BPChocobo's PbP Gamethread for Cool and Attractive PCs

Game Master Black Powder Chocobo

Thornkeep Map
Sanctum map


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Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

okay... I missed the standard action part and just read 'if successful, you can act normally' - I guess it helps to read it all, eh?

"Could use a little help here guys... this thing looks bad and smells worse..."

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

If it grapples Varian again then Deaglan will immediately cast Liberating Command

"Sure thing Varian!"

Deaglan steps in and slashes at the next undead monster

BoF for additional attack

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17
Damage: 1d8 + 6 + 6 + 2 ⇒ (7) + 6 + 6 + 2 = 21

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

Sindar draws within himself to unleash the mighty magics of the universe upon the beast, calling upon energies that twist the mind and soul.

magic missile from a wand: 1d4 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar sends another missile racing down the hallway from his wand.

Nasssty little gnatsss.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


Sanctum Map

Magic missiles of force and dwarven steel knock around the skull, but it still floats on alright.

Seemingly knowing its destruction is at hand, it decides to go for blood, ending its maddening cackle and going all out against the wounded aasimar!

Bite @ Varian: 1d20 + 6 ⇒ (13) + 6 = 19
Miss chance > 20 is hit: 1d100 ⇒ 99
Damage on hit: 1d6 + 4 ⇒ (2) + 4 = 6
Spinal slam @ Varian: 1d20 + 6 ⇒ (12) + 6 = 18
Miss chance > 20 is hit: 1d100 ⇒ 11
Damage on hit: 1d4 + 4 ⇒ (3) + 4 = 7
Dex damage on hit: 1d4 ⇒ 2
Cha damage on hit: 1d4 ⇒ 4
Grab on hit: 1d20 + 10 ⇒ (17) + 10 = 27

A vicious attack is both held out by mithral armor and a blurry oracle!

Now's your chance! Finish it!

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 4 rounds remaining)
Varian (blurred, 15 damage, 3 Dex damage, 1 Cha damage, itched)
Skull/cord Red (12 damage)
Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered)
Kylar (glittered)
Sindar (glittered)

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian attacks the thing again... "This is getting old, creature... succumb already!"

to hit: 1d20 + 9 + 1 + 2 ⇒ (7) + 9 + 1 + 2 = 19
dmg if hits: 3d6 + 3 + 1 ⇒ (4, 2, 5) + 3 + 1 = 15

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan searches within himself for Trudd's guidance and slashes twice

"Next time step in for the flank Varian!"

BoF for additional attack

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17

Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (16) + 10 - 2 + 2 = 26
Damage: 1d8 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19

Confirm Power Attack, DF: 1d20 + 10 - 2 + 2 ⇒ (8) + 10 - 2 + 2 = 18
Additional Damage: 2d8 + 12 + 12 + 4 ⇒ (5, 7) + 12 + 12 + 4 = 40


Sanctum Map

Varian's blow does little other than to set Deaglan up for a pair of strikes that crack bone, but surprisingly do not cleave through as he did before.

Init Order (bold = up!)
Group buffs (Blessing of Fervor: 4 rounds remaining)
Varian (blurred, 15 damage, 3 Dex damage, 1 Cha damage, itched)
Skull/cord Red (38 damage)
Deaglan (MCoPvE, DF, 7 damage, 1 Dex damage, 3 Cha damage, glittered)
Kylar (glittered)
Sindar (glittered)

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar keeps rocking the small glowing orbs from his equally glowing body.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

magic missile: 1d4 + 1 ⇒ (4) + 1 = 5

Sindar adds his own missile to the mix.


Sanctum Map

Just enough! It is defeated and battle is over!

-Posted with Wayfinder

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Wow... that cloud made me so sick, I couldn't do much but get out of it for a while... thank you all for coming to the rescue..." Varian looks a bit abashed by the whole debacle.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Don't mention it Varian, I was in the same situation at the other side of that cloud"

Deaglan retrieves a wand and heals both the aasimar and himself

CLW Varian: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Varian: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Deaglan: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Thank you for the healing, my friend... I am feeling much better. Shall we do a little searching before we move on?"

perception: 1d20 + 13 ⇒ (11) + 13 = 24

Varian casts detect magic and searches around to see if these uglies had anything of value stashed about or on them.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"I'm out of most useful magic, eh kids? Maybe enough for another social chat with the locals, that's it."


Sanctum Map

Varian looks around doesn't find anything of note; just the alcoves for the various skulls, with two openings that did not have anything in them, and three new, empty spots where the penanggalens were lurking.

The palpable feeling of evil and dread still lurks in the room.

There's an unopened door in the penanggalen room, or you can explore elsewhere.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian checks the door for traps (or locks).

perception: 1d20 + 13 ⇒ (8) + 13 = 21

If the door is trapped, he'll try to disable it (or unlock if locked but not trapped)

disable: 1d20 + 14 ⇒ (20) + 14 = 34

If the door is both trapped and locked, he'll try to unlock it after removing trap.

disable to unlock: 1d20 + 14 ⇒ (12) + 14 = 26

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I have a sssmall bit of power left in me yet. Kylar says while he waits for Varian to open the door.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Let's investigate behind that door and after that we might want to rest for a bit. This turns out to be more difficult than I expected"


Sanctum Map

Don't forget about the ability damage; Varian is at a -1 Dex penalty while Deaglan has a -1 Cha penalty.

Varian doesn't see anything weird about the door, finding that is unlocked and just waiting someone to open the handle.

Two stories of tightly packed bookshelves line the western half of this musty chamber, and a massive mural map of what must be the Inner Sea region from eons ago adorns the east wall. An enormous skeleton of a huge, twelve-legged reptile clutters the center of the room.

The squares in the center count as difficult terrain.

GM Dice:

W Blue: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
W Red: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Deaglan Percep: 1d20 + 3 ⇒ (2) + 3 = 5
Kylar: 1d20 + 4 ⇒ (9) + 4 = 13
Sindar: 1d20 + 1 ⇒ (3) + 1 = 4
Varian: 1d20 + 13 ⇒ (5) + 13 = 18

Map updated!

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"It looks to be someone's private library... do you want to search it now, or perhaps find someplace to rest up first? I'm a little concerned if that skeleton animates, we might not have the wherewithal to deal with it just now. What do you all think?"

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

"Eh? A good and proper wizard has traps in their library. Probably the same here. "

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan gets out his wayfinder and looks at it.

a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet

After that he casts detect magic

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar assists Deaglan with looking about the room for any sign of magical auras.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Cast Detect Magic.

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

Sindar scratches his nose thoughtfully. "That thing looks like a skeleton of that critter we fought earlier. Maybe not undead - but maybe some of that time nonsense? Wonder if we smashed it now if it would keep it from coming back permanently."

He will also his arcane vision to look at things. spellcraft: 1d20 + 15 ⇒ (3) + 15 = 18


Sanctum Map

The party begins to explore... but it is Deaglan who has first success, several evil auras coming into view. Before he can pinpoint and study them though, a pair of figures leap from the shadows of one of the bookshelves, hungrily looking at the party though reddened sockets for eyes and a tongue licking their pale, mottled lips. One looks like it was a half-orc, with a blue sigil on his left hand and a red one on the other. Meanwhile, the other form is that of an elf with a blue sigil on her right hand.

DC 15 Kn: Religion:

These are wights! Their touch can drain the life force from those it slays!

DC 20 Kn: Relgion:

Given their intelligence and speed... they're actually cairn wights, more powerful versions that can create wights from those they slay. Worse, their life-draining ability can occur through weapons as well!

Thanks to Deaglan, no surprise round for them, but flat-footedness still for those who haven't acted yet

Inits:

Ailee: 1d20 + 3 ⇒ (11) + 3 = 14
Garuke: 1d20 + 3 ⇒ (9) + 3 = 12
Deaglan: 1d20 + 1 ⇒ (7) + 1 = 8
Kylar: 1d20 + 10 ⇒ (14) + 10 = 24
Sindar: 1d20 + 2 ⇒ (7) + 2 = 9
Varian: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9

Init Order (bold = up)
Kylar
Elf
Half-orc
Sindar
Varian
Deaglan

Map updated!

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

know religion: 1d20 + 11 ⇒ (13) + 11 = 24

"Cave wights! Be cautious! they can drain the life from you even with weapons and if you die to their attacks, you become a wight yourself."

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Surprised as the pair rise from the shadows Kylar sprays acid all over the orc from his mouth.

Acid Arrow: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5
Sneak Attack Damage: 3d6 ⇒ (6, 4, 2) = 12

Hearing they are cave wights Kylar turns and bolts for the door.


Sanctum Map

Kylar begins to face melt one of the undead!

The elf undead moves to Deaglan, grinning with sharp teeth as it swings at the dwarf!

Elf wight slam @ FF Deaglan: 1d20 + 6 ⇒ (15) + 6 = 21
Damage on hit: 1d4 + 3 ⇒ (4) + 3 = 7

Deaglan's armor narrowly protects him from the unnatural creature attacking him!

With the nagaji retreating to safety, the undead moves to Varian and swings at him with his arm

Orc wight slam @ FF Varian: 1d20 + 6 ⇒ (1) + 6 = 7
Damage on hit: 1d4 + 3 ⇒ (2) + 3 = 5

But the acid blocks the wight's view, the swing going wide!

Init Order (bold = up)
Kylar
Elf wight
Half-orc wight 17 damage (acided
Sindar
Varian (2 Dex damage, 1 Cha damage)
Deaglan (1 Dex damage, 2 Cha damage)

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan drops his wayfinder and draws his longhammer. He swings it in a wide arc, first against the orc and then continuing towards the elf.

Power Attack, Hatred, Orc Hewer: 1d20 + 11 - 2 + 1 + 2 ⇒ (16) + 11 - 2 + 1 + 2 = 28
Damage: 2d6 + 7 + 6 ⇒ (5, 6) + 7 + 6 = 24

If the first one hit, Orc Hewer Feat Cleave
Power Attack Elf: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Damage: 2d6 + 7 + 6 ⇒ (4, 5) + 7 + 6 = 22

AC now 23 (24 - 2 Cleave +1 Magic Circle vs Evil)


Sanctum Map

Deaglan's first blow does massive damage to the elf wight, but the an invisible barrier seems to protect the orc one from the dwarf's hammer.

Init Order (bold = up)
Kylar
Elf wight (24 damage)
Half-orc wight 17 damage (acided)
Sindar
Varian (2 Dex damage, 1 Cha damage)

Deaglan (cleaved, 1 Dex damage, 2 Cha damage)

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

GM, I targeted the orc first. Not knowing if I now spoiled my attack entirely, but fair is fair.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian takes a step back and casts shield of faith on himself...

conc just in case he can't step back far enough, dc 17: 1d20 + 12 ⇒ (8) + 12 = 20


Sanctum Map

Ahh my bad. That does make a difference as so...

In a swinging move that confuses all, what looks like a strike from his corner position at the elf wight is really directed at the orc; the weakened body falling apart from the massive blow. However, the time needed to arc the hammer back to the elf allows an invisible barrier to deflect the massive force of Deaglan's hammer!

Saved it! :D

You aren't threatened anymore Varian, so you can keep your action, or do something else if you wish.

Init Order (bold = up)
Kylar
Elf wight
Sindar
Varian (2 Dex damage, 1 Cha damage)
Can change action
Deaglan (1 Dex damage, 2 Cha damage)

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

varian will simply cast his spell then, without moving

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar holds his fists in the air and fires a single magical missile from each enclosed fist at the remaining wight.

Magic Missile: 2d4 + 2 + 1 ⇒ (4, 3) + 2 + 1 = 10


Sanctum Map

... and I fail and stuff today. Thank you for still posting Kylar despite my brain fart in highlighting you!

Kylar's missiles blast the target, softening it up for Sindar!

Dark Archive

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

Sindar lets fly with his wand again at the fallen elf Pathfinder.

1d4 + 1 ⇒ (2) + 1 = 3


Sanctum Map

Sindar adds more force to pelt the last wight, but it still remains standing! It moves closer, ready to pounce on Deaglan!

Elf wight slam @ Deaglan: 1d20 + 6 ⇒ (10) + 6 = 16
Damage on hit: 1d4 + 3 ⇒ (3) + 3 = 6

Dwarven steel is too much for the wight to handle!

Init Order (bold = up)
Kylar
Elf wight (13 damage)
Sindar
Varian (SoF+3, 2 Dex damage, 1 Cha damage)
Deaglan (McPvE, 1 Dex damage, 2 Cha damage)

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

Deaglan looks at his adamantine longhammer in shock, not understanding why his good swing did not connect. He shrugs and swings again

Power Attack: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Damage: 2d6 + 7 + 6 ⇒ (5, 1) + 7 + 6 = 19

Confirm Power Attack: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 Not really

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar releases another wave of magic missiles from his fists. PEW! PEW!

Magic Missile: 2d4 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian moves in by Deaglan and strikes at the wily wight.

to hit: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
dmg if hits: 3d6 + 3 + 1 ⇒ (4, 2, 3) + 3 + 1 = 13

but not too accurately...


Sanctum Map

Deaglan's hammer nearly sends the wight to pieces, but it's Kylar's missiles that finish the foe off!

Battle over!

With the battle over, the party has a chance to study again; Deaglan finds an evil aura moving back and forth on the other side of the door; he assumes this because occasionally he loses track of the aura. Likewise, Sindar finds magic auras moving back and forth.

Looking over the books, they are a treasure trove of Azlanti history; the volumes herein would be a fortune to whose interested in such lore... but there's soooo many books! About 500 volumes in total

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian wishes he had a portable hole at this time, but sadly, he doesn't... such books would be wonderful to bring back. He picks a few volumes to put in his pack... trying to pick a few that seem iconically informative.

"So what do you suggest, we buff up before opening the next door?"


Sanctum Map

Kylar who knows Azlanti helps Varian find some choice tomes to stow away.

Anything else?

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian will also cast detect magic to see if any of the volumes are magical... or anything else in the room.

Silver Crusade

hp 83/83 | Ac 27 (FF26, T13) | Init +1 | F+13 R+7 W+13 (+2 vs poisons / spells / spell-like effects) | P+5 SM+10 | Channel 0/3 | Reroll 0/1 | Luck Plate 1/1

"Do we want to take some rest? I am not even sure we are able to get out of here, given that weird time-loop. And I do not want to rest with that evil just behind the door."


Sanctum Map

None of the tome are magical, nor is anything else that isn't attached to one of the PCs.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I am good to continue on if the ressst of you are. Kylar says as he continues to look about the ancient tomes from times long lost.

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian nods and shrugs... "Nothing to keep us here I guess.. ready to move on..." though the look on his face says otherwise... obviously he'd rather stay here with the books.

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