Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.


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Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

I missed the healing too. HP15/43

Not to let his friends' aide be in vain, Seamus continues to lash out at the demon while keeping out out of reach if possible.

Atk and move out of reach attempting to reach flank 1d20 + 10 ⇒ (7) + 10 = 17 DMG 1d6 + 6 ⇒ (1) + 6 = 7


Seamus recovers from the blow and lunges forward to deliver another blow that unfortunately only bounces off the demon's hide. Sorely wounded, the halfling leaps back out of range behind Lockjaw.

Round 5
Ghasts-x
Seamus-x
Karrak
Lockjaw
Chitleen

map


Male Elf Alchemist (Crypt Breaker) 5

Round 5:

If the fall of the priestess gives Chitleen succor... he does not show it. Instead mechanically his hands fumble within his satchel for another of his alkahest bombs. This time the vial is larger and thinner same, though follows the same arc towards the demon...
Tangle-hest: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Exclude friendlies - and DC 15 Reflex for the demon or it's entangled and glued to the floor. A save prevents the glue-age.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak judges the distance and retreats to a judicious range (K5) before channeling a wave of healing energy.

Channel Heal: 3d6 ⇒ (2, 6, 1) = 9

His summoned allies turn their attentions to the demon.

Hammer round 3/5
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Archon round 3/5
light ray touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 4

light ray touch attack 2: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 1

status::

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 3/5
Lantern Archon round 3/5
HP=35/35

Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis

magical (+1) bolts: 12


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Waiting to see if the tangle works before I decide my action.


The hammer turns on the demon followed by radiant blasts from the summoned archon. Karrak retreats back into the ghoulish banquet hall before channeling healing aid to his allies. Chitleen hurls a special bomb that strikes the demon high covering it in sticky glop, but not holding it fast.

Lockjaw


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 5

Status:

HP = 27/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level

Still slowed and weakened, Lockjaw nonetheless holds the line.

Swift to Activate Smite on demon. Ready to 5' and Attack as soon as he's a 5' step away.

MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (18) + 7 - 1 - 4 + 2 = 22
Damage Smite: 1d8 + 8 + 5 ⇒ (7) + 8 + 5 = 20
Plus 5 more damage for the first hit.


now that's what I'm talking about! Did you apply Karrak's +9 hp channel?

The great pale demon spreads a jagged toothed smile as it hops forward on its squat crooked hind legs. Lockjaw is ready however and even though it feels like he is moving through honey, he steps forward to meet the demon with divine might flowing through him. The sound of the blow echoes through the old library and the great luminous eyes of the fiend flicker as if in doubt for the first time.

It falls on the paladin though it remains entangled by the sticky strands of Chitleen's bomb. A claw hits slashing a burning welt and jagged teeth grate over the stone armor leaving a shallow bite behind. Though shallow, the bite sends necrotic torpor through Lockjaw's muscles.
Lockjaw-8 claw, 5 bite, fort DC 15 or 3 dex damage (+2 ceremony bonus applies to save)

Round 5
Ghasts-x
Seamus
Karrak
Lockjaw
Chitleen


Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

Seamus moves back step and downs a potion which swells his muscles and readies his body to increase its assault upon the demon.

5' to rear, down Bull's Strength potion aka HGH Halfling Growth Hormone ;)


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

The hammer continues its assault. Karrak calls the lantern archon to approach the demon from the rear (flanking) while he rushes to the front (J9) and lashes out with dorn-dergar.

Hammer round 4/5
attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 1 ⇒ (3) + 1 = 4

Archon round 4/5
light ray: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 flanking
damage: 1d6 ⇒ 4

light ray: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 flanking
damage: 1d6 ⇒ 6

Dorn dergar: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 flanking
damage: 1d10 + 2 ⇒ (6) + 2 = 8


Male Elf Alchemist (Crypt Breaker) 5

Round 5:

Knowing that his acidic missives and bowshot will not harm the beast, Chitleen instead focuses on getting into position to strike.

Move action adjacent to beastie and Lockjaw, draw talwar during move.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 5

Status:

HP = 36/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level

Lockjaw continues his assault on the beastie.

MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (13) + 7 - 1 - 4 + 2 = 17
Damage Smite: 1d8 + 8 + 5 ⇒ (3) + 8 + 5 = 16

Not sure if I have flank or not.


Lockjaw-I think that you missed this line above: 8 claw, 5 bite, fort DC 15 or 3 dex damage (+2 ceremony bonus applies to save)

Seamus hits the 'roids in the back while everyone else mobs the demon. The glowing archon darts around to the rear unleashing another series of burning rays whilst the glowing hammer dances around though it fails to strike. Karrak steps up to meet the enemy and his dergar impacts drawing what serves for demon blood. Lockjaw continues fighting though as if in a nightmare, his limbs barely move in time to his will. His slow hammer misses as Chitleen steps to his side.

The bloodied demon snarls as it is beset from all sides. It turns its wrath first against the glowing celestial. The weaving orb dodges claws, but suffers a dire bite.
archon-11 bite, fort 15 DC or 1 dex damage

Round 6
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen

map


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Fort: 1d20 + 6 ⇒ (17) + 6 = 23

The archon dims only momentarily before striking back one final time.

light ray: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 flanking
damage: 1d6 ⇒ 2

light ray: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 flanking
damage: 1d6 ⇒ 4

status:

round 5/5
HP 2/13
AC 15, T11, FF 15, +2 deflection vs evil
DR 10/evil

The celestial hammer pounds once more at the demon.
light ray: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2

Karrak takes advantage of the lantern archon's distraction to press his attack before withdrawing slightly.

dorn-dergar: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
damage: 1d10 + 2 ⇒ (4) + 2 = 6

5' step back to K8

status:

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 5/5
Lantern Archon round 5/5
HP=35/35

Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis

magical (+1) bolts: 12


Male Elf Alchemist (Crypt Breaker) 5

Round 6:

Knowing his own blade would likely not harm the beast, Chitleen instead focuses on doing what he can to ensure that Lockjaw's axe cleaves deep...
Aid Another (+2 to attack): 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 6

Status:

HP = 23/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level

Fort DC 15: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

"Die ye damn'd abomnation!"

MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (1) + 7 - 1 - 4 + 2 = 5
Damage Smite: 1d8 + 8 + 5 ⇒ (1) + 8 + 5 = 14


Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

Feeling the pump, Seamus bounds forward lashing out and away again.

Spring Attack 1d20 + 14 ⇒ (1) + 14 = 15 DMG 1d6 + 8 ⇒ (3) + 8 = 11

Those numbers are correct I believe. +2 for Bull's Strength yes?


and dicebot turns again just when you might have a chance...

Seamus bounds back into the battle, but perhaps he is a bit too juiced as he fumbles his pike strike. Karrak's celestial ally continues nibbling little burns with its beam, but the floating hammer seems stymied. The doughty priest however, lands a solid hit on the evil outsider before stepping back.

Despite the holy power that floods through the paladin and Chiteen's assistance, Lockjaw just can't move fast enough to land another blow on the demon. The fiendish monster bats the floating light back to the celestial realms and turns again on the paladin. It is looking a little haggard under the combined assault however. Its claw rends the stone plate, but jaws merely grate against mineral.
Archon gone. Lockjaw-8 slash

Round 7
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen


Male Elf Alchemist (Crypt Breaker) 5

Round 7:

Hissing "Quickly... end it before we are worn down" Chitleen again attempts to aid Lockjaw's cleaving axe...
Aid Another (+2 to attack): 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
...though his fumbling fingers slip on his blade's hilt and he barely avoids dropping it.


Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

Not willing to waste his opportunity, Seamus again leaps forward like a bipedal scorpion.

Spring Attack 1d20 + 14 ⇒ (10) + 14 = 24 DMG 1d6 + 8 ⇒ (3) + 8 = 11


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 7

Status:

HP = 15/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level

MAW PA Slow Smite: 1d20 + 7 - 1 - 4 + 2 ⇒ (7) + 7 - 1 - 4 + 2 = 11
Damage Smite: 1d8 + 8 + 5 ⇒ (5) + 8 + 5 = 18

Lockjaw attempts to lay into the creature again, before quickly healing some of his injuries.

LoH: 2d6 ⇒ (3, 4) = 7


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak darts back into close range (J9) and batters with his dorn-dergar.

attack: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 1d10 + 2 ⇒ (1) + 2 = 3


Seamus darts in again to strike leaving a painful welt though the supernatural hide resists some of the damage. Karrak follows to bring his dorn-dergar into play as the glowing hammer disappears. The hit is solid though not at full extension of the chain and lands somewhat softly. Lockjaw draws upon the divine power to heal and his focus isn't in his attack which is infuriatingly slow and ineffective.

The demon continues to focus on the holy warrior. Its assault is lacking in conviction as it weakens, but its bite leaves a mark and again threatens to tighten the paladin's muscles into a stiff rigid state.
Lockjaw-8 bite, fort DC 15 or 4 Dex damage.

Round 8
Shoosuva-x
Seamus
Karrak
Lockjaw
Chitleen


Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

Trying to aid his stalwart companion, Seamus presses his assault.

SA 1d20 + 14 ⇒ (18) + 14 = 32 DMG 1d6 + 8 ⇒ (1) + 8 = 9


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak continues to pound away at the demon.

attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 2 ⇒ (2) + 2 = 4


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 8

Status:

HP = 14/59 (39)
AC/T/FF = 21/10/21 (-1 Slow) (+2 Smite)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 3/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level

Fort DC 15: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Lockjaw grits his teeth and swings again, taking time to aim.

MAW Slow Smite: 1d20 + 9 - 1 - 4 + 2 ⇒ (1) + 9 - 1 - 4 + 2 = 7
Damage Smite: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17

LoH: 2d6 ⇒ (1, 2) = 3

Screw dicebot, screw it right to hell.


Lockjaw- well at least you're making your saves in style...

Seamus bounds forward one more time and jams his pike into the demon. The pike doesn't penetrate far, but it is enough. Even as the other dwarves crowd in, the terrible lambent eyes fade and the thing collapses into a bubbling heap of some chalky tarry substance.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Well done!" Karrak gives a cheer before quickly checking everyone's health.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen looks down at his hands, focusing and attempting to see if the torpor that had gripped his actions has lifted or yet remains...


Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

"Good grief. What a horrid place this.", Seamus says lighting the long pipe portion of his gore covered lance.

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