The Extinction Curse - A Tour of the Hinterland of Absalom

Game Master Luke_Parry

MAPS

Loot Sheet

Prestige: 17(+1)(+2)
Petty Cash: 57.45gp
Upgrades: Acoustics, Padded Floors, Water-Marked Tickets, Spotlights, Huge Tent


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Sovereign Court

Making strangled barking noises, the two strange creatures head slide off on their mucus-covered bellies, and climb down the cliff.

F2:

This weathered wooden shed shelters a cart and several crates, which the hermits use to obtain supplies from Abberton from time to time. Sea birds roost in its rafters and squawk noisily when anyone enters.

F3:

The entrance to the hermitage is an elaborately carved double door depicting both of Gozreh’s forms: on the left he is a sky god rising from a whirlwind with lightning in his hand, and on the right she is a sea-goddess surrounded by a whirlpool.

The door is shut, but not locked.

Opening entering, you see a disturbing sight:

Three hulking, evil-looking men are crowded around Mayor Abber, who cowers in a corner trying to shield himself from harm. When he spots you, the mayor shouts with relief, “Thank the gods you’ve come! They’ve...” just as one of the corrupted retainers slaps him with his end of his trident, knocking the mayor unconscious.

They then turn upon you, tridents at the ready, and malice in their eyes.

Corrupted Retainers: 1d20 + 6 ⇒ (9) + 6 = 15.
Charles: 1d20 + 9 ⇒ (18) + 9 = 27.

Welcome to the Hermitage, Round 1:

Charles (-)
Archibald (-)
CR (-, -, -)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles expression turns grim.

Well, that makes the decision about what to do substantially easier...

He then focuses upon Yellow, directs Archibald forward, and starts firing!

Hunted Shot: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (7) + 7 = 14, for 1d8 ⇒ 5 damage.

Jaws: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 3) + 4 = 9 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15.
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19.

Yellow roars in anger as he is shot, bitten, and scorched!

All three start raging, and turn their full fury upon Archibald...

Trident 1d20 + 11 ⇒ (9) + 11 = 20, for 2d8 + 2 + 2 ⇒ (4, 3) + 2 + 2 = 11 damage.
Trident 1d20 + 6 ⇒ (4) + 6 = 10, for 2d8 + 2 + 2 ⇒ (3, 7) + 2 + 2 = 14 damage.
Trident 1d20 + 11 ⇒ (15) + 11 = 26, for 2d8 + 2 + 2 ⇒ (7, 5) + 2 + 2 = 16 damage.
Trident 1d20 + 11 ⇒ (8) + 11 = 19, for 2d8 + 2 + 2 ⇒ (5, 8) + 2 + 2 = 17 damage.

...sorely wounding the poor animal.

Welcome to the Hermitage, Round 2:

Charles (-)
Archibald (-44)
CR (-20+5, -4+5, -+5)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"Scheisse!"

Charles frantically flurries!

Hunted Shot: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (5) + 7 = 12, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 ⇒ 8 damage.

Jaws: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 3 ⇒ (17) + 3 = 20, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 4) + 4 = 10 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

All of Charles' arrows miss, but Archibald manages to tear the injured man apart.

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26.
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8.

One man then dodges the electrical blast, but the other suffers its full effect.

Trident: 1d20 + 11 ⇒ (13) + 11 = 24, for 2d8 + 4 ⇒ (6, 6) + 4 = 16 damage.
Trident: 1d20 + 6 ⇒ (3) + 6 = 9, for 2d8 + 4 ⇒ (6, 5) + 4 = 15 damage.

Trident: 1d20 + 11 ⇒ (20) + 11 = 31, for 4d8 + 8 ⇒ (8, 8, 7, 3) + 8 = 34 damage.
Trident: 1d20 + 6 ⇒ (14) + 6 = 20, for 2d8 + 4 ⇒ (8, 8) + 4 = 20 damage.

They then drop Archibald, and raise their shields.

Welcome to the Hermitage, Round 3:

Charles (-)
Archibald (-64, Unconscious, Dying 1)
CR (-4+5, -5)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"Scheisse!"

Cracking his Potency Rune, Charles frantically fires!

Hunted Shot: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 ⇒ (5, 4) = 9 damage.
Hunted Shot: 1d20 + 7 ⇒ (12) + 7 = 19, for 2d8 ⇒ (1, 6) = 7 damage.
Iterative: 1d20 + 4 ⇒ (3) + 4 = 7, for 2d8 ⇒ (5, 6) = 11 damage.

He then tosses a blast of force!

Magic Missile: 3d4 + 4 ⇒ (3, 2, 2) + 4 = 11 Force damage.

Sovereign Court

Charles blasts one of the men into unconsciousness.

The other charges forward, trident swinging...

Trident: 1d20 + 11 ⇒ (15) + 11 = 26, for 2d8 + 4 ⇒ (1, 8) + 4 = 13 damage.
Trident: 1d20 + 6 ⇒ (6) + 6 = 12, for 2d8 + 4 ⇒ (4, 2) + 4 = 10 damage.

...but only manages to skewer him once.

Welcome to the Hermitage, Round 4:

Charles (-13)
Archibald (-64, Unconscious, Dying 2)
CR (-4+5)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles shifts his focus, and keeps firing.

Hunted Shot: 1d20 + 10 ⇒ (13) + 10 = 23, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 ⇒ 5 damage.

Magic Missile: 3d4 + 4 ⇒ (3, 3, 4) + 4 = 14 Force damage.

Sovereign Court

Charles badly wounds the last man, but he remains standing through sheer force of will.

Trident: 1d20 + 11 ⇒ (14) + 11 = 25, for 2d8 + 4 ⇒ (7, 3) + 4 = 14 damage.
Trident: 1d20 + 6 ⇒ (13) + 6 = 19, for 2d8 + 4 ⇒ (7, 1) + 4 = 12 damage.
Trident: 1d20 + 1 ⇒ (9) + 1 = 10, for 2d8 + 4 ⇒ (8, 6) + 4 = 18 damage.

However, he is injured enough that his attacks are slowed, and only one lands.

Welcome to the Hermitage, Round 5:

Charles (-27)
Archibald (-64, Unconscious, Dying 3)
CR (-23)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles groans.

"Just die, already!"

Hunted Shot: 1d20 + 10 ⇒ (17) + 10 = 27, for 2d8 + 1d10 ⇒ (2, 7) + (4) = 13 damage.
Hunted Shot: 1d20 + 7 ⇒ (4) + 7 = 11, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d8 ⇒ 5 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 4) + 4 = 9 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Charles' first arrow takes the man straight through his left eye, and he falls to the ground, dead.

Combat over.

Searching the bodies: Hide Armor x3, gray robes x3, trident x3, wooden shield x3.

The Mayor is stable, but unconscious.


Sovereign Court

The Mayor explains that he came looking for Harlock, and was immediately imprisoned. Word of his capture was sent to those deeper in the hermitage, and a few priests came to see him—but all were as cruel and pitiless as his captors. They were accompanied by small flying demons, and Mayor Abber shudders to think the hermits are dealing so openly with fiends. Through the abuse shouted at him during beatings, the mayor learned that Harlock is also a prisoner in the hermitage.

Mayor Abber is incredibly grateful to be rescued and prepared to quickly return to town. He asks that you do your best to rescue Harlock, and that there will be a sizable reward waiting for you, when you return to town (specifically, 40gp).


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles smiles wryly.

Great. More opportunities to risk life and limb...

Nevertheless, he continues on his way, searching the area.

Sovereign Court

F4:
The waiting room is simply furnished with a table and chairs, and its stone walls are bare. The furniture isn’t particularly comfortable, and the only nod to courtesy is a copper vessel filled with water on the table.

F5:
This room is mostly empty. A few wooden casks half-full of salted pork and mead are all that remain, along with a crate of parchment paper and a few boxes of ink and goose quills.

However, a Lesser Salamander Elixir lies forgotten on a shelf here.

F6:
These four rooms are reserved for the rare guests allowed to stay overnight at the hermitage. Each room has a single uncomfortable bed, a desk with a candle and writing supplies, a chamber pot, and a copy of the Gozren holy book, Hymns to the Wind and the Waves.

F7:

The door from area F3 to this hallway is a large and imposing granite slab broken only by a small viewing slot at eye level.

Peering through, Charles can just make out another pair of Corrupted Retainers, and another tusked amphibian.

DC 18 Thievery check to open the door.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

or not...

Charles uses the slot as an arrow slit, and starts firing!

Hunted Shot: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 4 ⇒ (13) + 4 = 17, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d8 ⇒ 5 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 2) + 4 = 8 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

...

Charles catches the men completely off-guard!

Reflex: 1d20 + 6 ⇒ (14) + 6 = 20.
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8.

Corrupted Retainer: 1d20 + 6 ⇒ (4) + 6 = 10.
S: 1d20 + 6 ⇒ (9) + 6 = 15.
Charles: 1d20 + 9 ⇒ (20) + 9 = 29.

Distracted Guards, Round 1:

Charles (-)
Archibald (-)
S (-)
Corrupted Retainer (-11, -8)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles gamely keeps up his assault.

Hunted Shot: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 7 ⇒ (3) + 7 = 10, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 ⇒ 4 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 2) + 4 = 7 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Sadly, Charles' arrow storm is largely ineffective...

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24.

...and both men avoid the worst of the electrical blast.

One rushes over, drops his trident, lifts the bar, and opens the door.

The other rages, rushes over, and tries to attack Charles with cover...

Trident: 1d20 + 11 ⇒ (20) + 11 = 31, for 4d8 + 8 + 1d10 ⇒ (1, 5, 8, 4) + 8 + (1) = 27 damage.

...skewering him.

Distracted Guards, Round 2:

Charles (-27)
Archibald (-)
S (-)
Corrupted Retainer (-14, -11+5)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Cursing loudly, Charles keeps up the steady stream of arrows.

Hunted Shot: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d8 + 1d10 ⇒ (8, 5) + (6) = 19 damage.
Hunted Shot: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 ⇒ 6 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Charles' first arrow catches the weapon-bereft man through the lung, and he collapses to the ground, choking.

His subsequent two shots then slam into the other man, wounding him...

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16.

...and then his heart is stopped by the subsequent electrical discharge.

Meanwhile, the tusked amphibian looks at Charles suspiciously...

Distracted Guards, Round 3:

Charles (-27)
Archibald (-)
S (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles breathes a ragged sigh of relief, and tries to calm the creature down.

Wild Empathy: 1d20 + 7 ⇒ (1) + 7 = 8.
Wild Empathy - Hero Point: 1d20 + 7 ⇒ (15) + 7 = 22.

Sovereign Court

After a moment of hesitation, the strange amphibian hops off outside.

Combat over.

Searching the bodies yields: Hide Armor x2, gray robes x2, trident x2, wooden shield x2... and a jar of Silversheen.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles loots the bodies, then dumps the corpses into the sea.

He then takes another breather, and keeps exploring, giving the barricaded area a wide berth, for the moment.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

F8:

This small room contains a wall-mounted basin with water, a few hooks bearing gray robes, and rough soap.

F13:
This magnificent gallery glows with light from magical spheres set into eight twisting pillars that stretch from the floor to the ceiling twenty feet above. That ceiling depicts a cloudy, storm-tossed sky with remarkable realism. The floor is covered with mosaic tiles that portray the depths of the ocean, complete with coral reefs, seaweed beds, and schools of fish. Corridors lead away from the gallery to the north and south, and the hall ends in a massive bronze double door sculpted in a fantastic diorama of animals of all kinds: fish swimming in the sea, beasts walking the earth, and birds soaring in the sky.

Of more immediate concern, however, is that there is a wild-eyed cleric in here, backed-up by another worm-fiend...

"What!? Outsiders!? Kill them!"

Yoril: 1d20 + 11 ⇒ (13) + 11 = 24.
V: 1d20 + 8 ⇒ (4) + 8 = 12.
Charles: 1d20 + 9 ⇒ (8) + 9 = 17.

The Cleric tosses a ball of fire at Charles...

Flaming Sphere: 3d6 ⇒ (3, 3, 3) = 9 Fire damage. DC 20 Reflex negates.

A Cracked Summoner, Round 1:

Yoril (-)
Charles (-)
Archibald (-)
V (-)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Reflex: 1d20 + 11 ⇒ (5) + 11 = 16.

Charles focuses upon the Cleric, directing Archibald forward to assist.

Hunted Shot: 1d20 + 10 ⇒ (2) + 10 = 12, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (6) + 7 = 13, for 1d8 ⇒ 1 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20.
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19.

Both foes dodge the rather insipid electrical discharge...

1d20 ⇒ 12

...and Yoril maintains concentration on her spell.

The worm-demon concentrates, and lashes out...

Harm: 3d8 + 24 ⇒ (2, 4, 2) + 24 = 32 Negative damage. DC 19 Fort.

Then Yoril casts Fear, and directs the flaming Orb to assault Charles again 3d6 ⇒ (3, 1, 4) = 8 Fire damage.

Will and Reflex, DC 20.

A Cracked Summoner, Round 2:

Yoril (-3)
Charles (-9)
Archibald (-)
V (-3)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 8 ⇒ (19) + 8 = 27.
Reflex: 1d20 + 11 ⇒ (15) + 11 = 26.
Will: 1d20 + 9 ⇒ (4) + 9 = 13.

Struggling, Charles pours everything he can into dealing with the Cleric!

Hunted Shot: 1d20 + 10 ⇒ (2) + 10 = 12, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 7 ⇒ (1) + 7 = 8, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d8 ⇒ 5 damage.

Jaws: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 3 ⇒ (15) + 3 = 18, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12.
Reflex: 1d20 + 8 ⇒ (10) + 8 = 18.

1d20 ⇒ 19
1d20 ⇒ 20
1d20 ⇒ 13
1d20 ⇒ 12

The Cleric stubbornly maintains her concentration, although she is clearly starting to hurt.

The worn-fiend then casts Fear. DC 19 Will, Archibald and Charles.

Yoril, snarling, casts Barkskin, and directs her ball of flame at Charles again.

3d6 ⇒ (4, 6, 6) = 16 Fire damage. DC 20 Reflex negates.

A Cracked Summoner, Round 3:

Yoril (-33)
Charles (-25)
Archibald (-)
V (-14)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Will: 1d20 + 9 ⇒ (16) + 9 = 25.
Will: 1d20 + 6 ⇒ (19) + 6 = 25.
Reflex: 1d20 + 11 ⇒ (3) + 11 = 14.

Hissing in pain, Charles frantically tries to bring down the Cleric!

Hunted Shot: 1d20 + 10 ⇒ (4) + 10 = 14, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d8 ⇒ 3 damage.

Jaws: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.
Jaws: 1d20 + 3 ⇒ (8) + 3 = 11, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12.
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24.

Two of Charles' arrows find their mark, and then his electrical discharge drops the Cleric.

The worm demon, wriggling its tentacles in anticipation, moves over to the Cleric, and looks ready to devour the corpse...

A Cracked Summoner, Round 4:

Charles (-41)
Archibald (-)
V (-18)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

"No!"

Charles shifts his focus, and Archibald's attention.

Hunted Shot: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 7 ⇒ (16) + 7 = 23, for 1d8 ⇒ 5 damage.

Jaws: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 3 ⇒ (16) + 3 = 19, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

He then tosses a brace of force missiles.

Magic Missile: 3d4 + 4 ⇒ (4, 4, 2) + 4 = 14 Force damage.

Sovereign Court

Charles' arrows, Archibald's jaws, and then the force missile barrage claim the worm-fiend's life before it has a chance to claim the flesh of the deceased priest.

Combat over!

Serarching the Bodies: Leather armor, gray robes, trident, wooden religious symbol of Gozreh defaced with demonic runes.

As Charles is taking stock of the situation, the beasts depicted on the door turn to look at him, and speak in an unearthly chorus:

“Corruption has shut this door, but that cannot keep us out.

Cleanse these halls of the corrupted that infest it, and we will open this door for you.

Or, if you are one of the chosen of the Wind and Waves, then you may enter.”


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles retreats to take a 10 minute breather, then heads back in, and takes the corridor to the South.

Sovereign Court

F15:

Each room has a large and very comfortable canopied bed, an armoire for clothes storage, a full-length mirror, and light provided by fist-sized glowing orbs mounted in ornate wall sconces. A folding screen in each room conceals a metal bathtub. In the two northern guest rooms, the bedclothes are neatly folded and tucked away in the armoire. Only the southern guest room shows evidence of recent habitation; its bed is made and its bathtub is filled with lukewarm water.

F16:

The north wall of this long dining hall contains a stone oven, a cauldron, and several metal tables. Several long, wooden tables and benches are lined up against the south wall, providing accommodations for two dozen people to eat together. Doors lead east and west.

A big woman armed with a meat-cleaver, assisted by three tiny flying fiends, are hard at work in this room.

None of them notice you.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles silently groans.

More of those little s#*#s...

He quietly studies the woman, then unleashes, directing Archibald forward to assist!

Hunted Shot: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d8 + 1d8 ⇒ (6) + (1) = 7 damage.
Hunted Shot: 1d20 + 7 ⇒ (19) + 7 = 26, for 1d8 + 1d8 ⇒ (6) + (5) = 11 damage.
Iterative: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 1d8 ⇒ (7) + (2) = 9 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Between them, Charles and Archibald land a pair of solid hits.

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26.
Reflex: 1d20 + 10 ⇒ (1) + 10 = 11.

The woman, somehow, dodges the electrical blast, but one of the flying fiends is *badly* electrocuted.

Horba: 1d20 + 6 ⇒ (18) + 6 = 24.
Q: 1d20 + 7 ⇒ (18) + 7 = 25.
Charles: 1d20 + 9 ⇒ (7) + 9 = 16.

As one, they all turn around, and assault Archibald!

Cleaver: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Cleaver: 1d20 + 9 ⇒ (8) + 9 = 17, for 1d6 + 2 ⇒ (6) + 2 = 8 damage.
Cleaver: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.

Sting: 1d20 + 9 ⇒ (19) + 9 = 28, Fort save.
Sting: 1d20 + 5 ⇒ (10) + 5 = 15, Fort save.
Sting: 1d20 + 1 ⇒ (14) + 1 = 15, Fort save.

Sting: 1d20 + 9 ⇒ (10) + 9 = 19, Fort save.
Sting: 1d20 + 5 ⇒ (9) + 5 = 14, Fort save.
Sting: 1d20 + 1 ⇒ (1) + 1 = 2, Fort save.

Sting: 1d20 + 9 ⇒ (18) + 9 = 27, Fort save.
Sting: 1d20 + 5 ⇒ (13) + 5 = 18, Fort save.
Sting: 1d20 + 1 ⇒ (8) + 1 = 9, Fort save.

Taking Down The Kitchen Staff, Round 1:

Horba (-18)
Q (-16, -, -)
Charles (-)
Archibald (-11; Fort x4)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 7 ⇒ (13) + 7 = 20.
Fort: 1d20 + 7 ⇒ (20) + 7 = 27.
Fort: 1d20 + 7 ⇒ (20) + 7 = 27.
Fort: 1d20 + 7 ⇒ (20) + 7 = 27.

Wincing, Charles tries to take the human down, directing Archibald to help!

Hunted Shot: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d8 + 1d8 ⇒ (2) + (1) = 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (19) + 7 = 26, for 1d8 + 1d8 ⇒ (4) + (1) = 5 damage.
Iterative: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d8 + 1d8 ⇒ (6) + (5) = 11 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

With three well-placed shots, Charles takes the human down.

Reflex: 1d20 + 11 ⇒ (19) + 11 = 30.
Reflex: 1d20 + 11 ⇒ (4) + 11 = 15.

The fiends continue to swarm all over Archibald!

Sting: 1d20 + 9 ⇒ (11) + 9 = 20, Fort save.
Sting: 1d20 + 5 ⇒ (20) + 5 = 25, Fort save.
Sting: 1d20 + 1 ⇒ (9) + 1 = 10, Fort save.

Sting: 1d20 + 9 ⇒ (13) + 9 = 22, Fort save.
Sting: 1d20 + 5 ⇒ (7) + 5 = 12, Fort save.
Sting: 1d20 + 1 ⇒ (19) + 1 = 20, Fort save.

Sting: 1d20 + 9 ⇒ (2) + 9 = 11, Fort save.
Sting: 1d20 + 5 ⇒ (3) + 5 = 8, Fort save.
Sting: 1d20 + 1 ⇒ (6) + 1 = 7, Fort save.

Taking Down The Kitchen Staff, Round 2:

Q (-16, -8, -)
Charles (-)
Archibald (-11; Fort x4)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 7 ⇒ (17) + 7 = 24.
Fort: 1d20 + 7 ⇒ (10) + 7 = 17.
Fort: 1d20 + 7 ⇒ (8) + 7 = 15.
Fort: 1d20 + 7 ⇒ (12) + 7 = 19.

With the human down, Charles shifts his focus to the little fiends!

Hunted Shot: 1d20 + 10 ⇒ (9) + 10 = 19, for 1d8 + 1d8 ⇒ (7) + (1) = 8 damage.
Hunted Shot: 1d20 + 7 ⇒ (11) + 7 = 18, for 1d8 + 1d8 ⇒ (4) + (8) = 12 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Poison: 1d6 ⇒ 5.

Archibald starts to look a little green...

Charles takes down one of the fiends.

Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23.

The other two then dodge the worst of the electrical blast, blowing raspberries at him.

Sting: 1d20 + 9 ⇒ (12) + 9 = 21, Fort save.
Sting: 1d20 + 5 ⇒ (8) + 5 = 13, Fort save.
Sting: 1d20 + 1 ⇒ (5) + 1 = 6, Fort save.

Sting: 1d20 + 9 ⇒ (7) + 9 = 16, Fort save.
Sting: 1d20 + 5 ⇒ (12) + 5 = 17, Fort save.
Sting: 1d20 + 1 ⇒ (4) + 1 = 5, Fort save.

Each of them then stings Archibald again.

Taking Down The Kitchen Staff, Round 3:

Q (-13, -5)
Charles (-)
Archibald (-16; Fort x3)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 7 ⇒ (18) + 7 = 25.
Fort: 1d20 + 7 ⇒ (19) + 7 = 26.
Fort: 1d20 + 7 ⇒ (16) + 7 = 23.

Charles shifts his focus again, and keeps firing.

Hunted Shot: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d8 + 1d8 ⇒ (3) + (1) = 4 damage.
Hunted Shot: 1d20 + 7 ⇒ (16) + 7 = 23, for 1d8 + 1d8 ⇒ (2) + (1) = 3 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 4) + 4 = 10 Electricity damage, DC 17 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Charles lands two glancing blows on one of the tiny fiends...

Reflex: 1d20 + 11 ⇒ (7) + 11 = 18.
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27.

...but when coupled with a weakened electrical blast, it is *just* enough to drop the fiend!

The remaining one curses loudly in Abyssal, then tries to sting Archibald again...

Sting: 1d20 + 9 ⇒ (5) + 9 = 14, Fort save.
Sting: 1d20 + 5 ⇒ (3) + 5 = 8, Fort save.
Sting: 1d20 + 1 ⇒ (20) + 1 = 21, Fort save.

...landing a single hit.

Taking Down The Kitchen Staff, Round 4:

Q (-5)
Charles (-)
Archibald (-16; Fort)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Fort: 1d20 + 7 ⇒ (14) + 7 = 21.

Charles grimly shifts his focus for a final time, and keeps firing.

Hunted Shot: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 7 ⇒ (5) + 7 = 12, for 1d8 ⇒ 5 damage.

Jaws: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 3 ⇒ (13) + 3 = 16, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.

He then tosses a blast of cold...

Ray of Frost: 1d20 + 7 ⇒ (17) + 7 = 24, for 2d4 + 4 ⇒ (2, 3) + 4 = 9 Cold damage.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Charles misses with his arrows, but Archibald manages to bite, distracting it enough that Charles manages to hit it with his frost ray.

Teeth chattering, it tries again to hit Archibald!

Sting: 1d20 + 9 ⇒ (14) + 9 = 23, Fort save.
Sting: 1d20 + 5 ⇒ (10) + 5 = 15, Fort save.
Sting: 1d20 + 1 ⇒ (15) + 1 = 16, Fort save.

...and manages to score a single hit.

Taking Down The Kitchen Staff, Round 5:

Q (-23)
Charles (-)
Archibald (-16; Fort)


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles tries to finish-off the little monster!

Fort: 1d20 + 7 ⇒ (19) + 7 = 26.

Hunted Shot: 1d20 + 10 ⇒ (12) + 10 = 22, for 1d8 ⇒ 2 damage.
Hunted Shot: 1d20 + 7 ⇒ (11) + 7 = 18, for 1d8 ⇒ 1 damage.

Jaws: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
Jaws: 1d20 + 3 ⇒ (20) + 3 = 23, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

He then tosses a blast of cold...

Ray of Frost: 1d20 + 7 ⇒ (20) + 7 = 27, for 2d4 + 4 ⇒ (1, 3) + 4 = 8 Cold damage.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Charles' first shot is enough the take out the tiny fiend.

Combat over.

Searching the bodies, and the room: Hide Armor, gray robes, cleaver; trident, wooden shield against one wall.

F17:

This pantry contains large bins to hold vegetables and fruit, and racks for all sorts of dry goods, such as salt, farro, and spices. The supply of fresh foods is starting to run low, but there’s still sufficient goods to feed the remaining hermits simple rations for weeks.


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles methodically strips the bodies of useful equipment, then tosses the remains off the cliff (as he has done with all others encountered thus far).

This gives Archibald time to rest, before they continue on.

Heading West.

Sovereign Court

F18:

Each of these rooms contains a wooden bunk bed with simple, straw-filled mattresses and chests for storing clothes and personal belongings. These lodgings are the same for both priests and retainers, although rooms for priests usually have two wooden writing desks, and rooms for retainers have space to store work gear. Each room has been personalized by its inhabitants, including manuscripts in progress or art that honors Gozreh (usually dramatic landscapes). As the hermits fell into demon-worship and violence, they began to neglect Gozreh and their scholarship and revel in sin. Paintings are torn or defaced, books are torn or scribbled in, and some chambers are stained with blood. No bodies remain in these blood-stained cells...

F21:

These noisome rooms contain little other than pit toilets whose shafts drop at a slant to open at the base of the cliff, and bunches of herbs to mask the smell.

F19:

The door to this room is locked (DC 20 Thievery x3 to open)...


Male Half-Elf Ranger/Sorceror 15 (SP 203/203) (HP 203/203) (RP 12/12) (AC 36) (Fort +26, Ref +30, Will +25)(Perception +29 (+2 Init))

Charles happily attempts to 'persuade' the door to open...

Thievery: 1d20 + 9 ⇒ (4) + 9 = 13.
Thievery: 1d20 + 9 ⇒ (4) + 9 = 13.
Thievery: 1d20 + 9 ⇒ (6) + 9 = 15.
Thievery: 1d20 + 9 ⇒ (2) + 9 = 11.
Thievery: 1d20 + 9 ⇒ (8) + 9 = 17.
Thievery: 1d20 + 9 ⇒ (4) + 9 = 13.
Thievery: 1d20 + 9 ⇒ (12) + 9 = 21.
Thievery: 1d20 + 9 ⇒ (18) + 9 = 27.
Thievery: 1d20 + 9 ⇒ (15) + 9 = 24.

...and eventually does so, after what seems like an eternity.

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