JZ's "Carrion Hill"


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Cerinwë wrote:


Let us know when the next turn starts!

I'll assume you all don't mind if Andrei makes an escape. Round summary coming up.


OOC:
Initiative order
27 Cerinwe
23 Jawn
10 Andrei
4 Mijanor
4 enemy mage

Cerinwe calmly climbs the stairs to the platform. There, Jawn tries to talk reason with the enraged man, even as the halfling prepares for violence. The man laughs mockingly and casts a spell. Jawn hurls a dagger which nicks the revealed mage's leg. The man's mind proves to be as disciplined as it is wicked, for he is able to complete his incantation without so much as a pause.
Black tentacles sprout from the platform floor seeking to embrace the adventurers. The old man pushes back the curtain and climbs down the platform. Andrei's fleet feet dodges the tentacles and flies down the stairs. Mijanor commands "HALT! and the mage freezes, unable to speak or even move his eyes.


Round 5 begins

Combat Map

The black tentacles reach for Jawn and Cerinwe

Grapple Jawn 1d20 + 12 ⇒ (20) + 12 = 32

Grapple Cer 1d20 + 12 ⇒ (2) + 12 = 14

Everyone may post


OOC:

Cer, would you happen to know what your CMD is?

Jawn, you have been grappled. You take 1d6 + 4 ⇒ (3) + 4 = 7 damage. You must break the grapple in order to escape.


Jawn will attempt to break the grapple:

Escape Artist 1d20 + 13 ⇒ (2) + 13 = 15

If he succeeds, can he make a move action after that standard action, or do move actions have to be used before a standard action in a given round?


Male Dwarf Cleric 6

The man gets a new save versus the hold on each of his turns to break out of it. It takes his full turn to break out though.

Stepping up to the man Mijanor takes out a rope and binds him. The rope seems to have a life of it's own and twist and twines itself around the man's extremities, "Andrei! Git doon 'ere an' be makin sure 'is mage doen't make more trouble. I c'n maybe git rid o' 'ose tentacles."

Takes a 5'step toward the mage and binds him with the help of an animate rope spell.


male human fighter 5

Andrei cast a look back at his grappled companions, but at Mijanor's call he moved to stand by the paralyzed mage, putting his flaming blade at the man's throat. "Not a word or a twitch out of you," he growled, unnecessarily perhaps, but with a dangerous glint in his eye.

Move to the mysterious Mr. K and Intimidate:

1d20 + 10 ⇒ (17) + 10 = 27

Liberty's Edge

Male Elf Wizard (Diviner) 6
DM JZ wrote:
Cer, would you happen to know what your CMD is?

It's 14.


Jawn Swiftrun wrote:

Jawn will attempt to break the grapple:

Escape Artist 1d20+13

If he succeeds, can he make a move action after that standard action, or do move actions have to be used before a standard action in a given round?

The CMD of the tentacles is 22, so you did not escape. I think move and standard actions can occur in any order within a round.


Keeper save against hold person (not that it really matters) 1d20 + 8 ⇒ (2) + 8 = 10

He remains held.


Cerinwë, you have been grappled and take 1d6 + 4 ⇒ (1) + 4 = 5 damage.


With a length of rope Mijanor and Andrei make sure their new prisoner is more permanently bound. Unfortunately, Jawn and Cerinwë are caught as well. The sinister black tentacles spell seeks to crush the very life out of them.

OOC:

Round 6 begins

Jawn, Cer, a combat maneuver or escape artist check, DC 22, to escape the tentacles. You take 1d6+4 damage for every round you remain grappled.

Everyone may post

Liberty's Edge

Male Elf Wizard (Diviner) 6

Being more dextrous than strong, Cerinwë attempts to wriggle out of the grasping tentacles.

Escape Artist Roll: 1d20 + 2 ⇒ (12) + 2 = 14


Male Dwarf Cleric 6

The dwarf trundles up the steps grasps a flailing tentacle a t edge of the area and says as he brings his hammer down to smite it, "Na magic be resistin' Torag's will. Begone!"

Dispel Magic: 1d20 + 5 ⇒ (15) + 5 = 20


Jawn tries to squirm free again on his turn, hoping to drop to the ground and roll/sprint away to safety!

Escape Artist: 1d20 + 13 ⇒ (4) + 13 = 17

Or... he could continue to roll poorly and do his imitation of a tube of toothpaste.


Mijanor banishes the tentacles back to the ether from which they came. But unfortunately not before Jawn and Cerinwë suffer more injuries.

OOC:

Damage on Jawn : 1d6 + 4 ⇒ (4) + 4 = 8
Damage on Cerinwe: 1d6 + 4 ⇒ (4) + 4 = 8

Combat is now over.


Mijanor's spell of holding expires, releasing the man onto the filth encrusted floor.

"It's all Crove's fault! Kill me before the spawn gets me! I can hear it coming!"

Liberty's Edge

Male Elf Wizard (Diviner) 6

Walking gingerly as a result of his bruised and possibly sprained ribs, Cerinwë snarls "Do not tempt me, human."

As usual, he leaves the questioning to others. He watches and listens.


Jawn limps down from the platform, one arm across his bruised and perhaps broken ribs, clothes tattered and skin torn and bleeding where the tentacles constricted around him. He winces as he bends to recover his dagger.

Thank you, Mijanor. I guess what they say is true: if you can't have a stone wall to your back, you better have a dwarf there.

Jawn turns to the man. I asked nicely for you to cooperate and help us put an end to this menace, and this he says gesturing to his wounds is the answer we get? If you don't want to help, fine. But we won't kill you. We'll just leave you here for the Crows to pick up later. I'm sure with the anarchy in town they'll be able to come for you within a few days. It can't be likely that anything would happen here in that time. We'll be sure to close the door behind us so no one else wanders in off the street.

Bluff 1d20 + 11 ⇒ (9) + 11 = 20

Jawn then turns away from the man and toward his companions, giving them a wink and hoping that lets them know he is only bluffing, that he wouldn't abandon a prisoner to torture like that.


Male Dwarf Cleric 6

No time for a full post. Will respond to Jawn later but in the meantime...

Channel positive energy: 3d6 ⇒ (5, 3, 5) = 13 Hopefully, that heals you guys up.


Jawn's bluff pushes the already hysterical mage over the edge.

"No, no, don't leave me here! You can't!

He begins weeping. THe pathetic outburst is at odds with the man who employs zombies and can summon other hellish creatures.

If you let the spawn take me, it will grow stronger. Then you'll never be able to defeat it! Please, kill me or just let me go.


male human fighter 5

Andrei scowled at the weeping mage. "Tell us what you know of this spawn, and we will not leave you here. How can it be controlled or destroyed? What is it?"


Male Dwarf Cleric 6

Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11 Do I know anything about this Yog Sothoth?

Perception: 1d20 + 3 ⇒ (16) + 3 = 19 Is the creature really coming for the Keeper?

Mijanor beams at Jawn's compliment, well as much as a dwarf is capable of beaming which amounts to a grunt of appreciation, "A dwarf is good but 'un wi' Torag guidin' 'is 'ammer is ev'n better lad. Ya gonna disarm 'at mage lad? Who knows what tricks 'e may be 'idden up 'is sleeve. Bein' 'e's a Keeper 'is ethics are certainly rotten t' 'he core."


Jawn will search the mage, taking anything from him that may or may not have value. If he finds any tattoos that might be relevant, he'll point them out to the others.

Perception 1d20 + 10 ⇒ (7) + 10 = 17

JZ

Spoiler:
Jawn will not try to palm anything; everything he finds he'll lay out nearby for the rest to see


Andrei Chernoslav wrote:
Andrei scowled at the weeping mage. "Tell us what you know of this spawn, and we will not leave you here. How can it be controlled or destroyed? What is it?"

"The spawn can be controlled only by it's celestial father Yog-Sothoth. It's duty is to exterminate all mundane life and thus prepare the world for the return of Yog-Sothoth and the Great Old Ones. Yes, I know these names are not known to you, for you are all ignorant fools.

"The spawn is mighty and it cannot be bound by spells. I and my associates tried and failed. Two of us were consumed on the spot while the rest of us fled. Even now it hunts for us while feasting on human blood.

"Do not let me be caught! When we summoned the spawn we each received a share of it's dark soul, weakening it. To make itself whole again, it must consume me and the other survivors, if it hasn't already.

"The spawn is a child of the true gods, but it is also flesh and blood. It can be hurt and maybe even killed. But if it's power is fully restored, it will butcher every living thing in the city and grow into a god itself!


Mijanor Firehammer wrote:

Knowledge Religion: 1d20+4 Do I know anything about this Yog Sothoth?

Perception: 1d20+3 Is the creature really coming for the Keeper?

You draw a blank on both attempts.


Who still survives of those who summoned it?


OOC:

Jawn finds on Rupman:

a dagger +3
a potion of cure moderate wounds
a ring of counterspells (contains magic missile)
a ring of protection +2
a set of keys
35 gp

I'm assuming all those with arcana are taking 20 to figure out the magic items.


Jawn Swiftrun wrote:
Who still survives of those who summoned it?

"Besides I, Arland Hyve and Waldur Crove. It was Crove who got us all involved. It was he who sent explorers into the tunnels below the Hill to find the Sunless Grove, where we were able to summon the spawn. Knowing him, he's going to try to bind the spawn again, the arrogant bastard.


male human fighter 5

Andrei moved a little away for privacy to discuss the matter. "If Crove is the ringleader, let us find him first. He is at the asylum, yes?" Lowering his voice further, he added, "If we have both of them there together, it may serve as irresistable bait for the spawn."

Is there anywhere in the city without access from below, where the spawn would be forced to come into the open?

Knowledge (local): 1d20 + 3 ⇒ (18) + 3 = 21


And what if the beast goes after Hyve while we are setting the trap? Who is closer to us now, Hyve or Crove?


Andrei Chernoslav wrote:


Is there anywhere in the city without access from below, where the spawn would be forced to come into the open?

Andrei:

Spoiler:

It's a good bet that sewers and secret tunnels run throughout the Hill, so it's unlikely you can find such a place in the Crown or the Tangle districts.

The Filth is a muddy, densely populated area of shanties and gangplanks. It would be difficult find a clear, stable area to fight, especially now with people from the Hill mulling about, looking for a ship out of town.

This factory would have been a good place to make a stand, were it not for the fact that it is on stilts.

Back up on the Crown, the mayor's manor is actually an ancient fortress. You know that it's withstood countless invasions during Carrion Hill's violent history. It must have some pretty solid foundations for defeating sappers ...


Jawn Swiftrun wrote:
And what if the beast goes after Hyve while we are setting the trap? Who is closer to us now, Hyve or Crove?

City Map


We could go by the church on our way to the asylum and see if we can continue to narrow the beast's options for attack.

Jawn picks up the dagger and examines it. Even though it is a bit large for my grip, the enchantment of this may make me more effective during our eventual confrontation.

Liberty's Edge

Male Elf Wizard (Diviner) 6

"I agree. The church first. Either or both of the rings would suit me well," says Cerinwë, a gleam of barely concealed avarice in his eye.


Male Dwarf Cleric 6

I would recommend the Ring of Protection go to one of the people likely to be in melee. As much as Mijanor would want it, I will defer to Andrei if he wants it. Your the one who is most likely to have magic missile cast at you Cerinwe and you can reload it the easiest of all of us sooo I say take that one. I'm cool with the dagger Jawn. Of course, Mijanor's lawful side see's all of this on "loan" at the moment since the true owner is still alive. He's not a thief after all.


male human fighter 5

I would like to bump up Andrei's AC closer to Mijanor's with the ring if everyone is OK with it.

Andrei shrugged, deferring to the group consensus. "Then let us be about it, before the thing has time to lay more of the city to waste." He murmured a command to his sword, and the flames died out once more. "You," he addressed the Keeper grimly, "come with us, and try nothing stupid."


Male Dwarf Cleric 6

I'm assuming we are leaving his hands bound quite well. Yep, ring is yours as far as I am concerned. Now, only if you would wear REAL armor...

Liberty's Edge

Male Elf Wizard (Diviner) 6

"That makes eminent sense," concedes Cerinwë, not without a trace of regret. "One of you should also take the potion."

Cerinwë takes and dons the ring.

[How do you get the blue text?]


Type "ooc" in between the [] brackets at the start of the paragraph, then "/ooc" and [] at the end.


OOC:

Here's what I have for the distribution of the items:

a dagger +3 - Jawn
a potion of cure moderate wounds - Mijanor
a ring of counterspells (contains magic missile) - Cer
a ring of protection +2 - Andrei


Male Dwarf Cleric 6
DM JZ wrote:

OOC:

a potion of cure moderate wounds - Mijanor

Nope, a healing potion is the last thing Mijanor needs. Probably should have Andrei or Jawn carry that.


OK. Let's have Jawn carry it for now.


Prisoner bound and in tow, the heroes make their way back up the hill and across town. Passersby look curiously at the party with the tied up man, but are quick to turn their attention elsewhere. The city is often times a dangerous place for those who don't mind their own business.

In the darkness and the rain the Elmway Church looks forlorn and unwelcoming. A former temple of Aroden, it stands as a grim reminder that even gods may die. Two entrances flank the church facade. Both are closed and locked. The windows are all dark and it is silent inside.

Jawn can easily pick the locks if he wishes to do so.

Map


Jawn will take the potion, and when we reach the church he'll pick the lock. Before opening the door, he'll listen at it for anything inside.

Perception 1d20 + 10 ⇒ (18) + 10 = 28


Hearing no noises inside, Jawn picks the locks of one door and enters, leading the way for the party. The interior of the church is cold and damp. Two man-sized statues stand to each side of the room, both draped with gray sheets. Dozens of sagging bookshelves stand along the walls. A stone altar has been converted into a table.

"Around the corner to the right," says Rupman. "There's a room in there with a trapdoor down to Hyve's laboratory. The idiot must be in there working on some potion he thinks will save him from the spawn."

The room the mage refers to is locked.

DC 30 to open. You may take 20, of course.

Map


Jawn will take 20 to check for traps and pick the lock. Once it is ready to be opened, he'll stand aside and see if the others have precautions they want to take before opening it.


male human fighter 5

Andrei has his sword out and ready, but that's about it.


After checking with each companion in turn to make sure they've made any precautions, Jawn will push open the door, relying on his trapfinder ability to warn him of any danger of that sort. If there is no light source, he'll turn back to Andrei. If there is, he'll step in quietly and glance around. If you need them:

Perception 1d20 + 10 ⇒ (20) + 10 = 30
Stealth 1d20 + 17 ⇒ (2) + 17 = 19


The cautious halfling discovers an empty room that is as narrow as it is small. At the end of the room is a trap door. Worn from regular use, Jawn easily opens it and finds no booby traps. A ladder leads down about twenty feet into a dimly lit area.

Map

If everyone is climbing down, you might want to decide on what to do with Rupman, who is tied and cannot climb.

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