KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Farrukh carefully looks around the room for traps and valuables.

Perception: 1d20 + 21 ⇒ (14) + 21 = 35

If it's safe, he pops a coffin open and stakes the vampire inside.


Battle at the Rift, The Isle of Last Resort

Farrukh notices a lever hidden on the north wall of the coffin room. He's pretty sure it opens a secret door.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Ooh, secret door!"

*Pulls lever*


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Battle at the Rift, The Isle of Last Resort

BOOM

A secret door slides open. Entering, Farrukh sees a flight of stairs. They seem to lead up to a wine cellar in the Understructure, though he doesn't go all the way up. What a convenient access point!


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Huh. Looks like there WAS a secret entrance."


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Tanith scoffs as he wrings the excrement out of his kilt.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

"Well, THAT would've been helpful to know several minutes ago." Carina grouses. "So, what's in the coffins?"


Battle at the Rift, The Isle of Last Resort

I've placed your figures. Let me know if you'd prefer a different formation.

Inside Coffin 1:
This coffin is empty.

Inside Coffin 2:
This coffin is empty save for a rotting, severed hand wearing an old, rusty gauntlet.

Inside Coffin 3:
As you swing open the heavy coffin lid, dust flies off, as if this coffin has not been opened in a long time.

You peer inside. There's nothing in here.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

Eben clambers up the rope after the others, looking around cautiously for more Kyuss spawn to pop out of somewhere and drag him off behind closed doors. "Remind me to grab a bottle from there on the way back..." he says drily when the wine cellar entrance is revealed. He points to the severed hand. "Gross, and I hate to ask, but anyone want to detect that for magic?" He is more interested by the implications of the third coffin, though. "Okay, if spawn one and spawn two came from those first two coffins, and this one hasn't been opened in a long time, then where's the body?"


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

Rodrigo climbs out of the s*+&ty hole, looking to me permanently traumatized by the experience. He nods to Eben, and chants a cantrip. Once his eyes start glowing a soft purple color, he examines the room for magical auras.


Battle at the Rift, The Isle of Last Resort

The hand—or perhaps the gauntlet—radiates a Strong magical aura.

Now that everyone is on the surface and getting relatively clean, they begin to notice an extremely foul odor permeating this level. It's a smell not unlike that of a charnel house.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"I smell dead people." says Farrukh, breathily.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina sighs and looks all around. The smell of death was becoming too familiar to her. At least it didn't smell of burnt corpses.

Yet. Just give me a minute.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

I'll focus long enough to identify the school, and attempt to identify the item (without touching it).

Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7


Battle at the Rift, The Isle of Last Resort

That's a Knowledge (arcana) check to identify the school.

Rodrigo is completely flummoxed, though it's definitely the hand radiating the aura.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

Eben takes his longsword and pokes around the interior of the third coffin, just in case there's something not-quite visible inside. "Well, we're in a room with coffins and just encountered a couple of wrom-ridden corpses. What's it supposed to smell like, a pine forest?"


Battle at the Rift, The Isle of Last Resort

There is nothing inside the coffin.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)
Eben MacTeague wrote:
Eben takes his longsword and pokes around the interior of the third coffin, just in case there's something not-quite visible inside. "Well, we're in a room with coffins and just encountered a couple of wrom-ridden corpses. What's it supposed to smell like, a pine forest?"

"It was just a reference to a play I saw once about a little boy who had a supernatural mutation that let him smell when ghosts were around. Turned out his best friend had been one all along."


Battle at the Rift, The Isle of Last Resort

Spoilers! The shadows hiding in the coffins' false bottoms haven't seen that play yet!


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*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

"Oh, I know that one..." Eben says. "People had such high hopes for that playwright. Boy, did he blow it with future plays. There was one about some farmers being attacked by these aberrations, but they turned out to have a weakness to water..." Eben sheathes his sword. "So..." he says, using mage hand to levitate the disgusting, rotting, but apparently quite potently magical hand out of the coffin and into a pouch, "Where next? North or east?"


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Farrukh refuses to believe there is anything that exists and does not know that twist, so starts poking around to make sure there aren't really false bottoms.

Perception: 1d20 + 21 ⇒ (12) + 21 = 33

Eben MacTeague wrote:
using mage hand to levitate the disgusting, rotting, but apparently quite potently magical hand out of the coffin and into a pouch,

Funny thing abut Mage Hand...

Target: one non-magical, unattended object weighing up to 5 lbs.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

Oh, huh. Well, nevermind. Once Rodrigo gives the 'All clear, it won't turn you into a goat' signal, I'll scoop it up by hand.


Battle at the Rift, The Isle of Last Resort

There are in fact no false bottoms. Farrukh is proven to be correct.

Eben is able to safely (but not tidily) extract the rotten hand from the gauntlet and place it in his pouch.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Hah! I knew it!

"Let's check East first."


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina keeps quiet and readies her bombs for more trouble.


Battle at the Rift, The Isle of Last Resort

At the end of the hallway is a fairly modern-looking wooden door. It does not appear to be locked or trapped.

Are you guys trying to be stealthy, or just marching in?


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

We don't have any buffs going this time around, so may as well take the time to move quietly.

Stealth: 1d20 + 16 ⇒ (20) + 16 = 36


Battle at the Rift, The Isle of Last Resort

Well, Rodrigo is invisible, but that's not too major. :P


Battle at the Rift, The Isle of Last Resort

So sneak up and open the door?

Stealths (Carina, Eben, Rodrigo, Tanith, Astraden): 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (18) + 3 = 211d20 + 2 ⇒ (17) + 2 = 191d20 + 0 ⇒ (11) + 0 = 111d20 + 3 ⇒ (15) + 3 = 18

Perceptions: 8d20 ⇒ (7, 18, 8, 11, 9, 10, 8, 2) = 73

Though almost everyone makes a surprisingly good show of it, especially Farrukh, stealth just isn't really Tanith's style. Farrukh opens the door and the creatures beyond are ready to greet him.

The air in this large hall is particularly noisome. The northern wall is almost completely covered by the remains of a wooden bookshelf, whose contents have long ago crumbled to dust. The southern part of the aisle is occupied by dusty pieces of ancient, ruined machinery that may have once comprised sets of semi-automated combat dummies. Some of the machinery has the barely visible symbol of Kord engraved in the rusty metal frames and carved into the rusty wood.

There is a set of double doors to the north, which, like the door Farrukh just opened, look like fairly modern additions.

A multitude of undead stand within.

Six spawn of Kyuss stand behind two other skeletons—both fairly short and both wearing tattered robes. The robed skeletons resemble any other fleshless corpses...save for the tangled masses of discolored entrails writhing within the ribcages, coming out through their mouths like taloned tongues.

The spawn themselves are arrayed fairly far back. Several lurk behind the exercise machines, and one spawn even stands on top of one. They are wrapped in old bandages, and almost look like mummies.

Knowledge (religion) checks apply on the weird tongue guys, and a Knowledge (religion) or (history) check can be made about the scenery.

Tongue Guys Image

1d20 + 4 ⇒ (6) + 4 = 10

Inits: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 3 ⇒ (5) + 3 = 81d20 + 4 ⇒ (10) + 4 = 141d20 + 3 ⇒ (7) + 3 = 101d20 + 0 ⇒ (6) + 0 = 61d20 + 2 ⇒ (9) + 2 = 111d20 + 8 ⇒ (16) + 8 = 241d20 + 7 ⇒ (20) + 7 = 271d20 + 2 ⇒ (13) + 2 = 15

Round 1: Robed Tongue Skeletons
One of the skeletons turns and gurgles something, barely even words, pointing at one of the spawn.

Flan:
"Go! Warn the s̱̘͈͍̱̩̜̬͞t̸͚̜͙̤́y̡҉͇̬x̵̱͍͙̰͉͙̬s̢͎̪̖̘̼͈͙̝͠p̟̦̗͙̤̥a̫͈̟͚ͅw̶̧̟̤n̶̟̰̩̪͢͝ that they h̸̖̯͖͍̤ͅa̰͇̱͙̯̭͙͖͡͠v̵̧̹͇̺̞̝ͅe̛͇͟ ̨̯͖á̜̺̞̥̘̫̤r̝͕͉̩͞͡r̫͔͟͠i̸̘̰̜̮̹͡v̢̢̜̤͕̖̭̱͉e͖̱͡d͏̭͙! T̴̜̘͍̯̻é̷͈͎̪̜̜l̢̩̯̻͇͎l̬̜̝ Zahol, then retu̗̱͔̥͟͜͡r̀҉̴̬̫̦̬͖̜n̴̜͙͟!"

The two creatures then turn back to Farrukh and lunge. The first's "tongue" swings out as it leaps forward, then quickly darts back. The second runs forward all the way, clawing into the slayer.

Tongue Touch (FF): 1d20 + 10 ⇒ (19) + 10 = 29

The clawed tongue rakes almost gently along Farrukh's neck. He feels his shoulders growing numb. Fortitude save vs. that thing you hate.

If Less Than 21:
You are paralyzed for 1d4 ⇒ 2 minutes. You can still speak, but with difficulty (if you were a caster, you'd have a 20% chance of spell failure, but you aren't so that does not matter at all).

Slam (FF): 1d20 + 15 ⇒ (16) + 15 = 31 If Farrukh fails his save, the creature pauses to shove Farrukh aside, not unlike Astraden did, also to Farrukh, back in the fight against Zyrxog, then targets Tanith instead. Damage (that should hit either one of you): 2d8 + 5 ⇒ (3, 6) + 5 = 14 Grab (FF): 1d20 + 19 ⇒ (6) + 19 = 25

If that beats whoever's CMD, you're Grappled. To avoid too much confusion, I'll roll for Farrukh if he doesn't post soon.

FOR CLARITY: YOU ARE NOT UP. The spawn are up. I'm breaking this post up because it's getting big and to give Farrukh some time to roll the save himself so he (and those with roll-altering spells) can make their decisions. Whether or not he's paralyzed will make a big difference in the spawn's actions, obviously, so I need to know promptly.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

So we're rolling with the "If one person fails their check everyone is seen" school of stealth I see.

Fort: 1d20 + 10 ⇒ (10) + 10 = 20

Action point: 2d6 ⇒ (2, 3) = 5

yey


Battle at the Rift, The Isle of Last Resort

Everyone is forewarned that people are approaching, so there's no surprise round, no. It would be different if you were actually sneaking past someone—in that case, they would only notice Tanith and leave the rest of you alone—but surprise rounds can't really work that way. Unless you have an idea for how to adjudicate a surprise round where two monsters get to act, but only against certain entities, and two players get to act, but only against the two spawn in the back, and so on...

Don't worry about it too much. The "tongue guys" have pretty great Perceptions, and one of them rolled an 18, so there was never going to be anyone totally unnoticed.

Round 1: Surprise Guest

Carina and Rodrigo are craning their heads, as always struggling to see what's happening in the front lines, when a shadow man steps out of the wall.

He or she is mostly comprised of formless shadow. They blur along the edges, almost like a watercolor painting someone didn't finish. Beneath a dark cowl is the top half of the skull, missing the bottom jaw. They clutch a ghostly lantern that, despite its apparent glow, gives off no light. Two pinpricks of red light eye Carina with amusement. It whispers something in a foul tongue.

Infernal:
"I suppose he would rather I leave you for him. What fools, these fiends..."

It continues drifting past, through the wall, and exits again—this time behind Rodrigo.

Touch Attack @Rodrigo (FF): 1d20 + 6 ⇒ (4) + 6 = 10 Negative Energy Damage: 1d6 ⇒ 4 And make a Fortitude save, DC 17, or take 1d6 ⇒ 4 Con drain.

The creature barely lands a hit, and Rodrigo feels his life force draining away.

Image. Knowledge (religion) applies.

Round 1: Spawn of Kyuss

Two spawn advance, as two others—including the one up on the equipment—hurl handfuls of worms at Farrukh and Tanith. Another rushes for the door and opens it. The sixth just stands there, looking completely surprised, as if it had been quietly enjoying...whatever it is undead enjoy, completely unaware of the adventurers' impending arrival.

Slams (FF): 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 191d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14

Ranged Touch Worms (FF; 3/2 increments): 1d20 + 6 - 8 - 4 ⇒ (4) + 6 - 8 - 4 = -21d20 + 6 - 8 - 2 ⇒ (6) + 6 - 8 - 2 = 2

Worms fly around the still-flat-footed Farrukh and Tanith, completely missing them. One actually hits the lead entrailed skeleton hard in the back of the head, somehow chipping off a bit of bone.

Round 1: You are up!


Battle at the Rift, The Isle of Last Resort

Minor FYI—the two spawn in the back have Partial Cover (+2 AC).


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

The least you could do is stop rolling low for my Initiative. =(

"This thing just LICKED ME! Ach!"

Who does that? SLASH!: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 15 ⇒ (6) + 15 = 21

Seriously! BASH!: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d6 + 16 ⇒ (1) + 16 = 17

Pls go Iterative BASH!: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 16 ⇒ (3) + 16 = 19

Confirm?: 1d20 + 14 ⇒ (2) + 14 = 16 =(

And shoving the "Tongue Zombie" back so Tanith can move in. Though I think even that 20 only moves it back 5 feet.


Battle at the Rift, The Isle of Last Resort

Hey, you got the best roll of the lot! A 10! Actually, come to think of it, your Favored Terrain should have moved you barely ahead of the spawn. Sorry about that; I'll revise that block so I don't forget again. Imagining that the spawn hadn't moved yet, is there any way you'd like to revise your action? I don't believe there's much else to do, since your five-foot step is used just to continue the full attack, but let me know if you want anything changed.

EDIT: Re-Revised Init Order:

Tongue Guys - Ghost Guy - Spawn - Everyone Else


Battle at the Rift, The Isle of Last Resort

Barring Farrukh using his revised action to teleport everyone or something, everyone except Farrukh is up.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Yeah, I'd just delay.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

Eben looks around; they're surrounded by undead. He draws a breath and casts a spell. "I believe in us all...". Then he closes his eyes and begins his litany of the joys of being alive once again.

Standard action to cast good hope, move action to begin Dirge of Doom.

Good hope lasts 80 rounds, cat's grace lasts 70 rounds.


Battle at the Rift, The Isle of Last Resort

Both the skeletal undead, the incorporeal creature, and the two nearest spawn seem to hesitate slightly, repulsed by Eben's song.

Carina, Astraden, Rodrigo and Tanith are up.


2 str dmg; HP:56/73; Summons 10/10; Action Points 10/10
Stats:
AC 20, touch 12, flat-footed 18 // Fort +7, Ref +7, Will +8 // CMD 18 // Init +2 // Perception +1

Fort save: 1d20 + 6 ⇒ (8) + 6 = 14

Rodrigo shrieks as the undead sees through his invisibility and touches his private inside places. The foppish summoner goes pale as his lifeforce drains away.

AFK right now so no map. I intend to cast haste but not sure if I'm threatened or whatever.


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

"Tanith, I'll try and clear some space for you to get out. If this doesn't work, maybe go help Rodrigo?" Astraden runs forward, drawing her rapier, and releases another burst of light from her mask. Shadows around her turn to utter darkness, but white gleams from Farrukh's sword and the undead's bones.

Round 1: Movement (move action), draw weapon as part of movement (free action), and DC 18 turn undead [3/6] (standard action). Disguise self lasts 696 rounds and Turn Undead lasts 10 rounds.

e: You're threatened. If Carina 5's into the side corridor or she and Eben both 5' one square east, you could get out of its reach I think.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 0/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 38/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 2/3, Lesser rod of quicken spell 1/3, rod of extend spell 2/3, Forzamele 3/3

As soon as Astraden moves, Eben steps back into her former spot, bringing himself a little closer to the fighting.

Adding a 5-foot step to my last action, if that's OK.


Battle at the Rift, The Isle of Last Resort

Astraden, do you want to try some Knowledge checks?

Will Saves: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 201d20 + 9 - 2 ⇒ (6) + 9 - 2 = 131d20 + 8 - 2 ⇒ (9) + 8 - 2 = 151d20 + 9 - 2 ⇒ (18) + 9 - 2 = 251d20 + 9 - 2 ⇒ (4) + 9 - 2 = 111d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

One of the strange skeletons, the ghostlike figure, and one of the spawn of Kyuss cringe away from Astraden's bright light.

Tanith and Rodrigo are up.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Looks like Tanith can't reach anything this turn.

Tanith strikes a menacing pose.

But otherwise delays.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 11/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Don't forget me!

Round 1: Actions
No Action: 5' step forward
Standard Action: Throw Fire Bomb at ghost-figure!

Carina steps forward, spins on her heel, and lobs a fire bomb at the ghost that just attacked Rodrigo!

Ranged Touch Attack (PBS, Precise, Cover, Good Hope): 1d20 + 9 + 1 + 2 - 4 ⇒ (11) + 9 + 1 + 2 - 4 = 19
Damage? (PBS, Good Hope): 4d6 + 3 + 2 + 1 ⇒ (1, 6, 1, 1) + 3 + 2 + 1 = 15

Halved, so that should be 7 or 8 damage if it hits.


Battle at the Rift, The Isle of Last Resort

The bomb's magical contents burn into the ghostly figure, who shivers—though he doesn't seem too badly hurt.

Rodrigo steps back and casts haste.

Round 2: Skeletons

One of the skeleton creatures turns and bolts through the door. Withdraw.

The other darts forward and attacks.

Slam/Slam/Tongue Touch: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 181d20 + 15 - 2 ⇒ (16) + 15 - 2 = 291d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 Make another Fortitude save, DC 21, or be paralyzed for 1d4 ⇒ 4 minutes.
Damage: 2d8 + 5 ⇒ (7, 6) + 5 = 18 Grab?: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27 If that beats your CMD, you're grappled. I believe it just barely fails, thanks to Eben's Dirge.

The tongue trails along Farrukh's cheek as the creature claws him again.

Round 2: Ghosty Guy
The lantern-carrier backs away from Astraden's bright light, hissing. It leaps back into the wall and disappears from sight.

Round 2: Spawn

One of the spawn flees, screaming, from the lore warden's symbol. The one that was on its way out instead turns and rushes to take its companion's place.

Slams: 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 281d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12 Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Farrukh is caught off-guard by the new spawn's arrival, and nearly takes one nasty hit—as well as a new little friend.

Gain a worm and make a DC 15 Fortitude save vs. disease. Actually, that...barely misses, doesn't it? Dirge + Haste leads to a 28 missing a 29 AC. So you're good. As long as no one paralyzed you.

The three spawn in the back eye Astraden with pure hate. One of them, one with a mostly intact jaw, hisses at her in wheezing, archaic Flan.

Flan:
"Your god has no...place here, priestess...Kill yourself now and...spare yourself worse fates."

Ranged Touch: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 41d20 + 6 - 4 ⇒ (6) + 6 - 4 = 81d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19

One of the worms wriggles beneath Astraden's sleeve.

Gain a worm!

Round 2: You are up!


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

Tanith, can't you attack the spawns from where you are? They have cover but they'd have that either way.

Knowlege (religion) mohrgs: 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (religion) room: 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge (religion) overbite: 1d20 + 11 ⇒ (9) + 11 = 20

Astraden smashes at the worm with the basket of her rapier, then stabs for the eye socket of the worm-eaten horror to her right.

+1 keen aberration bane rapier on worm (haste): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 Piercing, magic: 1d6 + 4 ⇒ (2) + 4 = 6
+1 keen aberration bane rapier on zombie (haste): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 Piercing, magic: 1d6 + 4 ⇒ (5) + 4 = 9
Confirmation (haste): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 Extra damage: 1d6 + 4 ⇒ (4) + 4 = 8

Round 2: Full attack (full-round action). Disguise self lasts 695 rounds and Turn Undead lasts 9 rounds.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)
Tanith 'Kordson' Creed wrote:

Looks like Tanith can't reach anything this turn.

Tanith strikes a menacing pose.

But otherwise delays.

You can reach EVERYTHING this turn. I didn't put myself in a flanking position with those skeletons near a thing that can paralyze me easily so you could strike a pose. -.-

Yes, the Grapple fails (my CMD is 29 with Haste).

Fort: 1d20 + 12 ⇒ (8) + 12 = 20
Argh.
Action Point: 2d6 ⇒ (1, 6) = 7

Farrukh continues whacking the Mohrg.

Slash: 1d20 + 15 ⇒ (11) + 15 = 26
1d6 + 17 ⇒ (4) + 17 = 21

Haste Slash: 1d20 + 15 ⇒ (4) + 15 = 19

Bash: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 18 ⇒ (4) + 18 = 22

Bash Iterative: 1d20 + 12 ⇒ (4) + 12 = 16


Battle at the Rift, The Isle of Last Resort

Crit fumble and crit threat. Nice.

Astraden:
These "mohrgs" are, in fact, mohrgs, dangerous, very quick undead known for their paralyzing tongues, skill at tackling their foes, and fondness of victims' screams. When they kill a living creature, that creature immediately rises as a swift zombie-like undead under their control, and they themselves are bolstered in both speed and health by the negative energy surge.

"Overbite" is a wraith, a potent incorporeal undead that senses living beings—demonstrated by its making a beeline for the invisible Rodrigo. They are powerless in sunlight (not daylight) and sap victim's life force. Animals will not willingly approach a wraith, even if they shouldn't even know it's there. Astraden has heard that soul wardens can tap into this unnatural aura to sense the creatures, though it's hit or miss (Wisdom bonus + soul warden level, DC 20, you rolled a 6). Anything killed by a wraith rises a few seconds later as a lesser wraith under the original's control.

Astraden has heard vaguely about a very old secret Kordian shrine built underneath the original arena. Supposedly, it originally served as a secret shrine for worship of Kord by the original builders of the arena, but when the above-ground structure changed ownership and was rebuilt into its current configuration, knowledge of this hidden shrine passed from view. Most suspect it all to be an urban legend, but Astraden is beginning to suspect there might be some truth to it. It looks like the place has seen better days.


Male Suel Sacred Fist/Godling 16 | 147/161 (179/193 buffed) hp, Init +0, AC 32 (45 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 5/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Could he? When I checked the map earlier Tanith was 15 feet from everything.


Battle at the Rift, The Isle of Last Resort

Farrukh slashes and slams into the mohrg, badly injuring it and nearly hitting it all the way into the wall. He continues inward to keep pressing the attack, but it's nimble enough to dodge two of his swings.

Astraden clumsily misses the worm, but jabs the spawn in the chest. It glares at her, full of hatred.

Tanith has always been (and continues to be) within reach of the spawn with his bardiche.

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