A storm over Tethyr (Inactive)

Game Master JohnLocke


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Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

will save: 1d20 + 9 ⇒ (11) + 9 = 20
Something claws at Belgrin's mind as malice envelops the air, but as the dark tendrils of fear reach for his consciousness, he clenches his teeth and roars in defiance, bellowing at the unseen fiend.

"Is that all ye got, ye rottin' sack of filth?! Come taste me blade, since ye can't reach me mind!!"


And for the remaining PC's and NPC's:

Landon:1d20 + 10 ⇒ (13) + 10 = 23
Amestri:1d20 + 5 ⇒ (4) + 5 = 9
Marius:1d20 + 10 ⇒ (9) + 10 = 19

For everyone that failed the save, you have the shaken condition for the next three rounds - so, a -2 penalty on attack rolls, saves, skill and ability checks.

The figure, slow and shambling, finally emerges from the darkness and the dust. Tall and gaunt, wrapped in linen bandages stained with resin, the humanoid figure bears a heavy, golden mask over its shoulders and face. Chilling laughter can be hear from beneath the mask, contrasting with the stoic golden face depicted on the burial mask. A golden rod in it's hand, the creature stops just outside the passageway. It speaks, deep and resonant, but in a language none of you understand. It stoops, picking up on of the steel shields wielded by the guardians; it quickly bends the shield nearly in half before tossing it at your feet.

I ... I think it wants us to let it pass.... says Marius, his sling already loaded with a magic stone, whistling in the air as he spins the stone in preparation of firing it.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar shudders, but releases his arrow if it looks skeletal a blunt arrow

1d20 + 8 + 1 + 1 - 2 ⇒ (12) + 8 + 1 + 1 - 2 = 20 for 1d8 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7


Female Sun Elf Rogue 4

Janiries, already stricken by the cloud of dust and malignant aura of evil emanating from the monster, steps away from the figure as it advances out of the darkness. Only when Hezar shoots at the thing does the Sun Elf move to strike at it with her rapier.

Attack Roll with Aeketha: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24
Damage Roll: 1d6 + 2 ⇒ (1) + 2 = 3


Okay, I'm going to roll initiative and your actions will kick in on your turn, unless you decide to change them.

Initiative time!

Hezar: 1d20 + 4 ⇒ (15) + 4 = 19
Belgrin: 1d20 + 1 ⇒ (17) + 1 = 18
Janiries: 1d20 + 4 ⇒ (16) + 4 = 20
Landon: 1d20 + 3 ⇒ (16) + 3 = 19
Amestri: 1d20 + 7 ⇒ (11) + 7 = 18
Matthias: 1d20 ⇒ 13
Marius: 1d20 ⇒ 11
Tanebrous: 1d20 ⇒ 3

Tranche #1: Janiries, Landon, Hezar
Tranche #2: Amestri, Belgrin
Tranche #3: Matthias, Marius
Tranche #4: Tanebrous

You guys are going to totally overwhelm this baddie - action economy for the win!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

1d20 + 8 + 1 + 1 - 2 ⇒ (12) + 8 + 1 + 1 - 2 = 20 for 1d8 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7

From above, being shaken, Hezar only launches the single arrow.


Actions for Tranche #1:

Hezar lets fly with an arrow, but it pings harmlessly off the golden mask and clatters harmlessly to the floor!

Janiries darts forward and sinks her rapier deep into the innards of the advancing creature - but though her blade bites deep, the monster shows no signs of discomfort, nor does any blood flow - the only feedback is a puff of dust!

Calling out to his God, Landon swears destruction upon his foe (swift action - declare smite evil). He then advances and lays into the monster with a vicious swing of his bastard sword:
Attack: 1d20 + 7 + 1 + 3 ⇒ (15) + 7 + 1 + 3 = 26
Damage: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10

A telling blow! A low moan emerges from underneath the golden funerary mask as Landon cuts the fiend across the chest.

Tranche #2 - Belgrin and Amestri - up next!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Nice mask," intones the enlarged Dwarf. "Let's see how ugly ye really are under it!"

Belgrin marches past his fallen foes, crunching bones beneath his massive boots; he twirls his maulaxe around to the blunt side, and swings the head over Landon's shoulders, aiming straight for the golden mask.
attack: 1d20 + 8 ⇒ (4) + 8 = 12
damage, bludgeoning: 2d6 + 5 ⇒ (4, 3) + 5 = 12
Bah. hate wasting lines on bad rolls.


Actions for Tranche #2:

Belgrin swings a mighty blow, but the ancient undead fiend stuns everyone by shoving aside the maulaxe with little effort at all. How strong is this monster?

Too far to use fire, and too shaken to advance, Amestri instead uses her magic missile spell on the shambling figure:

Spell resistance: 1d20 + 3 ⇒ (6) + 3 = 9 vs SR 16
Damage: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12

To Amestri's shock, and everyone's dismay, her spell seems to melt before it can affect the mummified fiend! It takes no damage at all from the spell.

Tranche #3 - Matthias and Marius - up next!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

A little shocked by the ease with which Tanebrous shrugged off his companions' attacks, Matthias shouted out to Helm, asking him to place his strength in Belgrin. He reached out to touch the dwarf, allowing Helm's benediction to flow through him.

Cast Bull's Strength on Belgrin.


Actions for Tranche #3:

Matthias casts Bull's Strength on Belgrin - that's a +4 to strength for the next three minutes.

Marius begins to chant the words of a summoning spell. Fire elemental coming in! Make sure it has space! he shouts between passages of his prayer to Silvanus.

Casting Summon Nature's Ally II - summoned creature arrives before Marius' action next turn.

Actions for Tranche #4:

Muttering ancient words, the hoary risen corpse's hands crackle with energy as they reach out to touch Landon!

Touch attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage (shock): 5d6 ⇒ (4, 3, 5, 5, 3) = 20

Landon's attack of opportunity: 1d20 + 7 + 1 + 3 ⇒ (1) + 7 + 1 + 3 = 12
Damage: 1d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Seeing an opportunity, Landon strikes at the fiend while it is casting, but to no avail - it simply shrugs aside the blow. Ancient, gnarled hands reach out for Landon, contacting his steel armour, and the crackle of electrical energy passing into Landon can be heard even outside the tomb!

Round one is over! Round two is next, and Tranche #1: Janiries, Landon and Hezar - are up next!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

This is not good. Hezar says trying to force down his fear.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

How long does the shaken last again? hard to check on my phone


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I am debating whether i should shoot again or pull my long spear and aid another


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

or maybe holy water? argh i dunno


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

No I guess if I am shaken I wouldnt approach him...sorry you all had to listen to my debating 1d20 + 8 + 1 - 2 - 1 ⇒ (18) + 8 + 1 - 2 - 1 = 24 for 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Hezar aims for an unarmored spot deadly aim, not rapid shot while shaken


Female Sun Elf Rogue 4

Even shaken as she was, there were a few fundamentals to combat that Janiries had to obey.. such as get into the flank of the enemy and strike!

Acrobatics Check to Move to Square J25: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Acrobatics Check to Move to Square J24: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

Regardless of if I get stopped, Janiries will attack (providing that the AOO doesn't knock her down, that is!) If she didn't get to J24, then obviously ignore the sneak attack damage and the +2 to her attack roll

Switching to her club, Janiries swings violently at the creature.

Attack Roll with Club: 1d20 + 3 + 2 + 1 - 2 ⇒ (6) + 3 + 2 + 1 - 2 = 10
Damage Roll: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (4, 1) = 12


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Ouch. 19/33

5ft step back and cure light wounds...CLW: 1d8 + 3 ⇒ (3) + 3 = 6


Actions for Tranche #1:

Hezar takes aim and lodges an arrow directly in the chest of the undead fiend. Despite wisely having chosen a blunt arrow, the attack seems of little consequence to the risen sorcerer!

Janiries lithely slips between the creatures legs, ending up in prime attack position behind it. Her club, however, bounces harmlessly off the golden funerary mask!

Landon grits his teeth as the electrical current surges through him. Heeding Marius' warning Landon takes a step back while uttering a short prayer of healing to Helm.

Tranche #2 is up next - Amestri and Belgrin!


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri pales when her magic is somehow stopped by the creature. She frowns and concentrates, deciding to take one more try before switching tactics.

Spell Resistance DC 16: 1d20 + 3 ⇒ (16) + 3 = 19
Magic Missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Forgot to mention, but if any allies adjacent to me are attacked, I'd like to use my "saving shield" reaction on the first attack each round to give +2 AC to the target of the attack.

Belgrin Is none too pleased at the stiff resistance of the bandaged fiend, and decides it will be an easier target on it's back. Faking a blow to the head, he swings low, spinning his maulaxe around to the bladed head and hooking it as best he can beneath the creature's forward leg; he then sets his body to twist with the pull for maximum leverage.

CMB, trip: 1d20 + 11 ⇒ (14) + 11 = 25
LOL for enlarged combat maneuvers! I shoulda thought of that WAY earlier! Bring on the AOO!


Actions for Tranche #2:

Amestri's magic missiles streak from her hand and connect with the ancient terror, causing it to grunt incoherently under it's golden funerary mask!

This is quickly followed by Belgrin taking the legs out from under the ancient mummy - it falls to the ground with a heavy thump! As it falls, a heavy, bandaged hand lashes out wildly:

Attack of opportunity: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

But the blow catches only air!

The creature is now prone, and has a -4 modifier on melee attacks, and -4 AC vs. melee attacks made against it.

Tranche #3 - Matthias and Marius - up next!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Knowing Landon and Janiries were hurt, and that Helm's blessing could harm the undead as well, Matthias raised his mace and yelled, a sound that echoed in the chamber unnaturally. "Courage to the wounded, destruction to Helm's enemies!"

Channel DC14: 2d6 ⇒ (6, 1) = 7

Oh well, at least it wasn't TWO ones. :P


Just to note - when you channel positive energy it can either affect the living (healing them) or the undead (damaging them). It can't do both at the same time; I think it was like that in the playtest, but not now. Would you want to heal your allies or harm this monster with your channel?


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Damn! Well, I guess it wouldn't amount to much damage, so I'll heal instead. Next turn we dogpile! *g*


Actions for Tranche #3:

Matthias calls upon Helm's power, healing all in the group for 6 hp. (updated HP totals noted on the combat map)

Marius' fire elemental materializes in K26 - short, vaguely humanoid, but glowing red hot, the elemental immediately attacks the prone mummy:

Attack:1d20 + 4 ⇒ (18) + 4 = 22
Damage:1d4 ⇒ 4
Save vs burn DC 11:1d20 + 2 ⇒ (20) + 2 = 22

The mummy ends up taking 6 points of damage - it's bandages seem easily flammable!

Realizing that he doesn't have a clean shot, Marius holds off on firing a magic stone. He'd be at -8 taking a shot at the prone undead!

Tranche #4 - Tanebrous:

Chanting in some long-dead language, Tanebrous uses a supernatural ability, and calls forth a swarm of stinging locusts! the area of effect is a 10' square affecting I27 and 28, and J27 and 28. Belgrin and Landon are in their area of effect and each take 1d6 ⇒ 5 damage. As they crawl under your armour, and to the sensitive flesh below, they also have a chance to poison you (fort save DC 11):
Landon: 1d20 + 7 ⇒ (8) + 7 = 15
Belgrin: 1d20 + 11 ⇒ (3) + 11 = 14

Neither succumb to the venom, however!

Round two is over! Round three is up next, and Tranche #1 - Janiries, Landon and Hezar - are up next!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 for 1d3 + 1 ⇒ (3) + 1 = 4 vs touchhezar pulls and throws a flask of oil at the mummy expecting the splash to ignite from the elemental


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

hp 21/33
5ft to I26

attack: 1d20 + 11 ⇒ (1) + 11 = 12damage: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Female Sun Elf Rogue 4

With the mummy's attention hopefully focused on Landon, the Fire Elemental and Belgrin, Janiries sneakily attacks the creature in it's flank!

Attack Roll with Aeketha: 1d20 + 6 + 2 + 1 - 2 ⇒ (16) + 6 + 2 + 1 - 2 = 23
Attack Roll with Club: 1d20 + 1 + 2 + 1 - 2 ⇒ (11) + 1 + 2 + 1 - 2 = 13
Damage Roll with Aeketha: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (6, 6) = 17
Damage Roll with Club: 1d6 + 1 + 2d6 ⇒ (1) + 1 + (1, 1) = 4


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Did Tanebrous cast defensively, or should there be some AoOs from Belgrin and the Elemental that could, potentially disrupt the spell?


Female Sun Elf Rogue 4

Supernatural Abilities don't provoke AOOs, sadly.
http://www.d20pfsrd.com/gamemastering/special-abilities


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Ahh, the flavour text with the chanting made me think it was a spell or SLA. Clearly I didn't read the next part of the sentence where he stated it was supernatural, lol. Reading comprehension #fail on my part.


Actions for Tranche #1:

Hezar finds the prone mummy a more difficult target than he had expected; the oil drops into space j26, falling just a bit short of the target.

Landon steps up and strikes at the foul creature; the blow bounces off the fiends funeral mask, however, doing no harm.

Janiries finds that her attack with the club also fails to harm the monster; her rapier, however, bites deeply into its shoulder, causing the mummy to grunt in discomfort. (total damage after DR: 12 hp)

Tranche #2 is up next - Belgrin and Amestri!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

did it at least get splashed w oil? So if the elemental hits it it will light?


Yes, everyone within 1 square of the splash location got some oil on them, including the monster!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

attack: 1d20 + 3 + 6 + 1 + 1 - 1 ⇒ (11) + 3 + 6 + 1 + 1 - 1 = 21
damage: 2d6 + 6 + 1 ⇒ (1, 3) + 6 + 1 = 11
Belgrin steps into his swing, bringing down his axe like a guillotine through the monster's bandaged form.

"HAH!" the giant Dwarf bellows. "Not half as scary from down there, are ye, ye lazy bastard?!"


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Running low on magical energy, Amestri still tries again to damage the creature with the globes of force Elissim Cigam.

Pierce SR: 1d20 + 3 ⇒ (18) + 3 = 21

Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9

Now only 1 1st lvl spell left if I calced properly.


Actions for Tranche #2:

Belgrin lays into the prone mummy, hitting it hard despite its tough, ancient form. (inflict 6 hp damage after DR)

Amestri's magic missiles slam hard into the mummy's ancient form, causing dust to fly into the air. As the final magical bolt hits home, the ancient form of Tanebrous seems to fall apart; hundreds, if not thousands, of tiny locusts erupt from his once humanoid form. They begin to stream out of the tomb in a vast buzzing cloud, leaving behind only yellowed bandages and the golden funerary mask.

Congratulations! From the two back to back encounters, you earn a total of 3000 xp; that's an award of 429 xp each!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

4d100 ⇒ (96, 9, 97, 27) = 229

Hezar attempts to recover his missed blunt arrows.

Well that was not pleasant

he then whispers to Belina We have the situation in hand. Everything ok out there?


Female Sun Elf Rogue 4

Currently 4735xp, by my count.

Stepping over to the mask, Janiries pokes it a few times with her rapier, before taking out a cloth and picking up the mask.

"Now this has to be worth something.."
Appraise Check: 1d20 + 7 ⇒ (15) + 7 = 22


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin wipes the dust and ancient grime off his axe head before securing it.

"And stay dead, ye bug-ridden husk."


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri cowers as the locusts stream past her. She peeks out from her huddle once they have passed before standing and brushing herself off, checking for any remaining bugs on her or in her hair. "Unpleasant indeed. Do you think we have to worry about something more in the creatures 'abode'?" she asks pointing further down the passage.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias warded off the mass of locusts with his shield, waiting until they were all gone before lowering it. He frowned in the direction the locusts had gone, thinking uneasily of tales in which undead dissolved only to reform at another place. Still, there was nothing to do about them now, so he shook his head and turned to peer into Tanebrous' tomb, raising his glowing shield.

"I doubt anything would have survived staying a few centuries with that thing, but it doesn't hurt to check."
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Then a thought occurred to him, and he glanced at Hezar. "Perhaps you should make sure Belina is all right out there, not covered in locusts or something," he said, not having heard the man's quiet whisper.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I am checking on her now. Thank you Matthias for the concern. He smiles warmly


@ Hezar:
Belina responds: I'm just fine, my love! The bandit girl has awakened ... and Sune's girdle, that was a lot of locusts! They flew off to the south, my lord, in a swarm that darkened the sun. Is everyone okay in there?

@ Janiries - the mask is far heavier than you expected - almost certainly lead that has simply been gilded. As you pick up the mask, the eyes flash open, and the mouth opens, baring horrid black fangs - the mask seems to stretch as the distorted, golden face leans forward, trying to bite at you!

Attack vs AC 21: 1d20 + 4 ⇒ (3) + 4 = 7

The black fangs gnash at the cloth, but find no flesh to tear!

@ Matthias:
The room appears relatively bare - you can see a plain stone chair, and there are items littered on the floor ... but you'd need to get in there to really determine the contents of the room.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Belina is fine, the bandit has awakened. All of the locusts flew off to the south.

Message to Belina:
We are alright, a couple of scratches is all anyone took. We are investigating a bit further.

Geography to know possible locations for the locusts to go...any dead cities or the like?1d20 + 8 ⇒ (8) + 8 = 16


@ Hezar:
Aside from the major population centre of Zazesspur, you can't imagine where the swarm is headed if it continues south. Perhaps it will veer east at some point, and head towards the ancient land of Mulhorand?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Not sure where it could be headed. Perhaps eventually to Mulhorand. I have a feeling we will be seeing him again.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias went to help Janiries, donning his thick leather gloves before offering to take the nasty mask. "I think we'd be better off destroying that, or at least rendering it inert. It would be unfortunate if we passed on evil to whomever might want to buy it."

Matthias will cast Detect Magic to try and ID the mask, hoping to discover a way to destroy it safely.

spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Searching the mask for an evil aura using Detect Evil before turning to scan the room beyond with Detect undead but will remain silent for the most part until he's sure that nothing remains to threaten them.

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