DM Brainiac's Blood Lords

Game Master Brainiac

Maps on Google Slides

Reputation: Builders League 6, Carters Consortium 6, Celebrants 17, Export Guild 31, Reanimators 17, Tax Collectors Union 14, Proclaimers 3


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HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

"Sure, boss, whatever you say," the skeleton says amiably, picking up one of his broken ribs and holding it up to his spine. He looks around as he realizes it's not going to fix itself, shrugs and tosses it aside.

He moves ahead, quietly. Avoid notice again.

Quick stats:

HP 80/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

Telvir quicly pulls the discarded rib out of Smoke's mouth. "No, no my pet. You have no idea where that has been." He hails the skeleton and says, "Humerus, one moment."

With a combination of necromancy and strong glue, he attempts to repair the damage from the construct.

Medicine (Stitch Flesh) vs. DC 20: 1d20 + 13 ⇒ (7) + 13 = 20
Healing: 2d8 + 10 ⇒ (2, 5) + 10 = 17


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

"Sure, thanks boss!" Humerus says, flinching away again from Smoke. He does his best to inspect his rib, to make sure it hasn't been chewed on.

All that hellhound needs is a little taste, and it'll be all over...


The tunnels wind for several feet before coming to a chamber holding a disturbing sight. A massive, six-chambered heart hangs suspended from a tangle of shadowy threads at the center of the chamber. It casts strange shadows on the walls and the floor, which is littered with several skulls.


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

Caraid stops sharply and starts checking for the magic that he is certain must be there.

Detect Magic.


Caraid can sense illusion magic around the shadow heart. No doubt this is the focal point of whatever malevolent shadow energy infuses the cottage. Destroying it might be dangerous, but it would permanently put an end to the nefarious building.


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Ceceka looks down whereas Caraid looks up, and he inspects the skulls. Are these humanoid skulls? He won't step forward to have a closer look, knowing well that it is best to keep your distance when in the presence of a dark beating heart.


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

"Is there any reason to destroy it?" Aily asks plainly "Unless the heart is giving our enemy power or helping her resurrect, it is not our enemy." she finds the shadow heart strangely beautiful.


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NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

"It seems a dangerous artifact to be outside our control. I suggest we check the attic before we make a permanent decision about it--considering the dramatic collapse of the house last time we were here." Telvir keep Smoke far away from the heart.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

Humerus has no opinion on the heart, since this is well out of his depth. He keeps far away from Smoke, but doesn't go near the heart, since no one else seems to be doing so. This is well out of Humerus' experience, and abilities, so will leave it to someone else.

He's strangely quiet as he doesn't seem to have a story about this, for a change.


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|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

"A source of power that we do not control is dangerous by default." Caraid says softly to his g-, to Aily. Telvir offer his usual common sense and the Oracle nods his agreement.

"Indeed, upstairs first."


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

Aily sighs in acceptance of Caraid's logic about the heart, then smiles for some unknown reason. To Mr. Stanton, she dips her head in respect for his sense, then says in agreement "Any clues would potentially be devoured, destroyed, or dismayed, in the least, by this hut's demise." the maid gestures for Humerous to go first, and follows closely behind.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

"Whatever you say, boss lady," Humerus says, and trudges back upstairs. As before, he moves strangely quietly, especially considering how much his jawbones clatter.

"Yeah, I had a boss once who didn't like being bothered if we were working at night, so we learned to be real quiet. He was a real jerk -- beg your pardon, and hope you don't mind me saying so; I would never say anything of that sort about you, of course! -- would set the dogs on these old bones if we upset him. No offense to your slavering beast, of course. Maybe you could just hold him on a slightly tighter leash? Wait, he should have a leash, right? That seems like it'd be much safer, boss."


You return to the ground floor before ascending further into the cottage's attic. A warm tunnel stretches to the south, where the mundane attic trails into an alien landscape. Its walls are soft and bruise-colored, with ridges of fleshy tumors and serrated teeth. A delightful smell fills the air, an aroma that affects the mind more than the nose. It always smells like something pleasant to the person experiencing it. To some, the room smells like baking bread; to others, it might smell like summer rain or fresh blood.

Three of the tumorous growths begin to shudder before peeling themselves free of the fleshy walls. They squelch towards you...

Initiative:
Aily: 1d20 + 16 ⇒ (5) + 16 = 21
Caraid: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Ceceka: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Humerus: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Telvir: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Enemies: 1d20 + 15 ⇒ (15) + 15 = 30

Ceceka and Humerus may act first! At the start of your first turn, everybody must attempt a DC 18 Fortitude save against the Tempting Aroma.

Tempting Aroma (inhaled, poison):
Saving Throw DC 18 Fortitude; Maximum Duration 6 minutes; Stage 1 fatigued and fascinated (1 minute); Stage 2 4d6 poison damage, fatigued, and fascinated (1 minute); Stage 3 4d6 poison damage, fatigued, and fascinated (1 minute); Stage 4 fatigued and paralyzed (1 minute)


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

I'm going to assume we took the time to get me back to full health, since there was no rush.

Fortitude (master, +1 vs. disease and poison, ): 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33

Status:

HP 122/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humerus ignores the smell -- truth be told, he can't really remember what pleasant smells are. It's been so long (or maybe not long at all? He can't really remember).

He sets his feet and moves toward the nearest blob. "Uh-oh, this doesn't look good. Hold on, bosses, I got this one..." he says as he grabs it in a vicious hold and throws his fist into it.

◈ Enter Mountain Stance, ◈ Stride, ◈ Flurry to Grapple and Strike
Athletics (master) to Grapple: 1d20 + 18 ⇒ (20) + 18 = 38
If successful, 4 bludgeoning damage; also, nice, critical success! Creature is restrained: You have the flat-footed and immobilized conditions, and you can't use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.

Falling Stone, iterative: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 19
Bludgeoning damage: 2d8 + 6 ⇒ (5, 1) + 6 = 12

If it successfully Escape:

Clinch Strike (reaction) Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature (which successfully escapes your hold).

Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 17 ⇒ (13) + 17 = 30
Bludgeoning damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Fort vs DC 18: 1d20 + 14 ⇒ (6) + 14 = 20

The prickly smell of exotic foreign fruits toy with Ceceka's nostrils. He knows it isn't real, it can't be real, but it smells so real! It is then, as the three aberrant growths approach the group, that Ceceka loses it. This whole damned place ain't right and he's going to smash it up!

Action 1) Rage | Actions 2+3) Power Attack
Strike: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 3d8 + 9 ⇒ (6, 4, 5) + 9 = 24
But perhaps he won't smash it up right away.


While Ceceka misses with his attack, Humerus grabs and restrains one of the small, squamous creatures. It struggles in vain to escape his grasp.

Escape DC 28: 1d20 + 17 ⇒ (7) + 17 = 241d20 + 12 ⇒ (10) + 12 = 221d20 + 7 ⇒ (3) + 7 = 10

The other creatures move to attack the skeleton.

Slam: 1d20 + 18 ⇒ (11) + 18 = 291d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d10 + 9 ⇒ (7, 2) + 9 = 18
Slam: 1d20 + 18 ⇒ (16) + 18 = 341d20 + 13 ⇒ (7) + 13 = 20
Damage: 2d10 + 9 ⇒ (6, 8) + 9 = 23

41 total bludgeoning damage to Humerus.


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

Tempting Aroma (Telvir): 1d20 + 10 ⇒ (4) + 10 = 14
Tempting Aroma (Smoke): 1d20 + 15 ⇒ (18) + 15 = 33

Telvir's head swoons, and he's too distracted by the odor to do anything useful. Smoke shakes his head and advances on the creatures.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

Quick stats:

HP 81/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humerus doesn't even seem to notice as a number of his smaller bones crack. Undeterred, he seems to set his feet even more firmly. He pummels the creature witha couple sharp blows and then tosses it away.

"I'm done with that one, boss," he calls over his shoulder before turning back to the monstrosities attacking him. "You're next, boss."

◈ Mountain Stronghold, ◈ Flurry to Strike x2, ◈ Whirling Throw
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 17 ⇒ (2) + 17 = 19
Bludgeoning damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19
Falling Stone, iterative: 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28
Bludgeoning damage (forceful): 2d8 + 6 + 2 ⇒ (6, 6) + 6 + 2 = 20

Athletics (master) to throw vs. Fort DC: 1d20 + 18 ⇒ (12) + 18 = 30 Would throw 30 feet on a success and do damage (it would land prone on a crit success); on a failure it remains grabbed, though I think that would only be until the end of my turn per my initial grapple.
Damage: 3d6 + 4 ⇒ (3, 6, 3) + 4 = 16


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Ceceka tries to smash one of the growths away from Humerus, but whether he's blinded by rage or overtaken by the need to sink his teeth into some sweet exotic fruit or simply having a bad day, his strikes remain well off the mark.

Action 1+2) Power Attack | Action 3) Strike
Strike: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 3d8 + 9 ⇒ (8, 6, 3) + 9 = 26
Strike: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d8 + 9 ⇒ (2, 6) + 9 = 17


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

fort: 1d20 + 11 ⇒ (13) + 11 = 24

Aily breaths in deep and smells... her red eyes dart to Caraid, her lips curling slowly in memory before she darts off to kill a boil.

attack: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 2d4 + 6 + 2d6 ⇒ (4, 2) + 6 + (5, 2) = 19
attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d4 + 6 + 2d6 ⇒ (4, 2) + 6 + (4, 3) = 19

if someone attacks an ally in range:

Opportune Backstab
attack: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 2d4 + 6 + 2d6 ⇒ (1, 2) + 6 + (3, 2) = 14


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

Fort: 1d20 + 12 ⇒ (15) + 12 = 27

Caraid's eyes flash to meet Aily's for a moment and he is lamentably slow to actually do anything... of use in the combat.

Then he realises he's being a bad sport and starts tossing around a handful of cutlery around.

TKP: 1d20 + 16 ⇒ (6) + 16 = 224d6 + 4 ⇒ (4, 3, 3, 5) + 4 = 19


You all focus your attacks on the squirming growth Humerus is holding. Slashing attacks prove particularly effective against it. Humerus ends the combo by crushing it in his grasp and hurling it against the wall. It slumps to the floor and lies still.

The other two growths continue to attack the skeleton. Two score lucky hits.

Slams: 1d20 + 18 ⇒ (18) + 18 = 361d20 + 13 ⇒ (4) + 13 = 171d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d10 + 9 ⇒ (7, 1) + 9 = 17
Slams: 1d20 + 18 ⇒ (7) + 18 = 251d20 + 13 ⇒ (14) + 13 = 271d20 + 8 ⇒ (20) + 8 = 28
Damage: 2d10 + 9 ⇒ (2, 2) + 9 = 13

30 bludgeoning damage to Humerus.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

Quick stats:

HP 51/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

"Hey now, boss, that's enough of that," Humerus scolds the creatures. Despite the relatively mild words and the usual pleasant tone, he grabs the one that just hit him hard and drives his own fist into it. Then he tosses it down the hall.

◈ Mountain Stronghold, ◈ Flurry to Grapple and Strike, ◈ Whirling Throw
Athletics (master) to Grapple: 1d20 + 18 ⇒ (14) + 18 = 32
If successful, 4 bludgeoning damage

Falling Stone, iterative: 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32
Bludgeoning damage (forceful): 2d8 + 6 + 2 ⇒ (5, 3) + 6 + 2 = 16
Crit! The target must succeed at a DC 24 Fortitude save or be slowed 1 until the end of my next turn.

Athletics (master) vs. Fort DC to throw: 1d20 + 18 ⇒ (18) + 18 = 36
–2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it’s smaller than that. I throw it 30 feet on a success and do damage (it lands prone on a crit success); on a failure it remains grabbed, though only until the end of my turn
Bludgeoning damage: 3d6 + 4 ⇒ (6, 2, 5) + 4 = 17


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

attack: 1d20 + 17 ⇒ (17) + 17 = 34
damage: 2d4 + 6 + 2d6 ⇒ (3, 1) + 6 + (6, 5) = 21
attack: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 2d4 + 6 + 2d6 ⇒ (1, 4) + 6 + (3, 6) = 20
attack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 2d4 + 6 + 2d6 ⇒ (2, 1) + 6 + (5, 6) = 20

if someone attacks an ally in range:

attack: 1d20 + 17 ⇒ (20) + 17 = 37
damage: 2d4 + 6 + 2d6 ⇒ (2, 4) + 6 + (6, 1) = 19

The smell is quite intoxicating, bringing a humming melody to her lips, as she slips to the skeleton's side, slicing down, kneeling twirling, then slamming her knife up into the creature before Humerous tosses it, ripping its flesh further as it is thrown.


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

TKP: 1d20 + 16 ⇒ (7) + 16 = 234d6 + 4 ⇒ (6, 2, 1, 6) + 4 = 19

Some more cutlery flies around but Caraid is pretty much attractive window dressing at this point.


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

As Humerus attempts to smash and throw the monstrous growths, Ceceka hacks away at them.

Action 1+2) Power Attack | Action 3) Strike
Strike: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 3d8 + 9 ⇒ (4, 1, 7) + 9 = 21
Strike: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

I think the attacks against my allies would have snapped me out of facinated.

Telvir shakes off his mental haze, through the poisonous aroma leaves him shakey. He unleashes a mental attack and orders Smoke to snap at the creature.

Cast telekinetic rend, Command (strike, strike)
slashing: 2d6 ⇒ (2, 6) = 8 DC 26 Fortitude

jaws: 1d20 + 15 ⇒ (5) + 15 = 20 for piercing: 2d8 + 6 ⇒ (6, 8) + 6 = 20

jaws: 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25 for piercing: 2d8 + 6 ⇒ (8, 8) + 6 = 22


Fortitude: 1d20 + 19 ⇒ (10) + 19 = 291d20 + 19 ⇒ (3) + 19 = 22

Aily stabs one of the growths, then Telvir, Smoke, and Ceceka finish it off. Caraid’s cutlery is just off the mark! Humerus grabs the final foe, crushes it in his grip, and hurls it across the attic! The thing slowly sloughs back towards the skeleton, but as it attacks, Aily interrupts with a critical strike! It collapses into an inert heap on the floor as the final threat is neutralized.

Unfortunately there doesn’t seem to be much else of interest in the attic.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

"I don't see anything up here, boss, unless you were looking for those things. If so, sorry I broke 'em."


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

"No, you did well Humerus." Caraid says, although the skeleton doesn't have his full attention. "Nothing here. So what are we going to do about the heart?"


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

Aily cleans her knife off, slips it into her sheath, then stands silently waiting to hear what people decide.


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

"My vote is for destroying it, unless we can figure out its purpose in more detail." Telvir remarks, dispassionately. "It's likely tied to Iron Taviah's return, and its certainly holding this stronghold together."


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

Caraid nods his agreement. Telvir is, as usual, sensible.

"Anything Taviah has left behind is not something we want to leave intact." He agrees. "I don't intend to wait here long enough to study it properly so we had best deal with it permanently."


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

"Sure, boss, no problem."

Humerus hesitates a beat.

"How?"

He hesitates another beat.

"Also, didn't someone say it might be dangerous? Should we warn Yshula?"

As he waits for answers, he looks around to see if there might be anything hidden in the attic, picking up rugs and looking underneath them and anywhere else that might not seem obviously like a hiding spot.

Technically, no one said that, but Brainy told us all. Also, am I the only one who thinks it's odd that this upstairs had nothing for us to find, just a fight...?


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Ceceka rarely has a problem with destruction. In fact, the unintended consequences of wanton destruction are the spice of life, adding a certain flavor of joie de vivre to the mix when things get hot and dicey. "Let's. If it pisses off Iron Taviah, it pleases me."


You return to the basement to deal with the shadow heart that nestles in the dank tunnels. As you approach the tumorous, shadowy organ, it gives a slow beat as the darkness begins to swirl around it...

Initiative:
Aily: 1d20 + 16 ⇒ (19) + 16 = 35
Caraid: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Ceceka: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
Humerus: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Telvir: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Shadow Heart: 1d20 + 20 ⇒ (6) + 20 = 26

Aily and Ceceka may act first! At the start of your first turn, everybody must succeed at a DC 30 Will save or be stunned 1 and unable to take reactions for 1 round (stunned 3 on a critical failure). The heart can be attacked directly, or you can attempt to Disable it with a DC 26 Arcana or Occultism (expert) to counter the heart’s offensive magic, or DC 28 Religion (trained) to purify the area containing the heart. Each attempt is a 2-action activity. Four successes are required to disable it.


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Will vs 30: 1d20 + 14 ⇒ (17) + 14 = 31
Religion vs DC 28: 1d20 + 12 ⇒ (9) + 12 = 21

Ceceka overcomes the heart's shadowy defenses as he calls upon Zon-Kuthon for strength through pain. He once more calls upon Zon-Kuthon, to accept this sacrifice of pain and darkness, but fails to counteract the heart's profane aura.


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

willpower: 1d20 + 14 ⇒ (3) + 14 = 17

Aily reaches for her knife, just as the heartbeat tha-thumps. The beat resonates with her for some reason, making her pause.

stun 3


As Ceceka's prayer has no effect, a swirling vortex of shadows forms around the heart, lifting you all up and slamming you down to the ground forcefully.

Battering Vortex: 4d10 ⇒ (2, 3, 7, 10) = 22

Each creature must attempt a DC 30 Fortitude save. Anyone adjacent to a wall may Grab an Edge with a successful DC 28 Reflex save; on a success at Grabbing an Edge, the creature uses a result one step better than the roll of their Fortitude save.

Battering Vortex:
Critical Success: The creature is unaffected.
Success: The creature takes 11 bludgeoning damage and is knocked prone.
Failure: The creature takes 22 bludgeoning damage damage, is knocked prone, and is clumsy 1 for 1 round.
Critical Failure: The creature takes 22 bludgeoning damage, is knocked prone, and is clumsy 3 for 1 round.

A shadow then lashes out at Humerus.

Random Target: 1d5 ⇒ 4
Shadow Lash: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 3d4 ⇒ (2, 3, 4) = 9

9 cold damage to Humerus.


|HP: 171/233| AC: 34 | F: +25, R: +24, W: +27+ | Dip +28, Dec +26, Itm +24, Med/Prc/Rel/Soc +23, Lor/Occ +19 | Lvl 1: 4/4, 2: 4/4, 3: 4/4, 4: 4/4, 5: 4/4, 6: 4/4, 7: 2/4, 8: 0/3, Focus: 1/3+1 | HeP 1/3 | Active conditions: Curse Major

Ref: 1d20 + 11 ⇒ (10) + 11 = 21
Fort: 1d20 + 12 ⇒ (2) + 12 = 14
Will: 1d20 + 17 ⇒ (8) + 17 = 25

Caraid is, in the grand scheme of things, horribly unprepared for this as he is grabbed, tossed, shaken and generally done in!

Religion: 1d20 + 13 ⇒ (5) + 13 = 18

His attempt to purify the area doesn't achieve a damn thing either.

Ouch. Mithralline is cursing my dice rolls!


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

Reflex (expert, +1 vs. disease and poison): 1d20 + 15 ⇒ (7) + 15 = 22
Fortitude (master, +1 vs. disease and poison): 1d20 + 15 ⇒ (20) + 15 = 35

Status:

HP 113/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humurus doesn't quite manage to grab the world, but it doesn't really matter as he easily withstands the buffeting.

"Hey, boss, that's not cool!" he declares as he sets his feet and charges toward the dark heart. Figuring it's not really going to be able to be grabbed and tossed about like one of the packages of food stuffs or munitions he used to have to move, he just drives his fists into it.

◈ Mountain Stance, ◈ Stride, ◈ Flurry to Strike x2
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 17 ⇒ (20) + 17 = 37
Bludgeoning damage: 2d8 + 6 ⇒ (6, 5) + 6 = 17
Falling Stone, iterative: 1d20 + 17 - 5 ⇒ (11) + 17 - 5 = 23
Bludgeoning damage (forceful): 2d8 + 6 + 2 ⇒ (8, 5) + 6 + 2 = 21
Crit? The target must succeed at a DC 24 Fortitude save or be slowed 1 until the end of my next turn.


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

Will: 1d20 + 15 ⇒ (16) + 15 = 31
Fortitude: 1d20 + 10 ⇒ (20) + 10 = 30

Having been through similar conditions in a lab accident, Telvir resists the difficult conditions.

Will: 1d20 + 15 ⇒ (3) + 15 = 18
Fortitude: 1d20 + 15 ⇒ (7) + 15 = 22

Smoke doesn't fare as well, falling before the vortex with a whine.

Telvir tries the appropriate passes to start unraveling the magic.

Occultism: 1d20 + 16 ⇒ (15) + 16 = 31


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

fort: 1d20 + 11 ⇒ (7) + 11 = 18

Aily is slammed to the ground, finally snapping her out of the heart's beat. "Why are we fighting this... THING!" she growled, getting up and rather unsteady.


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Fort vs 30: 1d20 + 14 ⇒ (15) + 14 = 29

The pulse of shadow topples Ceceka over like he weighs nothing. Dazed by the violent experience, the fighter gets back up on his feet and swings at the heart. If prayer doesn't work, violence might.

Get up, stride, strike (10ft reach)
Strike: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d8 + 7 ⇒ (3, 7) + 7 = 17
70/115


LE elf dhampir rogue/alter ego/shadowdancer 17 HP:193/193 | AC: 38 (nimble dodge) | F: +25 R: +31(improved evasion, acid/cold/fire 10); W: +28 | Perception +29 greater darkvision, low-light vision| speed 40 shadows heart +31 3d6+11 +3d6 sneak +2d6 precise +2d6 undead - 1 enfeeble | hero points: 1 |

Gritting her teeth, the maid moves forward to attack the heart.

stand, stride, attack
dagger, clumsy 3: 1d20 + 17 - 3 ⇒ (15) + 17 - 3 = 29
damage: 2d4 + 6 + 2d6 ⇒ (4, 1) + 6 + (1, 2) = 14


Humerus, Aily, and Ceceka all strike the heart, but the shadowy organ is quite tough and their attacks don't seem to do a lot of damage. Telvir begins to counter the offensive magic suffusing the heart, making progress at unraveling the dweomers.

Once more, the heart unleashes a swirling vortex of shadows before lashing out with a tendril of shadowy energy.

Battering Vortex: 4d10 ⇒ (3, 1, 9, 9) = 22
Random Target: 1d5 ⇒ 5
Shadow Lash vs Telvir: 1d20 + 21 ⇒ (3) + 21 = 24
Damage: 3d4 ⇒ (3, 3, 4) = 10

Everybody must attempt another DC 30 Fortitude save against Battering Vortex (22 bludgeoning damage). Telvir takes 10 cold damage.


NE | Male Human Fighter 14 | HP: 239/239| AC: 36 | F: +25; R: +19 (+22); W: +23 | Perception +24 | Initiative +26 | Hero Points: 2/2 | Exploration:

Fort vs 30: 1d20 + 14 ⇒ (4) + 14 = 18
48/115, prone, and clumsy for 3 rounds

Once more the pulsating heart blows Ceceka away, but the man is relentless. Angered by the world of pain he's being thrown into, Ceceka flies into a rage and hacks away at the heart with but one goal: to utterly destroy it.

Stand up, Rage, Strike
Strike: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20
48/115, 10 temp hp, clumsy


NE male dhampir elf psychic 16 HP 118/118 | AC 34 | F +20 R +24 W +25 (R)| Perc +24 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 2/2, 6: 2/2, 7: 1/2 8: 2/2 Speed 30 ft | focus 2/3| Hero 1 | Active Conditions: Smoke 148/148 (AC 37)

Fortitude (Telir): 1d20 + 10 ⇒ (9) + 10 = 19
Fortitude (Smoke): 1d20 + 15 ⇒ (3) + 15 = 18

The continued bashing is wearing down both the elf and his companion!

Telvir stands with as much dignity as he's able and gestures at Ceceka, "Hit it again!"

Casting amped message. You can use your reaction to Strike again! (With no MAP)

Smoke staggers to his feet with a whine!

Telvir 22/54, clumsy 1; Smoke 10/76. clumsy 3.


HP 250, AC 37/39/41, F+26, R+24, W+22 Skeleton monk 16

Reflex (expert, +1 vs. disease and poison): 1d20 + 15 ⇒ (14) + 15 = 29
Fortitude (master, +1 vs. disease and poison, Path to Perfection): 1d20 + 15 ⇒ (6) + 15 = 21 I think Grab an Edge ups it to Success, which makes it a Crit Success for me. That said, I don't know if I get both steps, so might be 11 damage and knocked prone...

Quick stats:

HP 113/122
AC 25 / 27 in Mountain Stance or 29 if use Mountain Stronghold
Fort +15, Ref +15, Will +12 (+1 vs. disease and poison; +2 circumstance bonus to Fortitude DC vs. Grapple and Swallow Whole; +2 circumstance bonus vs. being Shoved or Tripped while in Mountain Stance, +1 vs. fear)
Hero points: 2
Effects:

Humerus steadies himself slightly, but again manages to avoid the worst of the heart's beating. He lashes out at the fell organ.

◈ Flurry to Strike x2, ◈ Strike, ◈ Strike
Falling Stone (foreceful, magical, nonlethal, unarmed): 1d20 + 17 ⇒ (20) + 17 = 37
Bludgeoning damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14

Falling Stone, iterative: 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28
Bludgeoning damage (forceful): 2d8 + 6 + 2 ⇒ (6, 7) + 6 + 2 = 21

Falling Stone, iterative x2: 1d20 + 17 - 10 ⇒ (9) + 17 - 10 = 16
Bludgeoning damage: 2d8 + 6 ⇒ (7, 2) + 6 = 15

Falling Stone, iterative x3: 1d20 + 17 - 10 ⇒ (5) + 17 - 10 = 12
Bludgeoning damage: 2d8 + 6 ⇒ (4, 6) + 6 = 16

Hmm. It's not attacking AC, so no real point to using Mountain Stronghold. But I have no skills to try to Disable, so I guess I'm just punching the heck out of it, and fishing for a 20. Which I got! But on the wrong attack...

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