Merchants and Mages

Game Master bbangerter


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Ian's anger pays off as he splits the thing at the waist, the top half crashing to the ground.

Combat over


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy stands close to the captive vampire. These manacles magically confine her. she explains. And whatever else is true she very much wants revenge on and is afraid of this Nasun. I trust her that far and recommend we release her.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina looks at Cindy with irritation. "And after it has its revenge, what then? It will begin eating tea and crumpets and open up a toy house for orphans? No, it will prey upon the city we are responsible for protecting. While necromancy isn't strictly forbidden, this creature is a predator and the citizens of our city is its prey. I see no reason this creature is needed to deal with another of its ilk, it is our duty to dispose of both of them."


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin, having no strong opinion on matters of morality, remains silent on the issue.


The vampire gives a hiss at Serelina, "I would not betray my people as you suppose. I was once a mage of the tower and would hold to my oaths."


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian shrugs to Serelina. "Any way we can safely transport her to the Tower? Maybe the masters would want a word with her...but uh..say the word and I'll take her head off."


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

The words of this creature seems true. Even if I have no love for undead, its state seems to make it our ally.
Since this morning we fight without knowing what's going on and for once I would like to know why and what.
I am for letting it go If it accept to help us find the reason behind all this.

Issa turns to the creature of unlife.

Will you ?

Sense Motive: 1d20 + 12 ⇒ (19) + 12 = 31


"I swear I will aid your cause." the vampire states plainly.

Issa:

The undead is telling the truth.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa turns to his comrades.

I think she's truely willing to help us.


Morvae steps up next to the vampire, and in a conciliatory tone speaks, "Apologies for continuing this discussion in your present state, but you must understand our worries. It is well and good that you would aid our quest, and perhaps rather understandable given your tormentor's treatment of you. Before your release could be plausibly considered though, we would hear about your plans to sustain yourself in the lands of the living. My understanding is that vampires require blood to live. Have you given thought to how to provide for your...needs, while not becoming a hazard to polite society?"

Sona replies with some frustration showing in her voice, "I did not choose this condition, Nasun inflicted it upon me. I would seek a cure, if there is any. If not I shall leave civilized lands and hunt beasts in the forest."

Issa:

She is unsure of herself here. Her intentions are right, but she is unsure if she could resist the lure to humanoid blood over that of animals.

Morvae continues, "In addition to assisting us in our quest, you would be required to come to the Tower with us and more fully discuss your new lease on, shall we say 'life', in this world. It may be that further work in the name of the cause of Good could be arranged."

"I shall gladly do so. If there is any cure to be found, it is likely within the means of the tower to enact it."


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina shakes her head and shrugs, gesturing impatiently for the rest to get on with things since the are foolish enough to ignore her.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian still waits for Serelina's order, ready to interrupt the polite conversation with a beheading.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy steps closer to Sona and perhaps in Ian's way.

Then it is settled. We do not have to murder a victim. Cormick, can you remove these manacles?

Player of Cormick has been ill. Perhaps DM can act here for him? I must admit that I do not know how he would feel about releasing Sona.


Cormick hesitates for a moment, looking between Issa and Cindy. "Very well Sona. We will trust you for the time being." Cormick pulls a set of lock picks from his vest and begin to work. As he does Master Hast draws forth a wand again, one he has held off and on several times now during the search of the catacombs, but not yet used.

Open Lock: 1d20 + 16 ⇒ (1) + 16 = 17
Open Lock: 1d20 + 16 ⇒ (16) + 16 = 32
Open Lock: 1d20 + 16 ⇒ (10) + 16 = 26
Open Lock: 1d20 + 16 ⇒ (4) + 16 = 20
Open Lock: 1d20 + 16 ⇒ (4) + 16 = 20
Open Lock: 1d20 + 16 ⇒ (10) + 16 = 26
Open Lock: 1d20 + 16 ⇒ (13) + 16 = 29

It takes him several tries with some of the locks, but after about 45 seconds all four manacles have been released.

Sona sits up slowly, her eyes closed for a moment. "Thank you" she breathes out softly.

She stands slowly and carefully walks towards the closed door. "May I cast some protective magics?" she asks, "A shield spell."

Assuming there is no objection, she will cast shield, otherwise skip the shield spell and move on to this next part regardless.

"Give me a moment." she stares blankly at the door, her arms outstretched, for 10 seconds or so, before lowering her arms again. "It is time for my revenge."

Cindy:

About this same time, you hear the faint sound of squeaking coming from the other side of the door. Were the door open, your sure it would be a cacophony of noise.

Course of action for the group?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

"I will also cast some preparatory spells..."

Serelina casts protection from evil on Ian, See invisibility and invisibility on herself, Enlarge person on Ian, and will cast haste on the whole group as the door opens.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I too have some preparations. Cindy uses her want to cast Mage Armor on Sona beforeactivatine her Scarshield (+3 Natural Armor) and flight hexes and casts invisibility on herself.

Something, or many things are on the other side of that door. I clearly hear squeaking Be ready for a rat swarm or worse. Maybe a vampire bat swarm?


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

"Ugh, I f&+*in hate swarms."


As the casters finish casting spells in preparation the stone door to the east groans, and as soon as it is only a few inches off the ground a swarm of rats comes pouring under the door.

Everyone roll init again. Anyone beating a 7 may act before the swarm.

Rat swarms do take half damage from slashing/piercing weapons, so not completely immune for those with such weapons.

Map


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ow! You hit me right in the math, my weak point. Posting it here so I can reference back to it if need be.

Stats:
AC: 23/11/23
Init: +4
Full Attack: +18 3d6+18, +11 3d6+22 PA, +18 3d6+19
Single Attack: +18 6d6+22 PA

Math:
Atk +3
AC -1
+30' move, 3d6 Greatsword, +1 Str Dmg, Bonus Attack on Full Attack

(MATH)
Heroism: +2 to atk rolls, saves, and skill checks.
Haste: +1 to atk rolls, AC, and Ref saves. Bonus attack on Full Attacks. +30' of movement.
Enlarge: +2 Str (+1 atk, +1 dmg), -2 Dex (-1 AC, -1 Ref save, -1 init), -1 to Atk and -1 AC. Greatsword 2d6>3d6

Overhand Chop On single-attacks with a two-handed weapon, add x2 Str bonus on damage.
Backswing On full-attacks with a two-handed weapon, add x2 Str bonus on damage for all attacks after the first.

Init: 1d20 + 4 ⇒ (13) + 4 = 17
Ian starts swinging left and right, at rat level, like a farmer harvesting wheat.

P.Atk: 1d20 + 18 ⇒ (2) + 18 = 20
Dmg: 3d6 + 18 ⇒ (2, 6, 2) + 18 = 28 14

P.Atk: 1d20 + 11 ⇒ (15) + 11 = 26
Dmg: 3d6 + 22 ⇒ (2, 6, 4) + 22 = 34 17

P.Atk: 1d20 + 18 ⇒ (12) + 18 = 30
Dmg: 3d6 + 19 ⇒ (4, 4, 1) + 19 = 28 14


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

init: 1d20 + 2 ⇒ (4) + 2 = 6


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

init: 1d20 + 1 ⇒ (9) + 1 = 10

Hezrog chuckles at Ian before joining in on the rat-smashing.

Best he can do is move and make a single attack
bash: 1d20 + 16 ⇒ (5) + 16 = 212d6 + 13 ⇒ (3, 1) + 13 = 17


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Init: 1d20 + 5 ⇒ (6) + 5 = 11

Glad that these rodents do not fly, Cindy lifts off the floor and pulls an alchemist fire from her belt.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Init: 1d20 + 2 ⇒ (10) + 2 = 12

Cormick reaches into his pouch to produce a flask of Alchemist Fire, which he quickly tosses at the back area of the swarm as he lunges forward.

5' Step to M186

Alchemist Fire, 2 range inc: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Damage, Alchemist Fire: 1d6 ⇒ 6


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

init: 1d20 + 9 ⇒ (16) + 9 = 25

Rilumin takes a single step back and starts unloading arrows at the swarm, aiming for the thickest concentrations of rats.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (15) + 11 + 1 + 1 = 28
dmg: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19
dmg: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (3) + 11 + 1 + 1 = 16
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Init: 1d20 + 0 ⇒ (10) + 0 = 10

Issa waits do see if his comrade are able to get rid of the swarm of creatures while looking for their new 'best friend'.

Sense Motive: 1d20 + 12 ⇒ (20) + 12 = 32


Amid the onslaught of attacks the swarm of rats is dispersed, only a few individual rats escaping alive. They are quickly replaced by two additional swarms though pouring under the door, biting and clawing at the legs of Morvae and Hezrog.
Hezrog make a DC 12 fort save or be nauseated.
Hezrog also make a DC 12 fort save or be diseased.
Damage Morvae: d6 = 2
Damage Hezrog: d6 = 3

From under the doorway can be seen skeletal legs and feet, standing where the pull chain would be to open the door, and behind it three more skeletal legs and feet lining the side of the hallway.

Sona steps forward and to the side, loosing an evocation, her hands splayed, a wave of flame erupting on the rats.
Burning hands: 5d4 = 11 + 50% = 16. Rats reflex saves: 13, 15 (failed). It also catches the closest skeletal figure, though he gets a bonus to save due to partial cover. d20 + mods = 20 (saves)

From beyond the door is the sound of spell casting, then the squeaking of the rats goes eerily silent.
Ian, Hezrog, and Morvae are unable to hear any noise at all

Spellcraft DC 17:

A silence spell has been cast.

Map

Party may all act


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

nauseated save: 1d20 + 10 ⇒ (19) + 10 = 29
diseased save: 1d20 + 10 ⇒ (5) + 10 = 15


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Spellcraft: 1d20 + 17 ⇒ (4) + 17 = 21

A spell was cast rendering the area around Ian, Hezrog and Morvae silent, they cannot hear nor speak while in the realm of silence.

Serelina then casts a spell of her own, sending an arc of burning fire into the owner of the skeletal feet then into the owners of the bone legs away from the door.

Burning Arc 1: 7d6 ⇒ (6, 2, 2, 6, 3, 1, 3) = 23

Burning Arc 2: 3d6 ⇒ (1, 5, 5) = 11

Burning Arc 3: 1d6 ⇒ 1


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian says I'm too f@$@in' old for this... but no one can hear him. He goes back to harvesting rat-guts on his sword, disgruntled.

P.Atk: 1d20 + 18 ⇒ (19) + 18 = 37
Dmg: 3d6 + 18 ⇒ (4, 1, 4) + 18 = 27

P.Atk: 1d20 + 11 ⇒ (18) + 11 = 29
Dmg: 3d6 + 22 ⇒ (2, 3, 2) + 22 = 29

P.Atk: 1d20 + 18 ⇒ (4) + 18 = 22
Dmg: 3d6 + 19 ⇒ (1, 6, 1) + 19 = 27


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy flies forward to N190 and throws her alchemist's Fire to strike the second swarm and splash the first.

Range Touch: 1d20 + 7 ⇒ (14) + 7 = 211d6 ⇒ 2

Next round:

Fire: 1d6 ⇒ 6


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick maneuvers through the middle of the room for a better shot to throw from. He pulls a tanglefoot bag when he gets close to position.

move to H188, pull tanglefoot bag

Second round Alchemist Fire
1d6 ⇒ 4

------------------------------------------------------
Current Effects: heroism (Ian), 15 min;


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin takes another step back, shooting at what he can see of the fore-most enemy. The partially opened door doesn't affect him in the least, he could shoot through a keyhole if needed.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (16) + 11 + 1 + 1 = 29
dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15


Morvae saves, disease: 9, distraction: 14
Morvae claws at the rats attacking him.
Attacks: 15, 16, 23, 28. Damage, halved: 10, 8 (first swarm dead), 11, 7 (second swarm dead)

Ian and Cindy feel free to take alternate actions.

Flames leap from Serelina's fingertips, striking the skeletal creatures in the passage. Reflex saves, 9, 10, 29

Rilumin begins firing arrows under the partially open door, targeting the closest skeleton, and... only hits with the first attack.

Hezrog, Issa, Leo (anyone feel free to recommend actions for him) still up. Cindy/Ian can take different actions then their declared ones.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

If the door is opening, Ian will go to it and ready an attack. If it's not opening, he'll start pulling the pull-chain. If there's no pull-chain on this side, he'll grab the underside of the door and attempt to brute-force lift it up.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

For now, Issa can't do much. He wait for the right opportunity to use his last power against undead.

Delay


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Glad that the swarms are destroyed Cindy will pocket the alchemical and move as specified.


Cindy, that position does put you in the silence spell, do you want that position, or move back one space to stay out of it?

Ian moves to the doorway, ready to attack the skeletons behind it as soon as it is open enough to get a clear shot.

Going to move Hezrog to the other side of the door for his action.

The door continues to rise into the ceiling, and in only a few seconds the hallway beyond is fully exposed. As it does hundreds of bats flutter into the room, eerily silent.
Swarm damage to Hezrog: 3, Morvae: 1, Ian: 2
DC 11 fort saves or be nauseated.

Ian you may take your readied action to attack the front skeleton. Hezrog may do a similar attack if he doesn't have something else he would have wanted to do with his turn.

Beyond the door the four skeletons, eyes glowing blue, move into action. The lead skeleton is dressed in an ornate breastplate, and completes equipping a heavy shield as it 5' steps into the doorway, swinging a heavy pick at Ian, narrowly missing him.
Attack: 22

The next in line is dressed in an armored coat, wielding a glaive-guisarme, and from the back jabs at Hezrog with the speak like point.
Attack: 19

Third is an archer in a chain shirt, and composite longbow. It lets loose a multitude of arrows at Ian. The first pierces his armor, embedding itself deep in the warriors chest.
Attacks: 31 (confirm 25), 17, 17. Two arrows fired at once on the first shot (using manyshot), only one arrow gets the crit multiplier - this is going to hurt. Damage d8 + mods * 3 = 39. Damage d8 + mods = 13. 42 damage total.

The last is also dressed in a chain shirt, but carries no weapons. It does hold a small rod in its skeletal grip though. Small tendrils of oily blackness flow between it and the other three skeletons, and for a brief moment they pulse, growing thicker. As it happens the first three seem to grow stronger, while the fourth grows weaker. It takes a step backwards, and hands held high in the air waves of darkness emanate from it, flowing over all four skeletons. Chipped and broken bones mending. Channel negative energy for 4d6 = 12

Kn Religion DC 17:

These are skeletal champions. They benefit from the same advantages that skeletons do, resistant to all but blunt weapons and mind effect magics. But unlike their mindless kin, skeletal champions retain many of the skills and abilities they had in life.

Serelina:

Hanging from the wall, almost casually I199 is what appears to be a withered husk, outline in blue from your see invisibility spell, its head swivels from side to side taking in the fight going on in the room. The skin sagging beneath its eyes, the skin of the nose drooping, the nosferatu.

Rilumin and some NPCs up (Morvae, Sona, Nina, Leo, Hast)

Map


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin hones his arrows in on the enemy archer.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (17) + 11 + 1 + 1 = 30
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Know. Religion DC17: 1d20 + 8 ⇒ (19) + 8 = 27

These creature are skeletal champion ! Uses blunt weapon to bybass their natural resistance to damage !

Issa move closer 4 square in a straight line and casts Fireshield on himself.

May the everburning sun of Horus protect his servitor


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Yes, if Cindy encountered the silence she would move back out of it. She has plenty of move.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Not sure if you already moved me or not GM, but since i'm not nauseated I should have enough for this. If not, something like this for next turn.

Seeing the arrows lodged into Ian's chest, Hezrog moves ahead into the middle of the archers (L-194) Looks like a great square and tries to get their attention with a shield bash.

(into the flank, with a studied target and power attack)
attack: 1d20 + 16 ⇒ (12) + 16 = 284d6 + 11 ⇒ (2, 2, 2, 1) + 11 = 18


Hezrog, the front two are holding melee weapons, so you will provoke with that movement. Still want to do that?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian grunts in pain, almost falling to a knee from the arrow in his chest. He snaps the arrow and yells in fury at the skeleton as he cleaves diagonally with a massive overhead chop.

PAtkVStrike: 1d20 + 18 ⇒ (20) + 18 = 38
Dmg: 6d6 + 22 ⇒ (4, 4, 3, 5, 6, 6) + 22 = 50

CConfirm: 1d20 + 18 ⇒ (13) + 18 = 31
CritDmg: 6d6 + 22 ⇒ (6, 5, 2, 3, 6, 6) + 22 = 50

100 Dmg in one swing. Dayum.


I need an update on Hezrogs movement/positioning before I proceed. Moving into the back lines or attack the front skeleton?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Ian on a critic, you don't double the additionnal damage from Vital Strike


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Serelina casts a spell, summoning motes of light to surround an area up on the wall. "There on the wall, the Nosforatu! Vampire, get your revenge! Rilumin focus fire!"

Cast glitterdust on the creature and move back from the melee.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Yes. Hezrog not scared of puny melee weapons. He wants to draw the attacks since his ally is wounded.

Regrettable last words?


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Yes as in moving past them to get to the archers.


Ians damage adjusted for crit only multiplying base damage, and vital strike with a greatsword only doing 4d6, not 6d6 (am I missing something that sets it to 6d6?) = 71 damage.
Ian's anger and pain filled counter attack on the skeleton shatters the lead skeleton, splinters of bone flying back into the hallway. Its still dead

As Hezrog charges past the lead skeleton it lashes out at him with its glaive.
Attack: 303. Pick damage d10 + mods: = 4 + the mods, I don't have the number in front of me right now, so I don't recall the exact bonus damage.

He then smashes his shield in to the archer, bones crunching with the blow.

Rilumin has much better luck with the less armored archer, striking with three arrows, breaking off and chipping bones.

Sona moves south and unleashes another spell. A great howling gust of wind issues forth from her hands, slamming into the swarms of bats and forcing them northward. 13 damage.

Leo rushes forward, touching Ian with a protective spell. Protection from evil to grant him +2 to ac/saves

Nina skirts the room to the south side while Morvae and Master Hast wait.

The nosferatu is outlined in glittering particles, hanging from the wall farther back in the corridor. I199
Will save vs blindness: 23

A second later it becomes fully visible, a withered and ancient looking humanoid. Its gaze is focused on Hezrog. "Kill them my faithful servant" it rasps out. Hezrog feels a force pressing on his mind, seeking to take control of his will.
Hezrog make a DC 18 will save. Failure means you are dominated and will direct your attacks at nearby party members instead.

The creature then casually flicks a hand towards Sona, "You are always mine to command slave." The sorceress puts her hands to her head, clenching her eyes tight. "Get... out... of my head." She opens her eyes again, glaring with hate at the nosferatu.

Nasun then climbs farther up the wall and onto the ceiling. He is still in reach of someone standing below him

Let me clarify the init order.
Skeletons
Rilumin, Hezrog, Sona, Leo, Nina, Hast, Serelina (Serelina had been low on the init roll, but considering she has been standing watching for a couple of rounds, I shifted her as though doing a delayed action.)
Nasun
Morvae, Cindy, Cormick, Issa, Ian

Last, bolded group, is up.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Enlarge Person makes greatsword 3d6 base, so 6d6 for vital strike. Also: "A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together." Then minus the 3d6 vital strike dmg on the crit (woops), that'd be about 85 damage still.

Ian duck under the doorway, over the shattered bones of the skeleton he killed. "You!" He shouts above the fray, pointing his greatsword with one hand out at Nasun, then heads straight for him (taking as few AoO as possible).

If he can get right to him, he'll take a swing. Which probably won't be hard since he's ~14' tall.

PAtkVStrike: 1d20 + 18 ⇒ (6) + 18 = 24
Dmg: 6d6 + 22 ⇒ (1, 1, 1, 1, 6, 6) + 22 = 38

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