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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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))

Making soothing noises, Charles tries to calm the wary dinosaurs.

Wild Empathy: 1d20 + 8 ⇒ (19) + 8 = 27.

Sovereign Court

Surprisingly, Charles manages to keep them calm, allowing him to search the room.

Searching the room reveals two Deinonychus eggs (40gp each) and an urn containing nearly a hundred dinosaur teeth... as well as a Shark Tooth Charm.


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 carefully leaves the eggs in place, meaning to collect them later, then lets the dinosaurs free, escorting them out of the tower, and letting them roam free.

He then heads down the next corridor.

Sovereign Court

Charles: 1d20 + 10 ⇒ (2) + 10 = 12.
Charles: 1d20 + 10 ⇒ (7) + 10 = 17.

Charles discovers an alarm snare!

Thievery DC 16 to disable.


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))

Thievery: 1d20 + 10 ⇒ (19) + 10 = 29.

Charles easily disables it, and continues forward.

Sovereign Court

G5:

This chamber contains a row of square columns that stretches from west to east. The columns are covered in a phosphorescent lichen glowing with a dim, green hue. Tattered black curtains hang between many of the columns, obscuring much of the room.

Of more immediate concern, are three lithe troglodytes, and their two pet Velociraptors, which they are trying to train, who react violently to Charles' sudden arrival.

XS: 1d20 + 7 ⇒ (10) + 7 = 17.
D: 1d20 + 6 ⇒ (8) + 6 = 14.
Charles: 1d20 + 10 ⇒ (18) + 10 = 28.

Playtime's Over, Round 1:

Charles (-)
Archibald (-)
XS (-, -, -)
V (-, -)

Fort saves Vs. Stench, please.


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 ⇒ (2) + 9 = 11.
Fort: 1d20 + 8 ⇒ (3) + 8 = 11.

Charles designates his Prey, and starts firing.

Hunted Shot: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23, for 1d8 ⇒ 4 damage.

He then tosses an Electric Arc...

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.

Sovereign Court

Charles scores two glancing blows...

Reflex: 1d20 + 10 ⇒ (20) + 10 = 30.
Reflex: 1d20 + 10 ⇒ (5) + 10 = 15.

...but is annoyed when his primary target dodges his electrical blast.

The Trogs charge forward, and start slashing...

Claw: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 6 ⇒ (7) + 6 = 13, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.

Claw: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.

...landing a single blow, whilst the others mill around behind them.

Playtime's Over, Round 2:

Charles (-7)
Archibald (-)
XS (-7, -8, -)
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))

With a shrug, Charles keeps up the pressure, encouraging Archibald to do the same.

Hunted Shot: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18, for 1d8 ⇒ 3 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20, for 1d8 ⇒ 3 damage.
Iterative: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6, for 1d8 ⇒ 2 damage.

Jaws: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.

He then tosses an Electric Arc...

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

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

Sovereign Court

Only one of Charles' arrows finds its mark, but Archibald's jaws prove to be much more effective, although it is clear he doesn't like the taste of Trog flesh...

Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27.

...and both avoid the worst of the blast, although Archibald's chosen foe is clearly quite badly injured.

The two front ones snarl, and keep clawing at Charles...

Claw: 1d20 + 10 ⇒ (15) + 10 = 25, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
Claw: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.

Claw: 1d20 + 10 ⇒ (1) + 10 = 11, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.
Claw: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.
Claw: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 3 ⇒ (2) + 3 = 5 damage.

...but only a single strike finds its mark.

Playtime's Over, Round 3:

Charles (-12)
Archibald (-)
XS (-13, -23, -)
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))

Still feeling quite confident defending the bottle-neck, Charles keeps firing!

Hunted Shot: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24, for 2d8 + 1d10 ⇒ (1, 2) + (7) = 10 damage.

Jaws: 1d20 + 9 ⇒ (13) + 9 = 22, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (5, 3) + 6 = 14 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 puts a pair of arrows through the chest of his chosen target, whilst Archibald bites the head off his foe.

Reflex: 1d20 + 7 ⇒ (3) + 7 = 10.
Reflex: 1d20 + 7 ⇒ (1) + 7 = 8.

The two velociraptors then get quite badly electrocuted, one of the two dropping dead immediately.

The remaining Trog is a bit intimidated by this, and shouts over its shoulder, deeper into the complex:

Draconic:
"Boss! We have trouble! There is a soft-skin here, and he is killing everyone!"

A deeper voice growls back:

Draconic:
"Must I do everything myself? Lakkai and I will be with you in a moment."

Heartened by whatever he just heard, the remaining Trog and his Velociraptor charge into melee...

Claw: 1d20 + 10 ⇒ (20) + 10 = 30, for 2d4 + 6 ⇒ (4, 1) + 6 = 11 damage.
Claw: 1d20 + 6 ⇒ (18) + 6 = 24, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.

Jaws: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 3 ⇒ (5) + 3 = 8, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.

...but whilst the Trog scores some lucky blows, his pet does not.

Playtime's Over, Round 4:

Charles (-29)
Archibald (-)
XS (-)
V (-11)


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 to the remaining Trog, and keeps firing.

Hunted Shot: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27, for 1d8 ⇒ 5 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9, for 1d8 ⇒ 2 damage.

Jaws: 1d20 + 9 ⇒ (12) + 9 = 21, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (3, 8) + 6 = 17 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8 Electricity damage, DC 18 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 tear the Trog apart...

Reflex: 1d20 + 7 ⇒ (2) + 7 = 9.

...whilst his pet is simply so badly scorched, it is barely standing.

Keening, in tries to bite Charles...

Jaws: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d6 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 3 ⇒ (10) + 3 = 13, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Jaws: 1d20 - 2 ⇒ (2) - 2 = 0, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.

...but can't land a blow.

XL: 1d20 + 9 ⇒ (11) + 9 = 20.
D: 1d20 + 7 ⇒ (5) + 7 = 12.

Playtime's Over, Round 5:

Charles (-29)
Archibald (-)
XL (-, -)
V (-19)
D (-)


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 attempts to finish-off the injured dinosaur, by directing Archibald to 'handle' it.

Jaws: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

Sovereign Court

Two hulking Troglodytes, both in breastplates, and one armed with a greataxe, whilst the other holds a greatpick.

They are followed closely by a rather angry-looking deinonychus.

Draconic:
"So this is the soft-skin causing trouble! Doesn't look like much, but if he has got thus far, he must be a decent warrior..."

Playtime's Over, Round 6:

Charles (-29)
Archibald (-)
XL (-, -)
D (-)


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))

Wincing, Charles picks a foe, and starts firing!

Hunted Shot: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14, for 1d8 ⇒ 6 damage.

Jaws: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d8 + 3 ⇒ (1) + 3 = 4 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 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 and Archibald each deliver a single blow.

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25.
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22.

Draconic:
"That stings a little, but I think the bear is more dangerous."

Draconic:
"I don't know; they mostly seem to have arrows sticking out of them."

Draconic:
"Just get rid of the bear; I could use a new cloak!"

They try to demolish Archibald...

Greataxe: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d10 + 6 ⇒ (3) + 6 = 9 damage.
Greataxe: 1d20 + 6 ⇒ (19) + 6 = 25, for 1d10 + 6 ⇒ (7) + 6 = 13 damage.
Greataxe: 1d20 + 1 ⇒ (7) + 1 = 8, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.

Greatpick: 1d20 + 11 ⇒ (3) + 11 = 14, for 1d10 + 6 ⇒ (8) + 6 = 14 damage.
Greatpick: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
Greatpick: 1d20 + 1 ⇒ (2) + 1 = 3, for 1d10 + 6 ⇒ (10) + 6 = 16 damage.

...but surprisingly, only manage to land a single blow.

Playtime's Over, Round 7:

Charles (-29)
Archibald (-13)
XL (-13, -4)
D (-)


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))

Grimly, Charles keeps up the pressure.

Hunted Shot: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16, for 1d8 ⇒ 8 damage.
Hunted Shot: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16, for 1d8 ⇒ 8 damage.
Iterative: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18, for 1d8 ⇒ 8 damage.

Jaws: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d8 + 6 ⇒ (6, 1) + 6 = 13 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 1) + 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

None of Charles' arrows find their mark, but Archibald bites hard, eliciting a screech of pain!

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7.
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10.

That distracts them enough, that both are not expecting the subsequent electrical blast, which fries the greataxe-wielder to a crisp, eliciting a screech of fury from the other one.

Draconic:
"NOOOO!"

In a frenzy, she tries to take Archibald down...

Greatpick: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
Greatpick: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
Greatpick: 1d20 + 1 ⇒ (17) + 1 = 18, for 1d10 + 6 ⇒ (4) + 6 = 10 damage.

...hitting him twice...

...whilst the Deinonychus charges into the gap, targeting Charles...

Jaws: 1d20 + 9 ⇒ (1) + 9 = 10, for 2d6 + 3 ⇒ (2, 3) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 2d6 + 3 ⇒ (2, 3) + 3 = 8 damage.
Jaws: 1d20 - 1 ⇒ (12) - 1 = 11, for 2d6 + 3 ⇒ (3, 3) + 3 = 9 damage.

...but proves to be utterly ineffective.

Playtime's Over, Round 8:

Charles (-29)
Archibald (-35)
XL (-11)
D (-)


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 starts firing at the remaining Trog...

Hunted Shot: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13, for 1d8 ⇒ 7 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14, for 1d8 ⇒ 4 damage.
Iterative: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3, for 1d8 ⇒ 3 damage.

Jaws: 1d20 + 9 ⇒ (11) + 9 = 20, for 1d8 + 3 ⇒ (2) + 3 = 5 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (4, 2) + 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 proves to be ineffective with his arrows once again, whilst Archibald gets in a love-bite.

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15.
Reflex: 1d20 + 9 ⇒ (3) + 9 = 12.

The subsequent electrical discharge, on the other hand, proves to be quite effective.

Roaring, the remaining Trog keeps up its frenzied attack up Archibald...

Greatpick: 1d20 + 11 ⇒ (18) + 11 = 29, for 2d10 + 12 + 1d12 ⇒ (9, 7) + 12 + (5) = 33 damage.
Greatpick: 1d20 + 6 ⇒ (6) + 6 = 12, for 1d10 + 6 ⇒ (9) + 6 = 15 damage.
Greatpick: 1d20 + 1 ⇒ (2) + 1 = 3, for 1d10 + 6 ⇒ (2) + 6 = 8 damage.
...nearly dropping him with a blow to the abdomen...

...whilst the deinonychus keeps darting in to target Charles...

Jaws: 1d20 + 9 ⇒ (10) + 9 = 19, for 2d6 + 3 ⇒ (5, 1) + 3 = 9 damage.
Jaws: 1d20 + 5 ⇒ (16) + 5 = 21, for 2d6 + 3 ⇒ (2, 1) + 3 = 6 damage.
Jaws: 1d20 - 1 ⇒ (5) - 1 = 4, for 2d6 + 3 ⇒ (6, 6) + 3 = 15 damage.

...and continues to be utterly ineffective.

Playtime's Over, Round 9:

Charles (-29)
Archibald (-68)
XL (-26)
D (-10)


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 keeps up the pressure on the Trog.

Hunted Shot: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14, for 1d8 ⇒ 6 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14, for 1d8 ⇒ 6 damage.
Iterative: 1d20 + 1 - 1 ⇒ (6) + 1 - 1 = 6, for 1d8 ⇒ 3 damage.

Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (4, 6) + 6 = 16 damage.
Jaws: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d8 + 3 ⇒ (6) + 3 = 9 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 scores precisely zero hits with his arrows, but a rather insistent Archibald tears the Trog a new one, leaving it barely standing.

Reflex: 1d20 + 6 ⇒ (16) + 6 = 22.
Reflex: 1d20 + 9 ⇒ (20) + 9 = 29.

It then promptly drops dead when Charles electrocutes it, whilst the dinosaur dodges.

The dinosaur keeps going for Charles...

Jaws: 1d20 + 9 ⇒ (4) + 9 = 13, for 2d6 + 3 ⇒ (5, 1) + 3 = 9 damage.
Jaws: 1d20 + 5 ⇒ (9) + 5 = 14, for 2d6 + 3 ⇒ (5, 6) + 3 = 14 damage.
Jaws: 1d20 - 1 ⇒ (9) - 1 = 8, for 2d6 + 3 ⇒ (6, 5) + 3 = 14 damage.

...but remains pitifully ineffective.

Playtime's Over, Round 10:

Charles (-29)
Archibald (-68)
D (-10)


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 shifts his focus, and keeps firing.

Hunted Shot: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23, for 1d8 ⇒ 6 damage.

Jaws: 1d20 + 9 ⇒ (16) + 9 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 3) + 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

Both of Charles' arrows hit, then Archibald bites it, leaving it bloody, but still (barely!) standing...

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25.

...until Charles' electrical discharge takes it out.

Combat over.

Searching the bodies:

Dagger x12, Breastplate x2, Greataxe, Greatpick, Javelin x8, Snare Kit.

Charles: 1d20 + 10 ⇒ (11) + 10 = 21.

Charles discovers a Lesser Healing Potion, hidden in a ball of smelly mud.

Moving on to the room the 'leaders' came out of...

This room is strewn with grasses for comfort and several pine boughs. A wide variety of leather straps, sharpened bits of obsidian, and woven vines are piled in the southwest corner.

Charles: 1d20 + 10 ⇒ (2) + 10 = 12.

Charles accidentally sets off a trap which covers him in smelly pine sap (which is easily removed with Prestidigitation), but also discovers a battered leather pouch contains four tiny emeralds worth 15 gp each, and a dose of cytillesh oil.

Where to next?


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 spends some time carefully healing Archibald...

2d8 ⇒ (3, 1) = 4
2d8 ⇒ (4, 6) = 10
2d8 ⇒ (8, 1) = 9
2d8 ⇒ (2, 3) = 5

..and about an hour and a half later, once both have rested, and he has tossed the corpses outside, Charles continues on down the corridor.

Sovereign Court

As Charles crosses the second set of pillars, he sets off an alarm trap, causing some cymbals to clatter...

...but there is no response.

Continuing down the corridor...

Charles: 1d20 + 10 ⇒ (20) + 10 = 30.

Charles finds a secret door (G7), which leads to an empty room; it would appear that the Trogs don't know about this place.

G9:

This room has a sloped ceiling at the eastern end, which accommodates a staircase ascending steeply upward from the middle of the room. Round alcoves to the north and south each bear stone daises with the booted feet of a statue, but both statues are broken off at the shins.

G8:

The floor has partially collapsed here, creating a large chasm. Two exits overlook this chasm: a large room to the west and a short hall to the east. The floor of the chasm, as well as the ground within 5 feet of the chasm ledge, is covered with bat guano.

The chasm itself is dark.


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))

Leaving the chasm alone, Charles heads upstairs.

Sovereign Court

Heading upstairs...

The long staircase, and the upper level, are not lit, but fortunately, Charles still has the Ringmaster' Everburning Torch.

G10:

This large, rectangular room has an arc of faintly glowing runes on the floor to the northwest. The east side of the room contains a battered xulgath corpse slumped against the wall.

Three bloated Trogs, covered in disgusting, oozing pustules, who had been studying the runes, are alerted by your torch-light, and move to attack!

XB: 1d20 + 6 ⇒ (7) + 6 = 13.
Charles: 1d20 + 10 ⇒ (14) + 10 = 24.

This One Really Tastes Bad, Round 1:

Charles (-)
Archibald (-)
XB (-, -, -)

I also need Fort saves from both of 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))

Fort: 1d20 + 9 ⇒ (11) + 9 = 20.
Fort: 1d20 + 8 ⇒ (10) + 8 = 18.

Charles Studies one of them, and starts firing!

Hunted Shot: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d8 ⇒ 4 damage.
Hunted Shot: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d8 ⇒ 1 damage.
Iterative: 1d20 + 5 ⇒ (13) + 5 = 18, for 1d8 ⇒ 2 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 4) + 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

All three of Charles' arrows hit, but they do minimal damage.

Reflex: 1d20 + 10 ⇒ (14) + 10 = 24.
Reflex: 1d20 + 10 ⇒ (11) + 10 = 21.

His electrical blast is also (mostly) avoided.

All three charge forward, and try to bite with bile-filled mouths...

Jaws: 1d20 + 10 ⇒ (19) + 10 = 29, for 2d4 + 4 ⇒ (3, 2) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (13) + 5 = 18, for 2d4 + 4 ⇒ (3, 1) + 4 = 8, + Fort save.
Jaws: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d4 + 4 ⇒ (4, 3) + 4 = 11, + Fort save.
Jaws: 1d20 + 5 ⇒ (17) + 5 = 22, for 2d4 + 4 ⇒ (2, 4) + 4 = 10, + Fort save.
Jaws: 1d20 + 10 ⇒ (5) + 10 = 15, for 2d4 + 4 ⇒ (2, 1) + 4 = 7, + Fort save.
Jaws: 1d20 + 5 ⇒ (9) + 5 = 14, for 2d4 + 4 ⇒ (2, 2) + 4 = 8, + Fort save.

...but only one manages to bite him.

This One Really Tastes Bad, Round 2:

Charles (-9; Fort save)
Archibald (-)
XB (-12, -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))

Fort: 1d20 + 9 ⇒ (17) + 9 = 26.

"That... is disgusting!"

Nevertheless, he keeps firing.

Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (7, 1) + (3) = 11 damage.
Hunted Shot: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 ⇒ 7 damage.
Iterative: 1d20 + 5 ⇒ (19) + 5 = 24, for 1d8 ⇒ 7 damage.

Jaws: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d8 + 3 ⇒ (5) + 3 = 8 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' first two shots combine to take down the injured Trog.

His third then wings another, allowing Archibald to put in a solid bite.

Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20.

The two remaining (and singed) Trogs continue to focus on Charles...

Jaws: 1d20 + 10 ⇒ (10) + 10 = 20, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (10) + 5 = 15, for 2d4 + 4 ⇒ (1, 4) + 4 = 9, + Fort save.
Jaws: 1d20 + 0 ⇒ (14) + 0 = 14, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.

Jaws: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d4 + 4 ⇒ (4, 1) + 4 = 9, + Fort save.
Jaws: 1d20 + 5 ⇒ (18) + 5 = 23, for 2d4 + 4 ⇒ (3, 2) + 4 = 9, + Fort save.

..landing two solid blows.

This One Really Tastes Bad, Round 3:

Charles (-27; Fort save x2)
Archibald (-)
XB (-26, -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))

Fort: 1d20 + 9 ⇒ (5) + 9 = 14.
Fort: 1d20 + 9 ⇒ (11) + 9 = 20.

Grimacing, Charles lets loose with another electrical blast...

Electric Arc: 2d4 + 4 ⇒ (4, 4) + 4 = 12 Electricity damage, DC 18 Reflex for half.

...then shifts his focus, and keeps firing.

Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (7, 7) + (10) = 24 damage.
Hunted Shot: 1d20 + 8 ⇒ (6) + 8 = 14, for 1d8 ⇒ 2 damage.

Jaws: 1d20 + 9 ⇒ (8) + 9 = 17, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Jaws: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.

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

Sovereign Court

Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20.

The heavily injured one dodges the blast, but leaps right into Archibald's jaws, dying as a result.

Charles then blows the other one away with a well-placed arrow.

Combat over.

After failing that save against the Poison, Charles is also Fatigued... and the poison is an ongoing effect...

Charles: 1d20 + 7 ⇒ (17) + 7 = 24.

Charles realises that the runic barrier is some kind of binding circle, keeping Called creatures contained within it.

Charles: 1d20 + 10 ⇒ (6) + 10 = 16.

On the bodies: Dagger x6.


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 chugs his lesser antidote...

Fort: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18.

...then heads on to the next room.

Sovereign Court

G11:

The floor in the eastern half of this room bears summoning runes similar to those in the chamber to the east (area G10).

The western wall has been badly cracked, and a jumble of mudbrick fragments lies at its base.

Charles spots a secret door (inside the summoning circle), that is closed loudly as he enters!

What do you want to do?


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))

Not being an idiot, Charles stays outside the Circle, but will move from to room to see what is going on.

Sovereign Court

There is nothing in the circle in the other room.

-----------

Eventually, one of the doors opens, and Charles hears a voice from some invisible source, speaking a language that mostly seems to be clicks and whistling wind.

Auran:
"Let me out, you bastards!"

This goes on for some time...


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))

Not entirely certain what is going on, Charles opts to continue down the corridor.

Sovereign Court

G14:

A campfire illuminates this long room and the row of broad, square columns bisecting it. Rough pallets for a dozen xulgaths are scattered throughout the room, and the creatures’ foul stink is strong.

Charles spots another hulking Trog 'leader' (this one armed with a greataxe), backed by two lesser warriors and a pair of tiny fiends, lazily sitting around the fire.

Spotting you, they react with alarm!

XW: 1d20 + 6 ⇒ (18) + 6 = 24.
Q: 1d20 + 7 ⇒ (1) + 7 = 8.
XL: 1d20 + 9 ⇒ (7) + 9 = 16.
Charles: 1d20 + 10 ⇒ (9) + 10 = 19.

The two lesser warriors stand, draw clubs, and move forward.

Another Interrupted Meal, Round 1:

XW (-, -)
Charles (-27)
Archibald (-)
XL (-)
Q (-, -)


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 starts splatting warriors.

Hunted Shot: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d8 ⇒ 1 damage.
Hunted Shot: 1d20 + 8 ⇒ (19) + 8 = 27, for 2d8 + 1d10 ⇒ (2, 2) + (2) = 6 damage.

Jaws: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d8 + 3 ⇒ (6) + 3 = 9 damage.
Jaws: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d8 + 3 ⇒ (5) + 3 = 8 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Electricity damage, DC 18 Reflex for half.

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

Sovereign Court

Reflex: 1d20 + 7 ⇒ (14) + 7 = 21.
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19.

Surprisingly, Charles' attacks are largely ineffective.

The leader is unimpressed that his warriors are in the way...

The two tiny fiends concentrate, and disappear from view.

The two warriors frantically club Charles...

Club: 1d20 + 9 ⇒ (10) + 9 = 19, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (1) - 1 = 0, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.

Club: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.
Club: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (7) - 1 = 6, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.

...but don't land a single blow.

Another Interrupted Meal, Round 2:

XW (-10, -3)
Charles (-27)
Archibald (-)
XL (-)
Q (-, -)


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 weary sigh, Charles keeps up the pressure.

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

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

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (1, 3) + 4 = 8 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 of Charles' arrows combine to leave the warrior in front of him barely standing...

Reflex: 1d20 + 7 ⇒ (12) + 7 = 19.
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25.

...and then it is fried.

The leader roars, and moves in, swinging...

Greataxe: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d10 + 6 ⇒ (4) + 6 = 10 damage.
Greataxe: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d10 + 6 ⇒ (10) + 6 = 16 damage.

...landing a single blow.

The tiny fiends reappear behind Charles, and try to sting him!

Sting: 1d20 + 9 ⇒ (17) + 9 = 26, Fort save.
Sting: 1d20 + 5 ⇒ (9) + 5 = 14, Fort save.

Sting: 1d20 + 9 ⇒ (6) + 9 = 15, Fort save.
Sting: 1d20 + 5 ⇒ (4) + 5 = 9, Fort save.

Meanwhile, the remaining warrior keeps swinging...

Club: 1d20 + 9 ⇒ (6) + 9 = 15, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d6 + 4 ⇒ (1) + 4 = 5 damage.
Club: 1d20 - 1 ⇒ (6) - 1 = 5, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.

...but still can't hit.

Another Interrupted Meal, Round 3:

XW (-7)
Charles (-37; Fort save)
Archibald (-)
XL (-)
Q (-, -)


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 + 2 ⇒ (16) + 9 + 2 = 27.

Charles hurriedly switches his focus to the leader.

Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (4, 2) + (1) = 7 damage.
Hunted Shot: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d8 ⇒ 6 damage.

Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (5, 7) + 6 = 18 damage.
Jaws: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d8 + 3 ⇒ (7) + 3 = 10 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7 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 and Archibald both lodge solid blows, but the mighty leader remains unbowed.

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17.
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27.

Her minion dodges the electrical blast, but she takes the full effect.

Roaring in anger, she tries to carve Charles up...

Greataxe: 1d20 + 11 ⇒ (19) + 11 = 30, for 1d10 + 6 ⇒ (6) + 6 = 12 damage.
Greataxe: 1d20 + 6 ⇒ (16) + 6 = 22, for 1d10 + 6 ⇒ (9) + 6 = 15 damage.
Greataxe: 1d20 + 1 ⇒ (12) + 1 = 13, for 1d10 + 6 ⇒ (7) + 6 = 13 damage.

...but only lands two blows, to her teeth-gnashing frustration.

Sting: 1d20 + 9 ⇒ (17) + 9 = 26, Fort save.
Sting: 1d20 + 5 ⇒ (6) + 5 = 11, Fort save.
Sting: 1d20 + 1 ⇒ (14) + 1 = 15, Fort save.

Sting: 1d20 + 9 ⇒ (12) + 9 = 21, Fort save.
Sting: 1d20 + 5 ⇒ (16) + 5 = 21, Fort save.
Sting: 1d20 + 1 ⇒ (18) + 1 = 19, Fort save.

Charles gets stung once...

Club: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d6 + 8 ⇒ (4, 5) + 8 = 17 damage.
Club: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Club: 1d20 - 1 ⇒ (8) - 1 = 7, for 1d6 + 4 ⇒ (5) + 4 = 9 damage.

...and then clobbered by a club.

Another Interrupted Meal, Round 4:

XW (-7)
Charles (-84; Fort save)
Archibald (-)
XL (-32)
Q (-, -)


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 + 2 ⇒ (20) + 9 + 2 = 31.

"Scheisse!"

Charles hurriedly tries to take the leader out!

Hunted Shot: 1d20 + 11 ⇒ (19) + 11 = 30, for 2d8 + 1d10 ⇒ (3, 7) + (9) = 19 damage.
Hunted Shot: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d8 ⇒ 5 damage.
Iterative: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d8 ⇒ 3 damage.

Jaws: 1d20 + 9 ⇒ (20) + 9 = 29, for 2d8 + 6 ⇒ (5, 6) + 6 = 17 damage.
Jaws: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.

He then tosses an Electric Arc...

Electric Arc: 2d4 + 4 ⇒ (2, 3) + 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' first arrow takes out the leader, much to the distress of the remaining warrior, but them his subsequent arrows miss.

Archibald chomps down hard on one of the tiny fiends, nearly eviscerating it...

Reflex: 1d20 + 10 ⇒ (16) + 10 = 26.
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28.

...but it subsequently burns up in the electrical discharge.

The warrior turns around, and runs away...

...shortly after which you hear a gong being sounded.

The remaining tiny fiend tries to sting Charles...

Sting: 1d20 + 9 ⇒ (11) + 9 = 20, Fort save.
Sting: 1d20 + 5 ⇒ (11) + 5 = 16, Fort save.
Sting: 1d20 + 1 ⇒ (16) + 1 = 17, Fort save.

...but he avoids it.

Another Interrupted Meal, Round 5:

XW (-7)
Charles (-84; Fort save)
Archibald (-)
Q (-)

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