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1,127 posts. Alias of Torvald Torvaldson.


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Your blade scatters another set of bones.

Skeleton?
claw: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 2 ⇒ (4) + 2 = 6

Skeleton?
claw: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 2 ⇒ (3) + 2 = 5


Your assault stalls for a moment with two bad swings as the skeletons attack with renewed fury.

Skeleton?
claw: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 4 ⇒ (4, 3) + 4 = 11
claw: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 2 ⇒ (4) + 2 = 6

Skeleton?
claw: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 2 ⇒ (4) + 2 = 6

Skeleton?
claw: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 2 ⇒ (6) + 2 = 8


Your blade shatters a pair of skeletons!

Skeleton?
claw: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (1) + 2 = 3

Skeleton?
claw: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 4 ⇒ (6, 6) + 4 = 16

Skeleton?
claw: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 2 ⇒ (6) + 2 = 8


You slash down the zombie as the skeletons keep up their attack.

Skeleton?
claw: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (1) + 2 = 3

Skeleton?
claw: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (4) + 2 = 6

Skeleton?
claw: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 2 ⇒ (2) + 2 = 4

Skeleton?
claw: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 2 ⇒ (3) + 2 = 5


You land a nasty cut on the putrescent foe.

-22
Zombie?
rotting fist: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 6 ⇒ (1) + 6 = 7
rotting fist: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 6 ⇒ (5) + 6 = 11

Skeleton?
claw: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 2 ⇒ (6) + 2 = 8

Skeleton?
claw: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (4) + 2 = 6

Skeleton?
claw: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 2 ⇒ (1) + 2 = 3


You hack down the mummy as the remaining coffin residents swarm about you.

Zombie?
rotting fist: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 6 ⇒ (3) + 6 = 9
rotting fist: 1d20 + 9 ⇒ (20) + 9 = 292d6 + 12 ⇒ (6, 2) + 12 = 20

Skeleton?
claw: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 3 ⇒ (2) + 3 = 5
claw: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (2) + 3 = 5

Skeleton?
claw: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d6 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 251d6 + 3 ⇒ (5) + 3 = 8

Skeleton?
claw: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 161d6 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 171d6 + 3 ⇒ (4) + 3 = 7

Two additional skeletons await their change to rend you should any of their companions fall.


You miss twice as the coffin lids fall to the floor and additional undead crawl out.

-39
wrapped fist: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 10 ⇒ (1) + 10 = 11
wrapped fist: 1d20 + 14 ⇒ (5) + 14 = 191d8 + 10 ⇒ (3) + 10 = 13


Your blade does a little bit less damage than you would expect as the creature punches back at you.

-39
wrapped fist: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 10 ⇒ (5) + 10 = 15
wrapped fist: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 10 ⇒ (6) + 10 = 16

The remaining coffin lids are about 1/2 way open.


A human form wrapped from head to toe in ancient strips of moldering linen emerges from the coffin and attacks you. You can hear the lids moving on the remaining coffins as the mummy attacks!

A M init: 2d20 ⇒ (20, 13) = 33

You are ready for anything and get the first action.


All the coffins radiate evil within, while the two on the dais radiate significant evil. There are no obvious additional exits from the crypt.


Inside the finely crafted mausoleum, two stone coffins stand on a dais, and several more coffins lie on shelves built into the walls. Clearly, whatever mob stormed and pillaged this residence long ago was unable to gain access here.


The statues and doorplate appear to be normal, finely crafted if incredibly old and weathered.

You expert eyes find a cleverly hidden trigger that would 'appear' to open the door.


The door is locked and putting your hand on the handle causes negative energy damage: 1d6 ⇒ 5 as deathly cold races up your arm.


Hidden amid a copse of gnarled trees sits a large mausoleum of polished granite. Statues of weeping angels of greentinged bronze flank the closed entrance. A tarnished silver doorplate on the black steel door reads, “Sapiro”.


Thinking twice of your flaming blade, the deadly tree seems to have had enough and retreats to the far corner of the gated yard.


-51

The tree grasps you firmly with its roots and thrashes at you with its branches.

branch: 1d20 + 10 ⇒ (6) + 10 = 162d4 + 6 ⇒ (3, 4) + 6 = 13
branch: 1d20 + 10 ⇒ (17) + 10 = 272d4 + 6 ⇒ (4, 1) + 6 = 11
branch: 1d20 + 10 ⇒ (11) + 10 = 212d4 + 6 ⇒ (1, 4) + 6 = 11


Need a DC 17 REF save per previous post.

You blade hacks into the tree, the flames doing significant damage, and the tree appears to groan in pain and anger.

-38
branch: 1d20 + 10 ⇒ (14) + 10 = 242d4 + 6 ⇒ (1, 1) + 6 = 8
branch: 1d20 + 10 ⇒ (14) + 10 = 242d4 + 6 ⇒ (1, 2) + 6 = 9
branch: 1d20 + 10 ⇒ (3) + 10 = 132d4 + 6 ⇒ (2, 3) + 6 = 11


-never realized that was a standard action; yuck-

The evil tree moves forward and continues its assault adding roots from below to entangle you. DC 17 REF or be entangled.
branch: 1d20 + 10 ⇒ (9) + 10 = 192d4 + 6 ⇒ (2, 4) + 6 = 12
branch: 1d20 + 10 ⇒ (13) + 10 = 232d4 + 6 ⇒ (2, 2) + 6 = 10
branch: 1d20 + 10 ⇒ (16) + 10 = 262d4 + 6 ⇒ (2, 3) + 6 = 11


Anglachel Gurthang wrote:

-43

Use divine bond: +1 and flaming

Roll it up!


-16

The tree appears to be largely immune to the slashing of your blade. If only you had an awesome hammer to wield! The scythe-like branches lash out at you:

branch: 1d20 + 10 ⇒ (18) + 10 = 282d4 + 6 ⇒ (1, 1) + 6 = 8
branch: 1d20 + 10 ⇒ (15) + 10 = 252d4 + 6 ⇒ (1, 2) + 6 = 9
branch: 1d20 + 10 ⇒ (13) + 10 = 232d4 + 6 ⇒ (2, 3) + 6 = 11


A quick look at the animate roots indicates that the tree is mobile, if slow-ish.

The crypt, a large mausoleum of polished granite, is about 60' away.


One of the larger nearby trees lashes out at you with razor sharp branches!

branch: 1d20 + 10 ⇒ (14) + 10 = 242d4 + 6 ⇒ (4, 4) + 6 = 14
branch: 1d20 + 10 ⇒ (4) + 10 = 142d4 + 6 ⇒ (2, 1) + 6 = 9
branch: 1d20 + 10 ⇒ (16) + 10 = 262d4 + 6 ⇒ (2, 4) + 6 = 12


You make your through the gate without incident. The bushes and trees are incredibly thick and overgrown, wild and untamed. One of the buildings looks like a tomb/crypt (?) the other a storage shed (?).


-earlier-

Nolaria coughs weakly-I think going with you would cause more problems than it solves. At this point you will either defeat Armas or I will succumb to his desires; I don't have the strength to resist him much longer. Take this- she hands you her holy symbol or Erastil -I'm sure it helped keep me free from Armas this long; maybe it can help you as well.

-now-
You make your way through Saringallow towards the Sapiro estate. The air seems heavy, almost oppressive, and far fewer people than normal are on the street. The sun seems to glare down at you, cooking off the metal of your armor. On the south end of town you see the rising low hill in the distance where the ruins of the Sapiro estate reside.

Cresting the hill you see the entrance to the grounds: the rusted, badly bent iron gate to this walled estate is dirty and hangs ajar, creaking gently in the breeze. The lawn is overgrown, and a thick tangle of vines has crept up the walls of the opulent estate building. An abandoned stable occupies the southwest corner of the grounds, and to the east, more buildings lie partly hidden behind bushes and crooked trees.


The remainder of the night passes without incident and you are able to fully rest. You note that Nolaria's improved condition slowly deteriorates as the time passes by.


I don't know for sure, but based on what I've heard I think he's made his real nest in the ruins of the Sapiro estate just beyond the edge of Saringallow proper.


Nolaria-With my father and the temple gone I think anyplace here is as safe as the other. Armas will take a while to regenerate. You should rest and seek him out to make a final end. I have a guess as to where his lair will be.


You make it out of the house without incident. The streets are incredibly quiet.


Nolaria thinks for a moment-No, never. Green seems to be associated with everything about Armas, but I've never seen a gem of that color about him or in this house.

Nothing of value left behind.


Will: 1d20 ⇒ 14

Your first blade stroke shatters Armas' body which transforms into a fould greenish mist that quickly filters its way through various cracks in the ceiling. You hear Armas' voice in your head, once more cold and calculating-Well played paladin. Enjoy it while it lasts, I don't think you will be so fortunate next time.

You notice Nolaria appears to be faring better than she was just a few minutes ago.


-90

Armas flails at you again
smash 1: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 5 ⇒ (6) + 5 = 118d6 ⇒ (6, 3, 6, 6, 1, 2, 2, 6) = 32
smash 2: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 5 ⇒ (8) + 5 = 13

He heals noticeably as his first smash lands.

-58


Your blade rips into Armas doing significant damage.

He smashes back at you furiously!

smash1: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 5 ⇒ (6) + 5 = 118d6 ⇒ (6, 4, 1, 6, 6, 3, 4, 4) = 34
smash1: 1d20 + 9 ⇒ (2) + 9 = 111d8 + 5 ⇒ (5) + 5 = 108d6 ⇒ (2, 2, 6, 5, 2, 6, 1, 6) = 30


The angry voice of Armas rings out from ahead of you-You both do now! I have allowed you to simper on for far to long worm. I won't make that mistake again!

Arm/Ang: 2d20 ⇒ (2, 8) = 10

Armas' palavering allows you precious moments to act first!


There is no green light, but her pulse is ragged and she is clearly near death.

Nolaria-It's Armas, he's trying to turn me into one of his thralls. Somehow my father's spirit is interfering with Armas' process and Erastil's power has prevented him from taking me. Armas left me in the 'care' of his other creatures to see if they could weaken me enough for transformation. I'm afraid the only way to save me is to destroy Armas.


Nolaria mumbles feverishly and does her best to follow your lead. Clearly whatever is afflicting her has not passed.


The creatures aren't healing, but whatever force driving them still lingers within. You assume there must be some ritual or specific way to finally end them outside of destroying the gem (rolls if you like). The healing energy flows over you and Nolaria, bringing her to a vague state of groggy consciousness. A brass key hanging from the wall quickly releases her bonds.


Your next slash, aided by the effect of your channel, are enough to drop the remaining creature. The green light continues to glow in the eyes of both felled foes.


The second was an auto-hit; all damage! ;-D

slam: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 14 ⇒ (1) + 14 = 15

The channel does appear to stop the creature from knitting back together.

C2 -32
slam: 1d20 + 13 ⇒ (18) + 13 = 311d8 + 14 ⇒ (2) + 14 = 16
slam: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 14 ⇒ (7) + 14 = 21


The creature continues to mend as you swing about wildly.

C2 -32
slam: 1d20 + 13 ⇒ (9) + 13 = 221d8 + 14 ⇒ (5) + 14 = 19
slam: 1d20 + 8 + 14 ⇒ (12) + 8 + 14 = 34


You hurt it badly, but its wounds appear to be mending!

C2
slam: 1d20 + 13 ⇒ (4) + 13 = 171d8 + 14 ⇒ (4) + 14 = 18
slam: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 14 ⇒ (5) + 14 = 19


The creature hisses in delight as you struggle and reaches for you hungrily!

C2
slam: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 14 ⇒ (8) + 14 = 22
slam: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 14 ⇒ (8) + 14 = 22


You cut down the first foe before it can really figure out what is happening. The remaining one hammers at you desperately.

C2
slam: 1d20 + 13 ⇒ (17) + 13 = 301d8 + 14 ⇒ (2) + 14 = 16
slam: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 14 ⇒ (8) + 14 = 22


You rush in, blade flashing, and savage one of the creatures.

M/A init: 2d20 ⇒ (20, 5) = 25

They recover quickly, hissing and ripping at you with their hands.

C1 -65
slam: 1d20 + 13 ⇒ (12) + 13 = 251d8 + 14 ⇒ (7) + 14 = 21
slam: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 14 ⇒ (3) + 14 = 17

C2
slam: 1d20 + 13 ⇒ (18) + 13 = 311d8 + 14 ⇒ (2) + 14 = 16
slam: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 14 ⇒ (4) + 14 = 18

You feel a tingle as they hit you, but the priest's talisman prevents them from taking your strength.


The room is 20'x20'. There is no chance to CDG as the two creatures are not helpless. Nolaria appears to be in some type of stupor, awake but not aware.


Amazingly the door opens without resistance or sprung trap. On the other side is a dark musty room with a dirt floor. At the center of the room is Nolaria bound by heavy chains to a black stone altar of sorts. Blood oozes from small precise cuts at several points on her body, pooling into small bronze bowls. The now somewhat familiar pair of humans with malevolent green light in their eyes are lapping blood out of some of the bowls. They don't seem to have noticed you yet and appear to be in some strange state of euphoria from consuming the blood.


The stairs spiral down steeply for about 50' ending in a stout looking door that has holes in it similar to the trapdoor above.


You open the trapdoor, releasing a hail of darts from the ceiling!

darts: 1d20 + 15 ⇒ (20) + 15 = 3510d4 ⇒ (4, 3, 1, 3, 3, 2, 4, 1, 3, 1) = 25

A steep wooden staircase descends into the darkness below. It looks like it goes down past the first floor.


A burst of acid sprays out at you!

burning acid hurts!: 6d6 ⇒ (1, 2, 5, 4, 6, 6) = 24 DC 17 REF for 1/2

Within the small chest are handfuls of jewels worth 5,000 GP and a small leather-bound journal written in spidery script (Infernal).


Ang finds a small chest under the bed and a trap door filled with 1/16" holes (almost like a drain?) behind a work bench. As well, there is 3,000 GP worth of assorted valuable chemicals and admixtures in the laboratory.


Ang is in luck; after several minutes, his blindness fades and he is able to see again. The room you are in appears to be a combination of laboratory and bedroom, but the bed is filled with rich, dark soil instead of a mattress and bedding. Near your feet is what looks like the remains of a small mechanical humanoid comprised of hundreds of intricate springs, screws, and gears. The metal 'guts' of the thing have exploded outward into the room, filling it with shrapnel.

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