The Town of Grundy: A Tale of Meteors, Metal, and Men (Inactive)

Game Master Spacefighters

A sleepy town, finally coming into it's own is thrown for a loop when a meteor strikes down on it's doorstep . Now it's up to an unlikely group of townsfolk to protect Grundy and prevent what was unleashed from consuming all of Golarion!


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HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Not quite sure what is going on Judd grunts in pain as the creatures assail him once again laying hands upon himself swiftly to close the majority of his wounds. But fortunately he does not need to understand everything to know what to do as he brings his hammer down with the power and efficiency of a man who regularly spends hours breaking stone smashing the foe before into a twitching pulp.

Then he steps forward to square off against the creature with the strange box.

Lay on Hands: 1d6 + 3 ⇒ (6) + 3 = 9
Earthbreaker: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Seeing that his spell had some effect on the beast he will try again this time targeting the one (purple) double teaming up on Judd.

spellcast check: 1d100 ⇒ 17 high is always good

Unfortunately this time in his excitement he rose up fully, the weight of the armor just throwing the arcane motions from his arms off causeing the spell to fizzle.

Arcane spell failure so the spell doesnt go off! Durn armors *lawls*


The Tannery House

Even the creature's unnatural anger seems sufficient to save it from Judd's hammer as his last blow send it flying to the floor in bits and pieces.

Doh! 20% isn't too bad though, shouldn't happen often.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Yeah, not super worried about it, glad it was on an at will spell though so... not built to do too much really besides debuff a bit and heal. with the chaos of the melee battle doesnt seem prudent to try and enfeeble them so... Get em Judd! *lawls*


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Unable to get a clear shot anywhere else, Marconis asks his father for help in taking a shot with his crossbow. "Father, guide my shot."
Crossbow at orange.
Ranged: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 161d8 ⇒ 6


Unwilling to let his companions take too much damage, Dion steps forward to assist Judd, his arm swinging out in an arc as the 'hiss-chk!' of the blade springing from that arm sounds out. The motion was too evident, and the creature dodges, none the worse for the wear.
______________________
Attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10


Inactive

"Wooo, bet you could have a good time skatin' around on that stuff!" Calli exclaims as Dion's Grease spell coats the floor in front of her. Having no desire to try grease-skating at this very moment however, she settles on taking another swipe at the creature closest to her.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Status Tracker:

1 drunken ki point
Tiger Style active: +2 bonus to CMD against bullrush, overrun and trip maneuvers, may deal slashing damage with unarmed strikes, on a critical hit w/slashing unarmed strike deal 1d4 bleed damage to opponent at the start of its' next 2 turns.
Snapping Turtle Style active: +1 shield bonus to AC
Stunning Fist uses left: 2/3


The Tannery House

Hope you guys had a happy Easter!

Celen's complicated gestures will be caught by his armor, and his previous spell's effect will fade.

Calli's sharp movements are difficult enough to predict by her enemies let alone her friends, and trying to hit these creatures while fighting through this strange mental effect is difficult enough, let alone avoiding hitting her and Marconis's bolt will just barely miss it's mark.

Dion moves to assist Judd, but the creature's rage seems to grow even greater, and the waves of emotions flooding you are one thing your armor doesn't seem to protect against, sending your blade off it's mark.

The same goes for Calli, who's strikes and slashes are constantly warded off by the creature's weapon, and ever instinct in her screams to avoid that box no matter what.

DM Rolls:

Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19

Blue Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Blue Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Orange Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Orange Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Yellow Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

The creature facing Judd and Dion lashes out with it's sharp claws, but it only proves to be a distraction as it's weapon slips past his defenses and once again makes it's loud. There is little pain, almost no indication of any damage save for the flood of blood that accompanies the weapon. 8 damage Judd.

The creature facing Calli flies even further into it's rage, with green blood beginnning to pour out of it's eyes and mouth as something vital seems to rupture. The ferocity of it's attack is incredible, it's long claws leaving leaving bleeding rents in her arm, and placing the box against her leg another "Thunk" rings out, leaving her leg slick with blood but with no obvious wound. 13 damage Calli.

The creature floundering in the grease finally manages to right itself, but it's desperate swing at Calli is easily blocked.

Your Turns


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"So close Father, let us try again." Marconis whispers, as he reloads his bow.
Move action to reload, and attack action shooting for yellow this time.
Ranged: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d8 ⇒ 5

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 3/20
Claws: 3/8 rounds/day
Bolts: 17/20
Spells
1st: 3/7
Temporary Mods: +4 Ac


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd calmly closes his wounds again and swings his great hammer rhythmically up and down again, beginning to hum a jaunty little ditty he has always thought of as The Smashing Song.

Lay on Hands: 1d6 + 3 ⇒ (5) + 3 = 8
Earthbreaker: 1d20 + 9 ⇒ (7) + 9 = 16 Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14


Inactive

The combination of the intense mental assault and the wounds that she's suffered are beginning to take their toll on Calli. Rather than risk opening herself up to more attacks, she adopts a full defensive pose as she quickly backs away from the two creatures.

Going Total Defense and taking a 5-foot step back.

Status Tracker:

1 drunken ki point
Tiger Style active: +2 bonus to CMD against bullrush, overrun and trip maneuvers, may deal slashing damage with unarmed strikes, on a critical hit w/slashing unarmed strike deal 1d4 bleed damage to opponent at the start of its' next 2 turns.
Total Defense: +4 dodge bonus to AC for 1 round
Snapping Turtle Style active: +1 shield bonus to AC
Stunning Fist uses left: 2/3


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

He again concentrated casting a spell on the sack of gross fleshy goo (yellow) trying to use his spells to daze the creature from its assault.
Again however the mental assault and his armors weight interfered with the gestures and the energy fizzled useless in the air. He hefted his mace and moved forward hoping his added presence would deter it following Calli.

spellcraft armor check: 1d100 ⇒ 19 good is high

status tracker:

Init+1 Perception+5
Ac15(+1Dex,+4armor) Touch 11 Flat-Footed 14
Fort+4 Ref+1 Will+8 (Resistances: acid, cold, and electricity resistance 5, +2 Saves vs Poison)
Hp: 12/20
Bolts: 10/10
bolts+1 5/5
Spells
Sorc spells1st: 2/4
Cleric spells used: Bless, cure light wounds
Temporary Mods:


The Tannery House

DM Rolls:

Blue Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex Save: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21

Yellow Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Yellow Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Orange Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Dion Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Dion Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Marconis's bolt does indeed strike true, hitting the creature squarely in it's chest. Unfortunately the bolt quickly falls out of the creature's tumor ridden hide, having failed to pierce too deeply, though a stream of bright green blood and it's pained howls suggest it still managed to do some damage.

Eventually the rage pouring off of these creatures proves too much for even Judd, as he attempts to hum his song but it only comes out as a gargled hiss, his hammer coming in too low at the creature which it slides to the side of.

Calli slides backwards entering a defensive stance, but she can feel the creatures elation at her pain, feel it's joy with every ounce of blood that pours from her body, and knows that it will be pursuing her to finish it's grisly work.

Once again Celen's arm is snagged on his armor, preventing his magics from working, but he has certainly drawn the attentions of one of the creatures, obviously recognizing what Celen was about to do.

The foul humanoid facing Judd will again slash wildly, finding the perfect opportunity to slip it's weapon against Judd's arm. With another loud burst of noise, Judd will feel hardly any pain at all, but suddenly his right arm stops working as well, and he can feel his skin become slick with blood. 9 Damage Judd.

The creature follows after Calli, and thanks to her strong defense the creature's sharp claws fail to find purchase. Through the empathetic link, Calli can feel the creatures rage and it's excitement as it finds the perfect opportunity to slip it's weapon past her defenses to place it against her face. Calli's eyes widen, and the last thing she remembers before passing out in a pool of blood is hearing a loud "Thunk!" and the sound of the creature laughing with joy in her head. 10 Damage Calli.

The creature whos attentions Celen managed to attract slides ponderously across the floor towards him, barely managing to right itself. It will slash pathetically several times at him, but will only manage to harm the door-frame, howling in frustration at him.

Dion will shout out as Calli is downed by the creature, the two blades of his armor blurring as he slashes as it several times, his flurry accompanied by a jet of steam from his shoulders. His attack results in several shallow slashes marring the creature, bleeding with it's unearthly blood.

Your Turns.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis sidesteps to stay out of range of the dangerous creatures and their strange weapons, and tries once more to put the creatures off balance with more grease.
Grease orange and yellow, overlapping into Dions grease, Ref DC 16 or fall prone.

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 3/20
Claws: 3/8 rounds/day
Bolts: 17/20
Spells
1st: 2/7
Temporary Mods: Ac +4


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Is the arm stops working thing flavour or an actual effect?


The Tannery House

Eh sorry, it's just flavor. If there is ever a mechanical effect I'll post it ooc with the damage.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

No love it, just wanted to ensure I was still alright to two hand.

Feeling his arm numb Judd calls upon the power of Grundinnar to restore himself aware that he will only be able to do so once more. His tune distorting he instead begins to bellow a prayer to his god, but again his hammer cannot find its mark as his injured arm flares with pain,

"Tender of the sacred forge, binder of hearts, loyal and true, lend your foolish servant the strength to free these tortured souls!"

Lay on Hands: 1d6 + 3 ⇒ (3) + 3 = 6
Earthbreaker: 1d20 + 9 ⇒ (7) + 9 = 16 Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15


The Tannery House

DM Rolls:

Reflex Save: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16

The hapless Yellow creature facing Celen and the doorframe slides miserably to the floor, it's anguish and embarrassment felt even through it's incredible rage. Though the weapon wielding creature slips on the gunk Marconis summons, it manages to right itself at the last moment.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

What about orange, did he save too?


The Tannery House

Yeah, Orange is the one with the weapon, it made it's save.


Inactive

Stabilize: 1d20 + 1 - 3 ⇒ (17) + 1 - 3 = 15

Never give up! Never surrenderrrrr!


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

By Grabthar's Hammer, by the moons of Warvan you shall be avenged!


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

What in the light are these things. The aasimar said now face to face with the ugliest creature he had ever seen. He had been out of 'action' For far to long it seemed, his days traveling before he ended up here in town seemed long forgotton. The principles of smashing something with a Morningstar thankfully was relatively simple. Or so he thought. His swing would have brought a few choice words and no small amount of mocking from his wife. It was a good thing the tiefling warrior-theif was at home tending shop and pregnant. He used the motion of the horrid swing to step closer to the fallen Calli, hoping next round to be able to get some healing magics into her.

attack: 1d20 + 3 ⇒ (3) + 3 = 6

After the bad swing he will five foot step up one square on the map.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Celen, you were at the doorway, unless you can reach through walls you won't heal Calli there. Sorry, just thought I would point that out in case you got back to this before GM.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

D'oh Thanks for the catch, had a crazy busy worknight last night for once and just hurried through it >.< Thanks!


The Tannery House

Heh, now I've got to watch Galaxy Quest again...

Marconis's spell again lands, sending one of the creatures slipping to the floor, already soaked through with other-worldy conjured grease, its a wonder the thing can stand at all.

For a moment, Judd's prayer cuts through the haze and the smell, the rage and the pain. For a split second, deep down in your golden beard you can feel the strength that Grundinnar brings. But these things seem to have their own protection, and again your hammer's blow nearly connects, only to be dodged at the last second.

It's difficult to tell through all the blood, but Calli's breathing remains steady, if not ragged, and though she is still in danger, it seems she was able to avoid enough of the weapon's effect to survive. Just barely.

Both Celen and the creature he is facing seem to have something against the door-frame, as he swings wide, only to glance off the wooden frame, sending splinters flying into the grease pool with the creature.

DM Rolls:

Blue Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Blue Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Orange Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Orange Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8
Reflex Save: 1d20 + 5 ⇒ (17) + 5 = 22
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Dion AoO: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Dion Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Dion Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Judd's propensity for repetition leads to the creature's trick working a third time, it's claws lashing out only for it's weapon to find purchase on his torso, the box sounds out again and Judd feels a strangely painless rush of blood wet his stomach, his stomach muscles twitching oddly. The creature's frustration at his wounds continually closing is mounting, and it's only a matter of time before it makes a mistake. 9 damage Judd

The retched creature facing Celen finally manages to right itself, dragging it's oil soaked mass into the break room, dragging it's long claws along the door-frame. It's mouth pulled back into a viscous sneer, it screams and hurls it's bulk at Celen, only for Celen's morningstar to block it's every attack.

The thing that downed Calli turns to Dion, who is now fully engaged with it, his strange armor whirring and clanking as his arm blades move almost too fast for the eye to follow. When the jets of steam clear Dion's remarkable armor is still unmarred, while the humanoid thing looks dead on it's feet, swaying and wobbling as it bleed from what seem like hundreds of wounds, it's glowing green blood mixing with Marconis's conjured gunk.

Your Turns


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis reels back at the sensations washing over him, streaming from the proximity of the hideous creature before him. Well, at least it's not a stench like the dogs had. He thought to himself as he moved back a step, switching weapons, then casting yet another spell to conjure the slippery substance he hopes to confound the creature with yet again.
Five foot step, drawing my sickle as part of my move action, casting Grease yet again to effect orange and yellow. DC 16 Ref or fall prone.


The Tannery House

Unfortunately the wall is blocking your Line of Effect to Orange. You can still try and effect Yellow.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Orange is at the doorway, it shouldn't be blocked, but if you want to rule it as such, I'll take it.


The Tannery House

Oh, my bad. I was at work looking at a non-updated map.

DM Rolls:

Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18

Again conjuring a black ichor that smells faintly of brimstone, Marconis will spread the spell across the doorway and the feet of the two creatures near it. Unfortunately, both creatures (even the pathetic one currently soaked with the stuff) are now well aware of this trick, and as the wave washes over them they plant their feet and remain standing.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Worried for Calli's wellbeing the aasimar cleric and sorcerer Gripped the Morningstar in both hands and drew it high overhead before slamming it down on the monster as hard as he could. It at least felt like a much more solid blow.

attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Pushing aside his pain and continuing to pray to Grundinnar Judd uses his last dose of holy healing to close a few of his injuries and swings his great hammer again. But the creature is clearly learning to anticipate him and he cannot bring the blow to bare. Knowing he needs to change things up the paladin removes one hand from his hammer and pulls the shield from his back readying to face the creatures onslaught again.

Lay on Hands: 1d6 + 3 ⇒ (1) + 3 = 4
Earthbreaker: 1d20 + 9 ⇒ (7) + 9 = 16


The Tannery House

DM Rolls:

Blue Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Blue Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Orange Attack: 1d20 + 1 ⇒ (11) + 1 = 12
Orange Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Yellow Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Yellow Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Dion Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Dion Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Focusing on his defense proves effective as the creature's weapon seems ineffective against Judd's shield, though focusing on defending against the strange box leaves him vulnerable to the monster's claws, it's sharp fingers lancing across his face. 7 damage Judd.

With the last of it's life, the creature facing Dion summons it's rage and rushes against his armor slashing and screaming. It's fury is too much for Dion to overcome, but his defense is impeccable, and though the creature remains standing, it can't seem to get past Dion's otherworldly armor.

The creature facing Celen lashes out several times with it's sharp claws, but to it's surprise (and perhaps Celen's as well) his martial prowess is enough to defend everyone of it's attacks.

Your Turns


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd let out a breat as he let his shield drop gripping his great hammer in both hands again. As his shield fell he kicked it at the creature distracting it as his hammer slammed home.

He then side steps hoping to draw their twisted for between himself and Dion.

Earthbreaker: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Perhaps overconfident, The Aasimar's next strike against the creature wasn't as swift and sure. Never-the-less he kept up the assault.

attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 1 ⇒ (8) + 1 = 9


Much appreciated for the cover, DM. I'm back now, and it's nice to see someone else's idea of the character you write. :)

Planted at his position, Dion's attacks were methodical in nature, and precise. The target was the same, so little deviation was needed, and efficiency was paramount. Dion seeking to see it fall so that Calli could stand.
______________
Attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Damage: 1d4 + 3 ⇒ (3) + 3 = 6, 1d4 + 3 ⇒ (2) + 3 = 5


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Welcome back Dion, I was afraid we lost you.
Marconis feared his grease may become ineffective, and left with no other recourse, he steps forward to strike.
Sickle: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (1) + 1 = 2
Damned to the hells with these tumors, I hope that bit deeper than it felt.


The Tannery House

Judd kicks his shield towards the creature, it bounces off of the thing's legs sending it careening directly into Judd's swing, as his hammer slams into it's sternum. The blow lifts it up off it's feet, and though the thing remains standing it hacks up an unhealthy amount of it's green blood, clearly having taken a large amount of damage.

Celen and the creature continue to duel, when Marconis dashes in with his sickle, managing to catch the creature in it's side. Continuing to distract the thing, Celen seems adept at warding off it's many blows, and the creature clearly can't keep up it's assault forever.

Dion manages to finish off the creature clinging to him, sending his arm blades crossing into it's body. With another swift strike, Dion lashes out at the weapon wielding creature facing off against Judd, bursting several of the tumors along it's body.

DM Rolls:

Blue Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Blue Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Yellow Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Yellow Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

The weapon-wielding creature will trip over Judd's shield, sending it's attack veering wildly off course. It's breathing is incredibly ragged, and it just glares at Judd as if it's hate alone would be enough to kill him.

The creature facing Celen manages to squeeze in a lucky blow, the armor that was fouling his spells now the only thing preventing the thing's long claws from tearing through his throat. 3 Damage Celen.

Your Turns


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd takes advantage of his foe's trip hooking a leg behind its to pin it in place as he swings his great hammer in a terrible arc that lands with an audible boom and a sickening wet snap against its ribcage.

Assuming the blue one goes down.

As his foe topples Judd sighs in relief, then ignoring the pain of his wounds moves forward to stand protectively over Calli confronting their last twisted enemy.

Earthbreaker: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Marconis moves once again, hoping to get at the distracted creature with another successful blow. Five foot step, and sickle attack.
Sickle: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (2) + 1 = 3
Marconis curses the thing for moving at the last moment, causing a miss, and prepares for his next strike.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Giving out a slight cry of pained surprise, the aasimar lashed back again at the creature with the claws.

attack3: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d8 + 1 ⇒ (7) + 1 = 8


The Tannery House

DM Rolls:

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Neither Marconis nor Celen manages to slip an attack in to damage the last creature. Rather than loose moral, the thing simply seems to have lost what little of it's senses remained, screaming so loudly that it hurts just to stand next to the thing. It lashes out several times to no avail, Celen's careful measured strikes keep it from hitting him.

Strangely, despite the creatures falling one by one, this unusual mental effect is continuing, and it only seems to be getting stronger. With fewer creatures pouring their emotions into you, you begin to feel what you thought was background "noise" before become more solid and real. It's as if something... greater than any of these monsters was feeding so much raw emotion and ANGER into these things that they couldn't help but attack. Almost like a bass note this larger presence looms beneath the mental effect, seething with anger and hatred.

Your Turns


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

With a thought Marconis dismisses the latest Grease spell, stepping in behind the creature to take full advantage of Cellens distraction.
Dismiss spell free action, five foot step for flanking, attack.
Sickle: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 111d6 + 1 ⇒ (4) + 1 = 5
Once again Marconis curses the speed of these creatures, and the numerous tumors that seemingly serve to protect them.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd's voice booms out in prayer, unsure how else to counter the surging malice, "Grundinnar lend me the virtue to cast aside this tainted hate and protect those I hold dear! Stoke the fires of faltering hearts and thwart those that would taint brotherhood and erode faith!"

Then his earthbreaker slams into the last foe with bone breaking force.

Earthbreaker: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14


The Tannery House

Dismissing a spell is a standard action as a heads up.

Marconis dismisses his spell and steps out of the way, just in time for Judd to slam his hammer through the doorframe, directly into the creature's head, splitting it like a melon. The creature, covered in and still standing in grease will fly across the floor with incredible speed, slamming against the far wall.

For a split second your heads clear, the oppressive aura of this place, the reeking stench, the maddening emotions flooding your mind all cease. And then you hear a scream. These creatures, driven mad with rage as they were shouted non-stop, it was a wonder they managed to hide themselves away for so long. But that was nothing compared to this. It starts in your belly and seems to reverberate your entire body, your very soul. Noise doesn't begin to describe such an effect as blood begins to drip from your ears, the force of the scream so loud it seems to cause the wooden building to warp around you all as the edges of your vision blur. Just as incredible as the scream began it abruptly stops, leaving your teeth chattering and your muscles twitching. Something still remains in this building as the sound ends, it's echoes leading towards the upper floors. And then the sensations of this place come flooding back, with that burning rage still awaiting you all.

Some of the creatures do still have several items attached to their crude belts, not to mention the "weapons" they were wielding, and unlike the hounds their bodies seem to remain after they are killed.

Loot, DC 10 Perception:

The two weaponless creatures still have several orbs of an unusual material attached to their belts, and many of them are different colors. All of the creatures, in a decorative sturdy pouch attached to the back of their belts have a fist sized orb of some silvery-grey mineral. It is extremely heavy, much more so than it appears, but it burns bare skin and is uncomfortable to be around in the open, it makes your skin itch and your mouth taste of iron.

Blue Orbs x4
Red Orbs x2
Grey Orbs x4
Box Weapons x 2

Loot, DC 20 Perception:

The creature that faced off with Judd had an unusual metallic cylander, about the width of a thumb but twice as long, it is sectioned and contained intricate metallic parts within, undoubtedly a Numerian relic.

Craft: Alchemy DC 16 on Orbs:

The Grey Orbs are something of a mystery, but they are undoubtedly harmful and should be kept with their bags.

The Blue Orbs contain a volitile energy which explodes upon contact with oxygen. Although the shape of these slightly oblong suggest they are used for something else, as these creatures proves they are effective weapons. Thrown splash weapon, 2D6 Force damage, splash damage is half rolled damage rounded down, DC 14 Reflex save for half.

The Red Orbs are both genius and cruel, they contain a cocktail of chemicals and hormones that promote health and vitality, at the cost of their aid when the chemicals run out. The user gains the benefits of Cure Serious Wounds and Aid CL 6, though the benefits of Aid last for 1 Hour. After 1 Hour the user is dealt as much damage as they healed from the Cure spell.

Knowledge: Engineering DC 17 on Box Weapons:

These weapons are clearly designed to activate upon contact with an enemy, they have both pressure plates on the ends and a button near the handle. As best you can guess, they draw forth and collect portions on an enemies interior, leaving only an infinitesimal exit point. There doesn't seem to be any exit point for what the weapons collect, and as grisly as it may seem, the weapons seem to convert what they take into energy.

Effectively they are +2 Light Maces, that 3/Day may be activated as a swift action to obtain the Brilliant Energy weapon special ability for 1 round.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

The aasimar wasnt worried about any of those things, what he was worried about was the sheriff's deputy Calli. He moved to her side, calling on Milani's blessing to heal her hurts.

rebuke death: 1d4 + 1 ⇒ (3) + 1 = 4

If she is still below 0 hp

rebuke death2: 1d4 + 1 ⇒ (3) + 1 = 4

Only once she is awake will he bother to look about.
"These are certainly strange items, these orbs, while im not sure of the origin or true purpose, can be used like a weapon when thrown.Though the grey colored ones are beyond my ken" He said distastefully.
perception: 1d20 + 5 ⇒ (8) + 5 = 13
craft Alchemy: 1d20 + 9 ⇒ (8) + 9 = 17


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd steps away as Celen treats Calli, relieved that she seems to be alive, shortly after his beard shrinks back into his face as he shoots upwards two feet regaining his human form.

He draws forth a sack and begins placing the creatures strange possessions inside using another sack so he does not need to touch them even with his gauntlets.

"I fear we would not survive another clash like that, should we press on? It might not be sensible, but no am I sure leaving things here unchecked would be wise."

Wrapping his hands in sacks he drags the bodies of the twisted creatures into the light so his companions can get a better look at them. Believing these to have been the former tanners he examines them using his small knowledge of healing to try and ascertain what terrible fate befell these men.

Take 20 on Perception for 20.
Heal: 1d20 + 4 ⇒ (19) + 4 = 23


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Figures, all those misses with the attacks and I roll 20 on the loot search.
Marconis gives the twisted creatures a quick check to insure everything of interest is discovered, saying to Judd, "I do not feel it wise to press on at this time, as for leaving things unchecked, I agree we can not do that either. Perhaps we should fortify a position to get rested, and keep an eye out for what else might be here."


The Tannery House

Judd pulls the ruined bodies of the creatures into the light to examine them. You aren't sure exactly how many workers Dirk had, but looking over these creatures you realize they probably couldn't be the workers. These creatures seem... acclimated to the disease wracking their body, as if they've lived their entire lives effected by the blood disease Alfonz mentioned. As if they were shaped by the disease itself. They do in fact bear a passing resemblance to humans, they share a similar bone structure, their organs seem nearly exactly the same (their mouths and digestive tracks still seem extremely underdeveloped, or developed to consume something else), and barring their extreme deformities and mutations, they may have in fact been human at one point.

While you have heard of powerful effects that can warp and change humanoid, the fact that these creatures seem so similar indicates they be yet another offshoot of humanity, but where they came from, and what warped them so heavily is still unknown.

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