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Eloric eyes the ladder suspiciously and shakes his head, "Oh that's bullshit.  I'm not going down that.  You gentlemen have fun."  Then he promptly walks over to a gravestone and sits down.
Merika looks at Eloric and says with a grin, "You want me to carry you?" The offer given the lizardfolk will wait and go last. He is prepared to carry anyone he needs to or not depending on what people are comfortable with. He happily scoops up the 'wizard' and carries him down the ladder like he is a delicate princess.


Athletics: 1d20+12=31
Eloric looks at Merika and gives him a side eye.  After a moment of consideration, he shrugs, "Sure, as long as you don't drop me."
Cutter cast a quick spell and a vine wrapped around a tombstone and he used it as something to secure himself as moved to the severe slope of the tunnel going beneath the grave and climbed down the wall carefully taking point in the tunnel 30' beneath ground level/20 feet beneath the hole for the grave. Chip clung to Cutter's pack and shoulder.  Khaymen moved next and took out his rope, not having a fancy spell like Cutter, and tied it and he went down the rope having slight difficulty but made it down easily.  After watching the two of them go down, Benji pulled his miniaturized ladder out and turned it full sized. making it slightly easier to descend. Robsen went next, with the copper scaled Kobold next. Both made it successfully. Eloric looked down the hole and the ladder going down and expressed his displeasure and went and sat down. Merika offered to carry him and throwing the Psychic over his shoulder he flew down the ladder and sat the psychic down at the bottom. Finally Cade came down using the same spell as Cutter and the ladder he made his way down...then looked up at Aquila who with a chirp tried to do the same as she had watched. but a few rungs down lost her grip with her mouth, and her balance and tumbled down to the ground in a heap. bruised and scraped. she looked up at Cade and made a mournful noise.

The Open Grave leads to a cramped tunnel of 6 foot height dug through the hard packed earth and clay. Further the tunnel opens into a cavern of the same height but supported by wooden timbers that appear to have been scavenged by coffins, driftwood and shipwreck pieces. Faint smudges and scrapes track through the dirt leading into the larger cavern. Wooden timbers are evenly spaced throughout this large room supporting a network of beams above to give the cave-like chamber support. The walls and floor bear evidence of having been dug out of the clay and soil by clawed hands. Several large flat boulders have been left in place protruding from the floor to serve as tables...tables strewn with gnawed bones. Additionally stacks of soggy timber lie in alcoves. The smell of earth, decays and death lingers in the air.  

Cutters light shines ahead on a small ghoul...that resembled a goblin. It was against the far wall and its head snapped up when the light fell on it and it snarled and let out a gutteral noise that was answered throughout the cavern ahead....


Initiative
23 Cutter
23 Chip
23 Eloric
23 Cade
23 Aquila
23 Ghouls (11)
22 Robsen
22 Benji
14 Khaymen
12 Merika

The Ceiling height within the warren is 6' and treated as difficult terrain (2x movement and a -2 to attack) for those over 6 feet. It is total darkness within the warrens; except in the tunnel you are advancing down as the sunlight outside shows down the tunnel mouth. Cutter has a make-shift 'flashlight' that provides for dim light. All enemies within 20' (40' for Lowlight) of Cutter are considered 'concealed', needing a flat check of DC 5 to be able to attack them unless you have Darkvision.




Benji Copperclaw AC:21 HP:42/42 Saves: FO:+7 RE:+11 WL:+8 Perception:+8 CDC:20 SDC:20
4th Bard (Maestro) M Kobold (Copper)  Archetype: Sorcerer {Draconic}
Resistances: n/a Immunities: n/a Reactions: Eat Fire (fire resist 5), Counter Performance Hero Points: 2

Cade Fallenleaf AC:21 HP: 42/42 Saves: FO:+9 RE:+11 WL:+12 Perception:+12 CDC:20 SDC:20
4th Druid (Animal Order) M Halfling (Wildwood) (Otherworldly Mission) Archetype: Geomancer Dedication
Resistances: n/a Immunities: n/a Reactions: Shield Block, Spore Shield Break Hero Points: 2

Aquila AC:20 HP: 27/42 Saves: FO:+11 RE:+12 WL:+10 Perception:+10 CDC: n/a SDC: n/a
Mature Dromasaur Animal Companion
Resistances: n/a Immunities: n/a Reactions: n/a

Cutter AC:21 HP:  42/42 Saves: FO:+7 RE:+12 WL:+9 Perception:+9 CDC:20 SDC:19
4th Rogue (Thief) M Elf (Woodland) {Criminal}  Archetype: Wizard {Battlemagic}
Resistances: n/a Immunities: n/a Reactions: Nimble Dodge Hero Points: 2

Chip AC:21 HP:20/20 Saves: FO:+7 RE:+12 WL:+9 Perception:+7
4th Familiar  M Spider Monkey 
Resistances: n/a Immunities: n/a Reactions: none

Eloric AC:18 HP:36/36 Saves: FO:+7 RE:+8 WL:+8 Perception:+6 +2 Initiative CDC:18 SDC:20
4th Psychic (Conscious: Distant Grasp/Sub: Wandering Reverie) M Human (Nephilim) (Dauntless)  Archetype: Chronoskimmer Dedication
Resistances: n/a Immunities: n/a Reactions: Turn Back The Clock, Indomitable Act Hero Points: 2

Khayman AC:21 HP: 52/52 Saves: FO:+9 RE:+12 WL:+9 Perception:+9  +2 to Initiative CDC:20 SDC:n/a
4th Rogue (Thief) M Human (Versatile) (Martial Disciple)  Archetype: Gunslinger
Resistances: n/a Immunities: n/a Reactions: Nimble Dodge Hero Points: 1

Merika'arme AC:21 HP: 48/48 Saves: FO:+8 RE:+11 WL:+9 Perception:+7 CDC:20 SDC:19
4th Monk  M Lizardfolk (Frilled Lizard) (Discarded Duplicate)  Archetype: Rogue
Resistances: n/a Immunities: n/a Reactions: Stand Still Hero Points: 2

Robsen AC:21 HP: 54/54 Saves: FO:+10 RE:+12 WL:+10 Perception:+10 +2 to Initiative CDC:20 SDC: n/a
4th Ranger (Precision) M Elf (Woodland) (Hunter)  Archetype: Archer Dedication
Resistances: n/a Immunities: n/a Reactions: none Hero Points: 2

vs

Ghoul Stalkers (x11) AC:17 HP: 16/16,16/16,16/16,16/16,16/16,16/16,16/16,16/16,16/16,16/16,16/16 FO:+4 RE:+9 WL:+5 Perception:+7 CDC:14 SDC:17
Undead 1 Stench: 10'  FO DC 14 fail=Sickened 1 (Slowed 1 while sickened on Crit Fail)
Resistances: n/a Immunities: Bleed, Death Effects, Disease, Paralyzed, Poison, Unconscious.


Sickened 1 Condition: -1 to all checks (d20 rolls) and all your DC's (spell dc's class dc's etc) Cannot willingly ingest any potions or elixers.
Can try to recover by spending an action retching Get Fort Save (DC:14 in this case) Success removes 1 level of sickened. Crit success 2 ranks.

Slowed 1- removes 1 action.
DC Check =[1d20+6]=8+6=14 Robsen spots the nearest ghoul.
Having spotted the nearest ghoul with his low light vision, Robsen immediately sounds the alert, "Watch out there are ghouls on the Attack!". Robsen then moves 17' south along the hallway, as far as the difficult terrain will allow him to move, amd wear he can see ghoul #4 on the map, and crouches down and take a precisely aimed shot at the ghoul wich strikes true, followed by a second dhot that misses its mark.

Actions:
1. Move Action: Move 35'/2 = 17' down hallway, can sewe Ghoul #4.
2. Precise Comp Longbow Shot Attack Action: Precise Comp Longbow Attack =[1d20+11]=6+11=17 (Hit!), Precise Comp Longbow Damage =[2d8+1]=14+1=15 Damage, Target Marked as Hunted Prey.
3. 2nd Comp. Longbow Attack Action: 2nd Comp Longbow Attack =[1d20+6]=3+6=92nd Comp Longbow Attack =[1d20+6]=3+6=9 (Miss!).
Cutter waists no time with a whispered command Chip leaps from cutters shoulder landing on the ground infront of Robsen the tiny monkey scrambles up Robsen and perches on his shoulder. With his little friend safe Cutter runs into the room spotting one of the undead creatures to his right. Cutter alters his course running right up to the closest undead, the leaping into the air cutter lands behind the ghoul then drives his Rapier all the through the creature.

Actions
1 & 2 stride
3 attack

(DC 5 Flat check to see ghoul 1d20=19)sighted
(DC 14 Fort save 1d20+7=15)saved
(DC 19 tumble through ghoul 1d20+12=32)success
(to hit AC 17 1d20+11=15)miss
       hero point
(to hit AC17 1d20+11=23)hit
(damage 3d6+4=8)
    hero point
(damage 3d6+4=14)
Benji scrunched up his snout in displeasure. Sneakly little ghoulies probably tired of gnawing on stolen bones, and wish to feast on our tenderloins instead. Too bad for thems, our butts be as tough as our hearts! A book momentarily appeared in his outstretched hand as he briefly consulted his notes on the undead; the kobold was not unfamiliar with ghouls, though these seemed a bit different from the garden-variety ones he had encountered in his previous adventures. They smelled a lot worse for one, if such a thing was even possible. After that, Benji moved further into the tunnels and began to sing in Draconic, a low and steady chant whose syllables echoed throughout the cavern like heart-beats. It was a traditional song from his tribe that would steel resolve and bolster the spirits of its listeners.

Action 1: Recall Knowledge (religion): 1d20+7 11 (pocket library used)
Action 2: Rallying Anthem (+1 status bonus to AC and Saves, Damage Reduction 1 vs physical) 60 ft emanation
Free Action: Lingering Composition: 1d20+13 19 (-1 Focus Point) 3 round duration
Action 3: Stride
Merika frowns as he sees the ghouls. The smell offends him the smell of moving rotting meat isn't his favorite and honestly disappoints him. He moves up to strike at the closest ghoul.


Actions:
1 - Stride
2 & 3 - Enters Wolf Stance and  Flurry of Blows 1: 1d20+11=19  Flurry of Blows 2: 1d20+7=13  Damage: 1d8+4=8
Eloric climbs down from Merica as soon as the Big Lizard man gets them safely down the hole.  The ghouls didn't take much time to make their presence known.  The psion immediately raises his psychic shield. Then he sends a mental blast into the 1st ghoul he sees.  Which considering he was born with spectacular night vision, was considerably further than most humans. Lastly he faded himself slightly out of the reality as to make it harder for the ghouls to target him. 

(Action 1 - Casts Shield, +1 AC and gains Shield Block Reaction.)
(Action 2 - Psi Bursts mental dmg to the nearest ghoul.)
(Action 3 - Uses Fade in Daydreams. Gains Concealment until the beginning of his next turn.)

Psi Burst Mental Damage: 2d4 = 5
When the ghouls began their cry, Cutter sprang into action. He moved into the cavern, glancing around and picking out a target among the abundance of Ghouls, and moved towards it, forcing the feeling to retch down as he did a flip over its body to come up behind it and drive the rapier into its back. As he had done so, Chip had leaped from his shoulder to Robsens at Cutters mental command. The monkey crawled around and made soft noises near the Rangers ear.

Eloric saw Cutter move, and immediately brought a psionic shield up and looked around for a target. Not seeing any, he caused everyone around him to not notice him as much...he was just a memory.

Cade said something in a strange cooing voice to Aquila and moved past everyone to the entrance to the tunnel followed closely by the dinosaur. Cade steeled himself against the stench of a nearby ghoul and as Aquila moved in front it snapped at the ghoul and almost tore its arm off as its teeth connected with the undead. 

A ghoul ran forward towards Aquila and its claws cut into the companions shoulder. A second ghoul crept around the cave wall and came up besides Cutter attacking with 2 claws The first slashed across his shoulder, and where expected to feel that paralytic toxin he was familiar with...he did not. These ghouls were different. He avoided the second. A third Ghould moved up on Cutters right flank and lashed out with a black taloned hand. The claws barely cut the knuckles of his sword hand. 

A Ghoul ran across the stone floor and tried to grab the Hallfling with a clawed hand The Halfling avoided the grasp and then dodged another.  Another Ghoul moved toward Aquila and struck out twice. One time it nicked her. A sixth ghoul came into view near Cade. 

The Ghoul That had almost lost its arm to Aquila's attack struck out with claws and a snapping jaw. Only one of the claws connected, injuring the raptor further. 

The Ghoul Cutter had stabbed, spun swinging wildly with a claw that the elf ducked, The second claw sank into his ribs and it tried to hold onto the elf, who twisted away from its grip. 3 more ghouls ran to converge on the tunnel entrance. 

Robsen moved forward next to Cade and fired an arrow into the Ghoul threatening the halfling which went into its body up to the feathers. The other flew past it. The overpowering stench of the grave got to him and he felt the bile rise up in his throat and a gag reflex took over as he tried to function through the nausea.

Benji moved forard and in a deep voice that was not his normal speaking voice he began to chant...

Let the bodies hit the floor
Let the bodies hit the floor
Let the bodies hit the floor
Let the bodies hit the floor


Beaten, why for
Can't take much more
(Here we go, here we go, here we go now)
One, nothing wrong with me
Two, nothing wrong with me
Three, nothing wrong with me
Four, nothing wrong with me


and the group felt hope and a fervor rise in their chests...indeed...let the bodies hit the floor

Khaymen ran forward past Cade his Raper slashing out and sliced the head clear off the one that had attacked Cade. Then he slashed out again at the one to his right and bolstered by Benji's song, he cut into its chest. No blood just putrefied oozing flesh fell out. He cared not for the smell of the creatures. 

Merika was next running forward past Cade side by side with Khaymen and with a flurry of scaled clawed hands it tore up the ghoul to his front.  Dead flesh flying. Smelling the rotting flesh of his opponents, he snorted...hed smelled worse living among the Drow.

Round 2



Initiative
23 Cutter
23 Chip
23 Eloric Psi Shield +1 AC Concealed: Flat DC 5 to attack
23 Cade
23 Aquila
23 Ghouls (9)
22 Robsen Arrow Tracking 39/37  Sickened 1 condition ((-1 to all rolls unless try and remove it by retching- see below))
22 Benji
14 Khaymen
12 Merika

Rallying Anthem (+1 status bonus to AC and Saves, Damage Reduction 1 vs physical) 60 ft emanation lasts 3r after he stops singing.

The Ceiling height within the warren is 6' and treated as difficult terrain (2x movement and a -2 to attack) for those over 6 feet. It is total darkness within the warrens; except in the tunnel you are advancing down as the sunlight outside shows down the tunnel mouth. Cutter has a make-shift 'flashlight' that provides for dim light. All enemies within 20' (40' for Lowlight) of Cutter are considered 'concealed', needing a flat check of DC 5 to be able to attack them unless you have Darkvision.




Benji Copperclaw AC:21 HP:42/42 Saves: FO:+7 RE:+11 WL:+8 Perception:+8 CDC:20 SDC:20
4th Bard (Maestro) M Kobold (Copper)  Archetype: Sorcerer {Draconic}
Resistances: n/a Immunities: n/a Reactions: Eat Fire (fire resist 5), Counter Performance Hero Points: 2

Cade Fallenleaf AC:21 HP: 42/42 Saves: FO:+9 RE:+11 WL:+12 Perception:+12 CDC:20 SDC:20
4th Druid (Animal Order) M Halfling (Wildwood) (Otherworldly Mission) Archetype: Geomancer Dedication
Resistances: n/a Immunities: n/a Reactions: Shield Block, Spore Shield Break Hero Points: 1

Aquila AC:20 HP: 16/42 Saves: FO:+11 RE:+12 WL:+10 Perception:+10 CDC: n/a SDC: n/a
Mature Dromasaur Animal Companion
Resistances: n/a Immunities: n/a Reactions: n/a

Cutter AC:21 HP:  32/42 Saves: FO:+7 RE:+12 WL:+9 Perception:+9 CDC:20 SDC:19
4th Rogue (Thief) M Elf (Woodland) {Criminal}  Archetype: Wizard {Battlemagic}
Resistances: n/a Immunities: n/a Reactions: Nimble Dodge Hero Points: 1

Chip AC:21 HP:20/20 Saves: FO:+7 RE:+12 WL:+9 Perception:+7
4th Familiar  M Spider Monkey 
Resistances: n/a Immunities: n/a Reactions: none

Eloric AC:18 HP:36/36 Saves: FO:+7 RE:+8 WL:+8 Perception:+6 +2 Initiative CDC:18 SDC:20
4th Psychic (Conscious: Distant Grasp/Sub: Wandering Reverie) M Human (Nephilim) (Dauntless)  Archetype: Chronoskimmer Dedication
Resistances: n/a Immunities: n/a Reactions: Turn Back The Clock, Indomitable Act Hero Points: 2

Khayman AC:21 HP: 52/52 Saves: FO:+9 RE:+12 WL:+9 Perception:+9  +2 to Initiative CDC:20 SDC:n/a
4th Rogue (Thief) M Human (Versatile) (Martial Disciple)  Archetype: Gunslinger
Resistances: n/a Immunities: n/a Reactions: Nimble Dodge Hero Points: 1

Merika'arme AC:21 HP: 48/48 Saves: FO:+8 RE:+11 WL:+9 Perception:+7 CDC:20 SDC:19
4th Monk  M Lizardfolk (Frilled Lizard) (Discarded Duplicate)  Archetype: Rogue
Resistances: n/a Immunities: n/a Reactions: Stand Still Hero Points: 2

Robsen AC:21 HP: 54/54 Saves: FO:+10 RE:+12 WL:+10 Perception:+10 +2 to Initiative CDC:20 SDC: n/a
4th Ranger (Precision) M Elf (Woodland) (Hunter)  Archetype: Archer Dedication
Resistances: n/a Immunities: n/a Reactions: none Hero Points: 2

vs

Ghoul Stalkers (x9) AC:17 HP: 16/16,16/16,16/16,16/16,6/16,2/16,2/16,16/16,16/16, FO:+4 RE:+9 WL:+5 Perception:+7 CDC:14 SDC:17
Undead 1 Stench: 10'  FO DC 14 fail=Sickened 1 (Slowed 1 while sickened on Crit Fail)
Resistances: n/a Immunities: Bleed, Death Effects, Disease, Paralyzed, Poison, Unconscious.


Sickened 1 Condition: -1 to all checks (d20 rolls) and all your DC's (spell dc's class dc's etc) Cannot willingly ingest any potions or elixers.
Can try to recover by spending an action retching Get Fort Save (DC:14 in this case) Success removes 1 level of sickened. Crit success 2 ranks.

Slowed 1- removes 1 action.
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