Black Waters Gestalt (Inactive)

Game Master Just a Mort

Combat Map

Necropolis


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will:rage: 1d20 + 6 ⇒ (11) + 6 = 17

again feeling the spectre brush her armor 'thank the gods it didn't touch me again, I don't know if I could stand it, I'm tiring out, need to figure something to do.' Valda slashes at the spectre again with the spike as she attempts to figure out a plan.

Rage round eleven, last rage attack next round fatigued attack: one handed, spike, power attack
attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 for damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13 sad, so sad


Strange Aeons Grp 2 |

touch: 1d20 + 4 ⇒ (6) + 4 = 10

The spectre continues to try to feed on you. It has become overconfident and underestimates your ability to get out of its way.


fatigued: Strength @ 16, Dex. @ 12, AC: 23, touch: 13 W/dodge

'need to do something different' not sure what to do Valda breaths a prayer of some kind of assistance.

casts summon monster calling a dog behind the spectre


Strange Aeons Grp 2 |

You backpedal as you attempt call upon celestial aid. Took the liberty of 5 ft stepping, or you would provoke for no defensive casting

The spectre follows, like a shark scenting blood, swooping onto you.

touch: 1d20 + 4 ⇒ (13) + 4 = 17

DC 15 will save or take wis dmg: 1d4 ⇒ 1

Also, DC 12 concentration check to maintain the spell, if you fail will save. You have a +8 to do it


fatigued: Strength @ 16, Dex. @ 12, AC: 22, touch: 12

will: 1d20 + 4 ⇒ (9) + 4 = 13 crap
concentrate: 1d20 + 8 ⇒ (15) + 8 = 23 so the dog manifests, I can use flank

'Blast, that is terrible, at least the gods sent help' Seeing the dog on the other side of the spectre Valda attacks with the spike again.

second round fatigued: one handed, spike, power attack, flank
attack: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16 fordamage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8


Strange Aeons Grp 2 |

The spectre screeches as you cut into it. It seems that your weapon seems to have drained it of its stolen power.The spectre looks at the newcomer, wondering how it'd taste.

touch dog: 1d20 + 4 ⇒ (17) + 4 = 21

It reaches for the dog, but finds it cannot gain any sustenance from it. It turns its hungry eyes back onto you.


Lets see if we can use this to our advantage Moving quickly while the spectre is attacking the heavenly assistance the dog ;) Valda thrusts the spike at the dark creature.

third round fatigued: one handed, spike, power attack , flank
attack: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29 for damage: 1d6 + 3 + 4 ⇒ (3) + 3 + 4 = 10
didn't see anyplace that said undead were immune to crit.
crit: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 for damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13


Strange Aeons Grp 2 |

Usually incoroporeals cannot be crit, but because ghost touch property, you can

It shierks out in agony, much diminished, as it reaches out for you, hoping to replenish itself.

touch: 1d20 + 4 ⇒ (20) + 4 = 24

confirm crit: 1d20 + 4 ⇒ (1) + 4 = 5

You manage to twist away at the last instance.

Will save Dc 15 or wis dmg: 1d4 ⇒ 1


am I handling the dog attack or are you?
fatigued: Strength @ 16, Dex. @ 12, AC: 22, touch: 12
will: 1d20 + 3 ⇒ (14) + 3 = 17

feeling the spectre hand swipe past her chin, 'That was too close' she watches for some sort of opening and thrusts the spike at the spectre hoping to bring this to a conclusion.

fourth round fatigued: one handed, spike, power attack , flank
attack: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21 for damage: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9


Strange Aeons Grp 2 |

I won't roll for your dog. It cant harm the spectre. Incorporeal...passes through without effect.

Your celestial hound bites into the spectre, but its teeth pass through without effect.

You stab into it one last time and it gives a dying howl of thwarted rage before it dissipates.

You're now alone in the room. You hear the harsh sound of your breathing and the pounding of your heartbeat, as you recover from the exertion of the battle.

Deris is lying motionless in front of you. You see his chest rise and fall, but his eyes are wide open and vacant. A trickle of frothy drool dribbles from his mouth onto the floor.


It's a little disconcerting that he lay there with his eyes open. He did say that he had a home in the Ivy district. I should just take him there.' Valda quickly checks to make sure that Deris is still breathing, seeing his chest rise and fall, she leaves him for the moment.

Petting the dog "Thank you" and thanking it before it return whence it came, she begins to explore the room, inspecting the body of the young boy. Then she will inspect the recessed area on the east and then the west.

inspect the body of the boy
perception: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
heal: 1d20 - 2 ⇒ (4) - 2 = 2
east recession
perception: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
west recession
perception: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
maybe I should have just taken 10...


Strange Aeons Grp 2 |

The dog wags its tail happily at you before dissappearing to the heavens.

The body of the young boy is twisted, as if he died while in a seizure, his face a rictus of agony. His clothing is also soiled with feacal matter. In the recesses you do not find anything, however to the back of the room you see an exit that leads to another door.


I have a few moments of using the spike, I should get too it. Taking a moment for preparation she removes the wand and uses it to heal herself. Then saying a quick prayer for lesser restoration and then to be enlarged. hopefully Deris can hear me. As she heads to the exit she calls back to Deris, "I'll be back soon, Deris" and goes to the door, taking a few seconds to listen carefully at the door and search it for traps.

clw: 1d8 + 1 ⇒ (4) + 1 = 5 takes 1 round
lesser restoration: 1d4 ⇒ 2 takes 3 rounds
enlarge will take 1 round
perception: 1d20 + 7 ⇒ (7) + 7 = 14 takes 1 round

checking Deris took a round checking the body and recessed areas took three rounds, getting ready to move on took six rounds, that's ten rounds in this room after combat, give or take. and twelve rounds of combat so the spike is between two and two and a half minutes, is that correct?

Ready to move on she opens the door, spear and shield in hand.


Strange Aeons Grp 2 |

Sure, spikes still working. Are you sure you want to enlarge though? Check the map. Corridor is 5 ft wide, if you're enlarged, you're squeezing.

Squeezing rules:
In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.


crap your right, no she will not enlarge yet, but lets go ahead and wait another minute until the fatigue wears off, and then she will go.


Strange Aeons Grp 2 |

Deris does not appear to hear you and remains unresponsive.

Once your heartrate and breathing gets back to normal, you proceed down the corridor. You hear some faint sounds from beyond the door but are unable to determine what might cause them.


Valda proceeds to the next intersection, 'Lets take a quick look before I proceed.' Looking first to the west and then to the south, hoping to learn a little before she goes one way in stead of the other.

perception: 1d20 + 7 ⇒ (12) + 7 = 19
perception: 1d20 + 7 ⇒ (5) + 7 = 12


Strange Aeons Grp 2 |

Water drips from the double-vaulted ceiling and trickles down the walls to pool on the floor. Bone shards of a hundred skulls litter the room like shattered seashells. Wide stairs climb to the west. Narrow stairs dive to the north. On the south wall, an open doorway gapes, a carved relief depicting a massive battle filling the archway over the door.

The rest of the walls are filled floor to ceiling with nooks that house ancient, but drenched, skeletal remains. In the center of the room sit twelve school children in a circle on the floor. One child seems to be silently telling a story, her arms moving rapidly as she makes scary faces. The child telling stories seems to have some resemblance with Deris. You notice that all the children seem to be quite transparent, and wispy, much like Ms Herack and her class of pupils.

You hear the sound of claws on stone. You believe that there are some creatures coming towards you from the south doorway and you should prepare for battle. They will soon be upon you.

You have 1 round before combat starts


sorry a little confused, the room you described with the children in it, is it room #2 to the west? Was she able to see anything involving the room to the south?


Strange Aeons Grp 2 |

You catch a glimpse of something at the corner of your eyes in the south room.

Children in the west yes.Or you could jump whatever it is in the south.


'I wonder if I would be better off confronting the children with Deris, anyway we can see what is in the south here, that dog was helpful, maybe I should pray that the gods send him back.

Saying a quick prayer for the dog to return, Valda moves to the end of the hallway and looks into the room.

Standard action: Cast summon monster move action: goes to the end of the southern hall.

init:: 1d20 + 4 ⇒ (14) + 4 = 18
did you say if you wanted to roll init. or if you wanted me to?


Strange Aeons Grp 2 |

Init: 1d20 + 2 ⇒ (18) + 2 = 20
init: 1d20 + 3 ⇒ (12) + 3 = 15

Stated in discusssion, summoning is a full round action. You can 5 ft downwards and Ive done so for you.

A humanoid creature with long, sharp teeth and its pallid flesh is stretched tightly over its starved frame emerges from the bottom of the stairs. It tries to bite you, but you block its feeble attempts with your shield.

Bite: 1d20 + 3 ⇒ (16) + 3 = 19

You see yet another humanoid looking creature, with more developed muscular structure. Your nose also catches a wiff of rotting meat from the other humanoid creature.

You also see another humanoid creature enter the room with the ghostly children, and moving swiftly towards you.

Your turn, dog appears. Position it where you will.


thank you, do either of them look incorporeal?

Here we go again, biting, that's different. Moving back five ft far enough to throw the spear, Valda flings it sidearm at the creature with the sharp teeth. she then draws her sword and moves into a fighting stance.

Attack: ranged coldiron spear,
attack: 1d20 + 7 ⇒ (14) + 7 = 21 for damage: 1d8 + 4 ⇒ (7) + 4 = 11


Strange Aeons Grp 2 |

Nope, they look mighty solid. Clarification - if you're using a spear its a 2 handed weapon. No shield bonus, but your damage should be 1d8+6. Total 13. Also your FF should be 19, not that it matters since you heard them coming. Place dog where you want it (if you can't - inform he where you want it to be placed) - it matters because it has a possibility of blocking my line of attack - of which I need to take a different route. You may roll its attack as well.

The humanoid creature snarls at you as your spear impales it through its shoulder.


she was carrying the spear in one hand and she threw the spear, that's why she backed up the five foot, I've always assumed the throw was a one handed action, I've never seen anyone throw a spear with two hands. If she threw the spear two-handed lets say she armed the shield at the end of this round and will draw the sword at the beginning of the next round.

does she see the creature to the west? Or should I ask if there is a creature to the west?


Strange Aeons Grp 2 |

Yup you do see the creature to the west.


OK dog is positioned


Strange Aeons Grp 2 |

The foul smelling humanoid bounds up the stairway, its fanged maw outstretched to rip into you. As it approaches, its foul odour becomes even more overpowering.

Make me a DC 15 Fort save.

On failure:

You're sickened: 1d6 + 4 ⇒ (5) + 4 = 9 min

Bite: 1d20 + 5 ⇒ (12) + 5 = 17

Its fangs do not penetrate your chainmail.

The other humanoid in the west room steps up to your dog and begins to unleash a flurry of claws and teeth.

bite: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d4 + 1 ⇒ (2) + 1 = 3

The bite connects, and you see the dog whimper in pain, then freeze in place, as if paralyzed.
Dog fort v ??: 1d20 + 4 ⇒ (1) + 4 = 5
Dog fort v ???: 1d20 + 4 ⇒ (7) + 4 = 11

The paralyzed dog is swiftly finished off by a swipe of the creatures claws.

You hear the sounds of yet another of these creatures come from the north entrance.


fort: 1d20 + 7 ⇒ (3) + 7 = 10 well she is definitely sickened.

"Bbbbrrrrgggghhhhh" Vomiting on herself Valda looks around. 'I can't fight two of these things at a time, I need a more defensible position' Laving her mothers spear in the creature she retreats to the doorway of the room she left Deris in.

Withdraw


Strange Aeons Grp 2 |

The creatures follow you up the stairs hot in pursuit. The foul smelling one claws its way swiftly up the stairway, and faces you.

They double moved to catch up too - your turn


with dodge and fighting defensively AC 26

Need to try and soften them up a little, don’t want to retreat just yet, need to figure out what to do with Deris.’ turning and facing the undead, Valda uses her martial flexibility to be able to dodge, then keeping shield high she slashes at the frontrunner, focusing on defense more than offence.

move action: Martial Flexibility: Dodge. AC 24, fighting defensively AC 26. Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 - 4 ⇒ (20) + 10 - 2 - 4 = 24 for damage: 1d8 + 4 - 2 ⇒ (3) + 4 - 2 = 5
if possible confirm crit: 1d20 + 10 - 2 - 4 ⇒ (7) + 10 - 2 - 4 = 11 for damage: 2d8 + 8 - 4 ⇒ (6, 6) + 8 - 4 = 16


Strange Aeons Grp 2 |

Retcon, the creature you hit with the spear is dead. I missed out on the exact damage- will remove it

You cut into the foul smelling creature in what you thought should have been a telling blow, but its tough hide prevents your sword from cutting deeply enough. Black ichor spurts out of it.

It retaliates with its fangs and claws, which you manage to block with your shield.

bite: 1d20 + 5 ⇒ (11) + 5 = 16
claw: 1d20 + 3 ⇒ (15) + 3 = 18
claw: 1d20 + 3 ⇒ (8) + 3 = 11

The rest of the pack growl impatiently at the stairway, but make no attempts to vault over yet.


the damage was 11, but if that killed it I'm not going to complain ;) going to stop fighting defensively this round and see how she does, with dodge AC @ 24

’well at least I hit it and it missed me’ Feeling a little more confident, Valda drops her guard a little and focusing more on offence instead of defense, she slashes at the creature with her Viking sword.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 for damage: 1d8 + 4 - 2 ⇒ (3) + 4 - 2 = 5


Strange Aeons Grp 2 |

You cut into it and more of the black ichor spurts out. It snarls at you, as it continues its assault of fang and claw.

bite: 1d20 + 5 ⇒ (15) + 5 = 20
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (19) + 3 = 22

You easily dodge and weave around its attacks except for the last one that got a little close to your neck.

The rest of the pack are begining to look impatient as they mill about the stairwell.

Nevermind. Just assumimg you threw your spear 2 handed, managed to get your shield up somehow. Lots of opportunities to murder you later ;)


ok, it's neverminded! dodge: 3rd round: AC 24

feeling the creature scratch and snap, Valda feels the wind off of it's claw on her neck, 'That was a little close, need to keep the shield up!' Lifting her shield slightly, she continues to press the attack thrusting at the beast.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 for damage: 1d8 + 4 - 2 ⇒ (2) + 4 - 2 = 4

tell the rest of the pack the can arm wrestle or have a thumb war for who gets "Nexties"


Strange Aeons Grp 2 |

You cut into it and it now begins to sport numerous wounds on its hide, oozing black ichor. It attempts to bite and rend your flesh.

Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Claw: 1d20 + 3 ⇒ (20) + 3 = 23
Dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Claw confirm: 1d20 + 3 ⇒ (10) + 3 = 13

A lucky claw manages to catch your sword arm.

Make me a DC 15 fort save. On failure, you are paralyzed for paralyze duration: 1d4 + 1 ⇒ (4) + 1 = 5 rounds.


fort: 1d20 + 7 ⇒ (11) + 7 = 18

Dodge: round four AC 24

”Blasted creature” Feeling the pain of the claw striking her arm, Valda flinches back momentarily , then she strikes back slashing with the blade.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14 for damage: 1d8 + 4 - 2 ⇒ (8) + 4 - 2 = 10


Strange Aeons Grp 2 |

The rest of the pack, emboldened by its bold strike attempt to vault over the stairs to come from behind you.

acro: 1d20 + 2 ⇒ (14) + 2 = 16

acro: 1d20 + 2 ⇒ (18) + 2 = 20

Take an aoo on one of them.

The foul smdlling one dodges your attack and tries to attack you.

bite: 1d20 + 5 ⇒ (15) + 5 = 20
Claw: 1d20 + 3 ⇒ (16) + 3 = 19
claw: 1d20 + 3 ⇒ (11) + 3 = 14

Of which do not penetrate your chainmail.


dodge: round 4, AC 24 | aoo: +1 ULFBERHT, one handed, sickened
aoo: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23 for damage: 1d8 + 4 - 2 ⇒ (3) + 4 - 2 = 5

Swinging her sword at one of the jumpers. 'They are getting more embolden, I need to decide if it's time to run' She turns in just enough time to repel the attack of the first one, moving her shield slightly, she thrusts at the attacker.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 for damage: 1d8 + 4 - 2 ⇒ (7) + 4 - 2 = 9


Strange Aeons Grp 2 |

Your sword stroke cuts into one of the jumpers and knocks it back, and the other misjudges the height and crashes into your shield. They fall back, eyeing you warily.

The foul smelling one bleeds black ichor from its many wounds as it attempts to strike you again.

Bite: 1d20 + 5 ⇒ (18) + 5 = 23
Claw: 1d20 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 3 ⇒ (5) + 3 = 8

It nearly bites your ankle, but you manage to pull away in time.


Dodge: round 5: AC 24

'Am I pushing too hard? I could retreat and close the door, grab Deris and get out of here, soon, very soon.' Valda jerks her foot back just as the beast is trying to bite her ankle. While it's neck is exposed she slashes at it.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 for damage: 1d8 + 4 - 2 ⇒ (7) + 4 - 2 = 9
crit: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 for damage: 2d8 + 8 - 4 ⇒ (1, 2) + 8 - 4 = 7


Strange Aeons Grp 2 |

You lay its throat open and are rewarded by spew of black blood. It collapses and the jumper you cut takes its place, and attempts to rip you apart. One claw gets close to gnashing your arm but you pull out of the way in time.

bite: 1d20 + 3 ⇒ (17) + 3 = 20
claw: 1d20 + 3 ⇒ (19) + 3 = 22
claw: 1d20 + 3 ⇒ (10) + 3 = 13

Yeah I need a map update, but no where near a comp now

The last jumper glares at you balefully, but makes no attempt to vault the stairs.


Dodge: round six AC 24

’One down, two to go, do I stand and fight taking the chance that they paralyze me?’ Valda pulls back from the bite in the brink of time, attempting to slam the pommel of her sword onto its head.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 for damage: 1d8 + 4 - 2 ⇒ (7) + 4 - 2 = 9


Strange Aeons Grp 2 |

You crush its skull with your pommel, and it drops, leaving you to deal with the last jumper. It tries to latch its claws and fangs onto you.

bite: 1d20 + 3 ⇒ (9) + 3 = 12
claw: 1d20 + 3 ⇒ (19) + 3 = 22
claw: 1d20 + 3 ⇒ (6) + 3 = 9

You manage to get your shield up in time to block the claw that comes close to your face.


Dodge: round seven AC 24

'My gods, what a stench' lifting her shield to ward off the third of the creatures, Valda jabs around her shield attempting to disembowel the thing.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9 for damage: 1d8 + 4 - 2 ⇒ (5) + 4 - 2 = 7


Strange Aeons Grp 2 |

It dodges your attempts to disembowel it, and continues its assault.

bite: 1d20 + 3 ⇒ (11) + 3 = 14
claw: 1d20 + 3 ⇒ (15) + 3 = 18
claw: 1d20 + 3 ⇒ (18) + 3 = 21

You manage to dodge, duck and block its attacks.


Dodge: round eight AC 24

'Need to finish this' Blocking and dodging the creatures attack, Valda parries with the ULFBERHT, then slashes at the creatures midsection.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27 for damage: 1d8 + 4 - 2 ⇒ (2) + 4 - 2 = 4
confirm crit.: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 for damage: 1d8 + 4 - 2 ⇒ (2) + 4 - 2 = 4


Strange Aeons Grp 2 |

You attempt to cut it into two, but as if warned by some kind of supernatural instinct, it pulls back in the nick of time, and you only open a nasty gnash on its midsection. It snarls at you and continues to rip and tear at you.

bite: 1d20 + 3 ⇒ (16) + 3 = 19
claw: 1d20 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 3 ⇒ (4) + 3 = 7

You easily sidestep its desperate attempts.


Dodge: round nine AC 24

'how many lives...or unlives...does this thing have? Valda dodges one claw and blocks another with her shield. Following the slash at it's midsection with a quick thrust, Valda continues fighting.

Attack: +1 ULFBERHT, one handed, sickened
attack: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 for damage: 1d8 + 4 - 2 ⇒ (6) + 4 - 2 = 8


Strange Aeons Grp 2 |

It dodges your thrust and continues biting and clawing at you.

bite: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 3 ⇒ (15) + 3 = 18

None of them get close to actually harming you.

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