Shane Joseph's Dulwich - The Dreaming Stone

Game Master Shane Joseph

Dulwich Map
Battlemap

Marching Order:

Single File:
1-2-3-4-5-6-7-8
Two by Two:
1-3-5-7
2-4-6-8
1- Deshe 2- Dargys 3- Alistair 4- Rasmus 5- Belfer 6- Erik 7- Klaus 8- Sethiel


301 to 350 of 406 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

You wanted adventure- now prove yourself worthy of it.

Deshe grits his teeth and forces himself not to take a step back from the dent in his armor. Instead, he strikes back with the axe, but it's a poor blow, and skid's off the walls instead of the foe.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male NG halfling druid 1 | HP: 10/10 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +5, R: +4, W: +5 | Init: +3 | Perc: +8, SM: +2 | Speed 20 ft. (15 ft. in armor)| Spells: 1st entangle, magic stone | Active conditions: Spooked.

Will save #2 vs fear: 1d20 + 7 ⇒ (18) + 7 = 25

Erik has Shep squeeze past Belfer so that he has a clear shot. Then, he loads one of his newly shining pebbles into his sling and lets it fly in the direction of the enemy Rasmus and Dargys are fighting.

attack: 1d20 + 5 ⇒ (11) + 5 = 16 I don't have Precise Shot, so -4

damage: 1d6 + 1 ⇒ (2) + 1 = 3

added damage if undead: 1d6 + 1 ⇒ (4) + 1 = 5


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

"Come on," Alistair says between gasps, "Let's get with the others." He then moves cautiously back toward the others. (single move and fight defensively) He leaves room between him and Belfer for Klaus and turns his attention to the rear just in case.


Battlemap

Dargys blade finds a home across the long-armed creature. (-6 HP)

Belfer’s spell goes off and a slime appears and lets out two attacks, both missing the creature.

Deshe is still cornered but he isn’t going to let Sethiel be an unconscious victim to these horros. His axe misses its target and the echo of steel against stone echos down the chamer.

Erik’s sling whizzes around and his stone flies. Erik’s friends are in the way and he takes a little extra caution and the stone misses its target.

The creature that has Deshe pinned lunges out with its bladed arm. This time it does puncture the armor and catches the cleric just below the collar bone. (-6 HP)

After receiving a sword from Dargys, the creature on the wall shifts and attacks out with its dagger, slicing him across the face. (-6 HP)

Everyone is up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer

GM Stuff:

Attack V Dargy: 1d20 + 3 ⇒ (19) + 3 = 22
DMG: 1d6 + 2 ⇒ (4) + 2 = 6
.
Attack V Deshe: 1d20 + 3 ⇒ (16) + 3 = 19
DMG: 1d4 + 2 ⇒ (4) + 2 = 6


Male CG gnome Wizard - Conjuror 1 | HP: 8/8 | AC: 13 (13 Tch, 11 Fl) | CMB: -2, CMD: 10 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +7 | Speed 20 ft.| Spells: (1st) grease, color spray, summon monster I (Racial) dancing lights, ghost sound, prestidigitation, speak with animals | Active conditions: None.

The translucent spheroid undulates as it builds enough energy to throw itself at the sinister horror:

Slime Attack: 1d20 - 3 + 2 ⇒ (10) - 3 + 2 = 9
Slime Damage: 1d3 ⇒ 2
Slime Attack #2: 1d20 - 3 + 2 ⇒ (16) - 3 + 2 = 15
Slime Damage: 1d3 ⇒ 3

They took one down... where are the rest? Where are they? Are they all around us?

Belfer's head pivots frantically, looking behind, forward, on the ceiling.

Seeing an opportunity, he mutters an incantation and throws a jab like a boxer, striking in a blast of phosphorescent light that hurtles an acrid ball of jelly-like glue.
Ranged Touch, firing into melee: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
damage: 1d6 ⇒ 5


Battlemap

Belfer’s combined attack of the slime and his acid attack strike the creature on the wall. It falls heavily and just like the others begins to flail and screech as it slowly begins to stop its convulsing the sound of battle here ceases. (At the end of this round the slime dissipates.)

The group looks arounds and quickly realizes that Deshe and Sethiel is not with the group. You are unsure what happened to them, but you can hear the sound of battle echo from both ends of the cave.

Belfer has acted. Everyone else is up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Well," Dargys admits with a grimace "That blow hurt like hell. Thank you for the help with that one. We need to find Deshe and Sethiel and get the blazes out of here. If this all goes round like we think, then we might as well head this way..." He gestures what he THINKS might be east and south and closer to the exit "And see if we find him there!" And he moves that way quickly. He also calls out "DESHE! We're trying to get to you!"

Double Move.


Male Human Race: Human | HP: 11/11 | AC: 15 (13 Tch, 12 Fl) | CMB: +2, CMD: 15 | F: +2, R: +5, W: +1 | Init: +3 | Perc: +6, SM: +1 Classes / levels: Ranger / 1 | Speed 30ft | Spells: None | Active conditions: Spook.

Rasmus starts off in a sprint, He's going to Double Move.

"Come on lads! Let's go help Deshe!"

His footsteps pound on the stone as he runs, his booted feet barely finding purchase before he bounds off, running with the alacrity of a stag bounding through the reeds.


Battlemap

The long-limbed creature doesn’t finish twitching before Dargys and Rasmus leave it behind and rush to the distant sound of battle.

Alistair, Deshe, Erik, Klaus is up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

Deshe - regardless of any attempt to be stoic or brave - gives out a harsh yell of pain as the blow lands home. He tries to raise his shield and desperately call on Kalron's power to mend the wound.

Channel Energy to heal living.
Healing: 1d6 ⇒ 4


| Speed 35 ft. | Spells: 1st Mage Armor, Sleep (DC 14) | Active conditions: Mage Armor AC: 16 (12 Tch, 14 Fl) Current Status: Hungover, Scared | HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +0, R: +2, W: +1 | Init: +2 | Perc: -1

As the horror in front of him starts convulsing, Klaus can feel himself creasing the scroll as his fist clenches and his hear races. It finally stops moving, and he releases the breath he's been holding. Seeing Alistair has refused the healing potion he offered, Klaus grumbles something about stubborn fighters only relying on their fists.

From further up the corridor someone barks out sharply. "That sounds like Deshe!" Klaus blurts out to no one in particular.

He finds his legs moving much to his surprise, and he flies headlong down the passage. Part of Klaus swells with pride that he's running to aid a comrade despite his fear. A much more honest part which lives in the back of his mind, knows Klaus would have been running this way regardless because he wants to live.

Double Move: pretty sure I counted 14 squares correctly when moving the Klaus token.


Battlemap

A glow surrounds Deshe’s holy symbol of Kalron, a twin-headed battleaxe. Positive energy from Kalron pours forward from it healing those within its burst. (+4 HP)

Klaus takes off at the sound of Deshe’s call to Kalron and runs around the corner (moving 15 feet) and quickly comes face to face with the darkness of this chamber. The torchlight from Allstair fades behind him. He can partly see the table that he belives is just before him. (I am good with you holding the remaining movement speed until light comes your way. Or you can use a torch if you’d like. To get here you have used only 15-feet of your movement.)

Alistair, Klaus & Erik are up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -2 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer


| Speed 35 ft. | Spells: 1st Mage Armor, Sleep (DC 14) | Active conditions: Mage Armor AC: 16 (12 Tch, 14 Fl) Current Status: Hungover, Scared | HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +0, R: +2, W: +1 | Init: +2 | Perc: -1

As Klaus nears the edge of lighted vision he slows and gulps hard eyeing the shadows for any signs they are moving.

Damn, I guess light isn't as overrated as it seems at times... he finds himself thinking.

Amended action: move 15 ft, hold and then move forward as anyone's light appears. Not too sure how much more Move I'll get before next round, so this may be more like a half-delay kind of thing. Yes, I know that's not a real action.


Male NG halfling druid 1 | HP: 10/10 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +5, R: +4, W: +5 | Init: +3 | Perc: +8, SM: +2 | Speed 20 ft. (15 ft. in armor)| Spells: 1st entangle, magic stone | Active conditions: Spooked.

Hearing that Deshe is in trouble, Erik spurs Shep into action, getting him to move full speed towards the sound of Deshe fighting.

"Comin' past y'all, Mr. Rasmus, Dargys."

It's a double move for Shep to get to the new position on the map; I don't guess there's anything for Erik to do.


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

Alistair calls out as he moves after Klaus, "Klaus, stop running away from everyone else. You're going to get you and me killed. As for that potion, I was busy. I'll take a hit of that now if you don't mind." He passes Klaus, holding his torch high, keeping an eye out for danger.

I'll take the potion if he can hand it off.


Battlemap

Klaus – the way I see it is you are all acting at the same time… So you would be moving forward in tandem with Alistair. So I will go ahead and bot you with the torch that Alistair handed off to you. This is based on where you were going originally… I hope that is okay.

Erik hangs on to Shep and blows past Dargys and Rasmus as he quickly bounds up the carved-out cave stairs. He can see Sethiel’s motionless body slumped lifelessly against the wall. He can also see a bit of Deshe as it looks like he is in the throes of battle.

Alistair moves forward handing off his torch in passing to Klaus as he rushes forward taking the path they came in. As Klaus moves forward, he decided to take the cut through as his torchlight cuts through the darkness, he rounds the corner and quickly halts as he sees a mass hanging from the ceiling. It is one of the long-armed creatures.

Deshe is gripping his axe and shield as the bladed-armed creature punches out again. It strikes out continually punching in the same location on his breast plate and the strike just breaks through his shield and armor. Pain shoots down his arm as it punctures through just below his collar bone again, almost causing him to drop his axe. But he hangs on. (-4 HP)

Klaus still has 10-ft of movement. He could move back that space. Even if he does, the creature would still have enough speed to still move up and the it would play out the same.

The long-armed creature walks forward, shifting from the ceiling to the walls, to the floor right before Klaus. Klaus has never seen anything like this horror, a combination of various creatures thrown together. Its unnatural speed and movement as it shift from the ceiling to the floor causes fear to being creeping up more than it already is in the mage. (Klaus, make the below Will Save)

Standing in front of the mage, the creature lashes out with a filleting knife, and it cuts through even the magical armor protecting the mage. Looking down, he not only see’s Alistair’s blood covering him, but now his is flowing freely as this unnaturally sharp blade slices him open. (-6 HP)

Will Save DC 12 (Fear Based) open if you failed:

If you failed this save, you are Spooked by what you are seeing. Your nerves are on edge and every little movement causes you to jump and do a double take.
(You have a -2 Penalty on Saving Throws vs Fear Effects, -2 on Perception, +1 on Reflex Saves)

If you are already Spooked, you become Shaken as fear has taken hold of you and you are no longer thinking or acting clearly.
(Remove the bonuses & penalties from Spooked. You take a -2 Penalty on all attack roles, saving throws, skill checks, and ability checks.)

You are all up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP | Klaus -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer

GM Stuff:

Attack V Dargy: 1d20 + 3 ⇒ (18) + 3 = 21
DMG: 1d4 + 2 ⇒ (2) + 2 = 4
.
Attack V Klaus: 1d20 + 3 ⇒ (13) + 3 = 16
DMG: 1d4 + 2 ⇒ (4) + 2 = 6


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

The light from the fallen torch fading behind him, Dargys curses a bit under his breath and keeps going as best he can. Fortunately his shield should take any collusions with walls or the like pretty solidly.

Not sure if that will slow him down but if he can, he double moves again.


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

As he takes the second blow- Deshe's vision blurs and he struggles, slamming against the wall to keep from falling before retaking his stance. If the foe can keep striking through his armor- there's no reason to keep healing, it'll only buy time. He readies his axe.

Axe: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Perhaps Kalron blesses this grim work, for it is nearly as might a blow as Deshe could deal.


Battlemap

The creature looked as if it was continually trying to puncture through Deshe’s armor and get right to his heart. He can hear support coming but isn’t sure if he could defend much longer. With Kalron’s might behind him, Deshe sinks his double-sided axe into the chest of this creature deep to the cheek of the blade. With a sickly sucking sound the creature falls, pulling free from the axe. As the creature lets out a wail and begins to flinch and convulse on the ground. As the creature stops moving Deshe can hear battle to the north, but also hears footsteps approaching from the south. Since Deshe only took a standard action, you can still take a move action if needed.

Dargys & Deshe have acted. Everyone else is up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP | Klaus -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer


Male NG halfling druid 1 | HP: 10/10 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +5, R: +4, W: +5 | Init: +3 | Perc: +8, SM: +2 | Speed 20 ft. (15 ft. in armor)| Spells: 1st entangle, magic stone | Active conditions: Spooked.

Erik holds tightly onto Shep as he moves into the room with Deshe. Seeing that Deshe has dispatched his opponent, Erik says, "Coming past you too, Deshe," as he sends Shep bounding at full speed towards the sound of battle to the north.

Turning the corner and seeing another creature attacking Klaus, Erik says, "Run, Klaus! I don't want to accidentally hit you."

I will hold my action until Klaus goes. If he is out of the way, I will attack with my sling; if he is still in melee with the creature, I will pull out my scimitar and prepare to move into melee next turn.

sling attack, if needed: 1d20 + 5 ⇒ (11) + 5 = 16 -4 for Shep double moving, but if it's -8 for no Precise Shot, I won't bother.

damage: 1d6 + 1 ⇒ (2) + 1 = 3

added damage, if undead: 1d6 + 1 ⇒ (3) + 1 = 4


Male CG gnome Wizard - Conjuror 1 | HP: 8/8 | AC: 13 (13 Tch, 11 Fl) | CMB: -2, CMD: 10 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +7 | Speed 20 ft.| Spells: (1st) grease, color spray, summon monster I (Racial) dancing lights, ghost sound, prestidigitation, speak with animals | Active conditions: None.

Belfer takes a deep breath, trying to calm his nerves, before heading back up to the previous room.

Belfer double moves to the blocked area with Klaus.


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

If we redo the Klaus action…

Alistair drinks the potion and moves forward toward the exit and the sound of battle.

I would assume the atk that hit Klaus would be directed at me.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

After being attacked, if hit, he fights defensively and strikes back (see attack below).

Atk: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 81d6 + 1 ⇒ (5) + 1 = 6

If we do NOT redo the Klaus attack…

Alistair rushes forward and jerks Klaus behind him taking up a defensive stance.

(Move, move Klaus as part of move if allowed, and fight defensively)


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

"Woaah-" Deshe pulls back in surprise as Erik passes.

"Shouldn't we- Never mind." Deshe shakes his head before picking up Sethiel again.


Male Human Race: Human | HP: 11/11 | AC: 15 (13 Tch, 12 Fl) | CMB: +2, CMD: 15 | F: +2, R: +5, W: +1 | Init: +3 | Perc: +6, SM: +1 Classes / levels: Ranger / 1 | Speed 30ft | Spells: None | Active conditions: Spook.

Rasmus passes Deshe at a run, wheezing slightly,

"Ah, me old bones...*huff*... ain't as limber as they used to be..."

He rounds the corner and sees Deshe standing there with the puncture in his armor and the axe in the creature.

"Bitin' blades, that one did a number on ye, did it? Looks like it went straight fer yer heart, that's a puzzler. I'll get Sethiel out, see if ye can help the others! I'm sure they'll be needin' some healin'!"

He's going to take Sethiel's body from Deshe and prepare to drag it towards the escape hatch if he can.

Full round move action, nothing much else. He's sort of away from the action for now, so he'll try to help Deshe by moving Sethiel's body away from danger.


| Speed 35 ft. | Spells: 1st Mage Armor, Sleep (DC 14) | Active conditions: Mage Armor AC: 16 (12 Tch, 14 Fl) Current Status: Hungover, Scared | HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +0, R: +2, W: +1 | Init: +2 | Perc: -1

As the blade cuts him, pain blossoms and his vision darkens. Klaus realizes he's only a hairsbreadth from passing out whether from pain or fright.

Willpower: 1d2 + 1 - 2 ⇒ (2) + 1 - 2 = 1

The fear of this strange monster fills him, and he barely registers Alistair's words as he feels the man's hand jerk him back. All he can seem to do is stare at this crazy bladed abomination.

"We're all going to die here...How much are we getting paid again?" he mumbles in a daze.


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

To reiterate...

Alistair rushes forward and jerks Klaus behind him taking up a defensive stance.

(Move, move Klaus as part of move if allowed, and fight defensively)


Battlemap

Alistair pulls Klaus behind him, seeing an opening Erik launches a stone at the creature but it misses. Alistair blocks off the hallway from any possibility of the creature pursuing Klaus and takes a defensive fighting stance. Everyone else continues to move forward and gathers near Deshe.

Seeing where the stone came from, the long-armed creature turns and steps up to the halfling. Striking out with its blade, Erik ducks under what looks could have been a vicious strike.

Everyone is up. What does your character do?

Damage | Alistair -8 HP | Dargys -6 HP | Deshe -6 HP | Klaus -6 HP
Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer

GM Stuff:

.
Attack V Erik: 1d20 + 3 ⇒ (13) + 3 = 16
DMG: 1d4 + 2 ⇒ (1) + 2 = 3


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

"Oh-Okay!" Deshe hands off Sethiel to Rasmus and starts to make his way back down the hall to find the others and the sounds of battle.

Double Move, position updated on map.


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

Taking advantage of the distraction provided by Shep (threatens), Alistair steps up to try and end the creature looking for something that looks vital.

rapier, flank: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 251d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8

crit confirm: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d6 + 1 ⇒ (5) + 1 = 6


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

Dargys charges past Deshe "Sounds like Klaus found another one!"

Double Move again seems required


Male Human Race: Human | HP: 11/11 | AC: 15 (13 Tch, 12 Fl) | CMB: +2, CMD: 15 | F: +2, R: +5, W: +1 | Init: +3 | Perc: +6, SM: +1 Classes / levels: Ranger / 1 | Speed 30ft | Spells: None | Active conditions: Spook.

Rasmus’ heart pounds in his chest as he glances around the dimly lit chamber, the flickering lanternlight casting eerie shadows on the ancient stone walls. The air, thick with the scent of damp earth and the faint metallic tang of blood, bites his nostrils. His eyes fall upon Sethiel, the elf cleric, lying motionless on the cold ground, his usually vibrant eyes now dull and unfocused.

With a determined grunt, Rasmus sheathes his sword and hurries to Sethiel’s side. The elf’s chest rises and falls shallowly, a sign that life still clings to his fragile form.

“Hang in there, Sethiel,”

Rasmus mutters under his breath, his voice a mix of urgency and reassurance. He carefully slips his arms under Sethiel’s shoulders and knees, lifting him with a surprising gentleness for someone of his imposing stature.

The journey back to the stairwell is fraught with tension. Every clack of the ancient stones and distant echo of dripping water sets Rasmus on edge. He moves swiftly but cautiously, his muscles straining under the weight of his comrade. The stairwell looms ahead, a narrow spiral of stone steps leading to the relative safety above.

As they reach the base of the stairs, Rasmus lays Sethiel down gently, propping him up against the wall. He kneels beside the elf, his brow furrowed in concentration.

“Come on, Sethiel, we need you,”

he mutters, his voice barely audible over the distant sounds of the dungeon. He pulls his waterskin out, and washes any wounds Sethiel has, and splashes Sethiel in the face to try to bring him back into focus.

Rasmus is going to drag Sethiel 15 ft. (I'm assuming movement is halved because he's carrying Sethiel) and then lean him against a wall and try to wake him from his stunned condition.)


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Battlemap

As the rest of the people move forward, following the sounds of combat Alistair uses his rapier and drives it home into the long-armed creature. It lets out a shriek as it falls flailing as it dies.

Suddenly, the greyed lights begin to flicker and strobe as they had before.

Rasmus & Dargys:

Rasmus sees & hears this, Dargys is close enough to hear.

Sethiel’s eyes shoot wide and are once again black. This time it doesn’t speak in his own voice. It is deep and an unknown guttural language to you. It is chanting something. Rasmus isn’t sure, but it could be an incantation of some sort. It continues on for a while

As the lights are flickering, it feels as if there is wind rushing around each of you and it is hard for you to see or hear as the dust around you kicks up. (Read Shared Vision)

Shared Vision:

You are blind and deafened by the swirling tornado that you are standing in. You have lost all sense of direction as the winds push and pull you in every direction. As the wind whips across your ears, you hear shouts within. Master! Help me, where are you!

You push his voice out of your head as you fight against the wind. “If I can get to the edge” you think to yourself. Stumbling and being pushed from side to side you eventually make it to the edge of the storm, where the circle is keeping everything within. Holding your hand out, it hits an invisible wall.[/i[

[i]The shouts within turn to panic Master, what was that. Something is in here. Where are you?

Something catches your attention coming from down the hall. It is a short, bald elven woman. She has a beautiful face, but she wears a teardrop jewel in the center of her forehead that looks to be pressing in through the flesh, possibly reaching the skull. From the jewel four silver bands wrap around hear bald head and equally dig in. Two around the sides and two across the top.

Master, are we? She gives him a bow when her eyes see a tome laying on the floor and with haste she picks it up. Closing it an iron clasp closes along the side and with an audible click, it is sealed with no identifiable way of opening it. You little worm. You clearly haven’t thought this through. Trapped within your own circle. She turns her back on you.

You hear a guttural language being spoken within the storm, you have no idea what it is. But you hear a familiar voice. It is that of your acolyte. Oh gods no… NO! You don’t see what happens, but you hear the sound of flesh being rend. And a red mist joins the storm. A wetness comes across your face. Wiping your face with your hand reveals blood. You don’t hear your acolyte anymore. You hear flesh being eaten.

Turning, you see this woman cast a spell and the stone at her feet shapes into a throne. She sits comfortably and places the tome on the arm ledge of the newly formed stone throne. She smiles; I want to hear you beg.

The wind around your ceases and when the darkness comes back you are no longer where you were once standing, but you are where you were once the lights began flashing. Those who are wounded feel for your wounds, they are gone. No bladed armed creatures or long-armed creatures in sight, or evidence that they were even there. (Mechanically, no one lost and HP or used any consumables. The only thing that stayed the same are the fear based conditions you might have gained.)

Everyone – roll me the below Will save.

Will Save DC 12 (Fear Based) open if you failed:

If you failed this save, you are Spooked by what you are seeing. Your nerves are on edge and every little movement causes you to jump and do a double take.
(You have a -2 Penalty on Saving Throws vs Fear Effects, -2 on Perception, +1 on Reflex Saves)

If you are already Spooked, you become Shaken as fear has taken hold of you and you are no longer thinking or acting clearly.
(Remove the bonuses & penalties from Spooked. You take a -2 Penalty on all attack roles, saving throws, skill checks, and ability checks.)

If you are already Shaken, you become Scared. You are noticeably afraid of what is happening here. You jump at shadows, unexplained noises, even your companions that you traveled down here with.
(All penalties stay the same, except the penalty on saves against fear effects becomes -4 instead.)

What does your character do?

Conditions | Spooked: Erik, Shep, Klaus | Shaken: Belfer


| Speed 35 ft. | Spells: 1st Mage Armor, Sleep (DC 14) | Active conditions: Mage Armor AC: 16 (12 Tch, 14 Fl) Current Status: Hungover, Scared | HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +0, R: +2, W: +1 | Init: +2 | Perc: -1

Will Save: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10 Edit: Actually failed. Forgot to add the fear penalties.

Having suddenly reappeared in the cavern he just fled, Klaus is momentarily stunned and disoriented. He spins this way and that, but it still takes a moment to sink in that he feels no pain. He glances down as his hands begin passing over his chest and stomach and finding no traces of the wound his memory vividly recalls receiving mere moments(?) ago.

"Wha...?" Klaus gasps in shock. "Ah, I..." He scrubs his hands through his hair, his eyes darting towards whoever is closest.

"Please, tell me I wasn't the only one who just had a full on daymare."


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

Will Save: 1d20 + 4 ⇒ (19) + 4 = 23


Male NG halfling druid 1 | HP: 10/10 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +5, R: +4, W: +5 | Init: +3 | Perc: +8, SM: +2 | Speed 20 ft. (15 ft. in armor)| Spells: 1st entangle, magic stone | Active conditions: Spooked.

Will save, Erik: 1d20 + 5 ⇒ (20) + 5 = 25
Will save, Shep: 1d20 - 1 ⇒ (20) - 1 = 19

"No, you definitely weren't, Klaus. But I think we'll be all right now."


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

Will Save plus Trait bonus 1d20 + 2 ⇒ (6) + 2 = 8

His wounds heal, he should be happy, but Dargys is shivering from the vision "What in the bowels of the coldest hell was THAT!!?"


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

Alistair looks about him, looks at the others and then feels his body where he was stabbed. "That," he says before pausing, [/b]"Was unpleasant. When we do this again I think we need to spend some time studying what could be in the next hole we crawl into."[/b]

Will: 1d20 + 2 ⇒ (4) + 2 = 6


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

"I'd say this is no safe place for anyone in a vulnerable state- it preys on our minds. We should get Sethiel out of here." Deshe comes to the conclusion he should do more or less exactly what he was doing before, and get Sethiel out of here. He can return to help after that.


Male Human Race: Human | HP: 11/11 | AC: 15 (13 Tch, 12 Fl) | CMB: +2, CMD: 15 | F: +2, R: +5, W: +1 | Init: +3 | Perc: +6, SM: +1 Classes / levels: Ranger / 1 | Speed 30ft | Spells: None | Active conditions: Spook.

Will: 1d20 + 1 ⇒ (10) + 1 = 11

Rasmus blurts an oath.

"What in-"

He trembles in place for a moment, then seems to rally a bit. He seems a bit ill as he wipes his face, his hands still shaking.

"Ain't right...ain't right at all. To the blazes with this place!"

He seems to dwell on things for a moment, muttering under his breath.

"Ain't right, bitin' into the flesh of yer own kind. This is a cursed place."

He begins checking on the others as he makes his way towards the exit.


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

"I agree, let's get him out and consider our options. Perhaps the owner will invest in some holy water..." Alistair stops suddenly and looks behind him. "This thing has me jumping at shadows."


Battlemap

(Belfer still needs to make the previous will save.)

Was it a hallucination, a dream, a spell? Whatever it was, it was unnerving. It was so real, the pain, the fear.

Deshe sees that Sethiel is up right again and moving. He looks weak and color has returned to his face. Deshe helps guide Sethiel to regroup with the rest of the party.

Once together Deshe, Rasmus, and Alistair voice the same thought of leaving this cellar to get Sethiel help and regroup.

(I don’t want to assume this is okay with everyone… but I feel that there are PCs enough in agreement that heading out is good.)

You make your way up through the antechamber, up the stairs, through the stone trapdoor, and out of the false wall. Matias’ tools are still scattered around the floor here. Trying to remember, it appears as if no one has been here to clean up since you descended below. How long have you been below?

Making your way through the lower level, you make your way through the labyrinth of rooms that lead to the old wooden door that would lead to the stairs leading to the upper cellar level. Reaching for the door, it appears to be barred from the other side.

Rasmus remembers suggesting that Antero locking the door behind them.

What does your character do?

Conditions | Spooked: Erik, Shep, Dargys, Alistair, Rasmus | Shaken: Belfer, Klaus


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

"Oh Hell... Dargys says when they find the door locked. He bangs away with the hilt of his sword, "Okay, let us out."


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

Deshe stays within easy arms reach for Sethiel to lean on while he hopes for Dargys to get the door open.


Battlemap

Dargys slams the butt end of his sword against the door and you can hear it ringing out through the halls behind you. There is a shuffling of a chair on the other side of the door followed by the sliding of what sounds like the door bar.

Opening the door in front of you is a kid, between the ages of 8-10. A shocked look comes across his face. “Oh don’t tell master Kalervo I didn’t check if it was you before I opening it. I’ll get flogged again.” He holds the door open as you all make way into this first level of the cellar.

Watching you all file through, a worried look washes over his face as he sees Sethiel’s ill state. “What happened to you down there?” Wide eyed, the kid leads you to the first floor not expecting you to answer him. Taking you to the meeting chamber where you first met Antero; “I will return with master Kalervo.”

Rounding the corner, Antero enters the room. “What kind of treasures did… you….. find…..” he trails off as he sees your condition. Pouring wine; “Child, go get more wine and refreshments.” passing out glasses to each of you; “What happened We did not hear a sound.”

What does your character do?

Conditions | Spooked: Erik, Shep, Dargys, Alistair, Rasmus | Shaken: Belfer, Klaus


Male Human Fighter 1 |HP: 13/13 19(11 tch, 18 Ff)|CMB:+4, CMD 15 | F:+4,R+1,W: +0 (+vs fear) Speed 30 (20 in armor)

Once EVERYONE in the group is through, he closes and rebars it for now. "Water ghosts, odd visions... I think someone else can explain it better than I."


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

"A bunch of craziness from the past I think. The only treasure is some old book we found. Everything else seems pretty worthless." Alistair says downing a glass of brandy/wine when the boy returns. "I'm surprised none of us went crazy unless that's what happened to Sethiel here."


Male NG Human Cleric of Kalron 1 | HP: 12/12 | AC: 21 (12 Tch, 19 Fl) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +4 | Init: +2 | Perc: +1, SM: +5 | Speed 20ft | Channel Energy: 3/3 | Spells: 1st 3/3 | Active conditions: None.

"Something bad happened down there once. We definitely need to root out the evil. But Sethiel needs some rest."


Male CG gnome Wizard - Conjuror 1 | HP: 8/8 | AC: 13 (13 Tch, 11 Fl) | CMB: -2, CMD: 10 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +7 | Speed 20 ft.| Spells: (1st) grease, color spray, summon monster I (Racial) dancing lights, ghost sound, prestidigitation, speak with animals | Active conditions: None.

Will: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11

Belfer failed, falling to Scared. Given the current location, does that mean he's still panicking after probably running all the way straight back?


M Azata blooded Paladin(Tempered Champion)-Swashbuckler(Whirling Dervish) 3 | HP: 31/31 | AC: 19 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: +7, R: +8, W: +7 | Init: +3 | Perc: +4, darkvision 60' | resistances acid 7 cold 7 electricity 7
Skills:
Acrobatics 8, Climb 5, Diplomacy 8, Escape Artist 9, Heal 4, Intimidate 6, K Local 5, K Religion 5, K Nobility 5, Perception 4, Sense Motive 4, Stealth 7, Swim 5

"Not just Sethiel," Alistair says running his hand through his hair. "Don't look at me like that. I didn't say I wasn't going to go back in. I just need a moment to get my bearings. That last vision was... disturbing."


Battlemap

(Belfer – you aren’t panicked and running. On top of the Shaken penalties you get a -4 against fear-based checks. This is a total of -4, not -6 (-2 on saving throws & -4 fear-based). Hope that helps and clears any confusion up.)

Antero’s hands begin to tremble as you describe what you experienced. ghost, visions, evil, Sethiel’s current state. Muttering a prayer under his breath, he quickly drinks a glass of wine and refills his glass. As he looks to the eight of you; “Yes, you must go back at once and clear out whatever it is you discovered.” taking another drink, “maybe we just fill it in…” he muses to himself.

Turning to Alistair; “Let me see this old book. Maybe it will tell us who was down there or what they were doing.” anxiously looking to the rest of the group; “What else did you find down there?” (You can be as descriptive or general as you’d want. You can handwave the highlights and just say you fill him in on everything. You can share only the “need to know details.” 100% your call.)

The boy comes back with a try of refreshments. Fruit with sliced bread, cheese, and meats. The boy leaves and eventually comes back with more wine.

What does your character do?

Conditions | Spooked: Erik, Shep, Dargys, Alistair, Rasmus | Shaken: Klaus | Skared: Belfer

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