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The job was supposed to be simple - find whatever was attacking travellers on the Flimm Woods trail coming from Millmouth, and stop it. Captain Halloran of the Lionridge City Watch had told them them about the incidents - for the last several weeks travellers and caravans had abruptly stopped coming down the Flimm woods trail. A group of guards sent to investigate hadn't reported back, so the city had turned to adventurers. The hired group was making their way down the path after most of a day of travel, having seen no sign of anyone or anything unusual, when they heard the noises of breaking sticks and grunting coming from the thick woods to their left. The thick bushes and undergrowth made it impossible to spot whatever was approaching, but it sounded large and was moving fast. You guys are currently standing in the middle of the trail. It's about 10 feet wide, with another 10 feet or so of mostly cleared space between the trail and where light undergrowth starts. Everyone makes the listen check, so you all have a round to prepare. Post/link your character sheet in your first post, and if you have any hour-per-level spells up mention those. In addition, include a block like shown below, that also includes any of your automatic abilities (rolling twice for init, etc) and 'all-day' spells so I don't have to constantly keep going through your sheets to make sure I haven't included everything. During combat, keep an updated version of that with any ongoing effects in it as well. pre:Init: +2 HP: 97/97 AC: 31/16touch/29flatfooted, +5 vs ranged Fortitude: 10 Reflex: 6 Will: 5 (+2 vs charm/compulsion) Skills: Handle Animal 15*, Ride 17*, Diplo 7, Know (Arcana/Planes) & Spellcraft 0 (but trained!), Balance 0 Move: 20' AoO: 1/rnd (reach 5') at +14 to hit 1d8+10 dmg 19-20/×2 crit Piell fucked around with this message at 13:57 on May 12, 2017 |
# ? May 12, 2017 13:49 |
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# ? Apr 24, 2024 05:36 |
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Jorn Thunderstorm Jorn was quiet, it was just a part of who he was. In truth, it wasn't not uncommon for people who didn't know him very well, especially among the more talkative races, to think him mute. He wassn't, but neither was he especially predisposed towards correcting their assumptions, either. They didn't talk to him if they thought he wouldn't talk back, and that suited him just fine. No one complained about the quiet, well-armed dwarf tagging along with the group, who'd responded to their questions with little more than a grunt. With something crashing through the woods towards them, Jorn was a different kind of quiet. Grim. Metal shifted as he reached back into his pack to withdraw the gun that gave him his name. One heavy ch-chunk later, and the dwarf was ready to introduce himself to whoever was going to threaten them. He was ready to get loud. Move: Withdraw Thunderstorm from Haversack Free: Load Thunderstorm (Rapid Reload) Standard: Ready an action to make a ranged attack against the first hostile creature to come into view. (+19 to hit*, 2d6+5 pierce, 1d6 elec, crit 17-20/x2 + thundering) *+1 to hit and damage if within 30' (Point Blank Shot) pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13 (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit girl dick energy fucked around with this message at 02:28 on May 13, 2017 |
# ? May 12, 2017 19:07 |
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Tik Kinslayer Tik is a friendly, chattering, goblin that is often more curious than is good for him. He has done his best to get to know and befriend the others on the journey, though some are proving rather stubborn. With the rustling noise he stops, cocks his head to the side and listens. Then he rushes forward, leaps easily into the air and lands high up in a tree to get a better look at what is rushing toward them. pre:Init: +8 HP: 83/83 AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) Fortitude: 10 Reflex: 17 Will: 13 Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8 Senses: Darkvision 60', Blindsense 30' Move: 70',fly 60 AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit Resistances: 5 Acid/Cold/Electricity/Fire Do not need to breathe, immune to drowning, suffocation and attacks that require inhalation Freedom of Movement Do not suffer miss chance from spells +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype
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# ? May 13, 2017 01:14 |
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TIGER The wrestler also takes to the wooden turnbuckles, looking for a chance to unleash a devastating aerial. (10:10:34 AM) slydingdoor: !r 1d20+10 (stealth) (10:10:35 AM) Krysmbot: slydingdoor, 5+10 = 15 pre:Init: +2 roll twice HP: 104/104 AC: 20/12touch/18flatfooted Fortitude: 11 mettle Reflex: 11 Will: 4 mettle Skills: +9 Balance +25 Jump +17 Tumble +10 Swim +14 Spot/Listen +10 Move Silently/Hide Move: 30' walk 45' fly AoO: 1/rnd (reach 5') at +18 to hit 2d6+16 dmg Reaction vs charge: Clothesline (as OA, DC 20 Ref or prone and charge attack fails)
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# ? May 13, 2017 18:17 |
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Seeker Ilbaen "Sounds like something big; this should help," says Ilbaen. She casts a protective aura across herself and her allies, then moves to a somewhat protected position in the brush on the opposite side of the trail from the approaching sounds. Her bow is already in hand, given the concern about ambush, but her arrow leaps from its rest along her left arm to the suddenly present, glowing string of her bow. Standard: Cast Mass Shield of Faith to give everyone a +3 deflection bonus to AC for 10 minutes Move: Move into cover on the side of the path away from the crashing noise pre:Init: +1 HP: 57/57 AC: 22/14 t/21 ff, +5 vs ranged Fortitude: 10 Reflex: 9 Will: 16 Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9, Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff 5, Diplomacy 4 Move: 40' AoO: +7 1d6+1 Conditionals
Bouquet fucked around with this message at 18:25 on May 15, 2017 |
# ? May 14, 2017 08:31 |
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Parakavri "I agree. better to be the safe than the sorry!" The small one invigorates themselves and provides physical steeling against a blow with their next thought, then scampers off behind the brush, keeping a similar position to their divine-powered ally. Standard: Cast Vigor (3 PP) and gain 15 temporary HP. Move: Follow Ilbaen into cover. quote:Init: +4 HP: 73/58 PP: 129/133 AC: 24/17touch/16flatfooted
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# ? May 15, 2017 13:43 |
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Ilbaen and Parakavri cast their spells and move into cover on the far side of the road, while Jorn readies himself to fire and Tiger and Tik take to the trees. It is the Ti pair that first spots their attackers - strange creatures with the teeth of gators, the ears of pigs. They've got tusks and tusks and tusks and back ridges! The creatures do not slow down in their rush, and as Jorn is the only available target he faces all five of them. A shot from his shotgun wounds one, slowing it down, but the other four slam their many tusks into him with a thundering crash that was nearly as loud as the shotgun blast. Jorn does get a little of his own, back, however, as he smashes the butt of his shotgun into one of the creatures. The pink up arrow indicates flying or otherwise in the air (in the trees, in this case). Jorn hits with his readied action for 15 and an AoO on another one for 14. Jorn then gets hit 4 times for a total of 61 damage, triggering his Stalwart Pact and gaining 25 temporary HP, DR 5/magic, and +2 luck bonus on saving throws. Make sure to include that you have that in your combat block in the future! Init: Tik - we are here Crocoswine Tiger Jorn Ilbaen Parakavri Piell fucked around with this message at 18:28 on May 15, 2017 |
# ? May 15, 2017 14:26 |
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Tik Kinslayer Tik watches as Jorn gets hit, and frowns. "No! No kill friend." Friend might be a bit much from the quiet dwarf but Tik gets a little emotional sometimes. He leaps from the tree, gliding into a strike right into the rear of the pig crocodile thing. Dealing massive damage to its backside. "No eat dwarf!" Use Infuse Ki to empower my next successful unarmed strike. Leap to H-12 Flank and attack pigodile. Er Crocoswine in H-13. Ki Infused Unarmed Strike against Crocoswine in H-13, flanking 1d20+22+2 30 for 1d6+14+5d6 43 magical bludgeoning, chaotic and good aligned, adamantine ghost touch goblin-bane pre:Init: +8 HP: 83/83 AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) Fortitude: 10 Reflex: 17 Will: 13 Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8 Senses: Darkvision 60', Blindsense 30' Move: 70',fly 60 AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit Resistances: 5 Acid/Cold/Electricity/Fire Do not need to breathe, immune to drowning, suffocation and attacks that require inhalation Freedom of Movement Do not suffer miss chance from spells +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype
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# ? May 15, 2017 19:08 |
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Tik smashes into the creature, smashing its leg into the ground and shattering the bone. The creature, despite letting out a loud squeal of pain, seems more angered than in pain and whirls to face Tik, along with two of its friends. Tik is smashed between the three creatures, his short height making his skull a perfect target for tusks. Jorn does not fare much better, as the creatures move to surround him and a tusk jabs up under his armor and into the flesh of his buttock. Tik hits for 43 damage, heavily wounding but not killing the crocoswine. They shuffle around, and three focus on Tik while two focus on Jorn. They all hit, one of which is a crit on Jorn. Tik takes 54 damage, Jorn also takes 54 damage. Init: Tiger- we are here Jorn Ilbaen Parakavri Tik Crocoswine
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# ? May 15, 2017 19:26 |
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Parakavri "The fellow compact one, they are very injured. This angers Parakavri! They shall pay for this!" The little firebug begins ranting and raving in place before flinging a barrage of flaming energy projectiles towards the creatures, the missiles seemingly growing in size due to what can only be described as chaotic influence. Soon after, with a raising motion of their hand, they create a spherical object, like a small moon, in front of them, near Jorn. The summoned construct unfurls from its spherical slumber and begins attacking the creatures with it's stone fists twice before attempting to scoop up the offending animal. "Yes, yes! Burn they will! Crush we shall! The balance, it has been tipped!" Standard Action: I Overchannel Energy Missile, expending my Psionic Focus to activate Empower Power, and allowing my Overchannel to be a Chaotic Surge. As per IRC rolls, I have dealt 84 fire damage to anything that failed its DC23 Reflex save, 42 to the creatures that had. Swift Action: I use Personal Construct to summon The Stone One's 2x2 square between H15 and I16. It takes two swings for 18 and 16 damage, and has Grappled one of the crocopigs. My turn is over. quote:Init: +4 HP: 63/58 PP: 108/133 AC: 24/17touch/16flatfooted
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# ? May 15, 2017 20:09 |
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An explosion of fiery beams launch from Parakavri, each aimed at one of the creatures. Two of them are incinerated instantly, and the three remaining are heavily burned but still willing to fight. Parakavri decides to pile insult onto injury and brings forth the Stone One, who punches two of the creatures, and clenches hold of one in its mighty fist. Energy Missile targets all of the crocoswine. Two of the crocoswine fail their saves, the other two make it. The ones that failed are killed, the ones that succeeded take 42. The Stone one is summoned and attacks twice, hitting one for 18 damage and the other for 16, grappling the second one and dragging it into its square. Init: Parakavri Tiger- we are here Jorn Ilbaen Tik Crocoswine
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# ? May 15, 2017 20:10 |
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TIGER Tiger walks across a branch while pointing at a crocoswine–the nearest to him, first in line. Then he stops, pantomimes a throatcut, and kicks off the tree into a superheroic dive shoulderfirst into the monster. It blacks out on impact, and the wrestler carries it through each of its surviving friends, sending them all flying! Move action to somewhere 30' west and 10' above I-12. Standard action to Spear them, full power attack with the penalty to AC from Heedless Charge [33 to hit for 58 damage]. Bullrushing them [28 str check] with Directed Bullrush through the other enemies at I-14 and H-15, tripping with Domino Rush both of them [21 and 28 Str checks] and making followup attacks with Improved Trip [22 to hit for 33 damage and 33 to hit for 29 damage]. My AC is 15 now but whatever they were hitting on 2s before anyway. pre:Init: +2 roll twice HP: 104/104 AC: 20/12touch/18flatfooted Fortitude: 11 mettle Reflex: 11 Will: 4 mettle Skills: +9 Balance +25 Jump +17 Tumble +10 Swim +14 Spot/Listen +10 Move Silently/Hide Move: 30' walk 45' fly AoO: 1/rnd (reach 5') at +18 to hit 2d6+16 dmg Reaction vs charge: Clothesline (as OA, DC 20 Ref or prone and charge attack fails)
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# ? May 15, 2017 21:14 |
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Seeker Ilbaen Ilbaen sends two arrows blurring towards the remaining attackers to finish off any that survived Tiger's dive. Free: Knowledge Devotion roll. Max of 15 on the roll regardless of creature type, so only get +1. Free: 5' step to L18 Full: Full attack vs. I14 crocoswine. +2 to hit from Knowledge Devotion and Point Blank, -4 due to shooting into melee. First (Raptor) arrow: 25 to hit, 17 dmg. Second (force) arrow: 14 to hit, 11 dmg. pre:Init: +1 HP: 57/57 AC: 22/14 t/21 ff, +5 vs ranged Fortitude: 10 Reflex: 9 Will: 16 Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9, Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff 5, Diplomacy 4 Move: 40' AoO: +7 1d6+1 Conditionals
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# ? May 16, 2017 01:19 |
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Jorn Thunderstorm If Jorn were a yelling sort of dwarf, he'd be cursing quite loudly right now. Instead, he gives a quick nod of thanks to his companions, and lets his shotgun do the talking for him. Free: Fast Healing 1, 5-foot step to G13 Full: Full attack on crocs, from left to right, keeping on one target until it drops. Big Full Attack (Point Blank Shot): 1d20+16 32 2d6+6+1d6 19 1d20+16 19 2d6+6+1d6 15 1d20+1 11 2d6+1d6+6 17 32 for 16 pierce and 3 lightning, 19 for 14 pierce and 1 lightning, 21* for 11 damage and 6 lightning. *[Typo'd, sorry] pre:Init: +9 HP: 43/103 (Fast Healing 1) THP: 25 AC: 28/16T/23FF (+4 vs giants) DR: 5/magic Fortitude: +14(16) Reflex: +16(18) Will: +13(15) (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If gun or armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 16, 2017 02:04 |
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Tiger smashes into one of the creatures, his plan to use it to hit the others with fails by virtue of it being too squashed by his powerful strike to move. Luckily, Ilbaen picks up the slack with a pair of arrows that drop the final two enemies. Fight over! Ilbaen gets a 9 on the knowledge (arcana) check so doesn't find out anything about the creatures.
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# ? May 16, 2017 03:43 |
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Jorn Thunderstorm Oh. Well, then. Jorn mulches their heads with one shot each anyways. Too many things he didn't recognize have come back from what he thought was death, better to be sure. Just in case, gonna coup de grace their bodies. Should give my Fast Healing time to fill me back up, too. (Six minutes will get me back to full.) pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13(+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If gun or armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 16, 2017 03:51 |
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Seeker Ilbaen When the attackers are dead, Ilbaen approaches Jjorn and Tik to examine their wounds. As Jorn shows every sign of making a quick recovery on his own, she focuses on Tik. When Tik makes no move to take care of himself, she sighs and draws upon the healing energy stored in her belt to mend some of the gashes and tears. When still more remain, she frowns and makes a quick prayer to Ehlonna for her aid. When this achieves only minor progress, she turns away. "It appears the goddess has a message for you, Master Tik; she prefers to help those who help themselves. Ilbaen surveys the monsters briefly and shrugs. "Never hear of anything quite like this before, but I'm willing to wager they aren't the brains of the operation. Shall we attempt to trace their back trail?" -Use 2 Healing Belt charges in succession to heal Tik 17 HP (slightly below average) -Spontaneous CLW using one Guided Shot to heal Tik 6 HP (min possible!) -Krysmbot is telling you you should have bought your own Healing Belt and/or kicked in some party funds so we could have a backup wand or something. -My knowledge roll was terrible -33 on Survival roll to attempt to track them, which I can only attempt if the DC is 20 or less pre:Init: +1 HP: 57/57 AC: 22/14 t/21 ff, +5 vs ranged Fortitude: 10 Reflex: 9 Will: 16 Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9, Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff 5, Diplomacy 4 Move: 40' AoO: +7 1d6+1 Conditionals
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# ? May 17, 2017 05:10 |
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While no expert, Ilbaen finds it easy enough to track the creatures thanks to the soft ground underfoot, and it becomes even easier when the tracks merge with other sets of older tracks to form a sort of trail - it seems the creatures had been coming and going from this direction relatively often. After a half hour of travel, the adventures arrive at what seems to be their destination. It is a cleared area in the woods alongside a cliff, with the trail leading into the cave. What seems of more immediate interest, however, is the ruined building a short distance away from the cave entrance. It appears to have once been a quite nice two story cottage, but it is now half collapsed from a massive hole in the side, nor to mention the partially burned areas that contribute to the destruction.
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# ? May 18, 2017 07:32 |
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Jorn Thunderstorm Once again, Jorn's gun comes out as he sees the building. That damage isn't even remotely natural, and after having just dealt with instantly-hostile creatures, he's not taking any chances. Hunkering down, he focuses on listening; whatever did that could very well still be around, no matter how old the damage looks. Listen Check: 1d20+13 30 30 to Listen, try to hear if anyone or anything is around. pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13 (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 18, 2017 08:01 |
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Tik Kinslayer Tik aches, but greatly appreciates Ilbaen's healing. "Thanks Elf lady, thanks Goddess too." Then as, most of, his wounds knit he hops in place and moves his arms around. Making sure he is still limber. Then he dashes about following the trail Ilbaen found. He stands next to Jorn, looking at the cottage as Jorn seems to be listening. After a few moments he whispers, "do you want me to sneak ahead to take a look around?" pre:Init: +8 HP: 63/83 AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) Fortitude: 10 Reflex: 17 Will: 13 Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8 Senses: Darkvision 60', Blindsense 30' Move: 70',fly 60 AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit Resistances: 5 Acid/Cold/Electricity/Fire Do not need to breathe, immune to drowning, suffocation and attacks that require inhalation Freedom of Movement Do not suffer miss chance from spells +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype
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# ? May 18, 2017 08:14 |
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Jorn listens carefully, but does not hear anything out of the ordinary.
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# ? May 18, 2017 08:25 |
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Jorn Thunderstorm Nothing obviously out of the ordinary, but it's hard to trust a situation like this. Jorn nods to the goblins, that's a good idea. pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13 (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 18, 2017 08:29 |
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Tik Kinslayer Tik nods, then gets close to the ground. Well closer to the ground. And begins scuttling forward, darting from shadow to shadow, silencing his footsteps. He approaches the cottage, trying to get a better view, possibly hear something from up close. If necessary he does a bit of acrobatic leaps through the air here or there to get into a better position. But all the while he tries to maintain a stealthy approach. Hide and Move Silently 1d20+17 for both, 26 and 32 respectively. pre:Init: +8 HP: 63/83 AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) Fortitude: 10 Reflex: 17 Will: 13 Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8 Senses: Darkvision 60', Blindsense 30' Move: 70',fly 60 AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit Resistances: 5 Acid/Cold/Electricity/Fire Do not need to breathe, immune to drowning, suffocation and attacks that require inhalation Freedom of Movement Do not suffer miss chance from spells +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype
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# ? May 18, 2017 09:50 |
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Tik circles the cottage carefully and stealthily, looking it over. From what he can see through the gaping hole, the inside of the cottage is a mess. Scorched furniture lays scattered everywhere, food seems to have been scattered about at random, and the remains of the wall lie inside. If he had to guess, this happened less than a month ago. There doesn't seem to be anything living inside, but there are three dead things - two of the pig-crocodile creatures, and what seems to be most of a torso of a humanoid of some kind. Spot/Listen/Blindsense fail to detect anything within the cottage, at least not without going inside.
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# ? May 18, 2017 13:10 |
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Tik Kinslayer Tik carefully returns to the others. "Nothing living inside. Not that Tik could tell from outside. Three dead things. Two pig crocodiles, and half a man." pre:Init: +8 HP: 63/83 AC: 26 (8 dex 4 wis 1 defl 3 ac bonus) Fortitude: 10 Reflex: 17 Will: 13 Skills: Jump 44, Tumble 20, Balance 15, Hide 17, Move Silently 17, Listen 9, Spot 9, Sense Motive 8 Senses: Darkvision 60', Blindsense 30' Move: 70',fly 60 AoO: 1/rnd (reach 5') at +22 to hit 1d6+14 dmg 20/×3 crit Resistances: 5 Acid/Cold/Electricity/Fire SR: 20 Do not need to breathe, immune to drowning, suffocation and attacks that require inhalation Freedom of Movement Do not suffer miss chance from spells +1 racial bonus on attack rolls against creatures of the earth subtype -2 penalty on all saving throws against spells, SLAs and SU abilities of creatures with the earth subtype Ryuujin fucked around with this message at 19:14 on May 25, 2017 |
# ? May 19, 2017 08:13 |
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Parakavri "Mmn? If everything's dead, then what killed them? Animals can't make kabooms that large, unless they have magic! But Parakavri wonders if this was the work of magic. Things made go boom by magic look different from other ways of making things go up up up!" Assuming Arcana and Psionics overlap in terms of Knowledge, I rolled a 22 on my check to see if this looks like magical damage or mundane damage to the buildings.
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# ? May 19, 2017 15:08 |
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Parakavri examines the building carefully. The fire was almost certainly magical - she can even faintly see scorched grass in a semicircle near the house where the outskirts of a fireball might have reached. The wall, however, is unknown, but it seems to have been smashed from the outside by something quite large.
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# ? May 19, 2017 15:20 |
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Jorn Thunderstorm Seems there's nothing else to be done about it. Trusting that he is the sturdiest of the group, Jorn, still armed, quietly and deliberately walks closer to the ruin. At any moment, whatever did this could come back and do the same to him, but standing a few dozen feet away wouldn't exactly stop them, either. Always better to meet life head-on. I'll go ahead and walk towards and then into the house. Move, ready action to shoot anything that attacks me, repeat. pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13 (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 20, 2017 00:49 |
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Jorn makes his way into the house. Nothing happens.
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# ? May 20, 2017 03:42 |
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Seeker Ilbaen Ilbaen follows after Jorn. She's spent more time causing (completely justified) mayhem than investigating mayhem, but she's picked up a few tricks along the way. She gives the cottage a more thorough search than Tik did, seeing if any more details might become apparent. 20 with my +5 Search for the first relevant 5'x5' square. I'm not taking 10 or 20, but I will do the full round action for each square, so you can roll for me if there happen to be more squares that might have something. pre:Init: +1 HP: 57/57 AC: 19/11 t/18 ff, +5 vs ranged Fortitude: 10 Reflex: 9 Will: 16 Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9, Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff/Search 5, Diplomacy 4 Move: 40' AoO: +7 1d6+1 Conditionals
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# ? May 21, 2017 07:37 |
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Ilbaen searches the body, of what appears to be a human (or at least humanoid) man. The head and one of the arms are missing, but the rest of the body is there, though a number of smaller wounds from tusks prove that the pig-crocodile creatures had landed their own blows before dying. The edges of the wounds rough, as if the pieces were bitten off with jagged teeth or ripped off rather than cut. There are several interesting items on or near the body. It is wearing a well-made cloak and robe, and from their relatively intact condition despite the body's many wounds make it likely that they are magical. A monocle and a glimmering thin net complete the roundup of likely-magical objects.
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# ? May 21, 2017 08:47 |
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Seeker Ilbaen "Hmmmm," hums Ilbaen, transforming what might otherwise be a fairly normal murmur of interest into lyrical beauty, such is the power of the elven voice. "An individual of some means," she says, nodding to the body, "and not without skills of his own. Either no attempt at robbery, spectacularly inept robbers, or someone who considers these things mere trinkets." With a quick invocation of Ehlonna, Ilbaen shifts her attention to the invisible telltale traces of magical energy, slowly scans the ground floor, then repeats her scan on what remnants of the second she can easily access. Cast Detect Magic, concentrate for the 3 rounds needed in each direction, go upstairs if it doesn't require any rolling to do so. pre:Init: +1 HP: 57/57 AC: 19/11 t/18 ff, +5 vs ranged Fortitude: 10 Reflex: 9 Will: 16 Skills: Spellcraft 17, Survival 15, Concentration 12, Sense Motive 10, Know (Nature) 9, Spot/Listen/Know (Arc/Geo/Hist/Loc/Pla/Rel) 7, Balance 6, Bluff/Search 5, Diplomacy 4 Move: 40' AoO: +7 1d6+1 Conditionals
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# ? May 21, 2017 23:25 |
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The objects found were, as expected, magical. The cloak has an aura of moderation transmutation, the robe of moderate evocation, the monocle of faint divination, and the net of moderate abjuration. After a search of the house, nothing else magical is found.
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# ? May 22, 2017 06:18 |
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Seeker Ilbaen "Nothing else interesting that I can see," reports Ilbaen. "I think our friend here was a sorcerer. I'll keep this," she pockets the monocle, "and one of you gentlemen who has room in your pack for a bit more can hold onto the rest for now." She hands the cloak, robe, and net to whichever of Jorn or Tiger is closest. "Shall we proceed?" she asks, tilting her head in the direction of the cave.
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# ? May 22, 2017 08:09 |
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Parakavri "A sorcerer! That would explain it then. Threw fireballs, made big kabooms, but got torn apart by monsters. The case is, as you would say, open and then closed again? Parakavri is ready to go."
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# ? May 22, 2017 11:04 |
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Jorn Thunderstorm Once everyone is prepared, Jorn is the first to go into the cave. He is, after all, a dwarf. Carved halls or not, it is his place to be at the front. Once we're ready, I'm gonna search for traps with my face. This also includes the Dwarven auto-search, but at a grand total of +0 Search, I suspect it's mostly going to be walking in a straight line and relying on Evasion and having 103 Hit Points. pre:Init: +9 HP: 103/103 (Fast Healing 1) AC: 28/16T/23FF (+4 vs giants) Fortitude: +14 Reflex: +16 Will: +13 (+2 vs poisons and spells, Mettle, Evasion) Skills: Climb +12, Intimidate +11, Jump +17, Listen +13, Senses: Darkvision 60', Blindsense 30' Move: 30' Walk, 35' Mighty Leap AoO: 1/rnd (reach 5'), +16 to hit 1d8+7 bludg. dmg/19-20 ×2 crit Effects: - Gain 25 temp HP, DR 5/magic, +2 luck to saves for 10 rnds if fall below 1/2 HP. - If armor is touched by undead or evil outsider/shapechanger they take 10d4 positive energy dmg. Undead DC 19 Will save or flee/cower for 1d4 minutes. Undead shaken if make save. Shapechanger's true form revealed for 1d4 rounds.
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# ? May 24, 2017 14:42 |
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Jorn, followed by the rest of the party, head into the cavern. Luckily, it does not seem to be trapped, and the passage is quite short. After about twenty feet in, it splits into a pair of moderately sized caverns, one to either side. The one to the left is blocked off with thick steel bars embedded in the floor and ceiling, forming a solid cage or jail cell - or at least it would, if the large cell door wasn't wide open. The trail of pig-crocodile creature tracks and the muddy water pit inside make it seem likely that they have been lairing here. The other cavern section is blocked off with a strange metal mesh of some kind and looking inside they can see another identical mesh wall about five feet further inside. A circular portal in each wall has been left open, allowing entrance if you wish. Before Jorn can head inside for a better look, however, Ilbaen spots something with her magically-enhanced vision - there is still a spell active, just on the other side of the outer mesh wall. She can tell that it is an abjuration spell of moderate strength.
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# ? May 25, 2017 13:24 |
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Seeker Ilbaen "Hold, there's a ward here..." says Ilbaen to Jorn. After a few moments of study, Ilbaen expands, "It will injure anyone with different opinions about how the world should be ordered than the caster. Given where we are, I would suspect the caster differs from us, but the beasts who attacked us were clearly avoiding the area, so it's possible this is a very old remnant from when this cave was put to a positive purpose. Either way, it's beyond my power to remove due to the way it is anchored into the astral realm. It's possible Parakavri could remove it; her abilities work in ways sometimes orthogonal to conventional magics. If Jorn is willing to expose himself to some minor danger, we might determine how inimical the ward is to those of stout heart and good intentions and plan our further actions accordingly." Rolled a 31 Spellcraft to identify a spell in place. It is Forbiddance.
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# ? May 25, 2017 19:13 |
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Jorn, as the designated trapspringer, is sent forward through the first mesh wall. As he steps through, a flash emerges from his body and pain rushes through him as the spell burns him. Luckily, now that he has passed through the outer edge, he is free to move around within it without a problem. Looking through the gap in the inner mesh wall, he examines the interior of the cavern. Unlike the entrance hallway and the other cavern, this one is substantially taller, about 60 feet high. A number of wooden ledges stick out at varying points along the walls, and there are a number of cloth sacks scattered throughout the cavern floor. Jorn takes 40 damage.
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# ? May 26, 2017 16:25 |
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# ? Apr 24, 2024 05:36 |
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Parakavri Parakavri, having taken note of what has happened to Jorn, gets an idea. "The Jorn, he was double-wrong, yes? Well, if Parakavri is also double-wrong, then the puzzle is solved!" In a joyful bit of humming, they begin concentrating. "Wait one moment while Parakavri prepares to test the gate!" A quick invigorating thought later, Parakavri skips along through the gate for the sake of science. Casting Vigor again, 3 PP for 15 temp HP. I'm ready to cast Damp Power for another 3 PP to reduce any damage incoming to its minimum result. quote:Init: +4 HP: 73/58 PP: 105/133 AC: 24/17touch/16flatfooted
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# ? May 26, 2017 16:35 |