Under the Mountain Dark and Tall

Game Master MelvinVorthos


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Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

"Thirty eight years old - why do you ask?"


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Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi nods, and gives a slight bow, "I simply didn't realize that you are quite so venerable among your people. I can only imagine what it must be like approaching old age as quickly as you are. Please do not hesitate to request any aid that you might need due to your advancing age."


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

"I will make sure to resort to you for all my needs, dear Torvi" - Razaniel nodded back.


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Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

"On the plus side, if you travel with Karti and me on this fool's errand, it is unlikely that you will reach your dotage and die with your boots off."


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Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

"I have always...been interested...in performing a study...on dwarven livers...such a long life?..with such drinking habits?..the effects must be astounding."


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Aftonio watched the exchanges between you with a reserved coolness. "The great historical wrong, you may have heard it called 'the Sundering' or sometimes 'the Death Ritual', was the moment when our dear forebears decided they would be better able to garrison Pyrsa castle if they were dead." She folded her arms. "Hence its current state, in which it attracts vagabonds twice a year. And, every so often, proper dwarves who actually have a hope of penetrating the place." She clapped Torvi on the shoulder hopefully.

"As for the water route, we have reputable information that there are underground caverns below the castle which are vast, contain primeval waters, and connect to the bowels of the castle somewhere. If you want to know exactly how, you might try pressing Dimitra, the Steward." She spat. "But I had suggested trying to swim into the Ormonas river, where it comes out of the Skirling Pass. If all the waters of the world are connected under the mountains, in some huge underground network of caves, then it only makes sense that the Ormonas would come from them."


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi smiles, again, and states, "dwarves are powerfully bad swimmers, everyone knows this, so such an entrance, we believe, is unlikely to be overly guarded."


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

"Personally, I would much prefer to have my feet firmly on the ground" - Razaniel piped in.

I have a deepset hatred of underwater adventuring - I do not find it fun in the least having to navigate a ton of adversarial conditions, all the while having to usually fight off creatures who ARE in their environment :P


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

You can't teach an old orc new tricks.


Male CG Dwarf Ranger 2 | Investigator 5 | HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 | Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones

Karti barks out a laugh when Razaniel verbalizes his discomfort at the prospect of getting his feet wet. "I reckon all of us would, but the difference between a swim and a walk is that one will see us into the keep without having to bypass its wall and its dogged defenders."

He then wonders if the others really can't swim. Surely that can't be? It's not like Karti moves about as a fish would, but at the very least he can get from A to B when submerged. "Say, if the mere notion of swimming is such an issue, I could look into acquiring some alchemical tools to ensure we all feel comfortable doing this ... that or we drop the idea, and embrace the folly of thinking we can overcome the walls and their defenders."


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

"I say...we take the water route...perhaps uncomfortable...but not as uncomfortable...as sieging an unsiegable fort of undead...with four people."


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

First character ever in my life without points in Swimming - good choice.

"It seems the majority has decided, so the point is moot" - Razaniel shrugs.


Male CG Dwarf Ranger 2 | Investigator 5 | HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 | Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones

Karti runs his fingers through his mustache and thinks about what can be done to alleviate everyone's fears and worries. "Depending on just how long a swim it is, we could use rope and pitons to form an easy-to-use railing of sorts. We don't know what we'll be running into on the other side, so ensuring we have an easy way out for all of us is absolutely paramount."


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

”I wish you luck, and hope you do find an entrance into the castle.” with the decision made, Aftonio invited you inside. The fisherfolk she was staying with were out on the river, and as a guest Aftonio didn’t seem to feel comfortable offering you their food. Still, it was nice to sit and rest for a time. Before too long, Aftonio stood up. ”I had best return to my chores. I don’t think I will still be here when you return, but you can find me south of the rivers if you are successful.”

I’m making the decision to push ahead here. Let us know if you want to rewind.

Before the day grew old you were off. The misting soon stopped, and the fog lifted somewhat. But it was still hard to get a good view of the mountains as you walked along the river. The dwarves knew how it looked well enough. There were two winding roads which led up steep, rocky slopes on either side of the castle. The one you were making for, on the right side of the castle as you faced it, followed the Ormonas river where it sprung down the side of the mountain. The road led up to a natural saddle where the ridge line dropped in elevation. The Skirling Pass, it was called, for the way the wind keened and snapped off the rocks. The village that had once been there was now long abandoned.

Above the Skirling Pass, only a few stunted trees grew, save for a patch of wood near the entrance to Pyrsa castle. Bare rock faces frowned down on the valley all along the ridge line. Below these steep faces of rock, a narrow mountain road led on from the Skirling pass to Pyrsa castle, and beyond. It was said that the mountain roads ran all the way to the ocean, though that was fifth miles and more, and few dwarves had reason to travel so far. A different path followed the ridge line from the Skirling pass all the way to Nikias’ peak, a sharp spire of rock which jutted sheer into the sky and clove the clouds.

As you walked out of Akron, the road gradually grew worse. Hunters and woodsmen sometimes came this way, but even they would avoid it if they could. The woods grew dark and hoary, and closed in. In the days before the Sundering, there had been many statues and stonecarvings along the road. Now they were overgrown and choked with weeds. Some were to the gods you prayed to and drew strength from.

A narrow bridge of stone led over the Petras river and into shunned lands. A statue to Torag had been erected on the West side of the bridge, but it had been pulled down and smashed. The head was missing. The road had become a path, and one untrodden. Other gods and kings of carven stone had been pulled down, save the ones to Kolls, which remained standing.

You were struck by a small clearing along the road. There was a stunted and twisted tree stump, hollow with rot but still living, in the center of the clearing. A few buds of green were opening from twisted boughs that reached out, just above your head height. There were symbols carved into the wood.

Know Religion DC 10:

You recognize this as a shrine to Lamashtu, the Mother of Demons and Mistress of Insanity.

Survival (Tracking) DC 24:

You could read footprints on the ground around the shrine. A small group, perhaps six, had gathered here perhaps five days past. The late rains had obscured the marks, but you could tell that they had circled the shrine many, many times. You didn’t think the dead would make tracks like these.

Know Religion DC 15:

You remembered that Lamashtu was sometimes worshipped by cults. It was known that there was a cult near Pyrsa.

Perception DC 15:

This shrine had a few twisted knots and strangely growing plants placed in offering on an inner nook. They were fresh. The shrine had been used recently, not more than a week ago.

The day was growing late, and you would probably have to camp on the knees of the Skirling Pass, where the road grew steep and winding, or else walk into the night. There was still a light fog, and you didn’t think it would have ever been possible to see you from the mountains.


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

Knowledge (Religion): 1d20 + 10 ⇒ (14) + 10 = 24
Survival: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

This is a shrine” - Razaniel informed the others - ”And dedicated to a foul one - Lamashtu, Mother of Demons and Mistress of Insanity” - he added, surveying the area around them for any danger - ”Even worse, it has been used for worship recently. No more than a week ago for sure”


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

Knowledge (religion): 1d20 + 10 ⇒ (19) + 10 = 29
Survival (assist whoever has the highest bonus): 1d20 + 1 ⇒ (4) + 1 = 5
Knowledge (religion): 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Atash tries to help with the tracking efforts, but is mostly lost in his own mind and is little more than a distraction. Luckily his mind was a useful place to wander.

"And there was a cult...near Pyrsa...this is surely...theirs...I don't think...we should camp...in this area...even if it means...going through the night."


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Knowledge (religion): 1d20 + 11 ⇒ (6) + 11 = 17
Survival: 1d20 + 3 ⇒ (10) + 3 = 13
Knowledge (religion): 1d20 + 11 ⇒ (11) + 11 = 22
Perception: 1d20 + 9 ⇒ (17) + 9 = 26 +2 vs unusual stonework

Torvi nodded, observing some of the same things her companions had announced. "We didn't come here to tangle with an entire cult of her worshipers, that is for sure. If they track us down, we can deal with them then."


Male CG Dwarf Ranger 2 | Investigator 5 | HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 | Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones

Survival vs DC 24: 1d20 + 12 ⇒ (20) + 12 = 32

While the others focus on the tree and its apparent use as a shrine to a vile Goddess, Karti leisurely explores the area and inspects their surroundings. It isn't until he returns to the others that Karti realizes the area is littered with footprints that aren't theirs: had the cultists performed some sort of ritual dance here?

"Look." Karti points a finger at the tracks. "The weather did a number on it, but these tracks indicate a group of people performed what I imagine to be some sort of ritual dance around this tree. Hrm, didn't they tell us about the possible location of sally tunnel, Torvi? Supposedly nearby a ...", and Karti stops mid-sentence as he reaches for his notebook and flips through it. "Ah, right, some distance into the woods from where two mountain roads become one, there should be a gnarled old pine with black twisted knots and here, in its vicinity, should be a tunnel ..."

"Ah! This tree obviously isn't that tree. But my thoughts went that way because, hrm, we might run into cultists in these woods if we do go looking for it."


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

"Your notes are better than my memory Karti, to be sure. Not the same tree though?"


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Not the same tree. That one is up on the mountain roads, in the wood right in front of Pyrsa.

Having decided to keep pressing forward, you continued on towards the Skirling Pass and the source of the Ormonas river. You started to climb steadily, and the trees began to thin out. The river grew milky and rapid, and frequently fell from rocky heights into deep pools. You saw enough signs of passage to know that your path was used - but very infrequently.

As the sun sank low in the sky, you reached the foot of the Skirling Pass. Here there had once been several large structures, perhaps inns or barns, but all that remained now were rocky holes in the ground. None made for a particularly safe camp. After a short break, you were back on the move.

Given the above two posts, I will proceed with you walking into the night to try to reach the Pass.

Dusk settled in as you began to wind your way up the road. It was only a mile, as the eagle flew, to reach the Skirling Pass from where you were. But you had to walk more than twice that, and uphill the whole time. By the time you reached the top of the Pass, it was full dark. The fog that had lasted all day began to thicken once again, muffling star and moon alike. Your world was reduced to the sixty feet your eyes could see without light.

Knowledge History DC 15 (DC 10 for the Dwarves):

The town at the top of the Skirling Pass had been difficult for the invading human armies to capture. They had occupied it once and been merciful to the civilian residents, only to have those same residents rise in revolt against them the moment they weakened their garrison. Aided by a sortie from Pyrsa, they had lost control of the town. When they had recaptured it a year after that, they had given no quarter.

A huge pile of broken stone and mossy timber came into view, right on the path forward. Where the road led into it, the rubble had been cleared away so that two could walk abreast. Above, you could see a sagging tower. The walls on one side of it had fallen down, so that its innards were exposed to the elements.

Perception DC 20:

You heard the sounds of footsteps coming up the road from behind you, perhaps a hundred feet back.

For every five by which you exceed the DC, you notice the noise an additional fifty feet behind you.

Dice:

Random Encounter?: 1d20 ⇒ 6

Random Encounter dusk: 1d14 ⇒ 3


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Knowledge (history): 1d20 + 12 ⇒ (16) + 12 = 28 +2 for dwarves and their enemies

With a check of 30, do I know the name of the city? If so, I'll use it in my statements here...

"There was a town at the top of the Skirling Pass which was difficult for the humans to capture. They had occupied it once and been reasonably merciful to the civilian residents, by human standards. When the garrison was weakened, the citizens revolted and pushed the invaders out, with some assistance from the Pyrsa garrison. When the humans recaptured the city a year after that, they had given no quarter."

Perception: 1d20 + 9 ⇒ (14) + 9 = 23 +2 vs unusual stonework

Torvi's sense tingle, and she turns around as she draws her dorn-dergar and places herself between the approaching entity and her companions. "Guard yourselves, something approaches us from the rear."


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Basic info about settlement:

The former town of Bath is so named because of the natural hot springs which can be found at the Skirling Pass. Uninhabited since the Sundering, it used to be home to two hundred souls, many of them dwarves who were connected either to Pyrsa or to the nearby mines.

I will also add this to the campaign info tab. Any other questions?


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

Razaniel drew his scimiatr at Torvi's warning. He then moved to stand side by side with his paladin companion, assuming a combat stance.

Crane Style.

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


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

Knowledge (history): 1d20 + 10 ⇒ (8) + 10 = 18
Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Atash wastes no time, he and his mount both vanishing into the underbrush at the first sign of trouble.

Atash Stealth: 1d20 + 22 ⇒ (10) + 22 = 32
Mount Stealth: 1d20 + 20 ⇒ (6) + 20 = 26


Male CG Dwarf Ranger 2 | Investigator 5 | HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 | Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones

Perception vs DC 20: 1d20 + 11 ⇒ (9) + 11 = 20

Karti hastily reaches for a shield extract and then his weapon. The hope that whoever is behind them might be friendly is dwindling. "Don't rush for the ruins. It's where I'd spring the trap."

If he has the time to do so, Karti will down the extract.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

That mount is dynamite in the stealth department!


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

So everyone is staying a small distance away from the ruins, while Atash is hiding? I think we can avoid me having to make a map. Given that Razaniel detected the noise from 200ft away, you have more than a full round to prepare, so things like drinking a shield can definitely happen.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

We will try to be in a location where whoever approaches will be nearly upon us when they turn whatever last corner gets to us. We don't want to give some spell caster a couple rounds to kick our butts before we close the distance!


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

You stood on an open lane about 200 feet long, wide at first but narrowing as it led up to the ruins of the gatehouse. There was a twist on the road just before this open lane. With Torvi taking the lead, you quickly closed the gap so that you were within thirty feet of the corner, just before whatever was making the footsteps came into view.

Is Atash staying behind? I will remind you that it's dark enough that you're having to use darkvision, so if he's more than 60ft away you won't be able to see each other.


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

Atash will follow the party as best he can, but his priority is being in a hidden and ideally height advantageous location. He wants to make it hard to be noticed, and then when he is noticed he wants it to be hard to get to him. On the top of some nearby ruins would be ideal.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Atash didn't spot any rubble on the open lane in front of the ruined gatehouse, but he was able to hide in some undergrowth about thirty feet behind the others. From the darkness, the footsteps grew closer. There was a faint rattling noise. Then they were upon you.

You counted four corpses. Three of them were clumsy, stumbling things with dead grey eyes. Clad in heavy steel, they made an imposing sight. Two bore shield and axe, the third carried a polearm, and walked just behind the other two.

Knowledge Religion DC 13:

These appear to be ordinary, soulless corpses with little magic and few special abilities. Clumsy, but strong and unnaturally tough, they clearly retained their ability to fight with weapons and probably to use basic tactics as well. Indeed, the two that carried shields stood so as to protect the one next to them as well as themselves. However, you doubted that they could think very clearly.

For every five by which you exceed the DC, you may ask one question

The fourth was a different kind of creature. Its flesh was almost immaculate, and if not for the shining blue eyes that gazed at you curiously, it might have looked alive. It wore a finely forged mail hauberk, but its hands were empty. A pale mist streamed from its fingertips, and it stood some distance behind the other three.

Knowledge Religion DC 14:

This is a creature known as a Frozen Shade, and sometimes found in other places where evil magic has been worked. Its most notable ability is to transfer itself to other locations, called a shade transfer.

Shade Transfer (Su): As a swift action, the Frozen Shade can send a shade of its essence towards a target. This shade looks like a partially transparent version of the Frozen Shade itself. It is treated as Ethereal, except that it does not have movement speeds which the Frozen Shade does not possess, cannot pass through solid objects (though it can slide through small cracks, as gaseous form) and is visible on the Material Plane. It is unaffected by Difficult Terrain.

The Frozen Shade can move its shade up to 50ft as a free action once per turn, including the round it first activates it, or up to 75ft as a move action. At the end of the round after the Frozen Shade first activates its shade, it may choose to teleport itself to the location of its shade, replacing it. If it has not already attacked that round, it may immediately make one melee attack on any adjacent creature as a swift action. Whether it attacks or not, its turn immediately ends and its shade dissapears. If the Frozen Shade does not choose to teleport itself to the location of its shade by the end of the round after the round in which it first sends out its shade, its shade immediately disappears. A Frozen Shade may use this ability at will, but only on rounds in which it did not start with a shade already active.

TLDR: an ethereal copy of the creature moves forward on one round, then on the next round it moves again and then the real creature teleports to the copy's location and makes a melee attack

For every five by which you beat the DC, you can ask one question

For a moment, you were all transfixed in horror. Perhaps you hadn't expected to see Pyrsa's dead until you actually got to the castle. Then the monster with the bright blue eyes seemed to multiply. A second version of itself sprouted from its chest and came rushing towards you. After a moment, you realized that this second monster wasn't walking, it was gliding. And transparent. Another moment later and a bolt of pale blue energy struck Torvi in the midsection, splattering across her armor and seeping underneath her skin. Another moment after that and the second monster, the transparent one, passed incorporeally through Torvi and glided behind Karti, waiting just behind the alchemist.

Torvi takes 14 points of cold damage and must make a DC 14 Will save. Failure results in 1d2 points of Dex damage and a 10 point reduction in movement speed.

The other three corpses backed up, surrounding the cold-eyed monster on two sides. They held their weapons high, ready to strike anyone who came close.

Everyone is up. Please let me know on discord if my description is confusing

Dice:

Initiative Monsters: 1d20 + 1 ⇒ (19) + 1 = 20

Init Atash: 1d20 + 7 ⇒ (5) + 7 = 12

Init Razaniel: 1d20 + 6 ⇒ (8) + 6 = 14

Init Torvi: 1d20 + 1 ⇒ (1) + 1 = 2

Init Karti: 1d20 + 7 ⇒ (1) + 7 = 8

Vs Torvi

Shade Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Touch

Damage: 3d4 + 5 ⇒ (3, 4, 2) + 5 = 14


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Corpses of? Dwarves, right?

Knowledge (religion): 1d20 + 11 ⇒ (8) + 11 = 19

Beat by 6, so... Any DR, or special defenses?

Knowledge (religion): 1d20 + 11 ⇒ (16) + 11 = 27

"Those first three appear to be simply soulless ones, but the other is a Frozen Shade. It can direct its image to places, and then teleport to where the image went."

Beat by 13, so... Any special DR, or special defenses, how about attacks, other than this shade thing I know already.

Will: 1d20 + 10 ⇒ (15) + 10 = 25 +2 vs poisons, spells, and spell-like abilities

Torvi heals herself before she charges into the line of enemies, and attacks them from 10' away, starting with the left most one...

LOH: 3d6 ⇒ (5, 4, 1) = 10

+1 Dorn-dergar PA To Hit: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Dorn-dergar Damage: 1d10 + 13 ⇒ (5) + 13 = 18 Bludgeon

If that hits, Torvi will cleave to the middle most enemy...

+1 Dorn-dergar PA To Hit: 1d20 + 9 ⇒ (13) + 9 = 22
Dorn-dergar Damage: 1d10 + 13 ⇒ (4) + 13 = 17 Bludgeon

And thence to the one on the right...

+1 Dorn-dergar PA To Hit: 1d20 + 9 ⇒ (10) + 9 = 19
Dorn-dergar Damage: 1d10 + 13 ⇒ (2) + 13 = 15 Bludgeon

If the first strike hit, and she cleaved, her AC is now 20 for this round, -2 for charge, and -2 for Cleave. Otherwise, it is a 22.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Yeah, they are dwarven corpses.

Torvi:

First Question: DR 5 Bludgeoning or Slashing

Second Question: Resistance 10 to Cold

Attacks:
Ranged: Cold Bolt +5 touch, (3d4+5 Cold damage), Energy Sap
Melee: Slam +7 (1d4 + 9 + 1d6 cold damage)

Energy Sap (Su). Creatures struck by a Frozen Shade’s Cold Bolt must make a DC 14 Will save. Failed saves result in 1d2 points of Dex damage and 10 point reduction in move speed as the creature’s will to fight on is sapped. The movement speed can be recovered by 15 minutes spent resting near a flame larger than a torch or similar heat source.

-----

Torvi's target easily catches her weapon on its shield, barely moving as it does. Three undead weapons are still raised, ready to come down on anyone who comes within reach.

I sketched out super quick map which should appear under my profile.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

”Hit them with bludgeoning or slashing weapons, and don’t use cold!”


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

Razaniel follows after Torvi without a word, and slices at one of the creatures who are apparently protecting this 'Frozen Shade'

Cold Iron Scimitar +1: 1d20 + 9 ⇒ (14) + 9 = 23
Damage if it hits: 1d6 + 14 ⇒ (1) + 14 = 15


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

As the moment Razaniel steps within reach of the undead, they lash out with their weapons. With fancy footwork and fast parrying, Razaniel is able to avoid any blows while simultaneously inflicting a deep wound on his target. He notes that his target appears to be relying on its adjacent ally with a shield for additional protection.

Dice:

Attack: 1d20 + 6 ⇒ (5) + 6 = 11

Damage: 1d10 + 6 ⇒ (7) + 6 = 13

Attack: 1d20 + 7 ⇒ (19) + 7 = 26

Damage: 1d12 + 6 ⇒ (12) + 6 = 18


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

Trifty? Which ones were doing the AoOs? Both of the front ones?


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

"Karti, move away from the image!!"


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

False Life for the Day: 1d10 + 5 ⇒ (5) + 5 = 10

Atash takes a moment to watch the situation unfold. Then decides to take advantageous of the enemies clustered positioning.

"vehafor reskafar..." Comes the harsh whispering from cover. In a flash the ground underneath the undead drops out from under them!

Casting Create Pit, creates a 10x10 foot hole, perfectly sized to catch all the enemies and none of us. Added a purple square to the map. DC 18 reflex save to avoid falling in. It is 20 feet deep.

Atash scurries from one hiding spot to another as the pit drops, getting somewhat closer.

Stealth: 1d20 + 22 ⇒ (20) + 22 = 42


Male CG Dwarf Ranger 2 | Investigator 5 | HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 | Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones

Know Religion vs Undead vs corpses: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (4) = 19
Know Religion vs Undead vs shade: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (3) = 27

The sight of the walking dead fills Karti with dread. The undead hunter knows what they're up against and these unfortunate souls are no joke.

"On it!", he yells with a certain trepidation to his voice. He quickly, for a dwarf, rolls forward and swoops in low with a vicious strike aimed at the undead's unshielded feet and shins.

Move action: move | Swift action: study target (damaged shield-bearing corpse | standard action: attack (+1 weapon, slashing damage, reach, power attack +6, studied combat +2/2, favorite enemy +2/2, 1d6 precision damage)
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 14 ⇒ (6, 2) + 14 = 22
Precision Damage: 1d6 ⇒ 4
Current AC: 24 / Touch 17 (shield's +4 should apply to incorporeal attacks

Studied Combat:

You can use a swift action (quick study investigator talent) to study a single enemy that he can see. You gain a +2 insight bonus on melee attack and damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

As everyone but Atash closed in, you got a closer look at the monsters you were fighting. The two armored corpses looked dry and withered. The yellowed skin of their faces did little to hide the skulls beneath, and where their mouths hung open you could see thin tongues like strips of dry meat. The Frozen Shade still looked unsettlingly close to a living dwarf, save that no hot breath steamed out from between its pearly teeth.

As Karti closed in, his target dropped its shield. The seasoned warrior quickly changed lines, impaling the undead monster through the face and sending bits of brain and bone scattering on the ground. Before the other corpses had time to close in, the ground beneath them opened, and they fell away. Karti's crumpled foe nearly took his Giant Sticker with it. Only the Frozen Shade avoided the magical trap, dodging backwards while it scanned the night for the source of the spell. It watched the tiny ratfolk run into a second patch of undergrowth, and its image followed him in.

A moment later and the Frozen Shade that had been standing in front of Razaniel vanished...and reappeared where its image had been, empty hands swinging like bludgeons. The tiny wizard was hidden well amidst the leaves, however, and managed to avoid being struck.

Everyone is up! The two in the purple box are stuck, they can't climb out.

Dice:

Soulless Husk Ref vs spell: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Soulless Husk Ref vs spell: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Frozen Shade Ref vs Spell: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

Ref Razaniel: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

Falling Damage: 2d6 ⇒ (5, 4) = 9

Falling Damage: 2d6 ⇒ (3, 2) = 5

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Slam: 1d20 + 7 ⇒ (11) + 7 = 18

Concealment: 1d100 ⇒ 50

Damage: 1d6 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13


Male Multiclass Arcane Trickster Ratfolk | HP: 53/53 (Temp 13) | AC: 21, T: 16, FF: 17 | Fort: +9, Ref: +10, Will: +7 (+1 vs illusions & continuous effects) | CMD: 13 | Init: +7, Perception: +14 | Spells: 3rd (4/4), 2nd (4/6), 1st (4/6) | Extracts: 1st (3/3) | Subtle Misdirection (9/9) | Cognotagen (1/1) | Message (1/1) | Impromptu Sneak Attack (1/1)

Atash's heart jumps to his throat at the sudden assault, and only his training prevents him from squeaking in fear. He scampers away as quietly as he can, moving to his allies to put them between himself and the undead.

Stealth: 1d20 + 22 ⇒ (10) + 22 = 32

Once out of reach he dashes forward, turning with a pointed finger. "Uvelucal!" He squeaks hoarsely, and a green dart flies right towards the undead's head!

Ranged Touch vs Flat Footed: 1d20 + 9 ⇒ (19) + 9 = 28
Damage (sneak attack): 1d3 + 1 + 3d6 ⇒ (3) + 1 + (2, 4, 2) = 12


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi turns and charges the frozen shade...

+1 Dorn-dergar PA To Hit: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Dorn-dergar Damage: 1d10 + 13 ⇒ (9) + 13 = 22 Bludgeon


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

Likewise, Razaniel spins around the back of Torvi, to attack their opponent from another direction - "Yield"

Cold Iron Scimitar +1: 1d20 + 9 ⇒ (18) + 9 = 27
Damage if it hits: 1d6 + 14 ⇒ (2) + 14 = 16

I think he will probably be immune to crits, but if not: 1d20 + 9 ⇒ (5) + 9 = 14
Additional damage: 1d6 + 14 ⇒ (6) + 14 = 20


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Yield! Razaniel shouts, a moment before beheading the Frozen Shade. From the deep pit Atash had conjured, you heard a frantic, murderous scrabbling in answer.

I’m good to fast forward through the cleanup portion of this combat. The ruined gateway is the only way into the Skirling Pass. I will describe any lootables when I get home.


Immediate Map - Small Regional Map Day 6 Morning: 30 F, Thinning Clouds

Having destroyed two of the undead, and trapped the remaining two in a deep pit, you had a moment to take stock of the situation before Atash's spell wore off. In that time, you were able to gather your nerve and take advantageous positions. When the spell finally ended, your foes were outnumbered, outclassed, and outpositioned.

After the skirmish was over, you picked over the bodies. You could have shaved with the blades of their axes, which were faintly oiled and extremely well maintained. Their armor was made of hardened steel. The Frozen Shade wore a tabard over its hauberk which depicted a hammer and anvil. It also wore an intricate set of gold and ruby rings in its beard which you guessed were worth about four hundred gold coins. The undead monsters didn't need to eat, and you could tell by the belongings they carried. There was little other than what they needed to maintain their weapons and slay the living.

Knowledge Nobility DC 15:

The hammer and anvil sigil indicates that these dwarves were descendants of Grimbold, a noble dwarf who, in days of yore, had wone great fame slaying a frost giant in single combat. He had not, however, borne any blood relation to Nain or Mahal. His descendants today lived in the lowlands, and probably had not spent much time in the mountains before the sieges of Pyrsa began.

All weapons and armor are MWK. Two Dwarven Waraxes, two heavy steel shields, three sets of halfplate, one Lucerne Hammer, one set of chainmail, and three daggers. Beard Ornaments have negligable weight and are worth 375 GP. See discussion thread about XP.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi examines the creature’s tabard…

Knowledge (nobility): 1d20 + 11 ⇒ (6) + 11 = 17

Torvi relays what she knows, ”the hammer and anvil sigil indicates that these dwarves were descendants of Grimbold, a noble dwarf who, in days of yore, had won great fame slaying a frost giant in single combat. He had not, however, borne any blood relation to Nain or Mahal. His descendants today lived in the lowlands, and probably had not spent much time in the mountains before the sieges of Pyrsa began.”


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi points at the weapons and armor, "If any of you need better weapons and armor, that is some fine dwarven stuff there. As for the beard ornaments, Karti, you would look smashing wearing some of those. Otherwise, we're not on a looting mission, though we can mark the spot and return to get the items and maybe return them to Grimbold's descendants."


Half-orc brawler 1/warpriest 5 (AC:29 [T:23 FF:17] | HP: 31/52 (0NL) | F+10*, R+11*, W+8* | Init: +6 |Perc: +11*)

”I will grab one of these if that is ok” - Razaniel flipped one of the finely crafted daggers in his hand - ”Perfect balance”

”Where to next Torvi?”


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi nods in agreement, "I'll take a dwarfmade dagger myself I guess." She retrieves one of the two remaining daggers, and drops her non-MW one into the dirt.

After everyone takes what they need, she suggests, "shall we continue on our way?"

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