The Fifth Archdaemon

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9,610 posts. Alias of The Rising Phoenix.


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TG1 | FF

Kadosh critically injures red and provides some cover to Valda against the flanking monks, denying them their advantage. Valda lands a strike and instills some fear into her foe, who is already not feeling well.

The hacking, cackling witch shocks both of her targets, with the redish-skinned one taking the brunt of the attack as the other one seems to evade her as the talking boar brings a quiver to the blueish dragonkin's knees.

Hakata lands his first strike nearly finishing the creature and finding the weak spot, delivers a deadly blow with his second shot, taking red down.

The monks begin rapidly lashing their tails out at the party, but one one strike hits Valda. Valda Damage: 1d10 + 5 ⇒ (10) + 5 = 15. After hitting her, it tries to wrap its tail around her leg and knock her down, but fails.

Party up! 2 left.

GM:

Will DC24-1: 1d20 + 10 ⇒ (3) + 10 = 13
Bleed: 1d6 ⇒ 6
Flat: 1d20 ⇒ 3
Ref DC24: 1d20 - 2 ⇒ (7) - 2 = 5
Ref DC24: 1d20 - 1 ⇒ (20) - 1 = 19
Ref DC24: 1d20 - 1 ⇒ (7) - 1 = 6
Attack: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 32
Attack: 1d20 + 16 - 1 ⇒ (3) + 16 - 1 = 18
Attack: 1d20 + 16 - 1 - 5 ⇒ (2) + 16 - 1 - 5 = 12
Attack: 1d20 + 16 - 1 - 5 ⇒ (1) + 16 - 1 - 5 = 11
Attack: 1d20 + 16 - 1 - 10 ⇒ (16) + 16 - 1 - 10 = 21
Attack: 1d20 + 16 - 1 - 10 ⇒ (7) + 16 - 1 - 10 = 12

Br: 65 s1
Bl: 33 s1 f1


TG1 | FF

Using the any-tool as MW thieves tools is fine as taking ten here.

It's clear whatever pressurized liquid that was going to come out of the statues mouth was going to be quite unpleasant, whatever it was. Once she sets to it, Coral easily deactivates the pressure plate linking to the carving of Arazni. Once it's safe, Kendren moves up to peek to the other side.

On the other side at the end of the corridor, he spots the same group of Knights that Isabet saw. He can see a heavy iron bar blocking the gate from opening. While he can't get an easy angle on the bar, it's possibble someone could rig up a way to remove the bar. The book calls for a disable device, which is available to you, but I'll take another adequately place skill here in its place.


TG1 | FF

Valda and Kadosh avoid traversing the slippery ground by taking small, measured jumps. Once in place, both try to strike their enemy. As both of them swing their weapons, the guardians seem poised and ready, anticipating their attack. Before they can land their hits, the dragonkin lash out their tails to interrupt their attack. Two of the tails smack into Valda and one into Kadosh!

Valda Damage: 1d10 + 5 ⇒ (4) + 5 = 9
Valda Damage: 1d10 + 5 ⇒ (6) + 5 = 11
Kadosh Damage: 1d10 + 5 ⇒ (1) + 5 = 6

The blows to Valda throw off her attack so much that her swing ends up going wide and missing, but Kadosh's still lands.

Both Veshka and Hakata channel divinity around the foes, exposing all the guardians to their wrath!

Strongjaw places healing on the two frontline warriors, knowing that they are like about to be wounded...

The three guardians all step up to Kadosh and Valda, one at a time. Each of Venexus's chosen steps up and moves into flanking, lashing our their tails in rapid succession. Two strikes are targeted at Valda, and one at Kadosh.

From all tail strikes, only one lands on Valda, all the others missing.

Valda Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Party up!

GM:

Fort DC26: 1d20 + 14 ⇒ (18) + 14 = 32
Fort DC26: 1d20 + 14 ⇒ (8) + 14 = 22
Fort DC26: 1d20 + 14 ⇒ (15) + 14 = 29
Fort DC24: 1d20 + 14 ⇒ (7) + 14 = 21
Fort DC24: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21
Fort DC24: 1d20 + 14 ⇒ (6) + 14 = 20

AOO Tail Lash: 1d20 + 16 ⇒ (13) + 16 = 29
AOO Tail Lash: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 32
AOO Tail Lash: 1d20 + 16 ⇒ (15) + 16 = 31

FOB: 1d20 + 16 - 1 ⇒ (2) + 16 - 1 = 17
FOB: 1d20 + 16 - 1 - 4 ⇒ (11) + 16 - 1 - 4 = 22

FOB: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 32
FOB: 1d20 + 16 - 1 - 4 ⇒ (3) + 16 - 1 - 4 = 14

FOB: 1d20 + 16 - 1 ⇒ (1) + 16 - 1 = 16
FOB: 1d20 + 16 - 1 - 4 ⇒ (11) + 16 - 1 - 4 = 22

Flat: 1d20 ⇒ 17
Persistent: 1d6 ⇒ 5

Br: 65 s1
Re: 23 s1
Bl: 33 s1


TG1 | FF

Kendren studies the worn stonework and the grim bust of Arazni above the doorway, but whatever secrets its sculptor may have etched into the details are lost on him. The work is ancient, yes, but the scale is too distorted, the face too exaggerated to give him clarity. The door itself proves more fruitful. A heavy slab of iron, reinforced at the edges and tightly fitted into the frame. It’s well-maintained, someone down here cares enough to keep it sealed. He notes something else too: a narrow, handsized gap between door and frame, just enough space that a tool or hand might be worked inside to the other side.

Lola peers at the ominous bust as her mask-covered face tilts with thoughtful suspicion. A faint scent of old rust and worse things clings to the mouth of the statue, and the groove worn into the stone beneath it only adds to her unease. Her instincts prove valid, but it's Coral who picks up on the true danger.

The halfling’s eyes sweep the floor as she finishes her prayer to Iomedae. Her gaze lingers just a second longer where others might not have looked, and then she spots it. A pressure plate, cleverly disguised in the slime-slicked floor just ahead of the door. The craftsmanship is subtle, but unmistakable to a trained eye. The plate is no doubt the trigger for a trap of some kind.

Meanwhile, Isabet presses her hand to the cold metal, muttering a prayer under her breath. After a minute, her vision slips through the iron barrier to the other side of the door where she sees a flicker of flame-two torches casting light on stone walls. A heavy iron bar rests across the inner side of the door, confirming it would not open from their side. Standing in the chamber beyond are three Seal-Breaker knights in their full blackened armor, milling near the top of a stairwell that descends deeper into the undercity. They appear to be unaware the party right now.

GM:
1d20 ⇒ 71d20 ⇒ 51d20 ⇒ 10


TG1 | FF

Kadosh passes along the information he knwos about these creatures to his team. Sensing that the enemy is about to act, he decides against moving up to be the only one within their range and delays until his team can move with him.

Rather than give up their advantage on the terrain, the three dragonkin try to intimidate Kadosh, Valda and Catamoch before unleashing a blast of frigid magic.

Demoralize Kadosh: 1d20 + 10 ⇒ (2) + 10 = 12
Demoralize Valda: 1d20 + 10 ⇒ (7) + 10 = 17
Demoralize Catamoch: 1d20 + 10 ⇒ (8) + 10 = 18

Damage Kadosh Fort DC24: 5d4 ⇒ (4, 3, 3, 2, 1) = 13
Damage Valda Fort DC24: 5d4 ⇒ (4, 4, 4, 3, 2) = 17
Damage Catamoch Fort DC24: 5d4 ⇒ (1, 1, 4, 1, 3) = 10

On a critical failure, the target also gains weakness 3 to bludgeoning until the start of your next turn.

Party up! Remember it's greater difficult terrain!


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TG1 | FF

With a flash of teleportation magic and a few tense heartbeats, the entire party avoids the hungry maw of Old Leatherback. The dire crocodile bellows in frustration as it thrashes in the cistern’s center, sending foul water sloshing up the stone walls, but the ancient beast does not pursue. It settles slowly back beneath the muck with a sullen hiss.

The air remains thick with the reek of sewage and mildew as you push forward. Following the route mapped by Grimetongue, you navigate a winding corridor of grime covered brick until it opens onto a narrow landing before a massive iron door.

Set into the sewer wall like a forgotten wound in stone, the black iron portal stands nearly ten feet tall and seems untouched by rust, its edges reinforced with thick rivets. Above it, lit faintly by spelllight and dancing reflections from the waters behind, looms a carved bust-Arazni, in her days as Aroden’s herald. The likeness is idealized and strange: proud, radiant, but twisted subtly out of proportion, her mouth stretched too wide, like a frozen scream or a terrible warning.


1 person marked this as a favorite.
TG1 | FF

As Damian and Isabet converse, a massive ripple disturbs the black, fetid water.

Then another.

And then the surface EXPLODES upward.

A towering, ridged back breaches the water like a ship’s hull rising from the deep. Sludge and gore cascade off thick, moss-slathered scales as Old Leatherback erupts from the cistern’s heart. He is enormous, easily the length of a wagon train and twice as heavy. His crocodilian form grotesquely overgrown, with barnacle-like lumps trailing his tail and algae clinging to the folds around his gnarled limbs.

With a grinding, thunderous ROAR, the beast throws open his jaws, wide enough to snap multiple grown men in half, thrashes toward the walkway. The old creature blinks once, slowly, one milky yellow eye rising above the waters surface and fixing on you.

He’s not hunting.

He’s waiting.

He’s hungry and he doesn't appear to have a lot of patience.


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TG1 | FF

The otyughs care not if you take planks from nearby. Gathering some pieces for supplies, you bid Grimetongue farewell and continue on down the passage.

A shorwhile later, the tunnel opens up as the flow of waste cascades from four different directions into this partially filled circular cistern. A walkway forms a quarter arc, connecting the west passage to another that runs north. Opposite this passage, a separate walkway joins the east and south passages. Heaps of discarded wood lie upon both walkways, piling up against the sewer walls. From all of the planks disassembled on both sides of the walkway and from what Grimetongue told you, you surmise that the connection between the northwest and southeast platforms must be the missing connector bridge that the Seal Breakers disassemble after use.

The path that Grimetongue outlines requires you to get to the other side somehow. It's 35'/40' across the water to the other side.

The roar of falling fluids echoes loudly throughout the cistern and you need to raise your voices to talk overtop of the water.


TG1 | FF

Kadosh surmises that these creatures are Venxus's Chosen, a group of dragonkin monks. They have a fire weakness (5) and are resistant to cold damage (5).

Forgot to mention that these halls are greater difficult terrain and uneven ground (Balance DC25). Any creature knocked prone in these halls slides 10 feet downhill (away from enemy) and another 10 feet for each round it remains prone.


TG1 | FF

As the battle at Hearth reaches its climax, Strongjaw unleashes a jolt of lightning that rips through the smoke and strikes Azi squarely in the chest, drawing a startled scream from the necromancer.

Valda, undeterred by the razor-edged bone shards slicing into her, channels her radiance into a flowing spirit strike that flashes with divine power and drives deep into Azi’s heart, felling the final lieutenant of Ashen Swale!

Cheers erupt from the gathered villagers and rebels as Azi crumples at the gates of Venexus’s domain. Soulsinger Kotasi rushes forward through the carnage with others in tow, mending the Broken Tusks wounds. There is no turning back," he urges. "Go. Now-into the ice!"

Throwing open the gate, you climb a stair of glistening stone and frost. The earth gives way to frozen stairs that lead into the maw of Venexus’s palace. Walls of translucent blue ice catch the dawn light and scatter it into prismatic colors, painting the tunnel with spectral hues. Intricate carvings once depicting Sutaki legends now weep slowly, distorted and melting.

At the far end of the antechamber, the path widens into an oval-shaped hall where three draconic figures stand guard-Venexus’s chosen. Their bodies ripple with cold-dragon blood: pale white scales, slit-pupiled eyes, and long muscular tails twitch in anticipation. Each bears a fighter’s stance and a fanatic’s fury.

In unison, they speak:"Surrender yourself to Venexus’s mercy. Pray that she forgives you... as you die."

Kadosh and Strongjaw are up first!

GM:

Valda: 1d20 + 4 ⇒ (1) + 4 = 5
Hakata: 1d20 + 7 ⇒ (9) + 7 = 16
Strong Jaw: 1d20 + 2 ⇒ (18) + 2 = 20
Veshka: 1d20 + 5 ⇒ (5) + 5 = 10
Kadosh: 1d20 + 5 ⇒ (16) + 5 = 21
Baddies: 1d20 + 14 ⇒ (5) + 14 = 19


TG1 | FF

Catamoch keeps up the pressure, goring into Azi once again with savage tusks while Veshka calls down another crackling bolt of electricity. The necromancer twists away mid-spell, avoiding the worst of the blast but still taking a scorching hit.

Strongjaw continues to channel healing through the group while Tanngrisnir charges in to flank the giant alongside Kadosh.

Seizing the opportunity, Kadosh brings his axe down in a pair of brutal strikes. Bone cracks and splinters under the assault, and the undead giant finally collapses in a heap at his feet.

Hakata draws and releases in a fluid motion, his arrow slicing through the chaos and striking Azi squarely after conjuring a veil of protective spirits around his allies.

Valda closes in and delivers a punishing critical blow, her spirit-charged blade carving deep into Azi’s side. The necromancer staggers, barely holding herself together-her dark magic has stolen enough life to keep her standing, but even that won’t last much longer.

Reeling from the onslaught, Azi stumbles backward until her spine hits the gate behind her. Snarling, she slams her staff into the ground and roars, "YOU... CANNOT... PASS!" With a pulse of foul magic, a deadly spray of jagged bone shards erupts outward, lashing toward Catamoch and Valda. Reflex DC27: 2d10 ⇒ (1, 4) = 5 + 1 persistent bleed..

Only near-dead Azi left! Party up!

GM:

DC24R: 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 31
DC24R: 1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 32


TG1 | FF

As the necromancer casts its spells on Catamoch, the boar retaliates and injures her in the process.

Catamoch tries to shred Azi with his tusks again, but this time she is ready and dodges them. As Veshka tries to steal back some of the life force, she protects herself from the spell and manages to avoid the summoner's attack. Crit success.

Valda continues to rip the giant apart with her flowing strikes and Hakata brings it to the ground with his spell and damages both of the other two creatures, landing his first shot on Azi.

Strong jaw lashes out at the lieutenant with another bolt of lightning, but once more she is prepared and dodges this attack as well. Crit success. She's on a roll!

Kadosh finds his rhymtm and lands both of his strikes on the remaining giant.

Switching to its glaive, the giant tries to cut Kadosh down, but the thaumaturge is too elusive and manages to dodge all three strikes. Man these giants are pathetic!

Azi has had enough of Veshka and reaches her hand out towards her as she growls, clasping it shut as if grabbing her. Pain wracks Veshka's body as if Azi was grabbing her spine itself. Damage Veshak B DC27F: 3d8 ⇒ (7, 8, 4) = 19 Worse yet, she feels her body begin to move towards the frozen waters adjacent to her against her will, as if she's being forced to move into them!

She's using Boneshaker to move and drown her in the frigid waters north of her. DC27F and consult the spoiler below for outcomes!

Boneshaker DC27F:

Critical Success The target is unaffected.
Success The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall prone to avoid moving.
Failure The target takes full damage and is enfeebled 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving.
Critical Failure The target takes double damage and is enfeebled 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving.

Forced Movement:

When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Forced movement doesn't trigger reactions that are triggered by movement. Some common causes of forced movement include the Reposition and Shove actions of Athletics. In the rare cases where it's unclear whether your movement is voluntary or forced, the GM makes the determination.

If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy.

Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature.

Some abilities allow a creature to move while carrying another along with it. This is forced movement for the carried creature. Unless noted otherwise, they both move on the same path while this happens—the carrying creature can't drag its victim through dangers while avoiding them itself, for example.

Party up!

GM:

Will DC14: 1d20 + 9 ⇒ (4) + 9 = 13
Fort DC24: 1d20 + 16 ⇒ (18) + 16 = 34
Reflex DC26: 1d20 + 17 ⇒ (19) + 17 = 36
Fort DC26: 1d20 + 16 ⇒ (4) + 16 = 20
Fort DC26: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Fort DC26: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
Attack Kadosh: 1d20 + 14 - 1 ⇒ (9) + 14 - 1 = 22
Attack Kadosh: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19
Attack Kadosh: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19

b: 56
A: 30 S1


TG1 | FF

Valda hits the giant next to her both times, dealing significant damage to it even though it's resistant to her attack. Luckily her flowing spirit strike makes the most of the situation.

Hakata lines up a two shots on the necromancer, missing the first but landing the second!

StronJaw's lightning burst out of the cloudy sky and catches Azi completely unaware (Crit fail)!

KAdosh recalls some useful facts about the giant and delivers a blow that doesn't seem to be resisted.

Catamoch rushes forward and buries his tusks into Azi, gouging her but unable to grab a hold of her.

The giant near Valda and Hakata takes two broad swipe with its glaive, swinging at them both, but missing both times. It takes a third, ineffective swing and misses as well.

Kadosh's giant tries to gouge him with its horsn, but misses all three attempts.

On the far side of the battlefield in front of the gate, Azi closes her hand and pulls life away from Catamoch into herself. Void Damage DC28 F: 3d4 ⇒ (3, 3, 3) = 9. Some of her wounds close in the process of stealing his life, equal to whatever the outcome of damage he takes is.

What happens next is even worse though as the boar's blood spills out of him into her body, she laughs maniacally as her wounds heal and she grows stronger once again. Void Damage DC28 F: 6d6 ⇒ (4, 3, 4, 3, 3, 6) = 23. Some of her wounds close in the process of stealing his life, equal to whatever the outcome of damage he takes is.

Party up!

GM:

M: 42
b: 15
A: 42 (check damage to catamoch for heal)
Reflex DC26: 1d20 + 17 ⇒ (1) + 17 = 18
Glaive: 1d20 + 14 ⇒ (7) + 14 = 21
Glaive: 1d20 + 14 ⇒ (2) + 14 = 16
Glaive: 1d20 + 9 ⇒ (5) + 9 = 14
Horns: 1d20 + 14 ⇒ (4) + 14 = 18
Horns: 1d20 + 10 ⇒ (11) + 10 = 21
Horns: 1d20 + 6 ⇒ (13) + 6 = 19
Will DC24: 1d20 + 9 ⇒ (8) + 9 = 17


TG1 | FF

A pale sun rises over the drowned village of Lyuba and the morning air hangs heavy with frost and anticipation. You are gathered outsided Ashen Swale's compound, surrounded by Blood Owls, villagers, and Sutaki rebels. A makeshift army ready to find freedom.

A dozen beheaded are impaled on 10-foot-tall spikes in a haphazard grid that fills the Lyuba village square seemingly embolden the troops. Kezaku and Epaku move between the ranks, slapping backs and grabbing shoulders to bolster morale. Standing before you is Ashen Swale’s
compound, which is surrounded by a 20-foot-tall log fence.

The assault begins.

As the rebels surge into Howling Square, chants and war cries pierce the damp air. Bone warriors clash with villagers in the streets as the you push forward, driving through the chaos to the gates of Ashen Swale’s compound. There, monstrous carrion golems await, grotesque parodies of the gods the Sutaki once revered. Their hideous forms charge forward: a ferret with too many legs, a moose blooming with rotting flowers, a twin-headed vulture bear. Behind them, the towering gates stand closed, guarding the path to the dragon’s frozen stronghold.

Bit by bit, the gates are cleared until the final golem falls in ruin, and the way forward lies open.

Through the shattered threshold of Ashen Swale’s compound, battle still rages. Sutaki rebels flood the yard, freeing prisoners and driving back cultists. But standing defiantly between the uprising and the path to Venexus’s icy palace is Lieutenant Azi, bone staff raised high, her face a cold mask of zealotry. Beside her, two massive skeletal giants close ranks, glaives gleaming in the sickly light.

"You’ve made it far," Azi calls, her voice sharp as splintered bone. "But here, at the feet of the divine, your journey ends."

She slams her staff into the earth and the last stand begins.

The two large giants rush forward on opposite sides of the spikes in a furious charge, slamming their horns into the front line of the scouts. Kadosh manages to dodge his attack, but the other gets a hold of Valda Damage P: 1d10 + 7 ⇒ (10) + 7 = 17

Both swing their glaives at their targets, but miss those subsequent attacks.

The necromancer starts an encantation that causes whispers of the void to swirl around the party! The words take form, beginning to weaken the party. Everyone but Hakata needs a DC28 Fort save.

Fort DC28:

Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent void damage.
Failure The creature takes 4d8 persistent void damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent void damage and becomes drained 2 and doomed 1.

Party is up!

GM:

Valda: 1d20 + 4 ⇒ (6) + 4 = 10
Hakata: 1d20 + 7 ⇒ (4) + 7 = 11
Strong Jaw: 1d20 + 2 ⇒ (20) + 2 = 22
Veshka: 1d20 + 5 ⇒ (5) + 5 = 10
Kadosh: 1d20 + 5 ⇒ (6) + 5 = 11
Baddies: 1d20 + 7 ⇒ (15) + 7 = 22
Baddies: 1d20 + 19 ⇒ (15) + 19 = 34

Charge: 1d20 + 14 ⇒ (9) + 14 = 23
Charge: 1d20 + 14 ⇒ (15) + 14 = 29
Glaive: 1d20 + 9 ⇒ (12) + 9 = 21
Glaive: 1d20 + 9 ⇒ (12) + 9 = 21


TG1 | FF

The Hearth roars to life from the cries of victory. As Lieutenant Desiak falls to his knees, battered by Catamoch's tusks and Kadosh's axe, Valda’s sword flashed through the air in a final radiant arc. Desiak lets out a guttural snarl, staggered, and crumples to the floor alongside the necrohusk, dead at last!!! A stunned silence filled the Hearth before erupting into cheers as Blood Owl sympathizers stand from their seats, weapons raised high.

The scouts stood triumphant, battered but unbroken. Tonight, the tyrant’s grip on Lyuba had been shattered!

At dawn, the uprising will begin.

The Blood Owls, villagers, and the Broken Tusks will gather in the mists and march to Ashen Swale’s compound. Before the march, Kezaku and Epaku bestow gifts upon you, expressing their thanks.

Kezaku and Epaku gift the party one moderate quickmelt slick each, one moderate winterstep elixir each, one moderate mud bomb, and one moderate pernicious spore bomb.

I think this is a good opportunity to try and make up for the loot deficit. Let's say that they also give each of you an item of your choice level 7 or below.

And it might be a little early, but ...

When all others knelt in fear, the Broken Tusks stood tall. They earned loyalty not through conquest, but through compassion and strength, stitching broken lives back together in the darkness. They mended broken spirits, fed the starving, and earned the trust of a people too long oppressed. Beneath the endless stars of the Blood Owls' hidden refuge, they forged new alliances and plotted the first sparks of rebellion.

Their blades struck down the corrupted and their words lit a fire of rebellion among the Sutaki. Through mud-choked streets and smoke-filled taverns, the Broken Tusk scouts carved a path of hope through Lyuba’s despair. With Desiak’s blood still fresh on their blades and the fire of revolution burning in their hearts, they now rise stronger, sharper, and more determined than ever — ready to cast down the tyrants of this dying valley and seize the future that waits beyond the glacial walls.

Welcome to level eight!


TG1 | FF

Healing warmth floods the battlefield, closing many of the parties numerous wounds (and burns)!

Desiak completely dodges

Catamoch can see the husk is close to being taken down and slams his tusk into the undead monstrosity, taking it down and out of the fight.

Hakata continues to struggle to find purchase with his arrows, both shots flying high.

Valda lands her single strike on Desiak after a bit of healing.

Desiak had been waiting for Kadosh to take his feet once he saw the healing wash over his enemies. As the half-orc rises, Desiak thrusts his bonespur to finish the creature once and for all. As Kadosh moves, his bell rings out distractedly and the bone spur only scrapes the warrior's shoulder as he ducks under the attack. Once on his feet, Kadosh swings but barely misses.

Frustrated with his miss on Kadosh, Desiak growls and quickly whirl toward the radiant one, surprising her as he rakes her with his claws and buries his bonespur deep into her chest, the second strike critically wounding her.

Damage Valda: 2d10 + 6 ⇒ (7, 6) + 6 = 19
Crit Damage Valda: 4d8 + 12 ⇒ (1, 5, 3, 8) + 12 = 29

GM:

DC25: 1d20 + 20 ⇒ (17) + 20 = 37
Bell DC22: 1d20 + 20 ⇒ (3) + 20 = 23
AOO AC23: 1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (14) + 20 = 34
1d20 + 20 ⇒ (20) + 20 = 40

D: 51

Party up!


TG1 | FF

Sura? Dredd?

If we can keep four, we can keep moving.


TG1 | FF

Valda lands her first flowing-spirit strikes, just missing with her second, instilling fear into the husk! Catamoch moves into flanking with Valda also delivers a solid blow from his tusks on the husk. When Catamoch misses his second attack, the husk reacts quickly and steps out of flanking position and into flanking position with Desiak!

Hakata is unable to find a clear shot on Desiak, his allies constantly move in and out of his line of sight.

Both Strong Jaw and Kadosh try to intimidate Desiak, but is a trained warrior and easily deflects their glares.

Both of Kadosh's swings fall short, missing the lieutenant.

Stong Jaw's fireball explodes in the area of the skirmish, engulfing the melee combatants. I assume allies are needing to make that save as well? The husk dodges the effects entirely, while Desiak avoids the worst of the blast.

The nusk strikes first. Flanking with Desiak, the creature bites and then kicks the boar god. Damage Piercing+Poison: 2d6 + 5 + 1d6 ⇒ (4, 1) + 5 + (3) = 13 Damage: 2d4 + 5 ⇒ (4, 1) + 5 = 10

Desiak is focused on Kadosh and strikes out with his claws and bonespur, hitting the thaumaturge twice. Kadosh's bell rings out, but doesn't seem to bother the lieutenant. The strength and brutality of Desiak are on full display as he criticallly strikes him with both attacks.Kadosh Damage Piercing+Negative: 4d10 + 12 + 2d10 ⇒ (6, 7, 1, 7) + 12 + (5, 1) = 39 and Kadosh Damage Slashing: 4d8 + 12 ⇒ (8, 2, 2, 3) + 12 = 27

As Kadosh's body is shredded and torn apart, Desiak laughs heartily as his bonespur which is buried deeply in Kadosh's chest seems to drain the half-orcs vitality and transfer to his own. He heals from the attack.

Party up! Don't forget your friendly fireball save.

GM:

Will DC23: 1d20 + 12 ⇒ (6) + 12 = 18
Will DC25: 1d20 + 18 ⇒ (13) + 18 = 31
Reflex DC25: 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
Reflex DC25: 1d20 + 15 ⇒ (10) + 15 = 25
Attack: 1d20 + 20 ⇒ (15) + 20 = 35
Attack: 1d20 + 20 ⇒ (20) + 20 = 40
Attack: 1d20 + 10 ⇒ (10) + 10 = 20

Attack: 1d20 + 15 - 1 + 2 ⇒ (15) + 15 - 1 + 2 = 31
Attack: 1d20 + 11 - 1 + 2 ⇒ (7) + 11 - 1 + 2 = 19
Attack: 1d20 + 7 - 1 + 2 ⇒ (16) + 7 - 1 + 2 = 24

Will DC22: 1d20 + 18 ⇒ (7) + 18 = 25
H:73 S1F1
D: 35


TG1 | FF

Hello all! In January I had some challenges with work arose that have changed my free time allocation earlier this year and my ability to post on the forums was impacted.

I'm attempting to slowly make my way back into some of my games. Can we do a status check to see if people are still present and ready to continue?


TG1 | FF

Strong Jaw launches his ice hex at both of his enemies. Desiak sidesteps it entirely and the husk manages to avoid the bulk of it.

Hakata fires two shots from his longbow towards Desiak, but the warrior spins abruptly and both shots fly past him.

Valda charges around brandishing her blade, but her display is less than impressive and causes Desiak to smirk and respond "Is that the best you've got?"

Kadosh finally delivers a blow that break the lieutenant's defenses! He axe tears open a vicious wound on Desiak. Nice hit! No weakness on the LT. Not a crit, this guy has some high defense.

Veshka's wrath affects the husk more than it does Desiak, but both of them suffer.

Desiak strikes at Valda once with his bone spur and once with his claw, hitting both times. Kadosh rings his bell to try and disrupt the lieutenant, but the warrior is focuses and ignores it. Afterwards, he spins back towards Kadosh, stepping over closer to him.

Valda Bonespur Damage P+N: 2d10 + 6 + 1d10 ⇒ (7, 2) + 6 + (7) = 22 20 piercing, 2 Negative.
Valda Claw Damage S: 2d8 + 6 ⇒ (6, 1) + 6 = 13

The necrohusk frenzies on Valda, slashing repeatedly at her again and again with its legs. Valda successfully protects herself from all three strikes!

Party up!

GM:

H:27 S1
D: 42

Reflex DC25: 1d20 + 18 ⇒ (17) + 18 = 35
Reflex DC25: 1d20 + 15 ⇒ (18) + 15 = 33
Will DC23: 1d20 + 18 ⇒ (16) + 18 = 34
Fort DC23: 1d20 + 16 ⇒ (8) + 16 = 24
Fort DC23: 1d20 + 10 ⇒ (8) + 10 = 18
Attack DC25: 1d20 + 20 ⇒ (12) + 20 = 32
Attack DC25: 1d20 + 20 ⇒ (13) + 20 = 33
Bell DC25: 1d20 + 13 ⇒ (18) + 13 = 31
Attack DC25: 1d20 + 15 - 1 ⇒ (1) + 15 - 1 = 15
Attack DC25: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Attack DC25: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20


TG1 | FF

The intent was to handle the dragon "behind the scenes, assuming you lure it away" and deal with Desiak first.

The Hearth is thick with tension as the scouts take their places among the flickering firelight. A roaring blaze crackles in the central pit, casting long shadows over the packed earthen walls. Villagers—Blood Owl sympathizers in disguise—sit quietly around the flame, their gazes calm but watchful.

Iluin stands behind the long counter, her expression unreadable. Hefet tends to a simmering pot nearby, while Dodani moves through the room with practiced ease, whispering reassurances.

The scouts wait near the entrance. Every creak and shuffle outside draws their attention—until the door groans open and a monstrous figure fills the threshold.

Lieutenant Desiak enters with a lumbering gait, his warped body twisted by necromantic magic. Muscles bulge unnaturally beneath bone-studded flesh, white ritual paint glowing faintly across his skin. His jagged blade scrapes the floor as he steps forward, grinning with predatory delight. A necrohusk shambles behind him, eyes dim and soulless.

Good." Desiak growls, scanning the room. Plenty of meat on the bones tonight."

Iluin dips her head politely. "Lieutenant Desiak. Your usual seat is ready." They quickly move out of the area.

Her eyes flick to the scouts-then to the fire.

The signal has been given.

Party is up first! Two opponents: Desiak and the husk


TG1 | FF

You complete task after task for the Blood Owls and it seems like you are stuck here doing work to assist them for so long you nearly lose track of time and purpose!

Finally the tasks are complete and the Blood Owls wish to share the details of their plan with you. You have proven yourself and with less than two weeks remaining in the month of Lamashan, the have successfully obtained the support of many of the Sutaki.

You find yourselves once again gathered atop the stardust-bridged plateau of the Blood Owls’ pocket dimension, the dreamlike night sky above glimmers with countless constellations. Eokoe stands near the shifting central campfire. Around them, the Blood Owls form a solemn circle: Zedak, Iluin, Iesa, Dodani, Lahi, and the others. Faces grim, but resolved.

Eokoe raises a hand for silence and begins. "The stars have spoken. The time is now. The people believe in you! Because of your deeds, your courage, and the hope you’ve rekindled in Lyuba."

Zedak steps forward, a finger pointing to a simple map etched in the sand near the fire. "To end Swale’s reign, we must strike from within. But we cannot do so while Venexus watches from her frozen throne. She must be lured away... pperhaps by fire, or by sacrilege. Your allies can trigger this distraction in the outer valley."

Iluin continues, her voice low and intense, "While the dragon is gone, Swale's chief enforcer, Lieutenant Desiak, will dine at Hearth. He never misses a visit. That’s when we strike. My guests that night, every one of them, will be Blood Owl. There will be no collateral."

Dodani adds, "Once Desiak falls, we will rise in the shadows. Coordinated strikes across Lyuba. You choose who fights where, your allies are ready."

Eokoe turns to you "And then, with the dawn, the people will rise. We will storm the Howling Square and break the gates of Swale’s fortress. The stars show us a hard path, but a clear one."


TG1 | FF

Grimetongue lets out another deep, gurgling chuckle. "Old Leatherback. Big. Mean. Old." he says, as if that clears things up. "Clever. Sleeps beneath. Lurks. Waits. Bites."

One of the smaller otyughs lets out a wet, hacking sound, then croaks in broken Common, "Snap! Drag! Drown! Chew bones!" It flails its tentacles animatedly as if to demonstrate.

Grimetongue nods. "Black things break bridge. Make hard to pass. They use planks, then take away. No easy way across. Deep waters. Leatherback waits. Not always awake."


TG1 | FF

The smaller otyughs murmur amongst themselves, tentacles waving as if in discussion. One of them lets out a hacking sound, then gurgles, "Villains, yes. Black things. Take, hurt, break. We learn to hide!"

The larger creature Lola is conversing with moves its tentacles as its bulbous eyes narrow slightly as he considers her words. He gurgles and says "This is Grimtongue.", slapping a tentacle against itself before responding to her comment on scents. "Fixed scent. Yes, yes. You scent strange, but not bad. You not stink of them. This good."

"You need path." Grimetongue rumbles, slathering a tentacle and moving some debris around. "We show."

The otyugh turns and slaps its tentacle against the cavern wall, smearing a crude, dripping map of the sewers. "Path leads to Deep Door. But beware. You must pass Old Leatherback first."


TG1 | FF

The otyugh makes a gurgling noise, somewhere between a chuckle and the sloshing of viscous liquid. It twitches its tentacles, glancing between you all. "No fight. No fight." it wheezes. "Talk! Yes, yes, talk. Big things, black things, they come through. They take, they hurt. We stay away. We hide." Its tentacles wriggle animatedly as it gestures toward the deeper tunnels. "They take our kin! Drove them up, made them run. We not see them since."

The otyugh’s eyes gleam as it leans closer. "You fight black things?" it asks, its tone laced with both curiosity and caution.


TG1 | FF

Poke Sura & Madaxa.


TG1 | FF

Veshka and Catamoch successfully track and rescue Olohe from the swamp, returning the frightened boy unharmed.

Strongjaw volunteers to test Kezaku's latest creations, enduring water bomb pelting to earn a reward.

Valda and Hakata team up to secure fresh food for the trading post, bringing back a bountiful haul.

Meanwhile, Kadosh gains Nasanu’s permission to collect lagofir oil but struggles with the task, spending nearly the entire day with little to show but bruised hands.

The next day, the party notes they will need to earn a little more reputation with the Blood Owls, so they set out trying to finish up some of the oustanding tasks again.

We need a few more reputation points to move on. Other than the sinking home, the options below are available to be completed more than once:

* Lagofir Oil Collection
* Provide Guidance To Villagers
* Fishing Or Tracking Food
* Sick Lagofir
(1) Sinking Home


TG1 | FF

Just because it's in the description doesn't mean you know what it is if you haven't made your check. I trust you not to use the information out of game if you haven't obtained it yet :)

Sura, Dredd, Madaxa are up!


TG1 | FF

Each knight had a +1 longsword, +1 full plate, +1 steel shield, 4 javelins, lesser talisman of danger sense, an of arrow protection, lesser talisman of danger sense, silver unholy symbol in the shape of a skull, wooden holy symbol in the shape of an upright rapier on a red field.

The party does not hear anyone approaching or sounds of an ambush ahead, so they presses forward into the sewers. The fetid air grows thicker, and the faint sound of trickling water accompanies their footsteps. After a few minutes of weaving through narrow passages, the party rounds a bend to find the walkway ahead terminating at a precarious, ramshackle wooden bridge that spans a slow-moving trough of putrid wastewater.

On the far side of the bridge, the dim light from Feena’s conjured orbs illuminates a partially collapsed wall, beyond which lies a cavernous chamber. The pungent stench of decay emanates from the cave, stronger than anything they’ve encountered so far. Atop the rubble, the twisted body of a Seal-Breaker knight sprawls in a macabre display. His blackened armor is barely recognizable beneath the filth, and his limbs are contorted unnaturally, as though crushed by immense force.

The party takes in the grim scene as they cross the unsteady bridge, its warped planks creaking ominously underfoot. The cave beyond reveals itself in full-a cavernous space with a 15-foot-high ceiling, its southeast corner dominated by a grotesque heap of garbage and sewage that towers to the ceiling. The acrid stench here is nearly overwhelming, threatening to turn even the strongest stomach.

Everyone must make a DC20 Fort save due to the horrific odor in this area. Failure will make you sickened as long as you are here and ten minutes after you leave. A new check is required every minute you are here.

Suddenly, from the mound of refuse, a grotesque voice hisses, "Talk, talk!" as an otyugh emerges cautiously, its three tentacles raised high in a gesture of non-aggression. Its lumpy, bulbous body shifts in the dim light, and its grotesque eyes swivel toward you. The creature’s gravelly voice croaks again, "No fight! No fight! Speak, speak!"


TG1 | FF

Madaxa waits until everyone is in place and then opens the door.

The stench from over-full chamber pots is overpowering in this vast, dusty chamber. The remains of archery targetspractice dummies, and wooden training posts lie sprawled around the room—it appears that components taken from these old furnishings have been used to build a few rickety-looking beds to the north. A feeble oil lamp glows from the center of the room, perched on an old sawhorse. The only exit is the door you opened.

A lean, sleek dog with overlarge ears and narrow paws turns to face you as you open the door. Not recognizing you, it howls an unearthly, ear-piercing screech.

Any non-fiend creature that hears the howl must succeed at a DC 20 Will save or become frightened 1. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and fleeing for 1d4 rounds (or until it recovers from its frightened condition).

Party up!

GM:

Init: Zarzuket: 1d20 + 7 ⇒ (12) + 7 = 19
Init: Dredd: 1d20 + 6 ⇒ (8) + 6 = 14
Init: Krachxton: 1d20 + 5 ⇒ (7) + 5 = 12
Init: Madaxa: 1d20 + 5 ⇒ (3) + 5 = 8
Init: Sura: 1d20 + 5 ⇒ (7) + 5 = 12
Init: Baddies: 1d20 + 5 ⇒ (17) + 5 = 22


TG1 | FF

The party is quite convincing and the Blood Owls detail the following deeds they need assistance with:

Sick Lagofir:

One of Nasanu’s domesticated lagofirs is ill. Nursing it back to health requires a successful DC 20 Medicine check and 2 days of effort.

Test Volunteer:

Kezaku needs a group of volunteers to test her newest creations. Each character is pelted by a lesser and moderate water bomb, then gifted a moderate water bomb for volunteering.

Lagofir Oil Collection:

Epaku is out of lagofir oil. Collecting enough oil from the lagofirs in area C1 requires Nasanu’s permission (attainable with a DC 21 Diplomacy check or a bribe worth at least 10 gp), a successful DC 22 Nature check, and 3 hours of work.

Provide Guidance To Villagers:

Many villagers come to the observatory for comfort and advice. Offering these villagers guidance requires 1 day of work and a successful DC 23 Diplomacy check.

Fishing Or Tracking Food:

The trading post is running out of food. For the PCs to acquire enough fresh fish to restock, they must succeed at a DC 21 Fishing Lore or Survival check.

Lost Brother:

C8: Vayku’s little brother, Olohe, got lost in the swamp outside Lyuba. Finding him requires a successful DC 23 Perception or Survival check and 4 hours of effort.

Sinking Home:

An elder’s home is sinking into the swamp. Stabilizing the foundations requires a successful DC 23 Crafting or Engineering Lore check.


TG1 | FF

Before moving north, Zarzuket convinces the group to sweep the south.

The first room they come to is a refuse pile. Heaps of ruined furniture and skeletal remains cover most of the floor. Not much seems of use here, so you swing around to the room to the south of this and find a room with multiple stone toilets, but the ancient magic that once kept them clean and fresh has long ago failed and the odors here are not pleasent.

I updated the map with your options, let me know where to next.


TG1 | FF

Thankful for the scouts help, the party continues to impress their wit and skill upon the Sutaki.

Eokoe explains to you that the Blood Owls are a burgeoning rebel group that plan to overthrow Ashen Swale and escape Lost Mammoth Valley. Sutaki consider rebellion, changes in leadership, and great calamities a part of the natural cycle. A rebellion is the death of a previous reign and the birth of another. The Blood Owls seek not "rebellion" but to see their people reborn, or "birthed again."

That evening, under the surreal starlit sky of the Blood Owl base, the scouts meet the rebel leaders, exchanging stories. After introductions, the party is questioned by the Blood Owls about their motives and goals. Eokoe, the seer, declares the scouts vital to the Sutaki’s rebirth, foreseeing their deeds as uniting the people against Ashen Swale.

With the support of the people, the Blood Owls and the party can reclaim Lyuba, then move against Ashen Swale. To that end, Eokoe gives the party a deed—a minor way the party can earn the support of the villagers.

During the meeting, each character in the party can attempt to impress the Blood Owls with a DC 23 Deception, Diplomacy, Intimidation, Performance, or relevant Lore check. Each character can attempt one check. For each success, the Blood Owls share one additional deed the party can undertake, or two on a critical success.


TG1 | FF

The scouts step through the stone doorway into the Blood Owls extradimensional sanctuary and find themselves standing on the edge of a dream. Towering mountain peaks rise impossibly high from a vast ocean of shadowy darkness, their jagged silhouettes glistening under a sky alive with thousands of stars. The constellations above seem to pulse with an ethereal light, casting an otherworldly glow over the entire space.

Bridges of shimmering stardust stretch between the mountaintops, weightless yet solid beneath their feet, leading to smaller peaks equipped with makeshift workstations and humble sleeping pallets. At the center of this breathtaking expanse stands the largest peak, crowned by a wide, circular plateau.

As you take in the scene, a figure steps forward from the nearest mountaintop. Eokoe, their features illuminated by the starlight, raises a hand in greeting. "Welcome to our sanctuary, it is good to see you again my friends. The others have yet to arrive, but for now, rest. You are safe here."

Nearby, the scouts notice another familiar face. Onak, the skilled hunter you once met in the Calamity Caves, begins to spar with Zedak. At the edge of another mountaintop, a woman with a scholarly air, Iesa, charts the stars on a stretched hide, the constellations above reflected in her thoughtful expression. A character who wants to aid her can attempt a DC 23 Nature or AstronomyLore check.

And on a smaller peak, two children, Fela and Awa, dawdle on the edge of a cliff, their laughter echoing faintly in the starlit expanse.
A character can tire the children out by playing a rowdy game with them with a successful DC 23 Acrobatics or Athletics check, or they can entertain the children with a successful DC 23 Performance check. I


TG1 | FF

It's apparent to Zarzuket that they were performing a planar binding ritual here, but the reason why is beyond his knowledge.

Madaxa finds the door to the south unlocked and opening into a previously explored corridor. The door to the north opens into another winding corridor as well, with doors west, north and south before emptying into another larger chamber about 50' to the east.
For options. Doors West, North, South, and a room to the East


TG1 | FF

Sister Isabet provides some empowered healing to Kendren to keep the frontline warrior on his feet.

Lola switches weapons and makes a hasty attack that misses the unholy knight.

Coral is more productive however, landing both of her attacks on the purple-clad knight and taking him to the ground.

Both of Feena's rays badly scorch the remaining warrior and one of Damian's arrows embeds itself through the knights armor into his right shoulder.

Kendren tries to finish him off with two powerful blows, but can't seem to land a strike against the armored enemy.

The blackened-plate knight puts everything he has into his final two swings against Kendren, landing one before staggering forward and collapsing from his wounds.

Kendren Damage: 1d8 + 5 + 16 - 1 ⇒ (6) + 5 + 16 - 1 = 26

Out of initaitive. He had only a few HP left, he was a gonner this round.

GM:

1d20 + 14 + 3 - 1 ⇒ (16) + 14 + 3 - 1 = 32
1d20 + 9 + 3 - 1 ⇒ (6) + 9 + 3 - 1 = 17


TG1 | FF

Zarzuket recognized the larva as an abyssal petitioner.

Zarzuket:
When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams.


TG1 | FF

Eventually you arrive at the back of the observatory where Zedak gestures for the group to pause. Once clear, he pushes open a concealed door hidden in the structure’s stonework. "This way." he whispers as he leads you through narrow, dimly lit tunnels until you come to a stone door riddled with small, glowing divots.

"Here. Help me arrange these pebbles to match."

He holds up his a sigil, which you assume is a Blood Owl sigil, flipping it to reveal a series of dots carved into the back. "These match the constellation Atakal, the cave of Fandarra, Mother of All." Zedak explains, sensing your confusion. "She birthed not only our people but also the deities who once guided us. Atakal is a symbol of rebirth and new life-something my people desperately need."

As you arrange the glowing pebbles to match the sigil, the heavy stone door grinds open to reveal a breathtaking sight. Beyond is not a supply room, but a surreal, dreamlike world. Towering mountain peaks piercing an infinite darkness, connected by ethereal bridges made of stardust. The heavens are alive with stars, more brilliant and numerous than any the scouts have seen, their light reflecting on a central plateau. Zedak steps aside, gesturing for you to enter. "Welcome to the refuge of the Blood Owls."


TG1 | FF

While Otehak handles the cleanup of the fallen undead, Zedak leads you away on a cautious journey through the shadowy underbelly of Lyuba, navigating swampy waters, abandoned buildings, and hidden paths to avoid detection. He calls for stealth multiple times to remain unnoticed, pointing out necromancers astride a skeletal woolly rhino once and bone a roving band of bone warriors another time.

Zedak glances back at Hakata, his expression serious but tinged with urgency. "To a safe place, away from prying eyes and the reach of Ashen Swale’s minions. You’ve earned the right to meet others who share your goals."

He gestures for the group to follow, his tone low and cautious. "Stay close and keep quiet. We’ll have to move carefully. This path isn’t without its dangers, and the fewer eyes on us, the better."


TG1 | FF

The Broken Tusk scouts once again prevail in combat, dispatching the executioner first and felling the remaining bone warriors in rapid succession afterwards.

After the last enemy falls, the three Sutaki hidden behind the crate emerge and introduce themselves as Hearth, Zedak and Otehak. Zedak introduces himself as a member of the Blood Owls and reveals he was sent to escort them to safety.

"We must act quickly." Zekda says, instructing you to follow him.

"Otehak. Get rid of the bodies before it is noticed." he instructs before turning back to you.


TG1 | FF

That was a very long round! Let's see if we can pick the pace back up!

In an overwhelming display of force, the party eradicates the three threats in the room. The skirmish is over in a matter of seconds, leaving the party to look over room with the glowing sihedron.

About a minute after the battle concludes, the glowing star fades out, going inert, as the ritual has been disrupted.

Closed doors go both north and south from this room. A quick check of the southern door reveals a hallway you traversed earlier.


TG1 | FF

Catamoch's first tusk glances off a shield and misses, his second attack however, it punctures the shield and shatters the bones of the creature beyond, ending it.

Strongjaw casts a spell of fear which causes nearly the entire enemy force to quiver in fear, and one of the bonewarriors to start to flee. Valda may take an aoo against Pink.

Polar-kata rakes the executioner with its mighty claws and Kadosh lands a blow with his mace. Valda follows up with her own nasty strike, but the executioner still stands!

Will hold on Valda's fear since he's already feared by SJ.

He targets the animist twice, shrugs off Kadosh's bell and swings his tremendous weapon into the polar bear and tearing open another wound.

Damage S Polar-kata, marked for death: 1d12 + 9 + 12 ⇒ (6) + 9 + 12 = 27

Two bone warriors land a single attack as well before raising their shields again, one against Catamoch and another against Hakata.

Catamoch Damage S: 1d8 + 6 ⇒ (7) + 6 = 13
Hakata Damage S: 1d8 + 6 ⇒ (8) + 6 = 14

Scouts up!

GM:

DC25: 1d20 + 14 ⇒ (2) + 14 = 16
DC25: 1d20 + 14 ⇒ (1) + 14 = 15
DC25: 1d20 + 14 ⇒ (9) + 14 = 23
DC25: 1d20 + 7 ⇒ (14) + 7 = 21
A: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
A: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
A: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
A: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
A: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
A: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
DC22: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24

P: F3
B: 30, F2
R: 79, F2
W: 31, F2
Y: -


TG1 | FF

Happy new year. Poke Dredd.


TG1 | FF

Happy new year! Kendren is up!


TG1 | FF

Hakata's fireball explodes all over the enemies, catching two of them completely offguard.

Catamoch's tusk catches the bone warrior before they can raise their shield and his tusk shatters some of the undead's ribs.

With a sudden surge, the five foes charge forward towards you and attack! 1 bone warrior attacks Valda, Hakata and two attack Catamoch. Both warriors land their blows on the boar god, but neither the strike on Hakata or Valda land.

Damage Catamoch: 1d8 + 6 + 1d8 + 6 ⇒ (4) + 6 + (3) + 6 = 19

The execution singles out Hakata and marks him for death. Striding forward, he swings his massive greataxe at the animist and deals a massive critical blow.

Damage Hakata: 1d12 + 9 + 1d12 ⇒ (5) + 9 + (2) = 16 x2 for crit for 32 damage.

Party up!

GM:

1d20 + 12 ⇒ (8) + 12 = 20 F
1d20 + 11 ⇒ (14) + 11 = 25 S
1d20 + 11 ⇒ (8) + 11 = 19 F
1d20 + 11 ⇒ (16) + 11 = 27 S

1d20 + 16 ⇒ (19) + 16 = 35
1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 14 ⇒ (16) + 14 = 30
1d20 + 14 ⇒ (13) + 14 = 27

P: x
B: 30
R: 15
W: 31
Y: 30


TG1 | FF

Oh no, hope you feel better soon.

I agree, I wish they had a darkmode.


TG1 | FF

Damian's words ring out in the sewer, but the sparkly enemy knights pay no mind to him as his arrows sail past them. Both knights advance, swinging their blades at the fortified wall of Coral and Kendren. Coral manages to avoid both attacks, but both attacks land on Kendren.

Kendren Damage: 1d8 + 5 + 16 - 1 ⇒ (6) + 5 + 16 - 1 = 26
Kendren Damage: 1d8 + 5 + 8 - 1 ⇒ (1) + 5 + 8 - 1 = 13

Party up!

GM:

1d20 + 14 + 3 - 1 ⇒ (14) + 14 + 3 - 1 = 30
1d20 + 9 + 3 - 1 ⇒ (18) + 9 + 3 - 1 = 29
1d20 + 14 + 3 - 1 ⇒ (11) + 14 + 3 - 1 = 27
1d20 + 9 + 3 - 1 ⇒ (13) + 9 + 3 - 1 = 24


TG1 | FF

The Executioner scowls in frustration at your defiance. His voice rasps with menace as he grips his massive greataxe tighter and orders "So be it! Kill them all!"

Hakata and Veshka can act before the enemies. We have a map.

GM:

Valda: 1d20 + 4 ⇒ (1) + 4 = 5
Hakata: 1d20 + 7 ⇒ (18) + 7 = 25
Strong Jaw: 1d20 + 2 ⇒ (18) + 2 = 20
Veshka: 1d20 + 5 ⇒ (16) + 5 = 21
Kadosh: 1d20 + 5 ⇒ (11) + 5 = 16
Baddies: 1d20 + 11 ⇒ (9) + 11 = 20


TG1 | FF

Happy holidays! Waiting on Edra and the other Leiko


TG1 | FF

Happy holidays! Still need a check-in from Sura and Dredd.

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