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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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 the flaming sphere against the same skeleton, while conjuring a missile of magical energy which darts forth from his fingertip and strikes the same target.

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

Magic Missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5


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

Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17

"Bone men strong."


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

Despite the tiefling's infernal magic, Keil's body still feels drained of strength and he unceremoniously drops one of his maces to the floor. Reaching under his cloak the fetchling shrugs off the straps of his pack, letting the heavy weight thud upon the ground. Watching the others take their turns, Keil wonders, "Where is shade? Grey call to your pet!" Lifting his remaining weapon, the shadowy man preys nothing approaches but prepares to strike non-the-less.
Readied Action, +1 Mace Attack with 6 str : 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 8

MA remove pack, RA attack any skeleton approaching | Shadowy Blending in effect, 50% miss | Infernal Healing +1 HP gained 9/10 rounds remaining.


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

As a reminder, everyone can order Shade around. I gave him instructions to obey all of you.

"Shade cannot harm these creatures." Grey said in a calm voice that belied the intensity of their situation.


Praetor warns the group his undead servant cannot harm these creatures, even as he assists with Vargrenz's defense. Keil stays out of the battle and tries to lighten his load, his body shifting in the dim light. Brok's blow is a clumsy one and fails to penetrate the skeleton's defenses.

Grezzor again tries to singe the skeleton which so far has managed to avoid the sphere...

B Skel #2 Reflex DC 17: 1d20 + 6 ⇒ (19) + 6 = 25

...but once again it dodges the fire...but not the magical bolts which slam into it. Arlok's blow also connects solidly with it but the steel-like body absorbs a great deal of the blow. B Skel #2 takes a total of 12 points of damage.

Raaz realizes this battle will be a difficult challenge, which causes his eyes to light up. "We can overcome these low-life servants of the Goat-Prince! Our Lord is with us!" He then points at the skeleton and sends a black bolt of electricity at it.

Lightning Arc vs. B Skel #2, melee: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17; hit for: 1d6 + 2 ⇒ (5) + 2 = 7. B Skel #2 takes 7 points of damage.

Malzii's eyes gleam with excitement as she raises her hands up in the air. A faint swirling form appears above her as she calls upon her ancestor's blessing to aid them here. A bright flash of light, filled with holy power washes over the party and the skeletons. Channel Energy: 2d6 ⇒ (2, 3) = 5 Skel which fails save 1d4 ⇒ 1. B Skel #1 takes 5 points of holy damage, while The other skeletons take 2 points of holy damage each.

Still waiting on Vargrenz's actions.

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]

This is when you look at your character sheet and realize that you have abilities that you have not been using. Can I retcon to allow Varg to have started Pummeling Style last round? I do not need to recalculate damage, but I would like to use my Swift Action to burn a Ki Point for an additional attack this round, and would like to have Pummeling Style up and active. Since I only have one Style feat, unless I use another Swift Action, can we assume that Varg always starts Pummeling Style in the future on the first round of a combat?

Despite feeling drained by the undead monstrosity, Varg continues his assault on the unnatural skeleton, focussing on one particular point on the creatures animated body in the hope of breaking through the things defenses.

Using Pummeling Style

Attack-Fob: 1d20 + 5 + 1 - 1 ⇒ (15) + 5 + 1 - 1 = 20 <-- -1 from strength loss
Damage: 2d6 + 4 + 1 - 1 ⇒ (6, 1) + 4 + 1 - 1 = 11 <-- -1 from strength loss

Attack-Fob: 1d20 + 5 + 1 - 1 ⇒ (18) + 5 + 1 - 1 = 23
Damage: 2d6 + 4 + 1 - 1 ⇒ (4, 5) + 4 + 1 - 1 = 13

Attack-Ki Attack: 1d20 + 5 + 1 - 1 ⇒ (18) + 5 + 1 - 1 = 23
Damage: 2d6 + 4 + 1 - 1 ⇒ (2, 4) + 4 + 1 - 1 = 10

Like hammers, his stoney fists pulverize the bones of the black skeleton.

--> Pummeling Style allows Varg to add up all damage before subtracting DR, thus the DR effectively only is applied once to the 34 points of damage total. (Assuming all 3 attacks hit that is.)
--> If one of the attacks takes out the skeleton, then shift to the next most injured.


Vargrenz: I will allow you to declare you will always use Pummeling Style. Just keep in mind I will rule you are not able to switch targets during your actions. In other words all attacks will affect the one target.

Vargrenz calls upon his mental prowess and focuses his ki upon his fists, battering the skeleton until it lies in a pile of shattered bones at his feet. B Skel #2 takes 24 points of damage and is Destroyed.

The two hostile skeletons continue their attacks...

B Skel #1 Sword #1 vs Arlok: 1d20 + 10 ⇒ (20) + 10 = 30 hit, possible Crit.
B Skel #1 Sword #2 vs Arlok: 1d20 + 10 ⇒ (11) + 10 = 21 hit for: 1d6 ⇒ 5 plus STR damage: 1d3 ⇒ 2
B Skel #3 Sword #1 vs Brok: 1d20 + 10 ⇒ (3) + 10 = 13 miss
B Skel #3 Sword #2 vs Brok: 1d20 + 10 ⇒ (16) + 10 = 26 hit for: 1d6 ⇒ 2 plus STR damage: 1d3 ⇒ 1
B Skel #1 Sword #2 Crit?: 1d20 + 10 ⇒ (18) + 10 = 28 yes Crit for: 2d6 ⇒ (1, 2) = 3 plus STR damage: 2d3 ⇒ (1, 2) = 3 Arlok takes 8 points of damage and 5 points of STR damage and Brok takes 2 points of damage and 1 point of STR damage (unless the Roll With It check succeeds).

...while Brok manages to escape the blows relatively unscathed, the godling feels the blows quite heavily.

Round 4: Everyone is up. Praetor I will allow you to designate which skeleton your controlled skeleton will attack. I am still waiting on Will saves from Brok, Vargrenz and Arlok.


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)

acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29

Brok flips away from the skeleton's blow via Roll with It, moving 5' away from the evil skeleton.

I can't hurt 'em, but I can make them waste their attacks on me as long as I have a space to bounce into!

On his turn he drops his club and climbs 10 feet up the adjacent tunnel wall.

climb: 1d20 + 13 ⇒ (7) + 13 = 20

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]

Will: 1d20 + 9 ⇒ (12) + 9 = 21

Varg turns his focus on the next skeleton, attempting to pummel it into dust as well.

Attack-FoB: 1d20 + 5 + 1 - 1 ⇒ (15) + 5 + 1 - 1 = 20
Damage: 2d6 + 3 + 1 ⇒ (2, 2) + 3 + 1 = 8

Attack-FoB: 1d20 + 5 + 1 - 1 ⇒ (3) + 5 + 1 - 1 = 8
Damage: 2d6 + 3 + 1 ⇒ (5, 4) + 3 + 1 = 13

Attack-Ki Attack: 1d20 + 5 + 1 - 1 ⇒ (6) + 5 + 1 - 1 = 11
Damage: 2d6 + 3 + 1 ⇒ (6, 5) + 3 + 1 = 15


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 acts after Arlok but in the interest of trying to coordinate efforts I'm posting ahead of the godling.
Round 4 Action
Having rid himself of his burden and free to move, Keil calls to Arlok to shift his position a few feet (5ft) so the shadowy man might flank the skeleton, "Arlok! Shift to the side!"
As the godling adjusts his position south (Pretty please!), the shadowy man leaps into action. Thin legs carry the fetchling forward and into a quick spin, followed by two high back flips. Landing opposite Arlok, the armored skeleton's side is exposed inviting Keil's mace to strike. Using the momentum of his landing, Keil spins extending his mace out before him. If Keil hits...The mace connects solidly with the skeleton's shoulder knocking it off balance and, with luck, into Arlok's rage.
Move Action - Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29
+1 Mace Attack -str +Bless+flanking: 1d20 + 8 + 1 - 2 + 1 + 2 ⇒ (11) + 8 + 1 - 2 + 1 + 2 = 21
Mace Damage+sneak for flanking: 1d6 + 1 + 2d6 + 2 ⇒ (6) + 1 + (3, 4) + 2 = 16

MA acrobatics, SA flanking attack vs. skeleton | Shadow Blending in effect 50% miss | Infernal healing +1 HP 8/10 rounds remain


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

My new skeleton will attack the one that is not engaged by Vargrenz


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

The Str Damage drops my AC to 18 now.

Will Save: 1d20 + 10 ⇒ (7) + 10 = 17 Not sure when the will save occurs, if after Str damage then this is 2 less.

Hammer: 1d20 + 9 ⇒ (2) + 9 = 11

Arlok roars out in frustration as these skeletons are challenging him like nothing he has ever encountered


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

Grezzor does not hesitate, and sends the flaming sphere careening against the same target.

I know this is not very useful but... They have also been lucky with their saves...

Flaming Sphere Reflex save DC17: 3d6 + 2 ⇒ (3, 3, 6) + 2 = 14


Brok climbs out of the reach of the skeletons while Vargrenz flails at the skeleton, his blow failing to overcome its hardness. Arlok roars in frustration as the godling has been truly challenged for the first time, but it does allow Keil to return to the battle, delivering a solid blow to the skeleton. B Skel #1 takes 6 points of damage after DR.

Grezzor again tries to burn the skeleton...B Skel #1 Reflex DC 17: 1d20 + 6 ⇒ (16) + 6 = 22...but it manages to evade the sphere with ease.

Malzii's grunts in disapproval, "Ehhh...ancestors be asleep I guess. Let me try again!" Aanother bright flash of light, filled with holy power washes over the party and the skeletons. Channel Energy: 2d6 ⇒ (2, 6) = 8 3d20 ⇒ (4, 18, 15) = 37. B Skel #1 takes 8 points of holy damage, while the other skeletons take 4 points of holy damage each.

The black skeleton after seeing Brok move out of his range, turns to engage the godling...but the skeleton controlled by Praetor intercepts its fellow hacking savagely at it, the clanging of its swords echoing loudly inside the confined space. For its part the skeleton is forced to defend itself here. Neither skeleton can overcome the DR of the other, so I am hand-waving their blows. It does a fine job of distracting its fellow however :)

The last skeleton goes after Arlok with a vengeance...

B Skel #1 Sword #1 vs Arlok: 1d20 + 10 ⇒ (19) + 10 = 29 hit for damage: 1d6 ⇒ 1 plus STR damage: 1d3 ⇒ 2
B Skel #1 Sword #2 vs Arlok: 1d20 + 10 ⇒ (2) + 10 = 12 miss
B Skel #1 Sword #1 Crit?: 1d20 + 10 ⇒ (8) + 10 = 18 no Crit. Arlok takes 1 point of damage plus 2 points of STR damage.


Raaz laughs heartily in glee, "Keep it up! We have them on the run!" He then points at the skeleton and sends a black bolt of electricity at it.

Lightning Arc vs. B Skel #2, melee: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15; hit for: 1d6 + 2 ⇒ (1) + 2 = 3. B Skel #1 takes 3 points of damage.

Round 5: Everyone is up!

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]

With two of the skeleton's engaged, Varg turns his attention to the skeleton attacking Arlok.

Attack-FoB: 1d20 + 5 - 1 + 1 ⇒ (10) + 5 - 1 + 1 = 15
Damage: 2d6 + 4 - 1 + 1 ⇒ (6, 1) + 4 - 1 + 1 = 11

Attack-FoB: 1d20 + 5 - 1 + 1 ⇒ (20) + 5 - 1 + 1 = 25
Damage: 2d6 + 4 - 1 + 1 ⇒ (5, 2) + 4 - 1 + 1 = 11

Attack-KI Point: 1d20 + 5 - 1 + 1 ⇒ (3) + 5 - 1 + 1 = 8
Damage: 2d6 + 4 - 1 + 1 ⇒ (1, 2) + 4 - 1 + 1 = 7

Ki Pool: 3/7 left

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]

Confirm Crit: 1d20 + 5 - 1 + 1 ⇒ (12) + 5 - 1 + 1 = 17
Damage: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10


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

Hammer: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11


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

Round 5 action
Seeing a fragment of bone chip off of the skeleton gives the fetchling hope that his strategy will prevail. Pressing his attack against the unusually solid bone structure of the creature, the fetchling takes advantage of his previous strike. His enchanted mace bouncing from its previous impact, Keil looks to turn this to his favor. Rather than use what little strength he has left, the shadowy man lets the mace recoil, building on the weapon's momentum by swinging the weapon along the trajectory of its rebound. Keil's cloak whips through the air as he spins clockwise before sinking to bring the enchanted mace crashing into the skeleton leg.
+1 Mace Att +Flanking -Str damage +bless(?): 1d20 + 8 + 2 - 2 + 1 ⇒ (13) + 8 + 2 - 2 + 1 = 22
Damage+Sneakage-str: 1d6 + 1 + 2d6 + 2 - 2 ⇒ (6) + 1 + (1, 4) + 2 - 2 = 12

SA flanking attack vs. skeleton | Shadow Blending in effect 50% miss | Infernal healing +1 HP 7/10 rounds remain


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 climbs down the wall and turns the corner.

climb: 1d20 + 13 ⇒ (6) + 13 = 19


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

The flaming sphere disappears into nothingness, and Grezzor ponders his options for a moment and realizes he has none which may apply - "This must be settled by strength of arms" - the goblin states.

I don't really think I can do anything else against these guys - they have all the luck on their side on the saves, and I don't think it efficient to spend another Flaming Sphere here. Sorry guys...


While Brok retreats further from the combat and Grezzor ponders his next move, Arlok, Vargrenz, and Keil continue to chip away at the skeleton still engaging the godling. B Skel #1 takes a total of 4 points of damage, accounting for DR.

Malzii chimes in upon hearing Grezzor's statement. "Are you sure none of your magics will work against these things? Big god-man Arlok can't hold out forever here!" She then sends another wave of holy power over the skeletons, which has quite a noticeable effect on them. Channel Energy: 2d6 ⇒ (6, 6) = 12 3d20 ⇒ (18, 4, 10) = 32. B Skel #1 and #4 take 6 points of holy damage, while the other skeleton take 12 points of holy damage.

Awaiting actions from both Praetor and Grezzor here.


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

"Move to flank, there." grey commands his controlled skeleton.

Moving skeleton to flanking position with the one attacking Arlock.

"Shade, there. Guard Arlok"

Shade is flanking buddy for Vargrenz, and is using Aid Another to boost Arlok's AC. Shade can't hurt these things but he can still help and threaten.

Grey himself cast a small blessing on Vargrenz.

GUIDANCE ON VARGRENZ


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

At Malzii's words, the wizard bursts into action again, targetting the remaining enemy skeleton with pure cold.

Ray of Frost touch attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage if it hits: 1d3 + 2 ⇒ (3) + 2 = 5


Praetor instructs his minions to assist the front-line combatants, even after bolstering his own companion. Shade flies in front of the black skeleton trying to distract it as best it can...Melee incorporeal touch: 1d20 + 4 ⇒ (16) + 4 = 20 Success; Arlok gets a +2 to his AC.

Grezzor's ray flies harmlessly over the skeleton's head.

The skeleton fights off the blows from the controlled skeleton and the shadow's distracting movements continues to strike Arlok hard...

B Skel #1 Sword #1 vs Arlok: 1d20 + 10 ⇒ (20) + 10 = 30 crit?
B Skel #1 Sword #2 vs Arlok: 1d20 + 10 ⇒ (17) + 10 = 27 hit for: 1d6 ⇒ 2 plus STR damage: 1d3 ⇒ 1
B Skel #1 Sword Crit?: 1d20 + 10 ⇒ (13) + 10 = 23 hit for: 2d6 ⇒ (3, 5) = 8 damage plus STR damage: 2d3 ⇒ (2, 1) = 3 Arlok takes 10 points of damage and 4 points of STR damage.

Everyone may act now.


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

Arlok cries out again as his strength and Godly power is sucked away.

Hammer: 1d20 + 6 ⇒ (1) + 6 = 7

Now clumsy the hammer smash is way off mark.


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

Grezzor insists.

Ray of Frost Touch: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Damage if it hits: 1d3 + 2 ⇒ (1) + 2 = 3

FFS....


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 climbs down off the wall behind the skeletons.

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]

Vary continues to attempt to crush the skeleton into dust.

Attack-FoB: 1d20 + 5 - 1 + 1 + 1 + 1 ⇒ (15) + 5 - 1 + 1 + 1 + 1 = 22 <-- +1 magic, +1 bless, +1 Guidance
Damage: 2d6 + 4 - 1 + 1 ⇒ (5, 5) + 4 - 1 + 1 = 14

Attack-FoB: 1d20 + 5 - 1 + 1 + 1 ⇒ (19) + 5 - 1 + 1 + 1 = 25
Damage: 2d6 + 4 - 1 + 1 ⇒ (3, 5) + 4 - 1 + 1 = 12

Attack-Ki Attack: 1d20 + 5 - 1 + 1 + 1 ⇒ (19) + 5 - 1 + 1 + 1 = 25
Damage: 2d6 + 4 - 1 + 1 ⇒ (1, 5) + 4 - 1 + 1 = 10

Ki: 2/7

Pummeling Style - 36 damage before DR unless AC over 22

Varg grins as the bones are disintegrated.


Round 6

While Arlok continues to struggle in his battle with the skeleton, now barely able to hold his hammer up, Vargrenz steps up to the challenge and smashes the skeleton into a mass of blackened, shattered bones. B Skel #1 takes 26 points of damage after DR and is Destroyed.

Brok rejoins the battle as Malzii looks on with a look of concern. "Hang on there God-man! Ancestors be helping you out, give you strength back!" Malzii begins casting a spell Lesser Restoration...will be completed in Round 9.

Still waiting on actions from Keil and Praetor.


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

Same actions as last turn. Pressed for time. Please roll for me.


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

Somewhat relieved the big man (Varg) pummeled another skeleton into the ground, Keil springs into action. With a grin, he takes two large strides. The shadowy man crosses the floor tucking into a neat roll as he nears the melee. Rising in a whirl of black fabric Keil kicks back with his leg, planting it firmly just outside the skeleton's reach before pivoting and bringing the head of the mace around to strike.
Acrobatics: 1d20 + 12 ⇒ (7) + 12 = 19
+1 Mace Att +flanking w/Grey's Skeleton: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Mace Damge + Sneak: 1d6 + 1 + 2d6 + 2 ⇒ (3) + 1 + (2, 4) + 2 = 12


Praetor again gives Vargrenz some guidance for his blows, while Keil's blow does connect solidly, but again the steel-like frame of the skeleton absorbs most of the force of the blow. B Skel #3 takes 2 points of damage after DR.

"Bah! Enough of this!" Raaz swears as he pulls out a scroll, one of the ones recovered back at the Fountain of Pestilence. Muttering the arcane words quickly he steps forward to touch the black skeleton still threatening Arlok. Move and Activate scroll of Cure Light Wounds. Melee Touch: 1d20 + 6 ⇒ (13) + 6 = 19 success. B Skel #3 takes 1d8 + 1 ⇒ (3) + 1 = 4; 1d20 ⇒ 7 saved, takes a total of 2 points of damage.

Fortunately the skeleton controlled by Praetor again interposes itself into absorbing the blows meant for Arlok. Moved Arlok on the map out of melee.

Round 7: Everyone may go now.


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

Round 7 Actions
As Grey indicated a repeat of his previous actions, I'd like to move his skeleton to flank and continue with these actions...
His hand throbbing from the violent vibrations being sent through the handle of his mace, Keil is non-the-less encouraged to see his efforts are at least 'chipping away' at the skeleton's dense bones. Undaunted, the shadowy man's form twirls as he sets his feet into another spin initiated off of the mace's rebound. Coming around with a back hand, Keil targets the same spot, hopeful his mace just might make a crack in the skeleton's frame this time.
+1 Mace Att +flanking w/Grey's Skeleton: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Mace Damge + Sneak: 1d6 + 1 + 2d6 + 2 ⇒ (5) + 1 + (4, 3) + 2 = 15

SA flanking attack vs. skeleton | Shadow Blending in effect 50% miss | Infernal healing +1 HP 5/10 rounds remain


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

Grezzor presses on with another shot.

Ray of Frost touch: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Damage if it hits: 1d3 + 2 ⇒ (3) + 2 = 5

Just realized I could be using Disrupt Undead, but my chances to hit would be the same. One thing always confuses me though - how does DR apply vs. magic?


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

Arlok breathes heavily as he had never felt the hammer feel so heavy before. He watches as his companions finish things off.

DR doesn't apply to magic except for rare spells like Ice Storm that deal Physical damage and Cold damage. It would resist the physical damge of this spell.


DMPC Vargrenz:

Vargrenz fixes his attention upon the next black skeleton in line...

Attack-FoB: 1d20 + 5 - 1 + 1 + 1 ⇒ (6) + 5 - 1 + 1 + 1 = 12 +1 magic, +1 bless
Damage: 2d6 + 4 - 1 + 1 ⇒ (4, 3) + 4 - 1 + 1 = 11
Attack-FoB: 1d20 + 5 - 1 + 1 + 1 ⇒ (14) + 5 - 1 + 1 + 1 = 20
Damage: 2d6 + 4 - 1 + 1 ⇒ (5, 3) + 4 - 1 + 1 = 12
Attack-Ki Attack: 1d20 + 5 - 1 + 1 + 1 ⇒ (6) + 5 - 1 + 1 + 1 = 12
Damage: 2d6 + 4 - 1 + 1 ⇒ (3, 5) + 4 - 1 + 1 = 12
.
Ki: 1/7

...his blows are not nearly as effective as before. Keil also manages to chip off another portion of the skeleton. (B Skel #3 takes a total of 7 points of damage, after DR).

Grezzor's ray strikes the skeleton but it shrugs off the freezing cold with ease. Immune to Cold damage.

Arlok awaits Malzii's ministrations patiently. "Almost there God-man!"

Still waiting on Brok and Praetor's actions.


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

"Shade, there. Flank." Grey said to the Shadow, pointing to a new location. "You, bring it to the ground." he commanded his skeleton, helping to push the thing over with his long staff.

Aid Another: 1d20 + 3 ⇒ (16) + 3 = 19

Skeleton is attempting a Trip maneuver with a +2 bonus from me.

Shade moves into the wall to provide Flanking for Vargrenz.


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 moves to flank the black skeleton.


Trip vs B Skel #3: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 failed. AoO is provoked.

While the skeleton is compelled to try tripping its companion skeleton, its movements are clumsy and easily avoided.

Raaz unfurls another scroll and reaches over to touch the skeleton. Activate scroll of Cure Light Wounds. Melee Touch: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 success. B Skel #3 takes 1d8 + 1 ⇒ (7) + 1 = 8; 1d20 ⇒ 12 saved, takes a total of 4 points of damage.

The skeleton, deprived of its target, shifts to the tiefling priest...

B Skel #3 Sword #1 vs Raaz: 1d20 + 10 ⇒ (1) + 10 = 11
B Skel #3 Sword #2 vs Raaz: 1d20 + 10 ⇒ (19) + 10 = 29 Hit for: 1d6 ⇒ 4 plus STR damage: 1d3 ⇒ 3
B Skel #3 Sword Crit?: 1d20 + 10 ⇒ (5) + 10 = 15 miss.

One of its swords strikes savagely at the priest, invoking a cry of rage. Raaz takes 4 points of damage and 3 points of STR damage.

Malzii continues to cast her spell...

Round 8: Everyone may act now.


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

Round 8 Actions

Although Keil's backhand attack had collided with a satisfying crack against the skeleton's frame, the mace has yet to do more than chip away at the skeleton's hardened bones. Switching tactics the fetchling clasps the end of the mace with both hands and rises it for a wicked over head strike. The changed grip however shortens his reach and instead of impacting solidly with the skeleton, Keil's mace misses the undead thing's head sending bits of stone flooring up into the air instead. Cursing his change of luck, Keil checks his stance and returns to a one handed grip.

Flanking +1 Mace attack: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Mace Damge + Sneak: 1d6 + 1 + 2d6 + 2 ⇒ (6) + 1 + (3, 4) + 2 = 16

SA flanking attack vs. skeleton | Shadow Blending in effect 50% miss | Infernal healing +1 HP 4/10 rounds remain

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 continues to pummel the skeleton, hoping the turn it into black dust.

Not using a Ki point as Varg is down to only 1 point left.

Attack-FoB: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (15) + 5 - 1 + 1 + 1 + 2 = 23 <-- -1 Str, +1 Bless, +1 Magic fists, +2 Flanking (not sure if there are any other bonuses)
Damage: 2d6 + 4 - 1 + 1 ⇒ (1, 6) + 4 - 1 + 1 = 11

Attack-FoB: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (18) + 5 - 1 + 1 + 1 + 2 = 26
Damage: 2d6 + 4 - 1 + 1 ⇒ (5, 1) + 4 - 1 + 1 = 10

Using Pummeling Style - add damage before applying DR


While Keil's blow is a weak one, barely managing to connect with the skeleton, Vargrenz connects solidly and nearly shatters the skeleton. B Skel #3 takes 11 points of damage, after DR.

Raaz steps forward and unfurls the last of the healing scrolls you uncovered and moves to touch the skeleton. The blast of positive energy is too much for the frame to handle and it disintegrates into a pile of blackened bones! Activate scroll of Cure Light Wounds. Melee Touch: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 hit. #3 takes 1d8 + 1 ⇒ (5) + 1 = 6; 1d20 ⇒ 13 saved, takes a total of 3 points of damage and is Destroyed.

Still awaiting actions from Praetor, Brok, Arlok and Grezzor. There is only one skeleton left and it is currently controlled by 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 backs away from Praetor's undead minions.


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

Grezzor stops midcast, and waits for Praetor's input regarding the next skeleton.


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

"This one is mine." Grey says simply.

"Perhaps Brok and Keil can inspect the chamber while we tend to Arlok."

Arlok, how bad off are you?


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 will look about the skeleton remains and the alcoves they came from.

perception: 1d20 + 16 ⇒ (14) + 16 = 30 (+2 for traps)


Malzii finally finishes her spell, touching the godling and sending some positive energy into his muscles undoing some of the damage caused . Malzii spends a Hero point to double the effectiveness of her spell. Arlok regains 2d4 ⇒ (2, 2) = 4 Strength points.

We are now out of Combat rounds.

As Praetor eyes the last remaining skeleton, it glared at him with a burning hatred. Brok, however, sees the skeleton is wearing a jeweled necklace (Appraised at 500 gp). He is easily able to retrieve the item without provoking a response. All of the skeleton are wielding short swords, yet they are not special in any way.

Continuing his exploration of the alcoves shows nothing of interest. However he does see the corridor of the Gut opening up further down and heading closer to Rappan Athuk...


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

Mace raised for another strike, Keil wild eyes watch as Raaz's spell finally sends the black skeleton falling to pieces upon the floor before dropping to his knees himself. Taking a deep breath, the shadowy man lets his arm drop with a long exhale, That was close. As Brok searches the area, the shadowy man's yellow eyes stare at the pile of black bones, These...have potential. Without a second thought, Keil gathers all the blackened rib bones he can find, a few femurs and as near to a complete skull as he can find. Taking the bones, the fetchling packs them into what room he can find in his already overflowing pack. He finds space for the ribs separately in different sections of his pack. The femurs he shoves into a sack hanging from the packs straps while the skull he decides to carry, figuring he'll find a spot for it somewhere later. Rising the shadowy man heaves the weighty burden onto his shoulders with a grunt, "We should rest. Recover our strength." His yellow eyes dart over the alcove and what remains of the skeletons, "But not here." His mischief managed, Keil joins Brok further down the corridor to see for himself what the goblin has discovered.

Strength damage: -5 | Keil's speed while carrying his pack is reduced to about 20ft, Max Dex +1 and he takes a -6 to any physical skill checks.


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

"Agreed." Grey said, eying the skeleton in front of him clinically.

"Hegug, bring me the plate armor." he said to his Orcish follower.

I'm going to dress the skeleton in the plate mail on the loot list. We'll find a better weapon for it later.

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