Palace of the Vampire Queen (Inactive)

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. |


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male

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)

Mazrim:
You have read of an incident deep in the Mines of Callow Mountain (to the east) of an encounter with a creature the Dwarves called a Galuop Wrot, or Rust Monster. Though you have never seen one before, this monster fits the description. The account you read described a ferocious beast that attacked miners savagely in an attempt to devour their tools. The account made a reference to similar attacks by similar creatures in other mines and that this beast is normally only encountered several hundreds of feet below the surface. The account described how the monsters flesh, when the miners struck it with weapons, corroded the metal instantly, and that wooden clubs had to be employed to drive the monster away.

The monster devours the last of the coins scattered on the floor in front of it. When it has finished the meal, it moves slowly, in a circle, and then comes around to face toward Rownig and Melodak. The strange antennae on the head of the creature seem to extend and reach upward for a moment, and then the monster charges forward.

The monster is rushing toward Rowning and Melodak, it is time to roll Initiative


Female Goblin Level 3 Barbarian
crunch:
HP: 41/42 AC: 18(+1 vs traps) BAB: 3 CMB: 5 CMD: 19 Fortitude: 3+1 Reflex: 1+4 (+1 vs traps) Will: 1-1 Attack Bonus: Melee +4, Ranged +7
Terquem wrote:

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)

** spoiler omitted **

The monster devours the last of the coins scattered on the floor in front of it. When it has finished the meal, it moves slowly, in a circle, and then comes around to face toward Rownig and Melodak. The strange antennae on the head of the creature seem to extend and reach upward for a moment, and then the monster charges forward.
The monster is rushing toward Rowning and Melodak, it is time to roll Initiative

oh Gods, here it comes!

1d20 + 4 ⇒ (20) + 4 = 24

die freak! she shrieks, eyes glowing with inner rage...

She charges forward to impale it

1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 161d6 + 2 + 8 ⇒ (4) + 2 + 8 = 14


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Initiative: 1d20 + 8 ⇒ (10) + 8 = 18


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

rownig Init: 1d20 + 6 ⇒ (14) + 6 = 20


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Windel Init: 1d20 + 0 ⇒ (6) + 0 = 6


male

The map is updated, I will post an round one post with Initiative order, tomorrow. As you can see it is a small room, and a lot of characters. I hope everyone can see the map.

Initiative for RM: 1d20 + 3 ⇒ (14) + 3 = 17


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

I can't see the map while I'm at work. But during evenings or lunch I'll be able to check it out, which works just great.


male

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)

Round 1

Initiative Order:
Melodak – 24
Rownig – 20
Princess Stephanie – 18
Rust Monster – 17
Miagnik – 12
Atharessa – 11
Moralane – 9
Mazrim - 7
Windel – 6
Hallister – 5

The strange creature lumbers forward, but with quick reflexes Melodak the brave lunges and attacks the beast with the spear she carries. The spear strikes true and bites hard into the hide of the monster. The wound oozes dark brown blood* and as Melodak watches in surprise the head of the spear dissolves into powder.

Melodak is now armed with a Staff!

Rownig sees the spear head dissolve and understands immediately that he risks losing his weapons if he attacks the monster in kind. He might have to think of something else.

Meanwhile Princess Stephanie begins to inch her way forward as she fumbles in her component pouch for just the right thing.

*Melodak, could you give me a clue as to what I am missing that gives you a +8 on that damage role?

DM Notes:
Rust Monster – AC 18, ff 15, t 13| Fort +2, Ref +4, Will +5, CMD 16 (20 vs trip)
Attack bite +6 )d3) antennae +6 (touch)
Rust Monster - has taken ? points of damage


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

"Baaaaaaaaaaaack... use ranged weapons!" Rownig shouts in horror, he then stores his two handaxes, and pulls his bow and arrow. "Best t'retreat."

sheathing weapons std action, removing bow and arrow move action.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Hal moves into the doorway letting the others drop back past him and tosses his handaxe to Rownig. "Hold onta this, eh? Everyone keep b'hind me!"

Hal is blocking the doorway and fighting unarmed.

Activating Crane Style as a Swift Action. Fighting Defensive with Combat Expertise. Current Touch AC is 19

Readied Action: Punch Critter When It Closes: 1d20 + 5 - 3 ⇒ (7) + 5 - 3 = 9
Damage: 1d6 ⇒ 3


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

"Punchin' it could...work," he shrugs.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

"If nothin' else, it keeps the bugger away from th' rest o' ye so ye rain bolts an' bullets down on it. Jus' try not t' hit me."


male

Round 1

Initiative Order:
Melodak – 24
Rownig – 20
Princess Stephanie – 18
Rust Monster – 17
Miagnik – 12
Atharessa – 11
Moralane – 9
Mazrim - 7
Windel – 6
Hallister – 5

Rownig backs agains the wall after seeing the head of the spear dissolve, and readies his bow.

Princess Stephanie hesitates, prepared to unleash a potent magic spell, she must either decide to rush forward, so as to not catch her half-sister in the spell’s effects, or wait for a better time, while she is making up her mind, the monster attacks Melodak.

Full round attack
Bite: 1d20 + 6 ⇒ (17) + 6 = 23
Damage if >18: 1d3 ⇒ 1

Touch Attack targeting armor: 1d20 + 6 ⇒ (13) + 6 = 19
If the roll is > 15, the half-chain armor gains the “broken” condition

The creatures small head turns to the side and it opens its mouth, revealing not teeth but a hard “beak-like” lower jaw resembling a turtles. The mouth latches onto Melodak’s arm and pinches hard, nearly crushing the bone, but then slips off disgusted by the taste. The antennae of the beast lash forward with surprising speed and make contact with the metal chain pieces of Melodak’s armor. The feathery appendages dance over the chain striking several times and everywhere they touch rings dissolve into powder and small sections of the armor fall off completely.

Atharessa begins to try and push her way toward the front of the group.

When Moralane hears Rownigs warning she begins to move forward as well.

Miagnik, Mazrim and Windel, can take actions, but I’m skiping ahead to Hallister. The monster is not going to move forward, now that Melodak has rushed to intercept its forward lumbering movement, so, with Hallister’s permission, I’m going to take some liberties with his character, so that he gets an attack in this round.

Hallister hands his weapon to rowing, and hustles forward to stand next to Melodak. He thinks about some of the things he learned as a boy, when he was learning to fight with his bare hands, and remembers how he was told by an old pugilist that the secret to fighting bare handed is staying light on your feet, keep moving, shift your shoulders and hips to throw off your opponents concentration. Hallister seems to have a natural inclination for this kind of foot work and he approaches the monster in a dazzling display of grace and subtle dodges. He sizes the beast up, and takes a jab with his right hand, testing the monster’s defenses, and feels the hard hide block most of the force of his blow. He will have to put more of his body behind the next attack if he intends to hurt this creature.

DM Notes:
Rust Monster – AC 18, ff 15, t 13| Fort +2, Ref +4, Will +5, CMD 16 (20 vs trip)
Attack bite +6 (d3) antennae +6 (touch)
Rust Monster - has taken 11 points of damage


Female Goblin Level 3 Barbarian
crunch:
HP: 41/42 AC: 18(+1 vs traps) BAB: 3 CMB: 5 CMD: 19 Fortitude: 3+1 Reflex: 1+4 (+1 vs traps) Will: 1-1 Attack Bonus: Melee +4, Ranged +7

Melodak screeches in pain, and then anger as her new armor is destroyed....


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Grr. Stupid post eating site properties.

Miagnik grumbled and turned to face the corner of the room. He jumped up and dug his thick nails into the wall and began to scramble up and away from the rest of the group to give them room. He pulled his sling off his shoulder and once he reached the top of the wall he braced himself and loaded it.

Miagnik is climbing to get above everyone and loading his sling. Take 10 for 23 to his climb check.


male

If Miagnik is going to use a sling while climbing, which I think is wonderfully ingenious and clever, I think he should have to hold on to the wall with his teeth, the corner of his mouth or something like that. The image I have of this is awesome.


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Windel moves up to -A,19 and he will cast spiritual weapon and heavy mace appears over the rust monster. He'll move closer if there is opening.Perhaps, Mazrim's dog will move backward clearing out some space.

att: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13;damage: 1d8 + 1 ⇒ (6) + 1 = 7

I am assuming that Praggul Strongfist, God of War, favored weapon is a heavy mace, which is Windel's weapon of choice.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Why does nothing ever go according to plan?

Hal pursed his lips in frustration and unloaded two more swings at the creature, trying to get it's attention.

Flurry 1, Defensive: 1d20 + 4 - 3 ⇒ (4) + 4 - 3 = 5
Damage: 1d6 ⇒ 3

Fluffy 2, Defensive: 1d20 + 4 - 3 ⇒ (18) + 4 - 3 = 19
Damage: 1d6 ⇒ 3

"Might as well stay an' keep it away from th' others since ye ain't got much else fer it t' eat." Hal grumbles to Melodak.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Fine by me, no clear talking while loading a sling on top of a wall. As long as there is a wall to climb and some sort of advantage to be had from it, I'll probably be using this trick a lot.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Stephanie curses at her own hesitation--uncommon words for a princess. She blushes momentarily at the outburst. Resolved once again, she steps forward in order to get a clear shot and fills the hallways a dazzling display of luminescence which flies from her outstretched palms like a geyser.

Colorspray 15 ft. cone, DC 14 Will Save


male

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)
Round 2 (Initiative count 24 to 17)

Initiative Order:
Melodak – 24
Rownig – 20
Princess Stephanie – 18
Rust Monster – 17
Miagnik – 12
Atharessa – 11
Moralane – 9
Windel – 6
Hallister – 5

Mazrim follows as the dog seems to cower from the strange creature and turns away in a weak run back into the room where it had been chained.

Windel summons a Spiritual Weapon and directs the ghostly weapon to attack the creature, but the first blow has no affect.

Miagnik scrambles up the wall and bites onto a small protrusion of rock, and then he begins to ready his sling in order to try to make an attack from the air.

Hallister strikes once, and misses but his second blow strikes between the monsters antennae, a sensitive spot, and the monster shudders in pain.

Melodak and Rownig can take round 2 actions

As the monster is pressing forward on Melodak, possibly looking to render the armor she wears completely useless with another attack from the feathery antennae, Stephanie squeezes to the front and stands next to her half sister. Summoning a blinding flash of colors, Stephanie assaults the creature’s senses hoping to stun the creature even if only for a moment.
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17

The beast blinks as the burst of colors washes over it, and then it lunges at Hallister
Bit Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage if >21: 1d3 ⇒ 1

And the monsters Antenae seek out Hallister’s Ring Mail
Touch Attack: 1d20 + 6 ⇒ (10) + 6 = 16
If >19, ring mail gains the Broken Condition
But the nimble Dwarf leans away at just the right moment avaoiding the touch

The monster latches onto Hall’s arm and shakes its head violently
Confirm Crit?: 1d20 + 6 ⇒ (7) + 6 = 13
but Hall remember's his training and lets his arm relax, so as to avoid compounding the minor injury.

Miagnik is next, and then Moralane will fire an arrow into the melee

DM Notes:
Rust Monster – AC 18, ff 15, t 13| Fort +2, Ref +4, Will +5 | CMD 16 (20 vs trip) | Attack bite +6 (d3) antennae +6 (touch) | hp 27
Rust Monster - has taken 17 points of damage


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

RD 2: Rownig

Shortbow, firing in melee, soft cover: 1d20 + 4 - 4 - 2 ⇒ (10) + 4 - 4 - 2 = 8;Damage: 1d6 ⇒ 2

The arrow thunks off the back wall.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Miagnik finally manages to load his sling and crawls along the wall to get a clear view of the threat.

"Stand clear." He shouts before swinging his arm around to build momentum and released the bullet.

Attack: 1d20 + 5 + 1 - 4 ⇒ (7) + 5 + 1 - 4 = 9

Damage: 1d4 ⇒ 2


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Ignoring his armor, Hal continues to batter at the creature.

Flurry 1: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 ⇒ 2

Flurry 2: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 5


Female Goblin Level 3 Barbarian
crunch:
HP: 41/42 AC: 18(+1 vs traps) BAB: 3 CMB: 5 CMD: 19 Fortitude: 3+1 Reflex: 1+4 (+1 vs traps) Will: 1-1 Attack Bonus: Melee +4, Ranged +7

1d20 + 6 ⇒ (9) + 6 = 15

Melodak grabs at the creature's antenna hoping to prevent it from damaging her companion's armors...

Dm, since I am grabbing at the antenna, it should use the size modifiers for the antenna instead of the entire monster... though I can't recall where I saw this rule


NPC: F Dwarf Ranger/4 | Init +2, P +0 | HP 36/36 | AC 19, T 13, FF 16 | F+5, R+7, W+1 | CMD 18 | 14 arrows

"Get out of the way!"
Moralane draws back an arrow and takes careful aim through the swirling melee
Ranged Attack with Deadly Aim: 1d20 + 4 ⇒ (14) + 4 = 18

The arrow flies between Stephanie and Melodak and hits the monster.
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


male

Melodak - Is this a Grapple Attempt? the creature has a CMD of 16, and your CMB is only +5, but if this is something else just give me a bit more of an idea of what you are trying to do


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

RD 2: windel

Windel directs the spiritual weapon at the rust monster,

att: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8;damage: 1d8 + 1 ⇒ (1) + 1 = 2

"Smash'em, bash'em, and thrash'em!"

As the mace misses the target.

Other than directing his spiritual mace, Windel is not taking any additional actions.


Grushdeva du kalt misht
Terquem wrote:
Melodak - Is this a Grapple Attempt? the creature has a CMD of 16, and your CMB is only +5, but if this is something else just give me a bit more of an idea of what you are trying to do

Yes, grapple attempt

Still raging str bonus grants +2... since I am aiming for its antenna.. it loses its size bonus to CMD, but doesn't gain the grappled condition, it can't use antenna aattacks though


male

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)
Rownig’s arrow misses, as does Miagnik’s sling stone, Melodak attempts a grapple, but cannot get her hands on the antennae (the Rust Monster is medium sized and has no Size Modifier to its CMD). Moralane hits with her arrow. Windel’s spiritual hammer misses and Hallister punches, but cannot find a soft spot

Round 3

Initiative Order:
Melodak – 24
Rownig – 20
Princess Stephanie – 18
Rust Monster – 17
Miagnik – 12
Atharessa – 11
Moralane – 9
Windel – 6
Hallister – 5

Melodak, Rownig, and Princess Stephanie can take Round 3 actions, then if the Rust Monster is still standing it will attack again.

DM Notes:
Rust Monster – AC 18, ff 15, t 13| Fort +2, Ref +4, Will +5 | CMD 16 (20 vs trip) | Attack bite +6 (d3) antennae +6 (touch) | hp 27
Rust Monster - has taken 21 points of damage


Female Goblin Level 3 Barbarian
crunch:
HP: 41/42 AC: 18(+1 vs traps) BAB: 3 CMB: 5 CMD: 19 Fortitude: 3+1 Reflex: 1+4 (+1 vs traps) Will: 1-1 Attack Bonus: Melee +4, Ranged +7

Melodak furiously swings her (headless) Spear at the beast

1d20 + 6 ⇒ (14) + 6 = 20
1d4 + 5 ⇒ (1) + 5 = 6

and it Smashes into the creature's antlike head, cracking through the exoskeleton... the beast falls twitching to the floor


male

haha, actually, Melodak, that blow will kill the monster...


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Not drop it to 0 hp.


male

I may have to veify my sources, cause I'm alwasy getting versions of this game convoluted, but as I remember it, 0 hp for a monster is dead, no recourse to negative hp totals.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Rownig will simply guard the group's backside with his short bow ready to strike in a moments notice.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Hmm, I'd known constructs and undead to be destroyed at 0 hp. I'd always given living creatures the same treatment as PC's. Dead at -10 in older systems, or - constitution scores in Pathfinder. Though I'm willing to run with whatever way suits you best. You are, after all, the creative designer of your world.


Grushdeva du kalt misht

Well, constructs and undead are powderized at 0hp, living creatures are just assumed to die, Unless someone tries to help them... Or story, But that's how my DM did it...


male

Day 7, Late Morning, 4/57 (Current Turn/Turn of the Clock)

With a powerful smash of the stick that was once a spear, Melodak breaks the skull of the monster and it immediately collapses to the floor.

Sorry for the delays, not been feeling well, but that’s no excuse. Seems the Monster Dies at 0 hit points is a 3.5 rule that is not carried over into Pathfinder, but for this encounter we will apply it. In the future I’ll keep an eye on monster negative hp values.

Atharessa follows Mazrim back to the previous room, and Moralane, Windel, Rownig and Princess Stephanie overhear the two exchange heated words. It is difficult to understand exactly what is being said, but some of the conversation can be heard.

Perception Check, Hearing = >10:
Mazrim feels that he needs to return to confront Sir Guisse and address these accusations of there being a Necromancer living under Sir Guisse’s nose, but Atharessa doesn’t think they should leave the group. Mazrim will tell her that it is her decision, but that he is going. He also says that he is suspicious of Hallister and Miagnik and that there is “Something weird” about those two that might be all tied to this surge in the activity of the undead. Atharessa tells him he is wrong about hall, and that she will stay with the others and see this through.

When Atharessa returns, she informs the group that Mazrim has gone to confront Sir Guisse about the things the goblins said about this dwarven woman who is raising the dead.

Mazrim has left the party, but should the player wish to return to the game in the future, the members of the party that are still around at that time can try to rescue him from Sir Guisse’s Dungeons.

Hallister notices a partially open concealed/secret door in the corner of the room.

The map has been updated to show the passage where the fleeing Goblin must have gone.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0
Death_Keeper wrote:
Well, constructs and undead are powderized at 0hp, living creatures are just assumed to die, Unless someone tries to help them... Or story, But that's how my DM did it...

That was a house rule. The actual rules treat everything that is alive as having a death threshold equal to their constitution score in negative hit points. Some enemies, like Orcs and Dire Boars actually have abilities to allow them to keep fighting while they are dying, when other creatures would be unconscious.

Hal gives the thing one last kick and goes to retrieve his axe from Rownig. "Thanks. Nasty critter."

How badly damaged is Hal's armor?

"Hey, what'sat?" he says, walking over to the wall. "Rownig, I think we got a hidden passage here. Want t' give it a once-over?"


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Rownig flips Hal his axe back, "Yah, I'll check it out." The dwarf makes his way over to cracked passageway. Putting away his bow and pulling out his own hand axes.

Cautiously, he examines the area.

perception: 1d20 + 9 ⇒ (20) + 9 = 29+1 if trapped.


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

perception: 1d20 + 3 ⇒ (19) + 3 = 22

Windel being closer to the Maxrim and Atharessa, overhears the two dwarfs conversation. Shaking his head Foolish dwarf gonna chase down Sir Guisse on 'is own, prob'ly end up in dungeon." His eyes then shift to the Hal, as Rownig flips an axe to, then over to the little goblin Miagnik. Keep an eye on each, that's fer sure.

"Looks like Maxrim's decided this ain't fer 'im."


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

"Sad. Can't fault 'im though. This ain't somethin' any sane person would choose."


Female Goblin Level 3 Barbarian
crunch:
HP: 41/42 AC: 18(+1 vs traps) BAB: 3 CMB: 5 CMD: 19 Fortitude: 3+1 Reflex: 1+4 (+1 vs traps) Will: 1-1 Attack Bonus: Melee +4, Ranged +7

Melodak smacks the corpse a few times, My armor! Stupid bug, thing... and goes and peers into the cracked door that people are fussing over


M Dwarf Cleric 5, AC 18, T 10, FF 18, HP 10/41, I 0, P 4, F 5, R 2, W 8; +2 vs. fear, +2 vs. poison, spells, and SLA

Windel's bushy eye brow raises up a few inches as Melodak continues to beat the dead creature. No mercy in dat one, fer sure.


Spells:
0: Prestid., Detect Magic, Mending, Acid Splash | 1: M.M. (Topple), M.M. (Topple), Color Spray, Enlarge Person, Grease | 2: Create Pit, Web, Web, Glitterdust
Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

If Princess overhears the heated debate in the other room, she does absolutely nothing to indicate as much. She also seems to ignore the battered creature before her as the others beat on the bug's carapace. Her heart is fluttering inside, however, rather flustered by the ferocity of it's attack. While not wearing much in the way of metal herself, she relies quite heavily on those that do!

She sidesteps over toward Hallister, attempting to inspect where his armor was damaged. "While there is little I can do today," she whispers to him confidently, "If you would be willing tomorrow, I would like to my hand at mending those rings."


male

Day 7, Late Morning, 5/58 (Current Turn/Turn of the Clock)

Hallister and Melodak are now wearing armor that has the Broken condition. This means that you lose half of the AC bonus the armor provides (rounded down!). However, there is a full suit of Chain Mail available, the Bugbear was wearing it, and there are more suits of Half-Chain left by the goblins in the large room behind you. You can proceed, or go back and get the armor

Rownig approaches the secret door and looks it over from top to bottom, but he can see no sign of danger and the door appears somewhat broken and probably does not close properly. There is a passageway beyond the door. It is narrow, only five feet wide, and appears to be of newer construction than the rooms you’ve passed through recently.

Princess Stephanie moves a step closer, staying well behind Rownig, and she too can see that the door is either broken or maybe simply poorly fit to the frame.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Miagnik hung on the wall watching as the rest of the group stared at the strange creature that had ruined metal objects so fast. Melodak smashed the creature a few times but did not completely destroy it.

Such, power. If I had that, I could do ruin things even without fire!
Miagnik grinned, imagining the look of horror on his foes faces as their weapons and armor rusted away into nothingness. Of course it wasn't as pleasing as watching them burn, but once his reputation grew they would certainly begin to protect themselves from fire.

He climbed down off the wall and stowed his sling. He then removed the yard of linen from his pack and took off his lucky bracelet. He wanted to make sure it didn't get ruined. Then he moved over to the creature and carefully wrapped its antennae in the linen before growing his claws and began to hack at its base.

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