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| DougFungus |
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Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Miss
Attack: 1d20 + 2 ⇒ (10) + 2 = 12 Miss
Attack: 1d20 + 2 ⇒ (10) + 2 = 12 Miss
Acrobatics Check: 1d20 + 8 ⇒ (13) + 8 = 21 Pass?!
Pip ends his movement in Y-10.
I realize this move is a really dangerous one. If you decide you want to change your mind I'll allow it. I'm just trying to follow instructions the best I can.
Shield Bash w/Flanking: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Miss
Bloody Skeletons have Fast Healing. I need a place to keep track of HP.
BS1 = 5
BS2 = 3
BS3 = 5
BS4 = 5
Round 2 Begins Now
Map will be updated later!
| Lorant Pelus |
| Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15) |
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Lorant shouts as the skeletons approach. "Back, stay behind me!" When he sees Pip roll out, his eyes go wide, but he knows the halfling can be dangerous himself. Lorant shifts his attention to the skeleton on the right, hoping to give Pip an avenue of escape if he needs it, and strikes with his sword and shield.
Sword: 1d20 + 1 ⇒ (13) + 1 = 14 for: 1d8 + 1 ⇒ (6) + 1 = 7
Shield: 1d20 + 1 ⇒ (20) + 1 = 21 for: 1d3 + 1 ⇒ (2) + 1 = 3
Shield crit confirm: 1d20 + 1 ⇒ (16) + 1 = 17 Damage: 2d3 + 2 ⇒ (1, 3) + 2 = 6
| DougFungus |
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Attack 1: 1d20 + 2 ⇒ (11) + 2 = 13 Miss
Attack 2: 1d20 + 2 ⇒ (8) + 2 = 10 Miss
Attack 1: 1d20 + 2 ⇒ (17) + 2 = 19 Hit
Attack 2: 1d20 + 2 ⇒ (17) + 2 = 19 Hit
Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Damage 2: 1d4 + 2 ⇒ (2) + 2 = 4
Attack 1: 1d20 + 2 ⇒ (7) + 2 = 9 Miss
Attack 2: 1d20 + 2 ⇒ (12) + 2 = 14 Miss
Attack 1: 1d20 + 2 ⇒ (7) + 2 = 9 Miss
Attack 2: 1d20 + 2 ⇒ (7) + 2 = 9 Miss
Bloody Skeletons have Fast Healing. I need a place to keep track of HP.
BS1 = 1
BS2 = 4
BS3 = 5
BS4 = Down for 1 hour
Round 3 Begins Now
| Lorant Pelus |
| Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15) |
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Lorant yells in pain as the skeleton's claws dig into his skin. He keeps his discipline, however, and shifts his attacks to the other side, leaving the skeleton in the middle for Pip.
Sword: 1d20 + 1 ⇒ (17) + 1 = 18 for: 1d8 + 1 ⇒ (3) + 1 = 4
Shield: 1d20 + 1 ⇒ (3) + 1 = 4 for: 1d3 + 1 ⇒ (3) + 1 = 4
| Kerret Malconnen |
| Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4 |
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Kerret slips past Kaylee and Vastar into the corner of the room.
Move to W11
He focuses intently, keeping his eyes on the animate skeletons around him as he tries to summon his innate magical powers without exposing himself to attack.
cast disrupt undead defensively: 1d20 + 8 ⇒ (15) + 8 = 23 DC 16
He manages to manifest the positive energy and sends it streaking towards the skeleton next to Pip.
Attack BS 3
Ranged Touch: 1d20 + 3 ⇒ (5) + 3 = 8
And still manages to miss.
| DougFungus |
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Attack: 1d20 + 2 ⇒ (5) + 2 = 7 miss
Attack: 1d20 + 2 ⇒ (3) + 2 = 5 miss
Attack: 1d20 + 2 ⇒ (14) + 2 = 16 miss
Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Hit!
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 2 ⇒ (8) + 2 = 10 miss
Attack: 1d20 + 2 ⇒ (14) + 2 = 16 Hit
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Bloody Skeletons have Fast Healing. I need a place to keep track of HP.
BS1 = 2
BS2 = 3
BS3 = 5
BS4 = Down for 1 hour
Everybody please post your HP total in your post for this round. I seem to have lost track again. Thanks.
Round 4 Begins Now!
| Lorant Pelus |
| Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15) |
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Hit Point above
Lorant grimaces at another bloody wound. Seeing his sword is ineffective, he puts all his effort into hitting with his shield.
Attack X-9
Shield: 1d20 + 3 ⇒ (20) + 3 = 23 for: 1d3 + 1 ⇒ (2) + 1 = 3
Confirm!: 1d20 + 3 ⇒ (5) + 3 = 8 for: 2d3 + 2 ⇒ (2, 2) + 2 = 6
| DougFungus |
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Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Fumble
Attack: 1d20 + 2 ⇒ (2) + 2 = 4 Miss
Dex Check: 1d20 + 2 ⇒ (6) + 2 = 8 Fail
BS1 looses its balance and becomes Flat-Footed for one round.
Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Miss
Attack: 1d20 + 2 ⇒ (12) + 2 = 14 Miss
All of the skeletons now lay in bloody heaps on the floor. Three of the 4 look as though they're fixing themselves at an alarming rate. Within the hour, they'll be whole again.
| Lorant Pelus |
| Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15) |
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Lorant breathes heavily after the skeletons fall. He notes Kerret's blasts are stopping the apparent healing. He nods to him. "Good work. We don't want those things coming back."
"Ok, now I could use a rest." He winces at the claw wounds as he inspects them.
| Kaylee Pruitt |
| Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal) |
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I'll do what I can. Kaylee says as she gently inspects his wounds. The gashes were pretty deep though, and she doubted that she would be able to heal them completely. Reaching out to her otherworldly patron, she channeled warmth and healing onto Lorant's wounds. Healing hex: 1d6 + 2 ⇒ (6) + 2 = 8
| Lorant Pelus |
| Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15) |
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Lorant winces as Kaylee touches the wounds. "Ow, Kaylee, sto..." He trails off as warmth floods his body and some of the wounds close. "Oh, right. Sorry. Thanks." He breathes a little more deeply.
Isn't healing hex, 1d8, Kaylee?
| DougFungus |
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While Kaylee heals Lorant, Kerret makes a thorough search of the chamber.
[Dice=Take 20 Perception]20+6
Perception reveals nothing for this room.
Curious though, Anybody with Detect Magic currently active picks up the aura of a Conjuration Healing spell not coming from too far down the stairs.
| Kerret Malconnen |
| Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4 |
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Well, in that case...
Kerret casts detect magic to check the skeletons for any lingering auras, and as he sweeps his gaze around the room he says, There's an aura of conjuration magic coming from downstairs. I think it might be healing magic.
Vastar, are you out of spells and channels? Did you pray for a new spell for your new spell slot when we leveled after the beetle? What orisons do you have prepped?
| Kaylee Pruitt |
| Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal) |
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The internet has been acting up at my place so I've been using my phone to post. Lorant, you are correct about the 1d8. The 6 is a good roll so I'm not too worried about it this time unless the DM says otherwise. As of now, Kerret, Vastar, and Kaylee are the only party members left that Kaylee can use a healing hex upon.
| DougFungus |
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Level 2:
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west. The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.” Anyone investigating the eastern passage finds that it begins to slope down a bit after leaving this chamber and that water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. To the south, nothing can be heard or seen. To the west, the stench of rot grows stronger the closer you get to the mouth of the corridor, but nothing can be heard from that direction.
Based on a comment Vastar made I have turned on Fog of War. This is also advantageous because it cuts down file size for the maps. If its not working out, just let me know and I'll change it back to the way it was.
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