Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

"Behead? No." Arlok starts to lob off legs.

"Arlok know dead walk with no head, but no walk with no leg. Easy to destroy then."


Inactive

Initiative (Just in Case): 1d20 - 1 ⇒ (20) - 1 = 19

"Okay, so what those things? Black skeletons, don't think we run across them before..." Malzii asks, watching with apprehension as the skeletons finally turn and shamble back out of sight.

Kn. Religion: 1d20 + 8 ⇒ (4) + 8 = 12


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Maces in hand, Keil turns to study the bony figures as they withdrawal. With the skeletal threat apparently over, the shadowy man states the obvious to his goblin escort, "They guard our path. Grezzor's enchantment proved though."
Facing the group once more, the fetchling notes the witch's interest in the seemingly dead goblin, "Do they require burning Grey?"


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Maybe. The necromantic aura on them is growing in strength. The likely scenario is that they will animate again. There is a skeleton variant made with blood which does that, as well as many other more powerful forms of undead. We will not know for sure until the necromantic effect finishes it's cycle."


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"Let us find a way to deal with them, either through fire or dismemberment" - Grezzor pipes in, still staring at the retreating black skeletons - "We should however explore this passage further" - he adds.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg looks at the dead goblins.

Run a test. Burn one. Decapitate one. Dismember one. Crush one. And, leave one alone, but tied up. Then we will know how each affect changes the undead magic.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Vargrenz's remarks produce a wicked grin from beneath a darkened mask. Betrayed only by the shadowy man's wild yellow eyes, Keil moves at once towards one of the fallen goblins. Stowing the maces as he goes he unsheathes a short sword and kneels next to the small humanoid. Then with wreckless abandon the fetchling's blade rends the flesh of the goblin's neck freeing its head spattering flecks of gore in an arch around him.
With a giggle, Keil grabs the goblin by its hair and raises the dripping head to eye level to 'look it' in the eye. The shadowy man's giggle turns into a cackle and, tossing the cranium to the side, he enthusiastically moves to the next goblin in line where he quickly sets his bloodied sword to work on removing the goblin's legs.

Depending on how much time is left and who else joins Keil in his fun, he will move on to the next goblin in line removing arms, heads and legs, until only two are left. I trust neither Brok nor Grezzor need encouraging to burn one of the corpses ;)


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey watches the necromantic aura carefully as Keil decapitates a goblin.

Any change?

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg simply rolls his grey eyes as Keil proceeds to dismember the dead goblins.


As Keil and AArlok continue to dismember the goblin corpses, the witchdoctor sees the necromantic aura stop gaining in strength. Once the grisly task is completed he sees the aura still lingers upon the dismembered corpses but it is no longer gaining in strength.

Actions?


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok checks the goblin's gear to see if there is anything of value.

appraise: 1d20 + 1 ⇒ (19) + 1 = 20

perception: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32


Inactive

"Did that do trick or we need to scatter parts next?" Malzii asks, looking to Grey as their resident expert on all things necromantic. "Probably lots of good places to scatter parts to around here!"


GM screen:

18d6 ⇒ (5, 4, 1, 3, 3, 1, 4, 6, 2, 6, 2, 5, 1, 2, 3, 5, 1, 5) = 59

A quick search of the goblin's gear shows their leather armor, shields and swords are pitted and rusted but still functional. Also you gather some coins from them, a total of 17 gold pieces, 23 silver and 37 copper coins.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"The necromancy has not dispersed, but it is no longer regaining power. Dismembering them seems to have put them into a state of dormancy."

"My theory is that these are some kind of undead unique to this place. If we continue searching we may find the cause of it to either destroy or exploit for our own purpose."


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"I unfortunately lack the ability to create or control undead" - Grezzor comments - "Else I would be very interested in such a persistent necromantic aura... Yet, it is more than worth it to continue our investigation - shall we face those black skeletons next?"


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok switches to his large hammer.

"You need Arlok smashy smashy skeletons?"


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Keil's ears perk up at Grey's analysis to the dismemberment. Not missing a beat, the shadowy man humms a tune as he tugs his blade from the next goblin's femur and stabs the tip through the goblin's throat, yanking the cutting edge sideways to increase the breadth of his cut.

Anyone going to start a fire, what does burning do?


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

"If we're done mangling dead goblins, then are we ready to kill goat prince's special black skeleton not-deads?"


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor will probably not be contributing much for any dismemberment taking place, and he probably wouldn't want to spend a spell to set the creatures on fire, so... :D

"I am ready" - the wizard nods at Brok.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg ignores the mangling, despite it being his idea which he forgot his insane companions would actually enact. Instead, he remains near the guarded door watching to assure that no other threats appear.


I will DMPC Malzii until you have completed your mission.

GM Screen:

Initiative
Arlok: 1d20 + 2 ⇒ (16) + 2 = 18
Brok: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Grezzor: 1d20 + 10 ⇒ (10) + 10 = 20
Keil: 1d20 + 6 ⇒ (8) + 6 = 14
Malzii: 1d20 - 1 ⇒ (17) - 1 = 16
Praetor Grey: 1d20 + 0 ⇒ (9) + 0 = 9
Raaz Al'Zuul: 1d20 + 1 ⇒ (14) + 1 = 15
Vargrenz: 1d20 + 2 ⇒ (17) + 2 = 19
.
1d20 + 8 ⇒ (8) + 8 = 16

The process of dismembering the goblin corpses goes surprisingly smoothly, as neither the corpses nor the skeletons object. Praetor can tell the aura does not completely dissipate but it is barely detectable. The witchdoctor surmises this may be a temporary solution, at best.

Turning your attention to the massive doors and the black skeletons therein, you prepare for the inevitiable combat...

Feel free to buff yourselves up here, place yourselves upon the map and declare actions. Once you have done so we will go to initiative.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

When the group is ready, Varg looks around.

This will take a few moments.

He then puffs out his cheeks and looks like he is trying to blow really hard with his mouth shut. Initially you think this looks foolish. However, a moment later, his form seems to swell, as though he is Varg the Balloon, and continues to swell until he is a full head taller than the huge Arlok.

Ok Say the now much lower, if that is possible, dwarves voice. Lets find some skeletons, I only have a few minutes like this.

If someone can cast Mage Armor, Varg would not complain about the extra defense.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok has no buffs ready whenever


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Play time over, Keil dips his blackened blade into the water. The stream stains red with gore and goblin blood for a moment before the shadowy man wipes the blade clean on the hem of his already soiled cloak. The accumulation of gore, muck and other organic matter the garment collected on this expedition has added texture to the fetchling's attire. As though brandishing badges of experience, the cloak almost seems to blend itself and its owner more into the shadows than before. Crossing the moat Keil returns his cleaned and dried sword to its scabbard, retrieving in its place the two maces he'd wielded earlier. Then on a whim, he removes the holy symbol of Orcus he'd collected from the crazed cleric. Letting the talisman hang visibly from around his neck the shadowy man suggests a standard approach, "Let me draw them out. Grezzor, if you can repeat your spell once I am clear. The rest of us will crush them to dust. Regroup outside the doors," Keil points a mace toward the large double doors to the east, "should things turn bad." Spitting at the thought of such a powerful group as this failing to overwhelm four skeletons, Keil adjusts his mask and slips down the corridor.
Stealth: 1d20 + 17 ⇒ (12) + 17 = 29
Keil approaches the intersection where the skeletons are stationed with caution, wary that the guards will animate the moment they see him. He is also gambling that the holy symbol around his neck will give him free passage or at least cause the skeleton's to hesitate.
Should the holy symbol not work, Keil will retreat back to the group, acting as bait so the others can pounce. If the holy symbol does work, well, Keil hasn't thought that far ahead...


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok readies a little goblin club for some skeleton bashing and watches Keil.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
Vargrenz wrote:
If someone can cast Mage Armor, Varg would not complain about the extra defense.

Grezzor has not memorized it for today Vargrenz... Maybe Malzii? However,

and seeing as they seem to be intent on charging us, would you want Enlarge Person?

Keil wrote:
"Let me draw them out. Grezzor, if you can repeat your spell once I am clear. The rest of us will crush them to dust. Regroup outside the doors," Keil points a mace toward the large double doors to the east, "should things turn bad." Spitting at the thought of such a powerful group as this failing to overwhelm four skeletons, Keil adjusts his mask and slips down the corridor.

"That repetition will not be possible, but I will have other alternatives" - the goblin informs as he positions himself.


OK let's get this ball rolling...

As you prepare for the inevitable battle, Vargrenz enlarges his form while Raaz equips himself with a wicked morningstar while laying a hand upon the duergar. "While I cannot protect you, this should help your blows crush these skeletal guardians with ease."

Raaz casts Magic Weapon on Vargrenz. His unarmed strikes now have a +1 enhancement bonus on attack and damage rolls.

Malzii hangs back from the front but does give her companions an encouraging nod. "Don't worry. Malzii's gots a surprise for these skeletons. Just needs ta gets close to them!"

Keil advances towards the alcoves where he saw the black skeletons retreat before and notes they have resumed the exact same positions as from earlier. This time they see the fetchling and do not immediately charge at him but do slowly advance towards him, swords drawn and at the ready...

Round 1: Grezzor, Vargrenz, Brok, Arlok, Skeletons, Malzii, Raaz, Keil, Praetor.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok scampers down the corridor, keeping close to the wall for cover.

stealth: 1d20 + 18 ⇒ (13) + 18 = 31


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok holds the line and stands ready to smash the things as they come close.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Komm, I'm not sure Vargrenz wanted the Enlarge...

That being said, Grezzor will wait until he sees the skeletons, and then cast a Flaming Sphere on the first one showing its head. I guess it is a Ready action?

Flaming Sphere, Reflex DC17: 3d6 + 2 ⇒ (3, 3, 2) + 2 = 10

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

No, Varg wanted to enlarge. He has it as a SLA. Figure that with these being skeletons, his big fists will do a lot of damage. In addition, with reach, he will get extra AoO on them as they approach.


Grezzor summons his arcane spell while both Vargrenz and Arlok ready for the advance of the black skeletons. Brok hugs the side of the wall trying to get into a flanking position.

B Skel #1 Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24 success, no AoO.
Reflex DC 17: 1d20 + 6 ⇒ (16) + 6 = 22 Saved, BSkel #1 takes no damage.
B Skel #1 Sword, flank: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 hit for damage: 1d6 ⇒ 1 plus STR damage: 1d3 ⇒ 3
B Skel #2 Sword, flank: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Crit?: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 hit for damage: 2d6 ⇒ (6, 1) = 7 plus STR damage: 1d3 ⇒ 2

The skeletons move into striking position, not charging but instead teaming to get into flank position against Keil. Successfully moving around his flank, the spell from Grezzor is triggered, but it manages to avoid the spell with ease. It then strikes hard at the fetchling, the blade barely scratches his flesh the wound also saps some of his strength! The second skeleton also strikes at Keil with far more effect. Keil takes 8 points of damage and 5 points of STR damage, and must make a Will save.

The other two skeletons advance more cautiously into a position barring your advance further along the passage.

Everyone may take their actions now.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Seeing the obviously intelligent undead move around with ease, Varg takes a breath and then steps forward, his huge fists striking like stone clubs.

Attack-FoB: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 <-- bludgeoning if that makes a difference
Damage: 2d6 + 4 + 1 ⇒ (2, 6) + 4 + 1 = 13

Attack-FoB: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 2d6 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13

Hopefully one of those hit.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Hammer Smash: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19

As the skeletons advance Arlok brings the hammer down on one of the.

"They cut Keil off, must help"


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey raised his hands in a grasping motion. "S̵̱̩͉̳͔̲̠e̫̞͎̘͔͍̠r̗̖̯̦͍͜v̝e̘͉̞͍." he intoned

Command Undead, DC 16 Will save. Targeting the one farthest back.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok steps up to flank the one that Varg and Arlok are attacking.

club: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20 (flank, favored enemy)

damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

That didn't really go as I had hoped :P What about his shadow blending?
The speed of the skeleton's advance temporarily throws Keil off his game and for a moment, Keil actually starts to believe Orcus's holy symbol might actually be working. But when the skeleton's move to flank the fetchling, his heart sinks. Cursing at his being duped by a bunch of empty headed skeleton's, Keil readies himself for their onslaught. His attempt to evade their attack however back fires; shifting left when he should have twisted right, two of the skeleton's blades find their way through his defenses. The blades kiss the shadowy man's flesh with wet stings each feeling like lead weights being put under his skin. The fetchling's yellow eyes go wide. Not wanting to stick around for more of this treatment, Keil spins then runs as fast as he can past the monstrosities. With a force of will, Keil tries to ignore whatever it is his gut is screaming and, muscles straining, the fetchling pushes himself not to stop until he reaches the other side of Arlok. Far on the other side of Arlok.
*gulp* Will save: 1d20 + 2 ⇒ (8) + 2 = 10
Spending 1 Villainous Point: Re-roll Will save: 1d20 + 2 ⇒ (17) + 2 = 19

Komm:

Keil's encumbrance shifts to Heavy +10lbs over. This is far from his max lift weight (120lbs). A character at his max lift weight is reduced to 5ft steps as FA. As best as I can tell being heavily encumbered reduces Keil's base speed to 20ft. However, since he is slightly over I'd like to interpret RAW to say Keil's base speed drops to 15ft.

FA withdrawal, base speed x2 | Shadow Blending in effect 50% miss


Wise call on the re-roll there Kiel. All I can say is welcome to Rappan Athuk :D

Kiel manages to avoid the terror threatening to overwhelm him and withdraws to safety. Sorry about missing the miss chance there; it was very late and I was beginning to crash. Instead of retconning this I will say the next two attacks targeting him will automatically miss :)

Malzii's eyes widen as she sees the nature of the wounds upon the fetchling. "Eeek! Malzii sees these no ordinary skeletons. I can gives them my surprise but I thinks you needs some help first." she reaches out to touch Keil, bestowing a portion of her ancestor's blessings upon him. The shaman grants a creature within 30 feet a bit of good luck for 1 round. Keil can call upon this good luck once, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.

Praetor sends his eldritch powers at the rearmost skeleton. B Skel #4 Will DC 16: 1d20 + 5 ⇒ (1) + 5 = 6 Failed. Praetor gains control of the Black Skeleton for 4 days. Since this is a separate spell Praetor maintains control of Shade.

Vargrenz manages to connect solidly with the black skeleton, though he notices it is like hammering a steel wall. Arlok and Brok also notice this with their own blows. B Skel. #2 takes 15 points of damage total due to DR.

Waiting on actions from Grezzor. Raaz will wait until Grezzor's actions before responding.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Not sure what their DR is, but Varg's hands are considered magic at this level.


Vargrenz: I have noted the fact you have Magic weapons but that is not enough to bypass its DR. Yes these skeletons are TOUGH!


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Damn Grey! I want to control undead too! :D

Vargrenz shall we say you used your SLA or my spell just for bookkeeping sake? :D

Grezzor wills the Sphere to attack a closeby skeleton (I want to avoid the one controlled by Grey).

Flaming Sphere Reflex DC17: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17

He also grabs the chance to pepper the skeleton with a ray of pure frost.

Ray of Frost touch: 1d20 + 6 ⇒ (1) + 6 = 7
Damage if it hits: 1d3 + 2 ⇒ (2) + 2 = 4

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Varg used his SLA. I did not know that Grezzor had memorized it.

Varg attempts to figure out what might better affect these skeletons.

Knowledge(religion): 1d20 + 4 ⇒ (4) + 4 = 8
Unfortunately, he apparently has no clue what these are.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Talking is a free action, right? :D Apologies I did not share this before...

"These are Black Skeletons" - the goblin points out - "Used frequently by priests of Orcus as guardians and sometimes shock troops. Apart from usual undead characteristics, they can cause creatures to flee from them in a panic and their bones are hard to damage unless properly equipped with a bludgeoning weapon infused ALSO with the powers of good" - he informs in his usual 'lecture' tone.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

"Keep away from their touch, " Keil pants from behind Vargrenz, "it drains your strength."


Grezzor sends his sphere back into the skeleton he tried to scorch previously, but the agile skeleton dodges the sphere and easily avoids Grezzor's freezing ray.

B Skel #1 Reflex DC 17: 1d20 + 6 ⇒ (12) + 6 = 18 Saved, Skeleton takes no damage.


Raaz glares at the skeletons. "You think you will keep us from striking at your master? You will be sent to the Abyss to join him!" He seems about to strike at the skeleton but Keil's wounds draw his attention. "Get back in there." He bluntky orders Keil as he touches the tiefling sending some infernal energies to knit his wounds. Cast Infernal Healing on Kiel. He gains Fast Healing for 10 rounds.

Black Skeleton actions to come...


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The evil taint of Raaz's magic sends a tingle through Keil's body as it begins coursing through the fetchling's veins. Reveling in the rush, the shadowy man prepares to drop his pack and return to the fight...although from a safe distance.

Waiting on Skeletons | Shadowy Blending in effect, 50% miss | Infernal Healing 10/10 rounds remaining.


While Keil feels the evil energies flow into his veins, the other skeletons...minus the one who has been subverted by Praetor...move to the attack...

B Skel #1 Sword #1 vs Vargrenz: 1d20 + 10 ⇒ (10) + 10 = 20 hit for damage: 1d6 ⇒ 1
B Skel #1 Sword #2 vs Vargrenz: 1d20 + 10 ⇒ (15) + 10 = 25 hit for damage: 1d6 ⇒ 4 plus STR damage: 1d3 ⇒ 3
B Skel #2 Sword #1 vs Arlok: 1d20 + 10 ⇒ (1) + 10 = 11 miss
B Skel #2 Sword #2 vs Arlok: 1d20 + 10 ⇒ (8) + 10 = 18 miss
B Skel #3 Sword #1 vs Brok: 1d20 + 10 ⇒ (2) + 10 = 12 miss
B Skel #3 Sword #2 vs Brok: 1d20 + 10 ⇒ (19) + 10 = 29 hit, possible Crit.
Crit?: 1d20 + 10 ⇒ (17) + 10 = 27 hit for damage: 2d6 ⇒ (1, 3) = 4 plus STR damage: 2d3 ⇒ (1, 1) = 2

While Arlok manages to avoid the blows entirely, neither Vargrenz nor Brok are so lucky. Vargrenz takes 5 points of damage and 3 points of STR damage and Brok takes 4 points of damage and 2 points of STR damage.

Round 3: Everyone may take their actions now. Brok, Arlok and Vargrenz also need to make a Will save.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Destroy the other skeletons. Avoid the fire." Grey said to his new undead servant.

From behind, Grey tried to help Vargrenz defend himself.

Aid Another to AC: 1d20 + 3 ⇒ (19) + 3 = 22

+2 to Vargrenz's AC


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

As an immediate action, Brok tumbles away from the skeleton's blow using Roll with It.

acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12

He moves 5' southeast, away from offending skeleton and is staggered for the round.

With his action, he smacks the skeleton engaged with Vargrenz.

club: 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17 (flank, favored enemy)

damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

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