DM Brainiac's Dungeon Crawl Classics

Game Master Brainiac

Loot Spreadsheet


201 to 250 of 1,275 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Looking closer at the loose rocks, Pip sees that they can be pulled out fairly easily. Shifting enough of the rocks exposes a 3-foot-wide passageway to a dusty chamber. The rest of the skeleton, minus the hand on the exposed arm, must be removed along with the debris to open the passageway--a morbid task, but not a dangerous one.

The air in this small chamber is quite stale and dusty. The space is nearly twenty five feet long, but only ten feet wide. The ceiling is less than five feet tall. Two more sets of skeletal remains lie here. You see several small sacks, a few dusty suits of armor, and a small pile of weapons. Standing upright against the far wall is a silver-tipped spear of black wood. Unlike the other objects in the cave it looks fresh, as if it had been recently polished.

You are able to gather the following gear in various states of decay:

• 3 usable sacks, and 3 torn sacks.
• A suit of dwarf size banded mail, in need of repair (AC bonus reduced to +4 until repaired).
• 2 suits of human sized chainmail, in need of repair (AC bonus reduced to +3 until repaired).
• 2 suits of leather armor in decent condition, one human sized and one Halfling sized.
• 1 crossbow – the string is nearly rotted through, and it can fire one shot before it breaks.
• Quiver with 6 crossbow bolts.
• 2 short swords.
• 1 beautifully wrought dwarven warhammer in excellent condition.
• 2 vials of holy water.
• 1 holy symbol (Justicia), made of platinum and copper and hung on a silver chain (1000 gp value).

The spear sports carved runes along its ebon shaft: FOR SIR - SPEAR DEMON.


Gauward shakes his head slowly as he ponders the words, "I dunno...seems like you are making a bunch of rash assumptions here. While I think Karl means us ill-will, I find it hard to believe he is working for the titan or that overgrown pumpkin! Why would he be hiding amongst the rabble here? Makes no sense to me."

Cyne looks over to the 'dwarf', clearly wanting to plunge his blade into his back, but decide to keep a close eye on him for now.

The two elves slowly approach the slkeletal remains a look of wonder on their faces, "Who were these folk? and what of this spear? What does this mean, For Sir-Spear Demon?"


"By their size... Halflings or dwarves?" - Artemis peeked.


Eric Swanson wrote:


The two elves slowly approach the slkeletal remains a look of wonder on their faces, "Who were these folk? and what of this spear? What does this mean, For Sir-Spear Demon?"

The Elven sage nods, "I have been thinking of that."

Mister Wanderful starts wandering the room as if he were in a store. "It's interesting that the only person we find with fine armor and a decent weapon is 'The Dwarf'." He says pointing to Karlos. "Maybe he always had it...but what of the others." It could be that 'The Dwarf' is a demon who hated the mortals sent here. Maybe, even broken armor was far to good for those damned souls."

The elf's snarls in disgust. "The dust tells me that it's been a while since a previous group had been sent. We're you feeding those broken men and women with regrowing flesh from the abominations downstairs?"

Sloe grabs a vile of holy water and opens it.

Mister Wanderful says, "Maybe he's a demon using a Grinning Pumpkin as a tool. Or maybe the Grinning Pumpkin is the demon, and my imagination is in a crazy spin."

Sloe pours the holy water on Karlos to see if it burns.

Mister Wanderful grabs the spear.


"A demon? What are you talking about? Hey, quit it!" Karlos sputters as Sloe pours the holy water on him. The only effect is that the dwarf is now wet.

As Wanderful grabs the spear, the runes flare with power. The elf instinctively knows that this magic weapon was enchanted specifically to kill the titan that guards the prison!


Oddly enough, Mickey ACTUALLY giggles in an almost girlish manner as Karlos sputters out his protest when Sloe pours the holy water on the dwarf. Fennik only raises an eyebrow as though in polite, but somewhat distant interest.

Clucky swings the warhammer a few times experimentally, watching the scene with more than a little interest, intrigued at Mister Wanderful's theory. And though the dwarf doesn't seem to react, he sees the runes flare on the spear and he stops his exercises, holding the weapon at the ready, his attention split between his Mister Wanderful and Karlos. "What happened? Is that spear reacting to the dwarf somehow? Is he demon after all?" He asks tensely.


Male Human

Pip struggles to follow Mister Wanderful’s thread.

”Im not sure I can understand any timelines for who came here when. These folks interred here might be…from here…wherever here…is, and may not have been sent by the Lady. I…basically want to go home. Glovemaking seems…all so much more…sustainable than being eaten by a flaming pumpkin or…doing…whatever it is we have…to do.” the wretched halfling finishes lamely.

Dell and Dee watch on, also slighty confused.

Dee puts her hand on Pip’s shoulder.

”We’re getting out of here, Pip. One way or another, we’re getting out of here. Hopefully it’s the way where you get to go home….


Mister Wanderful seems disappointed that his suppositions were wrong. "Pumpkin demon it is." He shrugs "Since I'm sure no one will volunteer to get close to the tentacles in hand to hand. I'll Throw it, right?"

The sage touches the holy symbol, praying for help. "I'll head up there."


Male Human

Pip is incredulous.

Throw it? You mean the demon killing spear? You’re going to risk everything on one throw?


"I'd happily let you grab my spear's shaft to utilize." Says Mister Wanderful.


You decide to rest in this hidden chamber. Though the air is stale and dusty, it proves a safe refuge, and you are able to sleep fitfully but effectively.

Everybody who is injured may heal 2 HP.

Finally, once you are ready, you return to the vertical shaft and finish your ascent. The shaft continues another sixty feet until it enters a chamber, thirty feet by thirty feet and open to the huge main room of the prison. Several of the huge glowing insects buzz about, resting in the chamber for a moment before they fly off.

Moving to the edge of the chamber and looking down, you see that you are actually ten feet above the tree branch that holds up the woven cage. The branch is actually a part of the organic construct that is the prison. The branch is six foot wide at the widest point.

Far, far below the cage, over a hundred feet, the enormous titan continues to snore.

However, you have more pressing concerns as Cur Maxima pulls itself into the chamber with you on its tendrils. The fiery jack-o'-lantern glares down at you. "Still you persist. You have made it further than anybody else has in a long time. But if you do not turn back now, then this is where your journey ends."

Initiative:

Albion: 1d20 + 1 ⇒ (13) + 1 = 14
CucumberTree: 1d20 + 2 ⇒ (3) + 2 = 5
Eric: 1d20 ⇒ 18
OSW: 1d20 + 1 ⇒ (15) + 1 = 16
scranford: 1d20 + 2 ⇒ (12) + 2 = 14
Stiehle: 1d20 + 1 ⇒ (14) + 1 = 15
Karlos: 1d20 + 2 ⇒ (13) + 2 = 15
Enemies: 1d20 + 3 ⇒ (19) + 3 = 22

You shove Karlos ahead of you before the dwarf can gather his wits! He screams and stumbles forward as Cur Maxima lashes out! The tendrils wrap around the dwarf and pull in opposite directions, one up and one down. With a sickening *SPLORTCH,* the dwarf is torn apart. Blood and organs splatter everywhere.

Tendrils: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 82d6 + 3 ⇒ (1, 2) + 3 = 6

At least he has bought you some time...

Everybody may act! A character can make a dangerous jump to the branch (DC 13 Agility check), but failure means they fall over the edge and 120 feet down onto the titan. Rope can help here, but it will take a round to tie it off to something secure. Remember you can burn Luck to increase your rolls if needed!


Male Human

I’ll roll for Dee to shake off her sickness after the rest

Fortitude DC 11: 1d20 - 1 ⇒ (13) - 1 = 12

Dee wakes feeling better!

If we fall from the treebranch, do we need to make another roll to hang on to titan, or are we basically dead on impact?

Going to consider my options for a moment…


Oceanshieldwolf wrote:
If we fall from the treebranch, do we need to make another roll to hang on to titan, or are we basically dead on impact?

Dead on impact, alas!


Lets gamble with some lives

Sickness: 1d20 - 1 ⇒ (5) - 1 = 4

Sloe Moe pushes on.

After the monster attacks, Sloe and Percolation launch themselves toward the tree limb.

Moe: 1d20 ⇒ 18
Percolation: 1d20 ⇒ 17

Mister Wanderful tries to be a hero, without dying for it. He throws the spear at the giant.

Attack: 1d20 + 2 + 3 ⇒ (7) + 2 + 3 = 12
Burn 1 luck to hit.

Characters:

Sloe Moe
Human Farmer(potato)
HP: 3
Strength: 15
Agility: 9
Stamina: 6
Intelligence: 11
Personality: 13
Luck: 6
Lucky Sign: Hawkeye: Missile fire damage rolls
Equipment: Sack, small 8 cp
Money: 18
Pitchfork (as spear)
Sheep

Mister Wanderful
Elven Sage
HP: 2
Strength: 10
Agility: 17
Stamina: 11
Intelligence: 11
Personality: 7
Luck: 8

Lucky Sign: Conceived on horseback: Mounted attack rolls

Equipment: Oil, 1 flask*** 2 sp
Money: 29
Dagger
Parchment, quill pen

Percolation N. Sound
Human Minstrel
HP: 3
Strength: 11
Agility: 10
Stamina: 13
Intelligence: 14
Personality: 12
Luck: 11

Lucky Sign: Harsh winter: All attack rolls

Equipment: Thieves’ tools 25 gp
Money: 43
Dagger
Ukulele


Fennik nods to himself, as if coming to a decision. He runs and makes a grab for the branch, as though the elf has no fear of death. In truth, he does not. He has lived a long, mostly meaningless life and lost his family under tragic circumstances while he was selling his wares at a human village. There is little left to live for now, but perhaps the Lady in Blue can fix that. Or not. But death certainly will. He snags Mickey's rope, the urchin crying out a startled oath, then hands one end to Clucky, gauges the distance and makes his leap in the blink of an eye...

AGI Check: 1d20 ⇒ 13

Landing in a crouch like a panther with the other end of the rope in his hand, the elf scans the prison from his perch, looking for the inhabitant and a way to open the cage. He sees that two others have joined him, and nods at them. A slight smile touches his lips as he realizes that their brazen leap paid off. Perhaps between the three of them, they can survive long enough to free the Lady in Blue's mysterious ally. If Maxima Cur has spent its entire miserable life guarding this prisoner, than certainly they might get some help in dealing with the lunatic monster. And an ally of the Lady in Blue must certainly be a formidable individual. Or so Fennik deems.

Was prepared to burn Luck there, but wasn't needed! Fennik would have let go the rope if he had missed the branch, by the way... Can we see a way to actually get into the cage from up here? Or do we need to rapel down from the branch? Clucky has one end of the rope in hand, Fennik has the other, so if the latter, he'll tie off his end to the branch above the cage and call out for the farmer to throw his end of the rope over the side, so that the rope will hang from the branch, to be used by whoever is alive next round to get into the cage.

Stiehle's Band of Misfits:

Clucky the Chicken Farmer

STR 12 (+0)
AGI 5 (-2)
STA 15 (+1)
PER 14 (+1)
INT 10 (+0)
LCK 16 (+2)

AC 10
HP 3 (of 5)

Starting Equipment:
Leather Armor
Dwarven-crafted warhammer
Pitchfork
1 Days of rations
Flask (empty)
Small sack
3 Torches
Hen
2cp

Attack Warhammer (+0 melee, 1d8+2 damage)

Birth Augur Born on the Battlefield (+2 to damage rolls)

---------------------------------------

Mickey the Urchin

STR 9 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

AC 10
HP 1

Starting Equipment:
Shortsword
Stick
1 Days of rations
Small sack
Small sack
Candle
50' Rope
Begging bowl
5cp

Attack Shortsword (+0 melee, 1d6 damage)

Birth Augur The Raging Storm (+0 to spell damage)

---------------------------------------

Fennik the Elven Glassblower

STR 10 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

AC 12
HP 1

Starting Equipment:
Leather Armor
Spear
Hammer
1 Days of rations
Flask (empty)
Small sack
Flint & steel
Glass beads
4cp

Attack Spear (+0 melee, 1d8 damage)
Attack Hammer (+0 melee, 1d4 damage)

Birth Augur Four Leafed Clover (+0 to finding secret doors)

---------------------------------------

Dude the Gongfarmer [DEAD]

STR 6 (-1)
AGI 13 (+1)
STA 9 (+0)
PER 11 (+0)
INT 7 (-1)
LCK 8 (-1)

AC 11
HP 2

Starting Equipment:
Trowel (as dagger)
Sack of night soil

Attack Trowel (-1 melee, 1d4-1 damage; +1 thrown, 1d4-1 damage [10/20/30])

Birth Augur Hawkeye (-1 to missile damage rolls)


The Night before:

Gauward looks over the spear with a great deal of skepticism, "How is this spear supposed to kill that titan? it would be nothing moe than a pinprick to it! I don't care jsut how much supposed...MAGIC it has!"

During Combat

Cyne waves the others on here. "I can hold it off!" He then readies his blade here hoping to at least score a blow here. Cyne wants to ready an attack here to strike one of the tentacles here.

The elf siblings proceed to leap off towards the branch!

Aerond Agility DC 13: 1d20 - 1 ⇒ (3) - 1 = 2 I don't think he will make it...
Mirinde Agility DC 13: 1d20 - 1 ⇒ (9) - 1 = 8 Burn 5 Luck to make it.

Gauward yells "Give me the rope! I'll tie it down for you!" Assuming someone hands him one end of the rope... he then takes a flying leap!

Gauward Agility DC 13: 1d20 + 0 ⇒ (11) + 0 = 11 Burn 2 Luck to make it.


Male Daytona 500 DM / 12

Death. So much death. It's almost too much to bear.

Lou makes a running leap for the branch.

Better to die trying than to suffer certain death from that thing.

1d20 + 1 ⇒ (3) + 1 = 4 Agility Check

Burning 9 points of luck would leave Lou just about useless so I think I'm just going to let him plummet to his death. I guess I'm not very good at keeping 0-level characters alive. Terrible dice rolls all around.


Okay, let’s go in initiative order for those who have posted:

Aerond misses the branch by a wide margin, screaming as he plummets toward the floor far below. He slams into the titan with a sickening crunch, causing it to groan and start to open one eye. Mirinde and Gauward luckily manage to make it to their target!

Fennik lands beside them, rope in hand. From his vantage point, he looks down on the woven cage and sees its inhabitant, a wretched-looking creature, vaguely feminine, with dark green skin. She sits, holding her knees, and has what appears to be a green cloak around her shoulders. “Are you here to torment me?” she asks. “Please, have mercy! No more pain!”

It looks like a risky climb down to the cage, so Fennik instructs Clucky to throw the end of the rope down. Fennik then ties the rope off to make the climb down easier.

Any character on the branch can clamber down from the branch to the cage using the rope with a DC 6 Strength check. If they fail, they get a chance to catch and recover (DC 13 Ref save). Success on the Reflex save means they get to attempt another Strength check to make their way to the cage door. Failure on the Reflex save means they fall down to the floor far below.

Lou makes a running leap, but it is not enough to reach the branch, and soon he is nothing but a broken heap next to poor Aerond.

Sloe Moe and Percolation both land on the branch. Mister Wanderful hurls the enchanted spear down at the titan who is just now beginning to awaken. Luck guides his aim, and the spear drives into the monster’s chest, piercing its heart! Its eyes bulge and its mighty bellow shakes the entire prison as the spear does what it was meant to do, killing the massive titan!

Albion and OSW may act still!


”If I ever survive this #}*+, I just wish for a chance to pay back this bastard” - Artemis growls at Cur Maxima with gritted teeth, as he sees some of his companions plumet to certain death, then jumps across.

Artemis Agi: 1d20 - 1 ⇒ (17) - 1 = 16

Lisa gets distracted by the amazing throw which takes down the Titan, and almost meets her demise also.

Lisa Agi: 1d20 + 1 ⇒ (10) + 1 = 11 < Burn 2 Luck points to succeed.


Male Human

Pip was actually, not the bravest of the brave. Not even a little bit brave. But he had been prepared to face Cur Maxima as a strong dedicated group of adven….what….where is everybody?!? The doughty halfling just sees Dell and Dee make the leap before he turns and follows suit….

Dee and Dell look at Cur Maxima, then back to the edge. ”Well, even before this, we had but one life to live, brother. Let us leap again, though this time with a target in mind and eye….” Dee says, hand tenderly on her brother’s face. Dell merely nods with grim determination as they run and leap, hand in hand.

Dell jump DC 13 Agility: 1d20 ⇒ 11 Burn 1 luck, down to 14

Dee jump DC 13 Agility: 1d20 + 1 ⇒ (7) + 1 = 8 Burn 5 luck, down to 3

Pip jump DC 13 Agility: 1d20 - 1 ⇒ (7) - 1 = 6 Burn 7 luck, down to 4

Somehow, miraculously, though they all jumped poorly, they make it. Perhaps Dell and Dee should not have held hands, and maybe Pip was preoccupied, but… here they are….

OSW’s Lucky Devils:

Pip[/i]

Strength: 17

Agility: 7 

Stamina: 12

Intelligence: 13 

Personality: 13 

Luck: 14
HP: 4
Lucky Sign: 18 Guardian Angel: + 1 bonus to escape traps

Occupation: Halfling glovemaker

Equipment:
Awl
Spear
1 pair gloves

4 candles (4 cp)
1 piece chalk (1 cp)
Flint and steel (15 cp)
1 torch (1 cp)

Starting Money: 21 coppers, 0 remaining.

(Aio’s equipment)
Equipment
Shortbow, 6 arrows
Spyglass
Flint and Steel
4 torches (4 cp)
2 candles (2 cp)
Oil flask (20 cp)

[b]Dell


Strength: 16 

Agility: 14 

Stamina: 13 

Intelligence: 8 

Personality: 11 

Luck: 3
HP: 3
Lucky Sign: Seventh son, -1 to spell checks

Occupation: Trapper

Equipment:
Club
Sling and 3 stones
Dagger
Large sack

2 days rations ( 10 cp)
Flint and steel (15 cp)
2 torches (2 cp)

Starting Money: 29 coppers, 2 cp remaining

Dee

Strength: 12 

Agility: 12 

Stamina: 7 

Intelligence: 16 

Personality: 11 

Luck: 4
HP: 1
Lucky Sign: Lucky sign, +0 to saving throws

Occupation: Trapper

Equipment
Club
Sling and 6 stones
Dagger
Empty flask

2 days rations (10 cp)
1 candle (1 cp)
2 torches (2 cp)
1 half piece of chalk (1 cp)

Starting Money: 36 coppers, 2 cp remaining


Cyne Attack: 1d20 ⇒ 161d6 ⇒ 3
Tendrils: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12

More people jump down, leaving just Cyne, Clucky, Mickey, and Wanderful on the platform above the branch. Cyne dares to slice at Cur Maxima, cutting through part of its tendril. In return, the pumpkin monster bashes Cyne into the floor, beating him to a bloody pulp! Its second tendril whips above Mister Wanderful's head.

12 damage to Cyne. He is quite dead. Everybody may act!


Having stayed behind on the platform long enough to pitch the rope to Fennik, the farmer takes a leap of faith, hoping that his natural clumsiness doesn't kill him. Still, it's likely he'll get ripped apart by that crazy pumpkin monster if he stays put. It would seem that freeing the captive quickly may be their only hope - slim as it is. These thoughts cascade through his mind as he sails through the air...

AGI Check: 1d20 - 2 ⇒ (8) - 2 = 6 vs DC 13 <7 Luck burned>

...and though he nearly skids off it completely, he manages to regain his balance just before he pitches over the side!

Fennik starts to scramble down the rope, not bothering to answer the prisoner, as he figures there's not much time to talk with Cur Maxima hot on their tail. The elf nearly loses his grip, but manages to hang on as he reaches the cage...

STR Check: 1d20 ⇒ 5 vs DC 6 <1 Luck burned>

Is there a door that can be opened? Or is it locked, if there IS one? I'll leave Mickey's action for Scranford - in case he wants to take the urchin. If not, she'll try and make the jump as well and burn luck to make it, if she has enough to do so.

Stiehle's Band of Misfits:

Clucky the Chicken Farmer

STR 12 (+0)
AGI 5 (-2)
STA 15 (+1)
PER 14 (+1)
INT 10 (+0)
LCK 9 (+0)

AC 10
HP 3 (of 5)

Starting Equipment:
Leather Armor
Dwarven-crafted warhammer
Pitchfork
1 Days of rations
Flask (empty)
Small sack
3 Torches
Hen
2cp

Attack Warhammer (+0 melee, 1d8 damage)

Birth Augur *16* Born on the Battlefield (+0 to damage rolls)

---------------------------------------

Mickey the Urchin

STR 9 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

AC 10
HP 1

Starting Equipment:
Shortsword
Stick
1 Days of rations
Small sack
Small sack
Candle
50' Rope
Begging bowl
5cp

Attack Shortsword (+0 melee, 1d6 damage)

Birth Augur The Raging Storm (+0 to spell damage)

---------------------------------------

Fennik the Elven Glassblower

STR 10 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 8 (-1)

AC 12
HP 1

Starting Equipment:
Leather Armor
Spear
Hammer
1 Days of rations
Flask (empty)
Small sack
Flint & steel
Glass beads
4cp

Attack Spear (+0 melee, 1d8 damage)
Attack Hammer (+0 melee, 1d4 damage)

Birth Augur Four Leafed Clover *9* (-1 to finding secret doors)

---------------------------------------

Dude the Gongfarmer [DEAD]

STR 6 (-1)
AGI 13 (+1)
STA 9 (+0)
PER 11 (+0)
INT 7 (-1)
LCK 8 (-1)

AC 11
HP 2

Starting Equipment:
Trowel (as dagger)
Sack of night soil

Attack Trowel (-1 melee, 1d4-1 damage; +1 thrown, 1d4-1 damage [10/20/30])

Birth Augur Hawkeye (-1 to missile damage rolls)


Fennik cannot see any obvious way to open the cage. Drezzta meets the elf's gaze. "The only way to open it is with blood. You must insert your hand into the lock and accept the pain it brings."

A character who places their hand in the door must make a DC 12 Fortitude save. Failure means they pass out from the pain, and fall to their death. If they make the save the pain is excruciating, but they remain conscious, then the cage door opens.


Male Human

Pip looks up to the….oncoming danger. He looks below to the….certain death. Then he looks at Feniik to…whatever the hell is going on there. Pip breathes in, and stands defiant. He will hold the line. Here. Spear in hand and hairy feet planted firmly on the branch he waits for certain doom. ”Hurry up Fennik!” he calls over his shoulder.

Dell and Dee stand close to Pip, weapons in hand. ”We stand with you.” Dell tells the hobbit.

So, were there any spare spears folks had after taking other items?


Mister Wanderful evaluates the jump and sees all the others who have successfully made it. He shakes his head and turns to see Cur Maxima still attacking. He runs away with limp wristed speed. the sage dives towards the entry tunnel for an escape.

The others wait on the branch


Fennik smiles and nods, as though knowing somehow that this is the price he must pay for allowing his family to die while he sold glass figurines to the humans. The survivors of the raid blamed the goblins of course, but the elf never stopped blaming himself first and foremost. He dimly hears Pip's call, but the elf's gaze stays locked upon the captive's eyes as he thrusts his hand into the lock...

Fort Save: 1d20 ⇒ 9 vs DC 12 <3 Luck burned> = Success!

The pain is nearly overwhelming, and though darkness threatens to overcome him, some hidden reservoir of strength (or pure dumb luck) overrides his death wish and he numbly hangs on, his vision swimming as the captive seems to separate into four figures, then eight, and finally comes back into sharp focus...

OSW, you can have Clucky's pitchfork - which counts as a spear if you'd like.

Stiehle's Band of Misfits:

Clucky the Chicken Farmer

STR 12 (+0)
AGI 5 (-2)
STA 15 (+1)
PER 14 (+1)
INT 10 (+0)
LCK 9 (+0)

AC 10
HP 3 (of 5)

Starting Equipment:
Leather Armor
Dwarven-crafted warhammer
Pitchfork
1 Days of rations
Flask (empty)
Small sack
3 Torches
Hen
2cp

Attack Warhammer (+0 melee, 1d8 damage)

Birth Augur *16* Born on the Battlefield (+0 to damage rolls)

---------------------------------------

Mickey the Urchin

STR 9 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 9 (+0)

AC 10
HP 1

Starting Equipment:
Shortsword
Stick
1 Days of rations
Small sack
Small sack
Candle
50' Rope
Begging bowl
5cp

Attack Shortsword (+0 melee, 1d6 damage)

Birth Augur The Raging Storm (+0 to spell damage)

---------------------------------------

Fennik the Elven Glassblower

STR 10 (+0)
AGI 12 (+0)
STA 12 (+0)
PER 9 (+0)
INT 10 (+0)
LCK 5 (-2)

AC 12
HP 1

Starting Equipment:
Leather Armor
Spear
Hammer
1 Days of rations
Flask (empty)
Small sack
Flint & steel
Glass beads
4cp

Attack Spear (+0 melee, 1d8 damage)
Attack Hammer (+0 melee, 1d4 damage)

Birth Augur Four Leafed Clover *9* (-2 to finding secret doors)

---------------------------------------

Dude the Gongfarmer [DEAD]

STR 6 (-1)
AGI 13 (+1)
STA 9 (+0)
PER 11 (+0)
INT 7 (-1)
LCK 8 (-1)

AC 11
HP 2

Starting Equipment:
Trowel (as dagger)
Sack of night soil

Attack Trowel (-1 melee, 1d4-1 damage; +1 thrown, 1d4-1 damage [10/20/30])

Birth Augur Hawkeye (-1 to missile damage rolls)


Gauward rolls to his feet glad to have escaped the terrifying monster. He looks up just in time to see Cyne buy them some more time with his death.

Damn, he held the line...gotta make sure it wasn't in vain...

He sees the others move towards the cage ready to free the prisoner, but one does not move...the elf Mirinde still in shock at the loss of her brother. Moving to her side he rudely slaps her from her shock.

"Look! We can't stop to grieve now! That Jack O Lantern will be on us in a few seconds...we have to hold it off!" He yells into her ear as he prepares his club for the inevitable. "Do you still have that holy water?"

Mirinde nods slowly as she turns to focus on the Scene above. She draws the precious vial, moving as if in a trance...Ready to toss the vial at Cur Maxima once it gets into range.

Figured I need to buy more time here...hopefully.


Male Human

Thanks Stiehle. Ok, Dell has a pitchfork!

OSW’s Revised Renegades:

Pip

Strength: 17

Agility: 7 

Stamina: 12

Intelligence: 13 

Personality: 13 

Luck: 14
HP: 4
Lucky Sign: 18 Guardian Angel: + 1 bonus to escape traps

Occupation: Halfling glovemaker

Equipment:
Awl
Spear
1 pair gloves

4 candles (4 cp)
1 piece chalk (1 cp)
Flint and steel (15 cp)
1 torch (1 cp)

Funds: 0

(Aio’s equipment)
Equipment
Shortbow, 6 arrows
Spyglass
Flint and Steel
4 torches (4 cp)
2 candles (2 cp)
Oil flask (20 cp)

Dell


Strength: 16 

Agility: 14 

Stamina: 13 

Intelligence: 8 

Personality: 11 

Luck: 3
HP: 3
Lucky Sign: Seventh son, -1 to spell checks

Occupation: Trapper

Equipment:
Pichfork (as spear)
Club
Sling and 3 stones
Dagger
Large sack

2 days rations ( 10 cp)
Flint and steel (15 cp)
2 torches (2 cp)

Funds: 2 cp

Dee

Strength: 12 

Agility: 12 

Stamina: 7 

Intelligence: 16 

Personality: 11 

Luck: 4
HP: 1
Lucky Sign: Lucky sign, +0 to saving throws

Occupation: Trapper

Equipment
Club
Sling and 6 stones
Dagger
Empty flask

2 days rations (10 cp)
1 candle (1 cp)
2 torches (2 cp)
1 half piece of chalk (1 cp)

Funds: 2 cp


Fennik endures the pain, and the cage door springs open. Drezzta shrieks in ecstasy and flies out of the cage – what appeared to be her green cloak unfolds and becomes a pair of bat wings! "At last, I will have vengeance!" Drezzta shrieks as she flies at Cur Maxima.

The pumpkin creature turns to the winged woman and closes its eyes. "Yddgrrl... I have failed..." the beast sighs. Then Drezzta is on it in a flash, shrieking and tearing with jagged claws and fangs! Juicy bits of gourd splatter all across the room as Drezzta annihilates Cur Maxima within seconds! She laughs victoriously, dancing in dizzying circles.

With the destruction of Cur Maxima and the death of the titan, the entire prison realm begins to crumble and disappear! Holes appear in the walls, and the platform and branch you are standing on both slide out of the structure, coming to rest safely on the ground. But even the ground and sky itself are beginning to vanish, reality being replaced by blank white patches of nothingness!

In the distance, you can see the place where you entered this realm. The hole in the sky is open once more! It might be your only way out!


Male Human

Somewhat perturbed by the appearance and violence of Drezzta, Pip blinks. A lot. Once again, he is a bit late to realise Dell and Dee are heading to the light. He follows suit…


Sloe blinks as he looks around. "The whole wheel thing is a lie."

Percolation grinds on the lute and sings.

Mister Wanderful shrugs and 'walks' to the exit.


As Cur Maxima is ripped to shreds, Artemis first spits, then watches the whole spectacle with a smile, savoring every small bit. Once it is all done, he moves to the open ‘portal’ - ”Come on kid” - he grunts at Lisa - ”Lets get out of here and back to whatever crap lives any of us may have had before”

”At least we are alive” - she shrugged - ”And I am beginning to think being a street kid is not that bad”

The outlaw chuckled - ”Maybe you are right, but now we know there is ‘something’ out there, more than… The same old, same old”

”I think I prefer the same old…” - she grabbed his hand as they went along.

Having the trust of that girl felt awkward, Artemis thought, but not bad.

They walked with the others, toward what seemed to be the exit of this wretched place?


Gauward smiles in satisfaction at the destruction of the pumpkin creature and turns to leave...only to see Mirinde start to head towards the nothingness (and oblivion).

"NOOO!" he shrieks, "You shall not join him in death! This way...I promise we can restore Aerond to life again!!"

Despite the bald-faced lie here the elf Mirinde decides to grasp at the straw and she makes her way unsteadily towards the hole in the sky...followed by the halfling who is eager to be free of this place!


”Let Chaos reign!” Drezzta cackles as the prison realm crumbles around her. You race for the hole in the sky, leaping through the breach in reality. The last one through escapes just in time before the prison realm bursts into a shower of white light and is gone.

You find yourselves once again standing on the cliff where you first met the Lady in Blue. Your ears pop, and the air feels foreign and exotic – you once again have the sensation of having passed into an entirely different world. The Lady in Blue is there, waiting for you as if no time passed at all. She is exceedingly pleased at your success – she holds up her five heads to show the tears of joy that they all shed. You note that these are all different heads than she held during your last encounter.

”Congratulations on completing the quest I bequeathed to you. I could not be happier! From this moment on, we are allies. Rest assured that I will be watching over you, sending you what luck and opportunities I can from my hiding place in the dark corner of existence.

“The time is not right for me to confront our enemies directly. If I were to project my real form into this world they would instantly be aware of my presence and could marshal all their forces for an attack I am not yet prepared to answer. But have no fear – I am already working on gathering my allies, the first of which is Drezzta. How good it is to say her name aloud without fear of discovery! Soon our gathered power will be too great to resist, and then we shall strike and chase our enemies from reality itself. And on that day, my brave warrior allies, yours shall be the dominion of the World.”

At this point, the Lady in Blue once again creates the breach in reality that exposes the Wheel of Destiny. The storm in that other reality has abated somewhat, but the wind is still strong enough to blow your hair back. ”Now, your promised reward. One spin of the Wheel for each of you, to regain the destinies that should have been yours for your entire lives...”

The Wheel of Destiny:
Characters who would spin the Wheel of Destiny must approach the breach in the reality. They have to step into a stormy dimension of darkness and stars, as if they had passed to the chaotic vortex that is said to mark the end of our universe.

Each character choosing to spin the Wheel of Destiny makes a d20 roll on the following table, adding or subtracting their Luck modifier (note that your modifier doesn’t change from burning Luck), as well as using the modifiers below:

• +1 for characters who ate of the despoiled dishes at the feast (Player Start).
• +2 for the first character to step on to the invisible bridge.
• +1 for characters who beheaded an opponent during the adventure, or dedicated a death to the Lady in Blue (bonus available only once per character).
• +2 for the character that opened the cage and freed Drezzta.
• -1 to any character who spoke the name of Drezzta before reaching the prison realm.
• -1 to any character who discussed a possible betrayal of, or by, the Lady in Blue.
• -1 to any character who died and was resurrected by the power of the Wheel.

You cannot burn Luck to Influence this roll!

WHEEL OF DESTINY TABLE

1 or less: History is re-written. The character is now dead, and one of the characters that died during the adventure is brought back to life in their place. The player rolling can choose which character to bring back, and that character is now under their control. Everyone recalls the newly dead character having been killed by whatever circumstance that slew the character just returned to life. The resurrected character earns what-ever experience the dead one would have, and has any treasure or possessions the character who spun the Wheel possessed. Time returns to the moment when the Lady in Blue asks that character if they wish to roll the Wheel of Destiny, which they may do normally as if they had completed the adventure (because at this point they have, of course).

2-7: History is re-written. The character had managed to ignore the summons of the Lady in Blue, and goes back to his normal life as if he had never responded to those dreams or participated in this adventure. One of the characters that died during the adventure is brought back to life in their place, with the same rules for a resurrected character as listed above. The disappeared character lives out the rest of their life as a mundane individual, with a deep sense of loss for some unknown missed opportunity.

8-11: Minor change to the character’s stars: The character receives a permanent +1 to her Luck score, and must re-roll her birth augur and lucky roll. The change is permanent. This change either adds or subtracts 1d12 months to the character’s age, and causes minor physical changes (hair or eye color, sleight adjustment to height, etc.).

12-15: Significant change to the character’s stars: The character receives a permanent +1 to his Luck score, and re-rolls his birth augur and lucky roll, but may choose the new roll or keep the old one. If they choose to keep the new augur/lucky roll, their age and appearance changes as above.

16-19: Major change to the character’s stars: The character receives a permanent +2 to his Luck score, re-rolls his birth augur and lucky roll twice, and chooses which of the three (including the one he already has) to keep. The character also chooses one of their ability scores and re-rolls it, keeping the new score if it is higher than their old one. The character’s identity changes significantly – they age plus or minus 1d4 years, they might be from a new family, city, or even a different country, and can have major physical changes (the character’s gender or racial sub-group might even change). They might have a new name.

20+: Stars completely change: The same as the previous result but the player also chooses a new occupation for himself, and it is as if he had that occupation his entire life. This might even change the character’s race – former humans might become elves, for example. Any previously known skills belonging to their previous profession are lost with the change. The character is now a completely different person and un- recognizable to anyone who knew him before he rolled the Wheel of Destiny.


Wheel of Destiny rolls

Sloe: 1d20 ⇒ 12
Mister Wanderful: 1d20 ⇒ 9
Percolation: 1d20 ⇒ 3

Eyehope: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8


After gaining safety, Clucky wonders to himself at what they have unleashed upon the world. Fennik is somewhat disappointed that he is still alive, somehow. Perhaps he will find the power to bring his family back. Hope is all he has left. Mickey smiles wickedly at the promises made by the Lady in Blue. And each of them spin the wheel...

Wheel Spin for Clucky: 1d20 + 2 ⇒ (10) + 2 = 12
Wheel Spin for Fennik: 1d20 + 2 ⇒ (4) + 2 = 6
Wheel Spin for Mickey: 1d20 ⇒ 7

Fennik and Mickey disappear and suddenly Dude appears, his eyes glowing with adulation for the Lady in Blue!

Wheel Spin for Dude: 1d20 - 1 + 1 ⇒ (14) - 1 + 1 = 14

I think I got that right... whoever I gave Mickey to, bring back one of your 'other' characters, if I'm reading that chart correctly! I'll work on something a bit more elaborate later. Thanks for running the adventure GM, would be VERY cool if we can continue on with these characters in a Level 1 game! :)


Once the party has returned to the Lady in Blue's realm Gauward cannot help but wonder if the right choices were made here...but he shrugs and decides to chance his Destiny...but Mirinde beats him to the punch (figuratively)...

Mirinde Wheel Spin: 1d20 ⇒ 9
Gauward Wheel Spin: 1d20 ⇒ 12

Both of the remaining Misfits return back to their reality, both touched in a positive way...yet Mirinde cannot help but hide her despair at the loss of her brother.

Gauward stares for a long time at the elf orphan and then something clicks in his brain for him. "Don't worry Mirinde. We shall do what we can to find your brother and return him to life...there are indeed other realities; perhaps one of them hold the key!"


Male Human

Looking at the heads, Pip finally realises he really doesn’t trust this Lady in Blue. He doesn’t even want to spin the wheel…but nevertheless feels…compelled.

Dell and Dee are happy to back…to wherever this small moment is - they each in turn spin the wheel in turn…

Aio has no real idea what happened, nor why, but his form also turns the great wheel….

Pip: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17

Dell: 1d20 - 3 - 1 ⇒ (7) - 3 - 1 = 3

Dee: 1d20 - 2 - 1 ⇒ (8) - 2 - 1 = 5

Aio: 1d20 - 2 - 1 ⇒ (5) - 2 - 1 = 2

Even if they never actually said it out loud, each and everyone of my peeps distrusted the Lady in Blue…

Dell, Dee and Aio disappear off to their old lives, and Pip, doughty hobbit that he is…is changed…for the better…perhaps….FINiS.


Wheel Lisa: 1d20 ⇒ 13
Wheel Artemis: 1d20 ⇒ 16


Birth Augur Roll: 1d30 + 2 ⇒ (19) + 2 = 21 = Fort Saves

Clucky sees a different destiny awaiting him, but the farmer hesitates, feeling as though this isn't... right. None of this is right. The Blue Lady seems more demon than goddess, and in his heart, Clucky feels the wrongness of everything - but he had come all this way, seen so much death, all for nothing?

He falls to his knees, closes his eyes, and prays. He isn't even sure who or what he is praying to... perhaps simply anyone that will listen. "I hear you, child." The crystalline voice reverberates in his mind and his eyes flicker open, to behold...

A woman, armored in plate and bearing scales in her right hand, a flaming hammer in her left. She has no hair, but rather two faces - one on each side of her head - and both sets of eyes are covered with a blindfold. Despite her appearance, there is a soothing feeling of relief and good that strikes into the heart of Clucky as he beholds the goddess. And he knows in her heart that this, is a true goddess. Unbidden, her name comes to his mind as though he's known of her his entire life. Justicia, Goddess of Justice and Mercy.

They speak for a short time, there in a place that is no place at all, and in a moment that stretches for days, or weeks, or months. It is impossible to know for certain. But when the farmer opens his eyes again - his mortal eyes, for it was eyes of his spirit that opened before to behold Justicia, and the mouth of his spirit that held counsel with his goddess - he is no longer Clucky. The hen that he had protected for these past weeks lies dead at his feet now, its neck broken, a sacrifice to Justicia and a symbol that there is nothing in this mortal world - or beyond - more important than Her.

Clancy the Just wipes the chicken's blood and feathers from his hand, then starts a fire and prepares the dead bird to consume - as Justicia commanded he do to seal their pact. She is his patron now, and he will devote his life to her tenets, or die in the trying. And if the Lady in Blue crosses his path again, she will certainly find that Clancy the Just will never again do her bidding. Instead he will do all in his power to thwart the demon, for she is an agent of Chaos, an enemy of all this is good in this world.

After his meal, Clancy speaks with his companions about their future plans, and during that time he argues with Dude - who remains a true fanatic of the Lady in Blue and finally the gongfarmer leaves in a huff. And as the sun sinks below the horizon and one by one the others doze off, Clancy finally falls asleep himself and dreams. But not of the Lady in Blue, he dreams instead of a noble woman with two faces, Her eyes covered in a blindfold, and tears fall from his own eyes, because he knows that he will never be able to truly recall Her infinite beauty again. Not until his service to Her is complete in this mortal realm and he stands before Her in judgement at the end of his days. And Clancy will do everything in his power to make certain he is worthy of her blessing on that beautiful day.

The warhammer wound up quite fitting, as it is the symbol of Justicia. Rolling for HP below, and GM, do we get any luck back at the end of the adventure? You know, for surviving? :)

HP: 1d8 ⇒ 8

Clancy the Just:

Acolyte of Justicia

Class / Level Cleric / 1

STR 12 (+0)
AGI 5 (-2)
STA 15 (+1)
PER 14 (+1)
INT 10 (+0)
LCK 10 (+0)

AC 14
HP 14 (of 14)

Reflex Save -2
Fort Save +2
Will Save +2

Equipment:
Chainmail Armor
Shield
Warhammer (dwarf-crafted)
Sling
Holy Symbol of Justicia (crafted of simple wood)

Backpack holds:
5 Days of rations
Waterskin
Flask (empty)
2 Flasks of oil
Small sack
Flint & steel
5 Torches

1sp
20cp

Attack Warhammer (+0 melee, 1d8+2 damage)
Attack Sling (-2 ranged, 1d4+2 damage)

Spells [+2 Caster Level Checks]
Blessing
Detect Evil
Paralysis
Protection From Evil

Lay On Hands [+2 Caster Level Checks]

Turn Unholy [+3 Caster Level Checks]

Birth Augur *17* Born on the Battlefield (+2 to damage rolls)


Mirinde dreams....the only thing she could see in her mind was her brother's look of terror and she could still hear his screams as he plummeted to his death, just before she snaps to wakefulness.

Gauward gently shakes her awake, "Same nightmare again?" Mirinde sighs, "Yes Gauward, I cannot seem to escape it, no matter the means I try."

The doughty halfling puts on a reassuring smile, "Look we both know our destiny can be altered...even rewritten. The Lady in Blue has shown that. I truly believe..."

"...that Aerond can be saved? I...I want to believe but..."

Gauward points to the white lock of hair which hangs down her face. "No doubts here Mirinde. You know it can be done. If you wish to save him, then your studies of the arcane must begin now..."

Thus Mirinde tackled her studies with a renewed dedication...the studying was indeed long and arduous but time means little to elves...Now with her (admittedly feeble) knowledge gained, she prepares to alter her destiny once more...

Mirinde the Elf:

Class / Level Elf / 1

AC 9
HP 8 (of 8)

STR 10
AGI 6 (-1)
STA 12
PER 10
INT 10
LCK 12

Reflex Save +0
Fort Save +1
Will Save +1

Attack Dagger (+1, 1d4 damage)
Attack Shortbow (+0 ranged, 1d6 damage)

Spells: 3 total

Equipment:
Mithril Dagger
Shortbow w/20 arrows

Backpack holds:
5 Days of rations
Waterskin
Flask (empty)
Small sack
Parchment and Ink Quill
50' rope
Vial of Holy Water
60 gp
12 sp

Elf traits: Heightened Senses, Iron Vulnerability, Infravision, Immunities (sleep and paralysis)

Lucky Sign: The raging storm: Spell damage


As Mirinde prepares for her journey she reflects upon the previous events in her life...beginning after the completion of her studies...

"Gauward, I need your help..." After she explained her dilemma to him he remained unconvinced of her conviction to bind herself to the Blue Lady.

"I don't think this is a wise idea. Surely there must be another who you can join with?"

Yes but none know of my...NEED here. She can help me, I know it!"

"Very well," Gauward conceded. "I will help you."

Now as the ritual took place over the span of a week, each minute felt like an hour, each hour felt like days unending...but finally as the ceremony reached its apex she felt the nearness of the Lady in Blue in her heart, and soul. As she reached out to the otherworldly presence she is only dimly aware of the screams of agony coming from Gauward as she accepted more of the magic into her...

Spell Check: 1d20 + 0 ⇒ (17) + 0 = 17 Spellburn 3 points of STA to increase total to 20.


As Mirinde's spell reaches its zenith, she feels as if she is being pulled through space. She is back there, on the cliff overlooking the sea, and the Lady in Blue stands over her. The stony face peers emotionlessly down at the elf while the heads in the Lady's hands smile at her.

"Ah, my ally," the heads say in unison. "You desire more from me, do you? It is very presumptuous of a mortal to contact me in such a brazen manner. But Luck favors the bold.

"Very well. Let a bond be made between us. You may draw on my power, but at some point, your debt will come due. Remember that!"

Mirinde's forehead glows as a small mark appears there, a facsimile of the Lady in Blue's stone face. Then the elf finds herself hurled back to her body, the ritual complete!


Mister Wanderful can feel the magical energy build from within. His spell comes out in a few magical words and gestures. Everyone sees the Blue Lady approach. She has five heads that all look like Eyehope Eudie. The Eyehopes all sing

Eyehope raises his eyebrow and gives a look of contempt.

The elf collapses to his knees and lets another spell flow from him. The mage drops to his face. A scorpion climbs his wrist and arm. "Mmmmmm. I love bugs. You know grabbin' one leg than the other...then boo-ya meat out of the shell..." It continues up the arm and onto the back shoulder. "...The meat tastes soooo good. I've bad meat, but once I crap, I feel much better. It's better to eat than not to eat. I mean what's the point..."

In his weakened state, He shout's "Shut up!"

"...Yeah, I get it...I talk to much...oh yeah you want silence...Sorry...I get to talkin' and it's hard to stop...Sorry...Hard to stop..."

The elf shakes his head and seems out of it.

Sloe Moe grabs the elf's arm and helps Mister Wanderful to stand. The Farmer yells to Eyehope. "Come help." He says with a cough.

Eyehope walks off. "Suck a bag of d!cks!"

Percolation feels depressed about his musical abilities after spell. He shuffles off. He's likely to kill himself over the next few days for being devoid of purpose.

Sloe Moe carries the elf home.


Lawful Male Human Acolyte of Justicia | 24 yrs, 6' 2", 170 lb. Cleric 3 | AC: 15 (w/ shield) | HP: 26 (of 26) | Ref -1 | Fort +2 | Will +3 | CL Check Modifier +4 (Spells/Turn/Heal) | Disapproval 1 | Luck 11

Clancy sits by the fire and watches the elves from the corner of his eye. It seems that at least the one of them has thrown their lot in with the Lady in Blue, and the warrior priest of Justicia doesn't like that idea. Not at all. Still, they have all been forged in the fire together, and Her teachings dictated to him that he must judge based on actions and intent. After all, one of Her holy decrees was that 'justice must be blind, but righteous'. He was no lawyer, but to the simple one-time chicken farmer, it meant that one should not judge another due to their appearance. He would do that as they traveled together - if they all continued to travel together, that was. After the departure of Dude and Percolation, their number is now five. His lips curl into a small smile. Six would be better, he thinks - it would feel more... right. After all, Justicia has Her six holy decrees, and so a party of six would be a good omen. Or so he believes.

He glances at his other two companions, Artemis and Roscoe - the former a human like himself and the latter a halfling. Clearing his throat self-consciously, Clancy speaks. "Much has changed in each of us, since we returned, hasn't it?" He pauses, trying to gauge whether anyone is ready to speak of it. "It seems that magic - or other new abilities - have been granted us, and we have also been given the power to forge our own new destinies, just as we wished for. Though I suppose the source of these new powers varies..." He trails off uncomfortably as his eyes flicker over the strange raised flesh upon Mirinde's forehead - an unmistakable replica of the stony face of the Lady in Blue. It gives him the willies whenever he looks at it.

The cleric turns his gaze fully toward Mister Wanderful curiously, eager to change the subject to something a bit less than heavy. Time for that later, perhaps. "I've heard you speak with that... scorpion of yours from time to time. Does it truly talk to you?"


"Endlessly." Mister Wanderful says.


Interlude

It has been several weeks since your fateful spins on the Wheel of Destiny. After leaving the cliff at the edge of the sea, you made your way to the nearest city to purchase equipment and come to terms with your new abilities. Pacts were made, familiars summoned, oaths pledged. Your old lives are a thing of the path. You are now ADVENTURERS!

Thus, you set out on a journey in search of adventure. You have traveled for many days through the hills and vales. The journey has been relatively uneventful, but now, you see something strange up ahead--a stone pillar standing on its own atop a tall hill.

Inscribed into the stone surface of the object are five strange symbols placed in asymmetrical fashion. The glyphs depict a pair of clasped six-fingered hands, a single baleful eye, a fearsome horned war-helm, a grotesque theatrical mask, and a wedding ring fashioned from a noose...


Mirinde stares at Clancy for a long moment, clearly aware of the effect her mark has upon the newly minted priest. Go ahead and scorn me...scorn the Lady who granted you release from your old life. Your decision will have consequences I assure you...

As the party comes upon the strange stone pillar she pauses here a look of curiosity on her face. "Such an odd place for this pillar to be here. What do these symbols portend?"

She will approach the pillar and try to decipher the symbols.


Lawful Male Human Acolyte of Justicia | 24 yrs, 6' 2", 170 lb. Cleric 3 | AC: 15 (w/ shield) | HP: 26 (of 26) | Ref -1 | Fort +2 | Will +3 | CL Check Modifier +4 (Spells/Turn/Heal) | Disapproval 1 | Luck 11

Clancy catches Mirande's stare, but says nothing to the elf. He had the uncomfortable thought she could read his mind - or had perhaps noticed where his gaze at settled for a moment.

As the party approaches the pillar, the cleric nods in silent agreement with Mirande's observation and summon's Justicia's magical wisdom to determine whether the obelisk is a relic holding power for evil - or simply to do them harm.

'Detect Evil' Caster Level Check: 1d20 + 2 ⇒ (17) + 2 = 19

Not at home with my book, so I can't see what that does. Should detect any evil auras though AND whether it might be a trap and/or likely to cause harm. A nice little side effect of that spell!


Manifestation: 1d3 ⇒ 2

As Clucky looks at the pillar, a heavenly chorus trumpets strident tones of warning. The glyphs on the pillar are evil, and so is the creature hiding behind it! Its presence revealed, the thing leaps out from its hiding place.

The horrifying creature is a nauseating humanoid terror composed of several scores of severed hands arranged in a 5-foot-tall, man-like shape. It staggers towards you, palms slapping at the ground!

Initiative:

Artemis: 1d20 + 1 ⇒ (11) + 1 = 12
Clancy: 1d20 - 2 ⇒ (14) - 2 = 12
Mister Wanderful: 1d16 + 2 ⇒ (3) + 2 = 5
Mirinde: 1d20 - 1 ⇒ (17) - 1 = 16
Roscoe: 1d20 + 2 ⇒ (9) + 2 = 11
Enemies: 1d20 + 1 ⇒ (3) + 1 = 4

Everybody may act! The creature is 20 feet away.

201 to 250 of 1,275 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Brainiac's Dungeon Crawl Classics Gameplay All Messageboards

Want to post a reply? Sign in.