Last Rites (Inactive)

Game Master drawesome1111

Strange happenings in Sandpoint lead to even stranger adventures in Golarion. With most sinister consequences.


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M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel just waits by the door for the questions to finish, despite his intellect he tired of the investigation and wanted to either leave or recommence the hunt. His parents death had changed him a lot. His smoking had almost ceased (despite his internal whining about always needing a smoke) and he was a man of action rather than contemplation. He longed for the thrill of combat, the rush of a spell released and a foe vanquished. His time would come.


Marie simply gestures at Gryff's question, "I have no idea of who this Nikolai is, but feel free to take a look around and if you find anything I will gladly assist you." She smiles and continues picking up various books and papers. Perhaps allowing you to look at them as you require.

WHo is closest to the door at this point?


male human

I'd say it is tied between Elorin, Alexia and Adriel.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Taltōsh and Arasmes are out in the hall.

I think everyone else is in the room.

Adriel and Alexia (Wow, there's a lot of "A" names in the group!) are both near the door.


Uh then I'll take Perception from Tal and Arasmes.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

I guess I'll Take 10... :P


Male Dhampir Cleric (Undead Lord) 2

Perception 1d20 + 3 ⇒ (17) + 3 = 20


Male Dhampir Cleric (Undead Lord) 2

Arasmes wordlessly hands the book to Taltosh


Taltōsh:
The book seems to be written in strange language. What languages do you know? Also you hear the sound that is like a loud pop followed by crackling.

Arasmes:
You hear a sound like a loud pop followed by crackling coming from above you.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

DM Awesome:

Taltōsh knows Aklo, Common, Draconic, Giant, Shoanti, Sylvan, and Varisian.

BTW: Which direction was the sound from? Upstairs?

"Did you hear that?" asked Taltōsh suddenly, turning his head in the direction of the sound.


init:+5, AC:17, HP:18, F:+5 R:+5 W:+5, Perception:+2

Elorin turns trying to hear the noise.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

"The noise came from above, possibly outside!" exclaimed the sage as he moved to the trapdoor leading up.


Male Dhampir Cleric (Undead Lord) 2

"I'll come with you" Arasmes offers, following his hooded companion.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Me too.

FINALLY. The elf may get a chance to use his magic yet....


init:+5, AC:17, HP:18, F:+5 R:+5 W:+5, Perception:+2

Elorin frowns and shakes head as he draws his bow before following the others.


Female Aasimar Ranger 2 : AC17 : HP 16/16

Alexia sighs, she was standing at the door as well, she should have heard something. Why didnt I get to roll? D: Pulling her bow out, she follows the others.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Taltōsh climbed up into the kitchen and moved aside for the others to join him.


As you exit the room you find that thre is the defined stench of death in the air. Suddenly a rusted sword breaks through the wood near the trapdoor. Then another and another.

ROLL INITIATIVE Init: 1d20 ⇒ 16


init:+5, AC:17, HP:18, F:+5 R:+5 W:+5, Perception:+2

Initiative: 1d20 + 5 ⇒ (2) + 5 = 7


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9


Female Aasimar Ranger 2 : AC17 : HP 16/16

Initiative:1d20 + 4 ⇒ (17) + 4 = 21

"Gryff should be in front, let's bottleneck them in the hallway."


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Initiative1d20 + 5 ⇒ (20) + 5 = 25
Adriel will position himself at the rear to support.
He casts ENLARGE Person on Gryff. So he can block the hallway


Male Dhampir Cleric (Undead Lord) 2

initiative 1d20 + 3 ⇒ (3) + 3 = 6


Female Aasimar Ranger 2 : AC17 : HP 16/16

Great except Gryff's parents were likely not glass blowers Adriel :P


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Hey, YOU asked for a bottleneck. Ya got one.


male human

Initiative roll: 1d20 + 4 ⇒ (7) + 4 = 11

Gryfford rushes to block the hallway, his muscles bulging incredibly as he runs along the corridor, his arms drawing his falchion even has they elongate - until his entire self has grown tremendously, into a hulking yet swift version of the blond warrior.

"Pharasma beckons you one final time, undead filth !" he bellows to his enemies, his big face distorted into a grim snarl.


Female Aasimar Ranger 2 : AC17 : HP 16/16

Well I didnt mean to have him large size... makes it incredibly hard for the rest of us to help.


Now now... let's not fight each other, there are monsters to kill ;) Initiative goes as follows: Adriel, Alexia, Monsters/Angus, Gryff, Taltōsh, Elorin, Arasmes.

As Gryff takes position and grows larger than normal the blades continue chopping through the floor. Suddenly a large chunk of the floor falls through from the room above. [spoiler=Gryff] Reflex save[/roll]

Up through the hole you can see a horde of zombies begin to drop in. There is an eerie bluish glow from outside the cathedral.

Angus draws his hammer as he hears the floor crash and positions himself next to Alexia, "Get ready to fight!"


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Remaining in back Adriel Hexes the lead Zombie near Gryff with (EVIL EYE DC15, 7ds or 1 with will save) his evil eye making the things clumsier (-2 to AC)
Cut down the first and work your way way. I'll curse them.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Unable to actually get through the trapdoor, Taltōsh was next to it when the zombies attacked.

Reflex: 1d20 + 2 ⇒ (6) + 2 = 8

... and something bad happened to the sorcerer. :P


Male Dhampir Cleric (Undead Lord) 2

Standing next to Taltosh, Arasmes was studying the stench, trying to deduce what they faced, when the ceiling caved in.Reflex:1d20 + 3 ⇒ (1) + 3 = 4


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

I'll heal taltosh if he needs it on my next turn


Female Aasimar Ranger 2 : AC17 : HP 16/16

I think the reflex was for gryff....


male human

Reflex save: 1d20 + 2 ⇒ (2) + 2 = 4

Gryfford instinctively tries to get out of the way of the caving ceiling... but its new-found height and girth disorient him enough that he ends up staying right beneath it.


The floor crashes in crashing down on the ones who weren't able to get out of the way.

If you failed the save take 1d4 ⇒ 2 damage and are pinned/prone.

As the dust settles you see there are 5 humanoid forms standing before you, each one putrified and rotting. They begin to shamble towards you and Angus swings his hammer at one as it gets close. Attack: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Gryff is up, you have to roll an escape artist check to get out or have someone help you. Also the zombies are about 10ft away now.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Angus is up, and then Gryfford.

When it's my turn, I'll try to get out from under the rubble.

Escape Artist (Standard Action): 1d20 + 2 ⇒ (16) + 2 = 18

He'll then stand as a Move Action (unfortunately, that provokes an Attack of Opportunity).


Female Aasimar Ranger 2 : AC17 : HP 16/16

Alex will notch one of her raining arrows and fire it at the nearest zombie to her on her turn.

1d20 + 6 ⇒ (16) + 6 = 22
That includes the -2 for arrow type and the +2 for favored enemy.

Damage:
1d8 + 2 ⇒ (4) + 2 = 6 Piercing for the arrow
2d4 ⇒ (2, 2) = 4 For the holy water, plus 1 point of splash if any of the other zombies are in 5ft proximity

Leaves one raining arrow left of the two I started with, to note.


male human

Escape artist check: 1d20 - 3 ⇒ (5) - 3 = 2

"Hell's Pit ! I'm trapped !" Gryfford bellows as he tries in vain to escape from the rubble piled on him.

DM Awesome:
Perhaps Gryfford could use his Enlarged strenght next round to escape from the rubble (i.e he could make a strength check) ?


init:+5, AC:17, HP:18, F:+5 R:+5 W:+5, Perception:+2

Elorin fires his arrow at the zombie Alexia struck if it does not fall.

Attack: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Pierceing
+1 for to hit and damage is if I am with in 30ft.


Gryff:
Yes that would be acceptable.

Arasmes is up if my understanding is correct?

Alexia arrow flies true sticks in the zombies one eye that still remains in its head. The holy water causes the rotting flesh to sizzle and melt and the zombie falls over. The others just step over it and move forward.

Elorin's arrow flies at the one behind the first and the arrow lodges in an exposed rib, but the staggering creature keeps dragging forward.


Male Dhampir Cleric (Undead Lord) 2

seeing a drop of potent holy water land a few feet from him, Arasmes struggles to get free, then pauses and looks at the zombies

"Put away your weapons!" he orders, channeling the dark behind his voice.
command undead dc 15 - just need one to fail, as that's about all I can control. I assume the escape artist is a standard action, but just in case here it is untrained with acp 1d20 - 1 ⇒ (18) - 1 = 17


Will: 1d20 + 3 ⇒ (13) + 3 = 16 Will: 1d20 + 3 ⇒ (9) + 3 = 12 Will: 1d20 + 3 ⇒ (18) + 3 = 21

One of the zombies stops in its tracks as Arasmes says what he says. The creature looks confused and then drops the sword it was holding.

Top of Initiative, Adriel is next. Try to keep it in order, if you can't let me know.


Female Aasimar Ranger 2 : AC17 : HP 16/16

Holy water hurts you Arasmes?


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel steps forward. This will be stupid.
Pure light Radiates from his hand
Healing Hex. Touch Attack1d20 ⇒ 11

Damage1d8 + 2 ⇒ (5) + 2 = 7


Female Aasimar Ranger 2 : AC17 : HP 16/16

Forgot the point blank bonus before but the thing died anyway.

Alexia will take a step back to be sure she stays out of range and pulls out a normal arrow to fire it at one of the zombies that Arasmes hasn't controlled.

Ranged Attack: 1d20 + 7 ⇒ (9) + 7 = 16

Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Male Dhampir Cleric (Undead Lord) 2

Player is not sure - but Arasmes would work on the assumption it will.


Male Varisian Human Sage Wildblooded Sorcerer 2; AC 16, flat-footed 14, touch 12; HP 14/14; Init +2; Fort +2, Ref +2, Will +4; Perception +6

Initiative:

Adriel and Alexia have gone.

Now up are Monsters and Angus.

Up after that will be: Gryff, Taltōsh, Elorin, and Arasmes.


male human

Under the remnants of the ceiling, Big Gryfford braces himself so as to push up and bursts through the rubble.

Strength check to free himself from the rubble: 1d20 + 5 ⇒ (7) + 5 = 12


The putrid creatures attack at the nearest targets. GryffAttack: 1d20 + 3 ⇒ (11) + 3 = 14 GryffDamage: 1d4 + 3 ⇒ (3) + 3 = 6
AdrielAttack: 1d20 + 3 ⇒ (13) + 3 = 16 AdrielAttack: 1d4 + 3 ⇒ (4) + 3 = 7
AngusAttack: 1d20 + 3 ⇒ (20) + 3 = 23 AngusDamage: 1d4 + 3 ⇒ (1) + 3 = 4

At the same time you see four more zombies drop down behind them.

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