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Thread: RotR Chapter Two: The Skinsaw Murders

  1. #1341
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    Default

    The gentleman's patience paid off. Now was the time to strike! After feeling Irori's healing wash away the pain, the rogue held for an opening. With Lumi's magic, the time was now. Jack dived forward, attempting to vault through a hole created by Xanesha's coiled snake tail....

    OOC: Jack chooses the +2 to AC, attack and Reflex.
    Jack will designate to use Combat Expertise for a +1 to AC and -1 to his next attack against Xanesha. AC=23

    Jack makes an Acrobatics check to tumble through Xanesha's occupied space and will burn his last Hero point to get a +8 before the die is rolled: 1D20(16) + 14 + 8 (hero point) = 38! If the check fails, Jack has a +4 to his AC from Mobility

    Wow, I hope that worked. If it does Jack comes to flank with Anduin.

    Attack: 1D20(17) + 10 + 2 (fervor) + 2 (flank) - 1 Combat Expertise = 30
    1D6(6) + 2 + 4D6(18) + 4 (bleeding attack) = 30 damage, and 4 hps on her next turn.

    I swear on all things holy that I did not pad my dice in anyway. I left my post open ended if you want to fill in the blank, Superball. I am not sure if the Acrobatics check worked.
    Last edited by rogue; 08-26-2015 at 02:16 PM.
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  2. #1342
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    Jack threw himself forward, and rolled under her serpentine tail. He came up sword leading, and his thrust struck home. He drove the point of his blade into the small of the lamia's back.

    Xanesha had let her pride rule her, and now she had paid for it. She was surrounded, her magical defenses were down, and she was tiring quickly. The cursed priestess blocked her way, and limited her options. She slithered away, trying to get out from in between the two Deputies. She ducked and dodged, trying to get to the hole in the wall that Gus was guarding. Her spear shot out, and Lumi barely had time to get out of the way.

    Code:
     . . . . . . . . . .
     .s.G. .L. . .J. . .
     . . . .X.X. . . . . 
     . . . .X.X. . . .*.
     . . . .#.#.#. .A.*.
     . . . .#.#.#. . .*.
     . . . .#.#.#. .V.*.
     . . . . . . . . .*.
     . . . . . . . .@.@. 
     . . . . . .*.*.@.@.
     A=Ainduin, V=Victaria, J=Jack, L=Luminitsa, G=Gus
     X=Xanesha.
     #=Angel pillar, @=nest of cushions, *=small chest, s=Scaffold

    OOC: Jack's Acrobatics check succeeds! He moves to current position on map. His Sneak Attack hits for a total of 30 damage. Xanesha will take 4 Bleed damage at the start of each of her turns.

    Xanesha's turn: Acrobatics check to Tumble: 1d20(6)+23=29. Xanesha won't provoke an AoO from Jack, Ainduin, or Luminitsa. Standard action to attack Luminitsa: 1d20(10)+18=28. Hit. Damage: 2d8(10)=10+8=18 damage.

    Players up! Get her before she gets away!
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  3. #1343
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    “Oh absolutely not,” Gus snarled as the beast-woman tried to snake away from her impending doom. “This ends now.”

    He fired his last two magical arrows at Xanesha in rapid succession, one at her face and the last one at her heart.

    OOC -
    Blessing of Fervor: +2 attack & +2 AC.
    Full-Round Attack on Xanesha. Attack #1 (d20+20): 33. Damage (1d8+6): 7. Bane Damage (2d6): 3. Attack #2 (d20+15): 20 total. Burning my Hero Point for a +4 bonus for a modified total of 24. Possible Damage (1d8+6): 9. Bane Damage (2d6): 5.

    Yeep. Mediocrity your name is those dice rolls.
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  4. #1344
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    Gus went for the last pair of arrows he had made specifically to fight Xanesha. The groan of the bowstring drowned out the beat of his own rapid pulse as he fell back on his training. The last thing that Xanesha saw were several copies of the archer, releasing a pair of arrows. She was struck once through the heart, and once through her neck. She collapsed to the floor of the attic in a spray of blood, and the lashing of her serpentine tail in the throes of death. The Heroes of Sandpoint stood alert, poised for a final attack that never came. When the silence unnerved them, they looked at each other. They were bruised, wounded, tired, and alive. The evil that they'd come to Magnimar to stop was lying dead. The Skinsaw Cult had been slaughtered, their wicked leader and her entourage was slain, and the city and surrounding lands were safe once again.

    With a few exhausted smiles, and reassuring touches, the Heroes put off their celebration long enough to secure the room. Jack sheathed his slender sword, and made a sweep of the room for anything unusual. Digging through the pile of cushions, he came upon a ring of keys, and set to work opening and sorting through the contents of the chests. Luminitsa and Victaria slipped into their Sight, and found auras of power radiating from several objects. Gus stripped the lamia matriarch of everything of value with more than a little gloating.

    While Jack emptied and organized the chests, Gus and Ainduin made his way carefully back down to the ground floor, returning with the possessions of Xanesha's entourage. Ainduin took up a post guarding the ground floor entrance, and Gus stood at the scaffolding with bow in hand, trying to pick out a possible target in the gloom. Meanwhile, the two women cast their spells and picked carefully over the weapons, and other artifacts spread out across the lion's share of the attic floor.

    Victaria recognized the Sihedrom Medallion right away. It was a twin to the one that she wore. The stone in the beaten gold half-mask betrayed its purpose: The magic trapped in the emerald stone set into the mask's forehead could stop someone in their tracks. The tunic that Xanesha had worn was a Snakeskin Tunic. They knew that whomever wore it could take on some attributes of a serpent. Her spear was the most interesting find. It was a relic of ancient Thassilon. It was called an Impaler of Thorns. Carried by members of City Watch, the weapon's magic was useful in dissuading citizens from rioting. The golem's scythe was most likely an actual farming implement that had been enhanced to improve its performance. It's cloak had been stolen from an Elf, obviously. The ggarments were famous for allowing their wearers to remain unseen. From out of the chests, there was a strange, curved knife that appeared to come from a foreign land, enchanted with battle-spells that made the wielder more deadly. There was a ring, that allowed its wearer to climb with alacrity, and a weird, dead hand on a golden chain. It appearerd to be mummified. Luminitsa had heard tales of suck things being sought after by wizards hungry to wield more power.

    OOC: Jack Perception check: 1d20(12)+12=24. Jack finds the keys in the cushions, and procedes to unlock all of the chests.

    Identifying Time! One of pirategirl's identify spells can give her a bonus to identifying seven objects. There are eight total, so two spells would get her a bonus to identify the lot.

    Xanesha's spear: 1d20(17)+20=37. Pass. The Spear is an Impaler of Thorns
    Xanesha's mask: 1d20(19)+20=39. Pass. The mask is a Medusa Mask
    Xanesha's medallion: 1d20(16)+20=36. Pass. The medallion is a Sihedron Medallion
    Xanesha's tunic: 1d20(11)+20=31. Pass. The tunic is a Snakeskin Tunic.

    From the chests:

    Kukri: 1d20(15)+20=35. Pass. The kukri is a +2 Kukri
    Ring: 1d20(4)+20=24. Pass. The ring is a Ring of Climbing
    Hand: 1d20(2)+20=22. Pass. The hand is a Hand of Glory

    Golem's Scythe: 1d20(16)+20=36. Pass. The scythe is a +1 Scythe
    Golem's Cloak: 1d20(18)+20=38. Pass. The cloak is a Cloak of Elvenkind

    Also in the Chests: 33,000 copper pieces, 81,000 silver pieces, 900 gold pieces, 100 platinum pieces, and 4,200 gold pieces in gems and jewelry.

    Mundane Equipment: Masterwork Dagger, Masterwork Greataxe, Masterwork Longsword, Masterwork Large Steel Shield, Masterwork Chain Shirt, and Masterwork Breastplate.
    ----------------------------------------------------------------------------------------------------

    The Sihedron Medallion is identical to Victaria's. It grants a +1 bonus to all saves, and allows the wearer to use False Life once per day.

    The Medusa Mask allows the wearer to use Stone to Flesh on a single target within 30 ft. for 10 rounds, Will Save DC 16, once per day.

    The Snakeskin Tunic grants the wearer a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 Resistance Bonus to saves against poison.

    The Impaler of Thorns is a +1 Spear. Once per Day on a successful hit, the wielder can release a miasma of despair in a 30 ft. radius around the wielder. DC 16 Will save/-2 to attack rolls, saving throws, skill checks, ability checks, and weapon damage for 6 minutes. The target of the attack must make a second DC 16 Will save, or be nauseated for 1 round.
    Last edited by SuperBall; 08-26-2015 at 11:22 PM.
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  5. #1345
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    Default Before the Loot Moot

    Jack sighed one of relief. Closing the gap to Gus, the elder man smiled and clapped him on the back.

    "Excellent work," he said. "Excellent work to everyone. In all my days, I've never worked in a group so well together. We are greater together than the sum of our individual parts!"
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  6. #1346
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    Default One Week Later

    The Heroes had secured and catalogued the wealth of treasures taken from the lair of Xanesha, and off the Lamia Matriarch herself. The work lasted all night. The last wagonload had left just about the time that he Watch had arrived to secure the scene. The local District House had been notified almost immediately after the Deputies had felled the beast, but not even the Law walked the streets of Underbridge after dark.

    Exhausted, the Heroes took their last looks at the Shadow Clock, and began the long, weary walk out of the Shadow. Slowly, up with the sun, the residents of the squalor under the Irespan bridge showed themselves. They swarmed from their homes: an ever thickening sea of men taking their morning walk to their jobs at the Docks, the children picking their way to school, or the women outside about their chores and errands. Most of them gathered from who the sounds of battle and Magic had come from in the night. It was an intense, silent stare, but anyone could see that the thanks was in their eyes. Collapsing in their beds, they drank in a hard fought, and well deserved rest. This blissful Heaven was interrupted the next morning by guardsmen, dressed in finery that was more ceremonial than practical. They accompanied individual politicians from the Council of Ushers, sent to fetch the Saviors of Magnimar. They were whisked away to a private meeting where they were fed, and informed of their reward:

    Waiting for them in the council chamber were five purses, which held 600 platinum pieces in each, courtesy of the Lord-Mayor Haldomeer Grobaras. They were informed of the events of the meeting that Sir Jonathan had with the Lord-Mayor earlier on. The five of them would be Knighted in a public ceremony, and named Lord and Lady-Protectors of the City of Monuments. The preparations were set to begin immediately.

    Over the next week, they were fitted by the finest tailor, taught court etiquette, and sent off into the city on missions of welfare, in order to be seen by the people. On their own time, they arranged to spend their newfound wealth, commissioning craftsmen and wizards, and seeing the sights, pleased for an opportunity to relax. They had been through so much over the last few weeks: grisly serial murder, the walking dead, a mansion infused with the spirit of a dead necromancer that had tried to kill them, a murderous cult, and their lamia mistress. They had stopped the killings, and for the first time, it seemed as though their adventures, at least for the foreseeable future, were at an end.

    OOC: The purse from the mayor has been included in the total given on the Planner. Please stand by for another post, and then we'll have some roleplay to do before we start the next adventure.
    Last edited by SuperBall; 08-28-2015 at 09:44 PM.
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  7. #1347
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    Default The Ceremony.

    An unbelievable crowd had gathered in Serpent's Run, the massive coliseum in the Alabaster District. A sea of bright crimson pennants waved enthusiastically from every seat. The city's nobility had shown in force, perched in their luxury boxes with servants to answer their whims. On the sand, the High Priest of Sarenrae waited alongside a man in a suit of resplendent plate armor with an honor guard of the City Watch standing in a long, thin line on either side. When the holy man lifted both arms, the crowd fell into a strained silence.

    Deep underground, the Heroes stood in the dark, shuffling about uneasily. Jack didn't like the clothes that he wore. They had all been fitted for a suit of finery for the occasion, and the knight missed his worn leathers. Victaria tried her best to relax, and not think about doing the wrong thing. Aiduin was bored with any activity that didn't risk danger, and Luminitsa was trying not to dwell on having to remove the beautiful clothing at some point in the near future. Standing off to the side in the dim chamber, Gus was pacing, and attempting to put Victaria out of his mind. Overhead, they heard the groaning scrape of metal on wood, and caught the light of day in an ever-widening strip of bright light. The floor beneath their feet began to slowly carry them upward.

    Up they went, higher and higher. Their heads and shoulders preceded the rest of them, and when the platform stopped, flush with the sand of the arena floor, the noise was deafening. The people of Magnimar were cheering for their heroes. All around them, thousands of bits of red cloth snapped back and forth in the chill air. Winter was coming, but not before the city celebrated. Together, the Deputies of Sandpoint strolled down the lane of guardsmen, who dipped their long spears in salute as they passed. When they had reached the end of the line, and stood before the High Priest and the Knight in armor, the double line of men turned sharply on their heel to face forward. From his place in the largest box, Haldomeer Grobaras, the Lord-Mayor of Magnimar, waved his stubby sausage-fingers with an air of permission. One by one, the heroes knelt before the High Priest, accepted their responsibilities, and received a light blow on the shoulder from the Knight with his massive two-handed sword. The crowd erupted again. With a wave, they exited the way that they came, eager to loosen their collars, and enjoy their success with each other for company. They were now Sirs and Dames, protectors of Magnimar.

    OOC: So Ends "The Skinsaw Murders". Each character may also add one Courtier's Outfit to their list of possessions. The campaign continues in the next chapter, the Hook Mountain Massacre. I decided to cut this one short, because the next adventure will take place immediately following the events of this last post, so the new adventure will open with roleplay.

    As soon as your treasure is spent, and your character sheets are finalized, I'll start the new thread! Well done, everyone. Finishing an adventure is a major milestone in the campaign. Everyone with less than three Hero Points will be awarded another! Let's get the shopping done.
    Last edited by SuperBall; 08-30-2015 at 10:36 PM.
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