LMoS Quadrivium

Game Master BinkyBo


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HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny blinks innocently at the new comer for a moment before,

Hey-YA there!" (^_^) And she skips over and gives them a fierce hug. Stepping back lightly, adjusting her wings after the snuggle, she looks to the new person.

"I has all ways had me wings." She glances over her sun bronzed shoulder to one of her pinions and it can be seen that the tanned Elf lass does seem to act completely normally for one with such appendages. She bounces back over to Anumil.

"Din't I has me wings? Ever since we's met I is have me wings?" She asks brightly. (^_^)

Hello to all and to all a great game! (^_^)


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

"But... but we just left you not long ago.. you disappeared.. and you definitely didn't have wings then. If somehow you are not the same Sunny... which seems to be the case, let me introduce us. I'm Varian and this is Corum," he says, introducing the elf who is (hopefully) by his side.

"We were fighting... in a swamp... You,.. or our Sunny... went underwater... for a very long time. Then we came through a portal, and found ourselves near here. It's all been very strange and disorienting to say the least. But we came in here, because it seems to be a place to eat. I can't say it smells very conducive to good eating though."


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.
Sunny wrote:
"Din't I has me wings? Ever since we's met I is have me wings?"

"I... think so? I have seen many strange things since I was accepted as an officer in the Duke's palace. I just never looked."

He stood up and bowed precisely to the newcomers.
"Perhaps I should introduce myself. I am Anumil Rythen, late Captain of his Grace the Dukes household guards, now underground freedom fighter for a town of half-orcs."
He looked around and leaned forward.
"I am informed that, unless one has an adventurous palette, one should concentrate on the potato dishes here." He said quietly.


Sluenvar returns as you are well into your surprisingly edible meal.
"Found friends? Good. Chances better. Oh how those bloodthirsty bullies upstairs will tremble when Hrulshaga returns to Schulfjarn. I will lead you as far as I dare... have map, as I said."

After he lays it on the table, he looks it over, and chews at his thumb. He hems and haws, then adds an "or so..." to the notated length of one of the many tunnels. He continues to fiddle with the map... darkening lines, adding notes, making 1s and 7s more distinct....

In the distance you hear a repeated bellowing "Bug jelly and toasties!!"


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Trying to ignore the bellowing, Anumil nods at Sluenvar.
"Very good. Mind if we stop by an armorer? I need to see if I can get a better chain shirt."


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny sits/perches on her seat and happily nibbles at the food presented at the table. (^_^)

Gently adjusting her wings she leans forwards and looks at the laid out map with interest.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

He glances at his own old chain shirt with a slight sigh when Anumil mentions upgrading. He watches Sluenvar with the map with some interest, wonders who Hrulshaga is and when he is returning and why that will strike fear in some bullies 'upstairs'. Is Schulfjarn the elevated city above this one? or is it above on the surface from here. It's the only name I recognize in all this fellow has spoken.

"Chances are better for our being here? Can someone explain to me what the chances are better for? I'm a bit confused I'm afraid."


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny finishes off what ever piece of the meal she's eating, licking her fingers clean, and looks to Varian.

"Well. Seems there be peoples who in't friendly an' then there's peoples who is kind'a friendlily," And she twists around to wave brightly to her former friend across the room. (^_^) Then turning back to Varian and Corum,

"Now... we's bin helpin' some folks who was all caged up a'fore... An'... um.. I think they....um..." And her voice trails off as she tries rilly hard to sort out the thoughts in her blond head.


Keymaster of the Graulton Warrens

Sluenvar obsessively fingercombs his hair in front then behind his ears while frowning at his map, until Anumil's question registers. "Chances are better for the cultists' bodies to broken into something gruesome... and nonfunctional."

"They hold the Chieftain of Schulfjarn hostage while their droopy-face imposter rules upstairs. They scare the lovely lumps and bony bits off the poor folk of Graulton so's they get free reign.... Get rid of the cultists, aaaand everything else'll just work its way out. Win win win."

"4000 gold to each of you is the deal. You'll know'em when you see'em. They all carry broken skull symbols of some offworld god, and don't like straying too far from the lower channels. 'Bout where I found you ringing the bell by the underwarren gates." He looks at Varian points to a spot on the map.
"Too much to explain and not necessary to do it. You are in the quadrivium... several thousand year ruins of an arcane academy. Used to be four worlds linked together - only one of these remains." He points on the map where "altar and portal" are written - your target, the cultists' lair.
>sketchy area<

"Won't take more than twenty minutes to get there. I will take you this far... the last locked door."


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

"Alright. If we're going to do this, let's do it!"

Corum you still with us?

He looks to Corum, who until now was de facto leader of their little group, of which they are the last remaining two members, seeing how this new winged SUnny had no memory of any time together before now. Then he looks to Sunny and Anumil and smiles encouragingly. "I'm as ready as I'm going to be."


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

After putting his new chain shirt on and pulling his shirt back over it, Anumil nods.
"Aye, I am ready as well."


Corum comes out of his reverie.

"Sorry gentlemen, I am ready!!"


Keymaster of the Graulton Warrens

Sluenvar leads you out the west gate of Graulton, and through the network of tunnels. He mutters a word or two with each area you enter - enlightening you with the location names - which isn't itself terribly helpful since it all looks much the same.
It does help you find your way to catch up to him... as he disappears into tiny holes to reappear down one hall of an intersection... "Fankle Ward ..."

After roughly twenty minutes of travel as said, Sluenvar stops and pauses before placing a key in the lock of a reinforced dark oak door.
He scribbles a few more notes onto the map. He stuffs it into a scroll tube. By the way he puts the cap on, it looks like it is an airtight seal.

He hands it to Anumil. "Keep the map safe..."
He then unlocks the door, and scrambles off.


>map< repost of "sketchy area"


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Yay! Post of a kitty! (^_^)

Also, don't you hate it when things you need sometimes aren't there when you need 'em?

Is okeys, am patient. The site will come back on line. *Sits and enjoys kitty picture* (^_^)

Sunny happily finishes what ever food there is laid out for her, daintily licking fingers clean afterwards.

She watches with interest as the map is folded and tucked away inside Anumil's shirt.

Standing, she absently stretches and thence happily skips after every one as they continue on their way.

(^_^)


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

"Well then..." Said Anumil as they contemplated the door.
He cast Light on the forward shaft of his crossbow and set his hand on the doorlatch. He looked back.
"Everybody ready?" He asked, already a grin spreading on his face at the prospect of action again.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian nods... though he has no weapon in hand. Softly he says, "Ready."


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny nods, smiling. (^_^)


You hear faint speaking from around the corner. In addition to sounding distant, the voices overlap as if more than one conversation were occurring.

Perception DC20-24:

You are able to pick out the sound of chanting among the voices.
perception DC25:

Only one "set of voices" is a conversation - there is more reverberation in the sound they make (likely the larger, far chamber). You catch just a few phrases which are spoken with a bit more volume.... sometimes enough to be able to discern "dropped" words... "If I hadn't done so..." ... "I fail to see your issue." Not a heated argument.. Minor conflict?

The other, nearer voice sounds like calm chanting.

Nothing of what you hear has the delivery of someone aware of your infiltration.


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Perception:1d20 + 11 ⇒ (20) + 11 = 31

Sunny relates what she can discern in a quiet whisper.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

perc: 1d20 + 8 ⇒ (6) + 8 = 14

Varian, though being quiet, cannot hear anything over the sounds of his own heartbeat and the slight rattle of his chainmail.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Nodding, Anumil smoothly opens the door and strides forward.


Anumil sees a humanoid in the far north chamber - cloaked and facing west. He suddenly sees another cloaked figure and then another come from the direction the first figure is facing, and turn south toward you. Anumil is able to duck behind the corner before being spotted.

The conversation in the far north room resumes, though more quietly. The footfall of those coming your direction ends, and then you hear a "Tac-tac-tac" and metallic "chirps and clinks" of someone turning the crank on a chain winch.

Spoiler:
1d20 + 6 ⇒ (14) + 6 = 201d20 + 7 ⇒ (7) + 7 = 14


Corum completes a spell summoning a nasty wolverine.

He finds the nasty badger a great conversation starter in hostile situations.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Since there seems to be enough light to see, Anumil carefully douses his Light spell on his crossbow.
Carefully remaining hidden, he peeks around the corner to try to see whats going on.
Stealth: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Ugh...


Anumil's gear scrapes against the stone wall. He does not see anyone (there is no one in the hall) before he pulls back behind full cover, and can't tell if he was heard.

A moment later, Corum conjured badger materializes.


Corum leads the group into the hall, his badger sniffing for clues.


The badger sniffs around before the first set of doorways. It keeps sniffing back and forth between straight ahead, and to the right.1d20 + 5 ⇒ (17) + 5 = 22

The chanting seems to be coming from further ahead. Possibly also to the right - of the second set of doors.
Directly to your right you hear the metallic cranking sound - like a winch and chain. It suddenly stops.

>map<


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil whips around the corner and quietly moves to (bb,12),
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
He turns right and left, looking into the rooms to the right and left, his crossbow following his sight as he does so.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian walks around the corner (to gg12), staying behind Corum and the badger, trying his best not to give away their location by making too much noise.

stealth: 1d20 + 2 ⇒ (14) + 2 = 16


Corum motions to the doors as he summons another creature.


A gruff voice comes from the winch and chain room - the nearest on your right. "In you go..." Anumil comes within sight of two robed figures - both with their backs to him. The furthest has just dropped out of sight with a step forward. "Splash"

The other turns around slowly. His hand is in his robe. As he turns to completely face Anumil he holds a metal ball in his hand, and is pulling back his arm as if to lob it toward him. There is a slight stutter in robed figure's action... he looks like he did not think someone was that close.

You do not immediately detect any others now becoming aware of your presence - the chanting in the next room continues.

>map<


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sorry, rilly busy atm. Suny will pad along slightly behind every one else ready to boost moral etc when stuff happens.


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny quietly pads upon bare feet to peer around the corner at where the chanting is coming from.

Stealth:1d20 + 2 ⇒ (17) + 2 = 19

Perception:1d20 + 11 ⇒ (9) + 11 = 20


Corum sends his creatures to fight the bad guy.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil, seeing the man about to throw, fires.
light crossbow attack: 1d20 + 8 ⇒ (17) + 8 = 25 for a possible 1d8 ⇒ 4 piercing damage.


wolverine:

XP 600

N Medium animal

Init +2; Senses low-light vision, scent; Perception +10

Defense

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d8+9)

Fort +5, Ref +5, Will +2

Offense

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)

Special Attacks rage

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10

Base Atk +2; CMB +4; CMD 16 (20 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Climb +10, Perception +10

Ecology

Environment cold forests

Organization solitary

Treasure none

Special Abilities

Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.

Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.


small earthelemental:

XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE

AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits

OFFENSE

Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery

STATISTICS

Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES

Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

The elemental and wolverine attack.
elemental: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 5 ⇒ (5) + 5 = 10
wolverine: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 2 ⇒ (2) + 2 = 4

Corum unloads salvo of magical missiles.
force: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian creates a lucerne hammer as a swift action and casts lead blades on it, moving up near the opening into the room. (to cc13)


initiative:
Anumil: 1d20 + 5 ⇒ (5) + 5 = 10
Corum: 1d20 + 3 ⇒ (20) + 3 = 23
Sunny: 1d20 + 3 ⇒ (3) + 3 = 6
Varian: 1d20 + 2 ⇒ (20) + 2 = 22

enemy: 1d20 + 2 ⇒ (3) + 2 = 5


Anumil's bolt wings the cultist. A braid of thin chains spring from the ball he'd lobbed, and wrap around Anumil's midsection.
Corum's conjured minions move in, and each deliver a blow to the cultist while Corum moves into line of sight.
A moment later his arcane bolts blast into the cultist's chest. "Blargh!" He cries out.

Dirty Trick-entangle vs Anumil CMD: 1d20 + 8 ⇒ (19) + 8 = 27

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Round 1

Corum - move action available
Varian
Anumil
Sunny
Enemy

>map<


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian moves into the room and attacks the cultist, growling something about releasing the elf.

to hit: 120 + 5 = 125
dmg if hits: 3d6 + 3 ⇒ (6, 4, 5) + 3 = 18


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

Sunny continues to pad upon bare feet to peer around the corner to see what the chanting is all about. Her hand absently taking hold of the whip she's been wearing as a belt and drawing it free.

Slipping past Anumil and Varian.

Much cheers ta' all! (^_^)


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

to hit, replace above mistyped roll: 1d20 + 5 ⇒ (7) + 5 = 12

I'm guessing that misses, too bad as it was a nice damage roll


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Round 1___________

With a curse, Anumil dropped his crossbow and tried to frantically get out of the entangling chains.
Escape Artist: 1d20 + 6 ⇒ (2) + 6 = 8


Sunny:

You see the one chanting back turned and squatting on knees.
A thick layer of a semi-transparent substance covers much of her body. When the other cultist exclaims "Blargh!", the chanter snaps her fingers. The ectoplasmic mass covering her disappears, and she begins chanting again - now rising and gesturing with her muttered intoning.

You see no sign of her spotting you, though she does seem more animated now - more urgency - as though she realizes there are intruders.
I'd forgotten to do this in the surprise round... you may take your Round 1 action.


HP 28 / 28 Init: +3, Perc: +11, (AC=18)

DM BLoodgargler:
So.. no peoples other than tha' couple makin' tha' chantin' noises? Nuffin' or no one's in'a hatch? Jus', y'know', curious. (^_^)

Stealth:1d20 + 2 ⇒ (10) + 2 = 12

Sunny pads forwards on bare feet, really curious now about what she's seeing. Whip absently trailing along behind herself.


The cultist trembles with seething contempt for the fear forced upon him.
He steps back and lets out a plosive grunt as he gestures near the pit... toward the center of his attackers. A ball of water rises, and slams the badger back toward its conjurer.

target Badger,Ele,Varian: 1d3 ⇒ 1
Bull Rush vs Badger: 1d20 + 8 ⇒ (17) + 8 = 25 = 10 feet

Only Sunny sees...
The red-robed cultist to the north finishes her chanting, and turns. Behind her, the trapdoor is pushed open by the vile beast within. It has the body of a goblin (though larger than most orcs) with bone-white flesh. The bottom half is a mass of tentacles.
What at first looked like a weapon equipped by the beast, is a disproportionately large black pincer in place of one hand. Its gills wheeze and sputter as a wide cruel smile comes to its face.

On its forehead is a rune-like symbol. The red-robed cultist bears the same on hers.

She gestures and growls a briefly shimmering protective spell while drawing her black gnarled flail.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

who's up now? us?


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Round 2___________

Seeing the enemies approaching, Anumil continued to struggle against the entangling chains.
Escape Artist: 1d20 + 6 ⇒ (19) + 6 = 25


You can hear alarmed voiced echoing from the chamber furthest north, but do not yet see any additional foes.

Round 2

Corum
Varian
Anumil - (now free) one action remaining
Sunny
Enemy

>map<


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian strikes at the cultist again,

to hit: 1d20 + 5 ⇒ (7) + 5 = 12
dmg if hits: 3d6 + 3 ⇒ (3, 5, 5) + 3 = 16

again hitting only air... hoping Corum's creature has better luck.

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