DM Rah's "The Godsmouth Heresy" (Inactive)

Game Master Kobash

==GAME MAP==


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Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Oops! Guess I missed that.

Skip flings some acid at the alchemist!

ranged touch: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
acid: 1d3 ⇒ 1

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Ah, for some reason I thought he moved further. Never mind.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Kryspi looks around at her fellows and calls forth some holy power.

Channel Positive Healing: 1d6 ⇒ 6


Regarding the bridge: actually I goofed a little on that. Ignore the dotted lines. There is a gap in the hallway ahead that drops down 20' to a cross-passage below.

Miss deviation for alchemist fire: 1d8 ⇒ 2

Dodging attacks, the alchemist tries to hurl his flaskat Cade but it slips and falls just to his left, bursting and singing both Cade and himself in the process.

"Oh, come ON!" He screams at his blunder and stumbles right into Culsar's eidolon.

*Crunch!!*

The man chokes as the eidolon's jaws clamp around his throat. "Urghk! Ghak! Damned halfli..."

His eyes rolling up in his skull, his loses consciousness and falls limp to the floor.

Combat Over!

Searching the mad alchemist you find quite a few items of interest. He has potions of cure light wounds (2), potions of enlarge person (2), wand of command undead (13 charges), acid (2), alchemist’s fire, smokesticks (2), tanglefoot bag, thunderstones (2), masterwork studded leather, +1 spear, masterwork embalming tools, formula book (contains the formulae for bomber’s eye*, expeditious retreat, shield, crafter’s fortune*, cure light wounds, and enlarge person), and thieves’ tools,

If removed from the ossuary, his equipment counts as a full alchemist’s lab. In addition, the alcove holds the books and notes of the Chymists of Life in Death. The entire collection is worth 500 gp to an alchemist or arcane scholar, but the church of Pharasma considers the books heretical and attempts to confiscate the proscribed texts if they learn of their existence.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Wow, this guy had a lot of neat stuff. Strange books, though. Culsar starts to pick up some of the more common and useful things. Anyone need to use a potion?

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

"Skip, do you think you could hold onto that wand? We should be able to tell mindless undead to destroy themselves with it."

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip makes a disgusted face at the thought of controlling undead minions. "Yes, I can try to use it. Not exactly my forte but it would be useful, I guess."

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas will spend some time to move anything of value to the entrance of the Ossuary, to join his pile of treasure.

Once he is done, Thomas will lead the group with Cade to the next area north of the Alchemist's room. "We should continue on."

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Actually, I'd prefer to check out 9b as planned before we forget about it.

"We should split the acid and alchemist's fire. It'll come in handy versus future swarms. I'll take an acid. Thomas and Culsar, split the rest? The potions of enlarge person would be entertaining for Culsar's pet."


Waiting until you decide between continuing north or heading back to check 9b.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

"That all sounds fine to me!" Skip offers. He follows Cade back to the are that was overlooked before.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

OK, that's good. Let's go!

So it seems I'm taking the Enlarge Person potions for the eidolon, will it work on him though?

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

eidolons with arms or tentacles can imbibe potions...

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

it just occurred to me that maybe Kryspi should take the thunder stones and tanglefoot bag, since she tends to not have a lot of combat actions in the early rounds. It'll give her more choices.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3
Cade Greenleaf wrote:
eidolons with arms or tentacles can imbibe potions...

And isn't a humanoid per the spell's target.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3
Cade Greenleaf wrote:
it just occurred to me that maybe Kryspi should take the thunder stones and tanglefoot bag, since she tends to not have a lot of combat actions in the early rounds. It'll give her more choices.

I have a longbow, but my line is usually blocked in this dungeon.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

RE: enlarge person, it may be a DM call? I see arguments for enlarge person working on an Eidolon, but I'd have to dig more for enlarge person as a potion on an Eidolon. link


From what I understand, enlarge person works based on if it would affect the summoner, but it must be a spell the summoner can cast themselves (not a potion). This gets tricky with aasimar and tiefling summoners who cannot normally cast enlarge person on themselves.


Backtracking through the Ossuary, you open the secret door discovered earlier. Beyond you find seven alcoves arranged along a 5-foot-wide corridor, with niches in the walls to hold the bodies of the deceased.

Within the closest niche you see gold and jewels, but before you can get a closer look Cade notices two cold blue lights glowing in the dim light ahead. A tall skeleton wearing ancient half-plate armor engraved with runes steps forward - in its bony grip it holds an elaborate ceremonial ransuer.

"Come to steal from the rulelords?" It asks in a hollow voice, the blue light from its eyes flashing angrily. "I am Erdikhaan, and if you think to take it, you must first survive my wrath."

Knowledge Religion DC 8:

This is a skeletal champion. You have faced one before in the Crypt of the Everflame. They are intelligent, and hard to kill with edged or piercing weapons.

ROLLS:

INITIATIVE
Skip: 1d20 + 2 ⇒ (18) + 2 = 20
Thomas: 1d20 + 4 ⇒ (3) + 4 = 7
Culsar: 1d20 + 5 ⇒ (13) + 5 = 18
Kryspi: 1d20 + 3 ⇒ (4) + 3 = 7
Cade: 1d20 + 3 ⇒ (4) + 3 = 7
Skeleton: 1d20 + 5 ⇒ (11) + 5 = 16

INITIATIVE
Skip ⇒UP!
Culsar ⇒UP!

Skeleton
Thomas
Kryspi
Cade

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip moves back into an alcove with his wand out, trying to stay out of the other's way.

Double move.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Oh no! Something esle that doesn't like us!

The eidolon takes to the new enemy!

Bite: 1d20 + 4 ⇒ (4) + 4 = 8 for Teeth: 1d6 + 2 ⇒ (3) + 2 = 5
Trip: 1d20 + 4 ⇒ (14) + 4 = 18


Dodging the eidolon's bite, the skeleton steps back and takes a swipe with its ranseur.

Attack on eidolon: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Party Up!

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

I moved the enemy back for you.

The eidolon steps forward and full attacks!

Bite: 1d20 + 4 ⇒ (10) + 4 = 14 for Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trip if hit: 1d20 + 4 ⇒ (19) + 4 = 23
Claw: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw Crit?: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Culsar then moves up and casts a spell!

Rejuv Eidolon: 1d10 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Now able to see the undead, Skip fires his wand at it.

force: 1d4 + 1 ⇒ (1) + 1 = 2

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas will wait for Cade to act, but he will step into the hallway and draw his sling. He loads a bullet and flings it at the skeleton.

Sling: 1d20 + 4 - 4 - 2 ⇒ (9) + 4 - 4 - 2 = 7

But the combination of the people in the way and the combat occurring causes his bullet to go wide.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Kryspi runs into the hallway and ducks into one niches alongside a dead dead skeleton. Even her surprised screams are in celestial.

Double move


Culsar's eidolon bounds up and tackles the skeletal champion, ripping off an arm and shaking it like a puppy with a chew toy.

"Noo! Noo.*"

The monster's hollow voice fades into echoes as Skip's magic cracks its skull and ends it's unnatural life.

Combat Over!

The skeleton wore half-plate (non magical) and carried a masterwork ranseur. Looking around the secret passage you find nearly a hundred gold in gems, jewelry, and funeral offerings.

The far side of the passage opens up behind a statue in the central chamber of the ossuary.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

How does the statue unlock? Do the other statues also move to other rooms?

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

i'm assuming we move everything to the pile at the entrance...


Cade notes a hidden switch behind the statue, and as he suspects, all four statues in the central chamber have hidden passages behind them.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Ding! Click here.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Ok, let's head back to room 11 per Thomas' request, then check out the rest of the statues.


Returning to the passage leading north from the alchemist's chambers you come to a sort of bridge that crosses over another passage below. A grisly heap of decaying body parts lies at the bottom, and the air is rank with the smell of rot, corruption, and pungent chemicals.

Something moves below, then disembodied hands claw their way out from the pile and begin ascending the walls in your direction!

ROLLS:

INITIATIVE
Skip: 1d20 + 2 ⇒ (9) + 2 = 11
Thomas: 1d20 + 4 ⇒ (6) + 4 = 10
Culsar: 1d20 + 5 ⇒ (10) + 5 = 15
Kryspi: 1d20 + 3 ⇒ (1) + 3 = 4
Cade: 1d20 + 3 ⇒ (3) + 3 = 6
Crawling Hands: 1d20 ⇒ 12

INITIATIVE
Culsar ⇒UP

Crawling Hands
Skip
Thomas
Kryspi
Cade

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

"Oh god! We need to get a HAND-le on the situation!" Thomas yells, clearly smirking a bit too much for the possible death to ensue.


Botting Culsar.

Culsar's eidolon rips and tears at the hands near it.

Bite: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

The hands jump from the walls to attack!

One leaps for Cade, grabbing him by the throat and strangling the breath from him!
Crawling Claw on Cade: 1d20 + 6 ⇒ (14) + 6 = 20 3 damage + grab
Grab: 1d20 + 1 ⇒ (15) + 1 = 16

Crawling Claw Grab effect (for Cade):
Strangle (Su) Upon completion of a successful grab attack, a crawling hand locks on to the victim’s throat and doesn’t let go until it is destroyed or it has choked its victim to death. While grappling, a crawling hand ignores its size modifier to CMB (–4) for being a Diminutive creature. As long as it maintains the grapple, the hand’s target must hold his breath.

The other two jump for Midnight Lord and the eidolon, but neither finds a soft target to tear into.
Crawling Claw on Midnight Lord: 1d20 + 6 ⇒ (4) + 6 = 10 3 damage + grab
Grab: 1d20 + 1 ⇒ (14) + 1 = 15

Crawling Claw Eidolon: 1d20 + 6 ⇒ (8) + 6 = 14 3 damage + grab
Grab: 1d20 + 1 ⇒ (14) + 1 = 15

INITIATIVE - Party up!
Skip ⇒UP
Thomas ⇒UP
Kryspi ⇒UP
Cade ⇒UP
Culsar ⇒UP

Crawling Hands

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Scrolls in hand, Skip rushes to the aid of Midnight Lord and stabs!

I'm guessing it won't provoke moving around them because they are tiny-sized iirc.

scroll blade: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Knowledge Religion: 1d20 + 6 ⇒ (3) + 6 = 9

Kryspi bursts out in another celestial song, "ಮನೆ ಸಂಗ್ರಹಾಲಯವಾಗಿದೆ. ಜನರು ಅವರನ್ನು ನೋಡಲು ಬಂದಾಗ. ಅವರು ನಿಜವಾಗಿಯೂ ಒಂದು ಸ್ಕ್ರೀಮ್ ಇವೆ. ಆಡಮ್ಸ್ ಕುಟುಂಬ."

Channel Positive vs Undead (DC 14): 1d6 ⇒ 4

Celestial:

"The house is a museum. When people come to see them. They really are a scream. The Addams Family."

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Cade will try to break the grapple:

Break Grapple: 1d20 + 3 ⇒ (4) + 3 = 7

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

OK, back from vacation and trying to get caught up. Looks like another battle!

The eidolon slashes at the enemy!

Bite: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas and Midnight Lord turn on the crawling hand that is trying to assault the wolf.

Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 4 ⇒ (14) + 4 = 18

After Midnight Lord tries to clamp down on the hand, Thomas follows up with his spiked chain.

Spiked Chain: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


With rather quick efficiency, the group rips, tears, stabs and soon destroys the undead claws before they can do much harm.

Combat Over

From further up the passage a voice is heard muttering.

Perception DC 15:
It sounds like a raspy female voice. Possibly casting a spell.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Thomas yells to his compatriots. "Take cover! Sounds like someone is casting a spell!" he shouts before taking cover behind the wall to his right.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Kryspi eeps and hops out of the hallway, following Thomas.

Spellcraft to identify spell: 1d20 + 5 ⇒ (1) + 5 = 6
Nope!

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

"A spellcaster? Go get her Cul."

perception: 1d20 + 5 ⇒ (12) + 5 = 17

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Can't identify a spell as it is cast without both seeing and hearing it. :(

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3
Thomas Linseed wrote:
Can't identify a spell as it is cast without both seeing and hearing it. :(

It was worth a shot.


Sorry. I am mistaken. You must be able to see it. Hearing it is irrelevant.


1 person marked this as a favorite.

The rules for identifying spells are lame.
Also, the cross hallway is 15 feet down, and so not really available to "jump into". Regardless, no spell effect comes immediately rushing down the hallway. You can readjust your positions if desired.

Giving Culsar and Skip a chance to react before moving on.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip keeps his scrolls out but does not run ahead and stays in the back of the party.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar will command his eidolon to seek out the source of the casting, hoping it will be able to identify its exact position. The eidolon will move in the direction of the voice while Culsar will follow him.

Perception?: 1d20 + 8 ⇒ (9) + 8 = 17

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