And Then TWO Skeletons Popped Out! (Inactive)

Game Master Storm Dragon


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He shakes his head.

"No, the ritual chamber is just through here." he points to the west, where candlelight can be seen glowing from own a hallway.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27
Osric the Shining wrote:


@Sledge, did you ever level up to 12?

On a scale of yes to no...


?


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

I think Sledge hadn't leveled up before but has now. I thought he had too few attacks, should have a third iterative so 5 attacks with Flurry.
"Let us face them, then."
Osric could cast Disrupting Weapon on Jones's rapier. Only lasts 12 rounds, but if they are right down the hall... What do you think, Jones?
Any undead up to 12 HD would need a DC 22 Will save or be destroyed. I am not sure if they need to save once each time they are hit or just once per spell.


I keep forgetting you're a Cleric and not a Paladin.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

If we are just outside the room and can see them, Zone will do his activate his contingency (burst+greater amorpha). Otherwise, assuming if we have a surprise round, he will activate the order in reverse; suprise round - greater amorpha; normal round - burst + full round action.


You can't quite see them, but they aren't too far off, you imagine. There's just a faint glow coming from down that hallway.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric will cast Moment of Greatness as the party moves down the hall.
Anybody with a morale bonus can double that bonus for one roll in the next 12 minutes. That is the +2 Heroism on Osric, the +4 Greater Heroism on Zone, and I'm not sure if Jones and Sledge have any.
Jones, want that Disrupting Weapon ?


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Whoops. Yes, I want that Disrupting Weapon. And I have Heroism too, so thanks for that.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric casts Disrupting Weapon on Jones's rapier.


You ready yourself and head down the hall. It's long, and the glow of candles from further down takes an eerily long time to actually grow closer.

But eventually, they do. You enter a domed chamber, relatively small, and seemingly used as a meditation chamber by the former owners of the chapel. Aisa Dubless sits, bored in a throne at the north end. To her left is the corpse of her sister, blood drained through two small holes in her neck, and a look of horror upon her face. To her right stands Radvir Giovanni, glaring daggers at you.

"Why are you blasted monster hunters so persistent!?! Just leave!" he shouts, petulant. Aisa looks at him like he's a moron.

"They'd make good thralls, as strong as they are. Why ask them to leave?"

You are forgotten for a moment as they bicker back and forth as to the merits of turning you into mindless slaves, weak undead, or both.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Well, my post came too late but it doesn't really matter now. Do we get a surprise round+initiative?

Zone still unseen (under stealth and preferably under cover and total concealment e.g his party goes in and he is at the corner/cover beside entrance unless they check him) enhance himself with greater amorpha and burst as the party get noticed while the vampire and witch are temporarily distracted, bickering with each other.


Gonna say YOU can have a surprise action to initiate if wish; You're hidden to their senses unlike everyone else.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Any cover in the chamber?


None to speak of. The chamber is essentially 45 foot across mostly bare room with a pentagram in the center and a throne at the opposite end from you. It looks like it used to be a church or chapel but all the pews have been removed. The only cover lies in the room entrances/doorways (there are four doors in roughly the NW/NE/W/E corners of the room that you haven't explored) and potentially behind the braziers, though the latter is pretty piss-poor cover.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

While the monsters bicker, Jones subtly turns toward Sledge.

"You have the chains ready?" he asks quietly.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

With his enhanced speed, Zone reveals himself as he flies to the chamber and flings a dagger with glowing energy at the bickering witch. Then, he retreats back to the entrance and some distance for cover (Shot on the run).

Attack 1: 1d20 + 31 ⇒ (19) + 31 = 50
Attack 2: 1d20 + 31 ⇒ (16) + 31 = 47
Attack 3: 1d20 + 26 ⇒ (13) + 26 = 39
Attack 4: 1d20 + 21 ⇒ (15) + 21 = 36

Initial damage: 1d6 + 18 ⇒ (1) + 18 = 19

Extra damage if two hit: 1d6 + 18 ⇒ (4) + 18 = 22
Extra damage if three hit: 1d6 + 18 ⇒ (3) + 18 = 21
Extra damage if three hit: 1d6 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d6 + 18 ⇒ (2) + 18 = 20

Extra Damage from mobility: 1d6 + 18 ⇒ (2) + 18 = 20

Initiative: 1d20 + 9 ⇒ (13) + 9 = 22

Stealth: 1d20 + 11 ⇒ (16) + 11 = 27 (after taking the -20 from attacking)

He spends swift action to activate wind strike, getting +5 to attack and witch has to make Ref DC 17 or get dazed

re-roll extra damage from mobility: 5d6 ⇒ (5, 6, 1, 6, 3) = 21

critical confirm: 1d20 + 31 ⇒ (20) + 31 = 51
critical confirm: 1d20 + 31 ⇒ (16) + 31 = 47
critical confirm: 1d20 + 21 ⇒ (7) + 21 = 28 (Adds the bonus from moment of greatness for a total of 32)

extra damage from crit: 1d6 + 18 ⇒ (5) + 18 = 23
extra damage from crit: 1d6 + 18 ⇒ (6) + 18 = 24
extra damage from crit: 1d6 + 18 ⇒ (2) + 18 = 20


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sorry for the lack of posts, I had been signed out at some point so it wasn't showing the presence of updates on my campaigns page and there only way to tell is a tiny word on the top right.

Before entering the room, Sledge will activate his winged boots and down the Get Big Juice.

In response to Jones's question, Sledge grimly rattles the chains.

"Good odds on the body getting up, so watch for that."

W U T A N G C L A N B R I N G T H E R U C K U S

Sledge flexes his musculos, gaining Iron Will, Greater Grappler, and Rapid. Move action.

He then five foot steps forward and total defends. +6 AC, standard

Current Grapple CMB:
- 25 base
- +2 Get Big Juice
- +2 Greater Grappler
= 29

Current Grapple CMD:
- 29
- +10 Brawler FCB
= 39

Current Level of Ruckus
= Extremely High


Busy coupla days. Logout glitch hasn't helped matters.

Zone nails Ais right in the chest, eliciting a shriek of pain and anger from here.

"I changed my mind. KILL THEM!!!" she screams

4d20 ⇒ (3, 20, 3, 19) = 45

2d20 ⇒ (17, 10) = 27

2d20 ⇒ (6, 3) = 9

3d20 ⇒ (19, 13, 3) = 35

Initiative:

Zone (28)
Other Unknown (26)
Aisa (25)
Radvir (21)
Osric (21)
Other Unknown (20)
Sledge (12)
Halloran (12)
Jones (10)
Other Unknown (10)
Unknown (9)
Unknown (6)

Edit: Forgot Halloran.

1d20 ⇒ 5

Zone is up again!


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Does Zone detects the unknown with his touchsight?


He does not; You can safely deduce that there is nothing else in the room but OOC you know there is a strong possibility of reinforcements.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

As the witch starts to react, Zone is already on his way, brandishing his enhanced dagger and making another shot at her before retreating into cover (Same action as before). The glow on his legs is fades away as his burst comes to an end.

Attack 1: 1d20 + 31 ⇒ (15) + 31 = 46
Attack 2: 1d20 + 31 ⇒ (6) + 31 = 37
Attack 3: 1d20 + 26 ⇒ (2) + 26 = 28
Attack 4: 1d20 + 21 ⇒ (10) + 21 = 31

Initial damage: 1d6 + 18 ⇒ (3) + 18 = 21

Extra damage if two hit: 1d8 + 18 ⇒ (3) + 18 = 21
Extra damage if three hit: 1d8 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d8 + 18 ⇒ (5) + 18 = 23
Extra damage if three hit: 1d8 + 18 ⇒ (1) + 18 = 19

Extra damage from mobility: 5d6 ⇒ (2, 6, 5, 6, 3) = 22

Stealth: 1d20 + 11 ⇒ (2) + 11 = 13

Knife is silver. Used swift action to execute activate another wind strike; adding +5 to his attack and witch has to make reflex DC 17 or dazed for 1 round.

Crit confirm: 1d20 + 31 ⇒ (13) + 31 = 44

Extra crit damage: 1d6 + 18 ⇒ (1) + 18 = 19


Aisa puffs into mist, having no defense against this attack.

You hear the faint *pop* of teleportation as a creature appears in the room. It sounds like it's behind Aisa's throne. Kn. Planes to identify.

Radvir looks at the fallen, newly minted vampire and shakes his head. He moves up to the nearest target (presumably Sledge), unfurls his scarf, and whips it at the man. The scarf glows hungrily as it latches onto Sledge, draining his life force into Radvir.

Attack: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d6 + 8 + 6d6 ⇒ (2) + 8 + (3, 4, 2, 6, 2, 6) = 33

He then dances back to his previous position, moving so fast as to blur his form.

Sledge take 33 damage and make a DC 21 Fort save or eat two negative levels. Additionally, you take a -2 to attack rolls (-6 to attack Radvir specifically). Finally, Radvir has 20% concealment against ranged attacks.

Osric is up! Sledge and Jones can go ahead and post too, the "Other Unknowns" will have similar actions this round.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Does Hetna seem to be conscious? Osric would like to ready to counterspell her with Greater Dispel Magic, if she is active.


Hetna is "dead". Three days in the grave and all that.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric will delay for now to see what creatures appear.


Another of the same creature poofs into existence in the rafters, enjoying partial cover from the beams.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Kn. Planes: 1d20 + 18 + 1d6 ⇒ (20) + 18 + (1) = 39


These are a type of demon, Nabasu (or gluttony demons).

They are relatively weak compared to you individually, but in numbers they can be quite dangerous. They have an extensive suite of immunities (paralysis, poison, electricity, and death effects) and resistances (fire, cold, acid 10 and a low level Spell resistance). By virtue of being Native Outsiders they are also immune to being banished from this plane.

Their special abilities are where the real danger lies, however. Like all demons they can teleport unerringly at-will. Unique to Nabasu are the dangerous other spell-likes they have. Nabasu can cast Deeper Darkness and Telekinesis at-will as well, also having ample uses of Enervation, Silence, and Vampiric Touch. Most deadly is that every Nabasu can mass paralyze humanoid groups once per day, and heal themselves or others of even crippling injuries with the same frequency.

Even the gaze of a Nabasu is debilitating (and potentially deadly). Their soul stealing gaze imparts negative levels on the victim, and should any die of this they arise as a ghoul instantaneously; The body does not even have time to hit the floor before foul magics reanimate it again. For every soul consumed (and ghoul created) this way a Nabasu gains power; Thus it is hard to gauge the exact power level of any singular Nabasu. The only saving grace is you know these are not fully mature Nabasu. Fully grown ones are as large as a horse and significantly more deadly than a bog standard Nabasu, and are rarely seen outside the Abyss.

Finally, though admittedly anticlimactic after the previous traits, every Nabasu is especially good at tearing into the weak points of foes. They all have Sneak Attack as a low level Rogue.

And from an OOC minor homebrew perspective, Nabasu in my games have See In Darkness rather than Darkvision. They are often noted as using Deeper Darkness to hide themselves and confuse enemies, but I believe the writers forgot that it's Devils and not Demons that get See in Darkness by default; Deeper Darkness is as bad for them as their enemies without it.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Does the penalty applies to all of us or just Sledge?


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sense Motive Fort Save: 1d20 + 27 ⇒ (20) + 27 = 47 Cannot apply snake style bc have not acted.

Sledge dodges beastmodes the attack

If it counts as a melee attack, he responds with an attack of opportunity.

1d20 + 20 - 6 ⇒ (6) + 20 - 6 = 20 Not sure if the penalty is still on me.
2d6 + 28 ⇒ (6, 3) + 28 = 37

He then grapples Radvir, chains at the ready.

1d20 + 29 - 6 + 1 ⇒ (14) + 29 - 6 + 1 = 38 Belt of manuevers for +1.

"Can't get away from me, little man. Little dead man."


Zone wrote:
Does the penalty applies to all of us or just Sledge?

Just Sledge. It's Debilitating Injury from Unchained Rogue.

And no, Dual, he doesn't have 39 CMD. Close though.

Sledge puts Radvir in a bear hug.

"I've been dead for some time. Find a new threat."


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Imma drag you back to your old boss. How's that?"


Radvir stiffens a bit at that.

"...Less...desirable an outcome."

You feel that he now resolved himself to fight to the death and will stop at nothing to kill all of you.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

That's the plan.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Osric casts Prayer. This should help Sledge maintain his grip and help us against the Nabasu abilities.
+1 Luck bonus to attack, damage, saves, and skill checks, and -1 to enemies'. (Apply Fate's Favored if you have it.)
No save for the enemies, but SR applies.
Caster Level Check: 1d20 + 12 ⇒ (5) + 12 = 17


Jones, I'm going to have Halloran delay until after you just to streamline things a bit, so you go ahead and take your actions.

@ Osric unfortunately that does not pass their SR.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

Yeah, I figured, but the offensive buff to us still applies and hopefully the debuff to Radvir.


Correct. And the Nabasu getting that -1 isn't that critical in any case, so I wouldn't worry TOO much. Their base stats are relatively low. It's the SLAs and potential for Growth that makes them dangerous.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

Not sure if I noticed but I haven't seen any opposed saving throws for Zone's wind strike.


It wasn't necessary; she never got an action (and I didn't expect her to after that first hit since she had under 10 HP left). Same deal with Konas, you all acted before him so I just counted up all the damage and went "Yep, he's dead".


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones warns his allies about the Nabasu's abilities, and approaches the demon while averting his eyes. He Studies it as best he can without looking into its eyes, and readies to attack if it begins casting one of its SLAs.

Concealment (from averting eyes): 1d100 ⇒ 60
Readied attack w/ Sickening Offensive: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 1d6 + 15 ⇒ (5) + 15 = 20

Also, I think Bless Weapon may still be active on my rapier. Not sure how long it's been since that was cast.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

What about Hetna?


She's dead.

The only one on the ground is pretty far away (the throne is on the opposite side of a 45 ft. wide room, it's behind that). Unless you have a speed boost you'll need to double move to get there.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Then I'll study and double-move.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

No, I meant the missing opposed saving throw that Hetna should have made when Zone strikes her with his wind strike. I am guessing you have forgotten about it.


If I miss an ability activation, remind me when it's relevant rather than 4 months down the line. I'll retcon back a round if need be to fix it.

Halloran moves in and readies himself to attack if Radvir attempts to escape.

Edit: Belay that for one moment. Osric, I can't recall, is Halloran free due to Magic Circle or Protection From Evil? If the former he does not move away from you.

A fourth Nabasu teleports in, creeping in the rafters with three others. From another room you hear the slow tromping of heavy feet.

Zone's up! Nabasu in rafters have partial cover (+2 AC) against attacks from the ground, but even a little bit (~15 ft.) of height will negate that if you can get it. Radvir still has his 20% concealment from Wind Stance.


M Aasimar​ Cleric 11 | AC 25, T12, FF24 | HP 97/97 | F +14 R +8 W +17 | CMD 22 | Mv 20, Fly 20 (+10) | Per +25 (Darkvision) | Init +1 | Channel 6/6

@GM: Halloran is free due to the potion. Osric does have Magic Circle up, but it was the ensorcelled guards he freed with it.
@Zone: it is Aisa, not Hetna, that you attacked in this fight. The save vs Daze was unnecessary to resolve because it was clear you were going to take her out of the fight before she ever got to act. Hetna is "dead"
as in not yet re-awakened as a vampire. Aisa poofed into gaseous form.


Male N Xeph Marksman (Mobile Knife) 12 HP: 99 (111)/105| AC: 27 (31) (19 (23) Tch, 20 (24) Fl) | CMB: +10, CMD: 17 | F: +8 (+16), R: +17 (+25), W: +15 (+23) | Init: +9 | Peception +20, Darkvision | Speed 30ft | 29/71 Power Points | Burst 6/8 | Wind Reader 9/15 | Active conditions: None.

@Osric I was asking for clarification for the fight we had before Hetna got herself "killed" by Aisa and Radvir.
@GM Aight. Will do. It doesn't really matter now since Hetna is "dead." Not sure what Zone can do now. He will delay until Radvir acts or Nabasu coming closer unless he can catch a Nabasu in his range. It is 45 ft away from the party, right?


Correct. One is 45 feet away behind the throne, the other three two (there are only three, I goofed when I said a 4th shows up, got it mixed with one of the others) are 30 feet up in the rafters (place has weirdly high ceilings for a relatively small room).

Initiative:
Zone (28)
Nabasu (26)
Aisa (25)
Radvir (21)
Osric (21)
Nabasu (20)
Sledge (12)
Halloran (12)
Jones (10)
Nabasu (10)
Unknown (9)
Unknown (6)

The Nabasu nearest Jones reaches over to the throne and touches it. The room is immediately plunged into an impenetrable darkness not even darkvision can pierce.

The Nabasu moves away from Jones, though he is not aware of where exactly.

Zone can tell it moved slightly up and out, hovering closer to the center of the room.

Going to give Zone a chance to undelay, it's easily targetable with his touchsight and not overly far away.

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