[LPF] Dwarven Crusade: Khuldun

Songdragon

Explorer
Zelena stays close to Borric at the group makes it way down towards the chamber. She whispers up to the man, "If there is trouble, I will try to increase your strength for a short time."

She then looks to everyone, "Lets see what there is to see, shall we?"

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Continual Flame, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

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GlassEye

Adventurer
As the four descend their lights reveal more of the room: though the stair's passage is somewhat unfinished the room seems complete. The last stair juts out into the room and the floor is finished with paving stones. In the center of the room is a large spiraling design set into the stone though it is masked by an uneven pile of stone as if old stone used in the construction of the fortress was haphazardly dumped here in the room.

In each corner is an unlit brazier and on the far side of the room urns and chests spilling with treasures glimmer in the dim light.

As the four reach the entry to the room the loose stones begin to rattle and then heap themselves up into three distinct piles. The piles rise higher and gain a cohesiveness brought about by a dark energy that forms between the stones and shifts the stones about until they form three man-like figures that each stand a good fifteen feet tall. The creature nearest the back wall seems to be a bit bulkier and taller than the other two. All three have black pits for eyes that seem to radiate with a dark energy.

OOC: Pre-Combat. It takes a few rounds to descend to the chamber. If your character would perform some action to prepare, you'll have two rounds to do so. On reaching the bottom stair the stone creatures begin forming and the party will have one round before full combat begins. Note that I've included AC and hp of the monsters. Feel free to use that info to describe your attacks and the results though I may add a wee bit when I update.

[sblock=Combat Information]

Initiative:
You all
Dark Stone Creatures

Map:


Party:
Borric: 73/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 58/58 hit points remaining
Zelena: 58/58 hit points remaining

Spells/Abilities Used:

Conditions in Effect:

Enemy Status:
DSC 1 (AC 19/ T 10/ FF 18); 80/80 hp
DSC 2 (AC 18/ T 8/ FF 18); 68/68 hp
DSC 3 (AC 18/ T 8/ FF 18); 68/68 hp

[/sblock]
[sblock=OOC]Bad timing, but I'll be gone the next couple of days to spend time with family for Thanksgiving. I'll try to be back online Friday but may be as late as Monday. Have a good holiday, all, and I'll see you in a few days.[/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric takes one look at the moving rock piles and exclaims, "Cor! There is your explanation why no one else has snarfed the dwarven treasure. Big suckers, aren't they?"

"Let's fall back and fight them back there,"
he gestures back the way they came. "I am sure each of those rock giants are going ring my bell, and hard. No reason to let all of them bash me at once if I can fight them one or two at a time."

[sblock=Rolls]Whichever applies: Knowledge (1d20=9) +8 for Engineering, +10 for Dungeoneering
Delay[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO),

Current Weapon in Hand: Shield
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
OOC: Happy Thanksgiving. I will be off-line tomorrow.
 

Gerald007

First Post
"Okay, that is completely terrifying. Good idea, Borric. I concur, let's try to not take them on on their terms. And don't worry, I'll put you on an even footing with those baddies."

OOC: Syl will follow the others back to see if the giants follow. Next round, Syl will cast Enlarge Person on Borric, assuming Borric wants that particular buff.



Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing


Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Vomit Swarm, Web
  • (3rd level - DC 18) Dispel Magic, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--One minute of Flight hex used.
[/sblock][/QUOTE]
 

Songdragon

Explorer
Seeing figures form out of the stone debris and at how large they are the Zelena is concerned. She backs away with the others and places a small hand on Borric's leg calling upon her goddess' power, "Annaya, I call upon you to grant Borric your strength." Borric then feels a surging warmth flow through him, a similar but slightly different feeling than that of his extra-curricular activities, and he becomes stronger...

((back up with the others, behind Borric,
Cast Bull's Strength on Borric for 7 minutes ))


[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Continual Flame, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Swash1.jpg


Borric moves back up the stairs 20 feet or so, blocking the way up for those large rock guardians. With a thumbs up, he relishes the extra strength from Zelena and gives Syl a signal to concur about the added assistance.

He has grim determination on his expression inside the helm of his armor, knowing this is going to be a rough fight. But, likely one to brag about afterward, "If only you could mount of those things head a on a pike as a trophy," he mutters.

He looks down the stairs, ready to start pounding the rock piles with his shock flail that sprang into his hand.

[sblock=Actions]Move 20ft up the stairs, quick draws flail
Ready and enlarged reach attack on first one that tries to come up.[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4
AC: 26 (23 w/out shield, 24 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Bull's Strength (+4 Str)

Current Weapon in Hand: Shield & Shock Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

"Well, if you're that big, then you can probably reach these things even if this works and they can't get to you," Nathan says as he makes room for Borric's magical growth spurt. "The court of nags seems to think they can work a little barrier. Let's see, shall we?"

Nathan reaches out to touch Borric, managing to reach the Enlarged fighter's knuckle on tip-toe. As he does so, a small spray of motes flies out in every direction. A pair of them circles the group at a speed fast enough that their glowing trails seem to form a solid line, while the others dart and twist through the air in intricate patterns. The slightest hum fills the air, and the party can feel the charge within the circle. As quickly as the dance of light begins, it ends, the pattern fading from sight, though all involved can feel the energies persist.

[sblock=ooc]Backing up with the others, using standard action to try out Magic Circle against Evil, centered on Borric.[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 7
Initiative: +4 Perception: +0

Conditions: Extended Mage Armor (14 hours), Message (70 minutes), Dancing Lights (refreshed as needed), Magic Circle against evil (70 minutes)
In Hand: None

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish. Remaining: 8/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy Remaining: 6/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III Remaining: 4/5

Heavenly Fire: 8/8 remaining[/sblock]
 

GlassEye

Adventurer
Borric studies the room and the stone creatures before herding the others back up the passageway. The brief look he had of the room wasn’t enough for the fighter to notice anything unusual in the structure other than the pattern inset into the floor. The creatures are outside his experience; beyond obviously being large and formed from loose rocks and therefore likely brutally strong and durable Borric isn’t certain what else to expect.

Borric, Nathan, Sylvain, and Zelena retreat up the passage casting spells to enhance and protect Borric and therefore themselves as they go. Borric stops and readies himself in a place as good as any other in the passage to make a stand.

The stone creatures shamble forward after the four with the sound of stone grinding on stone. The black energy that binds them together seems to pulse as they pursue…

OOC: Combat Round One. Everyone is up. The creatures will advance on their turn to the position shown on the map and come into contact with the magic circle on their turn.

[sblock=Combat Information]

Initiative:
You all
Dark Stone Creatures

Map:

Party:
Borric: 73/73 hit points remaining
Nathan: 44/44 hit points remaining
Sylvain: 58/58 hit points remaining
Zelena: 58/58 hit points remaining

Spells/Abilities Used: Nathan: Magic Circle Against Evil; Sylvain: Enlarge Person; Zelena: Bull’s Strength

Conditions in Effect:
- Magic Circle Against Evil (10 ft. radius, centered on Borric): +2 deflection to AC; +2 resistance to saves
- Enlarge Person (Borric)
- Bull’s Strength (Borric)

Enemy Status:
DSC 1 (AC 19/ T 10/ FF 18); 80/80 hp
DSC 2 (AC 18/ T 8/ FF 18); 68/68 hp
DSC 3 (AC 18/ T 8/ FF 18); 68/68 hp
[/sblock]
 

Songdragon

Explorer
Zelena calls again upon her Goddess' aid. "Annaya, I ask for your Fervor to battle these beings!"

(( Cast Blessing of Fervor (see below) 7 round duration, move to K-4, Knowledge (Arcana) on this monsters: 1d20+5=17 ))

[sblock=Blessing of Fervor (you guys are going to like this one)]Blessing of Fervor

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.[/sblock]
[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 7
Initiative: +2 Perception: +16
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 58 of 58
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, Spiritual Weapon, Ghostbane Dirge, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Searing Light, Continual Flame, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Inspiring Command : At Will; Elysium’s Call (Su): 6 of 6 attempts remaining. [/sblock]
 

Gerald007

First Post
"Just keep swinging at those things, Borric. We've got your back. I'm sure it won't hurt. Much," Syl jokes, knowing the fighter was going to take quite a brutal pounding at the hands of the earth monsters. Syl uses one of his hexes to try and help him even things out a bit as he examines the creatures to see what he knows about them.

OOC: Standard-Use Fortune Hex on Borric.





Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing


Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person^, Enlarge Person, Ray of Enfeeblement, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Vomit Swarm, Web
  • (3rd level - DC 18) Dispel Magic, Lightning Bolt (DC 18), Stinking Cloud (DC 18)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--One minute of Flight hex used.
[/sblock]
 

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