FIND A KEY...TEMPT FATE ITSELF (Inactive)

Game Master Gilthanis

Kortos Mnts

Kortos 2nd lvl

Level 3


1,051 to 1,100 of 1,141 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

right now you can only have small HD creatures so smaller chunks will be better for you. As long as you don't abuse the "total value" Ruke I am fine with that. :)

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Don't worry about that. :-) While no good necromancer is without a few minions, I'm focusing on debuffs, control, and summoning. No undead army for me.


The group backtrack across the bridge. The is a door on an eastern wall. The door looks to be of rotten wood and very unstable...so much so a light breeze might blow it over.

Dolgrin, easily takes the door off its hinges, and he is greeted to a mess hall. The room is 30 feet long and 15 feet wide. Tables and chairs are scattered throughout the otherwise bare room. There is a hallway extending north a few feet into the room, while a pair of hallways extend south. There is also a door on the eastern wall across the room.

There are goblets on a few tables with mead in it.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Uncertain whether this hall had been used in recent times, Dolgrin quietly signaled the group to check the hallways to the south, going that way himself.
leading the group towards room 27


Male Undine Swashbuckler 1

Not that it comes as a news flash, but Marvin will maintain station in rear guard.


Male Human Witch (Spirits Patron) / 3

Yeah 27 makes the most sense

Eb pokes around the mess hall, testing out a chair. He samples the mead by swilring a finger in one of the goblets and licking it clean.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


The group goes to check out the southern room. Eb tries some of the mead, it is slightly bitter and flat. Dolgrin may like it, but it may be a stretch. Nobody really hears much, but than Marvin heard a faint sound coming from behind the southern doors.

He doesn't recognize the language, but it sounds similar to the dialect from the Dark Dwarves from before.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Assuming Marvin mentions the noises and making some basic assumptions on the architecture of the place...

"Ugh, more of those bloody duergar. I say we surprise them and deal with them quickly."
Dolgrin suggested a 2 pronged attack to the group. The fiendish Pomeranian and Dolgrin through one door followed by Binx. Triba, Ebenezer & Marvin through the other door. Everyone ok with that?


Male Human Witch (Spirits Patron) / 3

Eb nods and takes up position behind Triba near the farther door

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx nods in assent and quietly issues the necessary commands to his doggie.


Male Undine Swashbuckler 1

Marvin will take position as indicated.


how long do your summons last anyways. It has been 4-5 rounds worth of time. Unless you are going to resummon it?

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

It lasts 4rds total. Two were spent checking out the treasure chest + however long it takes us to open/search/reposition. If it's been 5rds, Mr Evil Puppy went *poof*


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Then we proceed as planned without the Pomeranian! Let's hope we get the drop on those Duergar :) Surprise round for the win ^_^


so, dolgrin first door; Triba/Binx/Eb second door


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

As far as I remember saying : Me & Binx at 1st door, Triba, Eb & Marvin at the 2nd door.


Sorry, I misread the post lol

The group gets ready assault the southern doors, hoping to catch the enemy unaware. The doors open and before Dolgrin and Triba then see each a hallway then extends 10 feet that opens up to a larger room. Nothing can be seen or heard, as it appears the opening doors have caused the conversation to cease.

Presuming you enter, buff as you see fit. It will retroactively be applied if needed

Not seeing or hearing anything, the group enters the room. Each group gets to the end of the 10 feet and realize they are both in the same room. On the back wall there are empty weapon and armir racks. There is also a chest in the southwestern corner of the room. Dolgrin can see a very sturdy padlock protecting the contents.

Going to say that Dolgrin and Triba are at the end of the hallway right before entering the large room respectively


Male Human Witch (Spirits Patron) / 3

Eb throws a guidance on Triba and Marvin before they enter.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Do we actually see anyone in the room? Or only objects? No buffs on my end.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx starts detecting for magic auras.


How far into the room do you move? Or do you stay in the hallway? If in the hallway, you can only tell until the room begins to get bigger, the hard corners will prevent the 15' cone.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin stepped into the room taking on his defensive stance.
Total Defense, AC is 21 at the moment.


Dolgrin: 1d20 + 1 ⇒ (12) + 1 = 13
Ebenezer: 1d20 + 5 ⇒ (16) + 5 = 21
Marvin: 1d20 + 4 ⇒ (15) + 4 = 19
Thackery: 1d20 + 6 ⇒ (12) + 6 = 18
Triba: 1d20 + 7 ⇒ (14) + 7 = 21
Duergar barb/cleric 1d20 + 2 ⇒ (14) + 2 = 161d20 + 1 ⇒ (12) + 1 = 13

Init order: surprise round
Barbarian: done, visible
Dolgrin: go

Round 1:
Dolgrin:
Binx:
Triba:
Eb:
Barbarian:
Cleric:

Dolgrin steps into the room, before he knows it there is a Dwarven waraxe coming towards him. Even despite the Duergar being invisible, the dwarfs defenses easily keep the axe at bay. Dolgrin, is able to retaliate on his own accord.

PA axe: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 171d8 + 6 ⇒ (2) + 6 = 8 vs ac 21


Male Human Witch (Spirits Patron) / 3

Eb hits the duergar with the evil eye (-2 to save)


will: 1d20 + 3 ⇒ (2) + 3 = 5


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin retaliated, swinging his warhammer defensively in reply. He shouted to the others, "Be on your guard, there might be others hidden from our sight."

Warhammer attack, fighting defensively: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
damage: 1d8 + 4 ⇒ (1) + 4 = 5


Male Undine Swashbuckler 1

Can't tell if I can see a target.

point blank shot, rapid shot, deadly aim (target has cover)
to hit: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d8 + 3 ⇒ (4) + 3 = 7
to hit: 1d20 + 2 ⇒ (18) + 2 = 20 damage: 1d8 + 3 ⇒ (2) + 3 = 5


Added the visible enemy to the map. Please move yourself to where you would like toe be to gain line of sight on him if I moved your PC incorrectly :)

Marvin, walk in in an attempt to shoot the sole visible enemy, when he takes an attack from an unknown source of his own.

1d20 + 4 ⇒ (15) + 4 = 191d8 + 1 ⇒ (3) + 1 = 4

Round 1:
Dolgrin: go
Marv: move/shot twice (4 damage)
Binx: cast cause fear
Triba:
Eb: go
Barbarian: (23 damage)
Cleric: (

I forgot to put baddie #2 on the map, he is going to stand right next to the other one and is located off the map. Sorry bout that :) Triba if you wanna redo your action you can


Female Halfling Bard 2/Rogue 1

Triba steps farther into the room, then stabs at the foe who attacked Dolgrin, helping him with a flank.

Attack: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

"As I suspected, they heard us coming." Pointing a finger at the visible Duergar, Binx attempts to cloud his mind with terrible visions.

Casting cause fear (Will DC 17)


Male Human Witch (Spirits Patron) / 3

Eb starts to cackle madly and unwinds the threads of fate from around the duergar.

Move action cackle to maintain evil eye (-2 to saves); standard action Misfortune on the wounded Duergar


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin attacked the wounded Duergar, maintaining his stance.
Warhammer attack: 1d20 + 7 - 4 + 2 ⇒ (3) + 7 - 4 + 2 = 8
damage: 1d8 + 4 ⇒ (4) + 4 = 8
If needed for flanking with Triba, he will make a 5 ft step in the appropriate direction.


cause fear will: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17

Round 1: FINISHED
Dolgrin: go
Marv: move/shot twice (4 damage) FORT SAVE
Binx: cast cause fear
Cleric: cast sound burst
Triba: attack with flank FORT SAVE
Eb: evil eye FORT SAVE
Barbarian: (23 damage)

Round 2:
Dolgrin: go (9 damage)
Marv: go (4 damage)
Binx: go
Cleric:
Eb: go
Triba: go
Barbarian: (23 damage)

Triba, stabs the now visible Duergar. Even with blood trickling down his leg, he moves a few feet and begins to cast a spell. In the area behind Triba, an immense cacophony of sound erupts, enveloping Marv, Triba, and Eb.

cast def DC 19: 1d20 + 5 ⇒ (20) + 5 = 25

Meanwhile, the barbarian sets his eyes on the other not so dark dwarf Dolgrin and takes another mighty hack at him. His axe, digging into Dolgrin's side, past his shield and superior defenses.

1d20 + 9 ⇒ (14) + 9 = 231d8 + 6 ⇒ (3) + 6 = 9 vs AC 21

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Just a reminder, a successful save makes the Duergar shaken for one round. Unless, of course, he has more than 5HD. :-)


Oh yeah, less than 5 HD, so shaken till end of round 2. -2 atk/dmg/saves/etc. so 21 to hit and 7 damage

Round 2:
Dolgrin: go (7 damage)
Marv: go (4 damage)
Binx: go
Cleric:
Eb: go
Triba: go
Barbarian: (23 damage)


Male Human Witch (Spirits Patron) / 3

So, um, did you remember to take the -2 penalty to the duergar's saves? I'm a little confused as to who's currently affected by what at the moment.

Fort Save: 1d20 + 3 ⇒ (10) + 3 = 13

Rnd 2

I'll let stand my action from before
Eb starts to cackle madly and unwinds the threads of fate from around the duergar that he hexed with the evil eye.

Move action cackle to maintain evil eye (-2 to saves); standard action Misfortune (DC17 Will save w/ -2 penalty)


For those that fail a DC 14 fort save, take 1d8 ⇒ 4 damage or half on a success. Failure means you are stunned for 1 round.

Eb, the save you made was on round 1, so you are stunned for round 2. Sorry about the confusion on rounds and whatnot. I did take into account your save penalty, superstitious is a fun thing ;)

Round 2:
Dolgrin: go (7 damage)
Marv: FORT SAVE (go?) (4 damage)
Binx: go
Cleric:
Eb: stunned (4 damage)
Triba: FORT SAVE (go?)
Barbarian: (23 damage)


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Waiting on how marvin & Triba react to the spell to decide what I'm doing. @GM are the positions of the duergar where they're supposed to be? Have an idea, but it all hinges on whether Triba saves or not ... @Binx, could you move 5 ft back? I will most likely want to cast a spell, and I'd rather 5ft step back than having to cast defensively :)


Male Undine Swashbuckler 1

fort save: 1d20 + 6 ⇒ (20) + 6 = 26

Marvin will step back from his assailant (5') and shoot.

rapid shot, deadly aim

to hit: 1d20 + 6 ⇒ (5) + 6 = 11 miss
to hit: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d8 + 3 ⇒ (1) + 3 = 4 probably a miss though

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Not a problem. :-) I'll wait until everyone else goes before posting my action, but go ahead and 5ft me wherever Dolgrin needs.


yes Dolgrin, the positions are correct.

Round 2:
Dolgrin: go (7 damage)
Marv: atk miss (4 damage)
Binx: go
Cleric: channel
Eb: stunned (4 damage)
Triba: FORT SAVE (go?)
Barbarian: (29 damage)

Marvin takes two shots at the cleric. The first arrow sails high and bounces off the wall. The second almost gets through the defenses of the dwarf, the his shield deflects enough of it to redirect it off to his side.

He retaliated by clutching his unholy symbol, calling to fell his enemies.

channel DC 10 will for half: 2d6 ⇒ (1, 5) = 6

everyone please make will saves

will barb/cleric: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (17) + 5 = 22


Female Halfling Bard 2/Rogue 1

Fort vs Sonic: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Will: 1d20 + 4 ⇒ (11) + 4 = 15

Triba steps over and stabs the cleric.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Round 2:

Dolgrin: go (7 damage)
Marv: atk miss (4 damage)
Binx: go
Cleric: (4 damage) channel
Eb: stunned (4 damage)
Triba: atk/hit
Barbarian: (29 damage)

Triba, much as a halfling does is thwart whatever plans others have. She resists the sonic blast from the cleric, as well as the negative energy that he put off. She then steps up and delivers a solid blow, past his defenses, and causes him to curse slightly.

Moved you Binx 5' backwards for Dolgrin's plan


Male Human Witch (Spirits Patron) / 3

Urk!Eb claps his hands over his ears and stumbles backwards.


Male Undine Swashbuckler 1

will save: 1d20 + 5 ⇒ (18) + 5 = 23


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Will Save vs channel: 1d20 + 6 ⇒ (13) + 6 = 19
Dolgrin stepped back and called upon the power of Torag to summon a pit beneath the feet of the 2 duergar.
Casting Create Pit. Marked it on the map with a red bordered square. DC 15 reflex save (Anyone at the edge of the pit, in this case Triba, needs to make the same reflex save, but with a +2 added to the save), those who fail their save fall 10 ft and take fall damage: 1d6 ⇒ 1 and land prone in the pit.


Male Human Witch (Spirits Patron) / 3

will save: 1d20 + 7 ⇒ (16) + 7 = 23

HP 15/22


reflex barb, cleric: 1d20 - 1 ⇒ (19) - 1 = 181d20 + 1 ⇒ (10) + 1 = 11

Round 2:

Dolgrin: create pit (10 damage)
Marv: atk miss (4 damage)
Binx: go
Cleric: (5 damage + prone) channel
Eb: stunned (4 damage)
Triba: atk/hit
Barbarian: (30 damage)

Both dwarves, feel the earth shift beneath them. The barbarian stays on his feet, showing his stability. The cleric is not so agile, and falls down.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Will: 1d20 + 6 ⇒ (11) + 6 = 17

Binx chuckles in derision as he easily withstands the Cleric's dark energy. Glaring at the Barbarian, he again attempts to fill him with fear.

Casting sotto voce (Will 16 or shaken for 1rd. Immune if over 4HD.)


Will: 1d20 + 5 ⇒ (14) + 5 = 19

Round 3:

Dolgrin: create pit (10 damage) go
Marv: atk miss (4 damage) go
Binx: go
Cleric: (5 damage + prone)
Eb: (4 damage) go
Triba: go
Barbarian: (31 damage)

The barbarian laugh a hearty laugh at Binx's attempt to influence him. He raises his axe high in the air, and takes a swing at little Triba near him. The ground, while not influencing him initially cause his swing to miss, and he nearly slices into his own boot.

The cleric, again channels negative energy, hoping to take out an intruder or two.

axe: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 6 ⇒ (6) + 6 = 12

channel DC 10 will fit half: 2d6 ⇒ (1, 2) = 3 everyone will save please

barb channel: 1d20 + 5 ⇒ (16) + 5 = 21

1 to 50 of 1,141 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Find A Key & Tempt Fate Itself All Messageboards

Want to post a reply? Sign in.