Old School Plotless Dungeon Crawl Tower Climb

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Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

It seems we've found enough to eat for everyone. Stocking up has it's advantages, but I think it's best to keep moving.

Johan happily takes the lead as the group makes way across the foreign terrain. Keeping vigilant for threats, he travels with his bow at the ready.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash is happy to let Johan lead, and for once, can relax a bit more. She happily moves back toward Kahli while dressing the squirrel for eating later and will lightly chat with the priestess about how she gives her blessings and what her goddess believes in.

"Would Calistria ever rescue you? Is she the type of goddess who is focused on such things like imprisonment?"


PC Rolls:

Johan Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Lash Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Kahli Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Amestri Perception: 1d20 ⇒ 17
Johan Survival: 1d20 + 10 ⇒ (2) + 10 = 12
Lash Survival: 1d20 + 8 ⇒ (13) + 8 = 21
Kahli Survival: 1d20 + 2 ⇒ (19) + 2 = 21
Amestri Survival: 1d20 ⇒ 15

GM Roll. Don't Open :):
Random: 1d20 ⇒ 13
Move 1: 1d7 ⇒ 2
Move 2: 1d7 ⇒ 2

As Lash and Kahli discuss the tenets of Calistria, Johan leads the group onward, continuing to follow the light, pushing farther up into the mountainous terrain. The woods become less dense as they leave the swamp, following a stream to keep their bearings.

Reaching an area where the trees are sparse enough, they can fully see the continuously upward sloping ground into mountain ahead of them. Out of various caves down the mountainside, the party sees a gentle stream carving back and forth. (Imagine this with it emerging for a bit, then going back into the mountain) The beam of light terminates into the side of the mountain, just above a cliff face with a narrow open trail leading to the perch. Judging by the height of the cliff, the party thinks it would take about two hours to follow the winding trail and reach the beam's destination.

(For hitting a high Perception) Just before resuming their trek, Johan and Lash notice the stream originating from a large naturally carved hole in the mountainside, partially hidden behind a boulder. A quick investigation leads them to believe the party could easily fit into the hole and follow the shallow stream up into the mountain and drop them off at the cliff's perch. It would be dark and damp save for the few open breaks, but they would be protected from the full openness of the trail.
Amestri Knowledge Nature: 1d20 + 11 ⇒ (1) + 11 = 12
Johan Knowledge Dung.: 1d20 + 7 ⇒ (3) + 7 = 10 (Ugh, sorry for my bad rolls for you)
Maybe it would even get them up there faster than the trail, but they're unsure of that.

Current Exploration Map

You can follow the trail or the tunnel up to the cliff. It's about 4pm, if that influences your decision timewise.


HP 0/26

"While the tunnel offers us some reprieve from the environment, it will also limit our ability to retreat should it be necessary. I may be able to help with that if it becomes necessary, but it was a point I thought I should bring up. If we choose to proceed within the cave, we need decide whether we choose to use a light to guide us and we may find it necessary if guiding those without the ability to see in darkness becomes too much of a burden," she says while looking into the hole.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli considers Lash's question about Calistria. Would she rescue her? Hmm.... "That's an interesting question that I hope I never have to ask! This challenge that we currently face is certainly interesting, and dangerous. But I wouldn't expect more divine assistance than what the Lady gives me with my daily spells and abilities. I think if our enemy happens to be a deity and takes a direct hand in harming us, then maybe. But Calistria is unpredictable...."

Kahli looks into the hole with minor concern. "Light can be cast for those that can't see in the dark. For now let's proceed with caution. This may be a hidey-holes for Mr. Eyes...."

I vote for the tunnel. We might also find a place where we could rest if needed.


The party eases into the first cave, beginning to make their way up the series of caves. The afternoon light that leaks in through the opening gives way to the party's magical light. The first cave is damp with a narrow path on either side and a low rocky ceiling. A few small insects scurry away as they make their way through.

After 10 minutes, the party sees light up ahead and emerges from the first cave without incident, the late afternoon sun a welcome warmth from the cool, damp air. Just ahead, the party enters the next cave, continuing to make their way up the side of the mountain.

Continuing through a half dozen of these cramped, damp caves, the party relishes each exit back into the warm daylight. From this vantage point, the party can now see out west over the trees of the swamp. They point northwest in the general direction of where they emerged and made camp. To the southwest, they see a narrow land bridge, hundreds of feet above the water, that leads to a peninsula with sheer cliff faces. What you see map-wise

After taking in the view, they push back into what they think should be the last cave. This one is different. The water begins to get deeper and the ceiling higher, which some see as a nice change from the previously cramped caves. Those who dip their hand in it find the mountain water cool. The comfort is short-lived, as after about 15 minutes of hiking, the ceiling squeezes back down to about 4 feet high and the party has to squat or lean forward to continue forward. (Effectively squeezing: difficult terrain, you take a –4 penalty on attack rolls and a –4 penalty to AC)

Johan Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Lash Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Kahli Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Amestri Perception: 1d20 ⇒ 18

Making their way forward a bit slower, another couple minutes pass as the party squats their way through, eventually feeling a warm breeze from up ahead around a bend. They don't make it much farther before Lash stops the party, spotting something in the deepest part of the stream. Looking from the path, she sees a skeletal arm from the elbow down with bits of flesh flapping in the current, stuck against the rock. Glinting in the magical light, Lash sees a silver ring on the index finger. Reaching out, Amestri detects strong transmutation magic emanating from it.

Amestri Spellcraft (Guidance): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26

Amestri identifies it as a Ring of feather falling. However, something's off. Amestri detects something else...She realizes it's a cursed ring, implementing the wearer with unavoidable clumsiness (–4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component.)

The party kneels at the stream's edge, the exit to the cave just ahead. To their right, a collapsed-in path.

Current Map


HP 0/26

"That was quite the find Lash, but unfortunately I fear that very ring might have directly led to the fate that befell whomever it was that wore it last. It's a cursed item, that while it helps protect from falls, it also hinders the wearers capabilities. So I would suggest no one put it on. If need be, we can string it up and bring it along so it does not potentially cause the demise of others," Amestria offers after looking the ring over.

Taking a moment to stretch, she continues on, "I rather hope we do not have to go back through those caves. That last bit was bad for the back."


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Kahli's answer is an interesting one and makes her curious about what type of Goddess Calistria is in that she's unpredictable. At her friend's supposing it could be a place for Mr. Eyes, she considers that could be true and nods in agreement before heading inside. Her dark-seeing eyes penetrate all the recesses of the cavern and her nimble form squeezes decently easy through the passageways.

To Amestri, she answers concerning the ring:

"I think you are right. This is just like his kind of traps..."

She will take one of her lesser arrows of smaller size and will shoot the hand from a distance so it is submerged once more. At her new companion stretching, Lash looks at the stretch and wonders at her complaint.

"I can teach you good stretches my master in the temple used. It should give you better mobility in the future."

She flashes a smile and then continues onward to check on the collapsed-in path. If there are signs this is safe/possible to move, she will at least enough to peer into what may have lay behind the rock piles. If not, she will exit the cave and warily glance around.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Pinning the hand back to the stream bed while Amestri stretches, Lash then moves to the blockade. Looking it over, it's a jumbled mess of large boulders probably weighing hundreds of pounds and smaller rocks that fill in the gaps. She doesn't see any openings and has a hard time even figuring out where she would even start to disassembling the cave-in. Just before walking away, she spots a small, red stone that is unlike the rocks surrounding it. She goes to pick it up and, as it leaves its resting place, the rocks begin to shift and move apart, revealing a pitch black void that the magical light cannot pierce.

After a moment, two familiar eyes blink into sight. "Heeellooooo frrrrieeendsss." They squint at the edges, indicating an invisible smile. "Mooost of you taaake the cliffsiiiide and make a, heh heh, tasty snaaack for the draaakes." They float upwards and peer past the party. "You diiidn't fall for the ring. Good for youuuu." They focus back on the group. "Is there anything you wiiish to traaaade?"


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli sees the eyes float up and hears the voice, and grins. "I was right. Hello friend. So was the ring yours? A trap.... Hmm. And, we did find a scythe tree like you mentioned. It nearly cost us the life of one of our friends. But we did prevail and harvest some of it."

"Trade? Right. But we haven't found much in this area that would hold much value. Other than the pieces from the tree we have nothing that we didn't have before." She glances around at the others. "Right? Unless you want the cursed ring, with or without the hand it is on?"


The Eyes chuckle. "The ring is not a traaaaap, per saaaay. Just something teeeempting that maaaany take. You can leeeave it for the neeeext group, heh heh." Perking up when Kahli mentions the Scythe tree, some small rocks fall from the wall as The Eyes reach out and lift it from her hands. "I've looked forward to working on thiiiis. Be baaaack shooortlyyyy." The branch floats back into The Eyes' hole and the hole goes dark.

After a minute, The Eyes return and present a wand that looks traditional except the top half still has the sharp edge of the Scythe Tree branch. "This is something speeecial. I just neeeeed...hmmm...200 goooold." The Eyes describe how it is a wand of Cure Light Wounds, but that the bladed end, now imbued with magic, can overcome damage reduction. (Acts like a magical dagger. Added to the Unclaimed inventory)

You can trade any items at 1/2 cost, and The Eyes have any items you ask for. Sunday night, I'll move the party along unless you go first.


HP 0/26

Amestri is pulled from her stretches as the The Eyes voice breaks through the air. She turns, distrust in her own eyes. This creature knew more then it let on, but she was in the need of supplies.

"I will handle the cost of the wand. It's the least I can do for what the rest of you have done for me," she says while looking about the party. Then, adjusting them upon The Eyes, she inquiries, "How much would a bedroll, a week's worth of trail rations, and a waterskin cost me?"


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Thinking of leaving the ring for the next group, causes Lash to return to the water and pluck the hand off the skeleton. She doesn't wish to touch the ring itself. As Amestri is dealing with eyes, she returns.

"Would you buy this? And if so, how much? Could I make my bow do the same as that wand? Hit things in a better way?"

In either case, she will sell off all the common gear that has gone unclaimed from that rests in her bag of holding.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli examines the knife/wand, curious about it. "Will the blade keep it's strength when the charges are expended? And could it be enchanted with more power if we find the gold or other reagents?"


"The waaaaand will be effective as long as the spell remaaains. If you expeeend all of its uses, bring it to meeee and I will imbue it agaaaain for a priiice." (It acts as a Magical Dagger as long as it has charges.)

The Eyes chuckle. "I'll take the ring for 400 goooold. Maybe sell it to less suuuaaaave contestantssss." They change their focus to Lash's bow. "Hmmm. Yesssss. Right now, I could imbue it with the special magic to preserve your arrows, focus its damage on certain foes, or guide your arrows towards their target. However, your bow would lose its innate ability."

(Basically, the way I read it, you can swap the +1 enhancement bonus from attunement for an equivalent magical ability. Let me know if you understand it differently. The three The Eyes mentioned are Conserving, Bane (you'd have to select the foe), and Seeking. If there are any others you're interested in, let me know.)


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash considers the offer, but has enjoyed the increased power her bow has displayed. Still, the seeking quality appeals to her. There is a moment she squirms in indecision.

"Hmm...no...I'll just take the gold and some rations too. How much gold would I need for you to add one of these effects to my bow?"

With her deal done, she will continue outward from the cave and up toward the other side. She shakes her head in disgust at the thought of Eyes and the thought of this design to have the safer appearing path be more deadly with drakes. She will continue following the same path.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Survival: 1d20 + 8 ⇒ (18) + 8 = 26


"I suppoooose 1,800 goooold would suffiiiiice, heh heh."

If there's any more buying or anything, we can do that in the Discussion page.

The party gathers themselves together and continues on through the cavern, ducking to avoid hitting their heads. It's not long until they emerge back into the late afternoon light and are able to follow a narrow, rocky path upwards. They continue to keep their heads low, more-so to avoid being detected.

Another 10 minutes of hiking and the party finds themselves at a back entrance to the cliff side. Before them is a scattering of trees, a two-tiered rock structure with the red beam of light crashing into a 10 foot tall stack of rocks, causing them to give off a dull glow. Streams of water are pouring out of and down the rock pile.

Map

Johan Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Lash Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Kahli Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Amestri Perception: 1d20 ⇒ 11

GM Roll. Don't open :):
Ko'Tua Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Hamley Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Tenney Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Snallygaster Red Stealth: 1d20 + 9 ⇒ (3) + 9 = 12
Snallygaster Green Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Snallygaster Blue Stealth: 1d20 + 9 ⇒ (14) + 9 = 23

As the party is taking in the views, Lash and Kahli are able to break their attention away and notice a trio of 9' long lean, scaly beasts, hiding up on small ledges, eying the party from above. Two of the creatures quickly take to the sky with a screech.

Map after Perception vs Stealth
What the creatures look like

Johan Init: 1d20 + 2 ⇒ (4) + 2 = 6
Lash Init: 1d20 + 3 ⇒ (9) + 3 = 12
Kahli Init: 1d20 + 2 ⇒ (4) + 2 = 6
Amestri Init: 1d20 + 3 ⇒ (6) + 3 = 9

GM Roll. Don't open :):
Ko'Tua Init: 1d20 + 1 ⇒ (13) + 1 = 14
Hamley Init: 1d20 + 2 ⇒ (11) + 2 = 13
Tenney Init: 1d20 + 2 ⇒ (15) + 2 = 17
Snallygaster Red Init: 1d20 + 2 ⇒ (20) + 2 = 22
Snallygaster Green Init: 1d20 + 2 ⇒ (15) + 2 = 17
Snallygaster Blue Init: 1d20 + 2 ⇒ (1) + 2 = 3

Turn Order
Red Monster
Tenney
Green Monster
Ko'Tua
Hamley
Lash
Amestri
Kahli
Johan
Blue Monster

Surprise Round!
Green Monster
Lash
Kahli
Blue Monster

The Green Monster flaps its muscular, membranous wings and quickly launches into the sky. Single move action, flies to U9, 50 feet high

Current Battle Map

Surprise Round!
Green Monster: Single move action, flies to U9, 50 feet high
Lash
Kahli
Blue Monster

Terrain Notes:
• Scaling each level of the rock structure will take a DC 15 Climb check. To scale the right side, it will take two consecutive DC 15 Climb checks
• The ledges at R5 and R18 are 15 feet high (DC 15 climb check). The ledge at T3 is an additional 30 feet high (two consecutive DC 15 Climb checks).
• If you're in a square with a stranding tree in it (O12, for example), you get Partial Cover (+2 AC) but so does your target due to the branches and trunk

Knowledge Dungeoneering DC 13 to identify:
These are Snallygasters. They like to dive down at their prey and bite as they fly by (Flyby Attack). Their beak is sharp enough to cause deep lacerations in the skin (d6 bleed from the bite). They have scent, which is how they knew the party was coming up. They don't have any defensive capabilities.

Open this if you hit DC 18

Spoiler:
They have tentacles that they use to suck blood from its victim's bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Surprise Round

"What are they!?" she calls out to the group, inquiring after the green and blue-looking monster. Despite the green monster flying up into the sky, she isn't so sure that it is wanting to attack. Her bow is pulled off her back as she moves forward, but she holds and awaits, hoping these creatures were just startled.

Handle Animal (Untrained): 1d20 + 4 ⇒ (3) + 4 = 7

"Whoh, easy there..." she tries to soothe them.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Knowledge? What's that?

Glancing around Kahli ducks and runs for the cover of a tree ahead. If she makes it she readies her crossbow, hoping that she won't need to use it. "I never studied... well, anything but religion. So I can definitely say that I haven't a clue what they are. Are they dangerous? Can we avoid a fight? If we have to fight, is their meat any good.... ??"

Moving to the tree at R11?


To clarify, because I just thought of it: The coloring of them is just to differentiate them. They’re three of the same creature.

Lash calls out to the creatures, but she feels their only acknowledgement of her is as a potential meal. Handle Animal failed

Kahli easily makes it up to the cover of the tree, racing around the rock while readying her crossbow. Kahli has Partial Cover (+2 AC)

The blue tinged monster follows after the green, but diverges left, matching Kahli’s movement.
Move: 45 feet to Q9 and 5 feet higher (50 feet total). Currently 55 feet above the ground.

Currently on my phone, and with NPCs and enemies going first in round one, I’ll post that in the morning.


Round 1!

The red hued monster pushes off the ledge and swoops down at Ko'Tua, biting at his head with force as it flies past.
Move: Fly 40 feet to U14
Standard: Bite Ko'Tua
Move: Fly to T12, 5 feet up. Currently 10' (2 squares) off the ground

GM Roll. Don't open :):
Snallygaster Red Arial Charge Bite: 1d20 + 6 ⇒ (1) + 6 = 72d8 + 6 ⇒ (1, 5) + 6 = 12
Snallygaster Red Fly: 1d20 + 10 ⇒ (10) + 10 = 20
Natural 1!
Perhaps too eager to have its first bite of a meal, the creature's beak clamps at nothing but air before changing directions with a quick flap and beginning to fly back up into the sky. (Succeeded at fly check to turn. Does not provoke AoO because Ko'Tua is flat-footed)

Tenney quickly flicks his dagger around in his hand and chucks it at the red hued creature.
Standard: Ranged dagger at Red

GM Roll. Don't open :):
Tenney Dagger Ranged: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 3 ⇒ (1) + 3 = 4
Hit with a 20! 4 damage
The dagger sticks into the side of the creature before Tenney rushes up after Kahli. "Not a bad idea to get some cover!"
Move: 30' to S10

The greenish creature flying high above the party folds its wings and dives straight down at Amestri, its strangely metallic beak open to bite.
Move: 45' down, 5' forward to V10
Standard: Bite Amestri

GM Roll. Don't open :):
Snallygaster Green Arial Charge Bite: 1d20 + 6 ⇒ (10) + 6 = 162d8 + 6 ⇒ (3, 7) + 6 = 16
Hits Amestri with a 16 for 16 damage
The beak slams into Amestri and cuts deep, blood pouring out.
GM Roll. Don't open :):
Snallygaster Green Bleed: 1d6 ⇒ 5
Amestri: Take 5 points of Bleed on your turn
At the sight of the blood, tentacles begin to emerge from the creature's beak.

Ko'Tua lets out a battle cry and rushes around the rock to help Amestri, swinging his club once at the creature.
Free: Rage (1 round left)
Move: U10
Standard: Club at Green

GM Roll. Don't open :):
Ko'Tua Rage (2/5 rounds) Club: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 8 ⇒ (4) + 8 = 12
Ko'Tua Rage (2/5 rounds) Club Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 8 ⇒ (3) + 8 = 11
Critical threat! Confirms with a 23! 23 damage total!
The club bashes into the creature, a loud thud and cracking indicating Ko'Tua broke some of its bones with the mighty hit.

Hamley sees Ko'Tua's attack and Amestri's injuries and yells out, "hold on! I'll be there in a second!" He runs past Lash and Amestri and hops up on the rock edge before slicing at the creature with his dagger.
Move: 20' to W10. (Provokes AoO) (Acrobatics check just to make sure he can stand on the rocks because of the terrain in that space)
Standard: Dagger at Green

GM Roll. Don't open :):
Snallygaster Green Bite (x3+Bleed): 1d20 + 6 ⇒ (9) + 6 = 151d8 + 3 ⇒ (3) + 3 = 6
Hamley Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
Hamley Dagger: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 4 ⇒ (1) + 4 = 5
Hamley Dagger Crit Confirm: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 4 ⇒ (1) + 4 = 5
Green misses its AoO with a 15. Hamley makes with Acro check with a 19. Critical Threat with his attack! Does not confirm. 5 points of damage
Hamley barely manages to avoid the metallic beak that snaps down at him as he gets his balance on the rocks before he slices the neck of the creature. You can see the creature is struggling to stay flying.

Current Battle Map

Turn Order
Red Monster: Fly to U14, Bite Ko'Tua (miss), fly to T12 (10' off ground)
Tenney: (partial cover)Ranged dagger at Red (hit), move to S10
Green Monster: Fly to V10 (5' off ground), bite Amestri (hit)
Ko'Tua: Rage, move U10, club Green (hit)
Hamley: Move W10, Dagger Green (hit)
Lash:
Amestri:
Kahli: (partial cover)
Johan:
Blue Monster:


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Round 1

With a hurried shift to the side, Lash lets loose two arrows at the beast nearest Johan and Kahli. She visibly shivers at the sight of tentacles protruding from their mouths.

"You're some nasty beasts!" she calls out as they cause Amestri to bleed profusely. Instead of using her primary arrows, she uses her spare ones in hopes that she doesn't launch any off the cliffside should she miss.

Move: 5ft-step to V13
Ranged Flurry Attack+Deadly Aim: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Ranged Flurry Attack+Deadly Aim: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Ranged Flurry Ki Attack+Deadly Aim: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


The Monk's aim is true as her second arrow finds its target and plucks the creature out of the sky and it lands on the ground in a cloud a dust. Green is dead! Lash, your Ki Attack would miss either other creature.

Current Battle Map

Round 1 Turn Order:
Red Monster: Fly to U14, Bite Ko'Tua (miss), fly to T12 (10' off ground)
Tenney: (partial cover) Ranged dagger at Red (hit), move to S10
Green Monster: (DEAD) Fly to V10 (5' off ground), bite Amestri (hit)
Ko'Tua: Rage, move U10, club Green (hit)
Hamley: Move W10, Dagger Green (hit)
Lash: 5'-step to V13, Flurry Green (hit and Kill!)
Amestri:
Kahli: (partial cover)
Johan:
Blue Monster:


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Amestri gasps out in pain. Blood flowing freely from the wound. She feels herself weakening by the second. While trying to cover her wound to stifle the loss of her lifeforce, she shoots a glare at the nearest creature in an attempt to force it into slumber.

(Sleep hex Will DC 16 on red dot creature.)


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli glances around for a target. Not wanting to fire toward the group of friends she aims outward and fires. at blue

Crossbow to hit: 1d20 + 5 ⇒ (12) + 5 = 17
damage if that hits: 1d8 ⇒ 1


GM Roll. Don't open :):
Snallygaster Red Will: 1d20 + 6 ⇒ (1) + 6 = 7
Failed Will save with a natural 1
The reddish creature's wings suddenly stop flapping and its flight halts as gravity takes over and it falls 10 feet to the ground.
Falling damage: 1d6 ⇒ 5
The impact jostles the creature back awake, but it's currently prone on its back. Red is awake and prone.

Kahli looks up through the branches and fires off a shot. Leaves are cut out of the tree as the bolt flies, but it makes it to its target, grazing it slightly. Just hit!

Current Battle Map

Round 1 Turn Order:
Red Monster: (prone)Fly to U14, Bite Ko'Tua (miss), fly to T12 (10' off ground)
Tenney: (partial cover) Ranged dagger at Red (hit), move to S10
Green Monster: (DEAD) Fly to V10 (5' off ground), bite Amestri (hit)
Ko'Tua:  Rage, move U10, club Green (hit)
Hamley:  Move W10, Dagger Green (hit)
Lash: 5'-step to V13, Flurry Green (hit and Kill!)
Amestri: Slumber hex on red (failed save)
Kahli: (partial cover) Crossbow at Blue (hit)
Johan:
Blue Monster:

I'll give Johan until tomorrow morning before botting.


Botting Johan: Johan steps forward and swings his axe down at the creature prone on the ground.
Move: 5' step to U13
Standard: Battleaxe at Red
Battleaxe Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Battleaxe Damage: 1d8 + 5 ⇒ (4) + 5 = 9 Hit!
Unable to dodge out of the way, the creature makes an easy target for Johan, his axe cutting deep into its underbelly.

Blue dives down at its closest prey, Tenney, grazing the branches as it tries to stab its beak into him.
Standard+Move: Charge to R9, 5ft up

GM Roll. Don't open :):
Snallygaster Blue Arial Charge Bite: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 142d8 + 6 ⇒ (1, 6) + 6 = 13
Miss with a 14
The branches impede its attack and Tenney escapes unharmed.

Round 2!

The red winged creature flips over to its feet and, with a single flap, takes to the air.
Move: Stand (provokes AoO from Johan)
Standard: Fly 60ft, 10ft up to N12

Battleaxe Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Battleaxe Damage: 1d8 + 5 ⇒ (4) + 5 = 9 Hit!

Tenney draws a second dagger and slices at the creature that barely missed him, staying under the cover of the tree.
Move: Draw Dagger
Standard: Dagger at Blue

GM Roll. Don't open :):
Tenney Dagger: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 3 ⇒ (2) + 3 = 5
Hit with a 19, 5 damage
Tenney cuts a gash into the creature's hind leg.

Ko'Tua turns to see the other creature has come down and rushes to ground it with his club.
Move: S8
Standard: Club

GM Roll. Don't open :):
Ko'Tua Rage (2/5 rounds) Club: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 8 ⇒ (1) + 8 = 9
Miss with a 14
His rage fades just as he swings and he's unable to connect. You see Ko'Tua breathing hard. Out of Rage. Fatigued for 4 rounds.

Hamley looks between Amestri and the creatures. "What do you want me to do? I can stay here or go attack"
Delaying until given directions.

Current Battle Map

Round 2 Turn Order:
Red Monster: Stand, fly to N12, 10ft up
Tenney: (partial cover) Dagger at Blue (hit)
Ko'Tua: (fatigued 4 rounds) Move S8, club at Blue (miss)
Hamley:  Delay
Lash:
Amestri:
Kahli: (partial cover)
[b]Johan:

Blue Monster:


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash will follow the drake that has downed itself behind a tree. She takes aim, waiting to fire when it pops up. Her arrows will be swift and deadly.

Readying an attack for Red to come out of cover and rise up in the air.

Perfect Strike Readied Attack+Deadly Aim: 1d20 + 8 ⇒ (3) + 8 = 11
Perfect Strike Readied Attack+Deadly Aim Reroll: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


HP 0/26

"I don't feel so we..." Amestri says with slurred words, the pressure on her wounds loosening as the effects of further blood loss take effect. Falling to a knees, she looks forward in a daze while continuing to try to stem the flow of blood.

(Bleed for 5 drops her to 0.)


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Seeing the creatures still flying Kahli mutters to herself. "This just isn't enough...."

She breaks from cover and runs over to Lash, touching her friend, "I think your shots just need a bit of luck! Calistria, Please guide my friend's actions!" Remember that counts for all of your d20 rolls for a round!

Moving to U14. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. Since I am after Lash the effect will be next turn.

Who has the other CLW wand? Since Amestri can use the spell she should have one.... After this combat at any rate!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"No! Not me, heal her! She is unconscious and bleeding out." Lash replies as the cleric begins to head her way. She nods her head in pointing toward Amestri who has passed out. Hopefully, she can redirect Kahli's movement there instead.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

If Kahli can re-direct per Lash's instructions:

Accepting Lash's words Kahli changes direction to Amestri before the woman collapses. Seeing how badly she is wounded Kahli casts a more powerful spell that what the wand has. CMW: 2d8 + 4 ⇒ (6, 4) + 4 = 14

Once complete she presses the regular Cure Light Wounds wand into her hands. "There's 20 charges left in it, but use them as needed. I have the new one that we just got from Mr. Eyes. I obviously wasn't thinking clearly or I would've given you this one then!"
Move to V12


Lash readies her bow towards Red, waiting for the opportune time.

Amestri kneels, her consciousness wavering.

Hamley barely finishes his sentence before Amestri drops. "Ah! I can help!" He rips a strip of fabric from his shirt and tries to stem the bleeding. Heal (Provide First aid) check

GM Roll. Don't Open :):
Hamley Heal DC 15: 1d20 ⇒ 14
DC 15: Just failed with a 14
Not a trained doctor in any way, Hamley can't quite get the cloth in the right spot and Amestri continues to bleed. "I'm so sorry!"

Kahli is about to run to aid Lash, but sees Amestri in trouble and changes tactics, casting healing magic on Amestri, stopping the bleeding and bringing vitality back to her. Amestri: heal 14 points

Current Battle Map

Round 2 Turn Order:
Red Monster: Stand, fly to N12, 10ft up
Tenney: (partial cover) Dagger at Blue (hit)
Ko'Tua: (fatigued 4 rounds) Move S8, club at Blue (miss)
Hamley:  Delay
Lash: Ready for Red
Amestri: Bleed...
Kahli: Move V12, Cure Moderate on Amestri
Johan:
Blue Monster:

Don't Forget: Knowledge Dungeoneering DC 13 to identify:

These are Snallygasters. They like to dive down at their prey and bite as they fly by (Flyby Attack). They also can charge down and cause extra damage with their beak. Their beak is sharp enough to cause deep lacerations in the skin (d6 bleed from the bite). They have scent, which is how they knew the party was coming up. They don't have any defensive capabilities.
Open this if you hit DC 18
Spoiler:
They have tentacles that they use to suck blood from its victim's bleeding wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or maintains a grapple against it, the target takes double the normal bleed damage at the beginning of its next turn. When the snallygaster is using its tentacles, it cannot make bite attacks.


Botting Johan:Seeing the distance the creatures have put between them, Johan drops his battleaxe and draws his longbow, following Lash's lead to fire at Red.
Free: Drop battleaxe
Move: Draw Longbow
Standard: Ready action to fire when Lash does

With a couple flaps of its wings, Blue steadies itself to a hover and turns its one-eyed gaze at a fatigued Ko'Tua, its beak and claws raining down at him.
Free: Hover Check
Full Round: Bite, Claw, Claw at Ko'Tua

GM Roll. Don't open :):
Snallygaster Blue Fly Hover DC 15: 1d20 + 10 ⇒ (12) + 10 = 22
Snallygaster Blue Bite (x3+Bleed): 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (7) + 3 = 10
Snallygaster Blue 2 Claws: 1d20 + 6 ⇒ (6) + 6 = 121d4 + 3 ⇒ (4) + 3 = 71d20 + 6 ⇒ (20) + 6 = 261d4 + 3 ⇒ (4) + 3 = 7
Snallygaster Blue Claw Confirm Crit: 1d20 + 6 ⇒ (15) + 6 = 211d4 + 3 ⇒ (3) + 3 = 6
Bite just misses with a 13. Claw 1 misses with a 12. Claw 2 confirmed crit for 15 total damage!
Ko'Tua manages to muster up the energy to deflect the first two attacks, but they leave him vulnerable for the second claw, leaving three deep wounds across his chest and the Kuru wobbling on his feet. Ko'Tua is at 0hp and disabled

Round 3!

Red turns and flies up and over the tree next to it, making a direct line towards Ko'Tua. Lash: It would be exposed as it goes over the tree, so will trigger your and Johan's readied actions
Johan Composite Longbow: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 1 ⇒ (1) + 1 = 2
Lash's arrow strikes true, but distracts Johan as it flies by his head, causing him to send an arrow sailing over the cliffside. Lash's arrow is still enough to be the killing blow, sending Red crashing into the ground at Tenney's feet. Red is dead!

Tenney collects himself and attempts to cut the final creature out of the sky.
Standard: Dagger at Blue

GM Roll. Don't open :):
Tenney Dagger: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 3 ⇒ (4) + 3 = 7
Hit with a 22, 7 damage
Focused on Ko'Tua, the creature can't avoid Tenney's dagger.

With complete disregard, Ko'Tua tries to bite the creatures dangling foot.
Standard: Bite at Blue

GM Roll. Don't open :):
Ko'Tua Bite: 1d20 + 1 ⇒ (1) + 1 = 21d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Natural 1!
The creature easily pulls its leg away from the fatigued Kuru.

With Amestri feeling better, Hamley rushes to join the fight.
Move: S9
Standard: Dagger at Blue

GM Roll. Don't open :):
Hamley Dagger: 1d20 + 5 ⇒ (14) + 5 = 191d4 + 4 ⇒ (4) + 4 = 8
Hits with a 19, 8 damage
Ko'Tua must have caused enough of a distraction and Hamley takes advantage of the opening.

Current Battle Map

Round 3 Turn Order:
Lash: Readied action triggered: Arrow at Red (hit, killed Red)
Johan: Readied action triggered: Arrow at Red (miss)
Tenney: (partial cover) Dagger at Blue (hit)
Ko'Tua: (fatigued 3 rounds, disabled) Bite at Blue (miss)
Hamley: Move S9, Dagger at Blue (hit)
Amestri:
Kahli:
Blue Monster:


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Having healed Amestri and handed off the old CLW wand Kahli takes a look around and spots Ko'Tua bleeding profusely with the crazed lizard creature in front of him. She could run over there but only had the weak healing of the remaining wand to help. Instead she reaches again to Lash. "Accept Calistria's Luck please and end that creature!"

Trying again. Bit of Luck for Lash?


HP 0/26

"Thank you," comes forth from Amestri's lips as she feels her strength returning and a new tool within her grasp. She returns to her feet and steps over the dead/dying monster to reach out one more with her mystical powers to will the final (blue) creature to sleep.

(Sleep hex Will DC 16 on red dot creature.)


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash will take Calistria's luck as she feels the desire for vengeance on these beasts. It has less to do with a desire to fight these natural beasts and more on the being that put them here. Revenge within her burns hot as she angles her bow to aim at blue.

Move: U14
Flurry Ranged Attack: 1d20 + 8 ⇒ (6) + 8 = 14 (I believe he doesn't get soft cover due to him being 5ft up, right?)
Flurry Ranged Attack Reroll: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Flurry Ranged Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Flurry Ranged Attack Reroll: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Amestri attempts to invade the creature's mind...

GM Roll. Don't open :):
Snallygaster Blue Will DC 16: 1d20 + 6 ⇒ (20) + 6 = 26
Succeeds Will save with a natural 20
The creature shakes it off, its eye still set on Ko'Tua.

Kahli imbues Lash with Calistria's blessing to guide her arrows.

Blue sees the Kuru wavering and looks to finish it off before going after Hamley and Tenney.
Full Round Action: Bite, 2 Claws at Ko'Tua

GM Roll. Don't open :):
Snallygaster Blue Bite (x3+Bleed): 1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (8) + 3 = 11
Snallygaster Blue 2 Claws: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 3 ⇒ (4) + 3 = 71d20 + 6 ⇒ (17) + 6 = 231d4 + 3 ⇒ (3) + 3 = 6
Bite hits with a 17, 11 damage. Claws with with a 17 and 23, 7 and 6 damage
Ko'Tua is too fatigued to fend off the attacks. The metallic beak stabs into Ko'Tua's shoulder and he begins to go limp. The two claws rip into his core, tearing him open. The creature drops Ko'Tua to the ground in a slump. There's a brief silence as the realization comes across the party...Ko'Tua is dead. The creature breaks the silence with a screech.

Round 4!

(Lash: You're right. No soft cover) Lash quickly looses two arrows, piercing next to each other into the creature's chest, cutting its screeching short and it falls to the ground. Blue is dead!

Out of combat

A quick heal check reveals the party's fear that there's no bringing Ko'Tua back this time.

Looking around, there's the ledge to the right and the two-tiered ledge to the left. In the center is the two-tiered rock structure with the red beam of light crashing into a 10 foot tall stack of rocks, causing them to give off a dull glow. Streams of water are pouring out of and down the rock pile.

Terrain Notes:
• Scaling each level of the rock structure will take a DC 15 Climb check. To scale the right side, it will take two consecutive DC 15 Climb checks
• The ledges at R5 and R18 are 15 feet high (DC 15 climb check). The ledge at T3 is an additional 30 feet high (two consecutive DC 15 Climb checks).
• If you're in a square with a stranding tree in it (O12, for example), you get Partial Cover (+2 AC) but so does your target due to the branches and trunk


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

The arrows strike true, but it is too late. At first, she doesn't even realize what has happened. Ko'Tua had fallen in combat so many times and had always gotten right back up. Only recently had they needed to drag him out. She points Kahli in his direction as Lash tries to conserve her breath in case there are more in the skies. When Kahli shows Ko'Tua as unhealable, Lash's combat-focus flutters as she almost doesn't believe what she hears.

"Dead?"

The archer moves over to the hulking kuru's side and can see the wound clearer now. There is no doubt in her mind. Although the kuru does disgust her, he was valiant and she is pained on her face. Her mind, however, is more concerned for the rest of them there. Who would be next? Any of them? Hamley? Tenney? If Kahli died...well, she wouldn't be able to take it. Her eyes water at the thought. In a way, she is more compassionate to the potential deaths of her other companions than Ko'Tua's. This also makes her feel guilty in a way and spurns her to speak in his behalf:

"He was a fearless fighter. He's now with the rest of his people. Away from this torture. I hated the Kuru's ways, but he was forced to be here like us. At times, there was something almost honorable in some of his words. I wouldn't wish this torturous place on anyone, but I think he went the best way his people would have liked to have gone."

She bites her lip and looks up to the others at what they think.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Accepting Ko'Tua's death is hard for Kahli as well. They hadn't really known him well, but he had adjusted his cannibalistic ways for the team. She works to clean him up, removing any residue from the monster that had killed him. "He was, fearless and honorable in his own way. I don't think he would want us to be sad, because he died fighting for... his people. Remember what he said when the others of his people fell. This is just a carcass. He has moved on to continue his fight in his next existence. Our customs don't include consuming him as his people would have. But we can bury his body, honoring it as we can."

I think we had a shovel amongst the other gear didn't we? Kahli will get started digging a grave while others search the area. She isn't any good at climbing.... Did anyone need healing?


The air is heavy and somber as the group brings Ko’Tua’s body to a softer area of ground amongst the rocks and begin digging. Hamley joins Kahli, offering to take the lead. Tenney keeps to himself, slowly walking along the base of the ledges where the creatures took off from, taking a moment to lean against them in silence.

The grave is dug and Johan and Hamley join any others in laying Ko’Tua to rest before beginning to cover it back up. The cloud from the last shovel-full of dirt barely clears before Kahli hears a familiar voice from her pack. ”I must say,” the old man says, his voice cutting through the serenity. ”The savage survived longer than his ilk, and much longer than I anticipated at all. Maybe there’s something to be said about their connection with this “Blood Queen” of theirs.”

He sighs. ”It’s no matter, as he served his purpose for you! However, before I congratulate you on finding the second pillar, there is the matter of Johan.” Johan’s face becomes more stern. ”I don’t know if you would consider this a vacation from your “real world” predicament, but my eyes and ears in Taldor say that you are still a wanted man, and that the reward is quite handsome.” There’s a pregnant pause as his voice echoes with a similar tone from earlier messages. ”I have been instructed that your time here is over and that my benefactors will much better enjoy your cat-and-mouse elsewhere. Good bye, Johan.”

The magic begins at Johan’s left fingers, slowly working its way up his arm. Quickly, he hands off any equipment he was given, only guessing at the challenges the rest of the party faces ahead. With his final moments, he snaps to military attention before fully vanishing.

”Onto the good news!” The old man’s voice is chipper in a condescending way. ”You’re halfway done on this island! I, personally, much prefer the city to the jungle, but you all seem to be getting along splendidly!” His image begins to fade from the orb. ”Remember what that fancy note said; elements and all that! See you soon and watch for the drakes!”

(He’s fading, but if there’s anything you wish to say or ask to the old man, there’s a brief amount of time before he’s gone)


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli's initial reaction to the interruption is simple annoyance. Ko'Tua had only been with them a short time, but he had become a valued friend. She shrugs her pack off to the ground but before she has a chance to pull the orb out she hears the accusations against Johan. The annoyance turns to anger as she understands the words and can see the effect. She reaches for the man, not to take any equipment but to try and understand what is happening and if it can be stopped....

With his words and what sounds almost like joy in the delivery she feels rage flood through her. "You keep throwing obstacles in our path and taking away from us. When we reach you we will pay you back for your actions. The gods can take over punishing you once we're done with you!"

Once things go quiet again she considers her pack. Maybe they should just dump the orb? She pulls it out and holds it up. "If dumping this thing would cut his connection to us I'd bury it here.... But next lava flow that we see, I don't know!" Then she wraps it and stuffs it back with a curse.

She looks at the pillar again. "And I'm still no climber. And we have to figure out how to "match the elements" before we can proceed to the next?"


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash sees Tenney's reaction and makes note of it. She never expected him to get choked up over his death. His silence itself was respectful in light of how he felt about the Kuru. A small smile passes over her face and at last, she hopes that their group can find some peace.

She stiffens at the voice coming from the orb. "I just want to break that stupid orb now. Giving him the satisfaction to make his annoying quips are just grating."

The mysterious devil decides Johan is not allowed to be with them any longer and she clenches her fist in anger. She nods with Kahli's sentiments.

"That's right! Laugh while you can still use your mouth."

She looks to Kahli and then the others.

"I just wish that orb was bashed to bits at this point...he's so annoying."

She looks up to the rocks and grins to Kahli, "I can get up there, no problem."

With that, she will activate her claws of the ice bear and will climb up as fast as she can.

Double move. Climb speed of 20 ft.; so 40ft.


HP 0/26

Amestri did not have much of a tie to the others beyond her saving her. Beyond that she knew little of them, but that did not make the death of one of them a less poignant matter. Her heart wept for the man, but was given little reprieve as a voice cut through the air and they lost another companion. This one with a past she did not suspect. Quietly she watches the event unfold and listens to the exchange, unsure of how to interact.

"This place continues to surprise me with it's brutality and uncaring nature..." she says quietly as they start upon their way once more.

It would seem they were bound to be within this game for some time to come, so she started to try to further mentally prepare herself.

Looking upon the current challenge, she asks simply, "Do we have anything to help assist those less capable of climbing?"


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli sets her pack back down and pulls out a coil of silk rope. "Lash can climb, and help pull us up if we need to go up. I hope not though as I'm useless at climbing!"


The old man chuckles and slightly nods his head. ”I do hope to meet you soon…” and he completely fades.

Lash pulls out the magical gloves and activates them, the leather tightening slightly around her hands. She gingerly places her hand on the rock face and feels the spikes adhere to the stone. With instilled confidence, Lash easily scampers up the rocks and pulls herself up next to the beam of light. The beam is translucent, tinting her vision red as she looks through it. While the beam is radiating heat, it’s not uncomfortable, and a low and steady, slightly pulsing, hum can be heard.

The rock stack glows from the light crashing into it. It seems the light is being absorbed into the rocks themselves. Beads of water flow steadily from between the rocks and trickle down and steam rises from the rocks.

Lash Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Looking around, Lash can easily make out equipment and organic matter up on the ledges that the creatures perched on. The sun is falling towards the horizon and the party's shadows are growing long.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash will try to locate the same symbol as on the previous obelisk as she ends the enchantment on her gloves. The trickling water she will scoop in her hand and splash on the pillar gingerly (as well as taking a drink if it is not vile water).


Rolling the perception check over...

Lash starts to reach for a stone, but stays her hand when she realizes how much heat the stones are radiating. She thinks that touching the water directly would scald ones skin and drinking it would surely burn your mouth.

Looking around it and keeping her hands to herself, Lash begins looking for a stone with a bloodshot eye inside a pentagram. While most of the stones don't appear marked, she manages to find a number of stones with various etchings that appear close to what they saw before (eyes inside triangles, empty pentagrams, etc.), but she's unsure if any match exactly. The etchings aren't all facing directly out, either. The stones are turned all which-way, perhaps indicating some etchings exist that can't be seen.


HP 0/26

Amestri watches Lash in silence. Something seems to have their attention, but it's hard to say from down below. Perhaps it was not yet safe enough for the rest to ascend after her.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"There is water up here, but it is very hot. I think that means this element is water. I'm going to try something!" she calls down. Her eyes avoid the recent grave of Ko'Tua and in her tone, she is not thrilled despite the height and unique position of potentially figuring something out. His death is still too near.

Lash will dig through her pack and pull out her two metal cups designed for hot coffee in the morning. There, she will quickly dip them into the water and then from the streamside, will quickly just throw the water at the pillar in hopes that it is enough to thoroughly coat the whole lower portion it. She may do this multiple times, each time, allowing her cups to cool down by waving them in the air.

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