DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

While Absinthe explores ahead, Jarha listens at the door to the North of him.

Perception: 1d20 + 11 ⇒ (12) + 11 = 23


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren keeps to the shadows as well, curious as to what they might find here. He stares into the flickering fire, seeing if he can determine how long it's been burning.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27

-Posted with Wayfinder


Jarha hears no sounds from beyond the door.

As quietly as able, you look around the living room. The fire appears to be recently tended, burning for perhaps a half-hour.

Survival DC 20:
Judging from dust and the state of things, the home does not appear to have had much traffic in some time, likely a week or more.


Forgot to add...

Melianthe:
You detect a subtle magic aura coming from the shadows in the space underneath the stairwell.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Hmm. Survival is not a class skill for Urban Barbarians...


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe points to the darkness under the stairwell and makes a wiggly gesture that she hopes indicates "magic" to Absinthe.

Survival? We are city folk!


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Untrained survival check: 1d20 ⇒ 19. Somebody shoot me an Aid Another!

Nodding to Melianthe, Absinthe trains her own sight on the area the Dusk Elf Witch just indicated, and cautiously approaches, her rapier held low.

Perception 1d20 + 10 ⇒ (6) + 10 = 16 plus 3 for detecting traps. Stealth 1d20 + 16 ⇒ (14) + 16 = 30


As soon as Melianthe gestures towards the stairwell, a figure melts out of the shadows therein, charging forward to attack. He wears red-tinted armor and a helmet styled like an insect's head. He wields two curved sabers, held high and blades down, in the form of a preying mantis.

Image posted on Roll20.

Initiative:
Absinthe: 1d20 + 3 ⇒ (14) + 3 = 17
Jarha: 1d20 + 6 ⇒ (15) + 6 = 21
Melianthe: 1d20 + 7 ⇒ (18) + 7 = 25
Segang: 1d20 + 2 ⇒ (18) + 2 = 20
Seren: 1d20 + 2 ⇒ (4) + 2 = 6

Red Mantis: 1d20 + 4 ⇒ (20) + 4 = 24

Initiative Order:
[25] Melianthe
[24] Red Mantis
[21] Jarha
[20] Segang
[17] Absinthe
[06] Seren

With a DC 26 Perception check, you can act in the surprise round. Absinthe already rolled, essentially.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Is the outfit recognizable enough to folks, or do we need to make a Knowledge roll of some sort?


You all have probably heard of the Red Mantis.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Yeah - in that deathtrap basement complex where we fought the daughter of Urgathoa.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Cast Defensively: 1d20 + 12 ⇒ (8) + 12 = 20

Melianthe casts Blink on herself and steps backward, unwilling to challenge the assassin head on. She flickers in and out of the Material Plane like a guttering candle, her elven eyes wary.


Surprise Round...

The Red Mantis slashes one his curved blades at Segang, taking advantage of the surprise.

Sawtooth Sabre vs Segang: 1d20 + 13 ⇒ (13) + 13 = 26; Damage: 1d8 + 10 ⇒ (3) + 10 = 13 plus Sneak Attack: 3d6 ⇒ (1, 2, 6) = 9

Round One...

Melianthe tries to cast a defensive spell but fumbles the incantation.

The assassin continues to assault flat-footed Segang, now using both blades.

Sawtooth Sabre 1 vs Segang: 1d20 + 13 ⇒ (11) + 13 = 24; Damage: 1d8 + 10 ⇒ (5) + 10 = 15 plus Sneak Attack: 3d6 ⇒ (3, 4, 4) = 11
Sawtooth Sabre 1 (iterative) vs Segang: 1d20 + 8 ⇒ (19) + 8 = 27; Damage: 1d8 + 10 ⇒ (1) + 10 = 11 plus Sneak Attack: 3d6 ⇒ (3, 4, 4) = 11

Sawtooth Sabre 2 vs Segang: 1d20 + 13 ⇒ (8) + 13 = 21; Damage: 1d8 + 10 ⇒ (7) + 10 = 17 plus Sneak Attack: 3d6 ⇒ (1, 2, 5) = 8
Sawtooth Sabre 2 (iterative) vs Segang: 1d20 + 8 ⇒ (18) + 8 = 26; Damage: 1d8 + 10 ⇒ (1) + 10 = 11 plus Sneak Attack: 3d6 ⇒ (6, 4, 3) = 13

Confirm Critical 1 (iterative): 1d20 + 8 ⇒ (10) + 8 = 18; Extra Damage: 1d8 + 10 ⇒ (7) + 10 = 17

If my math is correct, that's 121 points to Segang... 8*O Confirm you don't have uncanny dodge or some fortification? I believe sneak attack procs on every attack, right?

*

Initiative Order: (Round One)
[25] Melianthe
[24] Red Mantis
[21] Jarha <<<
[20] Segang
[17] Absinthe
[06] Seren

At Jarha for actions!

EDIT: Melianthe failed her defensive cast concentration check. For a 3rd level spell, the DC is 21 (15 + 2*3)!


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

After the assassin delivers his devastating attack, Jarha invisibly moves up to Segang and manipulates the aether to stitch his wounds, healing Segang for
Healing: 3d6 + 7 ⇒ (4, 2, 1) + 7 = 14 points of damage, but inflicting 7 points of nonlethal damage

lousy rolls!

Jarha did this even if the attack killed Segang outright


Red Mantis Perception: 1d20 + 14 ⇒ (2) + 14 = 16

Jarha moves up to heal Segang. The assassin makes no notice of him.

Is Jarha taking the burn or passing it to Segang?

*

Initiative Order: (Round One)
[25] Melianthe
[24] Red Mantis
[21] Jarha
[20] Segang <<<
[17] Absinthe
[06] Seren

Segang is up (likely unconscious), then Absinthe and Seren.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha is passing the burn to Segang. As I understand it, his nonlethal hp are max still, even though his hp are low, so he can take it.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Whoops, darn it, she did fail!


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"A prodigious strike," Absinthe murmurs as she takes a smooth, gliding step forward and jabs her skull-pommelled rapier at the assassin's ribcage. "One commends your skill with the blades."

Human bane rapier attack: 1d20 + 12 ⇒ (13) + 12 = 25 for 1d6 + 2 + 2d6 ⇒ (1) + 2 + (1, 5) = 9 damage. On the assumption that our enemy is human, anyway. If not, subtract 2 from the attack roll and the latter 2d6 from the damage roll.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Waiting on Seren to act...


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren will color spray the fool, moving to ensure he hits only the assassin.

Been in Tahoe all week, sorry about the slow posting

-Posted with Wayfinder


Segang comes to as Jarha's stealthy heal staves off death. He cracks an eye, lying still while waiting for an opportunity to act.

Absinthe steps in, making a keen stab with her rapier.

Seren moves up, using his stealth to get in close and hit the assassin with a blast of swirling, dazzling light. Unfortunately, other than an annoyed twitch, the Red Mantis is unaffected by the magic.

*

Initiative Order: (Round Two)
[25] Melianthe <<<
[24] Red Mantis
[21] Jarha
[20] Segang
[17] Absinthe
[06] Seren

Top of the order! Melianthe is up. Segang can jump in whenever he chooses.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Gonna wait to see what Mel might do before acting. But Segang will act before Red


Melianthe left for vacation. Sleep hex?


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Sounds good!


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Sleep might be a good option. The issue for Segang is at 4 hp and prone he will not live through a full attack after raging even if he does not take an AOO from standing. Average non-sneak attack damage is 56 from this enemy. Its one of the more common ways PC's died Last time this happened my rogue went into negatives at the foot of a dragon. Healer healed him up to like 4 hp the init before the dragon acted. Said dragon sensed he was conscious, as dragons usually do, and bit him for 20+ points. Dead by healer. No chance to even act. Other things that at least deprive an enemy from taking aoos and sneak attack come to think of it would be obscuring mist.


Melianthe backs up a few feet and focuses her hex against the assassin. The Red Mantis seems to sway for a moment, but shakes it off and keeps conscious.

Red Mantis Will save vs Melianthe's hex: 1d20 + 5 ⇒ (14) + 5 = 19

Segang's option: act or continue waiting?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I sorta hate to do so but Segang will play dead for just a little longer.


Can't blame you. As you said above, doing anything will just get you schwacked!

The Red Mantis is suddenly engulfed in a shroud of blood-tinged mist as he slashes down at Absinthe

Sawtooth Sabre vs Absinthe: 1d20 + 13 ⇒ (18) + 13 = 31; Damage: 1d8 + 10 ⇒ (1) + 10 = 11

*

Initiative Order: (Round Two)
[25] Melianthe
[24] Red Mantis
[21] Jarha <<<
[20] Segang
[17] Absinthe
[06] Seren

Jarha's turn next.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha is anxious to strike out against the assassin, but he can't leave Segang in such a precarious situation, so he again manipulates the aether to heal the barbarian. Once again, Jarha will take the burn.

healing: 3d6 + 7 ⇒ (2, 4, 1) + 7 = 14

what's with the identical crappy rolls?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

"engulfed in a shroud of blood-tinged mist". Is this color or a game effect? Or would we know?


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"You are good," Absinthe acknowledges. "But you are alone. And you are not the only one here who is good with the blade."

Again, the skull-bedecked rapier darts forward, seeking flesh to puncture, blood to shed!

Human bane rapier attack: 1d20 + 12 ⇒ (4) + 12 = 16 for 1d6 + 2 + 2d6 ⇒ (2) + 2 + (1, 2) = 7 damage.


It's a game effect, Red Mantis class ability specifically. Your PCs probably wouldn't know what it is offhand.


Still invisible, Jarha heals Segang again without the assassin's notice.

The man makes no response as Absinthe attacks, her attack failing to punctuate her statement.

*

Initiative Order: (Round Two)
[25] Melianthe
[24] Red Mantis
[21] Jarha
[20] Segang
[17] Absinthe
[06] Seren <<<

Seren up.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren frowns as his illusion washes over the armored man-sect. He tries a different tact.

"Laugh, you unfunny bastard," he states as he points at the assassin.

Hideous laughter, DC17


Red Mantis Will save: 1d20 + 5 ⇒ (7) + 5 = 12

The assassin resists mightily. He twitches a couple times, then you hear a peal of strained laughter from behind the insectoid mask. He falls to the floor, trying to regain composure between guffaws.

Mel's action, and an opening for Segang!


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Seeing his chance to stand and not be attacked Segang rages a full range and scrambles to his feat, pulling his earth breaker as he does so. He then attacks the prone assassin, but is off balance from his wounds and likely misses.

Adamantine Earth Breaker: 1d20 + 13 ⇒ (3) + 13 = 162d6 + 13 ⇒ (2, 6) + 13 = 21

At least he his up and armed. :) Should he have used his standard action to pick up the +2 weapon? Hmm.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Melianthe has Accursed Hex, so...

Melianthe targets the Mantis assassin again. DC19 Will Save or asleep for 7 rounds.

Weird, I thought Mel had a CLW wand somewhere...she will use her Move action to pull out a healing potion for Segang.


Stand (move), draw (move), and attack (standard)... 3 actions, or is standing up considered a "regular move"?

Red Mantis Will save: 1d20 + 5 ⇒ (3) + 5 = 8

The assassin's snorts of laughter turn into snores.

A previously invisible Red Mantis comes into view suddenly as it attacks Seren from the bottom of the stairway.

Sawtooth Sabre vs Seren (flat-footed): 1d20 + 13 ⇒ (6) + 13 = 19; Damage: 1d8 + 10 ⇒ (2) + 10 = 12 plus Sneak Attack: 3d6 ⇒ (4, 5, 1) = 10


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I believe you can draw a weapon as part of standing up. Its a move action. I you rule otherwise Segang would choose to pick up his dropped weapon instead. This just happened in my Home game Thursday and, after some research. I allowed it. Just let me know.


Reasonable enough, I guess. I got caught on the semantics of the Draw Weapon rules text. It doesn't specify "move action", it says "combined with a regular move", whatever that means.

Just before the second assassin appears, Segang stands and smashes the laughing one with his maul.

Its a hit with the prone AC penalty!

*

Initiative Order: (Round Three)
[25] Melianthe
[24] Red Mantis
[21] Jarha <<<
[17] Absinthe
[06] Seren
[06] Segang

Jarha's up next...


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha steps back ( five foot step), trying to distance himself from both assassin S and especially the active one. He takes a move action to gather ther aetheric energies and th unleashes a blast intended to knock over the active assassin:

bowling infusion to hit: 1d20 + 10 ⇒ (10) + 10 = 20

damage: 3d6 + 8 ⇒ (3, 2, 5) + 8 = 18

bowling infusion versus CMD: 1d20 + 8 ⇒ (1) + 8 = 9


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Cornugon Smask lets Segang try to intimidate for free when he hits with a power attack...And the damage is +2 if the assassin is a spell caster. Unsure what all this thing is.

Intimidate: 1d20 + 9 ⇒ (12) + 9 = 21


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

"Oy! Bug-face! Over here!" Absinthe challenges the second assassin, and she .... throws her empty hand out?

Something happens which no one in the party has ever seen before; ethereal energy gathers, will-o'-the-wisp flames dancing along the palm of Absinthe's hand and her fingers, then swirl into three perfect spheres -- which streak, howling, towards the assassin and strike them in the chest.

"Abra-ca-bleeding-dabra!" Absinthe says with a vicious smile.

Absinthe's first ever casting of Magic Missile for 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12 force damage.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Unable to get to the standing threat Segang takes some vengeance on the prone target.

Adamantine Earth Breaker: 1d20 + 13 + 4 ⇒ (18) + 13 + 4 = 352d6 + 13 ⇒ (4, 3) + 13 = 20

Adamantine Earth Breaker: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 322d6 + 13 ⇒ (6, 5) + 13 = 24
Confirm?: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 274d6 + 26 ⇒ (4, 5, 6, 3) + 26 = 44

If the enemy is still alive


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Finishing the thought above... If the enemy is still alive Segang will try again to intimidate it.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren 5 foots to the east and goes total defense. AC 21


Jarha tries to back away, but boxed in by the cramped, crowded space, he has no where to go. He gathers energy and then releases it on the newly appeared assassin, cancelling his own invisibility as he does so. The telekinetic blast hits the Red Mantis hard, but does not knock him over.

Absinthe surprises everyone (including herself?) as she successfully casts a pair of force missiles, hitting the assassin a moment after Jarha does.

Seren backs up in a defensive crouch.

Segang hammers the sleeping Red Mantis twice. The second hit caves in the assassin's helmet with a sickening crunch, leaving no doubt as to whether he survived the blow.

*

Initiative Order: (Round Four)
[25] Melianthe <<<
[24] Red Mantis
[21] Jarha
[17] Absinthe
[06] Seren
[06] Segang

Top of the order!


Melianthe throws a slumber hex at the second Red Mantis, but he is able to shrug it off.

Red Mantis Will save: 1d20 + 5 ⇒ (16) + 5 = 21

The assassin takes out a stoppered flask and hurls it into the fireplace. The flames burst outward, igniting accelerant around the mantle, and start to spread rapidly. He then takes a step back up the stairway.

Marked the burning area on the map, and it will spread round-by-round...

Jarha is up!


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Did anyone bring a fire extinguisher? Or some magic that can serve?

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