|
Post by AxeMental on May 12, 2008 16:15:42 GMT -5
Subdolus crawls to a corner and heals himself for 10 pts using his sword. However, the healing does not help with the paralytic effect of the poison.
Tiberious delivers 2 massive blows with his axes inflicting 15 pts of damage, creating large gashes across the fishmans face and stomach. It falls over kicks a bit and dies. This allows Tiberious to attack the female next round.
Initiaitive: Monsters 2 group 6. Tiberious throws his 2 axes at the female shamen. Both disappear into thin air and do not reappear despite his summoning!!!! Tiberious is stunned....absolutely stunned and has some sort of horrible flashback from his early childhood.
Fletcher is met by the 2 nasty clergy elders. One attacks with a bone dagger covered in ruins while the other uses its mouth and arm like fins. The scratching claw like blows fail to inflict damage but the old fish manages to get in a good bite delivering 9 pts damage and worse still causing a strange poison to contaminate your blood. Within seconds the rangers vision begins to blur and darken (in three rounds you will be mostly blind (OOC: sorry the poison effects the nerves leading to your brain not the eye itself, so your diamond eye won't help, though thats something to consider with other magic). The sacraficial dagger strikes the fighter in the shoulder and does 4 pts damage; he suddenly feels a horrible chill but luckily he makes his save (by 1 pt!) (this time vs. paralysis effect, some terrible wickedness enchants this sacrificial blade). The ranger is free to attack next round with a -1 to hit due to the poison effecting his vision.
Subdolus moving at 1/10 speed crawls to the door where he hears picking. He puts his ear to the ice wall and hears breathing and calling out for help "by Rexfelis's wiskers" you think "Cals still alive".
Initiative: Monsters 2 group 2 (simo) I'll let you guys go first.
If anyone top side wants to do something (mostly Zargon) let me know. The dwarf will stay with the others if you wish to dive in and investigate whats going on with your friends. What action will TIberious take. He is without his hand axes, and his friends are in peril while some denzien of hell seems to be awakening.
|
|
|
Post by Ska on May 13, 2008 10:32:39 GMT -5
Tiberious will use his magic dagger to fly over the fishmen and get to the chanting shaman. He will attack with his magic dagger in one hand and a regular handaxe in the other.
Tiberious yells out "Ke-Hi!" as he attacks!
|
|
|
Post by AxeMental on May 13, 2008 12:14:44 GMT -5
Flying over the fishmen causes an eruption of gruffs and croaks! This surprises the female who stops chanting to defend herself. Both axe and dagger hit (14, 15) inflicting 10 pts damage (thats a plus 2 dagger right?).
|
|
|
Post by Ska on May 13, 2008 15:45:29 GMT -5
OOC: it is a +2 dagger (please also remember a monk of Tiberious' level has +3 weapon damage per weapon)
So for the dagger the damage would be +5 total and for the handaxe +3 total.
|
|
|
Post by AxeMental on May 13, 2008 18:35:54 GMT -5
OK Tiberious does 12 pts damage total to the shamaness.
Fletcher cuts off the head of the smaller of the 2 elder fishmen (the one holding the bone dagger).
Subdolus in slow jerk motions attempts to hide in shadows behind a large chunk of ice that sometime in the past fell from the ceiling. He manages to reach the block and roles a 18%. At this point he completely freezes up...he can only hope they've forgotten about him.
The 2 remaining fish men attack Fletcher. All claw attacks fail to inflict damage but both dive in with vicious bites inflicting 16 more points of damage!!! You save vs. one of the venom attacks but fail the other (so now your at -3 next round and will max out at -4). The scarlet red black speckled female attempts to take out the monk herself. Holding up her hand she casts a powerful charm...but the monk simply shakes it off.
Initiative: Monsters 5 group 2, monsters win: The 2 on Fletcher attack again this time 2 claw attacks hit and one bit doing a total of 11 pts damage. You also fail to save again (rolling a 4) and are now effectively fighting blind. The shameness hisses and with loud gurgles regurgitates something up, at which point she spits at Tiberious'(a long needle like barb shoots out of her mouth and directly at the monks neck!) with lightning reflexes the monk blocks the needle with the turned blade of his axe.
Counter: The Monk swings at the shameness again, inflicting 12 more points of damage. Fletcher swings wildly threw blurred and darkened eyes at creatons he can no longer see! His blade passes a foot from the nearest fish man.
Calhagan by this point has managed to create a small hole in his cell door and can see the action. For the first time he gets a clear look at the demon frozen in ice. The fighter senses the denizen watching the battle even though its eyes nor head move. Its presence brings a powerful chill down his back that only grows worse. The fighter begins pecking frantically, believing the beast comes for his soul!!!
Initiative: 1, 1 I'll do the group first. Tiberius swings again attempting to finish off the she-fish...and with another 14 points damage cuts off her hand and drills his dagger deep into her eye and then into her brain. She's dead before she hits the floor but manages to slice the monk with her clawed hand for 4 pts. Fletcher swinging madly (but with the ears of a ranger) manages to hit one of the beasts doing 7 pts damage total.
With their shameness gone, the fish men look up at the demon wide eyed in horror and flee in panic. Tiberius kills the other elder fish but the last one manages to escape out the underwater tunnel. Tiberious feeling a sense of urgency lets it go, and starts looking about for his hand axes but fails to see them until a minute later they suddenly drop out of thin air along with a black fish-skin sack filled with something hard like stones. The monk guides the now blinded ranger over to the cell door and has him cut a wide circle from the block of ice with his incredibly sharp short sword (an ear splitting ordeal). Calhagan crawls out the hole in great relief and with no time to spare throws Subdolus on his back before moving toward the underwater tunnel. The group looks bacl one more time seeing a grimace of extreme anger appear on its face bringing and thousands of tiny cracks around its head....this causes a chill up your spines worse then that of the chilling water.
With great haste the 4 make it to the surface of the lake (one in a state of rigamortus and the other blind) and are dragged into the boat by the dwarf and Zargon. They tell you that the pyramid seemed to shake with violence a few seconds before you popped up. Do you wish to leave this lake now and head out the exit (between the 2 columns) or wait until everyone is free of the poison effects (this coud take hours or maybe they will never recover)/ Sogathan casts slow poison on Fletcher temporarily restoring most of his vision. The shaken ranger (now with a diamond eye) feels he could pilot the boat out if the group wishes him to do so.
Let me know what you guys want to do.
|
|
|
Post by AxeMental on May 14, 2008 8:02:57 GMT -5
As you sit and ponder for 1 round each person starts to notice an almost supernatural fear begining to grow in the chamber as your hairs begin to stand on end. The source seems to emminate from the strange ice pyramid.
|
|
|
Post by trp2fan on May 14, 2008 11:59:26 GMT -5
Calhagn is all for leaving. Like about .. now.
|
|
|
Post by The Master on May 14, 2008 14:13:52 GMT -5
Fletcher agrees.
|
|
|
Post by Ska on May 14, 2008 15:35:57 GMT -5
Tiberious also states that the group should leave as quickly as possible.
(Axe---Tiberious also brought the fish bag from n-space with him, but did not handle it with his flesh (gloves or cloak) and did not open it in case trapped.)
|
|
|
Post by AxeMental on May 14, 2008 17:07:08 GMT -5
The ranger steers the boat toward the columns while the others paddle with no encouragement needed as a palpable evil begins to overcome them. As the boat passes threw the two columns daylight can be seen in the far distance ahead as the now raging river prepares to emerge from the bottom of the glacier!
The princess looks back one last time and screams in horror as some gigantic shadow moves slowly in their direction...as pitch as night she claims!
The river boat easily manages the first set of rapids just as the boat exits the cavern and enters the outside world. The group look upward toward the mountains and see they are at the foot of the glacier, where small trees and early spring grass can be seen, still mixed with the snow of a very late winter. The travelers think they are about 5 miles from the original base camp (where they settled in piece after crossing the covered bridge.
The ranger screams out for all to hang on tight as he approaches 3 huge and steep rapids!!! These sets are deadly but the ranger has run worse! (saves 12, 19,13) and clears them. in 30 minutes the boat travels into the main forest. All can clearly see why this river is called the Piney, as huge stands of ancient deep green pines push in on either side of the bank dwarfing the boat and crew. The daylight of the high pine forest gives way to deciduous forest gloom as the boat continues downriver into lower elevation. Within an hour the group sees the covered bridge up ahead, and to the left..........the old Travelers Inn...its gaping windows and entrance causes the cleric to relive an old memory he'd rather have forgotten.
The original group members remember in horror the black inky cloud of pure evil that floated out of that tavern just after dusk, blacker then the darkest of night it came, reaching out with insanity probing tentacle like wisps sensing out its prey and then pursuing the group as far as the covered bridge before halting...you felt you barely escaped some hiddeous fate that night. You also remember the horrible witches that seemed to infest these woods, and the comrades you lost in the battle with them.
Does the group wish to stop here and investigate (you never did investigate the huge ruined wooden inn), or do you prefer to continue down river past this haunted place.
|
|
|
Post by AxeMental on May 16, 2008 6:36:43 GMT -5
OOC: I'll assume the group chooses to push on. Le me know if anyone wanted to do something here.
The boat races past the old ruined bridge and haunted Traveller's Inn, (all cautious about crossing under the bridge. Last time Green Slime took up residence here. Once past this section the river goes at a fast pace for another 3 hours of occasional rapids until finally the river hits lower country and the river starts to meander more and slows down. Now the group paddles more in darker water, as 100s of small streams from the forest feed into the Piney. The river occasionally widens to 80 feet or so, but for the most part stays about 20-40 feet across. The forest is massive and ancient! Tree trunks and forest undergrowth push in toward the banks and high canopies blot out the sun above making the world turn a gloomy green, the Piney's path gives the impression of a tunnel spewed with vines and massive webs. You feel like small ants on a leaf floating down some lazy stream waiting for the proverbial cat to pounce on your little craft. But after 2 more hours of paddling down stream, and the occasional clearing of fallen logs or overhangs, the group decides to make camp as black night approaches.
The boat is secured to several trees and the group must disembark as theirs no room to sleep in the craft. The ranger finds a small clearing where bed roles can be layed and if the group desires a small fire lit. He informs them that many forest animals can be kept at bay, and that he can make a very clean fire using wood he selects, and can also hide the flames behind a blind. The group sets out its guards. To save time I'll assume (Tiberious, Sog, Zargon shift one) and (Ermanaric, the dwarf, Subdolus) group 2 and (Fletcher, Calhagan, and Tiberious again (his monk abilities makes rest less needed).
The evening goes plesently while the "scouts" set out some traps and snears, and the princess prepares some hot food. It feels good to be back in woods (save the dwarf who fusses how horrible it is). Your so used to cold temerpatures that the 50 degree night feels positively pleasant. Many forest eyes watch the camp already when the first watch starts. A howling in the distance causes the princess to startle. "Black Forest Wolves. I don't think they're close" says the ranger winking at her (an impressive effect with his diamond eye). Zargon presses her hand.
During the 3rd shift (role of 1-6) a shadow crawls down a tree limb, toward the sleeping Zargon and the princess. The Ranger detects somethings wrong (though not sure what) and yells for everyone to be alert preventing a surprise attack. Initiative: 3 group 5. The giant snake is spotted and the group attacks. Within a few rounds of fighting it is killed and no one is hurt. "Fresh meat" smiles the ranger with a sparkle of amber fire light in his diamond eye he for a moment doesn't looks hardly human, he cuts out a nice chunk and roasts it on the flames. With herbs collected on the river and some left over spices left by the halfling the ranger cooks up a delicious gamey breakfast.
Continued on day 2 return to grime.
|
|
|
Post by The Master on May 16, 2008 7:07:17 GMT -5
Maybe we could investiage the inn after we rest up at grime? What does the group think
|
|
|
Post by AxeMental on May 16, 2008 8:47:59 GMT -5
Sorry posted this in wrong spot! Moved village encounter to day 2.
|
|
|
Post by trp2fan on May 16, 2008 9:08:00 GMT -5
OOC: Axe, did you see my post in the Day 2 thread?
|
|