Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Arcturus of Shelyn wrote:


Arcturus cringes at the mention of summoning undead.
"Is it really necessary? Having those poor souls return to a state of undeath to do your bidding? Plus, they kind of frighten me. Could you summon something not so... scary?”
He looks down at Rocky the Earth Elemental.
"Something like that. He seems quite friendly."
Arcturus gives a friendly smile at the elemental.

Rocky nods "yes" to Arcturus.

Terran:
"Yes I am..if you can understand me sir!"

He forms a smile with his stone mouth.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Not knowing a word of the elemental's language, Arcturus just smiles and nods in return.


Venture Lieutenant, Play by Post (online)

OK, since Habblegash has sketched for you the map of the rest of this level of the mines, I've made the covering boxes transparent. That way, you can tell where you have not yet been. He has described to you several traps he has set, so we can just ignore them, because you'll have no trouble dealing with them now that you've been warned.

Habblegash explains that the gugs could be anywhere in the deeper parts of this level of the mines; they move around a lot. He points out to you on the map several secret rooms that are his supply stashes, which he doubts the gugs have found. He also gives you some stuff he thinks might help you. (four potions of eruptive pustules, four elixirs of ice breath, and a thick iron key.) He smiles at you shyly. "I help, yes?"

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"Yes, thank you very much for your help, Habblegash."

Ranalus turns to the others. "Shall we start with this area north of us?"

I gave it a teal outline on the map.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Putting on his reading glasses, Arcturus points at the map.
"Let's check out the stairs that go up, here. Then, we should check the eastern section where all these giant-sized beds are, here. And finally, let's check out the area where all these cart tracks converge in the northeast area, here."

He looks up at his companions, over the frame of his glasses.
"Just a suggestion, of course."

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Taking off his glasses, Arcturus turns to the helpful ratfolk.
"Oh! Dear me! Forgive my rudeness, Mister Habblegash. Many thanks for your help and hospitality. These are some wonderful items you gave us that should surely aid us in our battles."
He gives the ratfolk a friendly pat on the non-mutated shoulder.

"Say, Mister Habblegash, you wouldn't happen to know more about that mineral they're mining and that you want a sample of, would you? It's not dangerous, I hope. It's not gonna, like, melt our skin off or anything, right?"

Arcturus holds one of the vials of eruptive pustules up to the lamplight and swirls it around, staring with a curled lip at the brownish green clumps in the clear oily yellow liquid.
"You say this stuff does what?"
He cringes his face in disgust after being told the effects.
"Oh, how hideous! I've got to try this out sometime."
He turns to his companions with an impish grin.
"May I have one of these?"

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Good by me. I would hold one as well Shash offers. Though I really hope not to have to use it.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar pats the ratfolk gently on the back.

"Thanks Habblegash" Then turns to his fellow Pathfinders. "Should we be off"

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel nods his goodbye to the engineer as he joins the others.

Rocky Elemental wrote:

Rocky nods "yes" to Arcturus.

Terran: "Yes I am..if you can understand me sir!"

Fendel speaks all the elemental languages if we need any translation with 'Rocky Elemental'.


Venture Lieutenant, Play by Post (online)

Habblegash almost jumps when Arcturus and Rogar pats him, and then smiles awkwardly, clearly very happy. You get the impression that no one has touched him nicely in a long time. The smile appears to be awkward from a lack of recent practice.

perception checks from everyone to explore the area up the stairs, please.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus moves warily up the stairs, behind the trapfinders.

Perception: 1d20 + 31 ⇒ (19) + 31 = 50

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Still invisible Slash advances looking for threats.

Perception: 1d20 + 22 ⇒ (4) + 22 = 26

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus moves slowly and carefully along with the group, keeping alert with his darkvision for any danger.
Perception: 1d20 + 18 ⇒ (5) + 18 = 23

"Hey. Wait a moment."
He says under his breath as he points a finger in the air, suddenly remembering something. He pulls out his Beacon of Good Shining Wayfinder, emblazoned with the emblem of a silver dragon, and flips open the lid.

He then pauses for a moment and whispers to his companions.
"When we get to the top of the steps, I'd like to detect for any evil auras first."
He then continues up the steps with the others.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

What time of day is it, btw? Are we getting hungry for lunch or even hungrier since it's dinnertime? Are we getting sleepy since it's almost bedtime? I might want to cast a long-term spell or two, I'd just like to know how much time we have until we should camp for the night.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Perception: 1d20 + 37 + 1d6 + 2 ⇒ (13) + 37 + (4) + 2 = 56

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Perception: 1d20 + 24 ⇒ (19) + 24 = 43 Lol. I feel I need to roll my Perception only when I see 1-2 on Fendel's roll ))

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar leaves the investigation to the others and waits.

hmm..whats down there"

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus takes a seat on one of the stone steps and reaches into his pack. He pulls out a couple strips of jerky from his rations. He hands one to Rogar and starts gnawing on the other.
"I wonder what the hold up is?"
He says with a shrug.


Venture Lieutenant, Play by Post (online)

You've been down here only part of a day. Rather than try to figure out the time spent, I'll just say it's the end of the day at a story appropriate place. If you have questions about specific buffs, let me know.

Looking around carefully as a team. you do not see any signs of traps or similar problems, but you do realize there are several gugs in the area you are approaching. The area looks like it was living quarters for the miners.

As soon as I post this, I'll be setting up a more zoomed in map for combat purposes. Please place yourself on this map, roll your initiative, and take your surprise round action.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Placed, assuming we are coming up the stairs... Note that Slash is stealthing (take 10 for 49) and invisible. I plan to wait for others who might be ahead of me in init to act before Slash acts.

Init: 1d20 + 6 ⇒ (16) + 6 = 22

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Ok, cool. When leaving Habblegash, Arcturus is going to buff himself with Barkskin & Magic Circle Against Evil using his Rod of Extend Spell. 4 hour duration each. He places the rod into his pack.

Arcturus hears the strange gurgling sounds of alien creatures' breathing and gibbering up ahead.
"What in the gods is that sound?"
He mumbles quietly.
"Could that be those gug things Habblegash told us about? Yikes."

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Arcturus offers a quick prayer to Shelyn to bless his companions with great fervor.
"Let's destroy those monstrosities! Onward, friends!!!"

Casting Blessing of Fervor (without use of Rod of Extend Spell).

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Magic Circle Against Evil, 10' from Arcturus:
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Initiative: 1d20 + 11 ⇒ (18) + 11 = 29

The detective focuses his occult energy on his longbow infusing it with destructive power.

BANE vs Gug


Venture Lieutenant, Play by Post (online)

waiting another day to hear from others, since it's weekend.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Initiative: 1d20 + 8 ⇒ (9) + 8 = 17

Ranalus will cast Shield of Faith. He will also take the +2 to attacks, AC, and Reflex saves from Blessing of Fervor, making his AC 34.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Slash delays until he feels the Blessing of Ferevor settle onto him, then he acts, his muscles unwinding like a spring. Spring Heeled Style/Sprint yields 80' of movement, +2 to hit and to AC from Blessing. He moves in, slashes at Blue and springs back to the party.

+1 adamantine greataxe: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 301d12 + 17 + 6d6 ⇒ (6) + 17 + (6, 1, 6, 5, 5, 4) = 50

If the attack hits Blue suffers Bleeding Attack: 6 bleed damage/round, Crippling Strike: 2 points of Strength damage, and Debilitating Injuries: Disoriented -2( -6 vs Slash), attack penalty for 1 rd And Hampered: speed halved (and can't 5 ft step for 1 rd.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Init: 1d20 + 5 ⇒ (15) + 5 = 20

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.

Arush smiles at the blessing of the priest of Desna and strengthens his prayer with his magic.

Extended Weapon of Awe - 22 min


Venture Lieutenant, Play by Post (online)

Slash severely wounds the first gug.

gug init: 1d20 + 1 ⇒ (11) + 1 = 12
Rogar init: 1d20 + 1 ⇒ (18) + 1 = 19

OK, the entire party may take their first round actions, since you are all up before the gugs. Rogar also gets surprise round action.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

By the will of my Goddess, I curse this aberration and sentence it to a quick and easy death. - Arush says in a whisper, pulling the bowstring.

Blessing of Fervor: one extra attack as part of a full attack action | Swift - SMITE RED | Full Attack

+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 18 ⇒ (3) + 18 = 211d8 + 10 + 12 + 1d6 ⇒ (6) + 10 + 12 + (4) = 32
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 18 ⇒ (9) + 18 = 271d8 + 10 + 12 + 1d6 ⇒ (6) + 10 + 12 + (5) = 33
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 10 + 12 + 1d6 ⇒ (7) + 10 + 12 + (1) = 30
+1 Seeking Merciful Composite Longbow + SMITE | Deadly Aim: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 10 + 12 + 1d6 ⇒ (3) + 10 + 12 + (6) = 31

Crit Bonus DMG: 2d8 + 20 + 24 ⇒ (6, 4) + 20 + 24 = 54

87 dmg from crit + maybe some more? Damage is nonlethal. No cover from allies.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Shash moving like a dancer in a hard to follow pattern, springs forward again and attacks blue. Silently thanking Sheyln he again chooses the +2s from the Blessing.

+1 adamantine greataxe: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 391d12 + 17 + 6d6 ⇒ (9) + 17 + (2, 5, 6, 1, 1, 4) = 45 Same sneak attack injuries: 1d6 bleed, another -2 strength, Disoriented and Hampered

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

my bad was swamped over holiday then not feeling well yesterday night

initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Rogar casts glitterdust on the 2 closest gugs. dc 21

Then magic missile the one Arush hits if its up

"Get 'em guys"

mm: 5d4 + 5 ⇒ (3, 4, 1, 2, 4) + 5 = 19

if SR

SR check: 1d20 + 14 ⇒ (9) + 14 = 23


Venture Lieutenant, Play by Post (online)

Rogar, I already botted your initiative roll last night
Arush, you forgot to confirm that critical
Arush critical confirm: 1d20 + 18 ⇒ (11) + 18 = 29
Arush's hail of arrows takes down her target (all NL, so unconscious but alive). Her target down, she sends the last arrow at blue.

Slash's second strike destroys blue.

Rogar's missiles begin to chip away at the final gug in this room.

Ranalus, Fendel, and Arcturus are up.

map is adjusted for the error pointed out in discussion.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus takes a step forward and assumes a defensive posture.

Total Defense for AC 38.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus looks around in awe as blades flash, arrows fly, and spells burst. In a matter of seconds, two gugs lie dead and the third injured.

Not wanting to feel left out, he rushes up to the gug still standing, bringing his glaive over his head and praying for the fervor to strike more true and boost his ability to dodge attacks.
"DIE, YOU GODS-FORSAKEN ABOMINATION!!!"
Getting within the glaive's reach, he brings it down on the gug in a mighty stroke.
+3 corrosive glaive: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
slashing: 1d10 + 17 ⇒ (8) + 17 = 25
acid: 1d6 ⇒ 2
(AC is now 27).

Blessing of Fervor:
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Take one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Magic Circle Against Evil, 10' from Arcturus:
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective fires off a pair of arrows into the nearest threat.

Longbow vs Gug: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 11 + 2d6 ⇒ (7) + 11 + (1, 6) = 25

Longbow vs Gug: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 11 + 2d6 ⇒ (1) + 11 + (5, 4) = 21

CONFIRM?: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d8 + 22 ⇒ (6, 3) + 22 = 31


Venture Lieutenant, Play by Post (online)

The last gug in this set of rooms also falls from Fendel's arrows.

A careful search of the area turns up only a necklace which may be magical.

Continuing to explore the area you picked out on the map, most of it
is just empty mine tunnels. The only remaining area is one where Habblegash told you a purple worm will attack if you linger. He also told you the room contains a tunnel to one of his secret stores.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

can my earth elemental go under the ground to try and spot the worm?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

I couldn't find anything in any earlier posts about Habblegash telling us about a purple worm. O.o

"Can any of you try to identify this necklace? My, uhh, spellcrafting isn't very good."
He rubs the back of his neck with an abashed grin.

"Well, lets hurry to that secret cache of Habblegash's. We should return to him afterwards to let him know we destroyed those gugs and got his stash."


Venture Lieutenant, Play by Post (online)
Arcturus of Shelyn wrote:
I couldn't find anything in any earlier posts about Habblegash telling us about a purple worm. O.o

He provided various details when he sketched the map for you. Due to the format, providing them as you get closer is best. Sorry if that was not clear.


Venture Lieutenant, Play by Post (online)
Rogar dwarf wrote:
can my earth elemental go under the ground to try and spot the worm?

yes, but how successfully will depend on knowledge check to know how to go about it. Help from rest of team is fine

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus thrusts the necklace towards his companions.
"Anyone? Can any of you identify this?"

"Hey. Habblegash said something about a purple worm being in that area near his stash. Do any of you know anything about purple worms?"


Venture Lieutenant, Play by Post (online)

knowledge:arcana is relevant skill to know about purple worms

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"I guess I'll try to see if this necklace has any magical properties."
Arcturus cast detect magic on the necklace, then attempts to find any properties on it.
Spellcraft DC 15+spell level: 1d20 + 6 ⇒ (15) + 6 = 21


Venture Lieutenant, Play by Post (online)

Arcturus realizes it's a necklace of fireballs.

OK, to make sure everyone is on the same page, you were next going to go through an area guarded by a purple worm. Rogar was going to use an earth elemental to scout and help you avoid the worm. We need a good knowledge:arcana check first to be able to pull this off. As soon as someone does well on this check we can move forward.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"Oooh. Nice! Who wants to wear this necklace of fireballs?"

How many beads, or Type? Also, before going into the purple worm area, I might throw up a buff or two. Just waiting on that knowledge (arcana) check on the worm.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"I don't know anything about Purple Worms."


Venture Lieutenant, Play by Post (online)

I think we are needing Rogar or Gendel to make that skill check.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

Heard they can swallow giants. Maybe even dragons. Big, right?

Scarab Sages

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male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

sorry my wife and I celebrated my birthday over the weekend and my family me and my dads's

Rogar twirls his mustache.

"Purple worms...hmmm. I remember there was this cave outside of Ipeq"

Knowledge (arcana): 1d20 + 22 ⇒ (15) + 22 = 37

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Arcana: 1d20 + 28 + 1d6 + 2 ⇒ (6) + 28 + (6) + 2 = 42


Venture Lieutenant, Play by Post (online)

Fendel and Rogar put their heads together, and easily determine that the purple worm has tremor sense and to what distance. (They also know the worm is gargantuan...) From that, Rogar works out the best strategy to allow the elemental to distract the worm so that all of you can quickly work your way through the room and into the tunnel to Habblegash's stash.

In the small chamber at the end of the tunnel, you find the tarp Habblegash described as hiding his stash. Beneath the tarp are 5 days’ worth of rations, three potions of cure moderate wounds, a bag of dust of disappearance, two elixirs of tumbling, and a newly crafted flask of dust of weighty burdens.

After grabbing the stuff, you again get the elemental to distract the purple worm and make your way back to the main tunnels.

(the necklace of fireballs is full, and type VII)

Where to next, team?

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