Dungeon Master S's "Lost at Bitter End" Subtier 7-8 (Inactive)

Game Master Chris Marsh

COMBAT MAP

Initiative Quick Post:


  • [dice=Megferra]d20+6[/dice]
  • [dice=Faeranduil]d20+3[/dice]
  • [dice=Jacques]d20+2[/dice]
  • [dice=Grim]d20+6[/dice]
  • [dice=Avelina]d20+15[/dice]
  • [dice=Baddies]d20[/dice]


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Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn is so talented that he put down the zombie that he wasn't swinging at, hahaha.

Silver Crusade

M Dwarf

The well-armed warrior dwarf turns a corner, coming back into view of the party.

"Ah'm done clearin' the perimeter, Your Grace. No baddies around here to--"

His eyes widen, then rush from body to body as he realizes the implications of the scene before him. He rushes over to Avelina.

"Ya've been ambushed!?"

Aldoz pulls out his greataxe and begins scanning the area with a furious anxiety.

"Damn it! Why do beasties always attack when ah'm not around?! Damn tricky cowardly beasties!"

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

"Yes Aldoz, why do they?" Faeranduil asks, looking up from his book.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

In the air. Almost home. Sorry about the break everyone!

-Posted with Wayfinder

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

*Thumbs up*

If we could pick up the pace a bit when we get started again, I would appreciate it. I want to be able to play this character in You Only Die Twice around the middle of next month if possible.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

Works for me. It'll go much faster on my end now.

-Posted with Wayfinder

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Speedy works for me. This character isn't much for the roleplaying, so will pretty much be quiet except for a few one-liners and the like.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

With the enemies finally defeated and the party recovered, you have an opportunity to catch your breath and relax for a bit. In the square around you it appears that other than your erstwhile foes Geb's Rest is a ghost town.

Something metallic shines from the fountain in the middle of the square. It is only now as the sun is solidly setting that the angle was just right to reflect what's left. The reflection is from a bit of copper on the binding to a thin tome. The time itself is attached via chain to a corpse. Ironically the corpse is completely dessicated, even though it's laying in the fountain. (Heal or Knowledge Arcana to learn about the corpse.)

You wander over to the book and it's title is clearly legible still, "Magical Mysteries of the Mana Wastes Steles."

north and search for her camp.

Silver Crusade

Female Human Paladin (Oath of Vengeance) 8/Swashbuckler 1 | 84/84 HP | 25 AC 15 T 20 FF | 25 CMD | F +13 R +14 W +9 | Init +5 | Perc -2 | SM +4 | LoH 10/10 Smite Evil 3/3 Panache 4/4

Meg looks at the body, unnerved, trying to work out what happened to it.
Heal: 1d20 + 2 ⇒ (1) + 2 = 3
"Maybe it's all pruny from being in the fountain?" she guesses.

"Is this one of the journals we're looking for? I hope the pages aren't too wet to read..."

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Holding his polearm in one hand, Baldwyn pulls an imaculate longsword from its scabbard and uses it to raise the chain and, therefore, the tome. As he does so, a voice rings out, "Hey! You don't use me for weeks and now you make me do THIS? I shoulda stayed with K."

Baldwyn chuckles. "Just be glad I ain't usin' you to sunder the chain, Gamin. Don't wanna bang ya up too bad. Jus' tell me if that water burns. Or... whatever. You know."

May as well
Untrained Heal: 1d20 + 1 ⇒ (13) + 1 = 14

Once retrieved, Baldwyn will sheath the talking sword, crack his neck and cautiously open the tome to check its condition.

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

Knowledge Arcana: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26

"Hmmm, can I have a look Baldwyn? It seems the subject is magic, which is my main area of knowledge"

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn shuts the book and hands it over to Faeranduil. "Ain't nothin' but words to me. Have at it."

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

"Knowledge is usually transfered by words Baldwyn" Faeranduil reprimands the man while casting a minor spell.

Detect magic at the corpse, pool and book

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

The Ulfen and the Lion just look cross that they missed the battle, and simply stand guard.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Nothing radiates as magical, but Faeranduil is certain that the corpse's condition was caused by some arcane ritual (either she was the target, or something went horribly wrong.)

Even in it's current condition, you're also certain that this corpse is that of Rijana. The book is a 200- page book half-filled with her tiny scribbles, including a day-today account of her activities in the Wastes over the last six months. Oddly, her last entry indicates that she was two days north of Geb’s Rest, in the Mana Wastes, camped around a stele that she believed could cure the Mana Wastes of it’s magical afflictions (or lack thereof) if only she "could just translate and properly perform the ritual" laid out on the stele in ancient Kelesh.

This journal also makes mention of three other journals: Translations of the Mana Wastes Stele; Demi-Planes, Pocket Dimensions, and the Mysteries of Geb; and Flora, Fauna, and Hazards of the Mana Wastes.

By now it is sunset. Rijana’s journal indicates that her camp is two normal travel days away, through some of the harshest conditions on Golarion.

Your move Pathfinders.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

"Rest tonight in the buildings and travel in the day? Or you prefer running by night?"

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

"Though we can't really see in the dark, might be cooler running if we go by night. 'Less someone has one o' them wands to endure the elements or aid in travel?"

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina looks over the body, though she seems distracted.

Heal (heroism): 1d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6

"Er...yes. I think you have the right of it, My Champion."

Avelina points her wand in the direction indicated by the journal.

"We should press on! More foul creatures may attempt to ambush us if we stay here. Besides..."

She takes Meg's hand and rests it on her cheek. She is not the slightest bit cold.

"...the cold is no threat to me. The Goddess's fire burns within me."

She has a permanent endure elements (cold) boon from a scenario

Liberty's Edge

Male Human Rng1/Clr6 | HP 74 | AC 17 T12 FF15 | F+13 R+9 W+10 | Per +12* | Init +2

LeGrand spits, as if something about tarrying too long puts a distate in his mouth.

"Arr, so we be needin' two more o' the journals penned by the lass who no longer be among the land o' the livin'..."

Taking a few steps out of the inn, the pirate scans the horizon.

"It matters not to me if we travel by day or night. Bein' that we should be walkin' in the o' the less-than-livin', how do they fare at night compared to us less challenged folk?"

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

"We are as happy at night as we are in the day, so happy to head into the darkness"

Grim seems happy enough with just leaving and heading on, and readies to depart.

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

"Jacques, we need three other journals, not two. I am fine with either traveling on now or waiting until tomorrow. If we wait I can ward you all against the sun after I have studied my spells."

If we depart now and it is really cold (as in saves needed after a while) Faeranduil will cast an endure elements on himself using his arcane focus.

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

If we do go tonight, Baldwyn dons his cold weather outfit.

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina pats her haversack as she addresses Meg.

"Darling, if the cold bothers you, you can have my furs. Since I received the Goddess's blessing, I no longer require them."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Ready to go, I just need to know if you rest or not.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

"That solves it then..." Grim and Misfortune begin moving out 'We can sleep in the day"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Moving north the party heads towards the are mentioned in the journal.

As soon as you leave the edge of town, you sense an oddity in the air. It takes a moment to wrap your head around it, but it seems like one moment, you're your normal selves, and then another you're somehow.... less.

It's after the first 3 or 4 cycles of this when you realize that here, magic sometimes works, and sometimes doesn't. It's not just your spells, but rather EVERYTHING magical, equipment included...

Things seem to work well in town, but out here it's extremely unpredictable. Everyone check in with a quick Perception check and I'll advance.

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

-Posted with Wayfinder

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Per 1d20 + 11 ⇒ (12) + 11 = 23

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

Perception: 1d20 + 7 + 2 + 2 ⇒ (10) + 7 + 2 + 2 = 21

Breakdown of perception modifier:
+7 = ranks from Headband of Vast Intelligence +2
+2 = racial modifier
+2 = competence bonus from Heightened Awareness

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Peception (heroism): 1d20 + 2 + 3 ⇒ (16) + 2 + 3 = 21


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

To add crunch to the fluff, there's a 50% chance per round that you're in an anti magic zone. These zones are highly unstable, so even if you don't move, there are even odds for what happens in the next 6 seconds.

The first day of travel is tedious, but uneventful. The instability of magic is little more than a headache on the first day. Midway through the second day, however, it becomes a very real problem.

A pair of beasts emerge in the dark, their glowing forms a stark contrast to the darkness in which you cloak your travel. No one is taken by surprise, though the beasts fall quickly to combat.

The eerie beasts appears to be the animated skeletons of huge, fanged cats, bones glowing with fire and seething with smoke. (Knowledge (The Planes) to ID).

Megferra: 1d20 + 6 ⇒ (1) + 6 = 7
Faeranduil: 1d20 + 3 ⇒ (14) + 3 = 17
Jacques: 1d20 + 2 ⇒ (2) + 2 = 4
Grim: 1d20 + 6 ⇒ (17) + 6 = 23
Avelina: 1d20 + 15 ⇒ (3) + 15 = 18
Baldwyn: 1d20 + 7 ⇒ (14) + 7 = 21
Baddies: 1d20 + 9 ⇒ (12) + 9 = 21

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Magic items:
Ioun torch, clear spindle ioun stone in wayfinder, bag of holding type I, wand of CLW, +1 bardiche, Gamin the MisReforged, +1 full plate, belt of giant strength.

Think that's everything.

Silver Crusade

Female Human Paladin (Oath of Vengeance) 8/Swashbuckler 1 | 84/84 HP | 25 AC 15 T 20 FF | 25 CMD | F +13 R +14 W +9 | Init +5 | Perc -2 | SM +4 | LoH 10/10 Smite Evil 3/3 Panache 4/4

Eep, I've missed a lot of posting today! Sorry, getting adjusted to a new (temp) job, haven't been able to check in until evenings.

As Avelina takes Meg's hand and presses it to her cheek, she feels the warmth of her new charge's skin, and then feels a warmth in her own cheeks as she blushes. But the paladin is thrown for just a brief moment, replying with a cheerful, "How wonderful, my Lady!" She graciously accepts Avelina's furs--partially for their warmth, and partially to see what kind of elegant clothing the Inheritor's Beacon has.

---

Perception: 1d20 - 2 ⇒ (14) - 2 = 12 Oh, sure, THAT'S where my decent roll goes! Sheesh. :P

Seeing the skeletal cats, Meg takes a defensive posture. "What are these foul creatures? My Lady, be careful!" she cries, relishing her new-found knightly role.

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Looks like Grim is up first, then baddies, then rest of the party?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Initiative Repost:

Round 1: Magic is 1d2 ⇒ 2 NORMAL this round.

Grim: Current
Baddies: On deck
Baldwyn: TBD
Avelina: TBD
Faeranduil: TBD
Megferra: TBD
Jacques: TBD

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Misfortune and Grim move into position and start building a frontline.

Both ready an attack to intercept incoming cats(?)


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The cats are definitely about to charge. You'll need to step up 5' to get inside their reach for it, so go ahead and take your attacks.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Even though they are Large if they are the same as Misfortune they probably only have a 5' reach, though as I don't actually know what they are they could have funky powers - which would be unfortunate, as Misfortune can't reach them either then :p


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

You sir are correct. Map is updated. They have 5' reach. The one on the right has cover from Misfortune (and vice versa.)

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim attacks!

Attack 1d20 + 15 ⇒ (7) + 15 = 22
Damage 2d8 + 8 ⇒ (2, 7) + 8 = 17(Silver)

Misfortune attacks
Attack 1d20 + 10 ⇒ (1) + 10 = 11
Err Misfortune is too busy playing with the scratch pole or something... bad kitty!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The cats are completely soundless as they pounce forward. In your heads you FEEL rather than hear something that seems part snarl, part laughter.

Pounce on Grim:
Bite: 1d20 + 13 ⇒ (9) + 13 = 22 DMG: 1d8 + 5 ⇒ (4) + 5 = 9
Claw 1: 1d20 + 13 ⇒ (20) + 13 = 33 Threat
Claw 1 CONFIRM: 1d20 + 13 ⇒ (4) + 13 = 17 DMG: 1d6 + 5 ⇒ (6) + 5 = 11
Claw 2: 1d20 + 13 ⇒ (12) + 13 = 25 DMG: 1d6 + 5 ⇒ (3) + 5 = 8
Free Grab 1: 1d20 + 19 ⇒ (20) + 19 = 39 GRAPPLED

Pounce on Misfortune:
Bite: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13 MISS
Claw 1: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21 MISS
Claw 2: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25 DMG: 1d6 + 5 ⇒ (2) + 5 = 7
Free Grab 1: 1d20 + 19 - 4 ⇒ (20) + 19 - 4 = 35 GRAPPLED

The otherworldly creature literally leap into the fray and immediately grab hold of your front line.

Pathfinders (including Grim) are up.

Dark Archive

hp 57/57 | PfA 100/100 AC 17 (incl mage armor) | T 13 | FF 14 DR 10/melee or magic| CMD 18 (19 vs grapple) | F +5 | R +8 | W+9 (+2 vs enchantments) | I +4 | P +13 (+2) | Concentration +19 Elemental Manipulation 11/11 | Versatile Evocation 11/11 | Reroll 1/1 |
Active Spells:
Darkvision, Floating Disk, Heightened Awarenes, Mage armor, Life Bubble, Overland Flight, Protection from Arrows, Unseen Servant

Faeranduil has not cast any spells yet, except for mage armor and unseen servant His belongings are on the mule he bought when he heard the mission would take place in the mana wastes. Feeling that there is currently no obstruction to using magic he casts an empowered piercing fireball behind the cats so that he does not hit any ally.

Knowledge Planes: 1d20 + 16 ⇒ (17) + 16 = 33
Change damage type of fireball to vulnerability element or to an element they are not resistant to

Damage: 10d6 + 7 ⇒ (3, 5, 4, 6, 1, 1, 1, 4, 4, 6) + 7 = 42
+ empower 17 = 59 damage

Caster lvl check vs Spell Resistance Left, Elf + Piercing spell: 1d20 + 10 + 2 + 5 ⇒ (2) + 10 + 2 + 5 = 19
Caster lvl check vs Spell Resistance Right, Elf + Piercing spell: 1d20 + 10 + 2 + 5 ⇒ (17) + 10 + 2 + 5 = 34

I have included the effect of piercing spell in my caster level check for spell resistance, although this is officially a -5 modifier to their spell resistance

Liberty's Edge

Male Human Rng1/Clr6 | HP 74 | AC 17 T12 FF15 | F+13 R+9 W+10 | Per +12* | Init +2

LeGrand winces a bit as he watches the two "cats" pounce and grab Grim and Misfortune.

"Arr, tis why Baldwin and I should always be standin' in front..."

He shakes his bardiche at the creatures, lamentning the fact that they didn't charge slightly f-ARRR-ther.

Stretching his neck, the pirate circles around as he grows in size. He manages a wink to Avelina and Megferra as he does so.

No flank since Grim is grappled.

Bardiche: 1d20 + 9 ⇒ (12) + 9 = 21 for 2d8 + 13 ⇒ (8, 8) + 13 = 29

LeGrand Status:

HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged

F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)

Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [_] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith

Copycat Left: 5/5
Enlarge Left: 4/5
Channels Left (3d6, DC14): 4/4
Extend Rod Uses Left: 3/3
Cure Light Wand Charges Left: 46/50

Effects Active:
Barksin: +3 natural armor

Not enlarged, no freebooters: +9 hit, +11 damage

Attack bonus breakdown:
+1 magic bonus
+5 BAB
+4 strength
-1 size penalty
-0 power attack (Furious focus)
+1 freebooter's bane
--
+10 to hit

Damage bonus breakdown:
+1 magic bonus
+6 strength (18 while enlarged, 2H)
+6 power attack (2H)
+1 freebooter's bane
--
+14 damage

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn moves forward to try to maintain some semblance of a frontline and swings at the damned thing holding Grim, hoping it to be easier to hit while it is occupied.

PA +1 Bardiche: 1d20 + 12 ⇒ (7) + 12 = 19
1d10 + 18 ⇒ (7) + 18 = 25

Silver Crusade

AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
Spells Per Day Remaining:
6-5/5 5 8/8 4-8/8 3-8/8 2-8/8 1-9/9
Spells Active:
Mage Armor, Heroism, Clay Skin, See Invisibility

Avelina shakes her head at her now-grappled comrade.

"Stop fooling around, Grim! I order you to free yourself from that evil cat right now!"

Avelina casts Liberating Command on Grim as an immediate action; he gets an immediate escape artist check with an additional +16

"Be blinded by the Radiant Dawn of the Inheritor!"

Avelina throws out a hand as she casts Burst of Radiance on the evil kitties.

Radiant Dawn of the Inheritor Burst of Radiance: 5d4 ⇒ (2, 1, 1, 4, 2) = 10
Blind duration (DC22 reflex to reduce to dazzled): 1d4 ⇒ 1
Spell Resist: 1d20 + 10 ⇒ (9) + 10 = 19
Spell Resist: 1d20 + 10 ⇒ (12) + 10 = 22

Avelina turns and smiles proudly at Meg.

"I have weakened them for you, My Champion. Go forth and destroy these evil creatures in my name!"

As Le Grand walks past and winks at her and Meg, her face scrunches up in consternation, her mouth cocked to one side.

"Why does he keep doing that...."

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Don't she mean 'The Inheritor's name'?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Baldwyn swings with all his might, but misses the cat with the business end of his polearm. Avelina's spell goes off and the cats unleash another wave of mental growling.
Left Save: 1d20 + 13 ⇒ (1) + 13 = 14
Left Save: 1d20 + 13 ⇒ (4) + 13 = 17

and hits them SQUARE in the face! Both cat's seem to be blinded by the spell. A split second later, a burst of cold erupts:
Left Save: 1d20 + 13 ⇒ (11) + 13 = 24
Left Save: 1d20 + 13 ⇒ (12) + 13 = 25

And parts of the translucent beasts turn blue for a bit. Jacques grows and swings with teffifying skill. The blade: Consealment: 1d100 ⇒ 28 carves a chunk out of the left cat's hide.

Grim and Megferra to finish Round 1!

Faeranduil:

This beastie is a hellcat. It resists fire (and magic in general) and damage from anything not inherently GOOD, but otherwise elements are good to go. You can ask 2 more questions if you'd like,

Round 1: Magic is NORMAL this round.

Grim: Current
Baddies: Pounce!
Baldwyn: MISS
Avelina: Burst!
Faeranduil: Burst!
Megferra: TBD
Jacques: SLICE

DM:

Left: 62
Right: 38

Silver Crusade

Female Human Paladin (Oath of Vengeance) 8/Swashbuckler 1 | 84/84 HP | 25 AC 15 T 20 FF | 25 CMD | F +13 R +14 W +9 | Init +5 | Perc -2 | SM +4 | LoH 10/10 Smite Evil 3/3 Panache 4/4

With a flourish of her scimitar, Meg utters a prayer to Shelyn for guidance and leaps forward and strikes out at the most injured-looking cat beast!
Another smite evil!

+1 Keen Scimitar, PA, Smite Evil: 1d20 + 15 - 3 + 4 ⇒ (18) + 15 - 3 + 4 = 34
Crit confirm: 1d20 + 15 - 3 + 4 ⇒ (9) + 15 - 3 + 4 = 25
Damage: 1d6 + 13 + 16 ⇒ (2) + 13 + 16 = 31
Crit Damage: 1d6 + 13 + 16 ⇒ (1) + 13 + 16 = 30

Meg then prepares to strike back at the cats should they attack her!

Including smite evil. Without, attacks are 4 less and damage is 16 less.

Opportune Parry with Smite Evil: 1d20 + 15 - 3 + 4 + 1 ⇒ (6) + 15 - 3 + 4 + 1 = 23

Riposte with smite evil: 1d20 + 15 - 3 + 4 ⇒ (11) + 15 - 3 + 4 = 27
Riposte damage with smite evil: 1d6 + 13 + 16 ⇒ (3) + 13 + 16 = 32

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim/Lib command 1d20 + 13 + 16 ⇒ (13) + 13 + 16 = 42

Grim laughs as he shrugs off the big kitten.

Grim and Misfortune begin returning the favour, they both fly into a rage.

Grim
Rage+PA
Attack 1d20 + 15 + 2 - 3 ⇒ (5) + 15 + 2 - 3 = 19
Damage 2d4 + 8 + 3 + 9 ⇒ (1, 4) + 8 + 3 + 9 = 25

Attack 1d20 + 10 + 2 - 3 ⇒ (5) + 10 + 2 - 3 = 14
Damage 2d4 + 8 + 3 + 9 ⇒ (2, 4) + 8 + 3 + 9 = 26

Misfortune decides staying in the grapple is a great idea.

Rage+Smite+Grapple
Attacks vs grappled creature.
Overcomes DR.

Attack 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26
Damage 1d8 + 6 + 2 + 2 ⇒ (1) + 6 + 2 + 2 = 11

Claw 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24
Damage 1d8 + 6 + 2 + 6 ⇒ (8) + 6 + 2 + 6 = 22

Claw 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 28
Damage 1d8 + 6 + 2 + 6 ⇒ (1) + 6 + 2 + 6 = 15

Rake 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage 1d8 + 6 + 2 + 6 ⇒ (2) + 6 + 2 + 6 = 16

Rake 1d20 + 10 - 2 + 2 ⇒ (8) + 10 - 2 + 2 = 18
Damage 1d8 + 6 + 2 + 6 ⇒ (2) + 6 + 2 + 6 = 16


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Grim can't do much, but Misfortune goes claw to claw with the hellcat and tears it to shreds. Inspired by the other successes, Megferra brings everything together into a singular powerful blow. The critical smite ends the cat's hold on this plane.

Out of combat...

The remainder of the trip is rather uneventful until you come to a spot that looks like your goal. A cold fire pit, well-organized gear and supplies, and two journals blowing lazily in the wind surround a small, stone monolith. The monolith, the stele described in Rijana’s journals, is covered top to bottom in intricate and exotic carvings as well as markings and what look to be writings in an ancient language. The entire camp is covered in a thin layer of reddish dust, as if no one has been here for some time.

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