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Hey folks! Long-leg Greg invited me and I'm good to play. I played in and ran uh, dozens of games on the forums several years ago and have been absent until now. I'll whip up a PFS character tonight.
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Popping in to say I love you all and I'm so happy you're still kicking ass. Except for uh, Lena being probably dead. YOU CAN DO IT LENA KEEP ... DANCING
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Also I'm going to lurk. Mott, let me know if you need the campaign edited or for me to email the web team to hand off. I'm still here (clinging to my one PbP game) I just can't spare the damn time to run a high level game unfortunately.
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Thanks so much everyone <3 I love each of you more than the last. If I do get back into this it'll probably be play-by-discord as well as I find the platform is just a breeze compared to the life of forums. I'll add you, bigrin, since I'm actually on a couple of Pathfinder discords even if mostly idle since my Pathfinder isn't Pathfindering much right now for above reason.
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Hi everyone. So... I hate to do this. I really do. I do not have the capacity to run this game anymore. I had cut all my games down so I just had this left to go on and a promise to myself I would complete this AP because we're fairly close - but I just can't keep up a reliable posting rate. My life has become too busy and my responsibilities are only going to get more intense and overwhelming as the year has gone on. I've had to cancel the two in-person games I run as well and just can't keep up with the hobby rn. I need to call a retirement on these forums and I hate to say goodbye (at least for now) but also am so happy to have spent almost SEVEN YEARS with this group in one form or another. You're all fantastic players. Also a special S/O to Painlord - when you joined my game I thought a Paizo celebrity had stepped up because of how essential your PbP guides were to me becoming a decent GM on these boards. I'll try to hit a paizocon some day or maybe come back to run some games once my tenure with this gig is done. Thank you all and take care!
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Or, y'know, Wednesday. Sorry folks I am trying here. GM rolls:
Refl: 1d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (2) + 10 = 121d20 + 10 ⇒ (10) + 10 = 20 Whiskeyjack channels energy and Adder sucks in a breath, able to act again as Elena just has the world's worst panic attack in a corner with her chicken. FOOOM A fire snake zwoops around the room, followed by a pissed-off little halfling just blasting the bejeezus out of the revenants. With a scream, they are all destroyed. We finish with Adder at -115, Bronin at -1, Whiskeyjack at -12, and half of you probably peed yourselves. End of Combat
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I did not because I am illiterate. GM Rolls:
Reflex: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (9) + 8 = 17 Claw!: 1d20 + 16 ⇒ (12) + 16 = 281d20 + 16 ⇒ (13) + 16 = 29 hh Claw!: 1d20 + 16 ⇒ (11) + 16 = 271d20 + 16 ⇒ (15) + 16 = 31 hh Claw!: 1d20 + 16 ⇒ (4) + 16 = 201d20 + 16 ⇒ (14) + 16 = 30 mh Claw!: 1d20 + 16 ⇒ (5) + 16 = 211d20 + 16 ⇒ (6) + 16 = 22 mm Damage: 1d8 + 9 ⇒ (8) + 9 = 171d8 + 9 ⇒ (4) + 9 = 131d8 + 9 ⇒ (4) + 9 = 131d8 + 9 ⇒ (1) + 9 = 101d8 + 9 ⇒ (1) + 9 = 10 The revenants move in after their shrieks, and Adder is clawed to the ground until prone and bleeding out. Bronin despite in a complete panic manages to avoid the attacks on him and WHiskeyjack gets lightly clawed but is generally okay. Wren and Bronin soon find they can act, although Elena is still scared out of her mind and Adder is now dying. Round Three:
Adder (-125) (cowering 2) (dying) --- Revenants: Green (-79)
Adder takes 72 damage, and is at -4 hp and dying! Everyone but Elena and Adder can act!
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I promise I will do an updated OOTS portraiture of the characters at some point! GM Rolls:
Cower: 1d4 ⇒ 31d4 ⇒ 11d4 ⇒ 11d4 ⇒ 2 Two thirds of the group are overcome with fear and are frozen in place, with Wren somehow cowering in mid-air in the way only a terrified multicolored elf-bird-lady-with-gross-teeth could. However, Whiskeyjack and Lena manage to fight through the fear! Whiskeyjack and Lena may take actions! The rest of you are unable to do anything but be scared until further notice.
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Good news I dunno wth I was doing but the charisma drain is NOT THERE. REPEAT NO CHARISMA DRAIN I WAS PROBABLY SMOKING BANANA PEELS AGAIN GM Rolls:
Will: 1d20 + 11 ⇒ (2) + 11 = 13 Will: 1d20 + 11 ⇒ (3) + 11 = 14 [dice=Shrieks] The group retaliates on the revenants with everyone slashing and blasting as best they can. One falls beneath the flurry. The revenants all then lean back, and let out horrifying, powerful shrieks into the dungeon. One after another, the horrible shrieks of vengeance and pain drill into your earballs. Round Two:
Adder (-72) (sickened)
Green (-57)
Everyone must make FIVE will saves vs fear, DC 18. If you fail even one you are cowering and can't do anything but be a scaredy-cat until further notice.
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GM Rolls:
Attack: 1d20 + 15 ⇒ (17) + 15 = 321d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (7) + 15 = 22 Whiskey 1 Attack: 1d20 + 15 ⇒ (12) + 15 = 271d20 + 15 ⇒ (1) + 15 = 161d20 + 15 ⇒ (12) + 15 = 27 Adder 2 Attack: 1d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (19) + 15 = 341d20 + 15 ⇒ (16) + 15 = 31 Adder 3 Attack: 1d20 + 15 ⇒ (8) + 15 = 231d20 + 15 ⇒ (17) + 15 = 321d20 + 15 ⇒ (15) + 15 = 30 Adder 3 Attack: 1d20 + 15 ⇒ (3) + 15 = 181d20 + 15 ⇒ (13) + 15 = 281d20 + 15 ⇒ (5) + 15 = 20 Bronin 1 Attack: 1d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (3) + 15 = 181d20 + 15 ⇒ (6) + 15 = 21 Lena 0 Bite Damage: 1d8 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (2) + 6 = 81d8 + 6 ⇒ (3) + 6 = 91d8 + 6 ⇒ (5) + 6 = 11 Claw Damage: 1d6 + 6 ⇒ (3) + 6 = 91d6 + 6 ⇒ (6) + 6 = 121d6 + 6 ⇒ (6) + 6 = 121d6 + 6 ⇒ (3) + 6 = 91d6 + 6 ⇒ (5) + 6 = 111d6 + 6 ⇒ (3) + 6 = 91d6 + 6 ⇒ (5) + 6 = 11 Save: 1d20 + 12 ⇒ (18) + 12 = 301d20 + 12 ⇒ (9) + 12 = 21 Cha Drain Save: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (2) + 8 = 101d20 + 15 ⇒ (3) + 15 = 18 Drain: 1d4 ⇒ 31d4 ⇒ 11d4 ⇒ 3 Adder is extremely unimpressed by what is assuredly a great deal of careful work by the cultists to spook you but good. Adder scores a solid hit on one of the revenants as they continue chanting murder and get to business avenging their own deaths at the hands of you. Adder immediately finds himself ringed with revenants while Whiskeyjack and Bronin also take hits. Adder is particularly wounded and he feels his flesh itself start to change a little under their attacks, but he resists whatever they're trying to do. As he does so, both he and Whiskeyjack feel a horrible drain on their hopes and dreams. Round One con't:
Adder (-72) (sickened) --- Revenants: Green
Adder takes 72 damage and 4 charisma DRAIN. Whiskeyjack takes 12 damage and 3 charisma drain. Bronin takes 11 damage and he's fine. EVERYONE IS UP!
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As Wren leans down to inspect Eldon's face, there's a low rasp in the room. Muurrrdderrerrrrerr.... Auren Vrood's face snaps up, turning to stare dead into Wren's eyes. Soon enough, most of the room is moving, and the cries of revenge and murder fill the room! The faces of your former companions are still, why they're here and to what end, you're not sure. But the villains you slew are those same villains, returned as revenants! Initiative:
Bronin: 1d20 + 5 ⇒ (17) + 5 = 22 Elena: 1d20 + 9 ⇒ (7) + 9 = 16 Adder: 1d20 + 8 ⇒ (17) + 8 = 25 Whiskeyjack: 1d20 ⇒ 15 Lena: 1d20 + 8 ⇒ (13) + 8 = 21 Wren: 1d20 + 8 ⇒ (14) + 8 = 22 Revenants: 1d20 + 9 ⇒ (14) + 9 = 23 Round One:
Adder --- Revenant --- Wren Bronin Lena Elena Whiskeyjack ADDER! is up!
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Keeping up as I can but LIFE man. LIFE. Wren is taken aback to see many familiar faces, some only to Lena. Gibs Hephenus the tough in Harrowstone who succumbed to the whispers of the Splatter Man. The blank mask of a skin-stealer, Vorkstag or Grine you think. The body-snatching chemists from Lepistadt who framed your friend the Beast. Auren Vrood (with his head stitched back on), the great necromancer you battled in Feldgrau. Father Albor Voltiaro a high priest of Dagon in the strange, eldritch town of Illmarsh. Near him you see the witch Aisa who you slew along with her sister at the end of the strange vampiric adventure in Caliphas. Beyond this villain's gallery of your fallen enemies, you see your own faces molded onto the bodies. Not just your own, but those of Eldon, Arval, the tengu face of Kawrock, a cute little gnome, and a stateusque bald monk among others that Lena vaguely recalls over this long insane journey.
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You head towards what looked like a small shrine of Urgathoa, and find that it is also a room full of bodies on slabs. The corpses of robed cultists lie on stone slabs and hang from bloody iron hooks on the walls of this chamber. Their faces contort with death-tinged grimaces in frighteningly familiar facades. A small shrine of Urgathoa is set into the wall. As you look into the room you notice something odd - you recognize some of the faces.
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The group get to work smashing up the phylacteries and within a few moments there's a bunch of permanently dead liches. You aren't sure who the others are, but you're certain they are cruel bastards. The boxes shatter, releasing awful black energy into nothingness. The world is now slightly better. From here, you have a wide variety of options for exploration. To the west is a long passageway. To the south joining passageways lead to an altar room of some sort. To the southeast you see a hallway lined with human heads.
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Wren may be a bird-brain but she's not an idiot. Between her arcane knowledge and Whiskeyjack's religious doo-good-ism they manage to decipher that the open box, and the other boxes here are all phylacteries. This appears to be a chamber specficially designed for the rejuvination of liches.
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The group rushes in and Lena's last magic missile is enough to blast apart the remaining zombie priest. The last zombies are cleaned up with little effort. End of Combat You start scouring the room for goodies: On the zombie priests you find: - 4 +1 breastplates
One of the boxes was open, and pulsating with black power when you started the fight. The black power is still there but very, very subdued.
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Yep! Sorry missed a day. Lich went down with the rest - it was a very weak lich who had just been re-phylacteried. GM Rolls:
Fort: 1d20 + 11 ⇒ (15) + 11 = 26 Bronin and Adder continue to move in swish-swhacking all the zombies around them with great glee. The zombie priest in the back raises its hands, and Bronin suddenly feels the air stolen from his lungs! Bronin fights off the worst of the spell but finds himself labouring for air. The zmobies swat at everything in sight to no avail. Bronin is staggered. EVERYONE IS UP!
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@Wren got eaten. GM Rolls:
Fireball 1 DC 28: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (9) + 9 = 181d20 + 7 ⇒ (12) + 7 = 19 Fireball 2 DC 28: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (20) + 9 = 291d20 + 9 ⇒ (8) + 9 = 171d20 + 7 ⇒ (13) + 7 = 20 Burst of Radiance DC 17: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (2) + 9 = 111d20 + 7 ⇒ (17) + 7 = 24 Chain Lightning DC 26/24: 1d20 + 9 ⇒ (4) + 9 = 131d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (15) + 9 = 241d20 + 9 ⇒ (19) + 9 = 281d20 + 7 ⇒ (7) + 7 = 14 Wren's eyes snap onto the lich and she goes through the ornithological index in her bird-brain. Finally her brain snaps into place on liches. The group just fought one so the page is well-thumbed. Lots of spells, paralyzing touch, immune to cold, use bludgeoning or magic weapons, and when they die they go back to a phylactery. Now that Wren thinks about it, this lich looks like she just rejuvenated from her phylactery and seems very... weak. This is not a full-power lich. --- BLAMMO! Firepower rains down on the undead as the group gather their strength and let out a torrent of huge blast spells. As the smoke clears, only one of the zombie priests remains. However it's blind. Then the bats come. Swarming into the zombies, the zombies unfortunately ignore them as Elena recalls a little too late that zombies are best hurt by slashing weapons and lil bat bites don't matter too much to them. Round Two con't:
Bronin
Bronin and Adder are up!
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WHAT THE HELL I POSTED. Ahem. Lena jumped the gun but I delayed so I'll just move her back an initiative block. GM rolls:
Reflex: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (2) + 7 = 9 Reflexes: 1d20 + 9 ⇒ (6) + 9 = 151d20 + 9 ⇒ (20) + 9 = 291d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (15) + 9 = 24 Reflexes: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (13) + 9 = 221d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (13) + 9 = 22 Slam: 1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (3) + 4 = 7 20d6 ⇒ (5, 3, 3, 3, 5, 1, 5, 6, 1, 4, 3, 3, 6, 6, 5, 1, 4, 6, 3, 5) = 78 Adder and Bronin cut down zombies while Lena's fireballs blast a sizeable hole in the forces charging at the party. Wren recalls that liches have a lot of spells, a paralyzin touch, and are immune to cold and electricity. Fire works fine though. THe fireball scorches the lich, which appears to be very shaky to begin with. It does tremendous damage to the zombie priests, although they seem to resist some of it. The lich stalks around shakily before casting a shield spell on herself. Meanwhile the zombie priests all raise their hands, channeling negative energy to heal themselves and the lich. Round Two:
Bronin Wren Adder Lena --- Zombies Juju Zombies Lich (staggered] --- Whiskeyjack Okay bit of an initiative mess but I'm here for it. Lots of zombies dead, the tough bad guys healed themselves. EVERYONE IS UP!!!
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East it is! Holy shit its so much easier to run just one game. Several large stone slabs crowd the floor of this rough-hewn chamber, its walls perforated with a honeycomb of burial alcoves. Nearby stand several small marble pedestals, three of which hold intricate metal boxes glowing with a dull green hue. One of the boxes sits open and pulsating with dark energy, orbited by small strips of aged and scribbled parchments weaving and braiding in intricate patterns among dark energies emanating from the receptacle. As you start approaching the room, it's clear that all the noise you made has alerted the inhabitants. Four zombies appear to have been feverishly working over the body of what Wren is pretty sure is a lich. As the lich statrs to (very shakily) rise, undead begin piling out of the burial alcoves, flooding the room to block your entry and attack! Initiative:
Bronin: 1d20 + 5 ⇒ (19) + 5 = 24 Elena: 1d20 + 9 ⇒ (6) + 9 = 15 Adder: 1d20 + 8 ⇒ (11) + 8 = 19 Whiskeyjack: 1d20 ⇒ 5 Lena: 1d20 + 8 ⇒ (3) + 8 = 11 Wren: 1d20 + 8 ⇒ (14) + 8 = 22 Zombies: 1d20 ⇒ 19 Cenobites: 1d20 + 8 ⇒ (8) + 8 = 16 Lich: 1d20 + 2 ⇒ (5) + 2 = 7 Round ONe:
Bronin Wren Adder --- Zombies Juju Zombies ---- Lena --- Lich (no action) --- Whiskeyjack Bronin, Wren, and Adder are up! There are a BAZILLION zombies on the map, four juju zombies, and what's probably a lich who has seen better days.
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SURPRISE round action ya yobbos. One action only. Moot point though. GM Rolls:
Reflex: 1d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (15) + 8 = 231d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (15) + 8 = 23 Reflex: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (2) + 8 = 10 KABLAMM!!! Freshly rested, Lena drops two fireballs on the monks in an eyeblink. Once the smoke clears, a bunch of haunt siphons clatter to the ground. End of Combat You check over the room as the smell of freshly cooked drug monk wafts into your nostrils. You find five empty and ready to use haunt siphons, and an interesting bracelet. Bone of Beads:
This bracelet of tiny carved skulls allows its wearer to command up to 8 HD worth of mindless undead creatures as the command undead spell. It is a standard action to establish control over an undead creature, and a free action to relinquish control. If the wearer attempts to control more than 8 HD of undead, the new creatures fall under the wearer’s control, and any previously controlled undead in excess of this amount become uncontrolled. From here you can go east, southeast, or west.
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You dragged it along as best you could for a long time. Unfortunately it happens but was a great time regardless. And Storn + Quill is my favorite double act ever.
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Lena sneaks up on the stoned cultists. One blearily looks over to her. "Hey... hey! It's a teeny person!" They all start laughing. "You here for a good time gnomey? Wanna zoom with Casper?" Another one elbows him roughly. "Those are those adventurers, we gotta get 'em!" Initiative:
Bronin: 1d20 + 5 ⇒ (20) + 5 = 25 Elena: 1d20 + 9 ⇒ (8) + 9 = 17 Adder: 1d20 + 8 ⇒ (18) + 8 = 26 Whiskeyjack: 1d20 ⇒ 5 Lena: 1d20 + 8 ⇒ (13) + 8 = 21 Wren: 1d20 + 8 ⇒ (5) + 8 = 13 Monks: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16 Surprise!:
Adder Bronin Lena Elena --- Monks (no action) --- Wren Whiskeyjack Everyone has a surprise round action!
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Having explored these miserable catacombs as much as you can, you head back to the main room where you fought a bunch of stuff, and strike out southwards. After opening the door you hear a bunch of gasps, hooting, and giggling from the south. Peering into the room you see the following. Dirty rugs and torn pillows cover the floor of this natural cavern,
You see several monks in this room, passing around glass items that contain swirling energies. Lena recognizes these as haunt siphons, which she last saw all the way back at Harrowstone - small bottles that can be used to trap haunts. One of the monks quickly opens and then closes the siphon and then huffs deeply. He lets out a whoop and falls back, his eyes glowing as he gets a rush off of a burst of ghost energy. Everyone laughs hysterically. Thanks to this group huffing ghosts, you have not been noticed yet.
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Nah this isn't on anyone in particular I run like five games and play in two others. Take care everyone and thanks again for the years together! See you around.
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Thanks everyone <3 I was super happy to take over this group and dropped other games so I could focus more attention on y'all but there comes a time y'know. Roll some crits for me and take care!
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We're all back now! Adder slashes once, twice, and thrice and finally the great spook hits the ground. The haunt is dead and Adder is now the proud owner of a complete piece of crap rotted out greatsword that seems good for hitting haunts. As yuou look over the room, you do not find anything else of value unfortunately.
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Hey everyone. So the week of hell seems abated and I guess it's time to come clean. I'm gonna hang up my GM hate here on the paizo forums and discontinue the play by post games I'm in including this one. I start APs with the intention of finishing and I just hate stringing the group along with "well maybe this week I'll have the time to do it". It's not fair to everyone and when I took over this game it was to owe everyone five more yeras of running it. I just can't commit to that now thanks to duties with my union that will likely continue for a few more years at least. Thanks so much for playing such colourful wonderful characters. It's been a blast but I'm done with the game here. If you would like someone to take it over, just lemme know and I'll pass over the keys.
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Hey everyone. So the week of forum hell seems abated and I guess it's time to come clean. I'm gonna hang up my GM hat here on the paizo forums and discontinue the play by post games I'm in including this one. I've been running this game for several years and just recruited two more of you to come on but real-life commitments with my union have severely sapped my free time and energy to run games like this. This is the third campaign I've run with members of this group I think. We go back years and years and I hate to give this hobby up but I simply do not have the time. Maybe once I'm done as a union prez I can return and start something fresh. Thank you so much for sticking with me, playing your amazing characters, and just being great fun to be around. But the week with the forums down felt like a huge relief to me, and even after coming back from a holiday break - I knew that was a sign it was time to retire.
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Hey everyone. So the week of hell seems abated and I guess it's time to come clean. I'm gonna hang up my GM hate here on the paizo forums and discontinue the play by post games I'm in including this one. I've been running this game for several years and just recruited two more of you to come on but real-life commitments with my union have severely sapped my free time and energy to run games like this. It sucks to kill a game on chapter four of six when it goes back so far, but I just am donesky. Thank you so much for the great contributions and good fun. If you wanna know what happens I'm happy to spoil, lol.
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Okay so the week of forum hell seems resolved and I can finally log in normally. This is going to be a heads-up to this group that I'm going to retire from Paizo play by post... AFTER THIS CAMPAIGN IS DONE. I am closing down every other game I am running. I've been at this for seven years and quite honestly, I do not have the capacity to run and play in games like I have been. My life has become a lot 'lifier' as I've become president of my union this past year and I'm probably going to be in that role for a few years. So this game will be my farewell tour as a forum GM because we are so goddamn close to finishing. If you play in another of my games, heads up that it will be closing.
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Attack plain is the attack plan. GM rolls:
Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6 Attack: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Tornell wallops another monk, sending this one to the ground while Ridill follows up by stepping up close with the grey monk and downing that one as well. The final monk scampers across the sand in obvious pain before missing a wild kick at Alara. EVERYONE IS UP!
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Donnell's Knowledge Geography: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (6) = 30 Donnell carefully looks over the room and the spinning sphere in the centre. After a short while he realizes this is actually a globe of Golarion. It appears to be a map of the ancient world. However, it is inaccurate. Much of the world appears shadowy and indistinct and Avistan, the continent upon which you stand now, is just wrong. The Inner Sea is entirely missing, and Varisia is mostly landlocked beyond a narrow southern coastline. Other strange differences are everywhere. There appear to be no traps. Just this strange globe.
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Adder starts swinging this absolutely terrible sword and lo and behold it works! The haunt shrieks as the sword, the same sword it holds in its hands, wounds the haunt and you start to see doubt grow in its eyes. However it lashes out at Adder again. Attack: 1d20 + 19 ⇒ (17) + 19 = 36 Damage: 4d6 + 3 ⇒ (4, 4, 3, 2) + 3 = 16 Adder takes 16 damage but the haunt is wounded. Everyone is up!
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GM Rolls:
Will: 1d20 + 12 ⇒ (9) + 12 = 21 Attackulate: 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 311d20 + 13 - 1 ⇒ (17) + 13 - 1 = 291d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11 Damage: 2d10 + 6 ⇒ (4, 3) + 6 = 132d8 + 6 ⇒ (4, 3) + 6 = 13 Will: 1d20 + 12 ⇒ (15) + 12 = 27 With Varook completely ignoring the confusion spell, the group charges in at the barghest! Most of the attacks landed do damage but are fairly minor while Varook scores the best hit of all. The barghest ignores Aramil's insult and the worst of Omari's fear spell. It roars, ripping into Varook with tooth and claw before suddenly a huge blast of overwhelming colours sprays into its eyes. It shields itself from the color spray. Revealed behind it is a woman with long hair, looking absolutely terrified as she attacks the barghest. "I am with you!" she calls in a shaky voice. Round Two:
Ralldar (-14) (dazzled, frightened 1) --- Aramil Raff Omari Varook (-26) Lenna Strange woman Varook takes 26 damage. EVERYONE IS UP!
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Everyone lands their blows as you continue pummeling the monks. Tornell is up! Round Two con't: Ridill Tornell Artyom --- Gardeners: Black (-12) Blue (-5) Plain (-14) --- Malvo Alara
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Donnell's searching is fruitful as he digs through the clutter, there's actually quite a bit of stuff here. As Little Dove looks to the east, the Sklar-Quah follow her adn just stare with their jaws dropped with no real opinion on the looting the joint. You find: - A bottle of air
Added to the spreadsheet. As Donnell and Thod scoop up the goodies, Little Dove peers eastwards to see what the SHoanti are gawking at in the next room. The walls, ceiling, and floor of this chamber have been painted to resemble a starry sky, giving the illusion of walking through space. A ten-foot-diameter stone sphere floats five feet above the floor near the room’s southern wall. Three short metal rods protrude from the lower hemisphere, radiating outward like a tripod, only the rods rest on empty air rather than a solid surface. The sphere appears to have been carefully carved with tiny rivers, mountains, oceans, and forests.
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Adder moves in and manages to yank the greatsword from the chains. It is in horrible condition; rusted and broken but also has a certain 'good' feeling to it. Attack: 1d20 + 19 ⇒ (15) + 19 = 34 Damage: 4d6 + 3 ⇒ (3, 5, 6, 2) + 3 = 19 The apparition slashes out at Adder, opening up a wound. Adder takes 19 damage. Everyone is up! Adder, the sword is a conventional greatsword but has the broken condition, so -2 to attack and damage.
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"Bwuh? BWHAWRHRWAWRHRWH!!" The barghest leaps down from his 'throne', roaring with rage at the interlopers who dare not worship him. Raff has scarcely enough time to coerce anything out of him and instead the barghest throws his hands into the air before channeling some sort of strange magic at Varook! Initiative:
I'm going to use Raff's 19 intimidate as his initiative here. Amaril: 1d20 + 8 ⇒ (15) + 8 = 23 Varook: 1d20 + 12 ⇒ (1) + 12 = 13 Omari: 1d20 + 5 ⇒ (18) + 5 = 23 Lenna: 1d20 + 9 ⇒ (4) + 9 = 13 Ralldar the Great: 1d20 + 16 ⇒ (15) + 16 = 31 Round One:
Ralldar Aramil Raff Omari Varook Lenna Varook must make a DC 25 will save or be confused! Pass: Babble incoherently and stunned 1 (lose a single action). Fail gain confused condition and resave every round. Remember hero points for big saves like this. EVERYONE IS UP!
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Gave Artyom a kick. GM rolls:
Hand of the Apprentice: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d6 ⇒ 3 Ridill Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Damage: 2d6 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10 Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 + 2 ⇒ (6) + 2 = 8 Shuriken: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d2 + 2 ⇒ (2) + 2 = 4 Shuriken: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d2 + 2 ⇒ (2) + 2 = 4 Damage: 1d4 ⇒ 4 Alara manages to bap one of the monks in the head and Tornell finishes up with a strike of his own, downing one opponent. While Malvo inspires the group, Ridill moves in with his sword while Artyom's quarterstaff whizzes past before snapping back into his hand. Shurikens whip overhead while a monk moves in stoically to replace his fallen companion and get out of the burning sands. Round Two:
Ridill Tornell Artyom --- Gardeners: Black (-1) Blue (-5) Plain (-10) --- Malvo Alara One down, no damage to the party. EVERYONE IS UP!
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Unable to help themselves, the Sklar-Quah also give a shot at the plug but it'd be like one person moving a house. The damn thing is just far, far too big. You head northwards into a vault full of crushed skeletons, which is encouraging. A jumble of five crushed humanoid skeletons lie in the
A passage through the skeletons and clutter leads eastwards.
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Still hanging here since Whiskeyjack gave some suggests and at least one swordy type is holding his action.
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Raff spares a fleeting glance at the webs and heads northwards with the group. --- A massive throne constructed of old bones and broken furniture tied together with ropes and chains and draped with moth-eaten velvet is the overwhelming centerpiece of this wide-open cave. Arrayed in concentric circles around the throne are the skeletal corpses of small, oblong-skulled humanoids—each posed with their head inclined reverently toward the throne’s seat. Seated in the throne is an enormous canine beast-man with an imperious look on his face. "Mongrel cave-things! You dare enter Ralldar's kingdom? Bestow upon your god proper tribute, or be consumed by misery and death!" Religion DC 19: This is a barghest. Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests’ loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites.
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