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

1d20 ⇒ 11

Threndel stubbornly maintains concentration on his spell, then casts Produce Flame

Produce Flame: 1d20 + 10 ⇒ (15) + 10 = 25, for 2d4 + 4 ⇒ (1, 4) + 4 = 9 Fire damage.

Flaming Sphere: 3d6 ⇒ (2, 1, 2) = 5 Fire damage. DC 20 Reflex.

Liberating The Abbot, Round 6:

Charles (-33)
Archibald (-60; Wounded 1; 1d6 Persistent Acid)
Threndel (-22)


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 ⇒ (11) + 11 = 22.

Cursing loudly, Charles once again frantically tries to stop Archibald from dissolving before his eyes...

1d20 ⇒ 2

...but doesn't succeed.

Magic Missile: 3d4 + 4 ⇒ (2, 1, 3) + 4 = 10 Force damage.

1d20 ⇒ 10
1d6 ⇒ 2

Sovereign Court

1d20 ⇒ 15

Threndel continues to stubbornly maintain concentration on his spell, and casts Produce Flame again.

Produce Flame: 1d20 + 10 ⇒ (15) + 10 = 25, for 2d4 + 4 ⇒ (1, 3) + 4 = 8 Fire damage.

Flaming Sphere: 3d6 ⇒ (2, 6, 1) = 9 Fire damage. DC 20 Reflex.

Liberating The Abbot, Round 7:

Charles (-33)
Archibald (-62; Wounded 1; 1d6 Persistent Acid)
Threndel (-32)


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 ⇒ (6) + 11 = 17.

Ignoring the scorching that he is receiving, Charles frantically tries to save Archibald...

1d20 ⇒ 5

...but once again, he is unsuccessful.

Magic Missile: 3d4 + 4 ⇒ (2, 4, 2) + 4 = 12 Force damage.

1d20 ⇒ 16
1d6 ⇒ 5

Sovereign Court

Archibald passes out from the acid, but then it appears to have run its course.

1d20 ⇒ 17

Threndel continues to stubbornly maintain concentration on his spell, and casts Produce Flame again.

Produce Flame: 1d20 + 10 ⇒ (4) + 10 = 14, for 2d4 + 4 ⇒ (3, 3) + 4 = 10 Fire damage.

Flaming Sphere: 3d6 ⇒ (5, 3, 5) = 13 Fire damage. DC 20 Reflex.

Liberating The Abbot, Round 8:

Charles (-50)
Archibald (-64; Unconscious; Dying 2; Wounded 1)
Threndel (-32)


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 ⇒ (11) + 11 = 22.

Charles tries to stabilise Archibald...

Medicine: 1d20 + 9 ⇒ (13) + 9 = 22.

...then fires another brace of force missiles at the stubborn caster.

Magic Missile: 3d4 + 4 ⇒ (2, 1, 2) + 4 = 9 Force damage.

Sovereign Court

Charles stabilises Archibald, then proceeds to KO Threndel with his final volley of force missiles!

Combat over!

Relative peace descends upon the Hermitage, as Charles realises that he is the only conscious creature left in the complex.

The Abbot is unconscious, but stable.

Searching the bodies: leather armor, hide armor, gray robes x2, trident x2, wooden religious symbol of Gozreh defaced with demonic runes, wooden shield.

Additionally, leaning against the storm elemental statue is an animal staff. One of the carvings on the staff’s head is a monkey; this is a monkey pin.


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))

Breathing a shaky sigh of relief, Charles disposes of the bodies as he has been with all of the others, tossing them over the cliff.

He then sets about healing Archibald and the Abbot.

Medicine(Abbot): 1d20 + 9 ⇒ (6) + 9 = 15, for 2d8 ⇒ (2, 1) = 3.
Medicine(Archibald): 1d20 + 9 ⇒ (12) + 9 = 21, for 2d8 ⇒ (2, 5) = 7.

Medicine(Abbot): 1d20 + 9 ⇒ (8) + 9 = 17, for 2d8 ⇒ (7, 7) = 14.
Medicine(Archibald): 1d20 + 9 ⇒ (13) + 9 = 22, for 2d8 ⇒ (5, 2) = 7.

Medicine(Abbot): 1d20 + 9 ⇒ (3) + 9 = 12, for 2d8 ⇒ (7, 7) = 14.
Medicine(Archibald): 1d20 + 9 ⇒ (11) + 9 = 20, for 2d8 ⇒ (3, 6) = 9.

Medicine(Abbot): 1d20 + 9 ⇒ (14) + 9 = 23, for 2d8 ⇒ (2, 2) = 4.
Medicine(Archibald): 1d20 + 9 ⇒ (6) + 9 = 15, for 2d8 ⇒ (3, 5) = 8.

Looting the bodies is fine, but again, I won't deface the temple.

Sovereign Court

When Charles soothes Harlock's injuries, the man's eyes flutter open.

“I put my trust in the Wind and the Waves, and here you are,” he says with a pained grin. "Tell me, what happened to my Brothers?"


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 winces.

"I am afraid that the news isn't good. I cleared out the undead and demonic infestation here, but all of the other living Hermits had been thoroughly corrupted by demon-worship, even going so far as to infuse animals with abyssal energies, and had to be put down like rabid animals. Your catacombs were also overrun by flesh-eating undead. The only intact body that I discovered was the Librarian's, and I think that is only because he managed to lock himself in his room before he died. The library is a mess, and the veterinary clinic is empty, although I did manage to save a wolf before they could 'convert' it."

Sovereign Court

Harlock gives a rueful sigh.

"I-I see. Thank-you for stopping the rot here before it could spread further; with time, like the natural world, this place will recover. For the moment, I will see to Brother Librarian, and start the slow process of repairing this place. Please, feel free to stay here as long as you need; you will always be welcome here. In fact..."

Harlock looks thoughtful.

"...why don't you take that staff as a reward? There are also some Scrolls that I would be willing to part with."

Basically, he is giving you the Animal Staff + Monkey Pin, the Scroll of Personal Rain Cloud, the Scroll of Sea Surge, and the Scroll of Sudden Bolt.

"I am sorry for the troubles that the corrupted hermits have caused, and particularly the damage that Nemmia inflicted. I blame myself for not catching the corruption in the Hermitage sooner. I have long maintained that the hermitage and the people of Abberton can live in peace with each other, and the intensity of the other hermits’ hatred surprised me. I suspect that a visiting priest named Balenni was the instigator of this aggression and, ultimately, the hermits’ corruption."

He then smiles ruefully.

"I am hesitant to ask more of you, given all that you have done, but there is something else that you might be able to help with..."

Harlock sighs wearily. “I suppose I should start at the beginning. The Hermitage of Blessed Lightning was established here to protect and learn from the Erran Tower, an ancient landmark a few miles inland. You might have spotted it on your journey here. We hermits know very little about it. It was created by Aroden thousands of years ago. At its summit is what we call the aeon orb, so named because it orbits the summit of the tower the way an aeon stone orbits the head of its owner.

Lore passed down to me from previous masters of the hermitage suggests more. The aeon orb is a powerful artifact. It enriches life for dozens of miles in all directions, making the land more abundant, the seasons milder, and harvests more bountiful. In just the past few generations, however, this bounty has faded. The soil is drying out. Vegetation is stunted, and some crops won’t grow at all. Birth rates among animals are declining. Some here at the hermitage blamed the townspeople of Abberton for this decline, but I suspect a different cause: I think the aeon orb’s power has begun to fail. The Isle of Erran is dying.

I’ve tried to the understand the aeon orb and perhaps restore its power, but its nature eludes me. While I’ve made a few trips into the Erran Tower over the years, nothing there provided any clues. On my most recent visit, just a few weeks ago, some foul-smelling creatures hurled spears at me before I could get close. They are xulgaths, I believe—reptilian humanoids you might have heard called troglodytes. I spied on them from a distance. There are at least a dozen, and they are accompanied by large lizards and several demons. It was an unpleasant surprise, but I soon had my hands full dealing with the newcomer Balenni and the resentment she stoked among the hermits and didn’t have a chance to investigate further. It seems obvious in hindsight, but the sudden rise of demon worship here must be connected to the demons accompanying the xulgaths in the Erran Tower. I overheard a few of the most debased priests say they’d planned to visit the Erran Tower and speak to someone named Cavnakash. I believe Cavnakash is the leader of the xulgaths, and he must have some power over demons.

You have done so much for Abberton and my hermitage already, but there is more to do. Will you cleanse the Erran Tower of the demons and xulgath infesting it, so that we can perhaps work together to restore life to this land?”

Please level up to 4th :-)


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.

"How could I refuse? I think that I will need to properly provision before I do that, however..."


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 heads back to Abberton to rest, and order some stuff:

Cold Iron Arrow x30 = 120gp
Silver Arrow x30 = 120gp
Minor Healing Potion x10 = 40gp
Arrow x160 = 1.6gp

He then heads for the Tower.

Sovereign Court

The Tower is about 15 miles to the southwest of the Hermitage of Blessed Lightning, on a route through rolling grassland. The 200-foot-tall tower is visible during most of the trip, making it nearly impossible to get lost while headed there.

When you get close to the Erran Tower, you enter the xulgaths’ hunting area, as evidenced by the fact that you find the tracks of reptilian humanoids that crisscross the area, remaining out of sight behind low ridges and high clumps of brush.

Eventually, you spot a quintet of foul-smelling reptilian humanoids, who are dragging a recently slain ox back to the Tower.

They have *not* noticed 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 studies carefully, and then unleashes!

Hunted Shot: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d8 ⇒ 2 damage.

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

Sovereign Court

The combined assault of arrows and cold nearly drops their leader before he realises what is going on.

XS: 1d20 + 7 ⇒ (10) + 7 = 17.
XW: 1d20 + 6 ⇒ (14) + 6 = 20.
Charles: 1d20 + 10 ⇒ (15) + 10 = 25.

A Hunting Party, Round 1:

Charles (-)
Archibald (-)
XW (-, -, -, -)
XS (-26)


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))

Frowning, Charles keeps up the pressure.

Hunted Shot: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 ⇒ 3 damage.

Ray of Frost: 1d20 + 7 ⇒ (6) + 7 = 13, for 2d4 + 4 ⇒ (4, 1) + 4 = 9 Cold damage.

Sovereign Court

Charles' first arrow takes out the heavily injured leader, and then his second arrow slightly wounds one of his minions.

Uttering war cries, they charge forward!

Stride x3.

A Hunting Party, Round 2:

Charles (-)
Archibald (-)
XW (-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 calmly shifts his focus, and keeps firing.

Hunted Shot: 1d20 + 11 ⇒ (10) + 11 = 21, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 8 ⇒ (14) + 8 = 22, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 ⇒ (6) + 5 = 11, for 1d8 ⇒ 2 damage.

Ray of Frost: 1d20 + 7 ⇒ (11) + 7 = 18, for 2d4 + 4 ⇒ (3, 2) + 4 = 9 Cold damage.

Sovereign Court

Two arrows, and a frost ray, combine to take down the injured one.

The other three charge forward, and strike Archibald with their clubs...

Club: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
Club: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d6 + 4 ⇒ (2) + 4 = 6 damage.

Club: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.

Club: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d6 + 8 ⇒ (6, 6) + 8 = 20 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.

...cracking a rib.

DC 16 Fort save from both of you, to avoid being Sickened 1.

A Hunting Party, Round 3:

Charles (-)
Archibald (-35)
XW (-, -, -)


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 + 9 ⇒ (12) + 9 = 21.
Fort: 1d20 + 8 ⇒ (15) + 8 = 23.

"Phew! What a stench!"

Charles shifts his focus, and keeps firing.

Hunted Shot: 1d20 + 11 ⇒ (17) + 11 = 28, for 2d8 + 1d10 ⇒ (5, 4) + (6) = 15 damage.
Hunted Shot: 1d20 + 8 ⇒ (9) + 8 = 17, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 ⇒ (18) + 5 = 23, for 1d8 ⇒ 3 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 2) + 4 = 9 Electricity damage, DC 18 Reflex for half.

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

Sovereign Court

Charles obliterates another troglodyte with a pair of well-placed arrows, then injures another slightly.

Reflex: 1d20 + 7 ⇒ (4) + 7 = 11.
Reflex: 1d20 + 7 ⇒ (6) + 7 = 13.

Both then promptly get electrocuted.

Hissing in anger, they ignore Archibald, and chase after Charles...

Club: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.

Club: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d6 + 4 ⇒ (2) + 4 = 6 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.

...but apart from one lucky blow, their strikes are ineffective.

A Hunting Party, Round 4:

Charles (-9)
Archibald (-35)
XW (-12, -9)


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 again, and keeps firing.

Electric Arc: 2d4 + 4 ⇒ (2, 2) + 4 = 8 Electricity damage, DC 18 Reflex for half.

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

Hunted Shot: 1d20 + 11 ⇒ (13) + 11 = 24, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 ⇒ (1) + 8 = 9, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 ⇒ (20) + 5 = 25, for 2d8 + 1d10 ⇒ (8, 5) + (8) = 21 damage.

Sovereign Court

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25.
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22.

Both avoid the worst of the electrical discharge, but then Charles annihilates the injured one with a well-placed arrow.

The remaining one gamely keeps swinging...

Club: 1d20 + 9 ⇒ (19) + 9 = 28, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.

..scoring a glancing blow.

A Hunting Party, Round 5:

Charles (-14)
Archibald (-35)
XW (-13)


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))

With a sigh, Charles shifts his focus yet again, and tries to fry the last one.

Electric Arc: 2d4 + 4 ⇒ (1, 2) + 4 = 7 Electricity damage, DC 18 Reflex for half.

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

Hunted Shot: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 7 damage.

Sovereign Court

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15.

Charles' electrical blast leaves the troglodyte barely standing, and then his first arrow's gentle love-tap is enough to KO it.

Combat over.

Searching the bodies: Dagger x4, Club x4, Javelin x12.


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 lets Archibald take a rest, keeps the daggers, but leaves everything else.

He then butchers the Ox for supplies...

Survival: 1d20 + 8 ⇒ (10) + 8 = 18.

...before continuing on his way.

Sovereign Court

The Erran Tower is a pyramidal structure with steep sides and a flat summit. It is composed of mud-brick, but rather than being created like a traditional structure, it was built in one piece by Aroden as a base for one of his aeon orbs. The aeon orb that circles the top of the Erran Tower is about 3 feet in diameter and sheds light visible for miles. Although the orb never approaches closer than within 40 feet of the tower’s summit, it illuminates the summit at all times.

The entrance to the Erran Tower is a landing located 40 feet up the western side of the tower. A switchback ramp leads up to this landing, but it is made of the same smooth mudbrick as the rest of the tower. The xulgaths have hammered bits of wood into the ramp to make the ascent a bit easier.

Charles: 1d20 + 10 ⇒ (7) + 10 = 17.

Two stone statues of winged, horned humanoids appear to be 'guarding' the landing.


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))

Feeling that that is beyond suspicious, Charles fires a Ray of Frost at one of the 'statues', and if he gets a reaction, Studies it, and starts firing!

Ray of Frost: 1d20 + 7 ⇒ (14) + 7 = 21, for 2d4 + 4 ⇒ (1, 1) + 4 = 6 Cold damage.

Hunted Shot: 1d20 + 11 ⇒ (3) + 11 = 14, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (20) + 8 = 28, for 2d8 + 1d10 ⇒ (3, 2) + (9) = 14 damage.
Iterative: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d8 ⇒ 8 damage.

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

Sovereign Court

The 'statues' definitely react to Charles' attack!

Charles: 1d20 + 8 ⇒ (13) + 8 = 21.

Charles realises that these are Gargoyles, creatures of elemental earth that are resistant to physical attacks.

Gargoyles: 1d20 + 10 ⇒ (19) + 10 = 29.
Charles: 1d20 + 10 ⇒ (12) + 10 = 22.

The Gargoyles flap forward angrily, hovering above Charles.

Tip The Doormen, Round 1:

Gargoyles (-15, -)
Charles (-)
Archibald (-)


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))

"Damn."

Cursing, Charles focuses on bringing them down, quickly.

Magic Missile: 3d4 + 4 ⇒ (4, 3, 4) + 4 = 15 Force damage.

Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (14) + 8 = 22, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (10) + 5 = 15, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d8 ⇒ 2 damage.

Sovereign Court

Charles' force missile volley leaves the injured Gargoyle *barely* hanging to life.

It responds by retreating, fleeing the vicinity of the tower as fast as it can.

The other one snarls, and tries to rip into Charles...

Claw: 1d20 + 13 ⇒ (1) + 13 = 14, for 2d6 + 3 ⇒ (4, 2) + 3 = 9 damage.
Claw: 1d20 + 9 ⇒ (17) + 9 = 26, for 2d6 + 3 ⇒ (5, 5) + 3 = 13 damage.
Claw: 1d20 + 5 ⇒ (16) + 5 = 21, for 2d6 + 3 ⇒ (2, 4) + 3 = 9 damage.

...landing two solid blows.

Tip The Doormen, Round 2:

Gargoyles (-)
Charles (-36)
Archibald (-)


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))

Grunting in annoyance, Charles keeps up the pressure on his remaining target, encouraging Archibald to do the same.

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

Hunted Shot: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d8 ⇒ 3 damage.

Jaws: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.

Sovereign Court

Charles' force missiles are effective, but his arrows are easily dodged, and Archibald's jaws do minimal damage.

Considering Charles to be the true threat, it keeps trying to disembowel him...

Claw: 1d20 + 13 ⇒ (3) + 13 = 16, for 2d6 + 3 ⇒ (6, 6) + 3 = 15 damage.
Claw: 1d20 + 9 ⇒ (20) + 9 = 29, for 4d6 + 6 ⇒ (2, 1, 6, 4) + 6 = 19 damage.
Claw: 1d20 + 5 ⇒ (5) + 5 = 10, for 2d6 + 3 ⇒ (1, 2) + 3 = 6 damage.

...scoring a nasty blow!

Tip The Doormen, Round 3:

Gargoyles (-15)
Charles (-55)
Archibald (-)


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 tries to drop the annoying beast.

Magic Missile: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13 Force damage.

Hunted Shot: 1d20 + 11 ⇒ (11) + 11 = 22, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 8 ⇒ (8) + 8 = 16, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 1 damage.

Jaws: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 + 3 ⇒ (8) + 3 = 11 damage.
Jaws: 1d20 + 3 ⇒ (11) + 3 = 14, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.

Sovereign Court

This time, Charles manages to do enough damage that the Gargoyle flees, never to return.

Combat over.


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))

Breathing a sigh of relief, Charles takes a quick 10 minute rest to 'recharge', then heads inside.

Sovereign Court

G2:

A campfire burns in the southwest corner of this room. The remains of two messily butchered cattle are heaped near this fire. In addition to the staircase leading up to the west, passageways exit from the north
and south in this room. Three stacks of heavy stones—each stack about 4 feet tall—stand in the southern opening.

Four Troglodytes, backed-up by an albino deinonychus, stand guard in the chamber!

D: 1d20 + 7 ⇒ (18) + 7 = 25.
XW: 1d20 + 6 ⇒ (9) + 6 = 15.
Charles: 1d20 + 10 ⇒ (13) + 10 = 23.

The dinosaur gives a questioning chirp.

Having Lunch On The Job, Round 1:

D (-)
Charles (-)
Archibald (-)
XW (-, -, -, -)


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))

My kingdom for a Fireball...

Grimly, Charles starts targeting the Troglodytes.

Hunted Shot: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 ⇒ (16) + 8 = 24, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 5 ⇒ (4) + 5 = 9, for 1d8 ⇒ 1 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 3) + 4 = 11 Electricity damage, DC 18 Reflex for half.

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

Sovereign Court

Charles sticks two arrows into the closest Trog...

Reflex: 1d20 + 5 ⇒ (11) + 5 = 16.
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25.

...then electrocutes it.

The other three stand, grab their clubs, and hustle forward!

Meanwhile, the dinosaur paces around behind them, clearly agitated.

I also need Fort saves from both of you, against their stench.

Having Lunch On The Job, Round 2:

D (-)
Charles (-)
Archibald (-)
XW (-, -, -)


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 ⇒ (15) + 8 = 23.
Fort: 1d20 + 9 ⇒ (11) + 9 = 20.

Charles shifts his focus, and keeps firing, encouraging Archibald to rip into one as well.

Hunted Shot: 1d20 + 11 ⇒ (17) + 11 = 28, for 2d8 + 1d10 ⇒ (2, 8) + (10) = 20 damage.
Hunted Shot: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d8 ⇒ 7 damage.

Jaws: 1d20 + 9 ⇒ (6) + 9 = 15, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 4) + 4 = 9 Electricity damage, DC 18 Reflex for half.

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

Sovereign Court

Two well-placed arrows take down the Trog directly in front of Charles.

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7.
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21.

Of the remaining two, one is horrifically burned by the electrical discharge, but in so doing, partially shields its ally.

Snarling, they attempt to club Charles to death...

Club: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
Club: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 - 1 ⇒ (2) - 1 = 1, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.

Club: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d6 + 4 ⇒ (6) + 4 = 10 damage.
Club: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.

...but only one lands a hit.

Having Lunch On The Job, Round 3:

D (-)
Charles (-)
Archibald (-)
XW (-18, -4)

Sovereign Court

Charles and Archibald keep up the pressure!

Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 8 ⇒ (1) + 8 = 9, for 1d8 ⇒ 6 damage.

Jaws: 1d20 + 9 ⇒ (3) + 9 = 12, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 3) + 4 = 10 Electricity damage, DC 18 Reflex for half.

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

Sovereign Court

Charles takes out the injured one with a well-placed arrow...

Reflex: 1d20 + 5 ⇒ (11) + 5 = 16.
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25.

...then the other one promptly gets electrocuted.

The Deinonychus darts in and out, striking at Charles...

Jaws: 1d20 + 9 ⇒ (12) + 9 = 21, for 2d6 + 3 ⇒ (5, 3) + 3 = 11 damage.
Jaws: 1d20 + 4 ⇒ (1) + 4 = 5, for 2d6 + 3 ⇒ (5, 1) + 3 = 9 damage.
Jaws: 1d20 - 1 ⇒ (10) - 1 = 9, for 2d6 + 3 ⇒ (6, 1) + 3 = 10 damage.

...but does not land a blow...

Club: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (13) + 4 = 17, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 - 1 ⇒ (2) - 1 = 1, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.

...nor does the remaining Trog.

Having Lunch On The Job, Round 4:

D (-5)
Charles (-)
Archibald (-)
XW (-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))

Charles shifts his attention to the dinosaur, trusting that Archibald can deal with the injured Trog.

Hunted Shot: 1d20 + 11 ⇒ (2) + 11 = 13, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d8 ⇒ 4 damage.

Jaws: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

Ray of Frost: 1d20 + 8 ⇒ (13) + 8 = 21, for 2d4 + 4 ⇒ (2, 2) + 4 = 8 Cold damage.

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

Sovereign Court

Charles' arrows don't hit, but Archibald's jaws finish-off the final Trog, clearing the way for Charles' frost ray to chill the dinosaur.

It continues to dart in and out...

Jaws: 1d20 + 9 ⇒ (7) + 9 = 16, for 2d6 + 3 ⇒ (2, 4) + 3 = 9 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 2d6 + 3 ⇒ (1, 6) + 3 = 10 damage.
Jaws: 1d20 - 1 ⇒ (14) - 1 = 13, for 2d6 + 3 ⇒ (1, 2) + 3 = 6 damage.

...but can't find a chink in his defences.

Having Lunch On The Job, Round 5:

D (-13)
Charles (-)
Archibald (-)


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))

Sighing with regret, Charles tries to finish-off the poor animal.

Hunted Shot: 1d20 + 11 ⇒ (20) + 11 = 31, for 2d8 + 1d10 ⇒ (6, 7) + (10) = 23 damage.
Hunted Shot: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d8 ⇒ 7 damage.

Ray of Frost: 1d20 + 8 ⇒ (20) + 8 = 28, for 4d4 + 8 ⇒ (3, 4, 1, 2) + 8 = 18 Cold damage.

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

Sovereign Court

Charles' first arrow goes straight through the poor beast's heart.

Combat over.

Searching the bodies: Club x4, Javelin x12, and a Bloodseeker Beak, kept as a trophy by one of the Trogs.


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))

Patting Archibald comfortingly, Charles heads North.

Sovereign Court

G3:

This odd-shaped room is divided by several piles of stacked stones, each stack about four feet tall. Large nests made of sticks and mud are spread around the room on both sides of the stone stacks. The north-western corner of the room contains a large hut made of poorly tanned hides and topped with the skull of some enormous fanged beast. The eye-watering smell of xulgaths, animal dung, and unwashed reptiles fills this room.

Two Pinacosauruses are corralled here, and glare at Charles balefully.

You can attempt Wild Empathy, if you wish.

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