-
And so we continue
-
Bar time it is! So, where's your airship tranansport?
...
Magitek tank?
...
Carriage?
...
Oh, fine I'll ferry you. You can pay your fee by getting me drinks on the bar.
Morte slams the base of her scythe in the ground, and a pool of greenish water forms at her feet, after which suddenly the same boat you saw her arrive in emerges from the small pool, lifting Morte alongside with it before the boat falls down and stablizes.
All aboard my caravela! Next stop, prophecy bar!
The boat doesn't seem like it can hold more than a couple of people, but as soon as anyone steps on it, it stretches longer and a bit wider, making sure there's enough space for every passenger to sit confortably.
As soon as everybody who was willing was inside, Morte would start using her scythe as a lever to propel her boat forwards, more green water miracously forming in the path to let the boat float whitout problems. It dried up as soon as the ferry had moved over.
Boat on the Styx can carry one medium creature per ranks I have in profession(Ferrymen), so that's 10 creatures, large counts as two, small counts as half, and so on for bigger/smaller sizes. I believe that's enough to ferry everybody, and it moves at 50 feet base speed (can "run" for 200 feet per round). 100 feet base speed if there's a water channel or something in the city where I could sail. :p
-
os
There isn't really a water channel but the streets are pretty broad if you can make one.
-
"You have a land boat?! That's fucking awesome!"
Mustave is the first to jump in.
-
And so the party finds itslef whisked away to the Broken Kneecap, whilst Bartholomeow guards the home base along with the party Cleric.
Nina is quite happy to see you, giving everyone the usual bonecrushing hugz.
-
Entering with everyone else, the man in the mask grins and says, "¡Hola, Señorita! My name is El Canrgrejo! It is my pleasure to meet you. Have you perhaps given thought to a career in the thrilling world of Lucha Libre?"
-
"OMG Your famous!! You must meet Mr Hooey, he is a huge fan!"
She returns holding a baby Owlbear which would be attempting to violently murder you were she not restraining it. Her innocent eyes do not seem to perceive his violent tendencies.
Incidentally she has one of the strongest grips you have ever known.
-
Some of you notice a shaggy, anthropomorphic viking mouse setting on the bar. It's Bjudr. unlike normal he's only beligerently drunk.
-
"Hey, Bjudr, I've got a stumper for ya. I was wondering if you could help us make heads or tails of this prophesy."
Mustave tells Bjudr about the prophesy.
-
"Hey, Bjudr, I've got a stumper for ya. I was wondering if you could help us make heads or tails of this prophesy."
Mustave tells Bjudr about the prophesy.
His eyes glaze over as he is listening, and begin to suddenly glow a phosphorescent green. He begins to slowly levitate above the bar and speaks in a thunderous voice:
"YEAH VERILY, WILL DOOM COME UNTO SARNATH AND IT'S PEOPLE! AND THEIR FESTERING SPIRITS SHALL DANCE AMONG THE RUINS OF THEIR FORMER GLORIES!"
He then slowly returns to normal and nudges the viking next to him.
"You write all that down like usual Al?"
"Yup"
"Cool. Sorry about that guys, prophecy sneaks up on you at the oddest time. You or the kid got a written copy of this thing?"
-
With a touchof her scythe, Morte's boat somehow sinks into the wet floor below, and in a few seconds the leftover greenish water completely dries up. She then adjusts her dress, approaches Bjudr, makes a small bow, and starts talking in a most polite voice, a tone quite different from the one she used on the guild:
Greeting Bjudr the prophet! It's an honor to meet you in person! I'm Menina Morte, an humble ferrywoman and part-time mercenary.
There is a scroll with the relevant prophecy written, and by all rights it belongs to the boy.
But somebody has conspired against us by delaying the court processes, so that the scroll is bound by bureaucracy laws and the boy is denied acess to it.
That or they're just really incompetent. You know how the system works. Delays piled one above another.
We were hopping you could put in a good word for us so that we could gain faster acess to the scroll in question. If you explain them the urgency of the situation, I'm sure they'll speed up the whole thing.
Rolled 1d20+16 : 10 + 16, total 26
-
Mustave watches, hoping Morte's more eloquent request will get Bjudr to give us some info.
-
ooc: sorry guys i somehow missed oslecamos post (and Ive been desperately trying to make rent).
"Would this kid be the Chosen One who walked in with you? If it is he'll make your life interesting. You! Boy! Get over here!
The two of them chat for a moment and Bjudr gets back to you.
"Okay without seeing the original here's what I can tell you. This boys is what we in the prophecy bidness call a 'Chosen One', which is a polite way of saying the Gawds above have decided to fuck up his life in some way. It's an old, old prophecy so it's written from the point of view of a society that's no longer about, which may complicate things. Their definition of abomination and witchcraft may not be the same as the modern ones, or it could just be they liked to indulge in hyperbole. That he hasn't been given access to the scroll may also imply you have a problem with what we like to call an 'Adversary'. Adversaries usually are linked to the prophecy, or stand to benefit from it somehow. They'll try to manipulate events in such a way that the prophecy fails, or so that they get some goal accomplished. The first one is impossible. If it says this kid will kill something and then be married, it's gonna happen one way or the other, it just might not take the form he or anyone else anticipates. For example if he's killed someone who assumes his identity could fulfill the prophecy. People can try getting rich or something of the prophecy though, so he'll need people to look after him and try to make sure things don't go too badly. Plus you may be able to influence things so that the prophecy is technically fulfilled in a way that helps him out. Try visiting the temple of Mimi on the Street of the Gawds. They keep records on prophecies so they can maybe help."
-
"Thanks, bud! Can I buy you a drink?"
-
"Absolutely." :smirk
At this point the Grigovakis clan comes over to say hi and see how you've been doing, and meet the new guys.
There's also a Gnome calling himself El Gigante screaming drunken gibberish at El Cangrejo. At least you think that's whats happening.
-
Mustave buys Bjudr a drink (OOC: how much does it cost?), but tries to keep things moving along at a polite pace.
"So, guys, do you want to go to the temple of Mimi?"
-
Bowing once more to Bjudr, Morte expresses her thanks
That was most helpful oh great prophet. Now if you will excuse us we have to continue our quest of cheating the fate bitch! For mi-our mutual profit!
Mustave buys Bjudr a drink (OOC: how much does it cost?), but tries to keep things moving along at a polite pace.
"So, guys, do you want to go to the temple of Mimi?"
But of course! All aboard the ferry to the house of fate!
Morte opens the tavern door and outside summons forth her wooden boat once more, waits a bit for anybody else interested to get inside, then the vessel abruptly propels itself at great speed towards the Street of the Gawds, leaving behind in the roard trough which it passed a trail of greenish bubling water that soon evaporates.
-
Spittle hops on the boat, taking a careful spot near the center.
-
And with some drunken fanfare (and an unintelligible gnome ranting at El Cangrejo) you are ferried off to the Street of the Gawds, a gated road which seems impossibly long and contains a temple to every known Gawd. It is a loud bustling place with pilgrims of a variety of religions practicing festivals, evangelists of all kinds variously promising salvation or damnation (or maybe just really good beer), and all manner of fooferaw.
Until you get there.
Then everyone just stares silently as you pass by to the Temple of Mimi where you are greeted by an old woman who looks at you and says:
"fuck"
-
Then everyone just stares silently as you pass by to the Temple of Mimi where you are greeted by an old woman who looks at you and says:
"fuck"
Mustave looks behind him, puzzled, then gets off the boat.
"Hi! We have a question. We were hoping you could help us make heads or tails of an ancient prophesy."
-
"Figured that when you pulled up. Maybe you should. uh...come inside..."
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEvvvvvvvvvvvvvvvviiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiillllllllllllllllllllllllllllllllllllllllllllllll!!!?
"Blasphemers of the Unholy!"
"How dare you offend us with your presence!"
"Ya know my gran momma always used to say 'you can lead a pig to water, but you can't fuck him in the ass."
"Maybe you should all come inside a little faster..."
-
Mustave heads in with haste, not making eye contact with the pig-fuckers.
-
"Don't feel bad just about any group offends some religion here, though I admit the presence of your Marraenaloth friend perhaps does not help you. So which prophecy are you searching for info on?"
-
Mustave recites the prophesy and mentions the scroll that we don't have.
-
"Ah yes you have someone trying to meddle. No worries I'm sure you can find a way to foil them. Let me go consult our head of archives."
She pops off for a bit as you gradually listen to the clamor in the streets die down before being replaced with cries of panic and lots of running.
-
"Well, fuck, that doesn't sound good."
Mustave peers out any windows or opens the door if there are no good windows looking out to the street.
Listen (to hear what people are saying) = 1d20 + 5
Rolled 1d20+5 : 8 + 5, total 13
-
While the others scuttle inside quickly, Spittle hesitates in the doorway, watching the crowd carefully.
Spittle and the thing are scanning for anyone in the crowd who stands out.
Sense Motive:
Rolled 1d20+15 : 9 + 15, total 24
Spot: (The Thing)(Includes Mindsight and Blindsense for 30 feet)
Rolled 1d20+3 : 6 + 3, total 9
Spot: (Spittle)
Rolled 1d20+1 : 11 + 1, total 12
He's using Detect Psionics (Magic) for good measure, too.
-
More tries to keep an innocent face while trying to hear. She didn't say anything in this neighbourhood so far because she feared she would be accused of uttering prophecies of doom by some street listener. Still seemed things were becoming ugly pretty quickly. Perhaps next time she should just scare the crowds away first.
Spot
Rolled 1d20+14 : 5 + 14, total 19
Listen
Rolled 1d20+14 : 3 + 14, total 17
Sense Motive
Rolled 1d20+12 : 4 + 12, total 16
-
Due to the hubbub it's impossible to make out what individuals are saying, but they appear to be running inside the temples only to lead back out what you assume are some pretty damn high ranking priests who are dressed for a fight. People appear to be focused at the far end of the street which is outside your view from in the temple.
It also appears to have begun raining.
-
Another chiming, skittering sound is felt within the heads of those nearby. Spittle steps inside the door, moving behind it and motioning at More to step inside as well so that he can shut the slab of wood.
The spotty little man stops moving, his attention vaguely focused at a spot on the door.
Using detect thoughts again. In general, he's looking for the highest INT scores (needs to be INT 31 to stun him) that fails the will save against the power. (DC 17 will)
-
ooc
You scanning the crowd or the people inside
-
The crowd, from through the door.
Actually, it occurs to me that I'm making an assumption: I can't see or blindsense people from through the door, but I can mindsight them. Does mindsight and read thoughts combine to let me ID specific people despite not having LoS on them?
If it helps any, I'm generally looking for a couple things: Anyone especially hostile (in a specific sense, not merely part of the mob), and anyone of relative ability or power who might have a low will score. :) I"m hoping that mindsight and read thoughts should help get that info.
-
ooc
Your mostly getting variations on the following:
"fuckfuckfuckfuckfuck...."
"Someone needs to get the Sheriff and the Archmage!"
"We're all screwed."
"I really didn't want to die today."
"Thank the Gawds! The armed forces are arriving."
You guys can hear a ton of noise now."
-
A couple of neophytes come running in and skid to a halt "Where is the Mistress? The Rain is outside!"
-
Mustave furrows his brow.
"This is weird by my standards."
-
When they get no reply, they scurry into the back of the temple. Moments later a bunch of old people bearing staves and artifacts of divine power rush past (including the old woman who is supposed to be helping you) and continue right out the front door. There is a nearby rumble of thunder.
-
Is there anyone else in there with us?
-
There are some extremely worried looking altar boys ignoring you and peeking fearfully from the doors and windows.
From cries in the street it is apparent the Sheriff has arrived with mercenaries.
-
"This is hopefully a good thing and not a bad thing."
-
One of the Acolytes to another: "Do you think a few hundred Clerics is enough or should we start running for our lives now?"
-
There is a loud peal of thunder as the rain intensifies. There are the loud reverberations of a Giant's footsteps, and you can hear the cries of Sphinxes.
Acolyte: "Omigawd they brought in the army.
*Suddenly notices you all*
"Oh...um...hi. Um...are you here for a reason? We might be temporarily interrupted by a small battle or attempted deity assassination."
-
"We were just looking for information on a prophesy. This other thing seems kinda important, though."
-
"Prophecy? Prophecies are always interesting. We're all probably going to die in a ball of fire soon, so I see no harm in helping you."
*looks at the kid*
"Ah you must be the target of said prophecy. Come with me."
There's a lot of people/things outside screaming something to the effect of 'kill him'
-
"Thanks... I'll be right back..."
Mustave goes to check on the chaos ensuing outside.
-
At your end of the street you see an army of the best casters and monsters the city has to offer.
At the other end is a lone man whom you can barely make out as he is the center of the inclement weather. Wind and rain obscure him from view, and it suddenly occurs to you when they were saying "the Rain is outside" that they weren't referring to the weather...
-
Mustave goes back in:
"So, apparently there's a lone man causing one hell of a storm, and he appears to be opposed by half the city.
Do we wanna go out there and pick sides?"
He looks at one of the acolytes: "So, who is 'The Rain' out there?"
-
"Legend has it he's some cursed mercenary with a vendetta. He kills Gawds. He's responsible for a lot of people being promoted to deityhood via him killing the previous Gawd. Might be one himself by now."
Your client looks a little taken aback.
-
"Hmmm. Seems a little dumb to directly oppose him, then."
What are they doing regarding the kid and explaining the prophesy?
-
Chatting with him about the specifics of his prophecy while they look through records.
"He's opposed because he has a reputation for major trouble and strife following him wherever he goes. It's a sure sign if he shows up that bad shit is going down somewhere,"
-
"If Rain is so terrible, and so undefeatable, then why is he opposed? It seems to make more sense for a God, and his worshippers, to run from this one's presence, and preserve themselves against him."
-
"The Goddess of Death, among other Gawds, has a price on his head. Plus there's a rumor you get promoted to Gawdhood if you successfully whack him. Plus there's another rumor that there's a curse on him that compels people to fight. Also, sometimes he doesn't give you a choice. You get the idea."
-
The hesitation that had fallen over the current situation was staggering. Morte decided it was time to take action.
If he was here for a fight, he would've already started it.
Which means he wants something else.
Since it looks like we can't properly focus on the prophecy while he's outside in a stand off, I'm gonna have a chat with him. Because clearly fighting won't work.
Morte would then do good in her words, get out of the building, summon back her boat, and slowly approach this Rain fellow, going around the massed city troops. Making sure to make no sudden moves, hold her scythe down, keep a business smile on her face. When she was near enough to make sure she was gonna be heard clearly, she spoke:
Hi there! You seem a bit lonely. Can I offer you a ride somewhere? Free of charge, on-the-house just for you.
Perhaps go to a bar, share a drink or two to warm up? You look like you could use some relaxing.
Or is there anything or someone you're looking for?
Diplomacy
Rolled 1d20+16 : 15 + 16, total 31
Also Knowledge (Royalty and Nobility) for any other info I may remember about him
Rolled 1d20+9 : 9 + 9, total 18
Also ready action to row away from danger should s*** hit the fan.
-
There is some uproar from the crowd as you head toward him, but surprisingly you do make it there.
It's kind of difficult rowing towards him because the closer you get the stronger the winds and rain become. You actually have to yell a little to make your voice heard.
He looks at you clearly surprised and says:
"I'm here to see a Priest."
The Clerics begin retreating into their Churches behind you.
-
Morte smiles under the rain. It seemed her hunch was right. She yells back:
A priest? Any priest? Or would you rather meet with one of a specific creed or god? I can go and convince one of those coward clerics to come meet you here. It seems you understand they wouldn't be much overjoyed if you just walked inside one of their churches, so I can work as a messenger to set up an encounter.
-
"I do not need a messenger. Nor do I care about what they feel."
He begins slowly marching forward, and the tempest marches with him.
Those inside the temple: A bunch of Clerics muttering "fuckfuckfuckfuckfuck" come in and begin barricading the door.
-
"Isn't that just going to piss him off more? You'd think running would be more productive than barricading."
-
"We're hoping the barricade will hold long enough for us to Teleport everyone out."
"Wait, you're still here?"
-
Feeling that words won't help anymore, Morte rows as fast as she can back to the temple where the party was. Once she realizes the door is barricated, she gently knocks the locked entrance with her scythe, just loud enough to make sure it is heard.
I go to try to help you, and you shut me out here? How rude. Now let me back in, or I'll open an entrance myself.
Also, that guy just wants to have a chat. And he's gonna have his chat. The faster you give him his chat, the less senseless devastation will happen. I'm sure your gods would be pretty pleased if this pretty temple wasn't reduced to rubble.
-
You are promptly teleported inside.
"Were not barricading it against him, were barricading it against the potential victims who will want inside."
-
"Oh, that makes more sense. Morte, is he coming here here, or just to this section of town? What's he wanna talk about?"
-
He's looking to see a priest. Any priest will do for what it seems.
Then Morte looks at the local priest.
See, if you stepped out and had a chat with the godslayer, that would make him leave without any further destruction, and you would then be able to claim great glory for yourself and your church for having driven him back.
Or you could be killed horribly. But even then you'll achieve great glory, and you'll have bought time for the rest of us to get to safety. Plus I'm sure your god will ressurect you for the trouble, or at least give you a great afterlife.
-
To the priest: "She's right, you know. At least about the first part. I'm not sure your god would resurrect you for hiding."
-
"The Gawds have ordered no contact with him on pain of worse than death. Even if one of us survived the confrontation we'd have a price on our heads every other Cleric on the street would be all too willing to collect."
"Oh and we think we have a lead on what prophecy your young man is after. *hands u copy*
"Our best advice is keep him out of trouble and try to head off whoever is trying to manipulate things. Bye now."
The world fades out and you are now back out on what seems to be a random street in the Merchant's District, and are nearly run over by a speeding coach.
There's a lot of yelling about some sort of major military incursion at the Street of the Gawds and people are alternatively grabbing weapons and heading off, or bolting their doors. A small, floating bespectacled gopher poofs into existence.
"Benny sent me. What the fuck is going on?"
-
"Oh, something about some god-killer who makes it rain demanding to see a cleric on the Street of the Gawds. I don't understand why they can't just sit down and talk, but whatever."
Mustave looks around. Is the boy present?
-
The boy is indeed present, as you all suddenly find yourselves in the basement confronting the Gawd of Fear, i.e. Benny.
"The Rain is here? Where?"
-
"The Street of Gawds. He wants to see a cleric, but I don't know why. Morte, here, talked to him, so she might know.
Other than that, we've been teleporting, or something, and I'm kinda confused as hell."
-
"The Church teleported you off the Street, and I sent my friend to chat with you. I can see and hear what he does so the minute you mentioned The Rain I brought you back here."
-
"Ah. Makes more sense, now.
So, who is this guy, apart from some renown god-killer? How does he do it, and what is he after?"
-
"He wants my ex-wife dead so he can gain enough power to challenge the Man Upstairs and leave this realm. He also wants a few assorted lifetimes of revenge for all the people who've died along his quest. How he does it is anyone's guess, he attained his abilities long before most of the current Gawds came to power. Indeed I am only a deity because of his brutally murdering my predecessor. The more of us he kills the more powerful he seems to get. He's practically a Gawd himself now. He limits himself as to the killings in some way, but we don't know why. He generally only seems to kill Gawds as he believes they overstep their bounds, but we don't officially know what that overreach is. He's always disliked my ex, I just don't think he's ever had the raw power to take her on. If he's appeared here though, it suggests you will have a period of calm regarding Natasha's clergy.
*looks at Morte*
"The Rain could swat you like a fly. I would avoid talking to him in the future unless he does not give you the option. Did one of you get what you were looking for vis a vis the Prophecy?"
-
"They gave me a copy of something. I have yet to read it, what with the teleporting, and all."
Mustave produces the copy.
-
*looks at Morte*
"The Rain could swat you like a fly. I would avoid talking to him in the future unless he does not give you the option."
Morte smiles mischievously:
It's precisely because I knew he can swat me like a fly that I chose to speak with him. Just wanted to try to make acquaintances with him. He looks like the sort of person you want to be on the good side of.
-
"No one is on the Rain's 'side'. He regards everyone as either a current or potential future obstacle, or as not being worth the time to kill. It is also quite desirable to not be associated with him as his enemies may become yours."
*peruses scroll*
"Boy, you people certainly know how to pick em'."
-
"Are you talking about us or something in the scroll? I haven't actually read it, yet."
-
"The Prophecy was written by an old civilization no longer extant that I'll bet exists where your client does now. They worshiped the Pantheon of Virtue, who are anything but virtuous. Those fuckers are so uptight they could consider virtually anything an abomination, and a woman capable of witchcraft because she wears a skirt showing her ankles. Honestly unless someone has looked at this and thinks they can somehow benefit from it by manipulating either the Chosen One or events following the Prophecy he should be just fine."
"Or the sky could rain alien monsters, one of which catches a cold from him and dies."
-
"So, in other words, he could fulfill this prophesy before dinner and not even know it.
Prophesies seem stupidly pointless."
-
"They can be. You might wanna go upstairs, someone's about to hammer on your front door."
He hands you back the Prophecy. You walk out of Benny's basement room to discover your client cowering in the hall.
You suddenly remember people aren't supposed to know Benny is here. He's probably been there since you got back.
-
"Oh, hey, guy. We got teleported, I guess. I was hoping you were brought with."
Mustave looks to the front door. "I think we're supposed to have company, soon."
-
BAM BAM BAM
"Open this door you collaborators of Evil!"
-
Annoyingly polite: "Just a minute. Who's there?"
-
"Justice you cocksucking sockfuckers!"
-
"Why are we collaborators of evil?"
-
"YOU KNOW WHAT YOU'VE DONE! OPEN IN THE NAME OF THE COUNCIL OF PRIESTS!"
-
"I don't answer to any priests, and I don't know what I've done. It sounds like you're fishing to get me to admit to something I didn't do. Fuck off until you can talk civilly. Please."
-
"Anybody got Knock memorized?"
"Fuck it I say we just Flame Strike em' till they open the door."
-
"I'd open the door if you asked nicely."
-
"FINE...er, fine...Please open the door so we may calmly discuss with you your massive breach of morality and laws..."
-
"Okay."
Mustave opens the door, although he's ready to throw an acid flask should anyone try something.
"So, what is this massive breach of morality? I'm completely drawing a blank."
-
El Cangrejo steps into the doorway behind Mustave to dissuade people from charging in or otherwise acting violently.
Intimidate with my mean-face if anyone looks like they're going to start acting up. :shakefist
:flutter
1d20(13)+7=20 (http://invisiblecastle.com/roller/view/4584965/)
-
"A Daemon linked to your Guild was seen speaking to the Rain. Is this a plot? Are you planning to kill the clergy? Is a divine assassination eminent?"
"And seriously, when are you going to address the ghost rumors?"
"Fuck yeah! Ghost rumors!"
"Are you planning something against the Chirch of Natasha in revenge for their assault?"
"Holy shit, is that El Cangrejo?"
they look kinda worried, moreso when they spot the kid whose name you suddenly realize you have forgotten to ask this entire time
"IT'S A CHOSEN ONE!! OMG YOU ARE UP TO SOMETHING!"
-
"Sigh... Okay, in order:
1) No. We were talking to the clergy on the Street of the Gawds when The Rain showed up. Morte simply wanted to know what all the fuss was and to see if she could talk him down. She couldn't. He seems rather... persistent.
2) We already did. They're rumors. I can't help what people say.
3) No. We aren't attacking the church. We'd like it if angry clerics stayed away from us.
4) Yes, he is El Cangrejo. He's pretty awesome. He might even give you an interview or demonstration if you guys stop yelling.
5) Yes, he's a chosen one. No, we're not 'up to something'. He came to us because he just wants a normal life. Also, how do you simply just recognize him on sight?
Man... being guild leader is a pain. I think I need a drink tonight."
-
"Well...we're high level Priests. That's something all of us get. Chosen Ones are such a danger to the fabric of reality that our prospective Gawds ensure we recognize them so we can get the Hell out of the way until the storm has passed, so to speak. Hey guys did you hear that! Normal life! HA!"
"ahahahahahahahhahaha"
"omg you poor bastard..."
"Seriously though, are you guys newb arrivals? How is it you've never heard of the Rain?"
-
"I haven't been here that long, all things considered."
-
"Eh... El Cangrejo spends most of his time either wrestling, or thinking of new ways to wrestle. It is more time-consuming than you may think, so I do not get out much."
The Luchador shrugs his shoulders, his arms still crossed.
-
"Soooo... is that all?"
-
"Ummm...yes. Yes I spose it is."
"Unless maybe you'd like us to do an Exorcism? We have first timer discounts!" :D
"Holy shit that is El Cangrejo!"
"Are you deaf?"
-
"No, we don't need one of those. Thanks, anyway!
Take care, guys. Remember: not everyone who runs afoul with you is necessarily evil. Some of us are just dumb."
-
"Will do."
After they leave the kid says:
"I really, really hate this city."
-
"Me, too... sometimes. I've mostly learned to just roll with most things."
-
faintly, from outside
"Viva El Cangrejo!"
-
El Cangrejo flexes, winks and smiles to the departing remnants of the crowd, then returns inside.
-
The kid: "So uh...what's our next move? Are we just hiding out or what? And what do I call you people? And whats with all these chickens? Mother of Gawd look at the size of that spider..."
-
"Don't worry, the spider is friendly. I'm not even sure if our group has a name, anymore, to be honest. I've sort of lost track in all the confusion. I was recently 'promoted' to leader when our last leader left. I'm sure that instills you with as much confidence as it does me.
As for our next move, I have no clue. This prophesy seems so vague, that it appears impossible to 'protect' you from it. From what I can tell, you could end up stepping on a bug without knowing it and marrying some cute girl from down the street and fulfill it. Now, because you're on a short timeline for when it's supposed to be fulfilled, I'm fine keeping an eye on you and trying to protect you from any danger that happens. It's just, well... I have no clue what's going to happen or how to react to it. I have no way to seek it out, so... I guess we just... wait?"
Mustave looks around at the rest of the guild to see if they have any better idea, but he isn't holding out much hope, as all of the answers they got just lead to more questions.
-
"So what was all that about ghosts?"
*spontaneously fails to notice listen/spot checks to notice ghosts restraining their laughter while twerking behind him*
-
"Some things are best left un-asked. I've found that's a cleric's biggest weakness. It's why their marriages never last."
Barring any other ideas from the group, Mustave opts to hold up here for a bit to see where this prophesy leads. If stuff stays quiet for an hour or two, he sneaks to his room to have a brief drink with 'Stasia to catch up with her.
-
ooc: what do the rest of you intend to do? You still don't know this kids name. And no ones looked at the Prophecy yet even :lol
-
Oh, that's right. We handed it to Benny. Mustave takes a look at it.
-
"Yea verily let it be foretold that in times yet to come that our antecedent, thenceforth named Reginald Cheesefuckler shall come upon an Abomination! And yea verily he shall crush that Abomination, whose dying curse will cause him to marry a dark witch, who will darken his soul, and then darken our lands with their...dark reign. Fuck it, no one's around, I'm not getting this proofread. Good luck ya little bastard!"
-
"What's your name, kid?"
-
"Reginald the first. My brother is Reginald the second."
-
"Ej... so what is it that makes everyone so sure it is you who the prophecy speaks about, little one? Could this not then as easily refer to your brother?"
-
Does it really matter? Even if the prophecy applied to his brother, the dark abomination will still utter the dark curse for the dark witch with a dark soul to bring a dark reign.
Clearly we should start looking for a big lantern.
-
"Ej... so what is it that makes everyone so sure it is you who the prophecy speaks about, little one? Could this not then as easily refer to your brother?"
"Technically he's my half brother and was born second. So everyone assumes it's me, unless I somehow die beforehand."
-
"I suppose it is you who is hiring us in any case. If the prophecy means your brother, then you are safe. If not, we still do our job, everything works out jes fine."
-
"Is your last name Cheesefuckler?"
-
"Yes." :banghead
-
*snicker* *snort*
"Hey, Morte, you know contracts, right? If he just got his name legally changed, could that circumvent this whole stupid thing?"
-
OOC: that question is probably more directed at Bhu than Morte, but Mustave would technically be asking Morte in character.
-
Why don't we just arrange for some eldritch beasty to go push around the brother?
-
ooc: prooolly wouldnt work but you could try
-
"Everyone always says these things are really vague, and we can't know what will fulfill it.
Can we make it come true early? If we set up some stupid 'abomination' and hook him up with a 'dark witch', would that 'end' the prophesy? We could hook him up with a nice girl with dark hair or dark skin or who's kinda emo, or something. Someone could summon a fiendish gnat, and he could squish it, or whatever."
-
There is a knock upon the door.
-
(Politely) "Who's there?"
-
"Good morrow kind sir, I am Philip Abernathy, esquire. I was hoping to trouble you for a moment of your time on behalf of several clients who, perhaps foolishly, are worried you may intend to interfere with their livelihoods shortly."
-
Mustave opens the door. "Um, okay. Why do they think we're doing that?"
-
You see a large, purple, amorphous tentacle'y horror from beyond the reaches of space and time. It is 'wearing' a power tie, and a small set of spectacles, and carrying a briefcase.
*quickly glances through paperwork*
"I understand a sir Reginald Cheesefuckler the First might perhaps be in attendance seeking your services? Not to be confused with his elder brother Reginald Cheesefuckler the Second."
-
"Oh, boy. Looks like it's starting. Is this one of those self-fulfilling prophesies?
Yeah, he's here. I'd be careful talking to him, though. You might be in danger."
-
"I can assure you kind sir I am very familiar with the Cheesefuckler Paradigm, and I do not consider myself in any danger. I am an attorney who specializes in Prophecy cases, as many specify some sort of "monster" or other that the protagonist will be in some way murdering or otherwise cause life-altering circumstances. Given the commonality of such themes many uncommon species have decided to 'lawyer up', and thus was born my profession."
"Incidentally sir, all prophecies are technically self fulfilling."
-
"Interesting. What do you mean about that last part? The kid came here because he just wants a 'normal life', and doesn't want any part of the prophesy."
-
*enters professorial mode*
"All Prophecies come from Oracles bound to Gawds, or individuals who have been 'blessed' with the gift of Prophecy by them. Those of us who noticed this questioned why, and thus began many centuries of fact-finding, research, and digging, sprinkled with the occasional mass murder or apocalypse. Our best guess currently is that the Overdeity Who Shall Noe Be Mentioned can be called upon by Lesser Gawds for favors. But there's a price, and that price is Prophecy. In short you get a favor now, for allotting some of your power in the future to shape events in a manner the Overdeity prefers. Most Gawds play the short game, he plays long. Unfortunately, by the time the Prophecy comes due most people have forgotten about them, so many societies arose to archive them for the future. There is absolutely nothing that will stop it taking effect unless he has the backing of Divine Power, and it will need to be a more powerful God than the one who cause the Prophecies birth. If he is killed, events will conspire to resurrect him. Or his brother will then be the center of the Prophecy. Or someone else will legally have their name changed to Reginald Cheesefuckler and be honorarily adopted by the family. No matter how many lengths that strain credulity the Prophecy has to go through events will, more or less, turn out as it described."
-
"That's fine. I don't think any of us really give a flying ghostly whore turd whether or not the prophesy is fulfilled. We get paid if he doesn't fulfill it."
-
"The point is, he may want to fulfill it when he thinks of it for a bit. And I have been hired to find a way for him to do so that doesn't involve any of my clients deaths."
-
"Well, he offered to pay us to prevent him from fulfilling it. If he changes his mind later, well, that's on him, isn't it?" The greasy man turned to look at the oft-ignored boy, "What do you want us to do? Way I see it, we've really got two options. We either work with this'un to foist the prophesy off at your brother, or we make sure it's fulfilled in as piss-por a way as possible with you. Either way, I think we'll need Squiddy McGee here's assistance. But its still your money."
-
"I'm inclined to agree."
-
"I just wanna live a normal life." *sniffs*
"Technically speaking, depending on how this is handled, you may very well do so."
-
"Yay! So, how do we proceed?"
-
ooc: sorry didnt notice your reply
"That rather depends on what teh rest of the family is up to. There is an abridged version of the Prophecy widely available, but I'm told the full one rests with his family and I was hoping to have access to it."
-
"Hey, Reginald! Where does your family live?"
-
"A small village in Florida. The city will be flying over it soon."
-
"Well, that's good, I guess."
-
"Florida is...an interesting place."
-
"So, are we just waiting until we get to Florida, then?"
If so, Mustave goes upstairs to have a drink with Stasia and catch up on things.
-
No reason to wait, is there?
-
"Maybe not. How do we get there?"
-
"Traditionally the city runs planes to and from whatever city it parks over, particularly for Guilds. The fee is modest. You can also pay a caster to Teleport you, or fly if you're capable of it."
-
"Does anyone have an easy way to get a group of us down to Florida, or do we have to hire it out? It seems like we should look into this pretty quickly."
-
Your secretary pipes up: "I believe it's 5 silver one way to use the shuttle. More if your group is particularly large or dangerous. Also you'll be putting your fate in the hands of Tinker Gnomes."
-
"I don't know if that tinker gnome crack was supposed to talk me out of it, or not, but it didn't! Lets do this!"
-
"I'll get you all signed up then. You'll probably have till tomorrow, so get some rest."
"If no one objects I shall meet you at the docks at the appointed time then."
-
ooc: anyone has plans before teh big take off? Like researching Florida?
-
Mustave will research after he has his drink with Stasia. He'll start by asking her about it.
-
ooc: sorry i missed your reply :blush
"Florida is a shithole, the armpit of the universe. It's all Old Folks and Moral Majorists and weird cousin fuckers."
-
"Florida is a shithole, the armpit of the universe. It's all Old Folks and Moral Majorists and weird cousin fuckers."
"Ugh. Anything to avoid, other than the obvious?"
-
"Don't trust anyone, don't leave anyone or anything alone, don't fuck anybody unless you like weird problems requiring a Cleric, don't get involved with the locals, don't venture outside of the cities into the swamps, don't show off money, do make sure that you inspire a certain nervousness in people."
"Ans Skunk Apes. Leave them Skunk Apes alone."
ooc: anyone native with Knowledge: Geography or Local can make rolls.
-
You meet Philip Abernathy by the docks.
A small crazed looking gnome asks who will be paying the fee of 5 silver. His name is Captain Shitkicker, and he will be your pilot this fine morning. You really didn't think anything could undermine your confidence more until you see his ... aircraft. At least that's what he calls it. You probably call it "ohmyfuckingawd were all gonna die..."
-
"This looks awesome! I'll pony up."
Mustave pays the man five silver.
-
You get a brief safety instructional speech which amounts to "buckle in securely, and if anything goes wrong we're all fucked, so make sure you're in good with your respective deities."
A few people drop out after that.
"Whelp, guess we lost the pussies. Rest a you strap in tight now."
Mr. Abernathy speaks up "I always enjoy these drops. They're so brisk and refreshing."
Your craft is then unceremoniously flung into the air by some unknown force, and you begin hurtling earthwards at what you are certain is 4,000 miles per hour.
Your captains reassuring speech to the passengers?: "AHAHAHHAHAHAHAHAHAHHAHAAAAHAAHAHAHAHAAAAAAAAAAAAHAAAAAAAAAAAAAAAA!"
-
Wheeeeeeeeeeeeeeeeeee!
Mustave genuinely seems to be enjoying himself.
-
a screw from the pilots sitting area ricochets off your forehead
-
Wheeeeeeeeee... Ow! Motherfucker! Shitkicker, next time, tell people to wear helmets!
Mustave takes his hands down from over his head and puts them over his face.
Wheeeeeeeeeeeeeeeeeee!
-
"helmets? Wut good would helmets do?"
-
Morte leans back on her seat and seems to be quite enjoying the lunatic trip as well.
I completely agree, an helmet would ruin my hairdress. You have any idea how hard is to keep my hair like this?
FASTER DRIVER FASTER! Time is money after all. What am I paying you for?
...
Oh, yes, I guess I didn't pay you yet did I. Sorry about that, kinda spaced out thinking about business.
Morte throws five silver coins at the pilot's seat with surpsiring speed and power, the metal disks burying themselves in the vehicle frame.
Here's your tip. NOW SPEED THIS THING UP!
Tip of Death allows me to use coins as ranged attacks.
Also sorry for going missing, should be able to post more often now.
-
One of the nearby shuttles explodes upon landing, sending up a small mushroom cloud.
"Damn. Told Bobby he needed teh fix thet landin' gear. Hold on people!"
Fort saves plz
-
Fort = 1d20+5
Rolled 1d20+5 : 7 + 5, total 12
-
Out of curiosity, where could I buy one of this shuttles?-asks Morte while admiring the beautiful mushroom cloud.
Fort
Rolled 1d20+6 : 17 + 6, total 23
-
Mustave looks over at Morte. "No kidding! I could solve a lot of my problems if one of these shuttles were to deliver a shipment of explosives to a particular temple, and accidentally had the landing gear fail.
I'm sure the more responsible among us would complain about the problems that would cause, but holy piss! Can you imagine watching that from a quarter mile away on a tall roof!?"
-
Spittle's fort:
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+4 : 20 + 4, total 24
Thing's fort (Assuming Spittle rolls a 1, or effect otherwise affects objects):
Rolled 1d20+6 : 16 + 6, total 22
-
Most of you don't vomit as whatever magics are engaged to provide a landing do so.
You horrific companion seems quite happy, and lacks the rubbery leggedness of the rest of the passengers. "Aah, brisk and refreshing. Let us do our best to blend with the locals they can be quite touchy."
"Allliiiieeeennnnsss!!!!"
"Were being invaded by rapists and hellbeasts!"
"Godless, pie-hatng heathens!"
"Oh look, there they are now. I say, good people could you convey us to the Cheesefuckler residence?"
"LET'S HANG 'EM!"
'there's a nice, shiny silver piece in it for you."
"HANG 'IM, AND TAKE 'IS MONEY!"
"Are you being deliberately obtuse? I am a Godless Horror From Beyond Time and Space. And a lawyer. You couldn't hang me, much less my companions."
"How 'bout if we burn you?"
Cheesefuckler pipes up:
"Um...mine is the next village over from here...we kind of avoid this one..."
-
"Does this thing drive, or are we just going to have to run over there, knocking out locals that get within arm's reach?"
To the locals: "Hey guys, we love pie. We're here to show this tentacle-guy how awesome it is, because he's never had it."
Bluff = 1d20+11
Rolled 1d20+11 : 15 + 11, total 26
-
"Yer on yer own from here boys. I stop by every night at sundown to do pick ups, and every morning as well. And remember to ask for Shitkicker."
Locals: "Well. Obviously you and he won't mind undergoing the test for Evil."
-
"How do we know you're not evil and trying to see if we're good so you can lynch us? I think you should take our test for evil, first. I don't really have time for this, though. We came for pie, and we're gettin some pie."
To the group:
"Lets roll, guys!"
-
A long nervous walk down a dirt road lined with torches and pitchforks commences. As you leave the village Cheesfuckler audibly exhales. "Now all we have to worry about is the wildlife."
-
"Keep a look out. Anything we encounter out here is probably smarter than anything back in the town."
-
A small fly like creature carrying a jug halts it's flight in front of your face. It hits the jug before bursting into laughter and moving on.
-
Travel to Cheesfucklers village includes passing many roadside stands. 'Toads for licking'. 'Monster turds for sale'. 'Fish bait'. 'Free dead people'. 'Come and be saved by the glory'. 'Farm market'. 'Help me goddamit'. 'Fried Monkey.' 'Boiled fruit.'
Anyone curious?
-
Not in any of those things.
-
Not even 'Help me goddamit' :p
-
Spittle chimes in, "I'm guessing this is one of those places where you don't touch anything you don't half to; you don't talk to anyone you don't half to; and for the sake of the gawds, you don't eat anything local."
-
"Oh no sir, we have great produce, especially if you love certain fruits and vegetables."
"Some of the local cooking methods require some getting used to. Except maybe the barbecue. SOme of those guys are just there to ambush unwary tourists. We get lots of those."
-
Mustave takes a brief look at the guy who needs help.
-
https://pbs.twimg.com/profile_images/427658958497517568/4qY8ltwD_400x400.jpeg
-
"What do you need?"
-
You notice he has no arms
"Ah needs someone to scratch mah balls. Please it itches so bad it hurts."
Cheesefucklers expression says it all: http://www.youtube.com/watch?v=BiLlTcCjwjc
-
"Have you considered asking a squirrel?"
Mustave keeps walking.
-
"You'll regret this!"
-
"Yabut I'd regret that more!"
-
As you walk along to the village, your new legal acquaintance pipes up "I wonder who wrote the sign?"
-
"What sign?"
-
"Help me goddamit."
-
"Oh, yes. I thought I missed another sign. He probably used his teeth."
-
"You humans are a strange lot."
-
You arrive at a fairly well off farming village.
"Yew got sum nerve comin' back here Cheesefuckler."
http://paulmurray.com/wp-content/gallery/appalachia-series/c24_moonshiner_prelim_water.jpg
-
Mustave looks at the boy: "What'd you do?"
-
"due to the prophecy I'm not so popular. They think I'm secretly some power mad asshole who wants to become dictator for life."
-
To the old man: "If it makes you feel better, he doesn't want to be here. None of us do, really."
-
"Ah just bet yew don't ya Gawdless heathens. You and yer pet monsters."
"I'm an attorney. Refer to me as a pet again and I'll slap you with a discrimination lawsuit that will make you pray for our death."
-
You are occasionally pelted with fruit as you walk to the Cheesefuckler "estate". It's seen better days. Standing in the doorways is an older woman who gives him a hug (it quickly becomes apparent she is his mother).
Then she notices the lot of you.
"Son...perhaps you could introduce me to your new...friends." :twitch
-
Mustave waves, with a large grin on his face.
-
*gives Mustave the Stare* :grave
-
"I'm Spittle. I'm here to tell you how lovely you are. And perhaps to help your son. You see... the prophesy was made regarding the wrong Cheesefuckler. Or, rather, that the prophesy is believed to regard the wrong one. We're hoping to help him.
Bluff... bluff... bluff... the stupid ogre 1d20+14 : 11 + 14, total 25
I suppose diplomacy could count, too, despite the lie about the lovely lady 1d20+15 : 16 + 15, total 31
-
"Whut's the lawyer fer?" *stares at philip*
-
" I am here to assist your son in the discovery of the true nature of his prophecy madam."
*looks at the party newbie*
"You one a' them demons?"
-
With a bit of effort, the Thing decides to attempt to short circuit the obstreperous, provincial, and small-minded argument that seems to be brewing...
Ok, concentration check to avoid the psionic display (DC 16):
Concentration 1d20+13 : 16 + 13, total 29
If it fails, everyone hears a 'chime' in their minds, and can potentially recognize the spell. Otherwise, it has no display.
Manifesting Psionic Charm on the mother, augmenting it with 4 extra pp (total 5) just in case she's animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider.
DC 18 will save to resist.
-
frog
-
Ma'am, why don't you let us in, so we can talk. His demonhood really isn't here nor there. We'd really like to discus the opportunities waiting your younger son.
-
"Waaall I don't 'spose you all look like the kind to get drunk and break the furniture. Wipe yer feet."
-
Spittle says, with more emotion than any of you have heard from him yet, "Ma'am, why don't you try this on, I think you may like it..." He unstraps his crystalline shoulderpad and offers it to the lady, who finds herself instinctively putting it on.
The thing takes control rapidly, and Spittle finds himself relatively free, though he is still under some control until the magics wear off. Madam Cheesefuckler turns to the outsider monstrosity and asks, "So explain to us, then, how you expect to help my younger son not kill off one of your clients?"
-
Said monstrosity peers intently at both Spittle and the mom. At least you think it does, given that it has no eyes.
"I shall lurk in the background until needed madam. Your son may not require the services of an attorney, not do I think he could harm any of my clients via anything more than serendipity. However, we understand he has a brother..."
-
Mustave asks the boy: "Where is your brother?"
-
"He apprenticed to a wealthier family. Said cheesemaking was a poor man's work, and the real money was in hard liquor."
-
"Well, he's got a point..."
OOC:
I'm not entirely sure what angle we're going for with charming the woman, or if there's anything more we want from her.
-
"Have you seen what a cheese snob will pay for good cheese?'
-
The lady chimes in again, still at the immediate direction of the Thing, "Hwe should get this prophesy resolved quickly, otherwise things will get out of hand. Besides, I know just the lady my boy should marry, lovely girl, lives down the lane.
You, lawyer-thing, Find some evil thingy that will fulfil the prophesy for my son to defeat. I'm sure these interesting people can help him with that. Make sure it's easy to defeat, and I'm sure you'll make sure it someone your clients won't mind seeing go down. Bring it here.
Turning to address her older son, she continues, Reginald, go find your brother. He's at Jack's place, you know the one. Tell him to come now or face his mother's wrath.
Yikes. There's a time to roll a '1'. 16 on my diplomacy. :(
-
A diplomacy check, I believe, to get the lawyer moving:
Rolled 1d20+15 : 1 + 15, total 16
-
"We need the prophecy to determine it's definition of evil madam. Also it would be unwise at this point to leave your son unattended."
-
With a bit of prompting, the mother shares what she knows of the prophesy...
-
Which is basically "His evil bastard of an uncle has it kept in a safe in his house."
-
The mother continues, "So clearly, we need to go and take the prophesy from my brother [in law?]. I'm not worried about killing him, though I'd rather humiliate him."
"Come along, lets see his house. I think we might be able to deal with him."
-
"Where is this uncle? Have you seen the safe?"
-
"He lives in a wealthier village. Coincidentally the same place my brother now lives in."
-
To the group: "Is there anything else we need here, or should we move onto the wealthier place?"
-
It's a short trip to Whiskeyville. The inhabitants greet you with drawn crossbows. "Yew ain't from araound heeyah."
"Ah says we kills 'em."
"Ah say we kill 'em and fuck 'em with a Lawn Gnome."
frogman which 'vehicle' you taking?
-
The mother chimes in, 'Y'all know me, let us in. I need to talk to my %$^%^ brother.'
-
"Yer brother said if you wuz ta show up to tell you to go fornicate yerself with an iron stick."
he holds up an iron stick
you get the feeling these guys were born vulgar assholes
-
How many are there?
-
A dozen or so
-
"I think she'd like to hear it from him."
-
"Bawb, go fetch Hebedayuh. We'll keep watch on this freak show till you get back."
looks at Robby
"Mighty large balls on you for sech a lil feller. Might wanna be careful they don't get stepped on."
-
"Mighty large balls on you for sech a lil feller."
Bashfully, "Well, thank you."
-
Yet more gun bearing rednecks arrive. In their midst is the obviously rich one. You can tell because he's bathed and wearing stuff that costs tons of money, yet still somehow looks trashy.
"What you want woman?'
-
Mustave looks to the woman...
-
If it worked before...
Concentration check to avoid the psionic display (DC 16):
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Concentration 1d20+13 : 11 + 13, total 24
If it fails, everyone hears a 'chime' in their minds, and can potentially recognize the spell. Otherwise, it has no display.
Manifesting Psionic Charm on the brother, augmenting it with 4 extra pp (total 5) just in case he's animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider.
DC 18 will save to resist.
Her loud voice rings out, "You know what I want, bring the prophesy thingy out and we'll go away!"
-
"Well fine then."
He goes inside.
You hear a brief argument. Then you hear a loud boom.
-
Before Mustave goes charging in, what are the locals doing?
-
They're smiling, and holding up what look to be guns at you.
-
How many of them are there?
Mustave waits to hear what else happens inside.
-
There are 6 that you see. A voice yells out from the house:
"Hexekayuh, whut th' fucks goin' on out there?"
"Furriners come with yer rel'tives askin' bout tha profersy."
"Tell 'em ta fuck off or shoot 'em in the head if'n they don't."
*looks at mustave*
"E' says fuck off."
-
"Oh well. Take care, guys."
Mustave turns and walks away. Assuming people from the group follow, he waits until they're a safe distance away and quietly says: "Well, we'll probably have to return and take it, er, the information. I'd rather plan something more coherent when I don't have explosive devices pointed at my face.
Any thoughts, guys? Sneak in invisibly, mind control, something else?"
-
"Am I to assume then that you are more fragile than the average Godless Abomination from Beyond Space and Time?"
-
"While I don't like these chucklefucks, I'd rather not just kill them. At least not yet. I mean, if we have to just run right up there and blind or incapacitate them, I have no problems with that. I just wanted to confer with my colleagues before I started casting spells. Also, I kinda wanted to start casting spells when I didn't have explosives pointed at me.
Any suggestions, guys? Direct approach, subtle approach, something different? I can contribute either way."
-
"I'm ready to kill someone."
-
"I guess I can knock a bunch of the fuckers out."
-
"How fragile are your species?"
-
"Oh, we get killed all the time by explosions and pointy pieces of metal piercing us. Hell, I heard a story about a guy who got sick and died from a splinter! On the flip side, sometimes people fall from hundreds of feet, dust off, and walk way, so, it's sort of a crap shoot. We also have healing magic, so, there's that."
-
"So if things go unexpectedly sideways you're okay with me rupturing the local space/time continuum?"
-
"Shit, that sounds awesome."
-
"Eeeeeexcellent..."
-
"Alright guys, are we rolling in now, or does anyone need to make any preparations? I'm pretty much fine, as-is."
-
Morte, who had just been silent until now and letting the others do the boring negotiations, grins as the situation heats up, then pulls some ghostly-looking coins from inside her clothes and drops them on the ground. A pool of murky water forms under her, and from it emerges the wooden boat you had already seen, but with a sleeker, darker design than before. Stepping inside it, Morte spins her scythe in the air a bit, clearly warming up for the incoming battle.
And I here thinking I had joined a team of lawyers who just knew how to talk... Nothing like some good old and bloody violence to make business! I'm ready for work!
Oh, and if any of you want to get in close to those idiots fast, I can give you a ride.
Entering Boat on the Styx stance again, spending 15 GP from Fallen and Ruined Shinigami to boost land speed by an extra 15 feet for a total of 65 feet.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/edit#gid=0
Green is the forest, which provides light cover and difficult terrain, brown is the house, R# are the rednecks. Where do you all wish to be
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/edit#gid=0
Green is the forest, which provides light cover and difficult terrain, brown is the house, R# are the rednecks. Where do you all wish to be
OOC: We might either individually need access, or you might need to make it public. I requested access on the site.
-
Whilst 'm working on that just post here what square you wanna be in and ill edit (G2 for instance).
-
Whilst 'm working on that just post here what square you wanna be in and ill edit (G2 for instance).
OOC: I mean that I cannot even view the document. I get a generic Google Drive page saying I need to request permission or sign in with an account with permissions. It correctly identifies me as being signed in with my usual account.
I'm assuming you need to make the document public, or something.
-
Whilst 'm working on that just post here what square you wanna be in and ill edit (G2 for instance).
OOC: I mean that I cannot even view the document. I get a generic Google Drive page saying I need to request permission or sign in with an account with permissions. It correctly identifies me as being signed in with my usual account.
I'm assuming you need to make the document public, or something.
Same here. I requested access, but in the meantime I'm just chilling.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
try this link and tell me what happens
-
That worked.
Mustave will start in the edge of the forest on the left half, right next to the path in the center. He will start seven squares down from the "top" edge of the forest. Basically 10 squares directly beneath R1.
He'll go in Invisibly, but in case it matters, he will attempt to hide, as well: Hide = 1d20+9
Rolled 1d20+9 : 19 + 9, total 28
-
8 squares south of R3. And just as a reminder (it probably won't be necessary, though I may well get Momma killed), I've got share pain up with my psicrystal, as well as inertial armor.
-
Morte rows her boat next to the possessed mother, then grins, revealing a row of sharp teeth. Black, bat-like wings unfurl from the back of the ferrywoman while her nails grow longer and sharper. Dark glittering scales sprout over her skin, while a long tail emerges from the back of her waist, ending in a sting dripping a green liquid that burns the ground where it falls.
I'll start left to where Frogman is starting. Also using Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
-
Nishutive rolls plz :D
-
Init 1d20+1 : 10 + 1, total 11
-
Rolled 1d20+3 : 16 + 3, total 19
-
Rolled 1d20+4 : 5 + 4, total 9
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
The Purple squares are Philip, Cf is Cheesefuckler, R# are rednecks.
Round 1 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7
-
Morte seizes the initiative and swiftly rows her boat forward, making a tight turn around the trees so she flanks the rednecks!
Raising her scythe above her head, the weapon's blade is wrapped in a white ghostly flame, and as Morte swings down the weapon, the pale fire is unleashed as a shockwave that wraps around the conveniently lined up rednecks in front of her! The blaze remains in place after the attack.
I've got 65 feet move speed thanks to Boat on the Styx stance. That should be enough to get on the square left to R2 without provoking Aoos.
Swift action to activate boost: A Human Spirit Passing By. My next melee attack within 1 round affects all in a line 50 feet long and 20 feet high. Spend 20 ghostly GP to leave in the area a wall of spirits that provide cover and concealment against all attacks passing by, and deals 4 damage to all enemies passing by it or ending their turn inside it. Lasts 1 round.
Standard action: Scythe of Exorcism (to-hit 26, 12 damage) that should affect R2, R1, R3 and R4.
If hit they need to make each a Fort save with DC 18 (already taking in account the +1 DC for being in a boat due to) or be pushed 5 feet for each point they failed their saves in a straight line of my choice without provoking Aoos. If they hit another creature or a wall of some kind, they need to make a Reflex save with DC 18 or be tripped. I'm pushing R2 right, R1 left, R3 right and R4 left, so they basically bump against each other.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent:A Human Spirit Passing By, Scythe of Exorcism.
Maneuvers prepared remaining: Wind of the Last Journey, Abundant Floating Spirits, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 345/380 GP.
Menina Morte HP: 49/49
Boat HP: 24/24, hardness 4.
Also for the record I don't see any Cf on the map.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 1 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 has taken 12 damage, R3 is dead, R4 has taken 12 damage)
Philip advance and turns redneck three inside out by touching him. Frogman is up.
-
Without moving from his place, a skittering noise is heard nearby and massive wad of gunk erupts from Momma's mouth to land on the visible redneck.
Ectoplasmic Cocoon (http://www.d20srd.org/srd/psionic/powers/ectoplasmicCocoon.htm), DC 18 reflex to negate.
-
Mustave breaks invisibility to cast Glitterdust (Will DC 14) on R2 and R4 (avoiding Morte). He moves four squares north.
-
The cocoon misses wildly!
R2 begins screaming "I CAN'T SEE!! OMG I CAN'T SEE!"
CHeesefuckler screams at the sight of his mother vomiting goo and turns to run! (he is now off the south portion of the map)
The rednecks open fire
R2 fires wildly at mustave being as he's blind and all
http://invisiblecastle.com/roller/view/4781086/ 20 would normally hit mustave
http://invisiblecastle.com/roller/view/4781089/ and astonishingly he makes the 50% roll!
http://invisiblecastle.com/roller/view/4781100/ 12 fire damage
R4 shoots Philip to no effect at all
http://invisiblecastle.com/roller/view/4781091/
R5 shoots at Os
http://invisiblecastle.com/roller/view/4781093/ 25 being just enough to make it
http://invisiblecastle.com/roller/view/4781101/ 16 fire damage
R6 moves and shoots Philip to no effect
http://invisiblecastle.com/roller/view/4781095/
R7 moves up
R8 moves up as well
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 2 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 has taken 12 damage and is blind 4 rounds, R3 is dead, R4 has taken 12 damage)
Os, you're up
-
Morte takes a moment to bask in the joy of getting first blood in this combat, reinvigorating herself, then admiring her business further wreck havoc among those stupid rednecks... Then Morte lets a scream of surprise as bullet hits her thick black hide. Turning towards the one who dared to attack her, she shouts:
Gah! Do you mind? I'm kinda busy here! Don't worry, your turn will come soon enough.
Then Morte swung her scythe in a wide arc aimed at the redneck's body.
Immediate action last turn: recover half my spent maneuvers(had two spent, recovering Scythe of Exorcism) when a sentient creature dies within my view(R3).
Standard action: Scythe of Exorcism (to-hit 20, 10 damage) against R4
, while spending 45 ghostly money to create an healing spirit below R4.If hit he needs to make a Fort save with DC 18 or be pushed 5 feet for each point he failed his save in a straight line of my choice without provoking Aoos. If they hit another creature or a wall of some kind, they need to make a Reflex save with DC 18 or be tripped. I'm pushing R4 right, to try to bump him into R2.
Then Morte 5-steps in the square under R4, absorbing the spirit and healing 10 HP.Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent:A Human Spirit Passing By, Scythe of Exorcism.
Maneuvers prepared remaining: Wind of the Last Journey, Abundant Floating Spirits, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 300/380 GP.
Menina Morte HP: 46/49
Boat HP: 24/24, hardness 4.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 2 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage)
R4 Saves just barely and is severely wounded
Philip casually unravels R2, he is dead
Frogman is up
-
Momma moves up towards the farmhouse, then with a throwing motion launches another glob of ectoplasm (http://www.d20srd.org/srd/psionic/powers/entanglingEctoplasm.htm)at one of the rednecks.
Touch Attack 1d20+23 : 10 + 23, total 33
If hits, R6 is entangled for 4 rounds.
-
Typoed - attack should have been +12, not +23. So that was a 22 to hit.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 2 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 4 rounds)
Robby is up
-
Mustave moves to the edge of the forest five squares south of R6 and casts Glitterdust on him (Will DC 14).
-
man you guys really hate R6 :smirk
Fortunately he seems too engrossed in removing his entanglement to see the sparklies
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 2 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 4 rounds)
Cheesefuckler is still not so silently hiding
R1 gets back up and moves on to the map
R4 screams "If ah'm dyin', ah'm takin' you sunsabitches with me, and pulls something from his belt loop. Need reflex saves from Oslecamo
R5 and 8 pour fire into Os as well http://invisiblecastle.com/roller/view/4793583/ with one getting lucky http://invisiblecastle.com/roller/view/4793584/ for 15 fire damage
R6 tries to remove entangle before realizing it isnt happening
R7 blasts away at mustave http://invisiblecastle.com/roller/view/4793587/ or at least that was his plan...
Play will resume after Os makes his save
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 3 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 4 rounds)
Oslecamo makes his save and damage is halved to 10 points of fire damage.
Philip begins shouting something in a language none of you understands, and a similar voice answers from inside the house.
Frogman is up.
-
OOC: Is R6 blinded from the Glitterdust or not?
-
The mother approaches a bit closer while the Thing focuses his thoughts on the goopy redneck...
Manifesting Psionic Charm on R6 - DC 16.
-
OOC: Is R6 blinded from the Glitterdust or not?
he got lucky, he's still entangled though
How close you getting frogman?
-
Last turn I moved to the square just south of the purple square, now I'm going to be 2 south 1 west of R6.
-
redneck save
Rolled 1d20+2 : 19 + 2, total 21
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 3 Fighto!
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 4 rounds)
robby is up
-
Not wanting to interfere with his ally's attempts to charm R6, Mustave double-moves to R4, standing on the opposite side from Morte. He draws his magical dagger on the way up to have a melee weapon out to threaten and flank.
-
goddammit invisible castle
R1 fires at oslecamo Rolled 1d20+7 : 5 + 7, total 12
R8 fires at oslecamo Rolled 1d20+7 : 7 + 7, total 14
R5 fires at oslecamo Rolled 1d20+7 : 12 + 7, total 19
R4 tries to club oslecamo with his gun Rolled 1d20+6 : 16 + 6, total 22
R6 fires at frogman Rolled 1d20+7 : 7 + 7, total 14
-
Damage to Frogmans possessee
Rolled 4d6 : 3, 5, 6, 1, total 15
-
Os is roundly missed, Mom virtually disintegrates from the fire leaving the thing on it's own (sorry frogman)
A huge thing explodes from the house to confront Philip http://4nabs.com/upload/local25/-cthulhu-eldritch-abomination-eyes-lovecraft-mazeran-persona-spikes-tentacles--532b430ca87c9.png
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 3 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 3 rounds)
Os you're up (and in answer to your question, your Tongues ability doesn't seem to help)
-
With a chiming noise, the crystal bit of armor that Ma had been wearing clanged to the ground - a perceptive type might notice something chitinous inside. With a shove, the thing redoubled his attempts on R6
Using some extra pp to enhance the charm - DC 18 will save, and it affects animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider types. Just in case; you never know what inbreeding can do.
-
Oslecamo kills R4
Philip plows into his companion abomination,
Frogman successfully charms R6
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 3 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage and is Prone, R2 is dead, R3 is dead, R4 has taken 22 damage, R6 is entangled for 3 rounds, charmed)
Robby is up
-
Mustave moves two spaces below R5 and uses Color Spray on both him and R8 (Will DC 13).
-
roller is down, will post tomorrows :shakefist
-
R8 is stunned 1 round
R8 sets back up and misses oslecamo
R5 shoots mustave in the shoulder for 10 fire damage
R6 is still trying to disentangle himself
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 4 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R6 is entangled for 3 rounds, charmed, R8 is stunned till end of round)
The two godless abominations continue their free for all (at least you think they are, for all you know this could be the Godless Abomination version of a secret handshake).
os moves forward and whacks R8 with a scythe
Frogman is up
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 4 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R6 is entangled for 3 rounds, charmed, R8 is stunned till end of round)
Frogman inches closer to R6, robby is up
-
Mustave apologizes in advance to Morte: "Sorry about the acid splash!", and throws three vials at R8, point blank:
Attack #1 -> 1d20+6 touch, 4d6+1 acid damage:
Rolled 1d20+6 : 13 + 6, total 19
Rolled 4d6+1 : 6, 5, 5, 3 + 1, total 20
Attack #2 -> 1d20+6 touch, 4d6+1 acid damage:
Rolled 1d20+6 : 1 + 6, total 7
Rolled 4d6+1 : 6, 3, 3, 5 + 1, total 18
Attack #3 -> 1d20+6 touch, 4d6+1 acid damage:
Rolled 1d20+6 : 5 + 6, total 11
Rolled 4d6+1 : 2, 2, 1, 1 + 1, total 7
-
ooc: your acid does 4d6??? How much is the splash?
-
ooc: your acid does 4d6??? How much is the splash?
1d6 + 3d6 Sneak Attack (he's stunned) + 1 for Point Blank Shot. Incidentally, each of my attack rolls should have been one higher, too. I forgot to add the +1 to hit for PBS.
Each does 1 point of splash damage.
-
I had forgotten your stabbity halfling nature :smirk
will have results tomorrow.
-
Rolled 1d8 : 1, total 1
Rolled 1d8 : 5, total 5
-
one hits
one lands at H12, another at H10
Os doesnt take enough splash to be hurt
robby you take 1 point
R8 is barely standing, cheesefuckler is quickly devolving into whimpering insanity with the death of his mother.
R1 juuuust barely misses os
In his fear R5 totally misses mustave
R8 takes a 5 foot step, and misses os again (goddamn these guys suck!)
the abomination attacks philip in their continuing struggle
Os is up
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 5 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R5 has taken 3 damage, R6 is entangled for 3 rounds, charmed, R8 has taken 22 damage)
-
Hurry up and die already you worthless small fry!-maniacally laughs Morte as her boat turns around to get closer to the near wounded opponent, swinging her scythe as fast as she can!
5-feet step to the right and full-attack R8, rolls here (http://www.minmaxboards.com/index.php?topic=748.msg276617#msg276617).
-
You whiff with the first hit but connect solidly with the second nearly removing his head.
Philip continues his titanic wrasslin' match.
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 5 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R5 has taken 3 damage, R6 is entangled for 3 rounds, charmed, R8 has taken 22 damage)
Frogman is up again. I'll give it a few days and then do his turn if he doesn't reappear.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 5 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R5 has taken 3 damage, R6 is entangled for 3 rounds, charmed, R8 has taken 22 damage)
Frogman maneuvers his new thrall around the abomination fight.
Robby is up!
-
Mustave double-moves to make a wide circle around R5 (staying out of melee range), drawing two daggers. He ends up one square north of R5, opening up the square south of R5 for flanking for Morte.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 6 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R5 has taken 3 damage, R6 is entangled for 3 rounds, charmed, R8 is dead)
R1 somehow manages to hit Oslecamo doing 12 fire damage
R5 barely hits mustave for 18 fire damage
Cheesefuckler is still sobbing
The Abominations continue their titanic struggle
Oslecamo is up
-
R5 barely hits mustave for 18 fire damage
Whoop! So much for that flanking bonus (and Sneak Attack on the next round). Mustave is KOed at -2 HP.
-
Morte curses a bit when a firey shot finally gets through her black hide. She's not fully immune to fire, but she doesn't burn as easily as normal mortals. Noticing her fallen ally, she rows her boat so she's close to the redneck and his recent victim.
Great, now I have to spend my work insurance patching him up, you happy? Please die disgusting pig!
Morte swings her scythe in a wide arc aimed at her opponent's neck, seeking to slice off its head in one clean go, and in the wake of her blade a pink spirit formed over the fallen mustave, healing his recent burns.
Move action: get in a position that I'm adjacent to both R5 and Mustave.
Standard action: Scythe of Exorcism (to-hit 32, 26 to confirm 9 damage plus 35 if crit confirms) against R4, while spending 45 ghostly money to create an healing spirit over
If hit he needs to make a Fort save with DC 18 or be pushed 5 feet for each point he failed his save in a straight line of my choice without provoking Aoos. If they hit another creature or a wall of some kind, they need to make a Reflex save with DC 18 or be tripped. I'm pushing R5 against the wall.
Mustave heals 10 HP.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: Scythe of Exorcism.
Maneuvers prepared remaining: Wind of the Last Journey, Abundant Floating Spirits, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 300/380 GP.
Menina Morte HP: 37/49
Boat HP: 24/24, hardness 4.
[/quote]
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 6 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Rednecks 7 (R1 has taken 12 damage, R2 is dead, R3 is dead, R4 is dead, R5 is dead, R6 is charmed, R8 is dead)
R5 is spectacularly dead
Robby gets his 10 hp
R6 appears and promptly says "Don't shoot it's me!" with his hand s in the air.
And we're over to Robby
-
Mustave stands up as a move action, noticing R5 down. "Thanks, Morte."
Realizing he's not out of the woods, yet, he uses a charge from his Healing Belt to heal himself for 2d8.
Rolled 2d8 : 8, 3, total 11
-
R1 hightails it off map
Cheesefuckler is still on a downward spiral into inconsolability
ye abominations are still wrestling. Or whatever it is they're doing. Hell for all you know this could be how they say hi.
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 6 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
and were over to os
-
Now is not the time to rest! There's still the big prize to collect!
Morte rows her boat towards the wrestling abominations and aims her scythe blade at the one who looks less like her ally. If she hits, two pink spirits form a translucent wall on the other side of her target.
Immediate action last turn: recover maneuvers from enemy death.
Move action: get in a position that I'm in melee range of the enemy abomination.
Standard action: Abundant Floating Spirits (to-hit 21, 11 damage) against enemy abomination.
If I hit, I create two spirits on the opposite side of the enemy. For now they just block line of sight and effect and count as hard terrain for all other creatures but me. Each fills a 5-feet square.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: Abundant Floating Spirits
Maneuvers prepared remaining: Wind of the Last Journey, Scythe of Exorcism, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 300/380 GP.
Menina Morte HP: 37/49
Boat HP: 24/24, hardness 4.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 6 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
You miss, they take no notice of you
the one remaining hillbilly with his hands in the air screaming "dont shoot it's me" seems a bit miffed he's being totally ignored :p
we're over to robby
-
Mustave throws two returning daggers at the one who he thinks is the enemy.
d20+10+1 (PBS) -2 (range) -2 (TWF) = d20+7:
Rolled 1d20+7 : 7 + 7, total 14
Rolled 1d20+7 : 4 + 7, total 11
Each dagger hits for 1d3+1:
Rolled 1d3+1 : 3 + 1, total 4
Rolled 1d3+1 : 2 + 1, total 3
Assuming they're denied their Dex for grappling, each adds 3d6 Sneak Attack:
Rolled 3d6 : 2, 3, 1, total 6
Rolled 3d6 : 3, 5, 1, total 9
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 7 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
They appear ineffectual
R6 yells "Hey people are sneaking out the back!"
Os is up
-
Trying to run away from their deaths? Not on my watch! Keep that ugly thing busy buddy!
Morte rows her boat away from the wrestling abominations and around the barn to check what's happening behind.
Move action: get to the other side of the barn. I've got a 65 movement speed with Boat on the Styx so that should be enough to see what's happening on the other side.
Morte still has her standard and swift action to use for her turn, depending on what she finds.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: Abundant Floating Spirits
Maneuvers prepared remaining: Wind of the Last Journey, Scythe of Exorcism, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 300/380 GP.
Menina Morte HP: 37/49
Boat HP: 24/24, hardness 4.
-
You see the 'evil Cheesefuckler', 4 more rednecks with wands, and 4 people you don't recognize in heavy clothing.
-
Morte slashes her scythe across the air with such speed she creates a pink shockwave aimed at the fleeing humans!
Swift action to activate boost: A Human Spirit Passing By. My next melee attack within 1 round affects all in a line 50 feet long and 20 feet high.
Standard action: Scythe of Exorcism (to-hit 25, 8 damage). Try to hit as many enemies as possible with the 50 feet long line.
If hit they need to make each a Fort save with DC 18 or be pushed 5 feet for each point they failed their saves in a straight line of my choice without provoking Aoos. If they hit another creature or a wall of some kind, they need to make a Reflex save with DC 18 or be tripped. I'll seek to push them against the nearest creature so they bump against each other.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent:A Human Spirit Passing By, Scythe of Exorcism.
Maneuvers prepared remaining: Wind of the Last Journey, Abundant Floating Spirits, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 300/380 GP.
Menina Morte HP: 37/49
Boat HP: 24/24, hardness 4.
-
you can push R1 6 squares, what direction do you want him to go in?
-
Towards the next nearest enemy if it's enough to reach them and force them both to trip.
If not possible, towards the barn if it's enough to slam him against the wall and force a trip.
If not possible, towards Morte.
-
you can use him to trip cheesefuckler's cousin, or a redneck or an unknown person
-
Target select: cousin.
-
The redneck is remarkably prone at remaining on his feet doing a nice backflip to avoid the cousin.
The cousin escapes as well.
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 7 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Philip continues wrasslin
Frogman fails to activate the gun his redneck is holding
Robby is up
-
Mustave sprints, ending up one square up and left from Morte.
-
Cheesefuckler emerges from the woods and pick up one of the guns from a rednecks corpse.
The charmed redneck which has been suspiciously accepted by the party moves up :smirk
The wrasslin' continues.
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Os is up.
-
Seeing so many targets bunched up, Morte decides to start getting serious and breathes out four pink spirits that harmlessly close in the bunched rednecks as she moves her boat around them. Then Morte swings her scythe at the lead one and the summoned spirits detonate simultaneously in violent blasts!
Move Action: Position myself two squares above R3.
Spending one daily use of Specialized Function to temporaly gain the 3rd level Riverside boost: Malice Sign "Irresolute Bound Spirit".
Swift action to activate boost: Malice Sign "Irresolute Bound Spirit". Spend 90 ghostly money for 2 extra spirits for a total of 4 spirits automatically attached to R3, R2, and the two Uk directly their right. They would normally inflict a penalty on skill checks and ranged attack rolls but that's not relevant now because of Morte's next actions.
Standard action: Abundant Floating Spirits (to-hit 21, 7 damage). Aimed at ECf. All spirits created above are detonated regardless if I hit or miss, dealing damage to the creature they were attached to and all adjacent creatures
-R1 centered explosion 12 damage.
-R2 centered explosion 12 damage.
-Explosion centered at the Uk to the right of R1 19 damage.
-Explosion centered at the Uk to the right of R2 10 damage.
Each explosion allows a DC 20 Reflex save to negates the damage from the victim. If I hit, I also use Slave Spirits tactical option from Mercantile God of Death to create two new spirits to the north of ECf, the second one away from Morte. Those spirits block line of sight and effect and count as hard terrain for all creatures but Morte.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent:A Human Spirit Passing By, Scythe of Exorcism, Abundant Floating Spirits.
Maneuvers prepared remaining: Wind of the Last Journey, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 210/380 GP.
Menina Morte HP: 37/49
Boat HP: 24/24, hardness 4.
-
how big are the explosions?
-
Each explosion affects the creature it is centered on and all adjacent creatures, so burst 5 feet for medium sized creatures.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 has taken 12 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has taken 12 damage, Unknown 3 has taken 19 damage) 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
For the mist part they nimbly dodge the explosions, but the blasts do reveal the unknown parties to be zombie-like creature, who immediately adopt fighting stances.
NPC Frogman tries some psionic trickery, but alas a save is made.
Robby is up
-
Mustave casts Blinding Color Surge (http://dndtools.pw/spells/players-handbook-ii--80/blinding-color-surge--2983/) at R2. He must make a Will save DC 14 to avoid being blinded for one round. Mustave is now invisible for four rounds.
Once invisible, Mustave moves two squares up and two squares to the right.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 has taken 12 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has taken 12 damage, Unknown 3 has taken 19 damage) 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
R2 blinks but seems unfazed. All 4 rednecks opedn fire on Os, but only one scores a hit doing 10 fire damage before applicable resistances.
all three unknowns converge on Os with fists and feet flying. Alas they all miss you (some of them just barely). One does provoke an AoO from Mustave if he wishes to risk visibility. The cousin legs it.
Os is up unless you want the AoO
-
Mustave lets it pass.
-
Suffering another slight burn, Morte lashes away wildly with her scythe, tail and even trying to chomp her most bloodied opponent, no technique at all!
Slippery bastards, aren't ya? Very good at dodging, not so good at hitting!Fullround action: Fullattack! Target the adjacent enemy that looks weaker.
Scythe hit 16 for 7 damage.
Scythe iterative hit 24 for 9 damage.
Bite hit 10 for 6 damage.
Tail sting hit 13 for 5 damage plus 3 acid.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent:A Human Spirit Passing By, Scythe of Exorcism, Abundant Floating Spirits.
Maneuvers prepared remaining: Wind of the Last Journey, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 210/380 GP.
Menina Morte HP: 30/49
Boat HP: 24/24, hardness 4.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 has taken 12 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 3 has taken 19 damage) 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
The strange undead figure is a dodging fool, as all but a few of your attacks miss. The ones that hit cut him to pieces though.
Frogman still cant hit with the fun
Robby is up
-
While invisible, Mustave throws one acid flask at R2 followed by his two Returning daggers. The first attack (the flask) is a Sneak Attack because he is invisible. If the flask hits, R3 takes 1 splash damage.
Flask attack = 1d20+7 touch, no Dex to AC
Rolled 1d20+7 : 20 + 7, total 27
Flask damage = 1d6+3d6+1
Rolled 4d6+1 : 6, 3, 3, 1 + 1, total 14
Dagger 1 attack = 1d20+8
Rolled 1d20+8 : 18 + 8, total 26
Dagger 1 damage = 1d3+1
Rolled 1d3+1 : 1 + 1, total 2
Dagger 2 attack = 1d20+8
Rolled 1d20+8 : 4 + 8, total 12
Dagger 2 damage = 1d3+1
Rolled 1d3+1 : 3 + 1, total 4
-
It looks like the flask attack could be a crit. Here's the confirmation roll, and extra damage, if applicable:
Crit confirm = 1d20+7 touch (no Dex to AC):
Rolled 1d20+7 : 19 + 7, total 26
Extra damage (if applicable) = 1d6+1
Rolled 1d6+1 : 3 + 1, total 4
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 1 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 3 has taken 19 damage) 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
Redneck 2 goes down, Cheesfuckler misses again
Os is up
-
Morte gets a bit too happy with all the death and destruction going around as her strikes get even more wild, squealing like a little girl in joy.
Immediate action between turns: recover Scythe of Exorcism and A Human Spirit passing by.
Fullround action: Fullattack! Target the remaining adjacent enemy
Scythe hit 16 for 10 damage.
Scythe iterative hit 8 for 11 damage.
Bite hit 12 for 3 damage.
Tail sting hit 11 for 4 damage plus 3 acid.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: Abundant Floating Spirits.
Maneuvers prepared remaining:A Human Spirit Passing By, Scythe of Exorcism, Wind of the Last Journey, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 210/380 GP.
Menina Morte HP: 30/49
Boat HP: 24/24, hardness 4.
[/quote]
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 8 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 1 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 3 has taken 19 damage) 20
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
The raggedy, unknown figure puts on an amazing display of defensive prowess against Morts, Frogman misses again.
Over to robby
-
Mustave attempts a Color Spray against R3 and R4 (Will DC 13).
-
R3 is stunned 1 round
Cheesfuckler and Evil Cheesefuckler both miss (ECF continues to haul ass)
R1 ad 4 both miss as they provide cover fire for their own retreat
the hooded figure opens up a whoop ass combo on morte, only one of which hits doing a mere 5 damage
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 9 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 1 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 3 has taken 19 damage)
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
os is up
-
Morte flinches a bit from the blow, but then smiles:
Oh, so you wanna play nasty?
Her scythe's blade is wrapped by spirits, and as she brings the weapon down it unleashes a spirital shockwave!
Swift Action:Initiate A Human Spirit Passing By Boost, my next melee attack affects a 50 feet line, crossing over Uk2 and R3. Spend 20 ghost money to leave behind a 20 feet tall wall of spirits in the same space provide cover and concealment against all attacks passing by, and deals 4 to all enemies passing by it or ending their turn inside it.
Fullround action: Fullattack! Target Uk2, as well as R3 with my first attack thanks to the above boost.
Scythe hit 26 for 9 damage (targeting both Uk2 and R3)
Scythe iterative hit 20 for 7 damage.
Bite hit 17 for 6 damage.
Tail sting hit 15 for 4 damage plus 3 acid.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: Abundant Floating Spirits.
Maneuvers prepared remaining:A Human Spirit Passing By, Scythe of Exorcism, Wind of the Last Journey, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 190/380 GP.
Menina Morte HP: 25/49
Boat HP: 24/24, hardness 4.
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 9 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 10 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 2 has taken 9 damage, Unknown 3 has deaded)
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
My apologies for teh delay'Morte's scythes is dead on target, her natural attacks not so much.
the online dice roller continues to hate npc frogman
Robby s up
-
Mustave busts out a scroll of Grease and casts it (Reflex DC 11, Balance DC 10 to move off) on R3. The upper-left corner of the 10'x10' area is R3's square.
-
Sorry i missed this :blush
Amazingly he slams face first into the ground!
CF cant get the wand to work
Spmething explodes in front of the house
The rest of the bad guys are fleeing, Os gets an AoO on Uk2.
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 10 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 10 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 2 has taken 17 damage, Unknown 3 has deaded)
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
-
Morte tries to cut down the fleeing coward.
Scythe Attack
Rolled 1d20+11 : 8 + 11, total 19
Scythe damage
Rolled 2d4+4 : 2, 2 + 4, total 8
-
You gouge his back nicely. Coincidentally it is also now your turn,
-
COWARD WEAKLINGS YOU CANNOT RUN AWAY FROM DEATH!
Morte turns her boat to max speed, rushing ahead past R3 so fast it seems like she's gonna take flight! As she closes in with R1, her blade grows pink again and when she gets close enough, Morte delivers an unnaturaly precise slice at her target's neck so that the chopped head will fly at R4 and send him flying back!
Immediate Action right after Aoo: Recover Abundant Floating spirits from enemy death
Move action: Get near R1 avoiding Aoos and grease. I have 65 base speed in Boat on the Styx stance,
Standard action: Scythe of Exorcism aimed at R1. Hit 31, damage 12, crit confirm 28 for 24 extra damage.
Must make a Fort save or be pushed towards R4 5 feet for each point they failed the save. If they collide, both must make a Reflex save with the same DC of be tripped (although I humbly guess R1 will be dead and thus would be tripped anyway).
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: A human Spirit Passing By, Scythe of Exorcism
Maneuvers prepared remaining: Wind of the Last Journey, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 190/380 GP.
Menina Morte HP: 25/49
Boat HP: 24/24, hardness 4.
-
It definitely kills R1, whats the Save DC for Scythe of Exorcism?
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 10 Fighto!
Abomination, Rednecks (R1 is dead, R2 is dead, R3 has 10 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 2 has taken 17 damage, Unknown 3 has deaded)
Oslecamo 19
Philip 17
Robby 9
Cheesefuckler 8
-
DC 18, sorry for missing that detail.
-
By extraordinary luck he makes it.
Robby is up.
-
Mustave delays his initiative until after R3 acts, with the hope of full attacking him should he attempt to stand on the grease.
-
CF rounds the corner as anothrr explosion comes from somewhere in front
R3 stands easily (I presume RObbies attack goes before his so fire away)
-
CF rounds the corner as anothrr explosion comes from somewhere in front
R3 stands easily (I presume RObbies attack goes before his so fire away)
I originally said "delay" and not "ready", but I'm fine readying a single attack against one he makes.
Mustave throws a vial of acid at him -> 1d20+11 touch attack. He is considered flat-footed if he doesn't succeed at a DC 10 Balance check.
Rolled 1d20+11 : 7 + 11, total 18
Acid damage -> 1d6+1
Rolled 1d6+1 : 1 + 1, total 2
Sneak Attack, if applicable -> 3d6
Rolled 3d6 : 4, 2, 2, total 8
-
https://docs.google.com/spreadsheets/d/1nUr3F2aQ95gFYS7kFkd9eZpivdPDVONFJodJHZE9adY/pubhtml
Round 11 Fighto!
Abomination, Rednecks (R1 has taken 12 damage, R2 is dead, R3 has 20 damage, R4 has taken 10 damage), Cousin, Unknowns (Unknown 1 has deaded, Unknown 2 has taken 17 damage, Unknown 3 has deaded)
Oslecamo 19
Philip 17
Frogman 11
Robby 9
Cheesefuckler 8
He takes it right in the neck, but surprisingly keeps going, hauling ass as soon as he is able. R4 and Ecf are off the map (way off in the case f Ecf).
Cheesefuckler seems flustered by something as another explosion lights up the house
Os is up
-
Morte considers for a moment pursuing the enemies far away, but then decides it's best to not get too away from her own allies.
Turning her boat around, Morte charges against the enemy burned by the Mustave's acid for a kill steal finishing blow with her scythe!
Immediate Action previously: Recover Scythe of Exorcism from enemy death
Fullround action: Charge at R3, Scythe attack, hit 20, damage 10.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 3 to a total of 26, touch 13, flatfooted 26)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Maneuvers Spent: A human Spirit Passing By
Maneuvers prepared remaining: Wind of the Last Journey, Scythe of Exorcism, Poor Fate:Short Life Expectancy.
Stance:Boat on the Styx.
Ghostly money remaining: 190/380 GP.
Menina Morte HP: 25/49
Boat HP: 24/24, hardness 4.
-
And with that everything is dead but for one of the rednecks and the evil cheesefuckler who are running like hell in the distance.
And the Godless Abomination From Beyond Time and Space that Philip is still engaged with. It's kind of difficult to tell whats going on, they could either be fighting or negotiating. Hell they could be mating for all you know.
-
Morte decides it's best to not disturb the abomination's natural rituals and goes take a closer look to the interior of the house, first from outside through the open door, then if it looks safe enough, enters it.
-
Mustave uses another charge from his healing belt to heal his burns.
Rolled 2d8 : 4, 1, total 5
-
The back door falls in, most of the house is a burned out husk.
-
Can Mustave hear anything inside? Listen = 1d20+5
Rolled 1d20+5 : 6 + 5, total 11
-
Morte joins Mustave in trying to notice anything in the flames worth salvaging.
I don't burn very easily so if you notice something interesting in there I can try to pick it up.
Spot
Rolled 1d20+14 : 2 + 14, total 16
Listen
Rolled 1d20+14 : 9 + 14, total 23
-
It's a lil difficult to hear over the ruckus out front.
Speaking of up front you notice Cheesefuckler has got his wand working and is shouting incoherent obscenities while firing into the abomination melee.
-
Mustave runs up to the boy: "Dude! Calm down! I'm not sure shooting at the monsters is prudent.
...and if I think it might be reckless, it's probably a terrible idea."
-
Morte tries to defuse tensions in the abomination engagement.
Hmm, the dudes that were inside the barn are all dead or running away and the place is burning down, there's not really any reason for you to continue that, so why don't you pause for a moment and we have a drink or something?
Diplomacy.
Rolled 1d20+16 : 12 + 16, total 28
-
Cheesefuckler has gone full Batman: "MY MOTHER IS DEEEEEAAAAAADD! zapzapzapzapzazap
"Would you cease that please, it's very rude to interrupt my negotiations."
-
Yeah, just sit down and enjoy the show, boy.
Morte uses Charm Person on the kid, Will DC 16.
-
He appears not to hear you as he runs out of ammo, and goes to find another wand...
-
Being extremely low on spells, and not wanting to throw actual acid or daggers, Mustave weights his options between trying to talk the crazy boy down or tackling him. He settles on talking to him one more time, since he's smaller than this boy.
"Dude! It won't do anything, and you might actually make it angry! Let the abominations... abominate, or whatever."
-
"Dammit why dion't these things work properly..." :joystick
"Ahem."
"We appear to have reached an impasse."
-
"Oh, excellent!... I think."
Has the boy calmed down?
-
fuuuck no
-
Morte hugs the boy and pets him until he calms down.
Touch attack
Rolled 1d20+9 : 10 + 9, total 19
Grapple check
Rolled 1d20+9 : 17 + 9, total 26
-
damn....
he is grappled with a seriousness
he's a lil mouth foamy though
-
The abominations play rock, paper, scissors unti one of them wins (which for you thankfully is Philip).
"release the boy so he may attack our new companion. Relax. All is well."
-
"...Huh.", Mustave says flatly, as he steps aside a safe distance.
-
"We must explain afterwards or it risks violating certain metaphysical agreements. Trust us. Were Godless Abominations from Beyond Time and Space."
-
Oohhh, I love metaphysical discussions!
Morte lets the boy go free.
-
"RAAAAAAAAAAAHHHHHHH!"
Cheesefuckler charges the 'opposing' abomination and punches it completely ineffectually. At which point it screams "LO! I AM KILLED!"
And promptly expires.
"I CALL UPON THE GODS TO HONOR OUR COMPACT AND REINSTATE MY COMPANION."
A strange bearded man, whom some of you will recognize as Benny the God of Fear appears weaing a towel with a glass of chardonnay in hand.
Goddamit Philip, Im trying to maintain a low profile on my vacation. Do you understand low profile?"
"Understood, but rules are rules, and it was your turn."
Benny kicks the dead abomination and screams "HEAL!" at which point it stands up and thanks him.
The abominations turn to a slackjawed cheesefuckler and you, and say "We may now take questions..."
Benny goes poof
-
"Your guys legal shenanigans are weird. So, does this fulfill the first part of his contract?"
-
"In all technicality yes. Turns out the full wording was vague enough that this qualifies. It's part of why we get involved in these things. You see, we Godless Abominations from Beyond Time and Space had a role in certain...ancient spats between Gawds, and we agreed on a non interference pact so long as the Goddess of Death does not interfere with our Resurrection, which any randomly available Gawd is required to do if one of us calls upon him to do so. And so long as we don't explain it to anyone who hasn't witnessed this event. Speaking of which it's best you don't discuss this with anyone, as certain entities will hunt you down, and you are most likely not capable of dealing with them."
"To avoid unnecessary death, each feuding party in a Prophecy squabble gets one of us as a 'consulting attorney' so to speak. We decide by trial of combat which of us will face Death and be resurrected in order to fulfill that part of the prophecy. Particularly in cases when 'abomination' is not specifically detailed enough. Now all we have to do is get Mr. Cheesefuckler married and begin his so called reign of terror, which is likely to be anything but."
"MY MOTHER IS DEEEEEAAAADD!"
"And perhaps a resurrectionist or a psychiatrist to assist would come in handy as well."
-
"And so long as we don't explain it to anyone who hasn't witnessed this event. Speaking of which it's best you don't discuss this with anyone, as certain entities will hunt you down, and you are most likely not capable of dealing with them."
"Wouldn't dream of it."
"To avoid unnecessary death, each feuding party in a Prophecy squabble gets one of us as a 'consulting attorney' so to speak. "
"Do we owe you anything for that? This doesn't seem like the sort of debt I want to carry around with me."
"Now all we have to do is get Mr. Cheesefuckler married and begin his so called reign of terror, which is likely to be anything but."
"Okay, I'll be honest: I'm really looking forward to seeing that. What's he gotta do? Step on an ant hill?"
"And perhaps a resurrectionist or a psychiatrist to assist would come in handy as well."
"Yeah, we don't have anyone who can bring her back, that I know of."
-
"You owe us nothing. We are paid in ... other ways."
You swear he's smiling despite the lack of face.
"Any appropriately experienced Cleric will suffice for resurrecting Mr. Cheesefuckler's mother, however they will be in debt to that deity."
-
"So, shall we see about the feasibility of getting his mom resurrected?"
Mustave looks at the boy and realizes he's being pretty casual about his situation.
"Sorry about your loss, son. We'll see what we can do to help her out."
-
ooc: the mouth foaming, screaming and suicidally attacking monsters is casual? :p
-
"Thankfully our new companion comes equipped with a Ding-a Ling."
The Black Abomination reached into it's gelatinous bulk and pulls out a small silver bell ornately carved with runes, and shakes it. As it's tones sound a naked Benny appears with a woman in mid coitus.
"Seriously guys...you're starting to piss me off..."
"We'd like you to resurrect this boy's mother."
"You know what that entails. Who is paying the price."
"The boy is."
Cheesefuckler manages to stammer out a "uh..." before Benny drops the woman and walks over to him, balls swaying gently in the breeze.
"I am Benny, the Gawd of Fear. Become my Disciple, and spread my Church throughout this land, and I shall resurrect your mother."
"uh..."
"Realize my bitchy ex, also known as the Gawdess of Death, will really not be accepting of this."
"uh..."
"Times wastin' boy."
"um...ok?"
Benny looks back at the abominations "You fuckers really owe me for this one."
He then poofs for a moment. The woman who came with him looks at Morte and Mustave.
"wtf am I doing here? Is this Florida?"
-
To Cheesefuckler, "Yay! Everything is right in the world! Your mom is back, you're well on your way to beating this prophesy, and you have a job!"
He then poofs for a moment. The woman who came with him looks at Morte and Mustave.
"wtf am I doing here? Is this Florida?"
"Yes. Yes it is. We're going to be leaving pretty soon, although..." he looks at Cheesefuckler and the abominations. "...did you guys have anything planned about the 'getting married' part?"
-
I'm pretty sure that if we look around this region for a bit, we'll easily find some idiot girl we can trick into marrying Cheesefuckler.
Also we're now part of the cult of Fear? Awesome! We should start spreading our holy gospel since we're at it!
-
Benny poofs back holding the soul of Cheesfuckler's mom and inserts it into her body, whereupon she awakens with a gasp. he then looks at the abominations "Please tell me were done here."
"Yup."
"Good. Let's roll baby."
He poofs along with the woman.
Cheesefuckler's mom stands up and dusts herself off, and gently inhales before saying: "OHGODOHGODITWASANALIENSPIDERTHINGCRAWLINGINMYBRAIN!!!:
-
"Yeah, those things are kinda crazy, but the good news is, we've solved your son's problem!"
-
she dramatically points her finger at Mustave
"YOU! THE SPIDER CREATURE WHO LED ME INTO DAMNATION CAME WITH YOU!"
cheesefuckler looks kinda bad. Like someone pooped on his soul. Something tells you she should prolly be calmed down so he can get some rest.
-
"I don't know anything about that guy. We never talked. He always seemed a bit... off."
-
"I thought you were the leader of your Guild? How could you not know?"
-
"I thought you were the leader of your Guild? How could you not know?"
"I am, so far as coordinating what we're working on, and talking to customers. We had a bit of turnover, lately, and I didn't get to know the new people as well as the ones who were around when we founded the guild.
I don't really know a lot of the details that were going on near the house, as I had multiple guys shooting fire at me.
I'm sorry about the whole mix-up. We really just wanted to talk."
-
"They're a new Guild ma'am. Give them time to get some experience under their belt. Now we need to marry your son off to someone the founders of this prophecy would consider a witch, basically meaning she's female and has an open mind. The Morality Pantheon was heavily involved in crafting this one somehow, and we all know how they are."
"He already has a girlfriend."
"Excellent, let us have them wed at once, and he can begin his new reign of terror as this lands iron fisted yet benevolent dictator."
Cheesefuckler pipes up "Do I have a say in this?"
"No. Now lets hustle I am a legally ordained minister in many religions in several different realities, I can perform the wedding. Then these nice people can be paid and be on their way. I shall stay on as your sons legal advisor/military juggernaut."
-
So where's your girlfriend, Cheesefuckler?-grins the scythe wielding girl before she's interrupted by a voice lacking a body.
Morte is now level 8!
Morte's HP increased by 6!
Morte's Int increased by 2!
Morte's AC increased by 1!
Morte's Bab increased by 1!
Morte's skills increased by 1!
Morte's resistances increased by 1!
Morte's Fortitude increased by 1!
Morte's Will increased by 1!
Morte learned a new skill: Knowledge (religion)!
Morte's readied maneuvers increased by 1!
Morte learned a new racial ability: Gaze of Fear!
Morte learned a new maneuver: Ritual of Ecstasy!
Morte is trying to learn Ties with the Deceased, but Morte already knows too many maneuvers!
Forget an older maneuver to make room for Ties with the Deceased?
Hmmm, yes?
1, 2, 3 and... Poof! Morte forgot Bound Spirits of the Earth and learned Ties with the Deceased!
...So, about that wedding, will there be cake? Sacrifices?
-
"You stay 'way from ma girlfriend. We know about you fiendish types."
-
Cheesefuckler pipes up "Do I have a say in this?"
"Come on, son. I thought you wanted this thing taken care of. And, honestly, these abominations are doing a bang-up job."
...So, about that wedding, will there be cake? Sacrifices?
"I think in these parts, the only thing sacrificed at weddings is virginity and/or dignity. Both, if you're lucky."
-
"It'll be a short ceremony to get this taken care of. After all is taken care of and we make sure the sky will not turn dark with chickens, they can publicly have a second ceremony for purposes of friends, family, etc."
-
The ceremony is indeed short and sweet. There is a brief tense moment when Philip asks the usual about anyone objecting, but his looming magnificence scares people into submission.
Afterwards Cheesfuckler approaches you "I believe it's time you guys were paid. Any preferences?"
-
Afterwards Cheesfuckler approaches you "I believe it's time you guys were paid. Any preferences?"
"Preferences in payment method, or what? Gold and platinum are always handy."
-
"We don't have platinum. We have some gold, lots of materials. A few items ofweirdness."
-
Eagerly, "Go on..."
-
"Well we have more foodstuffs than we need. We have lots of craftsmen who could fortify your guild hall. And we have Old Man Johnson. Old Man Johnson watches over any items of magical power we may discover. He's becoming a little...awkward, and we'd like to see him retire. But no one wants to volunteer to look after the stuff."
-
"These things all sound useful. Especially that last part. What sorts of things do you have?"
-
"Let's go see Old Man Johnson."
He takes you to a cave on the outskirts of teh village. Sitting in front of it is an old, white bearded human singing the following song while playing a banjo: https://www.youtube.com/watch?v=H8cyY0Gqwv0
-
Mustave taps his foot reflexively to the music, until the man stops playing.
-
"Yew'll be har fer some dew i 'spect."
-
"Dew?" Mustave looks at the grass and his feet.
-
Morte stuffs as many corpses in her land boat as she can before following behind.
I believe he meant "days". This kind of people can just go on and on just doing that. I'm jealous.
The scythe wielding woman then steps out of her boat, leaving behind the pile of maimed bodies behind, stretches her arms a bit casually swinging her large blade around, then smiles at the banjo player:
That's some lovely music, but we're here to talk business. Me and my pal here just did a pretty hard job for our mutual friend Cheesfuckler, and he told us that you've got some... Special products that may interest us as our payment. Mind if we take a look at them?
Diplomacy
Rolled 1d20+18 : 8 + 18, total 26
So how many corpses were still left in useable condition for Animate Dead after that last battle? :p
-
"Ah has dew."
He sets a glass jug of what looks like water on the ground.
"They aren't here for the Dew sir."
"Tha dew is how ah make mah livin' boy, hush and lemme advertise."
"Not sayin' you can't they're just here for the ..ah ... other stuff."
"Mmmm. So ah can finally retire and devote mahself to the dew full time?"
"Yessir."
"Y'all wait here. I'll be right back. Help yerself to some dew."
Cheesefuckler briefly glances at the two of you.
"You know that ain't water, right?"
os
-
"Yeah, I know. And right now, I don't feel like stripping the lining off of my insides."
-
"Yeah, I know. And right now, I don't feel like stripping the lining off of my insides."
"Oh no sir, he makes the good stuff. Might knock you out a little being as you're small and all."
-
"Thanks, but no thanks. I think I'll stay conscious. I've heard what happens when you fall unconscious in Florida...
In the mean time, I figure we should look into payment, then get out of your hair. We have other pending jobs we've been looking into, and should probably get back. Of course, I'll swing back down if you have a more formal wedding ceremony, later."
-
The Old Man comes back out carrying a few items.
"Ah can't help but notice y'all haven't tried the dew. It's cheap. Only 5 coppers a pint."
:D
-
"I'll buy a pint for later use, but I won't be having any right now."
He fetches out the coppers, then eagerly goes over to peruse the wares.
-
He has a hat and a pair of goggles,
-
"Soooo... can anyone identify these, or are we just sort of gambling, here?"
-
"Ah haven't, but Ah'm not a witch. Ah make the best dew in Florida."
Cheesefuckler chimes in "A former miscreant used the hat to disguise himself. He also had these goggles. We're not sure what they do or how to use them, but being as you're from the flying city it'd be easy for you to figure out.
Old Man Johnson: "And don't fergit to tell 'em where you got the dew." :D
-
"Thanks, guys. Do you still have any of those weird 'guns' I heard about?"
Mustave looks at Morte: "Well, the hat seems like something I might like, but maybe we should get them both checked out to see how to split this."
-
"Mah cuzin Filthy Joe makes Guns."
-
Mustave asks Cheesefuckler "Can we meet him? I'm curious what he has, what they cost, and if they can be rolled into the payment."
-
"Sure'
You're led to a run down shack with a garbage strewn yard. Skeletons hang from trees, and the place is crawling with flies."
You hear a voice from somewhere.
"Git off'n mah land!"
"Joe it's me."
"Who're they?"
"Friends. I owe them big, and they're curious about what you got to sell."
"W'all shit fire boy, why didn't you say so."
What approaches is possible the greasiest man you have ever seen.
"Ah'm Filthy Joe. Whut you need boy?"
-
"I hear you have 'guns' that shoot weird things. I am extremely interested in something like that.
Also, I have some dew. You want a swig?"
-
"That Ole Man Johnsons dew?"
-
"Yeah. I haven't tried any, yet. I wanted to wait until I wasn't working."
-
"Thankie kindly!" *swig*
"Now whut would you like yer gun ta do?
ooc:
Craft Gun
Y'all can make Guns now.
Prerequisites: Craft Wand
Benefits: A Gun is basically a Wand, with a few important differences. The first is that it only has 6 charges. The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation). Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.
GP Cost: Half Base Price
XP Cost: Base Price divided by 25
Base Price: 187.5 x Level of Spell x Level of Caster
Crafting Time: 1 day per 1000 GP
-
Morte scratches her head for quite a bit of time while biting her tongue, thinking, before replying with a bright smile:
I would like my gun to shoot clouds. Solid clouds. Hard Fog. Solid fog? Something to prevent my targets from running away.
-
"I'd like something that shoots at a single target, hitting hard. It'd be nice if it shot ice or maybe lightning."
(Lesser Orb of Frost, Lesser Orb of Electricity, Orb of Frost, or Orb of Electricity are mostly what I'm thinking, depending on stock/what they're willing to give up. Increasing the CL for increased damage would be nice.)
"One of those chargers might be handy, since I can't recharge any of those.."
-
"Yew can buy rechargers in any big city or rural village. Yew'll prolly find better upstairs then whut ah could give yew. Y'all come back in a week or so and ah'll have whut yew want."
Cheesfuckler pipes up "I'll be paying sir. What do you need?"
"Ah need dew boy. Plenty of dew."
-
"High five!" Mustave holds out his hand, with a stupidly large grin.
He looks at Morte, "Well, should we be heading back? I'd rather go back and check on things for a week and return, then wait around down here."
Mustave looks around and takes a tiny sip of dew. He's quite curious, but doesn't want to fry his brain right before a potentially dangerous trip back out of Florida. He can only assume the return trip involves catapults and pillows.
-
The entire world with the exception of you temporarily takes a few steps to the left. It's powerful stuff.
"The city will be sending planes up and down on a daily basis for a couple weeks while they do trade and stock up on supplies. You have time. We can send you some foodstuffs and whatnot back as a thank you as well."
-
"Thanks! We'll be back in a week!"
Mustave looks for a plane to catch.
-
The two of you board a plane, and have another plane loaded with foodstuffs, alcohol and tradeables from a grateful village who hopes the escaped cousin never returns. Thankfully transportation fees come out of the guilds expense account.
You arrive to find the usual crowd of nuts, and a bunch of what look like newbies in the foyer.
Cassandra the secretary perks up: "We just got a job offer and a plethora of new hires to replace some of our missing members. Gentlemen, this is Mustave, the de facto Guild head, and one of our newer members Menina. Holy crap did they pay you guys in trade goods?"
Oslecamo one of the new hires appears to be a demoness
Ketaro Menina appears to be a Yugoloth
-
"Well, it looks like we'll not be short on provisions to Florida!
-
A halfling, dressed as a jester in purple and black clothing walks up. He's got a handful of daggers on him and a bandoleer full of knives and flasks.
"Ugh, that was more time than I wanted to spend down there, and I get to go back next week! Hey, Cassandra. How are things going?"
He stops as he realizes there are a bunch of others in the room.
"Oh, hi, guys. Do you have jobs, or are you new recruits? I'm Mustave. I sort of inherited the position of Guild-Leader."
-
"Pleased to meet you. I am Pat Cassus, former freelance mathematician and amateur brewer. Currently now resident mathematician unless you already have one, in which case I am likely to be challenging your current one to a friendly nonlethal duel after our current job. Side-note, I do not do taxes for other people or guilds after what happened last time."
-
Morte took the time in the plane to animate the three corpses in three loyal skeletons.
That she clothed up in frilly dresses, green, blue and red, and now follow their black-clad and white haired mistress.
To Cassandra:
Trust me it's better that they paid us in food and booze. Can't eat gold or gems when things get tough. At least they taste horrible.
Upon taking a good luck to the new recruits, Morte grins:
Great, so many people to pick up the slack! Now I can spend less time working and more giving orders to those below me-I mean, sharing my experience with you newbies while giving you a chance to shine.
Then Morte seems to take special attention to one of the newcomers:
Hohoho, what do we have here? A fellow infernal girl? You can trust big sis Menina to show you the ropes of how things work around here, so if you have any questions don't be afraid to ask me! Although it's strange to see a demoness looking for work of all things. Well a girl's gotta earn a living somehow I guess.
-
The draconic man with scales that seems to be made of stone takes a good look at the halfling that's supposed to be the Guild Leader.
"My name is Kulgan. We...", the draconic man points at the other members,"... are the newest members of the guild. We are supposed to go to Florida deal with something. Now, what do you mean with sort of inherited the position of guild leader? HOw did the last one die?"
-
"Shak'ri...I suppose you're not the smallest I've had to work with before." the demoness introduced herself with to the man claiming leadership. She gave the halfing a once over, then a twice, almost going for three before partially rejoining the conversation going on around her. "I feel like if the answer to 'how did he die' being you killed him in mortal kombat and usurped his throne, somebody's going to jump at that..."
The sudden telepathic message thrown her way then pulled Shak'ri's attention to the goth loli; all six of her hands rising to cover her mouth as her face flushed red at the sight of her. "*gasps* Oh how adorable~! I didn't know this style was still popular I love it! It's so cute I just want to smother you~"
"Ho ho ho, what indeed? My illustrious self is simply looking into picking up a hobby, of course. In such a line of work as my own, many a livings worth are earned alongside having an abundant amount of free time to....indulge." She licks her lips mid-thought whilst staring at the girl pointedly. "I'm sure you can relate, no? Although I do hear being a simple mercenary doesn't fetch much~"
-
"We are supposed to go to Florida deal with something."
"Oh, fuck. I just got back from there. *sigh*"
"Now, what do you mean with sort of inherited the position of guild leader? HOw did the last one die?"
"No, it wasn't like that. He just stopped showing up, and I happened to be the guy who talked the most, so people assumed I knew what I was doing. Although, since I've taken over, we've had better relations with the Sheriff. Contrast that with a sharp rise in visits to Florida...
Oh well. It is what it is."
He looks at the group: "So, what's this job, anyway?"
-
A sruffy seaman-ish looking fellow walks over "Ah be wantin' yer ta stomp the ass of the ship who sank mine, and find out what happened to my village. Typical hero stuff."
"Omigawd is thet Ole Man Johnson's dew!!?!" :o
-
"Yup. You want a swig?"
-
" Ah would be a fool ta say no!"
Mustave feels a light hugging sensation before a young womanish ghost appears around him "Nice to see you back!"
-
"Hey, 'Stasia. It's been a while. I'm glad to be back. I guess I have to go right back to Florida, again. Before I go, you want a quick drink?"
Mustave asks her about how things have been going while he's been out.
-
"Asshole clerics protestin' like usual. Clubby occasionally has to kneecap one who breaks in."
-
Mustave spends some time with her catching up. Other than that, he checks to see when everyone is taking the next plane to Florida.
"Is anyone good with explosives? It seems it'd be nice to be able to blow that ship up, or are we boarding it, first?"
-
"How about getting in, looting if possible then blowing it up? This way we avoid losing shiny stuff." Kulgan suggests.
-
"Blowing stuff up is one of my specialties. But I do agree with looting first if feasible."
-
Morte is left blushing a bit from the snake demon's compliments before she realizes the talk has advanced.
Oh, yes, take everything that looks valuable first and then blow up whatever we can't carry. Explosions are pretty!
Ohohoho, that makes sense. One should enjoy life to the fullest and experiment new things. I have to admit this will be my first time working side by side with one of your kind, and I look forward for us to know each other better.
Morte adjust her dress while smiling a bit nervously.
Mercenary for hire indeed isn't very profitable money-wise, but we have a very flexible work time, and can grab a lot of extra benefits along the way if you know who to ask from.
-
The secretary looks at Morte "Are those undead?"
-
"Blowing stuff up is one of my specialties. But I do agree with looting first if feasible."
"Yes," Wellesley nods. "First you pillage, then you burn."
-
"Well, at least everybody appears to be on the same page on approaching this."
"Hm hmm, then I'll be sure to ask you lots of questions about any benefits~"
-
The secretary looks at Morte "Are those undead?"
What, my new dolls? They're just pretty puppets. Bone golems if you will.
Morte then makes her skeletons make some synchronized dancing to prove her point.
Ahahaha, sure, anything for a junior member.
-
"Lie better when they get seen in public. Maybe if you make them wear masks..."
-
Morte claps her hands in clear delight.
Oh, now that sounds like a wonderful idea! Then I can make them reveal their skull faces at the right moment for extra dramatic effects!
The yugoloth goes search right away for something to improvise masks with. One smiling, other sad, and the third angry. Also big hats to complete the disguise.
-
Morte claps her hands in clear delight.
Oh, now that sounds like a wonderful idea! Then I can make them reveal their skull faces at the right moment for extra dramatic effects!
The yugoloth goes search right away for something to improvise masks with. One smiling, other sad, and the third angry. Also big hats to complete the disguise.
Pat turns to look at Morte until she is out of sight and then turns toward Mustave.
"...Is she always like this?"
-
Pat turns to look at Morte until she is out of sight and then turns toward Mustave.
"...Is she always like this?"
"No. Sometimes she gets pissed, and it's scary when she does. She's really pretty good at making the best of some terrible situations. Be careful about signing any contracts with her.
So, what's the time line on this mission? When are we leaving? If we can, I'd like to rest for a day since I just got out of a big fight today."
-
"No problem. Besides, you are the boss here."
-
Pat turns to look at Morte until she is out of sight and then turns toward Mustave.
"...Is she always like this?"
"No. Sometimes she gets pissed, and it's scary when she does. She's really pretty good at making the best of some terrible situations. Be careful about signing any contracts with her.
So, what's the time line on this mission? When are we leaving? If we can, I'd like to rest for a day since I just got out of a big fight today."
"Ah have to arrange a salvagfe and rescue mission fer when yer done so you can start tomorrow. It'll mebbe gimme some time to find out what the flag was on the ship what sunk mine."
-
Wellesley will put some distance between himself and the skeletons. "Alright. I guess we should grab some equipment then? Life jackets, snorkels, explosives?" He glances at Kulgan as he says this.
-
Wellesley will put some distance between himself and the skeletons. "Alright. I guess we should grab some equipment then? Life jackets, snorkels, explosives?"
A female ghost pops up next to you "Equipment?? Equipment is fer sissies. You crush your opponents through sass and sheer force of will. It's what got me where I am today."
-
"Ah have to arrange a salvagfe and rescue mission fer when yer done so you can start tomorrow. It'll mebbe gimme some time to find out what the flag was on the ship what sunk mine."
"That works for me."
Wellesley will put some distance between himself and the skeletons. "Alright. I guess we should grab some equipment then? Life jackets, snorkels, explosives?" He glances at Kulgan as he says this.
"Can anyone cast Water Breathing? If not, we might want to see if we can get some potions, or something."
"No problem. Besides, you are the boss here."
"Mmmpsh!", Mustave attempts to stifle laughter. "I try."
A female ghost pops up next to you "Equipment?? Equipment is fer sissies. You crush your opponents through sass and sheer force of will. It's what got me where I am today."
"Not everyone envies where you're at, hon."
-
Wellesley will put some distance between himself and the skeletons. "Alright. I guess we should grab some equipment then? Life jackets, snorkels, explosives?" He glances at Kulgan as he says this.
"Can anyone cast Water Breathing? If not, we might want to see if we can get some potions, or something."
"Perhaps we could get a few potions and other small things then, Wellesley?"
-
"Not everyone envies where you're at, hon."
"Hmph. I was famous in my day ya know. I wasn't one of the hookers, I died of syphilis right before they burned this place down. Only the rich die of syphilis."
she looks smug
you feel faintly certain there are many invisible ghost types rolling their eyes
-
Wellesley nods to Mustav, and takes a moment to address the ghost. “A pity you werent rich enough to also buy a casting of Remove Disease.”
-
Wellesley nods to Mustav, and takes a moment to address the ghost. “A pity you werent rich enough to also buy a casting of Remove Disease.”
"But then I wouldn't have syph. Having syph was like having a badge saying yo I'm rich bitches. Cause you still had the money to make people sex you regardless. It wasn't like the clap. Even the poor people get that. Fortunately I've gotten wiser in my decades as a ghost."
more eye rolling
-
"Before I forget: can anyone cast Identify? If not, I'll have to go get something checked out today."
"Perhaps we could get a few potions and other small things then, Wellesley?"
"That works. I may be running out to run an errand soon, anyway."
"Hmph. I was famous in my day ya know. I wasn't one of the hookers, I died of syphilis right before they burned this place down. Only the rich die of syphilis."
"Well yeah, but..." Mustave looks at her for a second. "...Our job is to blow up a boat. Unless you're a powerful wizard, you sorta need equipment to do that. I'm sure you were great at sexing people without using equipment."
-
Mustave asks Morte: "How many people can your boat carry?"
-
You all find yourselves in the market district, with beings of every shape, size and description hawking the Gawds know what from virtually every angle. You have access to stuff most of you never knew existed, assuming you can pay for it or haggle them down.
-
Mustave looks for a potion of Water Breathing and Anklets of Translocation.
-
Wellesley will look for personal flotation devices, emergency life rafts, etc.
-
Mustave looks for a potion of Water Breathing and Anklets of Translocation.
Both are easily available.
-
Wellesley will look for personal flotation devices, emergency life rafts, etc.
Would a Swan Boat Feather Token do? It's 450 gp. Elixirs of swimming are 250. Potions and scrolls are easily available. A rowboat is 50 gp. An Amulet of Aquatic Salvation is 500 gp. Ring of floating is 2000 gp, but thats bs so I shall try to arrange fro a discount. Ill keep looking for non magical stuff.
-
Morte seems delighted looking around with her new goggles.
So bright! The city is so shiny...
Mustave asks Morte: "How many people can your boat carry?"
...Oh, sorry, kinda spaced out. Eleven human sizes, more if they're smaller, less if they're bigger.
Hey shopkeeper, if I buy a Belt of Healing, can you give me and my friend here a discount? Please? In return I'll give you a nice price if you ever use our services in the future.
Diplomacy for haggle.
Rolled 1d20+18 : 19 + 18, total 37
Morte will still buy a Belt of Healing even if she doesn't get the discount. Saving the rest of the money for now.
-
A potion of Float or two would be just as good in the unlikely event of needing to deal with oceans on a regular basis. Shak'ri isn't keen on swimming.
-
Would a Swan Boat Feather Token do? It's 450 gp.
Excellent. Wellesley only has 65gp though. Is anyone else for pitching in?
-
To Morte:
"I have 3,000 gp from the stuff we sold. Now, we should see if there are any important items we need, but other than that, we can divvy it up. I say we each take 1,000, set aside 1,000 for group expenditures, and you and I can split any remainders."
To the group:
"I have 1,000 gp the group can use for expenditures for this mission. What have you narrowed your lists down, to? We should be able to get a few castings of Water Breathing tomorrow that will last several hours."
-
"I have found a Feather Token of a boat, which i believe may prove useful in our adventure. It costs 450 gold, though, and i only have 50 to spare."
-
"I am in the same boat as the demon woman. Not very good with the swimming... Even worse when using armor." Kulgan says frankly.
-
Morte pouts while tapping the boat she's been moving on all along. Yes, through the streets. A stream of water just big enough to allow it to float mystically appears under its path and disappears after she's moved on.
Hmm, hello guys? Professional ferrywoman right in front of you? I won't even charge you a passage this time. It's included in the guild's work expenses. I'll carry you safely or your money back if you drown.
-
Shak'ri chuckles at the clear oversight about Morte's boat.
"I guess it helps to have the obvious pointed out sometimes."
-
"Oh! Well, that helps very much. I guess we're set as far as that goes."
-
ooc: are y'all done looking for stuff?
-
ooc: are y'all done looking for stuff?
At this point, I'm not going to buy anything. I'll need to save up a bit more for the anklets.
-
"I suppose we should head off to this 'plane' and set forth for adventure!"
-
"I suppose we should head off to this 'plane' and set forth for adventure!"
"Agreed. I, for one, am looking forward to finding out how much punishment a ship can take before it goes under."
-
You are taken to the cities port to meet Captain Topcat, head of the cities air force.
"We've been told there may be a ship near the island that might fire on us, so we're coming in low around the opposite side and dropping yo off just outside the forest as far from the water as we can safely be. Any questions?"
-
Can we bring the NPC with who can cast Water Breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm)? The duration is two hours per level, castings on a few PCs might work. If so:
"Who thinks they're most likely to end up in the water, either on accident, or because you're doing some sneaky git stuff to sabotage the ship? I'll take a casting if there are any left over."
"... Any questions?"
"How far to the shore?"
-
"... Any questions?"
"Are snacks provided on this flight, or do we have to bring our own?"
"Who thinks they're most likely to end up in the water, either on accident, or because you're doing some sneaky git stuff to sabotage the ship? I'll take a casting if there are any left over."
"I believe that I am probably the second least likely to need it, after Miss Morte here, due to the whole flight thing."
Pat gestures to his feet, which are about two inches off of the ground.
-
"Who thinks they're most likely to end up in the water, either on accident, or because you're doing some sneaky git stuff to sabotage the ship? I'll take a casting if there are any left over."
"I will take one casting, thank you. Hopefully no one will try to throw me into the sea..."
-
Can we bring the NPC with who can cast Water Breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm)? The duration is two hours per level, castings on a few PCs might work. If so:
"Who thinks they're most likely to end up in the water, either on accident, or because you're doing some sneaky git stuff to sabotage the ship? I'll take a casting if there are any left over."
"... Any questions?"
"How far to the shore?"
Accompanying you is the Black Death, scorpionfolk sorceress.
-
"... Any questions?"
"Are snacks provided on this flight, or do we have to bring our own?"
"Shouldn't be in flight long nuff fer snackin'. The Island is haunted, so we ain't hangin' round either."
*hands Mustave ring*
You can use this ta call us when it's pickup time."
-
"Awesome. Let's roll. Or fly, or something..."
-
Your all more or less loaded into some verson of these: http://www.airfields-freeman.com/TX/Hicks_TX_biplane1.JPG
After which is a terrifying, screaming hell flight on a rickety contraption that occasionally loses bits of itself on the way down. In the distance you can see to 60+ foot boats offshore. You're put down on the other side of the village.
Your employer looks grim. "Well, there's bound to be some notice we arrived. Lets see if anyone's left in the village." The settlement is a collection of thatched roof, ramshackle houses behind a rock wall obviously older than the buildings it surrounds. It is eerily silent, and a thin plume of smoke can be seen arising from somewhere within the village. The landward gates are unmanned and open, swaying occasionally when the wind is strong enough.
-
"Is anyone good at sneaking/scouting?"
-
"Is anyone good at sneaking/scouting?"
"Tried sneaking into the bed of a woman in my tribe once. Let's just say that I had to win a fight before getting the good fight, if you know what I mean." Kulgan said that while puffing his chest. "The kind of sneaking we need here is not within my reach."
-
"Is anyone good at sneaking/scouting?"
"Aye! I'd be happy to go scout with anyone else."
-
"I'll hold back, since I'm only passably good."
-
ooc: You sneaking off alone Solo?
-
OOC: If no one else is willing, then yes.
Wellesley will stretch his legs and set forth to scout out the village WITH CAT-LIKE TREAD (https://www.youtube.com/watch?v=WdJg6Duzzf4)!
His Marshal Aura will grant +5 to Dex checks and skill checks, while Mimicking Song grants a +4 to Move Silently.
That's a Hide of +17, and a Move Silently of +20. I'll take ten on both, if possible.
-
To your left is a pasture with a 4 foot high rock wall, and a ranch house behind it. To your right is the village surrounded by a rock wall as well. The beach and docks lie beyond this. The plume of smoke seems to be coming from the town square, which is where the only noise seems to come from.
-
Wellesley will quietly sing and dance his way towards the town square.
-
spot check plz
-
Rolled 1d20 : 16, total 16
-
You crouch low behind the stone wall, following a path between the pasture wall and the town up to the gate. There are clumps of bloody wool on the pasture wall near the gate, and tons of tracks, suggesting there was a stampede. The gate is a 15 foot high walled tower of wood, but the gate swings in the wind, and there is a large pit in front of it. A pit with a foul smell wafting from it. There are many human tracks going from the gate back the way you came.
Listen roll plz
-
Wellesley swallows nervously and listens for any sign of inhabitants, as he slides up to the edge of the pit.
Rolled 1d20+5 : 12 + 5, total 17
-
There are some odd noises as though heavy objects were being moved. Also a whoosh as if something large flies overhead moving in the direction you came from, though you see nothing.
-
And looking into the pit?
-
It's an obvious defensive trap, as there is a homemade bridge just inside the gate meat to cover the hole for when townsfolk needed to move through. There is the flyblown corpse of an old woman at the bottom of the pit.
Heal chk plz
-
Rolled 1d20+4 : 6 + 4, total 10
-
You think she's been dead two days or so. Broke her neck falling in the pit.
Those of you who hung back can make Listen checks as well.
-
Rolled 1d20+1 : 4 + 1, total 5
-
Rolled 1d20-1 : 3 - 1, total 2
-
Wellesley will boogie back to the house he passed along the way.
-
Listen = 1d20+1
Rolled 1d20+1 : 5 + 1, total 6
-
Wellesley will boogie back to the house he passed along the way.
My goof in that description, the house is behind the walled pasture, but on the opposite side you came down from. You can haul ass back to the party though.
-
"Gentlemen, we have a curious situation. There is a pit that separates a walled enclosure from us, and they have raised the drawbridge. In addition, it seems they have left a woman's corpse in the ditch to rot. I suggest we fly over their defenses and see what they're up to - there are signs that many people left the area, and I'm curious as to why."
-
Listen check 1d20-2 : 4 - 2, total 2
-
Moments before your newfound piratey friend returns Menina looks skyward "You guys hear that? Sounds like something just flew overhead?"
-
"I thought I heard something myself earlier, but I didn't manage to catch it."
-
"Who all can fly? Also, who can carry those who can't?"
-
"Who all can fly? Also, who can carry those who can't?"
"I can fly, but physical strength is not my forte, unless one of you weighs less than 60 lbs."
-
"I'm under 60 between me and my gear."
-
"Nope, can't fly here either."
-
Your ersthwhile employer pipes up "Ah cain't fly either. But I have a gun, so's ah don't have to."
-
Morte dons her shiny new Googles of Lifesight and checks around to see if she can find whatever's making that sound.
Spot
Rolled 1d20+15 : 6 + 15, total 21
(also speaking of guns, did Morte and Mustave gets their that were promised? :p)
-
Morte dons her shiny new Googles of Lifesight and checks around to see if she can find whatever's making that sound.
Spot
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+15 : 6 + 15, total 21
(also speaking of guns, did Morte and Mustave gets their that were promised? :p)
They do not seem to be helping. Could be they have a certain range or only work on visible critters.
ooc: The guns are being made, they should be done in a week.
-
Your employer pipes up: "Do the tracks lead back there?"
He points to a hill
yes, they do
"The only thing up on the hills is the burnt out remains of an old fort from the days before mah people lived here."
-
"What tracks?"
Bhu: is this hill past the pit we're talking about, or on our side of it?
-
The hill is behind you, te town is in front of you, the pit at the gate is on the side of town furthest from you.
-
"What tracks are going up that hill?"
-
Who cares whose tracks they are, they're clearly lurking in those ruins, which means there's profit to be made!
Morte starts following the tracks towards the old fort, smiling while holding her scythe over the shoulders.
-
Shak'ri uncoils herself and perks up at some one finally taking action to push ahead. "I'm definitely down for profiteering off lurkers!" she exclaims, slithering after Morte.
-
Mustave shrugs and starts to follow Morte and Shak'ri.
-
Pat mutters "Well if everyone else is." before following the others.
-
'But aren't we looking dor a ship?' Wellesley asks as he follows along. (Remember, Motivate Dex is still active! +5 to your dex checks!)
-
"Well ah'd also like to know where all the villagers went..."
-
"We can bother with the villagers after our purses are fatter than they are now. Let's go!" Kulgan starts running after Sha'kri.
-
You follow the footprints to the base of a steep hill, where they fragment. Survival and Search Checks plz.
-
Rolled 1d20+4 : 13 + 4, total 17
Rolled 1d20+5 : 16 + 5, total 21
-
Solo
Some of the tracks go up a steep path up the hill, while others come from the Northeast. The tracks going up the hill vary from barefoot to different footwear. The tracks from the Northeast are all shod, and all wearing the same type of boot, suggesting military. They return Northeast, along with several barefoot people. It is obvious they also made clumsy attempts to conceal their tracks. You also find a pair of manacles in a bush with the key broken in the lock.
-
...Hey, maid number three, go in front please.
Morte has one of her dressed up masked skeletons take point.
Search:
Rolled 1d20+5 : 4 + 5, total 9
Survival:
Rolled 1d20+2 : 5 + 2, total 7
-
Survival:
Rolled 1d20+1 : 18 + 1, total 19
Search:
Rolled 1d20+16 : 10 + 16, total 26
-
Morte sees nothing, Vladeshi can peek at Solo's spiler
-
Wellesley will be forthcoming with what he has seen; anyone can peek at the spoiler.
-
Search
Rolled 1d20+11 : 16 + 11, total 27
Survival
Rolled 1d20+10 : 20 + 10, total 30
-
Search = 1d20+1
Rolled 1d20+1 : 4 + 1, total 5
Survival = 1d20-1
Rolled 1d20-1 : 3 - 1, total 2
-
Search check 1d20+1 : 1 + 1, total 2
Survival check 1d20-2 : 3 - 2, total 1
-
Once Solo has shared his info waht direction do you all go in?
-
"Shall we follow the soldiers?"
-
"Hm, I suppose it would help us find answers. Of course, they may arrest and hang us, so... there's that," Wellesley chuckles.
-
"Of course, they may arrest and hang us, so... there's that," Wellesley chuckles.
"There is always that, always." Pat mutters under his breath.
-
"Hm, I suppose it would help us find answers. Of course, they may arrest and hang us, so... there's that," Wellesley chuckles.
"No... They might try to arrest and hang us. Your guild leader has a habit for getting out of death sentences.
Just a heads up: a lot of these Floridians tend to have guns that shoot fire and other annoying things. These soldiers might, too.
I suppose I should put my game-face on."
Mustave pulls out some white and black paint and rather quickly paints his face like a harlequin.
-
ooc: which direction you guys going?
-
Soldiers, I thought.
-
You are led two miles through pasture and fields to a set of small cliffs overlooking a beach. An abandoned farmhouse and windmill sit in weeds on a narrow peninsula jutting from the lad, and offshore you can make out a double masted warship anchored, with a smaller cog towed behind it. 2 long rowboats are beached, with 4 tents and campfires burning. Nearby is a large pit with what are obviously bodies stacked nearby. There is a gap in the cliffs that will allow you to climb down, but the odds are fair you will be seen if you do so.
-
Wellesley whistled. "Is that the ship we're looking for?"
-
Wellesley whistled. "Is that the ship we're looking for?"
"If I remember correctly, the only ship in the area should be the one we were told to sink." Pat states with obvious glee in his voice.
-
Shak'ri hits her fists together in excitement. "Time to pillage and burn then?"
-
"Wesley, do you want to scout out those tents and the buildings down there? I'm afraid they'll see us if we all go."
-
'Of course! Will any of you be going with me?'
-
"I am afraid I can't help you now. Unless you need to hear the sound of grinding armor behind you." Kulgan smiles bitterly.
-
"Stealthy approaches aren't my forte either." Shak'ri adds with a shrug. "Just let me know when we can go all ham on them."
-
"I'm not that good at sneaking. I mean, look at me. I live to draw attention to myself."
-
"I don't do stealth much. Think of me as magical artillery. You just give me a sign and I can light them all up from here."
-
"I see that I will be on my own. Very well..."
Wellesley avoids the gap in the cliffs and looks for a place of descent where he will not be observed by the soldiers.
-
stealth and climb checks plz
-
stealth and climb checks plz
Woah, woah, I haven't started the climb yet. I'm just looking for a place that's unobserved or provides a less obvious path down.
The actual plan is to jump off.
-
The cliffs are a 30 foot sheer drop but for 1 minor break in them, and its still pretty steep. There's nowhere to go where you cant be seen coming down, but plenty of places to hide once you do. At least till you get to the beach itself.
On the plus side, the soldiers seem to be more intent on burying dead people than paying attention. And they have a shitload of dead people.
-
Wellesley takes a deep breath and dives down headfirst. He will use Feather Fall once he is close to the ground.
-
You wait several tense moments and no alarm is raised. It would seem you were not spotted. The high grass/weeds only extends so far though, and once it gives way to the beach you have no cover.
-
Can Wellesley make it to the water under cover of the foliage?
-
No. To approach them you'd have to go left, stay under cover until your waaay down the beach and circle back behind a low hill. Which puts you pretty far from teh camp. You could then follow behind the hill back towards the camp, but there is a small break in it which you would risk being seen when you tried to pass through.
-
Wellesley will make sure he is well hidden and observe the soldiers. How many feet away from him are they?
-
Will need sneakiness rolls if you're going the way i mentioned. From the base of the cliffs to the water is prolly 200 feet or so. The soldiers are prolly 150 ft out, in the sand.
-
Wellesley cannot find cover with which to advance. His only solution is to make it so the enemy cannot see. He will cast Pyrotechnics on the soldier's campfire, choosing the blinding flash of light option, DC 17 vs blindness for all in a 120ft radius.
-
There are cries of alarm as 4 men cover their eyes. Further down the beach near the break in the hill you hear the baying of dogs, and see 4 dogs sprinting towards the boats followed by a Satyr.
Sneaky little bastards were hidden.
-
Can Mustave see all that's happening from the hill top? If so:
Quietly to the group: "We'll have to see if he's spotted. If so, we'll have to get down there, fast."
-
yes the barking dogs and sudden splosion are pretty obvious
-
Pat will use Magical Recycled Bomb to give himself greater mage armor and begin his Magic Sign "Milky Way" stance.
how close together are the dogs and the satyr?
-
Pat will use Magical Recycled Bomb to give himself greater mage armor and begin his Magic Sign "Milky Way" stance.
how close together are the dogs and the satyr?
As they're further down the beach, prolly 200 ft or so from your position cliffside.
-
As they're further down the beach, prolly 200 ft or so from your position cliffside.
I was asking about how spread out they were from each other.
Say, are all of the dogs and the satyr within 40 ft of each other?
But that helps to know how far from me they are as well.
-
As they're further down the beach, prolly 200 ft or so from your position cliffside.
I was asking about how spread out they were from each other.
Say, are all of the dogs and the satyr within 40 ft of each other?
But that helps to know how far from me they are as well.
-
Pat turns to look at Mustave.
"Hey Boss, if I see a good opportunity to get all of them in one blast, do you want me to take it? Or are we still trying to be sneaky?"
-
"I'm not sure how 'sneaky' Wesley is planning on being at this point. Damn, I was hoping to not have to go in heavy..."
Bhu, do we know anything about the uniforms these guys are wearing?
-
You can make Knowledge Nobility or history checks
-
You can make Knowledge Nobility or history checks
Being untrained, I can only learn DC 10 or lower facts:
Knowledge(Nobility) = 1d20
Rolled 1d20 : 1, total 1
Knowledge(History) = 1d20
Rolled 1d20 : 20, total 20
(If I'm only allowed one roll, use the first, since they're the same)
-
Also Untrained.
Knowledge(Nobility):
Rolled 1d20+5 : 19 + 5, total 24
Knowledge(History):
Rolled 1d20+5 : 13 + 5, total 18
-
On his next action, Wellesley will cast Alter Self, turn into a Lizardfolk, and run into the water. (I am assuming all the soldiers are blinded, and can't see him?)
-
Most of them cant. The dogs and Satyr might see if they look in your direction, and a few soldiers are holding their eyes so they might not be totally blinded.
Back at the cliff your emploer pipes up: "I'd like to keep someone alive for questioning if possible."
-
"One thing does not imply the other. I've recently learned how to make corpses talk."-grins Morte as she observes the uniforms from the safe point her allies are in.
Knowledge (Nobility and Royalty):
Rolled 1d20+10 : 2 + 10, total 12
-
To our employer: "Who are they?"
-
"Dunno. Thats why I want one of em' to talk. That and to see if they left anyone alive. Lotta bodies down on the beach but that's not the whole village."
-
If the dogs and satyr are still within a 20' radius of eathother, Mustave turns to Pat and says "Perhaps putting down half the group up front would be a good idea."
-
If the dogs and satyr are still within a 20' radius of eathother, Mustave turns to Pat and says "Perhaps putting down half the group up front would be a good idea."
"Right then, I think I will begin with maximum firepower targeting the dogs then."
bhu, tell me if I am good to begin the combat or if something else was going on while we were talking.
-
vlad
ooc: No one has recognized the uniforms thus far.
-
Morte uses Alter Self to take the form of a Black Abishai in a dress once more.
(how far away are the closest enemies from my current position? Would it be possible to charge right away?)
-
Morte uses Alter Self to take the form of a Black Abishai in a dress once more.
(how far away are the closest enemies from my current position? Would it be possible to charge right away?)
150 ft away, plus 30 ft down
-
"Everyone please be aware that three doctors and two lawyers have recommended that I give a warning before doing this as prolonged exposure to looking directly at my magic is believed to cause blindness.
However this has not been scientifically proven yet and as such all lawsuits have been dismissed so far."
Four brightly lit almost-spheres erupt into being around Pat's outstretched arm, all flickering with rapidly changing equations.
Pat begins muttering rapidly under his breath. "Assuming e to the pi i is still negative one.... carry the three.... all numbers match, firing."
A somewhat dim front-tapered cylinder that appears to be composed of energy forms in front of his hand.
As it shoots out from him at a somewhat leisurely pace to begin with, every foot that it travels it seems to double in velocity and brightness.
By the small fraction of a second it takes to reach the dog in the center of the pack it is moving faster than the human eye can follow and is far brighter than one would want to look at.
Ranged touch attack to hit the center-most dog Rolled 1d20+8 : 4 + 8, total 12
The cylinder erupts into an explosion of lights, colors, and sound encompassing an approximately 40 foot radius around the dog.
Pat uses Magic Drain Missile channeling Sonic Lance.
If the ranged touch attack hits all creatures within forty feet of the target(including the target creature) take
Rolled 8d8 : 5, 5, 1, 6, 8, 7, 2, 8, total 42
damage.
Fortitude save for half damage(DC 26 for initial target, DC 22 for others)
-
vlad
Any effect if the touch attack misses?
-
bhu
My initial thought was that a miss meant that Pat looks really foolish right now.
Here is the text for Magic Drain Missile.
Magic Drain Missile
Love-Coloured Magic (Strike)
Level: Ordinary Magician 4
Initiation Action: Standardd action
Range: 50 feet per IL
Target: See text.
Duration: See text.
Save: DC 14+Int mod.
Accelerating explosive rocket shots
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less. The duration of any other effects but the damage becomes 1 round.
Make a ranged touch attack. If you hit, the target is affected as if hit by the spell, and the DC increases by 4. Creatures whitin a burst of up to 5 feet per IL are affected as well, but use the same DC.
Any possibility that the dog was flat-footed?
-
Vlad
He would be were it not for the pyrotechnic splosion.
-
Between the blast of Pyrotechnics and Pats missed bolt their on alert now. A woman in robes bearing a holy symbol exits one of the beached boats along with two metallic giants standing at least 9 feet tall.
-
"Well, shit. Shall we go down and give Wesley some backup?" Mustave tries to descend the cliff.
-
Of course, I'm not letting one our newbies commit suicide just like that. But we may as well have some fun doing it.
Morte spins her scythe above her head, laughing, and a pink magic circle forms at her feet. An identical magical circle appears right under one of the enemy dogs. Both morte and the hound are enveloped by a red light and her laughter can now be heard by both positions.
Swift action: Ritual of Ecstasy, range 330 feet. Targeting the dog closest to the party that's also adjacent to another dog, unless I would end in a flanked position, in which case I'll just target the closest dog. Must make a Will save with DC 19 or switch places with Morte.
Standard and move actions pending in whetever the target makes the save or no.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy EXPENDED
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 520/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
Shak'ri uncoils and rapidly slithers forward right off the cliff and landing below with all the thudding of a snake dropping like a dead weight.
Single move 55 ft forward+30ft down from falling.
Tumble to lessen fall damage (DC 15 -10ft, DC 30 -20ft)
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif)
This dice roll has been tampered with!Rolled 1d20+15 : 6 + 15, total 21
Initiative
Rolled 1d20+2 : 15 + 2, total 17
Status:
HP: 105/105
AC: 20 // Touch: 17 // Flat: 18
Active Stance: Colorful Wind Typhoon [25% Concealment miss chance vs. me // Can count self as in any adjacent square for my attacks]
Maneuvers Prepped: Colorful Barrier [Counter], Strike Sign "Roc's Fist" [Strike]
-
I don't suppose the clifftop we're at slopes downhill before cutting off into a sheer drop now does it? Totally means the difference between being able to get into combat this round or not :D
Will edit this post with actual post & actions upon answer.
It's a sheer drop. There's a break in the cliff but it'll require a DC 15 climb check.
-
(I need to know if the closest dog makes the save against Ritual of Ecstasy and where's the other closest enemies after Morte and the dog switch places)
-
With that I think I should have everyone roll initiative to make this easier to track.
The dog does indeed fail. There's another dog next to you, two in front, and someone screaming behind you.
For those on the cliff you now have a surprised and angry rottweiler in your midst.
-
(is the guy screaming friend or foe?)
EDIT: Initiative
Rolled 1d20+3 : 9 + 3, total 12
-
It appears to be a Satyr, drunk off his ass.
-
Morte attacks the closest dog viciously with her scythe, tail sting and even trying to bite it!
Fullround action: fullattack!
Scythe 29 to hit 10 damage.
Scythe 2nd iterative 17 to hit 9 damage.
Bite 10 to hit 4 damage.
Tail sting 23 to hit 2 damage plus 6 acid.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy EXPENDED
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 520/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
[/quote]
-
Initiative
Rolled 1d20+11 : 6 + 11, total 17
-
Initiative -> 1d20+4
Rolled 1d20+4 : 8 + 4, total 12
-
With that I think I should have everyone roll initiative to make this easier to track.
I'm in the water and swimming towards the ship - do I need to roll?
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20-1 : 8 - 1, total 7
Kulgan will spend his first round summoning his Dark Companion and then join the fray.
-
Morte seriously fucks up some dog, and with it's dying breath you hear "NOOOOOO! MAH DOGE!" behind you.
Wil be editing in initiative as people post their rolls:
Round 1 Fighto!
3 Dogs: 23
Woman on Boat, 2 Clanks on Boat: 20
Vlad, Ketaro: 17
Robby, Oslecamo: 12
Satyr: 12
6 Soldiers: 10, 4 currently look blind
Risada: 7
Obvious Military Commander 4
Solo:
-
With that I think I should have everyone roll initiative to make this easier to track.
I'm in the water and swimming towards the ship - do I need to roll?
Nope. I would like a duration on your blindness though i think we forgot to roll it.
-
Rolled 1d4+1 : 1 + 1, total 2
-
Rolled 2d6 : 6, 5, total 11
Ketaro you do take some minor damage, we start as soon as we get initiative roll from os
-
(I already rolled initiative here (http://www.minmaxboards.com/index.php?topic=13638.msg296122#msg296122) in case you missed it, first and everything)
-
Sorry Os, gettin' old :blush
Round 1 Fighto!
3 Dogs: 23
Woman on Boat, 2 Clanks on Boat, 2 Men on Boat: 20
Vlad, Ketaro: 17
Robby, Oslecamo: 12
Satyr: 12
6 Soldiers: 10, 4 currently look blind
Risada: 7
Your Employer: 4
Obvious Military Commander 4
The dog with you guys busts ass down the break in the cliffside, the other dogs run from Morte. The woman on the boat yells out "PARLEY!" as on of the mechanical creations moves to assist her, and the other moves toward the man who looks to be this lots leader. Two more men emerge from the boat.
Vlad and Ketaro are up.
-
Bhu:
How close together are the woman and the clanks?
-
One is by her side the other has moved off the boat. It seems to be protecting her as a mystic filed of some kind has appeared in front of her (forgot to include dat in previous post)
-
Pat uses his swift action to recover Sonic Lance while slowly drifting about 15 feet foward, readying an action to Master Spark(Ray of Ice) the commander looking guy if he does anything too suspicious.
During this he asks Mustave "So, since she called parley, should we try to talk or should I just continue on full burn?"
-
Ketaro is up after replies
-
"Talk. Incinerate them if they do anything hostile."
-
Tell them to talk fast. They may just be trying to buy time to recover and regroup.
-
Shak'ri will hold back for the moment at the cry for parley (Delay action, will Un-delay after the first person to make a hostile move)
-
"We didn't kill these people, that was the Sorcerer! We're just burying them!"
-
"What sorcerer!? Who are you!?"
-
"We're representatives of good Queen Blunt. We we're etrayed by the Sorcerer for a Fiend that may yet destroy us all if we are not careful."
Your employers expression darkens "Good Queen my arse. She's a slaver who likes to raid pirates for workers."
-
Yeah, how dares she attack pirates who raided other people and turn them into honest hard workers?
...
I don't suppose you have any kind of proof about that whole story, do you? "An arcane mage did it" is a pretty cheap excuse.
Knowledge (Royalty and Nobility) for Queen Blut and any sorceror who worked for her recently.
Rolled 1d20+10 : 16 + 10, total 26
-
Os
Queen Blunt is a devotee of the Moralist Pantheon, which is fairly antisex, anti freedom, anti crime, and anti just about everything else. Gone unchecked her kingdom may slowly devour Florida whole. Known for brutally harsh punishments for breaking the laws, she has written so many that literally 2/3rds of her citizens are felons (and felons are slaves with few if any rights). She is opposed by many privateers as she has a weak navy, but large land based infantry, largely resulting in stalemate. She would have casters working for her.
"You'll get all the proof you need after sunset and his pet monster begins wailing."
-
Morte shares her knowledge with her teammates through her telepathy.
So, why were you burying those bodies all the way back here? Seems awfully suspicious.
-
(Wellesley is swimming towards the ship as this goes on, I presume?)
-
(Wellesley is swimming towards the ship as this goes on, I presume?)
Yup you've gone unnoticed.
"Despair killed them, the way it will kill everyone from the villages if we do not stop Chiron and his companions. The way it will kill us if we linger on here past dark. He has awoken a terror that was sleeping on the other side of the isle, and tricked us into helping him move it. It sings a song at night that crushes the souls of men, and these villagers perished from it. The ay the rest of them will die if we don't kill it soon."
-
Hmm, if what's you are telling is true, I hope you don't mind I ask for a second opinion.
Morte steps closer to the nearest pile of villager corpses, making a gesture as if throwing a kiss, a red transparent liquid flowing out from her lips and flying towards the nearest inanimate body, entering its mouth.
Hey you lazy bum, tell me what's the last thing you remember before dying!
Initiate Ties with the Deceased as I move closer to a corpse, allowing me to replicate a Speak with Dead with CL 11 (thus 5 questions) and range 110 feet. Target a corpse that looks like it belonged to a peasant. Will DC 19 negates if alignment was different than mine.
Speak with Dead is technically asking the question to the corpse and not to the departed soul, so the goddess of death shouldn't notice/mind.
-
"I was...restrained...so I...could not reach the hill."
-
Morte contacts her allies through telepathy
"I can make four more questions for the corpse, so if any of you have suggestions, I'm all ears."
-
"How about 'why were you restrained?'?"
-
Morte asks the second question to the corpse:
So, why were you restrained?
-
"Or, yanno, what exactly killed him?"
-
Morte asks the second question to the corpse:
So, why were you restrained?
"To prevent...escape...to prevent...my reaching...the watchtower..."
-
Telepathy:
"Since the last thing it remembers before being killed is just being restrained, I would bet that it doesn't know what killed it. But if you insist I'll ask that next."
Third question to the corpse:
Who was restraining you?
-
"The...soldiers..."
-
I am in your oceans, infiltrating your ships.
-
the ship with or without bad guys currently on deck?
-
I though there was only one ship? If I have a choice, I'd go with the one without soldiers on deck, of course.
-
theres the one big warship anchored off the coast, and 2 smaller ships beached
-
Great! Which ones are unguarded?
-
one of the beached ones has no one on deck, they're probably the soldiers you blinded.
-
Wellesley will swim up to that one, then!
-
sneakiness rolls plz
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+12 : 19 + 12, total 31, (http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+12 : 11 + 12, total 23
Edit: Hide and move silently, in that order.
-
You manage to sneak on board ship 2. It is a roughly patched up, beaten old cog with it's best days long behind it. It smells rather bad.
-
"The...soldiers..."
Mustave rolls his eyes.
"Why did you want to reach the hill?"
-
You manage to sneak on board ship 2. It is a roughly patched up, beaten old cog with it's best days long behind it. It smells rather bad.
Is there anything worth looting, and can the ship be set adrift?
-
It can be set adrift if you risk being seen to cut the line.
Move SIlently and Search checks if you wish to go treasure sniffin
-
"The...soldiers..."
"I think I want to beat that corpse into the ground more than these guys if this is how it's gonna be."
-
If all the dead people were like this, we may as well play along with that slaver queen's entourage.
"The...soldiers..."
Mustave rolls his eyes.
"Why did you want to reach the hill?"
Yeah, why did you want to reach the hill?
-
"To reach...the voices..."
-
"...What voices?"
-
Morte repeats the question to the talking body:
What voices?
-
It can be set adrift if you risk being seen to cut the line.
Move SIlently and Search checks if you wish to go treasure sniffin
Can I use Mage Hand to untie the line?
-
It can be set adrift if you risk being seen to cut the line.
Move SIlently and Search checks if you wish to go treasure sniffin
Can I use Mage Hand to untie the line?
It will be difficult but yes, you do have the possibility.
-
Morte repeats the question to the talking body:
What voices?
"The voices...in the Old Watchtower..."
-
It can be set adrift if you risk being seen to cut the line.
Move SIlently and Search checks if you wish to go treasure sniffin
Can I use Mage Hand to untie the line?
It will be difficult but yes, you do have the possibility.
I would like to try this.
-
Use Rope check plz
-
Kulgan is listening to this dead man talking nothing and getting impatient.
"If this corpse isn't going to say anything else abandon it and grab the next one to continue interrogating. My swordarm is itching to do some killing already."
-
Use Rope check plz
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+11 : 3 + 11, total 14
-
Mustave asks the customer: "What's with this watch tower that has voices?"
-
"Beats me. It's what we call the remains of the old fort up on the hill. It was on the island long before us, and is mostly in ruins. I've never heard voices from it."
-
Use Rope check plz
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+11 : 3 + 11, total 14
It's a little trickier than you thought, but you almost had it. Perhaps one more try...
(goddammit i hit modify again!)
-
Rolled 1d20+11 : 16 + 11, total 27
-
The line is untied and slips free.
listen roll plz
-
Rolled 1d20+5 : 9 + 5, total 14
-
"Beats me. It's what we call the remains of the old fort up on the hill. It was on the island long before us, and is mostly in ruins. I've never heard voices from it."
"Perhaps we should check it out, after we regroup."
To the soldiers:
"Why were you trying to keep them from the watchtower?"
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+5 : 9 + 5, total 14
There are some disconcerting sounds from below decks.
-
"Beats me. It's what we call the remains of the old fort up on the hill. It was on the island long before us, and is mostly in ruins. I've never heard voices from it."
"Perhaps we should check it out, after we regroup."
To the soldiers:
"Why were you trying to keep them from the watchtower?"
"Because something waits there devouring all who enter thanks to the sorcerer. We were commissioned to capture slaves, and they can't work if they're dead or gone mad. We were also to aid the sorcerer in the transport of something our Queen thought could be made into a weapon of war, but the sorcerer seemed more intent on looting the town and then possibly finishing us off as well. I doubt he intended for anyone to live. The first night we landed the sorcerer bade us deafen ourselves to avoid the creatures song. We watched as the entire village mindlessly climbed the hill and captured many of them. A third of them died screaming the first night. The rest are...going bad slowly. My Cleric seems to think if we can storm the hill and kill whatever is inside it these people will return to normal. But the sorcerer and his minions are somewhere nearby. He is commonly invisible. He could be here now."
-
"Please tell me that one of you has a way to see invisible people. Because if none of us do, I may just decide the easiest way to go about doing this is to sink the whole island fifteen feet at a time." Pat states to the party.
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+5 : 9 + 5, total 14
There are some disconcerting sounds from below decks.
Very disconcerting!
Wellesley will loot what he can from above deck and try to steer the ship away from the shore while hidden, so that the group may rendezvous with him later.
-
"Good question. Good-er...er, point." Shak'ri waves a hand past her eyes as she casts See Invisibility.
-
"Good question. Good-er...er, point." Shak'ri waves a hand past her eyes as she casts See Invisibility.
Spot roll plz
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+5 : 9 + 5, total 14
There are some disconcerting sounds from below decks.
Very disconcerting!
Wellesley will loot what he can from above deck and try to steer the ship away from the shore while hidden, so that the group may rendezvous with him later.
You now most definitely hear what sounds like movement. And perhaps moaning.
-
Hah, yeah, right.......
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20-1 : 2 - 1, total 1
-
Hah, yeah, right.......
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20-1 : 2 - 1, total 1
You look about wildly seeing nothing...
-
You now most definitely hear what sounds like movement. And perhaps moaning.
Wellesley will try to signal his teammates that he is in need of help, and that he is going to try to steer the boat off to the side.
-
spot rolls from non wellesley PC's
-
spot roll 1d20-2 : 12 - 2, total 10
-
Spot check:
Rolled 1d20+1 : 3 + 1, total 4
-
Spot = 1d20-1
Rolled 1d20-1 : 13 - 1, total 12
-
Those of you who roll a 12 or better:
One of the boats has come free from it's line, and an unknown lizardman is gesticulating wildly from it in order to gain your attention.
-
Those of you who roll a 12 or better:
One of the boats has come free from it's line, and an unknown lizardman is gesticulating wildly from it in order to gain your attention.
How far out is it? Is there any other sign of distress?
-
It's only just begun to drift (your opponents haven't noticed it yet). No other signs of troubles.
-
Mustave quickly glances to see if any of his companions see it, as well.
Sense Motive = 1d20-1
Rolled 1d20-1 : 8 - 1, total 7
He figures if he keeps the soldiers talking, they might not see.
"Have any of you seen what's in the watchtower? How long has this been an issue?"
-
"Weeks ago the Sorcerer, Burnt Mule by name, approached Queen Blunt with an offer. He claims he found a powerful monster on the far side of this island that is in part responsible for its reputation for being haunted. He further claimed he had an agreement with it, in that it would allow itself to be weaponized as a tool for warfare in exchange for removing it from the ground it was rooted in, in order that it could find more victims. Mule has betrayed us, as it ruined the people we were to take as slaves. We're uncertain whether he intended this, or the creature has affected is mind somehow. We believe they intend to kill us all and have Mules associates place it onto the boat, to set sail for who knows where. Possibly to even takeover a local fiefdom."
-
"But nobody knows what it is. Has anyone seen it, or is it that no one can identify it?"
-
"It's a tree demon of some sort."
Knowledge Nature rolls plz
-
Knowledge: Nature, untrained
Rolled 1d20+5 : 1 + 5, total 6
-
Untrained, so max DC of 10:
Rolled 1d20 : 12, total 12
-
Also Solo can make a Bardic Knowledge roll
-
(I'm on a boat.)
-
(I'm on a boat.)
Yes but you're on the boat that was moored next to the boat tha bad guys are speaking from, hence you can overhear.
-
Ok. I traded Bardic Knowledge for Bardic Knack, so I can make a K. Nature roll!
Rolled 1d20+5 : 15 + 5, total 20
-
"Avast!" Wellesley shouts. "Gentlemen, I think I might possibly have the slighst hint of an inkling as to what that might possibly be."
-
Solo
It's a plant of some sort but the name escapes you. Definitely not a demon, which doesn't lessen the possibility it might be evil
-
"While not a demon, it is definitely what I, and you, and itself might consider evil and plant based, which to me suggests that a good and thorough de-weeding of some sort is needed, perhaps with salt and fire."
-
"What are you doing on that boat?!"
-
"I am trying to acquire us a means of nautical transportation, of course!"
Wellesley looks down.
"It also appears something is underdeck. Might I obtain some assistance in ferreting it out?"
-
"It's whats left of the slaves. Get off my boat lizardman!"
-
Wellesley assesses the person he's talking to. Whom might that be?
-
The guy who looks like the expedition leader. Obvious soldiery type in armor and bristling with weapons.
A tool, in other words.
-
Wellesley will look around for the entrance to the lower deck before taking in a deep breath.
"I don't see your name on it!"
-
you spot the entrance easily
"If we have to come over there you'll be sorry!"
-
"I'm sorry already! What else do you have?"
Wellesley distract them with his theatrics while using his Mage Hand to open the door to the cargo hold.
-
"Crossbows and a Priestess."
omg the stench when the door opens...
and now you can hear gibbering...
-
"Very well! You win! I will turn this boat over to you."
Wellesley will use Mage Hand to turn the steering wheel, and ready an action to dive over the side if something comes out from below.
-
the only things that come out are the horrific stench and the occasional scream
and the laughter of madmen
-
Does anyone else (say, from my party) seem like they'll help?
-
i would hope so
guys?
-
In all this inconsequential back-and-forth between getting jack all from some damned corpse and some scene on a boat with a lizard(?), Shak'ri had kind of zoned out, for the most part, from the going ons around her.
"Oh sorry!" she said as she snapped back to reality, "Did somebody need something? I'm still sitting here waiting to be told if we're okay with killing every soldier on this beach or not!"
-
From our vantage point, what can we see on the boat with Wesley?
-
Absolutely nothing. Just some random lizardman :smirk
-
If I can hear them, they can hear me.
And if they can hear me, they can recognize my voice...
-
I know, I'm just teasin...
-
"Are we done? Let's get going then." Kulgan moves towards Shak'ri and waits with her.
-
If I can hear them, they can hear me.
And if they can hear me, they can recognize my voice...
"Dude! What's going on over there!?"
-
Seeing Mustave trying to understand what's going on, Kulgan decides to help.
"That's right! What's happening on your side? Can we go in and kill stuff?"
-
"These soldiers are being huge jerks and want the slaves on this boat I liberated."
-
"Liberated as in free to go away or liberated from their lives?"
-
"The boat... I liberated the boat. And the slaves by proxy. And they'd be free to go, but I suspect they're much the worse for the wear..."
-
"Being upset over property theft is hardly being a jerk, it's self preservation."
-
"Why would they be worse for the wear if they were let go?"
-
"They're all pirates, the enablers of pirates, or the family of pirates. Criminals one and all. Slavery is the just punishment for piracy in Florida. Plus, if you unchain them before we kill the monster, they'll either start killing themselves again or marching up the hill to be eaten."
-
*sigh* "I hate Florida.
Wesley, are you returning the boat?"
-
"Well, I suppose it could be arranged in a show of good faith..."
-
a lone voice from below decks screams "CASTRATE THE WOMEN FIRST!" in a hideous , croaking voice before expiring in a phlegmy cough.
Your opponents look non-plused
"Were ah...were hoping killing this thing returns them to normalcy..."
-
"The thing in the cave or the thing in the boat?"
-
"The thing in the cave or the thing in the boat?"
"Hopefully it will be D, all of the above."
-
"The thing in the old watchtower."
Your employer leans over and whispers
"Yeah, the uh,,,thing in the boat sounds like Loud Bob. He's...special."
-
"Well, shall we go and do what we do best? Or rather, should we go and kill that thing?"
Mustave gets ready to head to the tower.
-
"Well, shall we go and do what we do best? Or rather, should we go and kill that thing?"
"Yes, yes we should." Kulgan stands at Mustave's side.
-
Morte, who had started to doze off on her feet, using her scythe as a support, suddenly wakes up:
"YAWN Oh, what? I wasn't sleeping on the job, I was just meditating. So we're killing whatever's in that tower? Sounds good to me, as long as we get paid. Just need to prepare a bit."
Morte takes some time to recharge her maneuvers, regroups with her dress disguised skeletons, and then starts heading for the tower, one of her undead dolls thirty feet ahead for bait, hopefully the rest of the team tags along.
-
Wellesley will tag along with the group posthaste to avoid any further misunderstandings about property ownership.
-
The slavers leave a pitiable force of 4 men behind to guard the boats and everything else goes with you. You come to a steep 150 foot tall hill covered in broken, jagged rock, with one lone path winding it's way upwards. Unusually steep. You will quite literally be climbing it as opposed to walking up the path.
I'll let y'all work out climbing order with the NPC's and the skill checks can begin. :D
-
Pat turns to Mustave and taps his broom.
"So boss, you want a ride?"
-
Pat turns to Mustave and taps his broom.
"So boss, you want a ride?"
Mustave starts cracking his knuckles, psyching himself up for what will surely end in his death, then he hears Pat's offer.
"I would love a ride. Thank you."
Mustave climbs onto the broom, holding on with one hand, keeping the other free for casting.
-
Climbing? Please. We're professionals.
Morte opens her Black Abishai wings from Alter Self and starts flying upwards.
-
".......Right. I guess that's something I'll have to deal with if I'm going to be in this profession?" Shak'ri comments mostly to herself as she glances down at her lack of feet, then looks back up at the steep, rocky climb ahead. "Siiiigh..."
Climb check~
Rolled 1d20+7 : 19 + 7, total 26
-
"I hope you guys don't mind if I dig my way through." The draconic man's claws cracking in anticipation. "But before that, let me get ready."
bhu, is it possible to use my burrow speed to burrow my way upwards?
Also, casting Protection from Evil and False Life.
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
False Life's Temp. HP 1d10+7 : 7 + 7, total 14
Combat Stats
Will work on some other details later...
- Hit Points: 90/90 (+14 Temporary)
- False Life: ~7 hours (Grants temporary hit points)
- Protection from Evil: ~7 minutes [/i]+2 Deflection to AC, +2 Resistance on saves plus mind affecting protection against evil creatures[/i]
Slots Spent:
0 0 level
1 1st level
1 2nd level
Hexblade's Curse: 6/6 remaining
-
risada
I'll allow the burrow thingie
-
"I think I will climb alongside you, Shak'ri."
Wellesly stretches and grabs onto a crack in the cliff.
-
climb check plz
-
Rolled 1d20+4 : 4 + 4, total 8
-
and now for the bad guys
the 4 dumbasses Rolled 1d20-3 : 9 - 3, total 6
Rolled 1d20-3 : 16 - 3, total 13
Rolled 1d20-3 : 18 - 3, total 15
Rolled 1d20-3 : 15 - 3, total 12
the head dumbass in charge Rolled 1d20+7 : 13 + 7, total 20
his spiffy cleric Rolled 1d20 : 7, total 7
her spiffy robot minions Rolled 1d20+6 : 15 + 6, total 21
Rolled 1d20+6 : 7 + 6, total 13
the satyr is too drunk to climb
-
Solo, one of the slavers and the cleric are stuck at the bottom, everyone else gets their movement distance. Can anyone actually make the 150 ft distance?
-
Maybe they could lower a rope.
-
You can retry, your just stuck this round. Apparently parts of the super steep hill are crumbly.
-
Climb:
Rolled 1d20+4 : 15 + 4, total 19
Rolled 1d20+4 : 13 + 4, total 17
Rolled 1d20+4 : 3 + 4, total 7
Rolled 1d20+4 : 16 + 4, total 20
-
Round 2, solo makes his way up
the 4 dumbasses Rolled 1d20-3 : 18 - 3, total 15
Rolled 1d20-3 : 1 - 3, total -2
Rolled 1d20-3 : 4 - 3, total 1
Rolled 1d20-3 : 17 - 3, total 14
their dumbass leader Rolled 1d20+7 : 14 + 7, total 21
the cleric Rolled 1d20 : 17, total 17
and her minions Rolled 1d20+6 : 16 + 6, total 22
Rolled 1d20+6 : 10 + 6, total 16
-
Okay everyoe makes it this time except two of the marines who slide down broken rock to slam into the ground below
need round 2 check from Ketaro
You all hear a voice scream "Halt where you are and go no further!"
-
"Look, I don't mean to be rude, but this is not as easy as it looks, so I'd appreciate it if you wouldn't distract me."
-
Climb Checks and I forgot how far it is
Round 2
25ft per success
Rolled 1d20+7 : 20 + 7, total 27
Rolled 1d20+7 : 2 + 7, total 9
Round 3
25ft per success
Rolled 1d20+7 : 13 + 7, total 20
Rolled 1d20+7 : 17 + 7, total 24
Round 4
25ft per success
Rolled 1d20+7 : 7 + 7, total 14
Rolled 1d20+7 : 2 + 7, total 9
Assuming no actual physical interruptions...
-
"FOOL! It is not meant to be easy. Desist now and leave this island and you will live."
-
"Who are you?!"
-
"MY NAME IS UNIMPORTANT! LEAVE THIS HILL OR FACE DOOM!"
From below on the hill the mercenary captain speaks up "Goddammit Mule, you're outnumbered. Just give up already!"
-
"Well, Mr. Unimportant, maybe you can tell us what the nature of the doom we face is so that we may better judge whether to leave or not?"
-
As you mention this there is an explosion midway up the rise, and debris (not to mention a huge spiked tree trunk) come raining down.
It's a trap!
Reflex saves from those climbing, initiative rolls from everyone!
Burnt Mule init Rolled 1d20+2 : 7 + 2, total 9
Mules Mooks Rolled 1d20-1 : 12 - 1, total 11
Rolled 1d20-1 : 3 - 1, total 2
Rolled 1d20-1 : 18 - 1, total 17
Rolled 1d20-1 : 16 - 1, total 15
Merc Leader Init Rolled 1d20+2 : 18 + 2, total 20
Ref save Rolled 1d20+8 : 7 + 8, total 15
4 merc Init Rolled 1d20+1 : 18 + 1, total 19
Rolled 1d20+1 : 16 + 1, total 17
Rolled 1d20+1 : 14 + 1, total 15
Rolled 1d20+1 : 3 + 1, total 4
Ref Saves Rolled 1d20+3 : 18 + 3, total 21
Rolled 1d20+3 : 1 + 3, total 4
Rolled 1d20+3 : 18 + 3, total 21
Rolled 1d20+3 : 1 + 3, total 4
Cleric Init Rolled 1d20+7 : 7 + 7, total 14
Badass Robot FIghtin' Mans Init Rolled 1d20 : 1, total 1
Rolled 1d20 : 11, total 11
Ref Saves Rolled 1d20+5 : 1 + 5, total 6
Rolled 1d20 : 4, total 4
-
Initiative
Rolled 1d20+11 : 5 + 11, total 16
-
My bad that was multiple spiked logs.
Round 1 work in progress
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain
19: Merc 1, Ketaro
17: Mook 3, Merc 2
15: Mook 4, Merc 3
14: Cleric
11: Mook 1, Robot 2
9: Mule
6: Risada
4: Merc 4
2: Mook 2
1: Robot 1
-
Initiative:
Rolled 1d20+3 : 13 + 3, total 16
Reflex save:
Rolled 1d20+11 : 7 + 11, total 18
-
Initiative
Rolled 1d20+2 : 12 + 2, total 14
Reflex Save
Rolled 1d20+5 : 5 + 5, total 10
-
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Init check 1d20-1 : 2 - 1, total 1
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Reflex save 1d20+3 : 17 + 3, total 20 (+4 if its a spell effect)
Edit: Also, I am inside the hill thingy digging my way upwards...
-
"Yabut if we don't know who you are, how do we know you're not trespassing?"
Initiative = 1d20+4
Rolled 1d20+4 : 19 + 4, total 23
-
Initiative:
Rolled 1d20+8 : 12 + 8, total 20
(Marshl aura grants +5 to allies as well.)
Reflex: Rolled 1d20+10 : 11 + 10, total 21
-
(Marshl aura grants +5 to allies as well.)
How far does that reach?
-
60 ft
-
Ill say you're all likely still in that range on teh current round.
Only the guys who were climbing needed to make the ref save
Rolled 8d6 : 6, 1, 1, 5, 3, 5, 6, 4, total 31
half damage if you made it
-
Round 1 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp)
19: Merc 1, Ketaro (down 31 hp)
17: Mook 3, Merc 2 (down 31 hp)
15: Mook 4, Merc 3
14: Cleric
11: Mook 1, Robot 2 (Down 31 hp)
9: Mule
6: Risada
4: Merc 4 (down 31 hp)
2: Mook 2
1: Robot 1 (down 31 hp)
Robby is up
-
What do I see and how far away is it all?
-
You don't see anything, but you do hear chanting at the top of the hill, which you have not yet reached. You do recall earlier mentions of invisibility.
-
If I can see the top of the hill, and it's within 180 feet, I'll cast Glitterdust (10' radius) centered about where I think the chanting is, to make them visible. There is no save on the making-them-visible part, but they do get a DC 14 save against being blinded (no SR).
If not, I'll hold my initiative until Vlad's turn, since I'm riding on his broom, and kinda stuck.
-
It sounds like it's over the hill outside of your visual range, so it might be best to delay till vlads turn.
Solo is up, and presumably peeved about being narrowly missed by a tree bomb.
-
Wellesley is actually rather glad he was missed, and climbs further. If he can get to the top, I'll have more actions.
Rolled 1d20+4 : 13 + 4, total 17
-
Round 1 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp)
19: Merc 1, Ketaro (down 31 hp)
17: Mook 3, Merc 2 (down 31 hp)
15: Mook 4, Merc 3
14: Cleric
11: Mook 1, Robot 2 (Down 31 hp)
9: Mule
6: Risada
4: Merc 4 (down 31 hp)
2: Mook 2
1: Robot 1 (down 31 hp)
You continue your scamper up the cliffside
Vlad, Oslecamo and Robby are up
-
Mustave tells Pat "Fly up so we can get a better idea what's on top of that hill."
If we can get high enough to see, and we don't see anyone up there but still hear chanting, I'll cast Glitterdust like I said, earlier.
-
Pat will double move to bring Mustave and himself up 40 ft.
-
The two of you are almost halfway up. You cast Glitterdust and get nothing to show for it but laughter from over the hilltop.
Oslecamo is up
-
Since Os is awol we;ll say he;s holding his action for the moment
captain one keeps climbing Rolled 1d20+7 : 20 + 7, total 27
-
merc 1 is climbing
Rolled 1d20-3 : 15 - 3, total 12
-
mercs 2 and 3 try climbing
Rolled 1d20-3 : 8 - 3, total 5
Rolled 1d20-3 : 12 - 3, total 9
the cleric tries again Rolled 1d20 : 3, total 3
robot 2 continues climbing Rolled 1d20+7 : 3 + 7, total 10
the chanting above you intensifies
-
Merc 2 falls to his death, merc 3 slides 40 feet down the hill to a rough landing (9 non lethal)
and risada is up
-
Kulgan keeps climbing his way through the underground.
Taking into account my burrow speed is 15 ft., it will be a while until I get to the top.
Kulgan will move as fast as possible towards the top. Can he make a run action while digging?
-
risada
burrowing creatures cannnot run or charge
For now Os flies higher since he wont be able to respond till tuesday
Merc 4 keeps climbing Rolled 1d20-3 : 3 - 3, total 0
Robot keeps climbing Rolled 1d20+7 : 10 + 7, total 17
-
Merc falls to his death (goddamn the DC is a fuckin 10 fer christ sake...)
Round 3 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp)
19: Merc 1, Ketaro (down 31 hp)
17: Mook 3
15: Mook 4, Merc 3 (down 9 hp non lethal)
14: Cleric
11: Mook 1, Robot 2 (Down 31 hp)
9: Mule
6: Risada
2: Mook 2
1: Robot 1 (down 31 hp)
Robby is up
-
If none of our allies are on top of the hill, cast Sleet Storm on it (40' radius).
-
Rolled 1d20+4 : 6 + 4, total 10
Can Wellesley get up to the top?
-
Robby your successful spell causes some cursing
Solo: Unless you have a climb speed a Climb Check allows you to move at 1/4 your normal speed (1/2 if you take a -5 penalty).
Vlad is up
-
How well can I tell where the cursing is coming from?
Listen Check:
Rolled 1d20+1 : 19 + 1, total 20
-
Your guess is at least 20 feet back from the top of the hill.
-
Pat is aiming as best he can for the cursing.
It is a 15ft wide, 320 long line that ignores hardness and affects terrain that I will have channeling Sound Lance.
If he hits damage is
Rolled 8d8+16 : 5, 2, 1, 2, 2, 7, 2, 1 + 16, total 38
Fort save half DC:21
Pat will then use his swift action to recover Sound Lance.
-
By affects terrain do u mean "can possibly crumble the hill and bring it down on top of the party" :p
-
By affects terrain do u mean "can possibly crumble the hill and bring it down on top of the party" :p
:blush
I figured that since Pat was aiming towards the top of the hill from about halfway up it will more of just carve a depression into the top of the hill.
I also was thinking that it was more of a if it does enough damage to terrain it just annihilated the dirt and rock that it hit.
-
Morte keeps flapping up her black wings to move further up, while adjusting her googles of lifesight over her eyes, trying to notice anything. Her boat is still under Morte's feet somehow.
Come out, come out, wherever you are...
Since Vlad and I share the same initiative I guess this is my time to act.
Spend a move action flying more up, what does Morte sees/hear? Remaining actions pending on whatever/if Morte finds anything.
Spot
Rolled 1d20+15 : 9 + 15, total 24
Listen
Rolled 1d20+15 : 16 + 15, total 31
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits"
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 520/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
[/quote]
-
The sound lance blasts through the hill, and everyone climbing shoud make a str check to avoid sliding back down.
Os whats your flight speed?
-
40 feet poor.
-
You'll reach the top next round
still waitin on those dc 10 str checks from teh climbers :p
-
Rolled 1d20+7 : 6 + 7, total 13
-
Rolled 1d10+4 : 8 + 4, total 12
-
Er, I mean
Rolled 1d20+4 : 11 + 4, total 15
-
Merc Captain
Rolled 1d20+4 : 13 + 4, total 17
Str Rolled 1d20+7 : 8 + 7, total 15
climb
Merc 1 Rolled 1d20+2 : 5 + 2, total 7
Str Rolled 1d20-3 : 15 - 3, total 12
climb
Merc 3 Rolled 1d20+2 : 14 + 2, total 16
Robot 1 Rolled 1d20+6 : 12 + 6, total 18
Robot 2 Rolled 1d20+6 : 15 + 6, total 21
Cleric Rolled 1d20+1 : 13 + 1, total 14
-
Everyone holds on but merc 1 who takes 5 non lethal sliding down the hillside.
Ketaro continues the long slog upwards
Merc 3 Rolled 1d20-3 : 3 - 3, total 0
Cleric Rolled 1d20+1 : 5 + 1, total 6
-
Merc 3 and the Cleric slide down as well, taking 5 and 6 non lethal respectively
As they slide to a stop a horrifyingly deformed giant flies over the hillside into view and sh0ots an enormous bow at the cleric
Rolled 1d20+8 : 20 + 8, total 28
-
he hits
Rolled 2d6+7 : 2, 3 + 7, total 12
the robot continues its climb Rolled 1d20+7 : 3 + 7, total 10
-
More chanting is heard and Risada is up
-
Kulgan keeps climbing his way through the underground. (2)
Taking into account my burrow speed is 15 ft., it will be a while until I get to the top.
Another 30 ft upwards.
-
Another horribly deformed giant flies over the edge of the hill and takes a shot at the cleric
Rolled 1d20+8 : 5 + 8, total 13
-
He misses and the robot keeps climbing
Rolled 1d20+6 : 12 + 6, total 18
-
Round 3 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp)
19: Merc 1 (down 5 hp non lethal), Ketaro (down 31 hp)
17: Giant 3 (dowwn 38 hp)
15: Giant 4 (down 38 hp), Merc 3 (down 14 hp non lethal)
14: Cleric (down 12 hp + 6 non lethal)
11: Giant 1, Robot 2 (Down 31 hp)
9: Mule
6: Risada
2: Giant 2 (down 38 hp)
1: Robot 1 (down 31 hp)
Robby is up, anyone with spellcraft can make a check
-
Spellcraft check:
Rolled 1d20+18 : 9 + 18, total 27
-
Vlad (and other who make a DC 18 check)
The chanting you hear is someone repeatedly casting the Fly spell.
-
Rolled 1d20+8 : 19 + 8, total 27
-
"Now why in the hell would... Incoming! Multiple fliers inbound!"
-
Robby is up, two critters visible and in range
-
Spellcraft = 1d20+3
Rolled 1d20+3 : 17 + 3, total 20
As for the ugly flying giants, Mustave makes a nasty insult (http://dnd-wiki.org/wiki/Jester_(3.5e_Class)#Cruel_Comment) to him involving his mother and trolls:
Cruel Comment (Ex): At 5th level, the Jester has learned to say extremely funny but hurtful things about others. As a swift action, the Jester can make a Bluff check opposed by the target’s level plus Charisma check. If the target fails this check, he suffers a -4 to attack rolls, saves, and all other checks. This effect lasts 3 rounds. This is a language-dependant ability.
Bluff = 1d20+14
Rolled 1d20+14 : 5 + 14, total 19
Regardless of the outcome of the Cruel Comment, Mustave will then cast Glitterdust on the giant he just insulted (both, if they're somehow within the 10' radius). Will save DC 14 negates blindness, SR: no.
(This also assumes he's within 180 feet of me. If not, I'll post different plans.)
-
Note: The cruel comment above was made in Common.
-
He doesn't appear to respond at all, at which point you notice he doesn't have ears...
Rolled 1d20+4 : 2 + 4, total 6
-
Fortunately the Glitterdust spell Gobsmacks him...
Solo is up
-
Wellesley takes in a deep breath.
"Come on! Let's give it to them! Remember, we are the champions (https://www.youtube.com/watch?v=04854XqcfCY)!"
Activate Bardic Music, Inspirational Boost, and, after my turn as an immediate action, my Badge of Valor. Inspire Courage grants a +4 bonus now.
-
vlad and oslecamo are up
-
About how close together are the two flying giants?
-
about 30 ft apart
-
About how close together are the two flying giants?
"If you want to get within 30 feet of the blind, sparkly one, I can give it a barrage of acid. If you don't, I'll understand; they look big."
-
Morte flies towards the blinded giant, lifting her scythe for a downward slash.
The glowing one is mine!
Move action: fly closer to the blinded giant.
Standard action: Initiate Abundant floating spirits. Hit 22, damage 10 (http://www.minmaxboards.com/index.php?topic=748.msg300993#msg300993), create two spirits adjacent to the blinded giant, position them to the giant's back and underside, they block line of sight and effect and count as difficult terrain for all other creatures but me.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits" EXPENDED
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 520/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
[/quote]
-
You tag one pretty good. Now that you're up close you can see not only is it hideously deformed as Giants go, but has obviously been mutilated. This one has had it's ears and tongue removed.
Vlad is up
-
Both of the giants are within 80 feet of Pat, right?
Also, is Morte between Pat and the blind giant now or is she out of the way enough for this to not be an issue for a five foot wide line attack?
-
they are within 80 ft, but morte is meleeing with one
-
Pat will cast Sound Lance at the non-sparkly giant.
Fort Save for half damage DC: 19
Damage:
Rolled 8d8 : 6, 6, 8, 7, 1, 8, 1, 6, total 43
Casting recovers Master Spark.
Pat will then fly up 20 feet, unless doing so would put him within 60 feet of the non-sparkly one, in which case he will move up and away from that one to maintain distance.
Swift action to recover Sound Lance.
-
Rolled 1d20+12 : 4 + 12, total 16
-
amazingly he fails!
you fly up and away to put a lil distance between you
the captain and 1 merc continue climbing
Rolled 1d20+7 : 10 + 7, total 17
Rolled 1d20-3 : 16 - 3, total 13
-
Ketaro you doing anything beyond climbing this turn?
-
OOC: Just to save time, how far is Vlad (and consequently, me) from the blinded giant?
-
OOC: Checking my rolls from a few pages back, this would be my 4th round of climbing, which puts me at 125 ft up the 150ft hill/cliff. So next turn I just need 1 more check to make it the last 25ft feet and I still have See Invis up so maybe I'll spot a squishy, arrogant target net turn :)
-
About 30 ft. robby
-
merc 3 tries to keep on climbing
Rolled 1d20-3 : 4 - 3, total 1
the cleric throws a pair of darts at the guy vlad just tagged
Rolled 1d20+13 : 4 + 13, total 17
Rolled 1d20+8 : 3 + 8, total 11
-
oh ffs...
the darts miss, the merc takes Rolled 3d4 : 4, 4, 3, total 11
non lethal damage sliding to the bottom of the hill...
the Giant 1 (the glitterdust target puts his bow away and draws a melee weapon
robot 2 keeps climbing Rolled 1d20+6 : 16 + 6, total 22
Mule casts another fly spell
Risada, Im assuming you continue tunneling?
-
Risada, Im assuming you continue tunneling?
Yes indeed.
90 ft. going up this turn, if my calculations are correct. 60 ft. remaining...
-
robot continues climbing
Rolled 1d20+6 : 14 + 6, total 20
the unblinded giant fires at the cleric Rolled 1d20+6 : 3 + 6, total 9
-
Round 4 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp)
19: Merc 1 (down 5 hp non lethal), Ketaro (down 31 hp)
17: Giant 3 (down 38 hp)
15: Giant 4 (down 38 hp), Merc 3 (down 25 hp non lethal)
14: Cleric (down 12 hp + 6 non lethal)
11: Giant 1 (down 10 hp, blind 7 rounds), Robot 2 (Down 31 hp)
9: Mule
6: Risada
2: Giant 2 (down 81 hp)
1: Robot 1 (down 31 hp)
Vlad and Os, you're up
-
Just two things to check first.
1. Can Pat see anyone not with currently on our side other than the two flying giants that have been mentioned?
2. Did Robby and Solo get their turns somewhere I didn't see?
-
2. Did Robby and Solo get their turns somewhere I didn't see?
OOC: The last thing I did was cast Glitterdust on one of them, and Os has since gone and attacked it. I'm not sure if you've acted since then, or not. I'm waiting for my turn to attack it while it's blinded.
-
sorry, it is robby's turn
I would like to take this moment to blame all the painkillers im on for my oversight :blush
also, yes pat only sees the giants
-
Full attack the blind giant with acid flasks:
Flask 1:
Attack = 1d20+9 touch
Rolled 1d20+9 : 6 + 9, total 15
Damage = 3d6+1
Rolled 3d6+1 : 5, 3, 5 + 1, total 14
Flask 2:
Attack = 1d20+9 touch
Rolled 1d20+9 : 9 + 9, total 18
Damage = 3d6+1
Rolled 3d6+1 : 6, 2, 3 + 1, total 12
Flask 3:
Attack = 1d20+9 touch
Rolled 1d20+9 : 15 + 9, total 24
Damage = 3d6+1
Rolled 3d6+1 : 6, 2, 2 + 1, total 11
Flask 4:
Attack = 1d20+4 touch
Rolled 1d20+4 : 17 + 4, total 21
Damage = 3d6+1
Rolled 3d6+1 : 6, 1, 1 + 1, total 9
-
you fuck him up pretty bad :o
solos is up
-
Does Inspire Courage add to the flask damage?
Anyways, I am climbing up. Rolled 1d20+4 : 7 + 4, total 11
-
Does Inspire Courage add to the flask damage?
Good point. I just added in Point Blank Shot.
-
They are grenade like weapons so imma say yes
now its time for vlad and os :blush
-
Pat is waiting till after Morte goes, because if Morte moves out of melee it will vastly change what Pat will do.
-
os first then
-
Morte decides to take advantage of the newbie's background music. She reveals her sharp teeth while swinging her scythe and whiping with her tail!
Let's dance, pretty boy!
Before any of her blows strikes, the spirits near the giant explode in bright and violent red flashes!
First something I forgot, anyone that has spent less than 24 hours with my character and sees Morte is supposed to roll a Will save with DC 19 (21 if I'm in a boat in a large body of water, which I'm not right now) or be Shaken for 1d4 rounds.
First spirit blast deals 14 damage, second deals 10 damage, each DC 20 to negate.
Swift Action, A Human Spirit passing by, paying 20 ghost money to detonate the two spirits that I had created in the previous turn plus affecting the other nearby giant with my first attack
Fullround:Full attack! Scythe 1 hit 35, damage 12 (both giants), scythe 2 hit 14, damage 14, bite hit 12, damage 12, tail hit 23, damage 9 plus 6 acid (http://www.minmaxboards.com/index.php?topic=748.msg300993#msg300993), create two spirits adjacent to the blinded giant, position them to the giant's back and underside, they block line of sight and effect and count as difficult terrain for all other creatures but me.
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22)
2 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased
Spirit Sign "Abundant Floating Spirits" EXPENDED
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By EXPENDED
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 500/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
[/quote]
[/quote]
-
is that a reflex save?
-
Yes, Reflex saves.
-
Rolled 1d20+3 : 4 + 3, total 7
ref save for giant
will saves
giant 2 Rolled 1d20+4 : 10 + 4, total 14
merc leader Rolled 1d20+6 : 12 + 6, total 18
merc 1 Rolled 1d20+1 : 1 + 1, total 2
merc 3 Rolled 1d20+1 : 18 + 1, total 19
cleric Rolled 1d20+9 : 9 + 9, total 18
-
virtually everyone is shaken
Rolled 1d4 : 4, total 4
vlad you're up, os is still in melee
-
oopsie my bad, youve done enough to drop the blinded giant, I just forgot to post
sorry for the scare os
u has but one giant now vlad
-
Altitude-wise how close is Pat to the top of the hill?
Also how far out from the top of the hill?
-
Your flight is 60 ft. right?
If tis you're over the top and see 2 more deformed giants standing at the hilltop.
You can be as far back as you wanna be but you're prolly more than 30 ft if you don't wanna be in melee
-
How close together are the two new giants and the living flying giant?
Say, within 40 ft of any of the others?
-
yes they are
-
Are any of my allies withing 40 ft of the center-most giant?
I forgot to ask that with the last post. :blush
Because if not.
Pat will use Magic Drain Missile channeling Ray of Ice on the center-most giant.
Ranged Touch Attack:
Rolled 1d20+8 : 15 + 8, total 23
The targeted giant and all creatures within 40 ft of that giant take
Rolled 4d6 : 1, 3, 6, 6, total 16
damage and if on the ground must make a reflex save DC: 26 for the targeted giant, 22 for all others or be frozen to the ground.
A frozen creature cannot move, loses Dex bonus to AC, and takes a -2 penalty to attack roles.
A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice (the spell does not state what action the Strength check is nor does list any hardness or AC for the ice, so I assume they would autohit and deal full damage.)
Now I am also wondering if an invisible creature caught by this spell would be noticeable due to the ice covering his feet and legs. :smirk
Pat will then use his swift action to recover Ray of Ice.
-
If you restrict it to the two giants on land you're good. If you try to hit the flying one Os would be within range
-
Then just the two on the ground would be fine, the primary purpose here is to keep them from moving for a turn or two, and possibly make the sorcerer stick around for a little while as well.
-
Rolled 1d20+3 : 5 + 3, total 8
Rolled 1d20+3 : 16 + 3, total 19
ref saves
-
merc captain keep trying to reach top
Rolled 1d20+4 : 3 + 4, total 7
ditto with merc 1 Rolled 1d20-5 : 8 - 5, total 3
Ketaro climbs on
th giants try breaking free Rolled 1d20+7 : 1 + 7, total 8
Rolled 1d20+7 : 3 + 7, total 10
down at the bottom merc three decides to forego more climbing and fires his crossbow Rolled 1d20+6 : 19 + 6, total 25
Rolled 1d20+1 : 3 + 1, total 4
the cleric bitches about this being pointless for her to be involved in
robot 2 keeps climbing Rolled 1d20+6 : 11 + 6, total 17
mule makes a con check Rolled 1d20+14 : 5 + 14, total 19
-
the cap and merc 1 slide 30 ft taking
Rolled 3d4 : 2, 1, 3, total 6
non lethal well just say merc 1 is dead
the giants are stuck
one of the bottom mercs bolts hit Rolled 1d8 : 8, total 8
mule still gets his spell off
risada continues burrowing
as os is now front and center the remaining flying giant switches weapons and moves to meet him
robot one keeps climbing
-
Round 5 fighto!
28: Robby
25: Solo
21: Vlad, Oslecamo
20: Merc Captain (down 31 hp + 6 non lethal, shaken 3 more rounds)
19: Ketaro (down 31 hp)
17: Giant 3 (down 54 hp plus immobile)
15: Giant 4 (down 54 hp plus immobile), Merc 3 (down 25 hp non lethal, shaken 3 more rounds)
14: Cleric (down 12 hp + 6 non lethal, shaken 3 more rounds)
11: Robot 2 (Down 31 hp)
9: Mule (down 16 hp)
6: Risada
2: Giant 2 (down 101 hp, shaken 3 more rounds)
1: Robot 1 (down 31 hp)
robby is up
-
If Mustave withing 30 feet of an immobilized giant on the ground, he will attack it. Otherwise, he'll wait until Vlad flies withing 30 feet and do the following:
Mustave full-attacks one of the immobilized giants, starting with his two Returning Daggers, then using two normal ones:
Returning dagger 1 (+1 PBS, +4 Inspire Courage) = 1d20+14
Rolled 1d20+14 : 18 + 14, total 32
Damage (+1 PBS, +4 Inspire Courage) = 1d3+3d6+5
Rolled 1d3+3 : 2 + 3, total 5
Returning dagger 2 (+1 PBS, +4 Inspire Courage) = 1d20+14
Rolled 1d20+14 : 9 + 14, total 23
Damage (+1 PBS, +4 Inspire Courage) = 1d3+3d6+5
Rolled 1d3+3 : 1 + 3, total 4
Normal dagger 1 (+1 PBS, +4 Inspire Courage) = 1d20+13
Rolled 1d20+14 : 3 + 14, total 17
Damage (+1 PBS, +4 Inspire Courage) = 1d3+3d6+4
Rolled 1d3+3 : 2 + 3, total 5
Normal dagger 2 (+1 PBS, +4 Inspire Courage) = 1d20+8
Rolled 1d20+14 : 16 + 14, total 30
Damage (+1 PBS, +4 Inspire Courage) = 1d3+3d6+4
Rolled 1d3+3 : 3 + 3, total 6
-
Hmmm, the dice roller doesn't like combined dice types, so the Sneak Attack damage was left off. Each is at 3d6:
Sneak Attack 1
Rolled 3d6 : 2, 6, 6, total 14
Sneak Attack 2
Rolled 3d6 : 6, 6, 6, total 18
Sneak Attack 3
Rolled 3d6 : 4, 3, 6, total 13
Sneak Attack 4
Rolled 3d6 : 6, 2, 5, total 13
Also, it added the 3 from "3d6" to the damage instead of adding 5 on the first two and 4 on the last two. So the first two attacks should be dealing 2 points more and the last two should be dealing one point more, plus the Sneak Attack from this post.
-
You take out giant 3 and solo is up
-
Am i on top of the cliff yet, and if so, what do I currently see?
-
You see 2 giants, one dead one living stuck in ice.
-
Wellesley drags himself onto solid ground, panting as he draws his sword.
"Ava - ava... give me a minute... alright, deep breaths... AVAST!"
There are giants, but where is the spellcaster? Wellesley will spend the rest of his turn waiting for others to climb up and continue singing.
-
were over to vlad and os then
-
(how close is the last flying giant to Morte?
How close is the immobilized giant to the other immobilized giant that was just killed?)
-
He's not in melee but will be on his action this turn
Within 10 feet of the dead one
-
As the immobilized giant succumbs to the jester's acid, Morte laughs and disappears into a violet flash, reforming right next to dying brute, empowering herself with the fleeting remants of its life energy and condensing the leftovers into a glowing spirit ball over the cooling corpse. Morte is momentarily surrounded by a dark nimbus as she steps closer to the nearby living giant, lashing out with her scythe, teeth and tail more viciously than ever!
Better luck in your next lives, you big fools!
Immediate Action before my turn arrived: Ties with the Deceased to teleport adjacent to the dead immobilized giant, gaining my Int bonus (+5) to attack rolls, damage rolls, saves and AC for 1 round. Leave one spirit over the corpse that blocks line of sight and effect and count as difficult terrain for all other creatures but me.
Free action: 5-feet step near the living immobilized giant.
Fullround:Full attack! Scythe 1 hit 35, damage 19, scythe 2 hit 25, damage 17, bite hit 26, damage 16, tail hit 22, damage 13 plus 5 acid (http://www.minmaxboards.com/index.php?topic=748.msg302287#msg302287).
Spells: Alter Self for Black Abishai (Fiendish Codex II pg 109.)
+8 Nat armor (improving my AC by 1 to a total of 26, touch 13, flatfooted 22) PLUS +5 for this round,
current AC 312 claw attacks for 1d4.
Bite attack for 1d6.
Sting for 1d4+2d4 acid.
Ties with the Deceased EXPENDED
Spirit Sign "Abundant Floating Spirits" EXPENDED
Scythe of Exorcism
Ritual of Ecstasy
Wind of the Last Journey
A Human Spirit Passing By EXPENDED
Stance:Boat on the Styx (20 ghostly money invested, 70 land speed)
Ghostly money remaining: 500/540 GP.
Menina Morte HP: 55/55
Boat HP: 24/24, hardness 4.
-
Giant 4 is dead, leaving only the one in the air.
vlad is up
-
Since he is all that is left that Pat can see Pat will cast Sonic Lance at the flying giant.
Fort DC 19 for half damage
Rolled 8d8 : 3, 6, 3, 6, 8, 3, 6, 4, total 39
Casting recovers Magic Drain Missile.
Swift action to recover Sonic Lance.
-
He is deaded. No one receives further attacks so its likely Mule has fled. It takes forever but you eventually get everyone to the top of the hill without further injury. The ruins loom in the background as sundown approaches.
Where do y'all head first?
-
I knew that would happen!!! :shakefist
Does there happen to be anyone invisible nearby? See invis still active
Rolled 1d20-1 : 11 - 1, total 10
[/spoilers]
Finally at the top of the hill, but with no enemies around still alive now, Shak'ri heavily smashed her tail against the ground in anger.
"Damn it! That's bullshit!"
-
"So, what was this I heard about a tree demon of some sort?"
-
Yeah, you guys go ahead or take a rest, I just need to clean up this trash first, no reason to leave this nice place all filthy.
Morte loads the giant remains on her boat and rows behind some nearby rocks where nobody else can see her.
Then uses her daily Animate Dead SLA to try to animate as many of them as possible as skeletons. :p
CL 8.
-
It's about this point you realize none of you have seen your employer since the beach...
merc captain "It's in the ruins. Mule has probably gone inside to warn it. It'll start singing come sundown."
os You get one skeleton of 12 HD, does that put you over your control limit?
-
Should be under, since animate dead gives me a control cap of 4xCL, aka 32 right now. I had the other 3 skeletons made from rednecks which I guess are waiting at the bottom of the cliff, since they're from basic humanoids they should only have 1 HD each as they would've lost any class levels they had.
Anyway Morte will use whatever is at hand to disguise the giant skeleton as best as possible to appear living, or at least not automatically appear as an undead to don't scare the mercenaries. Make sure all bones are covered with clothing and whatnot.
What giant-sized weapons were looted so I can gear up Morte's new servant?
-
Mustave retrieves his two normal daggers.
"Where'd what's-his-face go? Did he betray us, or is he scared of this thing that comes out at night?
Do we want to seek shelter before sundown, or do we want to press our luck against this thing everyone keeps warning us about?"
-
"Where'd what's-his-face go? Did he betray us, or is he scared of this thing that comes out at night?
Do we want to seek shelter before sundown, or do we want to press our luck against this thing everyone keeps warning us about?"
"Also, we should check the giants pockets, or at least check if they have any pockets."
-
Kulgan is also frustrated he didn't kill anything.
"Then let's go deal with this demon tree or tree demon or whatever!."
Combat Stats
Will work on some other details later...
- Hit Points: 90/90 (+14 Temporary)
- False Life: ~7 hours (Grants temporary hit points)
- Protection from Evil: ~7 minutes [/i]+2 Deflection to AC, +2 Resistance on saves plus mind affecting protection against evil creatures[/i]
Slots Spent:
0 0 level
1 1st level
1 2nd level
Hexblade's Curse: 6/6 remaining
[/quote]
-
"Well, there's nothing wrong with waiting until tomorrow. In fact, an attack at dawn is traditional. But I prefer the thrill of a night raid."
-
os
The giants all have masterwork longbows, +1 Glaives and hide armor. Theres about 70 arrows between them
-
Once you head forward you are stunned to find the ground littered with corpses of what might be dozens of villagers, all of their faces frozen in terror. Many of the bodies have been torn apart, and various limbs and heads are strewn throughout teh limbs of trees in a grove at the hills center. There is an abominably foul odor, and a thin plume of smoke coming from the groves center.
Whatcha doin? :D
-
(whispering) "Anyone wanna scout it out?"
-
You hear noises from the glade that remind you uncomfortably of a butcher cutting up meat.
-
(whispering) "Anyone wanna scout it out?"
"Need you ask?"
Wellesley strides forward, catches wind of the smell, and quickly holds a purfumed handkerchief to his nose.
"On second thought, ask away!"
-
The noises suddenly stop and all goes preternaturally quiet.
-
(Whispering) "Maybe we should all approach instead of just waiting."
Move Silently = 1d20+6
Rolled 1d20+6 : 14 + 6, total 20
-
Morte comes from behind the rocks with one of the giants obediently following, covered from head to toe in leather armor and rags, plus carrying four halberds, four bows and a quiver filled with arrows strapped on its back.
Hey, I managed to patch up one of those ugly giants, and he agreed to work for us for a while to make ammends. Just don't ask him any questions, he's quite shy. Ok big boy, follow me from below and keep your bow ready to shoot anything that looks like they want to hurt me or my friends here.
Morte will then fly forty feet above the ground and advance above the jester, scouting for any trouble.
Spot
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+15 : 11 + 15, total 26
Listen
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+15 : 1 + 15, total 16
-
Os
You can see another giant putting pieces of bodies in a smoker. In fact the forest floor seems carpeted with the corpses of people and small animals.
-
Morte telepathically reports to her allies what she saw:
"There's another giant up ahead busy with putting pieces of bodies in a smoker. Actually there's corpses of people and small animals EVERYWHERE in the forest. Somebody has really been slacking up around here. Also I bet he doesn't even has a license for cremation in this kind of area. So, what do we do now? Think it may be worth it trying to talk it out with this giant, or just sneak closer and add him to the pile of dead?"
-
"These last ones didn't even have ears. I'm not sure there's much point to talking."
-
"In that case let me and the snake lady do the 'talking' this time." As he says this, Kulgan grasps his weapon tighter.
Combat Stats
Will work on some other details later...
- Hit Points: 90/90 (+14 Temporary)
- False Life: ~7 hours (Grants temporary hit points)
- Protection from Evil: ~7 minutes [/i]+2 Deflection to AC, +2 Resistance on saves plus mind affecting protection against evil creatures[/i]
Slots Spent:
0 0 level
1 1st level
1 2nd level
Hexblade's Curse: 6/6 remaining
-
Well, I can talk into people's minds, they don't need ears to listen to me. Great to have some chit-chat while pretending to be concentrated on work-I mean it's killing time, hahaha!
Shak'ri, care to do the honors with this one? You look like you could blow off some steam.
-
"Ooooo~h, so much steam." she growled back as she coiled up her tail before promptly bolting to close distance with the aforementioned giant and making a small leap to smash her tail into it.
Charge le giant!
Shak'ri used Tail Whip!
Rolled 1d20+17 : 17 + 17, total 34
Rolled 3d6+4 : 1, 4, 1 + 4, total 10
Iaijutsu Focus (Extra damage from in next post)
Rolled 1d20+10 : 18 + 10, total 28
On hit - Grapple & Giant does not get size bonuses to Grapple against me
Rolled 1d20+15 : 3 + 15, total 18
-
Iaijutsu Focus extra damage on hit
Rolled 4d6 : 3, 5, 4, 6, total 18
-
with that everyone should prolly roll nishutives...
-
Rolled 1d20+2 : 16 + 2, total 18
-
Rolled 1d20+11 : 11 + 11, total 22
-
Rolled 1d20+4 : 7 + 4, total 11
-
Did everyone remember the Marshal aura?
Rolled 1d20+8 : 19 + 8, total 27
-
Initiative!
Rolled 1d20+8 : 10 + 8, total 18
-
Did everyone remember the Marshal aura?
(http://www.minmaxboards.com/Themes/Thing/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d20+8 : 19 + 8, total 27
I completely forgot. :blush
It was a +5, right?
In that case it makes mine a 27.
-
Yes, +5.
-
I should have a map ready soon
-
Oh, 23 then
-
Okay, I guess my 11 is a 16 from the aura.
-
Initiative including Marshal aura of +5
Rolled 1d20+4 : 10 + 4, total 14
-
work in progress, Os you added in the +5 from the aura right? also roll init for your skellies
Round 1 fighto!
27: Solo, Vladeshi
23: Ketaro (down 31 hp), Merc Captain (down 31 hp + 6 non lethal, shaken 3 more rounds)
20: Robot 1 (down 31 hp)
19: Cleric (down 12 hp + 6 non lethal)
18: Oslecamo
17: Merc 3 (down 25 hp non lethal, shaken 3 more rounds)
16: Robby, Giant
15: Giant Skelly Minion
14: Risada
13: Robot 2 (down 31 hp)
9: Twist
6: Mule (down 16 hp)
-
"Surrender, matey! You're outnumbered and outclassed!"
Wellesley will draw his rapier and flourish it as he sings another song! +2 to attack, damage, saves this time.
-
work in progress, Os you added in the +5 from the aura right?
Yes.
also roll init for your skellies
But you never game me their exact stats! :P
-
crap
ill get those right up
what were the original skellies from? werent they from the florida fight?
Giant Skelly
Large Undead
12 HD (78 hp)
+4 Init
Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1
AC 14 (-1 Large, +2 Natural, +3 Armor), touch 9, Flat footed 14
Darkvision 60 ft
Immune to Cold, DR 5/ Bludgeoning
Fort +4, Ref +4, Will +8
Improved Initiative
Claw +12 melee (1d6+7)
+1 Glaive +13 melee (2d8+8/x3)
longbow +5 ranged (2d8/x3)
-
Yes, from the florida fight.
Giant Skelly initiative(taking in account aura): Rolled 1d20+4 : 11 + 4, total 15
-
Skellies
Medium Undead
6 HD (39 hp)
+7 Init
AC 18 (+3 Dex, +2 Nat, +3 Armor), Touch 13, Flat-footed 15 (+1 leather armr)
Str 14, Dex 17, Con -, Int -, Wis 10, Cha 1
Immune to Cold, DR 5/ Bludgeoning
Fort +2, Ref +5, Will +5
Claw +5 melee (1d4+2)
Short Sword +5 melee (1d6+2)
Improved Initiative
also modified the Giant Skelly a lil
-
Heres the map lemme know where you guys wanna be
https://docs.google.com/spreadsheets/d/1rL8jDRsekrOzPYlTf-dyvVOSDthluRj10JaK_v6fpZg/edit#gid=0
-
Heres the map lemme know where you guys wanna be
https://docs.google.com/spreadsheets/d/1rL8jDRsekrOzPYlTf-dyvVOSDthluRj10JaK_v6fpZg/edit#gid=0
It says that I need permission, you should be receiving a request for it.
-
Where I'm living now, anything google-related cannot be acessed easily. Could I ask any of you to upload the current map to imgur or some other image hosting place and posting it here?
Also wow, those are some beefy skeletons! Gotta give them some fancy names. Adding the +5 from aura.
Saphire Skull initiative:
Rolled 1d20+12 : 5 + 12, total 17
Ruby Skull initiative:
Rolled 1d20+12 : 17 + 12, total 29
Esmerald Skull initiative:
Rolled 1d20+12 : 17 + 12, total 29
-
Heres the map lemme know where you guys wanna be
https://docs.google.com/spreadsheets/d/1rL8jDRsekrOzPYlTf-dyvVOSDthluRj10JaK_v6fpZg/edit#gid=0
It says that I need permission, you should be receiving a request for it.
I have the same issue.
Ideally, I'd like to be about 30 feet away, but I don't want to be on the front lines. I'll stand further away, if necessary.
-
Round 1 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo, Vladeshi
23: Ketaro (down 31 hp), Merc Captain (down 31 hp + 6 non lethal, shaken 3 more rounds)
20: Robot 1 (down 31 hp)
19: Cleric (down 12 hp + 6 non lethal)
18: Oslecamo
17: Merc 3 (down 25 hp non lethal), Sapphire Skelly
16: Robby, Giant (down 28 hp)
15: Giant Skelly Minion
14: Risada
13: Robot 2 (down 31 hp)
9: Twist
6: Mule (down 16 hp)
Rolled 1d20+16 : 12 + 16, total 28
-
Ketaro puts the hurt on the GIant but fails the grapple check
oslecamos skellies are up next
theres basically a large semicircle of thick trees to the left of the giant and his stove that you'll all have to maneuver through or around. Terrain is difficult as it's covered in blood and teeny corpses.
-
Okay we'll say for now the Skellies are maneuvering about the trees into position, which puts vlad and solo up next.
-
That, sorry. Also making sure that Saphire, Ruby and Emerald don't block the path of the faster party members.
(note to self: get some extra ranged weapons for them)
-
Vlad and Solo may now unleash their fury :D
-
Two questions.
Is Mustave still riding behind Pat?
Is the Giant now in melee with Ketaro the only enemy Pat sees right now?
-
Is Mustave still riding behind Pat?
I'd assumed I was on the ground. Is the giant on the ground?
-
(i'm going to wait on clarification myself.)
-
Two questions.
Is Mustave still riding behind Pat?
Is the Giant now in melee with Ketaro the only enemy Pat sees right now?
Everyone is on ground except os who is scouting in sky (unless you dont wanna be).
Giant is all you currently see.
-
"Surrender! We have you partially surrounded!"
Wellesley will activate the Bard Song again. +2 to Attack, damage, and saves vs fear.
-
As you say ths, you notice he lacks ears, much like the other Giants, It makes you wonder who would need deaf muscle...
Vlads up
-
Giant is on the ground?
Ray of Ice time.
Ranged touch attack
Rolled 1d20+8 : 1 + 8, total 9
for
Rolled 4d6 : 5, 4, 4, 5, total 18
cold damage.
Reflex save DC: 20 or stuck like the last set of giants.
Move action to gain some altitude(about 40 in the air)
Swift action to regain Ray of Ice.
-
ketaro is up
-
Shak'ri lays down the hurt on the lone giant in a fit of excited chuckling.
Fullattack
1st Pawnch
Rolled 1d20+14 : 7 + 14, total 21
2nd Pawnch
Rolled 1d20+14 : 16 + 14, total 30
3rd Pawnch
Rolled 1d20+14 : 16 + 14, total 30
4th Pawnch
Rolled 1d20+14 : 9 + 14, total 23
5th Pawnch
Rolled 1d20+14 : 4 + 14, total 18
6th Pawnch
Rolled 1d20+14 : 15 + 14, total 29
7th Tailsmash
Rolled 1d20+13 : 7 + 13, total 20
Damage
1st
Rolled 2d6+9 : 5, 5 + 9, total 19
2nd
Rolled 2d6+9 : 5, 3 + 9, total 17
3rd
Rolled 2d6+9 : 1, 6 + 9, total 16
4th
Rolled 2d6+9 : 2, 5 + 9, total 16
5th
Rolled 2d6+9 : 5, 3 + 9, total 17
6th
Rolled 2d6+9 : 6, 4 + 9, total 19
7th
Rolled 3d6+4 : 2, 6, 1 + 4, total 13
IF Tail hit AND Giant still alive -> Grapple check; Giant gets no size bonuses to check
Rolled 1d20+15 : 16 + 15, total 31
HP: 81/112
AC: 22
Touch: 18
Flat: 20
Buffs: Inspire Courage +2 Hit/Dmg, See Invis, [Stance] 25% concealment
-
He is deaded
the mercenaries kinda look about in confusion as the sun begins to dip below the horizon
Oslecamo is up
-
Great work sis! But this felt a bit too easy. I bet there's more enemies nearby watching us right now. Keep your eyes and ears open!
Morte flies forward as far as she can, looking for any more enemies.
Spot
Rolled 1d20+15 : 1 + 15, total 16
Listen
Rolled 1d20+15 : 12 + 15, total 27
-
"Guys, I have a sneaky feeling that whatever happens at sundown, we don't want to be able to hear it. I think those giants didn't have ears for a reason."
Mustave begins to tear off tiny pieces of cloth, spinning them so he can fit them in his ears.
-
Morte spies nothing, Robby is filling his ears, risada is up
-
"Sound, eh? Well, we'll see about that..."
Wellesley will prepare to use Countersong if faced with a sonic attack.
-
"Guys, I have a sneaky feeling that whatever happens at sundown, we don't want to be able to hear it. I think those giants didn't have ears for a reason."
"Alright, let's see what this deaf giant business is all about." Kulgan also puts some pieces of his clothes on his ears.
Combat Stats
Will work on some other details later...
- Hit Points: 90/90 (+14 Temporary)
- False Life: ~7 hours (Grants temporary hit points)
- Protection from Evil: ~7 minutes [/i]+2 Deflection to AC, +2 Resistance on saves plus mind affecting protection against evil creatures[/i]
Slots Spent:
0 0 level
1 1st level
1 2nd level
Hexblade's Curse: 6/6 remaining
-
As the light dims, the wind blowing through the trees seems to sing a sorrowful tune.
Willpower Saves plz
-
Willpower Saves plz
Rolled 1d20+7 : 11 + 7, total 18
-
Can Countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) kick in now?
Will: Rolled 1d20+11 : 10 + 11, total 21
-
Will save
Rolled 1d20+5 : 3 + 5, total 8
-
Will save 1d20+12 : 1 + 12, total 13
-
Will = 1d20+6
Rolled 1d20+6 : 18 + 6, total 24
-
Will +10.
Rolled 1d20+10 : 8 + 10, total 18
-
Merc Captain
Rolled 1d20+6 : 4 + 6, total 10
robots and skelies dont need to save
Merc 3 Rolled 1d20+1 : 15 + 1, total 16
Cleric Rolled 1d20+9 : 16 + 9, total 25
-
Round 2 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 15 rounds), Vladeshi (cd 15 rounds)
23: Ketaro (down 31 hp, cd 15 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 15 rounds)
20: Robot 1 (down 31 hp)
19: Cleric (down 12 hp + 6 non lethal)
18: Oslecamo (cd 15 rounds)
17: Merc 3 (down 25 hp non lethal, cd 15 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 15 rounds)
13: Robot 2 (down 31 hp)
9: Twist
6: Mule (down 16 hp)
Everyone but Robby and the Cleric: You suffer from the Crushing Despair spell, and will seek out the tree behind the giant which suddenly seems compelling. You will seek it out to the exclusion of all else including meals and sleep. The despair only lasts 15 rounds, but the other effect is effectively permanent until certain conditions unknown to you are present.
ooc has anyone seen any errata about what happens to monsters created via Animate Dead if their master falls under a mind affecting effect that leaves them insensate?
-
And how does Countersong affect this?
-
It doesn't (I will explain why after fight I dont wanna give stuff away).
-
The SKellies last orders were to approach the Giant so they head in his direction
Solo, Vlad, Ketaro and the Merc Captain approach what is looking less and less like a tree thats next to the GIants Body
Under orders from the Cleric, Robot 1 Summons a Giant Wasp which immediately attacks the tree
Rolled 1d20+6 : 6 + 6, total 12
The Cleric then performs the same spell
Rolled 1d20+6 : 11 + 6, total 17
She then yells at Mustave "The Demos call is stronger than any magic we have to counter it. Until it attacks your friends, they cannot be removed from it's enchantment, We need to kill it ourselves."
Oslecamo and the Merc approach the tree
the sapphire skelly approaches the dead giant
-
both wasps miss
robby is up
-
Under orders from the Cleric, Robot 1 Summons a Giant Wasp which immediately attacks the tree
...
The Cleric then performs the same spell
...
She then yells at Mustave "The Demos call is stronger than any magic we have to counter it. Until it attacks your friends, they cannot be removed from it's enchantment, We need to kill it ourselves."
OOC: Just to be clear, she's talking about attacking the tree?
Are any of the allies currently adjacent to the tree?
-
yes she means the tree
ketaro is nearby but others are on the way
-
"Ugh. I am not very good at chopping down trees..."
Mustave moves 30 feet closer to the tree (or less if he ends within 30 feet of the tree), and casts Sleet Storm on the group, centered closer to the tree, so they have to move through more of it to get close to the tree. He will not do this if it involves affecting the cleric. (40-foot radius, no save, Balance DC 10 to move through at half speed, failure by 5+ makes you fall prone).
-
Ypu are successful
Robot 2 suumons a wasp which attacks
Rolled 1d20+6 : 2 + 6, total 8
-
it misses, the tree attacks all three wasps
Rolled 1d20+24 : 14 + 24, total 38
Rolled 1d20+24 : 17 + 24, total 41
Rolled 1d20+24 : 13 + 24, total 37
damage if necessary
Rolled 2d8+14 : 4, 1 + 14, total 19
Rolled 2d8+14 : 6, 2 + 14, total 22
Rolled 2d8+14 : 8, 5 + 14, total 27
grapple checks if necessary
Rolled 1d20+29 : 20 + 29, total 49
Rolled 1d20+29 : 9 + 29, total 38
Rolled 1d20+29 : 12 + 29, total 41
wasps grapple checks if necessary
Rolled 1d20+11 : 2 + 11, total 13
Rolled 1d20+11 : 18 + 11, total 29
Rolled 1d20+11 : 3 + 11, total 14
-
2 of the wasps are grappled, all three are mostly dead
appearing in the distance is a shabby looking centaur flying through the sky. Presumably it's Burnt Mule fleeing.
Round 2 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 15 rounds), Vladeshi (cd 15 rounds)
23: Ketaro (down 31 hp, cd 15 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 15 rounds)
20: Robot 1, Wasp 1 (down 19 hp)
19: Cleric (down 12 hp + 6 non lethal), Wasp 2 (down 22 hp)
18: Oslecamo (cd 15 rounds)
17: Merc 3 (down 25 hp non lethal, cd 15 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 15 rounds)
13: Robot 2, Wasp 3 (down 27 hp)
9: Twist
6: Mule (down 16 hp)
the skellies and solo, vlad, ketaro and the merc captain move full speed thru the ice and must make a DC 15 Ref save to avoid going prone
-
OOC: I hate to say this given that it will lead to Pat being more likely to die, but Pat is flying so I don't know if he has to make the save.
-
OOC: I hate to say this given that it will lead to Pat being more likely to die, but Pat is flying so I don't know if he has to make the save.
'll say you're good till you land
merc save
Rolled 1d20+6 : 15 + 6, total 21
Skellies save
Rolled 1d20+5 : 19 + 5, total 24
Rolled 1d20+5 : 19 + 5, total 24
robot 1 save
Rolled 1d20+5 : 17 + 5, total 22
i forgot the robots have fast healing so theyd be back to normal hp
-
the wasps attack
Rolled 1d20+6 : 3 + 6, total 9
Rolled 1d20+6 : 7 + 6, total 13
robot 1 rolls up and punches the tree
Rolled 1d20+16 : 12 + 16, total 28
-
robot 1 is successful doing
Rolled 1d8+6 : 7 + 6, total 13
the cleric throws darts :twitch
Rolled 1d20+13 : 6 + 13, total 19
Rolled 1d20+8 : 17 + 8, total 25
-
the cleric misses, os is in flight and doesnt need to save yet
Robby is up
still need reflex save from solo
sapphire skelly save Rolled 1d20+5 : 2 + 5, total 7
merc save Rolled 1d20+3 : 1 + 3, total 4
-
REflex:
Rolled 1d20+10 : 16 + 10, total 26
-
solo is the god of ice skating
robb is up
-
"Here's hoping trees have weak spots..."
Mustave throws a barrage of acid at the tree, unless he isn't withing 30 feet. Otherwise, he'll move 30 feet and make a single attack (add 4 to the attack roll of the first one rolled).
Flask 1 -> 1d20+9 touch
Rolled 1d20+9 : 14 + 9, total 23
Damage -> 1d6+1
Rolled 1d6+1 : 4 + 1, total 5
Sneak Attack, if applicable (I hope I hope I hope!) -> 2d6
Rolled 2d6 : 6, 3, total 9
Flask 2 -> 1d20+9 touch
Rolled 1d20+9 : 14 + 9, total 23
Damage -> 1d6+1
Rolled 1d6+1 : 1 + 1, total 2
Sneak Attack, if applicable -> 2d6
Rolled 2d6 : 5, 1, total 6
Flask 3 -> 1d20+9 touch
Rolled 1d20+9 : 12 + 9, total 21
Damage -> 1d6+1
Rolled 1d6+1 : 1 + 1, total 2
Sneak Attack, if applicable -> 2d6
Rolled 2d6 : 6, 6, total 12
Flask 4 -> 1d20+4 touch
Rolled 1d20+4 : 15 + 4, total 19
Damage -> 1d6+1
Rolled 1d6+1 : 1 + 1, total 2
Sneak Attack, if applicable -> 2d6
Rolled 2d6 : 5, 5, total 10
-
All of them hit, but being a plant it is not subject to critical hits (or sneak attack)
alas they do not seem to make it through the bark
giant skelly make ref save Rolled 1d20+4 : 10 + 4, total 14
wasp attacks Rolled 1d20+6 : 4 + 6, total 10
robot attacks Rolled 1d20+16 : 13 + 16, total 29
-
skelly fails, wasp fails, robot hits
Rolled 1d8+6 : 2 + 6, total 8
-
the tree crushes the two wasps its grappling and attacks the third
Rolled 1d20+24 : 20 + 24, total 44
Rolled 2d8+14 : 5, 8 + 14, total 27
-
crushes the third wasp need ref save from risada
-
@ Bhu: Are there any large rocks around? Preferably, about 3-4 feet across. If not, are there any very large logs?
-
there are rocks, fallen tree limbs and debris yes, along with many corpses
-
Ref Save 1d20+3 : 20 + 3, total 23
(if its a spell I get a +4 if its a spell or spell-like ability from Hexblade's Arcane Resistance)
-
you float like a butterfly
os did you arm the skellies?
-
Round 3 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 13 rounds), Vladeshi (cd 13 rounds)
23: Ketaro (down 31 hp, cd 13 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 13 rounds)
20: Robot 1 (down 31 hp)
19: Cleric (down 12 hp + 6 non lethal)
18: Oslecamo (cd 13 rounds)
17: Merc 3 (down 25 hp non lethal, cd 13 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 13 rounds)
13: Robot 2 (down 31 hp)
9: Twist (down 21 hp)
6: Mule (down 16 hp)
Nevah mind I gave them swords :banghead
Sorry guys I've been under a lotta strain lately
The skellies attack Rolled 1d20+5 : 11 + 5, total 16
Rolled 1d20+5 : 17 + 5, total 22
solo, vlad, ketro and the merc captain either stand up or reach the tree
robot 1 double fists it Rolled 1d20+11 : 5 + 11, total 16
Rolled 1d20+11 : 13 + 11, total 24
the cleric creates 2 giant spiders! which promptly begin maneuvering around the crush in front of the tree to attack it from the sides
-
the skellies are ineffectual but one of the robots attacks gets through
Rolled 1d8+6 : 1 + 6, total 7
os hovers above the tree, merc 3 and skelly stand
robby's turn!
-
Mustave goes to the nearest boulder that is around 3-4 feet in size and casts Shrink Item (http://www.d20srd.org/srd/spells/shrinkItem.htm) on it, shrinking it to roughly 2-3 inches.
-
the giant skelly stand, robot 2 attacks the tree
Rolled 1d20+11 : 11 + 11, total 22
Rolled 1d20+11 : 3 + 11, total 14
the tree assaults the robots, two limbs on robot 1, and one on robot 2
Rolled 1d20+24 : 17 + 24, total 41
Rolled 1d20+24 : 4 + 24, total 28
Rolled 1d20+24 : 20 + 24, total 44
-
robot 2 fails, all three of the treesattacks hit
Rolled 2d8+14 : 5, 1 + 14, total 20
Rolled 2d8+14 : 3, 5 + 14, total 22
Rolled 2d8+14 : 6, 4 + 14, total 24
-
Round 3 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 12 rounds), Vladeshi (cd 12 rounds)
23: Ketaro (down 31 hp, cd 12 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 12 rounds)
20: Robot 1 (down 37 hp)
19: Cleric (down 12 hp + 6 non lethal), Spider 1, Spider 2
18: Oslecamo (cd 12 rounds)
17: Merc 3 (down 25 hp non lethal, cd 12 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 12 rounds)
13: Robot 2 (down 19 hp)
9: Twist (down 28 hp)
The skellies give it their all as does robot 1
Rolled 1d20+5 : 8 + 5, total 13
Rolled 1d20+5 : 18 + 5, total 23
Rolled 1d20+11 : 2 + 11, total 13
Rolled 1d20+11 : 5 + 11, total 16
those under the trees power just kinda hang out
the cleric pulls out a wand and blasts it with some sort of sonic spell doing mild damage Rolled 1d8 : 8, total 8
it also requires a save from the tree Rolled 1d20+23 : 2 + 23, total 25
both spiders try biting Rolled 1d20+4 : 3 + 4, total 7
both spiders try biting Rolled 1d20+4 : 4 + 4, total 8
the sapphire skelly is more careful and gets an attack in Rolled 1d20+6 : 7 + 6, total 13
-
offs
nothing hits were over to robby
-
If Mustave can find a section of the tree that isn't crowded by people, he throws the rock at it. It seems that Shrink Item (http://www.d20srd.org/srd/spells/shrinkItem.htm) ends when the item is thrown on a solid surface. I have no idea how much that full sized rock weights or how much damage it deals, but here's the attack roll:
1d20+13
Rolled 1d20+13 : 12 + 13, total 25
-
Mustave narrowly misses, and things are now obscured as teh Giant Skelly gets into range with it's reach weapon
Rolled 1d20+13 : 1 + 13, total 14
Rolled 1d20+8 : 2 + 8, total 10
robot 2 also weighs in
Rolled 1d20+11 : 18 + 11, total 29
Rolled 1d20+11 : 11 + 11, total 22
-
effin dice roller...
Rolled 1d8+6 : 3 + 6, total 9
the tree uses some sort of spell like power upon the cleric (spellcraft to ID) requiring a save Rolled 1d20+9 : 9 + 9, total 18
-
Round 5 fighto!
29: Ruby Skelly, Emerald Skelly
27: Solo (cd 11 rounds), Vladeshi (cd 11 rounds)
23: Ketaro (down 31 hp, cd 11 rounds), Merc Captain (down 31 hp + 6 non lethal, cd 11 rounds)
20: Robot 1 (down 32 hp)
19: Cleric (down 12 hp + 6 non lethal), Spider 1, Spider 2
18: Oslecamo (cd 12 rounds)
17: Merc 3 (down 25 hp non lethal, cd 11 rounds), Sapphire Skelly
16: Robby
15: Giant Skelly Minion
14: Risada (cd 11 rounds)
13: Robot 2 (down 14 hp)
9: Twist (down 45 hp)
The skellies give it their all as does robot 1, again
Rolled 1d20+5 : 3 + 5, total 8
Rolled 1d20+5 : 18 + 5, total 23
Rolled 1d20+11 : 16 + 11, total 27
Rolled 1d20+11 : 12 + 11, total 23
nother blast from cleric Rolled 1d8 : 8, total 8
nother save from tree Rolled 1d20+23 : 14 + 23, total 37
spicers and last skelly Rolled 1d20+4 : 17 + 4, total 21
Rolled 1d20+4 : 4 + 4, total 8
Rolled 1d20+6 : 4 + 6, total 10
-
robot hits and were back to robby
Rolled 1d8+6 : 8 + 6, total 14
-
Mustave narrowly misses
"You wouldn't think something so big would be so hard to hit..."
Mustave finds another similar-sized boulder and casts the spell again.
-
"What the hell? What's this black stuff ?"
-
mis posted...