Clockwork Librarian

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1,422 posts. Alias of Byden.


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Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Under Aycenia's protection the night passes uneventfully, and with the rise of the sun the group begin to prepare to head for Red Mountain. Jack though spends the night oiled in agony, once again overwhelmed by a terrible hunger as he fights off the ravages of ghoul fever. Jask assures the group that he can care for the rogue and between convulsions Jack urges them to finish things upon the island.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The group head back to the safety of Aycenia's hill top Banyan tree where an anxious Gerik, and Aerys greet them with evident relief. Aycenia thanks them once again as they arrive,

"You have rid this Isle of another unnatural evil, but I am afraid I can offer you little more than my continued aid, such as it is. I know nothing of these strange magics you speak of save that they must be ancient indeed to predate my arrival here many ages ago."

Without the overt threat of the cannibals they are able to press on through dusk to reach the tree and so soon seek rest. The only other sign of danger is another long rumbling of what sounds like thunder several hours after the first, it lasts for several minutes and seems less violent than the first sounding.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Will do :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Jack blinks at Quinta,

"Didn't say anything about needing to kill the sentient creature thats blood you were using. Maybe one of you lot can just nick your finger or something? As for her, well she's a snakey b%&$&, but she seems bright enough so wouldn't her own blood do the job fine? You are right about that Qupawhatsit though Dragolan it flew over that way and knowing our luck...."

The rogue is cut of by a sound like thunder, but louder andentirely more ominous. In the east great bolts of lightening seem to lance up from the group searing the sky itself and leaving the group blinking and shielding their eyes from their brilliance.

The rumbling continues for perhaps a minute before it and the lightening subside.

"Well s&**," Jack says eloquently.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Works for me, I might use Jack as an NPC in the next module as I think I've got a fairly decent handle on the character and it would be nice to have him there or there abouts as we continue.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Jask pales nodding and to himself as he takes in the information. Sasha seems to think it all rather exciting, and Ishirou shows his usual gruff indifference.

After some rumination Jask asks,

"So what do we do to stop this fell magic and escape this cursed Isle? Do you know where to find this weapon? It would seem this serpentine trickster has quite the head start..."


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

What do you think guys worth recruiting someone for the rest of the module? I'm probably inclined to think not, and that since you are msot of the way there we go on and perhaps recruit a couple of folks when we move onto the next module. Thoughts?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Sorry to see you go Jack, its been a pleasure, and Jack's been great fun, you'll be missed.

The group explore the rest of the complex now with the reassuring presence of their magical light making things a great deal easier. They discover a small series of caves many of which are submerged and clearly must lead to the sea as the water laps and moves with strange currents. Here and there they find grisly evidence of the Lacedons vile habits, but they discover nothing of significance until they come to a small opening at the end of another winding natural corridor.

The walls of this small cave are covered in hideous carvings of snakes and skeletons. In the center of the space is a foul nest made up of seaweed bones and poorly cured pale leather, its stink is terrible. A search determines there is nothing of value in the grisly detritus and with the submerged caves looking treacherous and uninviting the group heads back up to the surface truly glad to be done with the terrible place.

As they emerge they are greeted by an anxious Jask, Sasha, and Ishirou. Who ask them what they encountered in the darkness.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Dragolan's fingers touch upon cool leathery flesh and light pulses forward beating past the fell undead's will and sending positive energy coursing through her.

In the light of Dragolan's spell the group momentarily catch a vague glimpse of an expression of astonishment and outrage before Mother Thrunefang collapses at their feet destroyed.

It takes a few more minutes for the darkness to fade away, from what appears to have been a human jaw bone the creature was carrying. A search of the terrible creature quickly reveals a segmented copper amulet made up of stylized scales, and a ring that appears to have been carved from a river stone which is wet and stays wet despite any attempts to dry it - both are magical.

Will: 1d20 + 9 ⇒ (2) + 9 = 11

Victory! Gain 480 XP each.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Alexite's falchion bites home, and such is the howling and thrashing of the Lacedon Priestess that you can all determine her location next to Alexite with relative ease. But despite the terrible blow she is clearly still on her feet and shrieking her rage and fury as she curses vividly in infernal!

Dragolan and Jack are up!


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm going to go ahead with her actions, assuming everyone is basically moving for the entrance, save Quinta. Feel free to retcon other actions.

A claw lashes out at Alexite from the darkness! But the ranger only feels the wind of its passage and a hiss of irritation...

Dragolan took 6 damage last round that I did not mention OOC FYI.

Alexite, I'm going to say that since she did not hit you you need to make a DC 15 Perception check to place her square.

Everyone is up!

Nylitathi vs Alexite: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
SW vs Dragolan: 1d20 + 6 ⇒ (10) + 6 = 16 Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I don't think it'll be an issue, not with this game at least, I do this because I enjoy it afterall! I think I'll keep things off map for the moment, unless anyone thinks it would be particularly helpful? Not difficult for me to do, just not sure there's much point with the darkness. My assumption is that you are moving in a fairly close group back towards the entrance is that fair?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Chanting comes from the darkness as the group begin to grope their way back towards the entrance they hear more sibilant chanting from the darkness. Something sharp and short, like a dagger blade sinks into Dragolan's side, then there are footsteps which seem close, almost as if the monster circles about the group...

Vs Dragolan: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Quinta Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Dragolan Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Joll Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Gahhh! Sorry guys, nightmare at work I'm afraid. We had to fire a third of our staff for stealing - long story - and as, very recently promoted Assistant Manager me and my Manager in particular have had to pull 14 hour days trying to cover all the hours. Yesterday was the first time I've been home at all in four days, and I'm afriad I just slept for 12 hours.

We've got several new people mostly trained up, but I'll still be looking at seventy hour weeks for the next couple of weeks. This game will be my priority, and I'll ensure its pretty much a post a day from now on, but I'll be posting from work a lot more, which means maps might not be a regularly updated, etc.

Thanks for your patience, and very sorry you've had to exercise it!


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Just a quick heads up guys, I'll be doing about 70 hours at work this week so posting will likely be short and possibly not daily. Should be back to a more reasonable time frame on Monday or so.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Joll's talking about the channeling Alexite, he's not been attacked physically. Also you cannot charge something you cannot see as you must have line of sight, so you would already have to be next to the creature if you wanted to attack.

Its virtually impossible to place the faint footsteps in the darkness, but the channeling came from somewhere in the vicinity of the narrow entrance way.

Jack is up!

You really cannot make the DCs needed to get her location, so you need to get a bit creative. There are viable ways to find her, but I won't spell any out. If you want to do something, but aren't sure about the mechanics just ask :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Incomplete Map to give you a basic idea.

MAP


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Sorry guys, working on a map, but getting a usable grid is defeating me tonight just too tired - working much longer hours than usual. I'll post a gridless map for the time being its 200ft. down to the Thawns. I finally get a day off tomorrow so I'll look to pick up the pace.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Both Lacedons fall to Joll and Alexite's blows eliciting an angry hiss from the darkness. Then the Priestess of Ydersius begins to chant,

"Ydersius strike down these insolent interlopers and show them your true power!"

This is followed by the soft padding of footsteps in the blackness.

Everyone takes 6 damage, or 3 damage if they make a DC 14 Will Save.

Everyone is up, including Quinta who is no longer paralyzed.

Nylithati Will Save vs Dragolans Previous Channel: 1d20 + 11 ⇒ (18) + 11 = 29
Channel Damage to All: 2d6 ⇒ (4, 2) = 6

MAP

Done.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm going to assume Dragolan will call out their location so you all have at least a rough idea where the Lacedosn are.

There is movement in the darkness, then Dragolan feels two lunges around him and hears the snarling of the undead, but fortunately nothing hit him.

From the darkness you hear,

"Ydersius grant your servants succor!" And you feel an unpleasant tingling that does you no real harm, but makes your skin crawl.

Everyone save Quinta is up. Quinta will be back in action next round.

Lacedon Bite vs Dragolan: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Lacedon Bite vs Dragolan: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Channeling: 2d6 ⇒ (1, 4) = 5

MAP

Done.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll point out that that will require a standard action and take 3 rounds to actually locate anything during which time you would need to concentrate, meaning giving up 3 rounds of standard actions. Even the Paladin's version would not be very helpful here since I'd say you have to know where something is to concentrate upon it. I'd also say Joll probably knows where the other two Lacedons are from the noise, etc.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm not sure this is clear, but the whole map should really be dark currently because the light from your light sources cannot travel out of the darkness. I'll leave taking the baddies actions until tomorrow to give Alexite a chance to alter his action if he wishes, since I think he may be operating under the assumption he will be moving into the light.

The Lacedon's shriek and the one before Joll slumps to the ground going still and silent.

Jack's Lacedon Will: 1d20 + 7 ⇒ (9) + 7 = 16
Joll's Lacedon Will: 1d20 + 7 ⇒ (7) + 7 = 14
Lacedon Will: 1d20 + 7 ⇒ (16) + 7 = 23
Quinta's Paralysis Rounds: 1d4 + 1 ⇒ (1) + 1 = 2


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I believe you would think so IC.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Nope that's not what happened. As I've said you never saw the creatures, the darkness moved forward into the temple, you have not seen any piece of any of these creatures. Feel free to specify a readied action and I'll put it in, but bear in mind you would have no idea the darkness was coming, etc.

My assumption was essentially that all readied action would be along the lines you suggested and be invalidated by their actions. If you think the action you would have specified would have gone off I'm happy to put it in. I obviously was not clear enough that you could not see the creature, but had you seen them I would have given descriptions, etc.

Honestly I thought getting to retain a fullround action when you knew where they were, was better than having a standard action that would likely not trigger. If you don't feel that's the case I'm happy to work with you to change it. I'm not out to kill you I'm just running the guys that are, a subtle, but important distinction I think ;)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Lol, or alternatively since they are busy and fairly noisily occupied you could always just surprise attack them. Sometimes in these situations where you could not really have a debate IC someone just needs to decide upon a course of action and begin following it :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The creatures are grunting with effort and obviously embroiled in their task, but the green carpet-like sheet of algae - they seem to have placed something in the water for it to grow on - appears to be coming to an end. It will take them perhaps a minute to finish reeling it in.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I was basically trying not to screw you guys and to move things along. I saw no readied actions, and thought it probable the darkness would negate most of them anyway. I'm happy to adjust Alexite, but since you have no way of targeting them until they attack you - since the darkness gives them total concealment - it seemed much of a muchness and a better way to move things along.

To answer your question you have still not actually seen the creatures, they were out of sight before and are now in inky blackness. You have a good idea where they are because they attacked.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The group ready delay waiting to see what their foes will do...

There is chanting from beyond the passage and then a wall of darkness appears advancing upon the group and instantly snuffing their magical light sources leaving them in inky blackness as the Lacedons caper forward howling with hungry lust!

The creatures bite at Joll, Alexite, and Quinta their shadowy forms barely visible in the darkness which does not seem to impede them at all! The two warriors are able to fend off their foes, Joll's shield of faith turning the creatures fangs aside, but Quinta is not so lucky at she feels a damp hot pain in her scalp as the creatures teeth come away with a clump of bloody hair!

Dragolan:
You recognize this as a Darkness spell, it should only be suppressing your magical light so if you move your light spell or Quinta's torches out of the area they ought to work.

Quinta takes 2 damage and needs to give me two DC 13 Fort saves, please label the first paralyisis, the second disease.

Everyone is up! Remember this is total darkness - because your spells have been snuffed out and its dark in this cave - this means there is a 50% mischance, high will always be good on these rolls so you need 51 or better.

Lacedon vs Alexite: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Lacedon vs Joll: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Lacedon vs Quinta: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d6 + 1 ⇒ (1) + 1 = 2

JollSpellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Quinta Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12
Dragolan Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17

MAP

Done.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I don't think Linguistics allows for understanding spoken words, it takes a minute to use it on text anyway. I'm certain Quinta fails in anycase.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

"No child, I will simply kill you all and let Ydersius judge. Ashatth sarakarr gessh? Nerith tarsssh."


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

You may still retroactively use your 3 rounds to buff, heal, etc.

"Please, not being a Serpent does not make me a fool I have offered you terms Ydersius will claim your soul."

Everyone is up! You may ready actions, but remember that you must specify what triggers them, etc.

Init Jack Sand: 1d20 + 3 ⇒ (16) + 3 = 19
Init Quinta Wist: 1d20 + 2 ⇒ (12) + 2 = 14
Init Joll Beliver: 1d20 + 3 ⇒ (5) + 3 = 8
Init Alexite Krupt: 1d20 + 2 ⇒ (16) + 2 = 18
Init Dragolan Canario: 1d20 + 1 ⇒ (14) + 1 = 15
Init Nylithati: 1d20 + 3 ⇒ (1) + 3 = 4
Init Lacedons: 1d20 + 2 ⇒ (6) + 2 = 8

I'll put a map up tonight, if you want to specify a square you can use the previous temple map.
Previous Temple Map ignore monster, etc.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'm fine with that Quinta she's given some pretty long diatribes.

If it helps any this is pretty much as written, and I'll point out I've said you can all have three rounds for buffing healing. Its very nasty for its CR, but you guys have faced much higher CR encounters.

PF is still loosely based upon a 4 encounter per day expectation, and you've only had two CR 3 encounters thus far, so suck it up ;)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'll point out I gave her a healthy bonus on her sense motive there because of the rather implausible nature of Quinta's story.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Its about how you do that in that event. You could easily bypass the wall, but then you would be on the scree slope - difficult to be stealthy on. Coming down the path is possible, but if one of them turns around you would essentially have nothing to hide behind.

The ridge is lower at this point so you could try to move to the top of it and skirt around, but you would have to make some climb checks to do so with nothing you could really rope to. You might go into the other gentler valley, but then you move closer to the village, etc.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

I'd say the conversation has spanned at least three rounds, so if anyone wants to buff they may.

Nylithati hisses,

"Then you are here to look at the writings to. Then you must leave me a price as Yarzoth did. She left me her thrall to join my children, you have already slain several of my true children, the Festrogs are of no matter, but you must replace the others. Give me three of your companions and you may pass on to the Mountain Temple in peace... If not, it will take more than scales to save you from a true servant of Ydersius."

Quinta Bluff: 1d20 + 3 ⇒ (14) + 3 = 17
Sense Motive: 1d20 + 13 ⇒ (3) + 13 = 16


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

"Oh child beauty is ephemeral, magic can render anything beautiful. I am not beautiful, and I was never a serpent I only found my true calling when I discovered this Temple and Ydersius elevated me. Asmodeus failed us, but Ydersius offered us forever. How long before your beauty fades and you crumple like a grape withering on the vine? Mere decades, and then your mind dulls and you become subject to the vagaries of death. There is a difference between beauty and charisma my dear..."


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Out of character I'll point out that we've arrived at one of the more frequently mentioned encounters in The Serpent's Skull Obituaries thread. Get ready to bring it!


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

There's not really a set encounter like in an AP. Thawns are obviously fairly intelligent. You could certainly try to recruit them, but obviously you don't know too much about them currently, etc.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Its not really a surprise round situation IMO Alexite. They know you are there and will expect you to act if they come through.

"There would be a few decades where the hunger would drive you more than you would wish, but you have already proven yourselves stronger than the common herd, have you not? Those who are masters of themselves need not fear, for them it is only an awakening of potential. Even the weak retain their minds, they are only driven by their hunger. Time is man's greatest foe, is it fair that the vacant eyed elves enjoy thrice our span of years? Do not let your legacy be dictated by fickle fate or outdated morality, join me in eternity!"


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

"Walking dead? but what does such a thing mean, I am stronger, I am eternal, I retain my mind and my body is more durable and vital than it ever was. I no longer need to draw breath, but is that such a pleasure, when weighed against all that I have gained? I am not undead I am more alive than I have ever been! And you can be to, it would be so easy, a little bite, and you would be reborn!"


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Hope it gets sorted out Staryth, very frustrating to loose the net. Sorry for the lack of post in the last few days, doing long shifts due to everyone being ill at work.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The group moves over the boulder keeping low and trying to be as stealthy as they can, and they seem to succeed, for there is no outcry and nobody seems to point there way. On the other side of the boulder they find a crude path with larger boulders piled at its side to prevent scree encroaching upon it.

Down below at the lake side three rag shrouded Thawns are heaving in what looks like a huge carpet of violent green algae from the lake. All of the creature are wearing bulky leather gloves. Engrossed in their task they clearly have not spotted the group above them.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Dragolan detects undead auras, even as a voice calls out from beyond the temple, a deep soft velvet voice throaty and feminine dripping with self assurance and certainty,

"You have done well, children, your valor and prowess have been ably demonstrated. But I can offer you so much more, my god has granted me eternal life, strength and vigor. All of this I offer to you, join me become my children and you shall never taste the bitter infinite, but live on forever under the blessing of Ydersius. I am called Nylithati, or by some Mother Thrunefang, let me bite you and become my immortal children. Please, I do not wish to snuff your lights but help them burn eternal."

Joll:
You recall that Nylithati was the name of the Thrunefang's Priestess who stole control of the crew from Captain Beliver and turned them into the debased creatures they became. Did you share the note I forget?

Dragolan:
You detect 4 auras at least one of which is strong..


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Alexite:
You hear the faintest sound of footfalls upon stone out from beyond the temple and its narrow entrance...

Perception Jack Sand: 1d20 + 11 ⇒ (9) + 11 = 20
Perception Quinta Wist: 1d20 + 4 ⇒ (6) + 4 = 10
Perception Joll Beliver: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Alexite Krupt: 1d20 + 8 ⇒ (16) + 8 = 24
Perception Dragolan Canario: 1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 17 ⇒ (5) + 17 = 22


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Ormiz, not specifically, but he is aware there is magic that can alter one's appearance, etc., and that there are almost certainly magic items that will have the same ability.

Criss:
You are surprised the local environment can support such a population of large creatures and wonder what they can be eating to sustain themselves..


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Not sufficient I'm afraid Quinta, I had you aide because Jack got a 24 - need a 25 - and I think it makes sense that you would be parsing it out together. Also linguistics checks are secret since you should not know whether you failed, as there's a possibility of misreading and getting an incorrect idea, so rolling them yourself won't count. However I think we can assume Jack would have to be thinking out loud in order for you to aide him.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

With Quinta aiding him Jack is able to decipher the text which he recognizes as Aklo. It reads...

Asajat maklarr teshit naevour ahrbhe beshtier nerth. Indres sithe denier narassh ungol, merssish, sumbealarss, tokum. Nivideer senshesh jishier desulu gussashargss smuselss unjaert nabier.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Don't Worry About It: 1d20 + 7 ⇒ (15) + 7 = 22
This Either: 1d20 + 2 ⇒ (1) + 2 = 3
Or This: 1d20 + 5 ⇒ (8) + 5 = 13


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Its not really in your way at all, its in a valley to the side.

It looks like the group should be able to skirt the great boulders three hundred feet fairly easily and then climb back down with their ropes, but doing so will leave them exposed to the view of those in the valley below if they should look that way...


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Nice! I would estimate we are about 4/5 of the way through the module, and I've say for the most part you guys have had it far tougher than by the book so kudos!

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