X4-5: across the mountains - IC

Aram leads the way to the main gate and nods to Bevin to help him open it. Once done, he draws his scimitars and takes a guard position between the others and "Skelete." He gives a nod to Fuller. "When you are ready Father..."
 

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Father Fuller will look at the archway and seems to be weighing his options. He defiantly walks through the archway, saying "Amauntor, guide my way" as he goes through.

Once at the main gate, Father Fuller will draw his holy symbol and prepare for what lay behind the doors.
 

The rest of the party passes through the trapped archway without further incident.

The gate to the temple courtyard is open; no doubt that was the noise you heard before the stranger came into the temple.

As you pass the abbot's former residence, now a magic gateway of some sort, Girgal takes a long hard look at it - but he says nothing.

Beyond the main gate, the troll skeleton waits, still clutching the adamantine greataxe.
 
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Bevin "The Beguiler" Rockhammer, Beguiler9, AC:20/17/15 HP:56/56

"Bloody Hades! I thought that Big Ugly out there was on our side when we arrived here! Are we going to have to fight 'him' now?"
 


Father Fuller will step forward, the sight of the enemy wielding the large blade somewhat putting him off, but he draws his holy symbol.

"By Amauntor's light, stay back from his view" the abbot says confidently as displays the symbol and tries to turn the troll.

[sblock=OOC]
Turn Check (1d20+2=9) Can turn an undead at most with 7 HD.
Turn Damage (2d6+10=18) Turns 18 HD fo undead, with the max being 7 HD .
[/sblock]
 

Light flashes from the sun symbol, and the troll skeleton begins running away down the huge staircase.

[sblock=renau1g]Father Fuller remembers that turning is only temporary. It often provides a good opportunity to destroy undead while they can't fight back, but unless that is done, the undead tend to return after about a minute.[/sblock]
 


Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14

[sblock=ooc]
Stats are still right? Will try to skim through the thread for used resources.


Ripclaw: Hide+15, Move Silently+10

Will use the Summon feat for flavor in out-of-combat situation, alternating between different elements.

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), stone shape, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (tree stride), SNA 5 - animal growth


Ripclaw has:
HP 57
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

"He will not remain turned for long, we must either destroy him, or prepare for his return in about a minute or so" Father Fuller says anxiously.
 

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