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iantruesilver

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  1. Black Hill Caves — Curved Corridor Moving around the corner, you try your luck with the door on the side of the hallway facing east. With a card against the panel, the door , revealing yet another curved hallway, perhaps concentric to this one yawning to the north and south. There, perhaps thirty feet to the north on that side, is another set of doors.
  2. The Church Square With a nod to Silas, Claudia quietly went back to pretending to nuzzle into his arm again. Up on the church balcony, the priestess unfurls a rolled parchment and again raises her voice. "I received this letter last night: "'People of Longacre! The time of your redemption is at hand. When the song of the Inheritor rises, you all must choose: Live as complacent vassals of corruption and evil, or embrace honour and claim the glory that is your right. The Glorious Reclamation gives you a choice.' "Signed, 'Lencia Visserene, Knight-Inheritor of the Glorious Reclamation.' "Friends, it is up to us to restore the worship of Iomedae to its proper place in Cheliax and reclaim our nation in the name of the Inheritor. But we have been given a sign — A sign that the 'Angel Knight' has come to Longacre to lead us to glory!" With this, Allamar's sons lift the linen and box lid, revealing an ornate silver helmet sculpted with angelic features and a halo of curls. The faceplate’s eyeless hollows stare sternly into the crowd.
  3. Combat — Tactical Pause? Initiative Order PCs: Average (B 21, I 20, D 18, N 10, T 10, G 3) = 13.67 Enemies: 5 Daergrim and Gareth can't make much of the dark tunnel beyond the secret door of this underground chamber, beyond that it must eventually lead somewhere else. Pressed by the impatient round of questioning, Cres looked simply defeated as she turned to stare away emptily, her fists balled up beside her body. The other surviving children huddle around her, still facing their would-be saviours with their saps threateningly pointed. "What makes her any better than I am?" Cres started accusingly, her eyes casting daggers at Teza and Brucilde alternatively, though she seems to barely be keeping her wits, as a tear begins to roll down from the corner of an eye, "Why does that woman get to be celebrated in this city, and me! Me…" (( Perception check please, for anyone who is looking at Cres. ))
  4. Black Hill Caves — Disco Ballroom A thick layer of dust covers everything, it's difficult to see whether something is useful here or not. Val comes forward to take a peek into the doorway, her eyes wide with an avid curiosity, "Look at this stuff…" "Don't touch anything!" T'Sarra warned immediately, stopping the human girl in her tracks. "What if it's important?" Turning around, Val argues, rolling her eyes.
  5. Combat — Round 1 (Round up) Initiative Order PCs: Average (B 13, N 8, D 5) = 8.67 Enemies: 19 The skeletons, five in all, rose from their positions, with the armored one moving to the centre of the room. "Come and meet your fate." He had said. Bianca gulps back a big lump in her throat, remembering something in her mind. Bianca Only There are sometimes undead that retains their intelligence and cunning, which prove to be formidable warriors. That said, generally speaking, bludgeoning weapons seem to be more effective against skeletons than others. Neskas settles on a defensive stance, unmoving from his chosen position. Behind him, Darhana fires an arrow, barely missing the armoured skeleton to the right by about a foot, the arrow smashing and shattering against the back wall of the room. Combat — Round 2 Initiative Order PCs: Average (B 13, N 8, D 5) = 8.67 Enemies: 19 A little bit of clicking and clacking happens inside the room as the skeletons adjust positions, the armoured one moving behind some partial cover. One of the others comes out to meet you in the narrow hallway, clawing at Neskas but missing his face by quite a bit. (( Round 2! You're up! ))
  6. The Pyre is stone tile. As well, what info are you after with the know religion check?
  7. Sorry everyone. It's been hell keeping up with limited time to access. Posted. Proverbial goo-goo eyes made.
  8. She wasn't going to let Flint get hurt again. Never never never again. As she watched the pair of ghouls come up within striking distance, Valeria stabbed her knife forward across to the one directly in front of Flint, hoping to first destroy thet threat so as to keep him safe. Statistics Block [b][url=https://test.myth-weavers.com/sheets/?id=2736624][color="DarkOrange"]Valeria Claudianus[/color][/url][/b] [i]Human Fighter [Free Hand Fighter] 1 CG[/i] [b]Init[/b] +1; [b]Senses[/b] Perception +2 [hr][/hr][highlight]Defense[/highlight] [hr][/hr][b]AC[/b] 15, touch 11, flat-footed 14 (Armour +4, Dex +1) [b]HP[/b] 13 / 13 [b]Fort[/b] +4, [b]Ref[/b] +1, [b]Will[/b] +1 [hr][/hr][highlight]Offense[/highlight] [hr][/hr][b]Speed[/b] 30 ft. [b]Melee[/b] Short sword +5 (1d6+4; 19-20/×2) Iron Skillet +8 (1d6+4; ×2) Skewer +8 (1d6+4; ×2) Cutting Knife +8 (1d6+4; ×2) Torch +7 (1d4+4 plus 1 fire; ×2) [b]Ranged[/b] Skewer +5 (1d6+4; ×2) Cutting Knife +5 (1d6+4; ×2) [b]Special Attacks[/b] None [hr][/hr][highlight]Statistics[/highlight] [hr][/hr][b]Str[/b] 18, [b]Dex[/b] 12, [b]Con[/b] 15, [b]Int[/b] 13, [b]Wis[/b] 12, [b]Cha[/b] 7 [b]BAB[/b] +1; [b]CMB[/b] +5; [b]CMD[/b] 16 [b]Traits[/b] Rough and ready, Surprise weapon, World traveler [b]Feats[/b] Combat expertise, Catch off-guard, Shikigami style [b]Skills[/b] Craft (Alchemy) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +6, Perception +2, Profession (Cook) +5, Survival +5 [b]Languages[/b] Common, Draconic [b]SQ[/b] None [hr][/hr][b]Conditions[/b] None Human Fighter [Free Hand Fighter] 1 CG Init +1; Senses Perception +2 Defense AC 15, touch 11, flat-footed 14 (Armour +4, Dex +1) HP 13 / 13 Fort +4, Ref +1, Will +1 Offense Speed 30 ft. Melee Short sword +5 (1d6+4; 19-20/×2) Iron Skillet +8 (1d6+4; ×2) Skewer +8 (1d6+4; ×2) Cutting Knife +8 (1d6+4; ×2) Torch +7 (1d4+4 plus 1 fire; ×2) Ranged Skewer +5 (1d6+4; ×2) Cutting Knife +5 (1d6+4; ×2) Special Attacks None Statistics Str 18, Dex 12, Con 15, Int 13, Wis 12, Cha 7 BAB +1; CMB +5; CMD 16 Traits Rough and ready, Surprise weapon, World traveler Feats Combat expertise, Catch off-guard, Shikigami style Skills Craft (Alchemy) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +6, Perception +2, Profession (Cook) +5, Survival +5 Languages Common, Draconic SQ None Conditions None Actions Standard: Cutting Knife v 1 (( NB: Bardic Performance bonus from Bella not added ))
  9. Combat — Round 3 Initiative Order PCs: Average (B 21, I 20, D 18, N 10, T 10, G 3) = 13.67 Enemies: 5 Brucilde's battleaxe swings wide again as she tries in vain to hit the child(1) between her and Gareth. Iolana's attack fares way more successfully, cutting down another child(4) with her scythe landing a big nasty gash across her pelvis. Daergrim's little foray through the secret door yields nothing too spectacular, a dark, unlit hallway about fifteen feet across, stretching back who knows how deep. Eventually the tunnel fades from view in the distance. Nera bares her claws and teeth, hissing threateningly at the children as she makes her demands, though the results may not have been what she had originally hoped, as one child retorts back, "You're not my mommy!" Teza's sword cut a wicked wound on Cres' right thigh, and as Gareth threw his hands up in remorse, the girl scampered back out of the grease and got up. "This isn't fair!" Cres protested loudly, balling up her fists and stomping one foot, as tears begin to form in her eyes, "You people have NO IDEA what I've had to go through!" Each of the other children looked back toward Cres, and with a failed swing against Brucilde they shuffle back a short step around the grease and beside Gareth. (( Proceed to Round 4! ))
  10. Well they've started, might as well end it… The deaf girl moved forward to fill the space in front of the remaining mutt and took a swing at it with her morningstar, hoping to finish this fight quickly and consolidate later. Statistics Block [b][url="https://www.myth-weavers.com/sheets/?id=2838606"][color="SlateGrey"]Alexis Corvina[/color][/url][/b] [i]Aasimar (Idyllkin) Oracle 1[/i] [b]Init[/b] -4; [b]Senses[/b] Darkvision 60'; Perception -2 (-6 Opposed) [hr][/hr][highlight]Defense[/highlight] [hr][/hr][b]AC[/b] 12, touch 10, flat-footed 12 (Armour +2) [b]HP[/b] 6 / 11 [b]Fort[/b] +3, [b]Ref[/b] +0, [b]Will[/b] +0 [hr][/hr][highlight]Offense[/highlight] [hr][/hr][b]Speed[/b] 30 ft. [b]Melee[/b] Morningstar +2 (1d8+2; ×2) [b]Ranged[/b] Light Crossbow +0 (1d8; 19-20/×2) [b]Special Attacks[/b] None [hr][/hr][highlight]Statistics[/highlight] [hr][/hr][b]Str[/b] 14, [b]Dex[/b] 10, [b]Con[/b] 17, [b]Int[/b] 12, [b]Wis[/b] 7, [b]Cha[/b] 18 [b]BAB[/b] +0; [b]CMB[/b] +2; [b]CMD[/b] 12 [b]Traits[/b] Blessed touch, Ex-Asmodean [b]Feats[/b] Fey foundling, Oracular intuition [b]Skills[/b] Craft (Weapons) +5, Heal +2, Knowledge (History) +5, Knowledge (Planes) +7, Knowledge (Religion) +5, Sense motive +4, Spellcraft +7 [b]Languages[/b] Common, Celestial, Sylvan [b]SQ[/b] Life link [hr][/hr][b]Conditions[/b] Deafened Aasimar (Idyllkin) Oracle 1 Init -4; Senses Darkvision 60'; Perception -2 (-6 Opposed) Defense AC 12, touch 10, flat-footed 12 (Armour +2) HP 6 / 11 Fort +3, Ref +0, Will +0 Offense Speed 30 ft. Melee Morningstar +2 (1d8+2; ×2) Ranged Light Crossbow +0 (1d8; 19-20/×2) Special Attacks None Statistics Str 14, Dex 10, Con 17, Int 12, Wis 7, Cha 18 BAB +0; CMB +2; CMD 12 Traits Blessed touch, Ex-Asmodean Feats Fey foundling, Oracular intuition Skills Craft (Weapons) +5, Heal +2, Knowledge (History) +5, Knowledge (Planes) +7, Knowledge (Religion) +5, Sense motive +4, Spellcraft +7 Languages Common, Celestial, Sylvan SQ Life link Conditions Deafened Actions Move: Move 10' to W of 2 (1sq S, 1sq SE) Standard: Morningstar v 1 Active Effects → John
  11. Combat — Round 2 Initiative Order PCs: Average (B 21, I 20, D 18, N 10, T 10, G 3) = 13.67 Enemies: 5 Brucilde misses one of the children, her axe swinging a little too far to the right. Iolana's scythe cuts across the war razor wielding figure(6)'s left arm, felling him. Blood begins to spill out onto the floor slowly as he drops to the ground. Daergrim likewise drops the hooded figure(7) in front of him in one fell blow to the right arm. Reacting quickly, Nera took down the next one in line(5) with an axe to the face. Teza refuses to be swayed by the child's words or magic, and proceeds to take care of business, taking down the nearest child(3) behind Brucilde. Garth takes a swing at the girl sprawled out on top of the grease puddle, but misses. Cres flounders and stumbles as she tries unsuccessfully to crawl backwards out of the grease puddle, and there she mumbles something strange again, her fingers dancing in the dim light in front of her body, causing a whip to appear and float in the air in front of her. The other child(1) steps out of the grease, and the three of them surround Gareth, pulling out saps from underneath their clothing as they team up to clobber him, albeit unsuccessfully. (( The last two dice rolls should read as "6 Stabilize" and "7 Stabilize" respectively. Proceed to Round 3! ))
  12. Black Hill Caves — Strange Machines / Curved Corridor / Disco Ballroom Barhuce Only Poking your head around near the zappy room after having cleared through it, you don't get the impression that you could make this thing stop unless you're inside the room manipulating some part of the machinery itself, or perhaps if the power was somehow cut to the whole room. Having checked ahead to make sure there's nothing except another pair of doors around the corner, one to the right in the middle of the hallway and another at the end, Vri taps her card-thingy against a panel at the door closest to her, opening up to another room where the air inside seems to buzz and hum with energy. Strips of glowing rectangles light the room from above, while strange flickering windows line the east and west walls. A large glass-topped circular table sits in the middle of the room. To the north sits a large metal desk covered with blinking lights, while a humming pillar of purple-and-black metal stands nearby, its sides flashing with tendrils of violet energy. A single golden panel flashes with a soft but incessant light on the side of this pillar. A thick layer of dust coats everything, diffusing the lights shining from the various surfaces, and many of the machines seem to be damaged, cracked, or otherwise ruined.
  13. The Pyre — Burial Chamber Moving in just a step, Neskas spies a few piles of bones off to the sides of the chamber, previously just out of sight. Jus then, a dry mirthless laugh can be heard from the dark recesses of the tomb. “So, Alika's heroes have come to fight me yet again. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton rises from the left hand corner of the far wall, and strides into view wearing polished mail and brandishing a cruel sword in both hands, ahead of the other bone piles that now also seem to animate. A cold blue flame burns in its empty eye sockets.
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