attack his more vulnerable neck, only to glance off of his powerful conjured armor.

The Red Hound dashes forward towards the vulnerable Judd, however with Calli, Celen, and Dion menacing it, the creature's attack quickly turns into fevered defense, as it barely manages to dodge all of your attacks.

Your Turns


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

fort save: 1d20 + 4 ⇒ (3) + 4 = 7
He couldn't stand the smell anymore, the aasimar cleric felt the urge to vomit again, only this time he couldn't stop himself from getting ill. Regardless he reached out to Judd and passed some of the goddesses blessings upon him.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute.
Its only a +1 at the moment but still its a +1 to your fort save hope it helps

Oh joy what heros we are eh?


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Now free of the disgusting creatures grasp, Marconis attempts to stand, and deliver two more claw attacks.

Fort: 1d20 + 2 ⇒ (9) + 2 = 11 I was not sure if we rolled this every round or not.
2 Claws: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 71d4 + 1 ⇒ (1) + 1 = 21d20 + 2 - 2 ⇒ (1) + 2 - 2 = 11d4 + 1 ⇒ (2) + 1 = 3
It would seem the dice just hate me, oh well.

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 11/20
Claws: 5/8 rounds/day
Bolts: 19/20
Spells
1st: 4/7
Temporary Mods +4 Ac


The Tannery House

Hey, someone has to deal with these gross things, unless Grundy has a squad of combat janitors I haven't heard about.

DM Rolls:

Hound AoO: 1d20 + 5 ⇒ (11) + 5 = 16

Sorry, the Fortitude save is a one and done. Anyone who failed the initial save is sickened for 10 rounds (9 rounds now). Anyone who succeeded won't have to make the save again.

The Hound will gnash at Marconis again as he manages to regain his footing, and again it's thanks to his ethereal armor that the creature's broken yellow teeth fail to find his flesh. Though Marconis's own claws fail to reach the hound as it quickly dashes backwards.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd sways on his feet concentrating upon not throwing up into his golden beard.

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