Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Following behind, Keil too steers clear of the grubs (although the temptation to capture a few is alluring). Noticing the cold air the shadowy man hisses, "Hold!" Changes in temperature and evidence of wrecked armor are not clues to be ignored. Waving the goblin over the fetchling advises caution, "Don't rush. I smell a trap." Quietly advancing along the north wall, the fetchling peers around the corner to take a peek himself.

Stealth: 1d20 + 20 ⇒ (1) + 20 = 21
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 (+2vs.Traps)

Just out of curiosity, what sort of roll would it take to capture a few of those grubs? Purely for future scientific research :)


While Keil peers down the corridor he sees nothing untowards, but while the corridor *looks* safe further verification will require entering the corridor itself.

If you wish to gather a Rot Grub then just grab one...of course no guarantees you will survive the experience :P


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I wanted to do just the same thing, and would send Mountain to do it, but there are so many scenarios in which it could go wrong... :P


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok will advance 5 feet into the corridor to retrieve some of the smashed bits for further examination.


Brok feels a chill pass through his bones as he enters the corridor, and is successfully able to gather up bits of bone and other assorted smashed pieces of equipment. The best thing he can guess is something pulverized the remains, though the corridor is free of obstructions.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

"Looks clear...." he tells Keil.

The goblin shrugs as he tries to determine the source of the smashed debris.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey takes a moment to look for magical auras from a distance.

Anything in the sarcophagus magical?


The witch-doctor spends his time scanning the room for magical auras, paying close attention to both corpses, and his search proves fruitless...only revealing the magical auras from your carried equipment. A quick scan of the corridor, again reveals nothing magical in nature.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"Nothing of value here."


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

"We should proceed" - the wizard pipes in.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok will advance cautiously down the hallway against his suspicious goblin nature.

stealth: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34

perception: 1d20 + 17 ⇒ (11) + 17 = 28 (+2 for traps)


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Map position updated.

Grezzor waits for Brok's return and report.


As Brok proceeds further down the corridor he is acutely aware how silent it is, and also feels the cold growing progressively worse. He can tell this is not a natural phenomena, and as he gets about halfway down the corridor he sees a patch of what looks like black patches of mold growing on the wall to his left. The chill is growing unbearable to his bones and he feels his extremities turning blue at this point...Brok takes 3d6 ⇒ (6, 2, 2) = 10 points of Non-lethal Cold damage.

Brok: Actions?


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok backs up out of the hallway.

Shivering, he reports to the others: "Brown mold makes hallway freezing to walk through."

Turning to Grey he suggests.

"Send your not-deads to look, they won't mind freezing cold."


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Keil spits then scowls at the idea of being held up by a few patches of mold. The shadowy man's yellow eyes narrow as he ponders the situation, thinking of a way to push past this hurdle.
As we are not in any immediate danger, just the undead types, Keil is electing to take 10 on his Knowledge Dungeoneering (+10 mod)


Despite the lack of illumination Keil is reasonably certain this is indeed brown mold, which as Brok discovered sucks the very warmth out of the air surrounding it. While fire sources actually feed it, the mold can be dealt with by applying a cold source to it.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Rudely snapping his fingers at the magiks, because for Keil there is no such thing as manners, the fetchling tsks, "Brown mold. Sending toys is a waste of time. Send in cold. Deal with the mold then Brok and I can puzzle the cause for the smashed armor."

Cone of cold?


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

nobody has a cone of cold. we just need to figure out if there's anything worth exploring past it. the undead can do that.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

While the others sort through their options, Keil follows the next available course of action open to him. On the off chance the cold laced hallway connects with the next door the shadowy man retraces his steps to the main hallway. The fetchling steps lightly and, out of routine, examines the door to the north.

Stealth: 1d20 + 20 ⇒ (8) + 20 = 28
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 (+2.vs.Traps)


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

"I can make an alchemical cold grenade. Brown Mold is one of the things that can be used as ingredients."

Grey sends his minions in with sample jars and carefully talks them through collecting some of the mold.

"We can either take a different path for now, or make camp while I cook."


It takes some time for the skeletons to gather enough samples of the mold to fill the jars, then as the witch-doctor's minions approach he soon realizes the brown mold has lost none of its effectiveness.

As long as the Skeletons are carrying the sample jars the brown mold will continue to cause cold damage if you approach within 5' of them

Keil quickly unlocks the door and sees the corridor beyond zig-zags north, west, then south before ending at a stone door which looks like it indeed leads to the room beyond the corridor blocked by the mold.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

So now my skeletons all have non-lethal cold damage auras? Cool.

Grey instructs the ogre skeletons to stay at least 5 feet away from the living members of the party at all times.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Sorry guys, busy couple of days - Grezzor can destroy the mold with a cold Burning Hands spell ;)


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

That is cool Grey :)

Cautiously the fetchling enters the room.

Stealth: 1d20 + 20 ⇒ (13) + 20 = 33
Perception: 1d20 + 15 ⇒ (16) + 15 = 31 (+2vs.Traps)


The door creaks open noisily as the fetchling peers into the room on the other side. It is empty, though the reason for the smashed bones and other assorted equipment is soon apparent as a huge ball rolls down this corridor, about 3 ft. in diameter and covered with sharp spikes. The corridor leaves enough room between the wall and the spiked ball for the very brave to attempt to pass. As the fetchling watches it slows down as it reaches the end of the corridor then turns back to traverse its way to the beginning again.

Actions?


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The shadowy man does the math then, leaving the door open, rushes back to inform the others of the impending perilous globe.
...
Returning to the other chamber, "Keep back from the corridor!" The fetchling blurts out his warning like a threat to anyone daring to ignore him. "An interesting puzzle looms." Bringing his hands up, Keil presses his finger tips together, gently flexing them in anticipation.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

"Arlok can pass. What keeps ball moving? Magic?"

Arlok waits to see what the plan is.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Is there a map update for whatever Keil saw?


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor stops dead in his tracks, eliciting not to follow the scouts this time around.


I have been feeling under the weather today so I will move things along tomorrow.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

No worries Komm. Take as much time as you need. All the best.


GM Rolls:

Initiative
Arlok: 1d20 + 2 ⇒ (6) + 2 = 8
Brok: 1d20 + 4 ⇒ (10) + 4 = 14
Grezzor: 1d20 + 10 ⇒ (14) + 10 = 24
Keil: 1d20 + 6 ⇒ (12) + 6 = 18
Praetor Grey: 1d20 + 0 ⇒ (6) + 0 = 6
Vargrenz: 1d20 + 2 ⇒ (2) + 2 = 4
.
1d20 + 8 ⇒ (8) + 8 = 16

As Keil quickly returns to where the others await his report, he hears a grinding noise behind him, as if a wall shifted, before he sees the entire area plunge into darkness! Not even his darkvision (nor anyone else's) is able to pierce the unnatural darkness. Also the fetchling hears a hideous shrieking noise that seems to grow and multiply as other shrieks soon join the cacophony of noise...and your blood grows cold...

Round 1: Grezzor, Keil, ??, Brok, Arlok, Praetor, Vargrenz.

Map updated. Keep in mind the dark circle on the map is Darkness. Everything inside has Total Concealment.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

How high is the ceiling?


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Interesting that a roll of 31 (33 vs. traps) did not detect a trigger to set off this event. None the less, I see no need to change Keil's original actions: return to the others and report, except no there is additional information for him to relate.

Returning to the others the shadowy man reports what has transpired; both the spiked ball and now the room being plunged into shrieks and darkness, "There is more to fear than just a spiked ball. Two, maybe more threats approach."

Keil takes up a position down the hall, at the back of the group.


Brok: The ceiling is about 10-12 feet high.

Keil: The reason you did not detect this 'trap' is because it is NOT a trap, he he.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Grey mutters and incantation and at the edge of the darkness he summons a cloud of gnashing teeth than bite and tear.

He sent it into the dark slowly, waiting until it sounded like it hit something.

Casting Swarm of Fangs. It's a 10x10 cube that I can move up to 40 feet each round. Everything that passes through it takes 2d6 damage. I'm going to listen for the sound of things being blended.

Round 1/5


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor delays until he can understand what exactly is happening.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

They act before you Grey


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

"Ambush!"

Arlok's grip tightens on the club as he prepares for what may come.


GM Rolls:

#1 vs Brok: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29; damage: 1d6 ⇒ 4
#1 vs Brok: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23; damage: 1d6 ⇒ 3
1d3 ⇒ 2
.
#2 vs Brok: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17; damage: 1d6 ⇒ 4
#2 vs Brok: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26; damage: 1d6 ⇒ 5
1d3 ⇒ 3

As you all watch warily the darkness flows into the entry hall where you have made your stand and the area is plunged into darkness! Brok feels the effects first as he feels a pair of blades plunge into his body, and also feels the strength being sapped from his body. Brok takes 7 points of damage and 2 points of STR damage.

Grezzor is also not immune to the assault as he feels a pair of blades slash into his body. Grezzor takes 9 points of damage and 3 points of STR damage.

As they both find themselves in mortal combat the shrieking seems to have grown louder, threatening to completely unnerve both the goblins! Both Grezzor and Brok need to make Will saves here.

While you cannot see the ogre skeletons now, it is soon apparent they are both fighting for their existence against their shrieking foes.

Round 1: Grezzor, Keil, ??, Brok, Arlok, Praetor, Vargrenz.

Map updated. The circle represents the area of darkness. Brok, Grezzor, and the two ogre skeletons are all in melee now. Praetor, feel free to change your declared action, if you wish.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Will: 1d20 + 5 ⇒ (17) + 5 = 22

Grezzor grunts against the pain and retreats as far as possible.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Nope. Keeping it. Moving the swarm right into the doorway area, but waiting for Brok to get clear before I cast the spell. I put the swarm area on the map, but I don't know how to make it transparent

I'm also backing up.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok's eye's widen as darkness floods the hall. As the weapons of whatever is in the dark seek him out, he rolls away from the damaging strike, bouncing out of the darkness with a look of terror in his bulging eyes.

Acrobatics Roll with It: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15

(Using Hero Point for +4)

will: 1d20 + 2 ⇒ (1) + 2 = 3

but he fails the will save!

Staggered in this round, is he running with his move action?


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Cursing Keil tries to determine what the party has suddenly found themselves up against.

Knowledge Dungeoneering: 1d20 + 10 ⇒ (11) + 10 = 21

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Hearing the screaming and unsure what the creatures might be, Varg moves back with his companions.
Can one of you magic types make this darkness go?


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Not sure how to engage Arlok takes a defensive position.

Ready to strike anything that is not an ally


GM Rolls:

2d6 ⇒ (1, 3) = 4
Minions are at 28/32.[/ooc]

Brok feels an unrelentling sense of terror suffuse his bones and immediately flees away from the battle! Brok is Frightened for 5d6 ⇒ (5, 6, 6, 1, 5) = 23 rounds and must flee from the scene.

As Arlok and Vargrenz make their stand further back from the front lines, Praetor sends his bone shards into the darkness...where the witch-doctor hears the bony shards impacting upon a steel surface with a staccato of *crack*- *crack*- *crack*-s. Without some sort of way to penetrate the darkness, there is no way to tell how effective the spell is working.

As Grezzor flees the scene a dark blade lashes out at him...

Short Sword: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 miss.

...and manages to duck under the clumsy stab!

Keil is unsure what the party is combatting, but something about the noises does ring a bell...

Intelligence check DC 15:

You realize what these things are...Black Skeletons! And more than what you fought previously back at the Gut...

Still awaiting an action from Keil.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok hightails 40' south with his move action.

"Flee! Flee!" he cries to the others in goblin speak.

Is closing and locking the door behind me a valid frightend action?


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

And then the sounds come together and the shadowy man's face groans. Signalling to the others Keil reports what he fears, "Black skeletons. Sounds like more than previous times."

Remembering how much trouble these were in the past, the fetchling backs further down the hall, in the opposite direction.

Int Check: 1d20 + 3 ⇒ (14) + 3 = 17

Readied Action to flee with Brok should the skeleton's overrun the muscle.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Arlok switches over to his club hearing they are the skeletons.

"So we fight or run?"

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