Part 1: The Fall of Kenabres.


Play-by-Post

1,801 to 1,850 of 4,482 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

"The same demon those cultists we slew below the city worshiped? Were...were we deceived by those people we caught in here?!" Arloric asks, suddenly looking worried.


1 person marked this as a favorite.
Current map: Below the Library of Kaer Maga

*shrugs and/or winks*


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin takes a look around downstairs also.

perception: 1d20 + 10 ⇒ (18) + 10 = 28


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Kelly comes up to the group on the stairs. "What's down there?"


Current map: Below the Library of Kaer Maga

So far, just what was described before!


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Aberus rubs his chin thoughtfully and says, "It's possible, I suppose, but ... they didn't exactly look the part."

He turns to face Kelly. "Rotting plants and a symbol of Baphomet, among other things."


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Kelly Littlekettle wrote:
Kelly comes up to the group on the stairs. "What's down there?"

"The mark of a demon lord, one whose faithful we encountered in the caves beneath the city."

He looks at Aberus.

"Didn't look the part? Is that not the point if you're a secret cult of demon worshipers?!"


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Aberus shrugs. "They had one sword and one brain between the three of them, and they were trying to collect runoff water from the roof. Either the cult of Baphoment is in dire straights, or they were exactly what they seemed to be."


Current map: Below the Library of Kaer Maga

Aberus' point is underscored by the fact that create water is an orison for clerics. Why collect rainwater runoff if you can just create whatever you need?


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

The light in Uriel's eyes dims, and he shakes his head. "There's definitely some lingering evil here, but nothing strong. No antipaladins hiding under the table, certainly." he says, cracking a rare smile. He proceeds down into the room.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

"There are ANTIpaladins?" Arloric asks incredulously. "While I can see how evil gods would create their own warriors to equal your kind, that has to be the least creative name for them possible."


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel shrugs. ”I’m sure that whatever foul horrors empower them have their own names they use, but I don’t care to learn them. Knowing that they’re a mirror image of all that is good in the world is enough for me.”


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

"Well you'll have MY sword at your side when you face them. Even if I am no paladin, people like that are the ones who poisoned the faith of my people and wounded the world. I would no more allow their vile venom to spread than you would."


Current map: Below the Library of Kaer Maga

Uriel descends into the room. As he closes in on the table, the goat's mouth in the symbol on the wall seems to move, and it lets out an eerie, echoing voice, saying, “Ahh... I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!”

Knowledge (arcana) DC 22:
Magic mouth spell. Nothing special.

The six-armed figurine on the table suddenly shudders and moves - not like an animated statue, which would move smoothly and cleanly, but like some kind of clockwork automaton. Its arms swing down and the swords in its hands cleave through the bottle in front of it.

A massive cloud of vile green gas fills the downstairs room.

Everyone in the room must make a DC 14 Fortitude save.

A moment later, the pile of rotting vegetation stirs, and a hideous plant monstrosity erupts from the mass of foul green.

Arloric: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Uriel: Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Aberus: Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Kelly: Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Merlin: Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Telerin: Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Plant-thing: Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Combat begins! Round 1!
Battle Order
Uriel, Kelly <--
Plant-thing
Merlin, Telerin, Aberus, Arloric

Uriel:
Since you didn't detect anything but faint evil, the obvious conclusion is that none of this is undead or evil-aligned magic - just clockwork traps, monsters, and basic enchantments.

Also, can you please make sure your stat bar includes your initiative bonus? Otherwise I have to dig it out of your alias when I make these rolls. :)


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Hearing the descriptions of the room, Kelly steps back a bit from the door, a look of anxiety clouding her face. But the moment she hears the sounds of fighting from below, she visibly forces herself into action, drawing her large kitchen knife and running down into the basement to help defend her friends.

I can't move my token on the map. From the secret door, I should be able to double move down the stairs, ending up against the west wall directly west of Uriel.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Know Arcana 1d20 + 10 ⇒ (14) + 10 = 24

This is a magic mouth effect, harmless but if there is anything here it has been alerted to our prescence. she remarks.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

fort: 1d20 + 2 ⇒ (7) + 2 = 9


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

GM:
My Initiative is the first thing after class: "Init +1"

Fortitude: 1d20 + 8 ⇒ (12) + 8 = 20

Without hesitation, Uriel brings his blade down on the plant-thing.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d10 + 5 ⇒ (7) + 5 = 12


Current map: Below the Library of Kaer Maga

Kelly, you should be able to move now.

For those in the room, you must make a save each round at the start of your turn.

Kelly, moving into the room subjects you to the gas; Fort save!

Merlin:

You are showing on the map as being upstairs. The gas is only downstairs. If you moved down, you take the effects below. If you stayed up, you weren't in the gas and it doesn't matter.

Merlin: 1d8 ⇒ 4

The gas clings to Merlin's lungs and he starts to wheeze, his breath making a significant noise each time it comes in our out.

Merlin suffers a -2 penalty to Stealth checks for the next 2 hours.

Uriel brings his blade down on the plant, which brushes aside his sword-strike with its flailing vines. Hit, but it has more hit points than that.

The plant lets out a hideous shriek!

Everyone in the lower room (so not Telerin and possibly not Merlin - not sure if he's in the room or not, since he didn't move his token but he rolled a save vs. the gas) must make a DC 15 Will save. If you fail, you are nauseated. This is a sonic, mind-affecting ability.
Nauseated duration: 1d4 ⇒ 2 rounds

Battle Order
Uriel, Kelly
Plant-thing
Merlin, Telerin, Aberus, Arloric <--


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Can't access the map, because only have my phone. Merlin was in room, so fun times for 2 rounds...lol.

Merlin gets sick on his boots...


Current map: Below the Library of Kaer Maga

I'll move your token, Merlin. The save vs. the plant-scream is a separate Will save from the Fort save that you made vs. the gas. The gas caused you to take the Stealth penalty. You need to make a DC 15 Will save or be nauseated.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Will Save: 1d20 + 8 ⇒ (10) + 8 = 18

Aberus rushes down the stairs, shaking off both the gas and the chilling scream as he closes in on the plant creature.

Attack (melee): 1d20 + 2 ⇒ (4) + 2 = 6

He swings his morningstar but it goes wide and fails to connect.

Round 1 move action: 30' to close in on plant creature (flanking?)
Round 1 std action: melee attack


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Will: 1d20 + 7 ⇒ (1) + 7 = 8


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25
Will: 1d20 + 2 ⇒ (3) + 2 = 5 +2 if it's a fear effect
Kelly coughs a little but seems generally unaffected by the gas, but then the scream leaves her reeling.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Apologies i missed the second needed save.

Will: 1d20 + 3 ⇒ (16) + 3 = 19


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Fortitude Save (Gas 1): 1d20 + 5 ⇒ (7) + 5 = 12
Fortitude Save (Gas 2): 1d20 + 5 ⇒ (6) + 5 = 11
Will Save (Scream): 1d20 + 5 ⇒ (6) + 5 = 11

Arloric doubles over coughing as the gas fills the room, and the scream of the plant monster only makes it worse.

"What IS this?!" he cries. "Demon-corrupted weeds?!"

Arloric tries to figure out just what the hell we're dealing with here.

Knowledge (Nature): 1d20 + 6 ⇒ (10) + 6 = 16


Current map: Below the Library of Kaer Maga

Arloric:
This is a mandragora, an evil plant that grows out of the ichor of demons and corpses. It has the usual characteristics of plants: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Its screech can temporarily leave people reeling but it can only do that infrequently. It is somewhat resistant to acid and cold, and very resistant to electricity. It hits hard with its branches/tendrils, and can reach a good distance away.

The poison gas cloud is not related - it was created by the trap that was set off by the magic mouth - but the plant is immune to poison so the gas doesn't affect it.


Current map: Below the Library of Kaer Maga

Telerin isn't sure what to do and decides to keep her guard up in case the plant does anything odd. (Botting Telerin; total defense.)

ROUND 2
Battle Order
Uriel, Kelly <--
Plant-thing
Merlin, Telerin, Aberus, Arloric

If you remain in the gas cloud downstairs, you must save every round.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Fortitude: 1d20 + 8 ⇒ (17) + 8 = 25

His stomach churning from the plant-thing's scream, Uriel manages not to hurl, but can't concentrate enough to take another swing at the creature.


Current map: Below the Library of Kaer Maga

Kelly you're up! :D


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Kelly staggers through the cloud, ears ringing, until she gets to clear air on the far side.
I can just get to what looks like a clear square on the east side of the cloud
Fortitude if I have to: 1d20 + 6 ⇒ (11) + 6 = 17


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

"This thing is a mandragora!" Arloric manages to choke out to the others. "It can only scream a few more times today. We must use fire! That is the only thing it will not easily resist! We must kill it quickly. As a plant spawned from demon blood, it is immune to tricks of the mind and body!"

He punctuates the explanation with a swing at the mandragora.

Longsword Attack: 1d20 + 3 ⇒ (16) + 3 = 19; Longsword Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Current map: Below the Library of Kaer Maga

Kelly makes it to the far side of the room while the creature lashes out at Uriel. The plant's trunk splits hideously and a sharp maw erupts! It attempts to latch on to Uriel!

Bite: 1d20 + 8 ⇒ (16) + 8 = 24
Slam: 1d20 + 8 ⇒ (18) + 8 = 26
Slam: 1d20 + 8 ⇒ (8) + 8 = 16

Bite damage: 1d6 + 2 ⇒ (2) + 2 = 4
Slam damage: 1d4 + 2 ⇒ (2) + 2 = 4

Fortunately for you it can only grapple Small opponents and Kelly is not close enough for it to attack. Uriel, you need to make a DC 15 Fort save vs. poison!

As the plant batters Uriel, Arloric slashes it with his longsword, but it just knocks off a few leaves.

ROUND 2
Battle Order
Uriel, Kelly
Plant-thing
Merlin, Telerin, Aberus, Arloric <--


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Fort save: 1d20 + 3 ⇒ (16) + 3 = 19

Aberus takes another swing at the plant-thing with his morningstar.

Attack (melee, flanking): 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage? (morningstar): 1d8 + 1 ⇒ (6) + 1 = 7


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Fortitude: 1d20 + 8 ⇒ (16) + 8 = 24


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Fort: 1d20 + 2 ⇒ (7) + 2 = 9

Melee scimitar: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 3 ⇒ (3) + 3 = 6


Current map: Below the Library of Kaer Maga

Aberus swings at the plant but his morningstar whizzes to one side and smacks into the ground.

Merlin likewise misses with his scimitar, and the smoke continues to have weird magical effects upon him!

Bilious bottle effect: 1d8 ⇒ 3
Fire damage: 1d6 ⇒ 5

The smoke seems to scorch and smolder Merlin!

Now just Telerin!


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

She begins to concentrate on her connection to her ring and uses it to cast magic missile at the plant as an elven arrow of force shoots from her hand
1d4 + 1 ⇒ (3) + 1 = 4


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

"BLAST!" Arloric cries in frustration as all he manages to do is prune the monster.


Current map: Below the Library of Kaer Maga

ROUND 3
Battle Order
Uriel, Kelly <--
Plant-thing
Merlin, Telerin, Aberus, Arloric

The fighting continues fiercely and the bottle shows no signs of slowing down its smoke cloud. Likewise the plant continues to rage and flail with its long tendrils. At least it isn't shouting any more.

Kelly:
The smoke from the bilious bottle covers basically the entire room downstairs - I didn't put down a ring because it essentially fills the room. I'll say if you are on the stairs, or along the far eastern wall, you can probably avoid it. Otherwise, it's save or random magic effect.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

[b] Does it look at least beat up? [/ooc]


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Fortitude: 1d20 + 8 ⇒ (11) + 8 = 19
Uriel continues to feel nauseous. Putting a hand against the wall, he shakes his head to clear it. That should be the last round of nausea from the mandragora, right?


Current map: Below the Library of Kaer Maga

It's kinda... trimmed?

This is your second round of nausea, Uriel, so yes, it ends now.

Kelly is up.


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Realizing she can't really escape the smoke, Kelly stays still, waiting for the dizziness and ringing in her ears to stop.
Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

These things are mean


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric, still wheezing, shouts at the mandragora.

"COME ON, YOU ABOMINABLE WEED! I'LL PULL YOU OUT BY YOUR THRICE-CURSED ROOTS!"

Ranks in Profession (gardener), ladies, NBs and gentlemen! :P


Current map: Below the Library of Kaer Maga

The plant monster, undeterred, lashes out at Uriel again.

Bite: 1d20 + 8 ⇒ (5) + 8 = 13
Slam: 1d20 + 8 ⇒ (10) + 8 = 18
Slam: 1d20 + 8 ⇒ (10) + 8 = 18

Slam damage: 1d4 + 2 ⇒ (1) + 2 = 3
Slam damage: 1d4 + 2 ⇒ (4) + 2 = 6

Its branches smash into the paladin, bypassing his guard as he retches, and leaving him scratched and bleeding.

Uriel:
You need to make two DC 15 Fort saves, as its branches are also poisonous!

ROUND 3
Battle Order
Uriel, Kelly
Plant-thing
Merlin, Telerin, Aberus, Arloric <--


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26
Fortitude: 1d20 + 8 ⇒ (17) + 8 = 25


Current map: Below the Library of Kaer Maga

Uriel:
You shake off the plant's toxins as soon as it lashes you, pulling back and shaking your head to clear it of its attempts to confuse you with its mind-numbing poison. The plant's poison causes fatigue + confusion effect if you fail the save, so that was some good luck.

1,801 to 1,850 of 4,482 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Part 1: The Fall of Kenabres. All Messageboards

Want to post a reply? Sign in.