RolePlay onLine RPoL Logo

, welcome to Iron Gods - the solo party!

02:21, 22nd May 2024 (GMT+0)

Chapter 1 The Fires of Creation.

Posted by DM VentrikelFor group 0
DM Ventrikel
GM, 67 posts
Sun 11 Jun 2017
at 14:25
  • msg #76

Re: A Dying Torch

OOC: That is, Full round action - two tentacle attacks: 5, 15 to hit.
Ren Ulyms
player, 15 posts
Mon 12 Jun 2017
at 15:58
  • msg #77

Re: A Dying Torch

Ren sounds the retreat. This was just too awkward a positioning for the group to succeed at and it was taking all her effort to avoid being overwhelmed by tentacle attacks.

The group pulled back to the entrance of the sandy cavern, hoping to draw the monster out into the open so they could charge and flank it and attack it as a cohesive group.

OOC: Chakha moves to B6, Nameless moves to B4, Daken retreats back to A5, and then Ren will withdraw to B5. Everyone goes full defensive.

This message was last edited by the player at 15:58, Mon 12 June 2017.
DM Ventrikel
GM, 68 posts
Thu 15 Jun 2017
at 11:44
  • msg #78

Re: A Dying Torch

Ren retreats carefully, getting out of the way safely... But before she manages to reach the door, a tentacle hits her hard in the back. The monstrous tentacles extend further than she had expected! The monster moves up behind her, tentacles flailing in the air around her friends.

 ABCDEFG 
1       1
2       2
3       3
4 N R?   4
5AR X   5
6 C     6
 ABCDEFG 


Initiatives:
Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 15/22)
Chakha: 10
Nameless: 9

Leaving E3 didn't provoke due to withdraw, leaving D4 did - attack: 22 to hit, 6 damage.
Don't know at all what HP Ren has, so I marked where she would fall if she was brought below zero.
Move to D4. Accidentally rolled two attacks, but it only gets a standard. Also, looking at the map, it can't see Chakha where she's standing... So Attack on Nameless, miss.

Ren Ulyms
player, 16 posts
Sun 18 Jun 2017
at 04:20
  • msg #79

Re: A Dying Torch

Ren took a stinging bash to the back but she held it together to reach her target and spin around, ready to defend herself. Seeing the creature out and exposed allowed them to enact their "master plan"...which was turn around and charge it and pound it to oblivion.

Chakha was the first, stepping forward between the tentacles and slamming her giant sword down with full barbarian fury. With a sickening sound she buries the sword halfway through the aberration, but somehow it is still standing!

Move Action: 5ft adjust to C6
Standard Action: Attack hitting AC 23 for 13 pts of damage.


Nameless stepped forward to deliver a flanking strike however his thin blade was not very effective against the already gravely wounded creature and he was unable to finish the fight.


Daken flung more acid around completely ineffectually.

Finally Ren moved forward, again hoping to finish it off with a swing from her morningstar but again the creature was able to evade death by the aasimar's hands.




Was debating having Ren hold back to heal as she's the only one who can right now.  Thought I could risk it given how Nameless AND Daken had failed. 2 PTS OF DAMAGE IS ALL I NEEDED! CURE YOU GAMBLER'S FALLACY!!!

Anyway, what happens happens :D

Current HP:
Ren: 2/8  AC 17
Nameless: 6/9 AC 16
Chakha: 5/15 AC 14
Daken: 7/7 AC 11

DM Ventrikel
GM, 71 posts
Sun 18 Jun 2017
at 07:52
  • msg #80

Re: A Dying Torch

The tentacles twist and shake with pain as Chakha strikes into it's flesh, through the carapace. The being seems enraged from the pain, as the tentacles gather around Chakha. Lightning-fast, two tentacles are brought down on Chakha from above - but she reacts even faster, and dodges both.

 ABCDEFG 
1       1
2       2
3       3
4  N    4
5D RX   5
6  C    6
 ABCDEFG 


OOC: Haha, this is exciting! But I get another round with low rolls, so now it's probably over :P

Initiatives:
Daken: 25
Ren: 20
Abberration: 20 (AC14, HP 2/22)
Chakha: 10
Nameless: 9

Chakha
player, 11 posts
Mon 19 Jun 2017
at 15:08
  • msg #81

Re: A Dying Torch

Chakha gave a mighty roar as she brought her sword down.

"GORUM! SEE MY STRENGTH!"

With a mighty chop she split the monster in two.

The rest of the group paused to consider their situation but both Ren and Chakha were heavily injured and Ren took steps to heal them both up before the group continued forward.

Ren will CLW on both herself and Chakha.

10:07, Today: Ren Ulyms rolled 6 using 1d8+1.  CLW chakha.
10:07, Today: Ren Ulyms rolled 7 using 1d8+1.  clw Ren.

Ren: 8/8  AC 17
Nameless: 6/9 AC 16
Chakha: 11/15 AC 14
Daken: 7/7 AC 11

Man I miss Cleric healing bursts.

The group will look around for hidden treasure before continuing forward. Also keep an eye out for a place that looks safe to rest as they're getting pretty tapped out...


DM Ventrikel
GM, 72 posts
Mon 19 Jun 2017
at 15:51
  • msg #82

Re: A Dying Torch

The group looks around. Inside the shell containing the pinkish, tentacled creature - nothing is to be found, and neither on the sandy stone ground of the cave tunnel. Nameless probably checks out the two constructions on either side of the room just before the cave chamber - metallic beings entirely attached to the wall. They seem relatively intact - no wounds, no major dents, and no signs of degeneration of any sort - and one could guess that if only given a spark of life, they could perhaps again come back to life. How this would be accomplished is though impossible to tell. Chakha, meanwhile, takes a look back in the room with the broken cages, just before the room Nameless is in. In a corner, among the rubble, she finds some items that could probably be useful:
One large metal tool resembling blacksmith's tongs. It doesn't take long to figure out how the simple mechanisms work, the front part of the tongs can be locked shut, and unlocked again.
Two silverdisks, with an unusual sparkle to the tiny lines criss-crossed in irregular patterns on both sides - distinguishing them as probably more worth than a usual silverdisk.
One rather complex object, appearing to be a tool. A black handle leads to a metal shaft with several small protrusions in different shape. The protrusions are odd enough to make one think of the head of an insect with antennae and split jaws, even though it is most likely not made to look like an insect. How to use buttons on the handle as well as the purpose of the supposed tool itself is impossible to tell.

Investigating the area further, as there is nothing more to explore in the rooms with the metallic walls and roofs, the group turns to the cave with the aberration. Only 20 feet away from the door, the cave opening with a rather different sight awaits them. At first glance, this cold cavern presents a strange and disconcerting vista-that of a desert valley under a starless night sky. A stretch of sand covers the ground, a vista broken here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches. A trail turns along the cave wall to the right, and looking around the corner the group sees that it continues for as far as Nameless and Ren can see, turning away from the wall and leading straight to the east across the sand.

The area that can be seen from the cave, to the north where the cave opens, and to the east around the corner, is all sand. There is no place to rest nor escape nor hide, provided the group wants a few walls and perhaps a roof. The metallic rooms behind them or the Black Hill Caves themselves could offer walls and a roof, but with at least one unexplored tunnel and a hole into dark caverns below (both found in the chamber with Sef's tribe), the safety of these areas can be questioned. No more than half an hour away, although this includes a rather uncomfortable swim, lies Torch. That route also takes you by the corpse of the half-orc denizen of Torch that you previously encountered.



Providing a map for explored areas of the caves, to be found under the Game Map link :)
The first item found, Grippers grants a +2 circumstance bonus on strength checks when used as a crowbar. Can also be used for an attack: standard action (proves AoO), if hit (melee attack, improvised weapon): 1d4+7 damage.

This message was last edited by the GM at 20:27, Mon 19 June 2017.
Ren Ulyms
player, 17 posts
Mon 19 Jun 2017
at 20:45
  • msg #83

Re: A Dying Torch

Although Daken is intrigued by their finds, especially by the silvery disks Ren frowns at the scene in front of them. A wide vista of sand was hardly what she was expecting.

In fact this whole cavern was quickly turning to oddities. Constructions that were far more complicated then anything she had ever seen before. Strange metals and strange devices that all made her head hurt.

...it's because you're too stupid to know what's going on...
...you never know what's going on...
...oooh, shiny bits over there!

"QUIET!"

Her companions jumped at the sudden noise. Ren looked around, nearly as startled as the rest. An awkward silence fell on the group as her companions, as ordered, were silent. Finally Ren just shook her head and sheepishly tried to apologize.

"I....uh, sorry. It's been a long day and all this is giving me a headache."

She waved half-heartedly towards the construction around them. Chakha glared and Daken and Nameless exchanged confused look. Nobody had really been talking. Nameless and Daken had been discussing trying to use the gripper device to try and force open some doors and Chakha, as usual, had been silently looking around. It was especially odd as Ren was their leader but hardly gave commands like that, and especially not to Chakha. The giant woman was still covered in gore and ichor from their last fights and the giant barbarian was not someone to anger by shouting at them.

After a few more awkward moments Daken cleared his throat and Ren nodded to let him speak.

"Uhhh...sorry Ren. Nameless and I want to try and have Chakha use these to open up that locked door back behind us. If it's shut it might have something good inside of it..."

...most likely just death...
...you'll all die down here...
...maybe could be something nice? deadly but nice?

The voices in her head were always talking and the ones she could hear almost never had anything pleasant to say. There were potentially hundreds of them, Ren had never tried counting them all but the ones she knew best were a trio she called Mr. Whispers, Mrs. Grim, and Dummy. Whispers sometimes had useful information but mostly would be vague and cryptic. Mrs. Grim mostly just commented about how Ren was a failure and doomed to die. Ren could sometimes shut her up by being happy but Grim would always return. Dummy...was just that. Easily distracted, often speaking nonsense. There were more, dozens if not hundreds mores but those would come and go while those three were always there right behind her ears.

Distracted by the voices in her head she just nodded and waved for Chakha to lead them onward. Ren was feeling exhausted having almost completely depleted her miracles. Chakha also looked exhausted, especially from after that fight with the construct at the entrance. Ren only hoped that Whispers and Grim were wrong and that they wouldn't find their death behind that door.

OOC:
Chakha will try to use the grippers to force open the door? Otherwise Nameless will start rubbing everything they found against the locked door hoping something happens :D

DM Ventrikel
GM, 75 posts
Tue 20 Jun 2017
at 11:21
  • msg #84

Re: A Dying Torch

Chakha locks in the grippers on a small edge found along the otherwise smooth metal door, takes a good position, and pulls with every muscle in her body... A moment later, she stumbles backward as she releases the grip - the door still in a closed position. In trying to break it open, she did move it half an inch and realized that it can slide straight up into the roof - but it is way too heavy. Letting Ren be with her headache, Nameless and Daken join in to help pull on the grippers - and they all make another try. Slowly, quietly, it begins sliding open - but it's heavy work! Suddenly it slides right back down into the floor with a bang, they make another attempt, working to slowly push it up into the roof. Two minutes later, the grippers are detached and the door is stuck in the roof, in an open position like the other doors that were already open. The room beyond proves to be something of a disappointment. A few feet in, a wall of twisted metal and rubble block passage to whatever lies beyond. On the floor, among the rubble, a cylindrical metallic item can be found - one looking to be worth something as it does not appear to be broken. The cylinder is rougly 10 inches long, little less than 2 inches wide, with one transparent layer above a roughly conical metallic plate in one end, the other end just a smooth metallic surface.
Daken
player, 6 posts
Tue 20 Jun 2017
at 15:51
  • msg #85

Re: A Dying Torch

Daken picks it up and examines it, turning it this way and that. With a shrug he puts it into his backpack for later examination.


10:44, Today: Daken rolled 9 using 1d20+6.  knowledge engineering.


Meanwhile Nameless starts mentally reviewing their journey and comes up with three possible avenues of exploration.

"I believe that there is a cavern structure we bypassed early on. We followed the body of the dead half-orc and then encountered Sef and her people but in doing so bypassed a cavern structure. To the north there is another set of closed doors beyond the junk pile and finally we have the journey through the sands. Looking north I did not see any exits from the northern cavern so one might surmise that the northern doors leads to a smaller set of rooms, rooms that perhaps like this one might have interesting items that can aid us in our travels."

Daken just scoffs at the idea.

"Interesting items? we've got a bunch of bits and bobs that we don't even know what they're good for. We start twisting, pushing, or pulling and we might very well blow ourselves up or transport ourselves directly to the Abyss or who knows where. We're collecting junk for all we know..."

Ren stands up and interrupts the group, her headaches passed.

"Nameless is right though, we should make another attempt at exploring that northern door before going through the sands. In fact I don't think we should go through the sands at all until we have rested. Chakha and I are both drained and it would be best to heal and rest before making a lengthy journey. We might also want to explore that cavern or ask Sef for food and water for our journey."

Daken hesitated but eventually nodded and of course neither Nameless or Chakha argued. The group left back out the way they came and headed back towards the northern door to either force open the doors or rub everything they had acquired so far around the outside of it in an attempt to somehow unlock the strange portal.
DM Ventrikel
GM, 77 posts
Tue 20 Jun 2017
at 16:51
  • msg #86

Re: A Dying Torch

Daken realizes that he has no knowledge of this sort of other-worldly technology. The group heads to the other metal door, where they fought the last of the jinkins... This door appears different to the one they just broke open, like an outer gate to a building it is more sturdy. With the grippers and the help of the whole group, the door still does not at all respond to their gathered strength, it feels as though a group of giants would be needed to break it open. Taking a break, the group are watching the door when a drop of water lands on Daken's head. Looking up, he spots what appears to be a giant, muddy drop of water, slowly sliding along the ceiling towards the wall. Alerted by Daken, they all look up, and spot two more of these formless but apparently living beings. One slowly sliding along the ceiling towards one of the far walls, one just now about to touch the ground as it slides down the southern wall. Nameless recognizes the beings as a type of ooze creatures, these particular ones are Amoebas, they're likely quite acidic and while not large enough to completely suck a creature into them as is common in the stories - they look to be rather sticky, and will likely hold on to their victims as they attack.



 ABCDEFG 
1       1
2    D+O1R 2
3   +O3NC 3
4       4
5   O2   5
6       6
7       7
 ABCDEFG 

+ denotes beings currently on the ceiling, the ceiling is 15 feet high here.
Initiative:
9 - Oozes

Ooze 1 AC 6 hp 15/15 (ceiling)
Ooze 2 AC 6 hp 15/15 (ground)
Ooze 3 AC 6 hp 15/15 (ceiling)

Knowledge: engineering works as if untrained for Daken, who is missing the Technologist feat!

Regarding the door: as with the southern, open one, there is no visible lock mechanism. Rubbing and swiping the cards prove to have no effect at all. Chakha taking 20 with grippers (for a total of 26) did nearly open the last door, with aid from just one person it was broken open. On this one, Chakha taking 20 with grippers and aid from three (for a total of 32) does not move the door at all.

This message was last edited by the GM at 17:35, Tue 20 June 2017.
Ren Ulyms
player, 18 posts
Wed 21 Jun 2017
at 03:54
  • msg #87

Re: A Dying Torch

Ren once again girds herself for war. Using the last of her magical strength she summons a blessing for all her allies.

Move Action: Drawing weapon
Standard Action: Bless.


Chakha strides forward, sword singing and with a challenge on her lips. With one clean slice she cuts the ooze from end to end reducing it to a sizzling puddle at her feet.

Moves to E4 and hits AC 25 for 22 pts of damage.


Seeing one of the giant blobs right above him Daken moves with full speed out of the way to avoid it dropping on him. With a toss over his shoulder he sends a glob of acid sailing up at the blob above him.

Moving to F1 and acid splashing against touch ac 11 for 4pts of acid damage.



Blobs are up! O2 is dead and maybe O1 has 4pts of acid damage on it... maybe.

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8


22:43, Today: praguepride rolled 39 using 4d20 with rolls of 16,5,12,6.  group init (r+1, n+3, c+2, d+5).

This message was last edited by the player at 03:54, Wed 21 June 2017.
DM Ventrikel
GM, 80 posts
Wed 21 Jun 2017
at 12:05
  • msg #88

Re: A Dying Torch

As one ooze spreads over the floor, the slash of Chakha's sword revealing a semi-transparent, soft mass; the other two slide slowly along the ceiling and walls. Rather than dropping straight down in the middle of the group, they stick tightly to the cave rock, sliding into the corners where ceiling meets wall, sliding forward, barely seeming to change shape or position when moving unlike any humanoid. The one from the roof above Daken moves in a southern direction, eventually touching the ground just between Ren, Chakha and Nameless. The other one continues in a western direction, landing at some distance from anyone in the group.

 ABCDEFG 
1     D 1
2  O3  R 2
3    NO1 3
4    C  4
5       5
6       6
7       7
 ABCDEFG 

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8

Ooze 1 AC 6 hp 11/15  - Double move, 20 ft total, to F3.
Ooze 3 AC 6 hp 15/15 - Double move, 20 ft total, to C2.

Ren Ulyms
player, 19 posts
Wed 21 Jun 2017
at 14:06
  • msg #89

Re: A Dying Torch

Nameless attempts to attack and skewers the ooze in front of them.

Nameless attacks O2 hitting AC 16 for 4 pts of P damage.

Round 2

Ren smashes her morning star and lands a solid blow on the otherwise unsolid enemy.

Ren hits O1 AC 19 for 4 pts of B/P damage.

Seeing Ren seemingly take care of one ooze (as it is surrounded by most of her companions), Chakha ducks over to bisect the other ooze.

Chakha 5' moves to D3 and attacks O3 hitting AC 11 for 19 pts of damage.

Daken grips his spear and moves in behind Ren to stab at the ooze as well, hoping to finish it off but somehow manages to hit only dirt with his spear, instead of the giant blobby thing in front of them.
DM Ventrikel
GM, 81 posts
Wed 21 Jun 2017
at 14:20
  • msg #90

Re: A Dying Torch

Only a single one of the weird creatures remain somewhat whole. A ripple goes through it after the last blow, then a mass of the water-like substance it consists of bounces right back out of the same position, launching at Ren. The mass, extending like an arm of sorts, hits her right in the shoulder - the slam itself not of any significant strength, but Ren can feel the being trying to burn her skin with it's acid. The mass sticks to her shoulder, growing around the shoulder - the sticky substance and the strength of the being holding Ren hard, beginning to crush her.

Initiative -
Ren: 17
Chakha: 14
Daken: 11
Oozes: 9
Nameless: 8

Ooze 1 AC 6 hp 3/15
Attack, slam: 18 to hit, 2 damage + 2 acid (resisted).
Grab, grapple: 21 vs CMD. Constrict: 4 damage + 2 acid (resisted).

This message was last edited by the GM at 14:22, Wed 21 June 2017.
Ren Ulyms
player, 20 posts
Wed 21 Jun 2017
at 17:01
  • msg #91

Re: A Dying Torch

Ren struggles with the blob until Chakha walks up and drives her sword clean through it, killing the ooze and ending the fight.

Ren breaths a sigh of relief and the group readies themselves and catches their breath. With the door seemingly impossible to get through there was only the sand caverns as a way forward.

"Let us rest and recover at Sef's village, if possible."

The others gave nods, weary having fought through oozes and dark fey and strange abominations and constructs so far. When the group returned to Sef's village Ren meets with Sef to share their adventures and to inform them of what they had found and fought.

"Perhaps now you can have the chance to expand your territory and secure these areas for the future. In the mean time we would like to rest and recooperate here. Can we trust your people to watch over us while we rest?"
DM Ventrikel
GM, 82 posts
Wed 21 Jun 2017
at 17:29
  • msg #92

Re: A Dying Torch

"We are few, but cave was not enough. With jinkins gone, we have more space now. It is a great favor from you, we will guard when you rest." Sef taking a quite formal stance, offers areas to sleep in the communal cave. Once or twice someone in the group wakes up, hearing a pair of the skulks whispering to each other, sneaking by some entrance to the cave - but apart from that, their sleep is not interrupted.
Ren Ulyms
player, 21 posts
Wed 21 Jun 2017
at 22:49
  • msg #93

Re: A Dying Torch

Waking up fresh and refreshed Ren suggests they poke their heads into the last unexplored part of the cavern system before continuing towards the desert. Depending on how the desert goes after a day of travel will determine if they keep going or go back to Torch for supplies.


OOC: Yep, exploring that last section next to the cave where they met Sef. Coming in on the bottom (southern) tunnel.

DM Ventrikel
GM, 83 posts
Thu 22 Jun 2017
at 10:14
  • msg #94

Re: A Dying Torch

Temperature drops as they head down the passageway, and frost lines the walls and floor. A layer of brown dust carpets the floor of the whole cave ahead, and a body sits slumped against the wall to the left. A ten foot ledge leads to the tunnel to the north. Nameless recognizes the brown dust as Brown Mold, it might be very dangerous to get close to it, and it can be killed with such things as magically cold attacks.
Nameless
player, 8 posts
Fri 23 Jun 2017
at 16:10
  • msg #95

Re: A Dying Torch

Nameless throws out a hand to warn everyone else from getting to close but the warning proved to be unnecessary. The sight of the body and the frost was more then enough to cause people to pause.

"It's brown mold. Sucks the heat out of everything around it. You can fight it with frost though."

The group turns to Daken who only shakes his head.

"I know, I know, there are plenty of wizards who can summon frost at the snap of their fingers but I use acid. I'm sorry. There isn't anything I can do at the moment."

He pauses and considers the scene.

"It might be possible to use a pole or something to move the body closer and snatch it away from the mold...maybe. Or maybe a flask of liquid ice to splash and freeze the mold."

"Or maybe little caster should learn a useful spell. Globs of acid that you cannot aim haven't been much help."

Chakha's low voice from behind him makes him jump as it is rare she speaks beyond roaring challenges in combat. Her words hit home though and he falls silent. Ren considers the situation and the motions for the group to head out towards the desert.

Heading out to the desert path, going to follow the trail thingy we saw. They have 4 days of rations each I believe and waterskins.

DM Ventrikel
GM, 87 posts
Sat 24 Jun 2017
at 07:36
  • msg #96

Re: A Dying Torch

Again, the desert opens up before the party as they leave the metal rooms. The desert is, just like the caves where they slept, just as dark in the day as they are in the night - and it's hard to know what time of day it is now. The group follows the trail, turning south and are about to head east when the sand to the south of them suddenly moves. Rising, charging at them from the sand is a skeleton with four arms but otherwise humanoid in shape. Nameless with his darkvision sees yet another skeleton to the north east, this one seems to have been hidden by the rock they can barely make out some 60 feet away, just north of the trail.

The skeleton charges up to Chakha, slashes at her with one arm, but the aim was way off.



 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5        S2     XX5
6  D           X 6
7   N            7
8 XXR            8
9 XX C           9
10 XX S1           10
11XXXX            11
12XXXX            12
13XX              13
14XX              14
15X               15
16X               16
 ABCDEFGHIJKLMNOP 

Initiative:

18 - Skeletons


Skeleton 1: AC 14 (charge), hp 4/4 - surprise round: charge, claw (5 to hit)
Skeleton 2: AC 16, hp 4/4 - surprise round: move

This message was last edited by the GM at 15:28, Sat 24 June 2017.
Daken
player, 8 posts
Sun 25 Jun 2017
at 17:39
  • msg #97

Re: A Dying Torch

The skeleton at range is just out of his 'good' aim but Daken attempts to throw a blob of acid at the distant skeleton anyway. The acid bursts onto the chest of the skeleton and the bones start to bubble and hiss as the acid starts eating through it.

Daken hits touch AC 15 for 3 pts of acid damage

InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3-
18Skelly 1164/4Claws+1???-
18Skelly 2161/4Claws+1???-
15Chakha1612/15Greatsword+52d6+6-
13Ren179/9Morningstar+21d8+2-
9Nameless167/9Rapier+31d6+1-

Resource Tracker:
Ren
  • Trail Rations (per day): 6
  • 1st level spells 4/day: 4 (Bane, Bless, CLW)
  • Glitterdust 1/day: 1


Daken
  • Trail Rations (per day): 4
  • 1st level spells 4/day: 4
  • Disorenting Touch 7/day: 7
  • Torches: 10
  • Acid Flask: 1


Chakha
  • Trail Rations (per day): 4
  • Rage 6/day: 6
  • Arrows: 20
  • Torches: 9


Nameless
  • Trail Rations (per day): 4
  • Nanite Surge +4 1/day: 1


DM Ventrikel
GM, 88 posts
Sun 25 Jun 2017
at 19:02
  • msg #98

Re: A Dying Torch

The attacked skeleton charges towards Daken, the claws of one of its four arms slashing through the air in front of his face. The one close to Chakha steps up towards the rest of the group, stoping near Chakha and Ren, it's four arms slashing nearly simultaneously towards the both of them, the attacks not well aimed enough to get through their armor. In the distance, several more skeletons come running at top speed. Ren and Nameless see them all, and see them first, two or three of them get close enough for the torch Chakha has dropped on the ground to illuminate their shapes. Humanoid as they are, there is a very alien air about their shapes - entirely due to the four arms on their bodies. They each come running from the east, but from different positions to the north and south. One approaches from the rock shape that sticks out of the desert straight to the east, and as draws closer, the group can see eerie green lights hovering in front of its eyes.


 ABCDEFGHIJKLMNOP 
1         S5      1
2                2
3                3
4                4
5              XX5
6  DS2    S4     X 6
7   N            7
8 XXR            8
9 XXS1C           9
10 XX     S6       10
11XXXX      S3     11
12XXXX            12
13XX              13
14XX              14
15X               15
16X              >S716
 ABCDEFGHIJKLMNOP 


InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3-
18Skelly 1164/4Claws+1??-
18Skelly 214c1/4Claws+1??-
18Skelly 312r4/4Claws+1??-
18Skelly 412r4/4Claws+1??-
18Skelly 512r4/4Claws+1??-
18Skelly 612r4/4Claws+1??-
18Skelly 712r4/4Claws+1??Q16
15Chakha1612/15Greatsword+52d6+6-
13Ren179/9Morningstar+21d8+2-
9Nameless167/9Rapier+31d6+1-


Skeleton 1 slashes at Chakha and Ren with all four arms, missing them both. (5-foot step)
Skeleton 2 charges at Daken, claws and misses.
Skeleton 3-7 runs (7 is in Q16, off map).
Skeleton 4: green lights in eyes.

Chakha
player, 12 posts
Sun 25 Jun 2017
at 23:35
  • msg #99

Re: A Dying Torch

Chakha slides into flanking position and smashes the first skeleton to smithereens.

Chakha 5' steps to D10 and attacks Skelly 1 hitting AC 17 for 10pts of slashing damage.

Ren takes the momentary pause in combat to cast a blessing upon her allies channeling her faith into a subtle guidance to their weapons and spells. With her spell cast she readies her shield and marches out into the sands, shouting at the skeletons to dare stand against her and her faith.

"Desna's song shall sing eternal and I shall dance the dance of the stars and the skies. Those who stand for the dead of darkness shall never triumph over the song of the stars!"

Casting Bless: 10 round duration
Then Ren moves out to F9 to cover for the others.


While Ren shouts at the skeletons rising around them Nameless quietly shifts into position behind the nearest one and stabs at the skeleton. He skewers it right through the neck hole and out the mouth and with a flick of his wrist tears the thing in two.

Nameless 5' moves to E6 and CRIT! on skelly with 1 HP remaining. Crits for 14pts of piercing damage.

Round 2

With Nameless taking care of the immediate threat, Daken throws acid at the glowing eyed skeleton. Unfortunately between the range and the darkness it falls short, splattering on the sand. His attack finished he moves into protection behind Nameless.

Acid splash hits touch AC 10. Daken moves to D7

InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3Bless (2/10)
18Skelly 312r4/4Claws+1??-
18Skelly 412r4/4Claws+1??-
18Skelly 512r4/4Claws+1??-
18Skelly 612r4/4Claws+1??-
18Skelly 712r4/4Claws+1??Q16
15Chakha1612/15Greatsword+52d6+6Bless (1/10)
13Ren179/9Morningstar+21d8+2Bless (1/10)
9Nameless167/9Rapier+31d6+1Bless (1/10)

DM Ventrikel
GM, 90 posts
Mon 26 Jun 2017
at 17:14
  • msg #100

Re: A Dying Torch

The skeletons keep on running straight at the group, one charging at Nameless - but it dodges the claws; another one charges at Nameless - this one with the green glowing eye sockets, bits of acid splattered over its ribcage from Daken's attack... The dead, evil stare catches Nameless off guard, and the claws hit where they're aimed at, slashing through its skin. One of the skeletons does not quite reach the group, but two others charge at their nearest target: Ren. Ganging up, they both sink their claws deep in her flesh.

 ABCDEFGHIJKLMNOP 
1                1
2                2
3                3
4                4
5     S5        XX5
6    NS4        X 6
7   D            7
8 XX             8
9 XX  RS6         9
10 XXC  S3         10
11XXXX            11
12XXXX  S7         12
13XX              13
14XX              14
15X               15
16X              >S716
 ABCDEFGHIJKLMNOP 


InitNameACHPWeaponTo-HitDamageStatus
19Daken117/7Acid Splash+1 touch1d3Bless (2/10)
18Skelly 314c4/4Claws+11d4+1-
18Skelly 414c3/4Claws+11d4+1The Green Glow
18Skelly 514c4/4Claws+11d4+1-
18Skelly 614c4/4Claws+11d4+1-
18Skelly 7164/4Claws+11d4+1-
15Chakha1612/15Greatsword+52d6+6Bless (1/10)
13Ren170/9Morningstar+21d8+2Bless (1/10)
9Nameless164/9Rapier+31d6+1Bless (1/10)

S3: Charge Ren, 21 to hit, 4 dmg.
S4: Charge Nameless, 22 to hit, 3 dmg.
S5: Charge Nameless, 15 to hit.
S6: Charge Ren, 21 to hit, 5 dmg.
S7: Double move

Touch AC is AC-2 for these, so Daken's attack hit when it had spent the round running!

Sign In