X5: To the Temple of Death - IC

Remus smiles. "Then my title is well chosen, for already you are speaking well of me."

He takes up a position beside Aram, talking as you walk.

"I have never been to Greatrealm. I suggest we follow the river, as it surely leads to Lake Tros. There are all sorts of tales about these woods. Some say demons and ghosts abound. Others say the main danger is giant wolves. In other tales, the trees themselves reach out to strangle travellers.

You may wonder why I have not yet joined the Master's service. You see, I discovered that there was a band of bandits and infidels plaguing my home town. Slaying the men was the easy part. It took time to track down all of their women and children, so that I could be sure that no new threat would grow to seek revenge in years to come.

So what is your own tale?"

Father Fuller plods behind, his expression grim though hard to read through his helmet. He seems to prefer to keep his distance from the newcomer.

ooc: I assume Jex's shadow companion remains hidden.

The woods are dark and seem menacing. Wolves howl mournfully in the distance.

There is a narrow path next to the river, which the party follows. The river is narrow and fast here, with many sharp rocks, clearly not suitable for boats.

After several hours, the sky grows dark with clouds.

You hear a hunting horn in the distance. Soon you hear a baying sound coming from behind you. Yet it fades, and you see nothing.

A couple of hours later, something emerges from the underbrush ahead - literally coming through it. They resemble ghostly hounds, pale and translucent.
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kinem-albums-pbp-pics-picture916-shounds.jpg
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More hounds emerge around the group. The six creatures charge to attack!

One of the monsters bites Aram with its ghostly jaws. It hurts, but the wound itself is not so bad. He gets the feeling that he resisted the worst effects of the attack, this time.

Two others bite into Remus, while one nips on Girgal, one bites Jex, and the last bites Fuller. Girgal and Jex, like Aram, are hurt but feel that they have resisted a more spiritual assault for the moment.

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A = Aram
G = Girgal + Ripclaw
J = Jex

F = Fuller
R = Remus

s = spectral hound

~~ = river
T = trees

Aram @ 2 damage
Girgal @ 2 damage
Jex @ 6 damage
[/sblock]
ooc: PCs to act (Aram, Girgal, Jex)
 
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Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Ripclaw HP 57/57

Girgal, ignoring his wounds, holds Ripclaw back and invokes the gnashing teeth of long forgotten beasts.

[sblock=ooc]
Riplaw shifts to the left.
Girgal casts spirit jaws at hound before him.
Spirit Jaws (attack, damage, grapple check) (1d20+11=17, 2d6=9, 1d20+15=21)

----

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, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), SNA 3, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - 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]
 

Huge, ghostly, bony jaws appear and bite the spectral hound near Girgal. The ghostly creature howls in pain but fixes its gaze on Girgal once again.

ooc: Aram, Jex to act
 

Aram's twin blades leap into his hands, and the dervish sends a flurry of lightning quick slashes and thrusts arcing in at the spectral hounds. Still, he remains light on his feet, his stance somewhere between offensive and defensive.


AC: 27, HP: 80/82

Combat Expertise, 2 points
Full Attack (4 attacks): +9/+4 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) AND +9/+4 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)
 

Jex frowns and steps back, closer to Girgal and Ripcalw. He notices the ghostly hound fighting them and sighs, making a rapid succession of taps on the ground and then stomping. Eissun answers by flying through the ground into the forested area, going above-ground momentarily and reaching out to swipe at the spectral beast, then goes back under the ground.

Jex focuses on his shadow magic, even while carefully watching the ghostly creatures, in case one should attack him. He draws his hands together, makes a small, quick spiraling motion and then pulls the thickening strands of night together and yanks. The shadows around the ghostly dogs grow thick and ooze around the hounds.

[sblock=OOC and Rolls]
(The following is stated with the assumption that the top of the map is North.)
5-ft. step north-west on the map. Eissun uses Flyby Attack to attack ghost dog that bit Jex. Jex casts Clinging Darkness on the defensive, centering the effect two squares south of the ghost dog that first bit him. It should catch that one and Father Fuller’s opponent in the area of the darkness.

Eissun Attack and Damage:19 and 2+7
And Jex’s Concentration roll: 32
Clinging Darkness has 20-ft. radius emanation, lasts 8 minutes (1 min/level) and immobilizes creatures that fail a DC 19 Reflex save. Creatures may attempt new save as a full-round action, but must make a new save each round they are free, DC 19.

EDIT: Oops, forgot current status.
Jex AC 18, Touch 13
HP 53/59
Fundamentals (usable 3 each): Caul of Shadow, Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch, Clinging Darkness (1 left)
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell

Eissun AC 12, Touch 12
HP 75/75
Incorporeal
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ooc: Aram doesn't have Quickdraw, so I will assume that he carries his blades drawn.

The dervish's blades slash through the ghostly hound, but only one strike seems to catch on something, hurting the creature.

The shadow elemental scores a hit on its ghostly target, but the hound is barely damaged. It fails to bite back in time.

Shadows ooze from the ground, the trees, the river, and the air. The spectral hound near Jex slips out, but the clinging shadows catch the one near Father Fuller.

The priest steps back, towards Girgal, and casts a spell. The world around you seems to slow down a little. He includes Remus, Ripclaw, and Eissun in the haste effect.

Remus reaches back and in a flash, both of his greatswords are drawn! He slashes quickly, scoring two strong strikes on the hound in from of him, and it collapses, unconscious. He's not done, scoring another hit on the hound to his northwest.

The ghostly hounds react by dropping partially into the ground, taking cover even as they attack again with their bites. The one in front of Aram misses him, while the next one scores a small bite on Remus.

The hound in the ghost jaws slips underground only to emerge under Ripclaw, and attacks the dinosaur with a spectral bite. (ooc: 8 damage)

The one that was near Jex moves out of the darkness and tries to bite him, but misses, thanks to Jex's now hasted reflexes.

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Code:
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A = Aram
G = Girgal + Ripclaw + spectral hound
J = Jex

F = Fuller
R = Remus

s = spectral hound; $ = caught in clinging dark
* = unconscious

jj
jj = spirit jaws

@ = clinging darkness; & = +river, % = +trees

~~ = river
T = trees
[/sblock]
ooc: PCs to act
 
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ooc: I believe that I ruled that spirit jaws stay where they are once summoned. The nerfed version is still a powerful spell but not that great vs. incorporeal creatures, which can't be grappled. You can choose a different action.

Girgal would also know that only magic can harm incorporeal creatures. Ripclaw can't touch them unless he recieves magic such as greater magic fang.
 

Seeing the effects of Remus' powerful strikes, Aram decides to assume a more defensive stance. He hopes to keep the hounds busy trying to strike him, while the other warrior hacks away at their incorporeal bodies. Aram's blades still slash our at the foes, but half-heartedly, returning quickly to guard position.


AC: 30, HP: 80/82

Combat Expertise, 5 points
Full Attack (4 attacks): +6/+1 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2) AND +6/+1 Scimitar +1, holy (1d6+4 [+2d6 vrs evil], 18-20/x2)
 

Jex smirks as he dodges away from the ghostly beast, even as the shadows reach out to grasp it again. His eyes go black as he makes a few gestures, ending with a creepy grin as his hand is enveloped in pure, concentrated darkness. He flicks his hand at the pursuing hound, trying to lance it with the power of shadows.

Meanwhile, Eissun darts up, well out of reach of the ghost hound and swipes at it again.

[sblock=OOC and Rolls]
Eissun goes above ground, 10 feet away from the ghost hound to use his full reach. Single attack. Clinging Darkness gets another chance to snare Jex’s enemy, Reflex DC 19. Jex defensively casts Umbral Touch with Reach Mystery applied, giving it a slight range (30 ft.) and ranged touch attacks. He uses the Umbral Touch against the ghost hound that keeps attacking him. If it hits, there is a slow effect, resisted with a DC 20 Fort save to resist.

Eissun Attack and Damage: 24 and 3+5 (second number on damage is cold, as I’m not sure if these things are immune to cold or not)
Jex’s Defensive Casting, Ranged Touch Attack and Damage: 19; 10 and 21

Although, Kinem, do you prefer to roll the dice for the players? I’ve got no problem if you do, and it would possibly lessen the chance of IC messing with me (I swear it derives pleasure from toying with me).

Jex AC 18, Touch 13
HP 53/59
Fundamentals (usable 3 each): Caul of Shadow, Black Candle, Arrow of Dusk (x2)
Lvl 1 Apprentice Mysteries (2 per day each): Life Fades, Carpet of Shadow
Lvl 2 Apprentice Mysteries (2 per day each): Flesh Fails, Black Fire
Lvl 3 Apprentice Mysteries (2 per day each: Umbral Touch (1 left), Clinging Darkness (1 left)
Lvl 4 Initiate Mysteries (1 per day each): Shadow Evocation, Warp Spell

Eissun AC 12, Touch 12
HP 75/75
Incorporeal, Large size
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