Count of the March (Inactive)

Game Master djdust

The fate of the world pivots around a trading post in the Verduran Forest

Date: Sunday, Gozran 8, 4718 AR
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dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira starts chanting an encouraging poem and steps into the room.

Got a bunch of stuff happening in life--nothing too terrible. Bot me if I'm slow to post! Would likely start hacking with my longsword, hoping for a Chill Touch solution.


campaign info | maps

Well, the creature is obviously composed of bone, but it does not fit any description of undead as far as Selja knows. Suspicions are likely confirmed when Turante's spell hits but is ineffective.

Kn. Arcana DC 13:
Although it appears to be an undead, this creature is a Construct known as a Necrophidius.

Bards know things: 1d20 + 3 ⇒ (6) + 3 = 9

Will post more soon, family in town this weekend, so kinda busy on my end too.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

K. Arcana: 1d20 + 5 ⇒ (12) + 5 = 17. As Turante's spell proves ineffective, Selja rules out undead and realizes what she's seeing. "It's a Construct--a Necrophidius!"

So same thing as I posted before--if Selja knows it's DR/bludgeon, she'll use her morningstar. If she doesn't, she'll try glaive-slashing and see how it goes.


campaign info | maps

Given what she knows, Selja smashes into the necrophidius with her morningstar.

Liamae casts a spell upon her bow, giving it some extra oomph.

The necrophidius snaps its jaws back at Selja.
Bite vs Selja: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Selja Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Selja paralyzed rounds: 1d4 ⇒ 1
Large serpentine fangs sink into Selja's flesh, and her entire body freezes in a deathlike rigor.

Round 2: Bold May Act!
Fenchurch (4dmg, Dazed 2)
Selja (9dmg, paralyzed 1)
Liamae (gravity bow)
Moira (3 Str dmg)

Necrophidius (9dmg)
Túrante (Mage Armor, 5dmg)

Túrante acts in Round 2, everyone else in Round 3.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Moved myself forward because Selja used the morningstar. I'm assuming Selja's Adoration ability doesn't work on constructs:

Adoration: As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Selja appears to lock up as poison courses through her body.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

If Adoration doesn't work:

Moira's voice dramatically hops up a half octave before she suddenly stops singing... and casts Saving Finale on Selja!

Saving Finale

Reroll that fail!


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Fort reroll!: 1d20 + 8 ⇒ (14) + 8 = 22. Just as it seems that she would succumb to the poison, Moira's powerful song compels her to further action and she fights off the paralysis!

She takes the opportunity to bash in the snake construct some more.
Morningstar: 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 1d8 + 4 ⇒ (5) + 4 = 9


campaign info | maps

Constructs don't have minds to be affected. But Saving Finale saves the day!

Selja is inspired by the tenor of Moira's vocal flourish, and overcomes the paralysis in the last second. Time enough to crush some more bone.

Túrante can act!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante draws her sword and moves to engage the necrophidius.

Dueling sword attack: 1d20 + 3 ⇒ (18) + 3 = 21
Dueling sword damage: 1d8 + 1 ⇒ (3) + 1 = 4


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Túrante strikes, but her blade proves ineffective against a bone construct.

Liamae moves in front of Fench, and fires her bow.
Longbow+PBS: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
GB dmg+PBS: 2d6 + 1 ⇒ (2, 3) + 1 = 6
She is able to just chip away.

Now faced with two targets, the necrophidius lashes out.
1 Selja, 2 Túrante: 1d2 ⇒ 1
Bite vs Selja: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Selja Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Selja is twice bit, but continues to resist the paralytic effects.

Round 3: Bold May Act!
Fenchurch (4dmg, Dazed 1)
Selja (15dmg)
Liamae (gravity bow)
Moira (3 Str dmg)

Necrophidius (19dmg)
Túrante (Mage Armor, 5dmg)

Túrante acts in Round 3, everyone else Round 4


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja fights off the poison once more. "Damn it Fench, shake it off!". She tries to give as good as she's been getting.
Morningstar: 1d20 + 5 ⇒ (2) + 5 = 7; Damage: 1d8 + 4 ⇒ (7) + 4 = 11
But it doesn't land. She then steps back. "Come and get me!" she calls out, hoping to lure the construct forward.
5-foot step.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira starts singing again, composing her song in advance to be short, sweet, and finished with a Saving Finale (if necessary).

Inspire Courage, and I've got a Finale ready if someone fails vs. monster.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Dueling sword attack, inspire courage: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

Túrante seems increasingly concerned that she can't affect the enemy, but she has no other alternatives!


campaign info | maps

AC 15, Túrante roll some dmg, see if you can get above 5!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Dueling sword damage, inspire courage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3


campaign info | maps

>.<


campaign info | maps

As Selja steps back, Liamae fires over her shoulder.
Longbow+PBS+IC: 1d20 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10
Her fletching fails and the arrow strikes the ceiling.

The necrophidius lashes out at Túrante left standing next to it.
Bite vs Túrante: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (20) + 6 = 26
dear gods.
crit dmg: 2d8 + 8 ⇒ (3, 5) + 8 = 16
Túrante Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Saving Finale: 1d20 + 4 ⇒ (9) + 4 = 13
Fanged jaws pierce armor both arcane and mundane with a sickening crunch. It should drop any lesser of a person, but our elven princess stands. Moira can see that Túrante begins to stiffen and ends her brief song of inspiration in a sudden crescendo, bringing Túrante back from the brink.

Round 4: Bold May Act!
Fenchurch (4dmg)
Selja (15dmg)
Liamae (gravity bow)
Moira (3 Str dmg)

Necrophidius (19dmg)
Túrante (Mage Armor, 21dmg)

Túrante acts in Round 4, everyone else Round 5[/ooc]


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Fench, get back in the fight!" As Fenchurch stirs back to action, Selja decides to try and move around to the other side of the snake, although the roots slow her down. Double move--couldn't get far because the roots are difficult terrain.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira takes a deep breath and starts singing again...


campaign info | maps

At the sound of Moira's voice, Fenchurch finally snaps out of her daze. She rushes forward and swings away.
Greataxe PA+Charge+IC: 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27
PA dmg: 1d12 + 11 ⇒ (5) + 11 = 16
Her axe crushes through the necrophidius, yet it continues to sway and menace our heroes.

Liamae follows with another arrow.
Longbow+IC-Melee: 1d20 + 7 + 1 - 4 ⇒ (18) + 7 + 1 - 4 = 22
Gravity Bow dmg+PBS: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Her arrow flies past Fenchurch and strikes the necrophidius in the skull. The final shot is enough to drop the skeletal construct.

Victory! Combat over!

Aftermath:
Fenchurch (4dmg)
Selja (15dmg)
Liamae
Moira (3 Str dmg)
Túrante (Mage Armor, 21dmg)

Once the dust settles, it becomes apparent that along the northern wall of the chamber are five alcoves, each holding an upright, egg shaped sarcophagus, much like the ones found in the fungbold caverns. Above the alcoves is a message carved in Draconic:

In Draconic:
"Here sleep the faithful of Ydersius, servants of Lord Soma the Pale. Cursed be they who disturb their slumber before the valiant return of the Father of Serpents."

The southern wall is adorned in a bas relief mural, and a low stone bench holding many jars and urns.

There is also a hall leading north, ending in yet another stone door.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante huffs a bit and leans slightly, looking woozy.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira shuts off her vocal cords and takes a deep breath. "Well then. How are we feeling, everyone?"


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Sure we'll all be feelin' better in a bit," adds Selja, who channels some healing to get Turante and herself better.
Channel Energy: 2d6 ⇒ (2, 5) = 7.
CLW Turante: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Turante: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Selja: 1d8 + 1 ⇒ (4) + 1 = 5
38 charges remain.

Fench is fully healed. Based on the GM's math, Turante took 21 damage but heals 18, so is at -3. Similarly, Selja took 15 damage but heals 12, so is at -3.

"Anyone know how ta read this thing?" she asks, pointing to the Draconic text.


campaign info | maps

Liamae does. She adjusts her glasses and gives an accurate translation.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja nods at the description. "Well, can't say I appreciate these lizard things much. I'm fine lettin' the bones rest, but anythin' useful's better 'n our hands than in those coffins."

Selja searches for magic and looks around. If all seems safe, she begins checking inside the sarcophagi.
Detect Magic. Perception: 1d20 + 4 ⇒ (14) + 4 = 18


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Selja notes that each of the sarcophagi emanate with a faint magical aura.

DC 18 Arcana:
The auras are of the Necromantic type, unsurprisingly.

She is unable to discern anything seemingly 'off' otherwise.


campaign info | maps

y'know, other than the ominous warning written in stone.

the bas relief mural along the back wall depicts the construction of the stepped pyramidal temple, serpentfolk warrior priests drive human slaves with whips and flails, stone is quarried from nearby mountains and put into place by the forced labor. The whole process is overseen by a serpentfolk priest who wears an elaborate helm and wields a ceremonial dagger. Selja recognizes this as the white scaled serpentfolk from her dream.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

K. Arcana: 1d20 + 5 ⇒ (14) + 5 = 19.

After a moment of concentration, Selja reports back. "Some sorta necromancy on these things," says the half-orc. "A bit suspicious, maybe we wait before touchin' these things."

Any chance Selja can determine the exact spell effect? Probably won't mess with these at the moment, don't want to be cursed like the warning says.


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Any other thoughts? How'd y'all like to proceed?


campaign info | maps

oh yeah, Selja, if you want to roll Arcana to try and glean the nature of the spell beyond its school of magic, you may try, but it will be a high DC.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

I already rolled a 19 Arcana which to me means I didn't make a high DC. Someone else can try. Regardless, all the more reason not to touch this.

Selja backs away from the sarcophagi. "Come on, let's try ta keep goin'."

She'll continue "clockwise" on the map and inspect the door to the West for traps.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17


campaign info | maps

The only other way out of this room is north (I've pinged this door with a red target) which is locked. You can go back out the way you came in, but will need to pass through the mysterious screaming fireball room. If by west door you mean the one pinged with a green target, you've already checked that door and it was stuck shut. So yeah, to get there, either pick a lock or run through the screaming fireball room...

Oh, another option would be to go up the southeast stairs, through the level above, and back down the northwest stairs. The risk there is wandering monsters.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Knowledge (arcana): 1d20 + 6 ⇒ (3) + 6 = 9

Túrante shrugs. "I don't really understand much of this. We might as well check the locked door there..."


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

"Right. Let's open a door."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja nods in agreement. She examines the door briefly before letting Turante take a shot at it.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


campaign info | maps

GM Screen:

3d6 ⇒ (2, 6, 5) = 13

For some talkin it over, it is decided that any warning of a curse is worth letting sleeping bones lie. Túrante takes her time fiddling with the door (Take 20), and after waiting in the light of Moira’s hat, the door clicks open.

You find yourself back in the central stairwell, where you were first attacked by shadows. But all remains quiet. Picking up where you left off before exploring the level above, you pass the door to the west, which was found to be stuck shut by the crumbling walls around it.

Past the northwestern stairwell is a door leading east. Although the subterranean structure remains naturally cool, this door feels remarkably cold to the touch.

Bak to the map, y’all are at the stairwell in the northeaster corner. From here there are two options. The door marked with a red target is the one jammed shut. You can try to force it open [Str Check] or open it by any other magical or mundane means. The door marked with a green target is unlocked, but feels cold to the touch.

Also, from the central stairwell there is a door north which is locked, and a door east which is unlocked, both have been unexplored, although you may surmise where they lead.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira says, "This door seems cool. Let's try it? Or should we have Fench bust open the stuck one?"


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

"That's odd. Like there's some magical cold behind it? How strange."


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Selja touches the door also, curious to understand it. "Maybe save that one until the next day? I could pray for magic to protect one of us against cold."
In other words, Selja could memorize Resist Energy.

"We could try out another door near the center stairs."
How about the door near J10? Is that one cold too?


campaign info | maps
Selja wrote:

"We could try out another door near the center stairs."

How about the door near J10? Is that one cold too?

Yes, that one too is cold to the touch. It is also locked. The door at J14 is unlocked.

Thanks for reminding me about the numbered grid. Sure makes things easier to point out on the map! @.@


campaign info | maps

Which will it be?
Door #1: @J-6, jammed shut by crumbling architecture.
Door #2: @E-8, unlocked, cold to the touch.
Door #3: @I-10, locked, cold to the touch.
Door #4: @J-14, unlocked, you can infer it leads to screaming fireball room, but Selja also glimpsed another hallway leading north.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

Rejecting all of the cold rooms, Selja suggests the last option. J-14.. "Let's try the door here, I think we can go here without wakin' up another fireball."

She'll lead the way East, then north!
Perception: 1d20 + 4 ⇒ (17) + 4 = 21


campaign info | maps

GM Screen:

1d2 ⇒ 2
1d20 + 8 ⇒ (14) + 8 = 22

Selja leads the way out east from the central stairwell and recognizes the hallway to the mysterious screaming fireball room. However, instead of heading back to that place, she turns down the hallway leading north. Yet again, she is met with another door, but all seems safe. She opens that door and to her left is a short hallway leading west. To her right is a chamber; in the far corner is a raised dais with a stone lectern. Like in other parts of the temple, tree roots intrude through the crumbling masonry walls. However, before stepping into the room, she notices chaotic webs of gossamer silk fill the space.


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Spider webs everywhere," whispers Selja as they approach the next room. "Wish we could get that magic ball o' fire ta clear out this place. Maybe we burn it the old fashioned way?"

She gives everyone a moment to prepare, but then digs out a torch and lights it. She sees if she can set the webs on fire to clear them--and whatever might live in them.


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira takes a deep breath...


campaign info | maps

Initiatives:

Fenchurch: 1d20 + 5 ⇒ (16) + 5 = 21
Liamae: 1d20 + 4 ⇒ (15) + 4 = 19
Moira: 1d20 + 7 ⇒ (6) + 7 = 13
Selja: 1d20 + 1 ⇒ (13) + 1 = 14
Túrante: 1d20 + 5 ⇒ (10) + 5 = 15
GBW: 1d20 + 2 ⇒ (1) + 2 = 3

Selja puts torch to web, and the flames quickly lick across the space of the chamber, burning web and filling the air with the sharp smell not unlike burning hair. As the flames moves towards the ceiling, an angry sharp hissing noise is heard, and then a large, black body falls from the ceiling, where it had been hidden amongst web and shadow. A shiny, black carapace stands on eight legs, eight black eyes reflect the light of fire from around the room, fanged mandibles drip with toxic venom. Most menacing indeed, but not as glaring a warning as the bright red hourglass shaped marking on the underside of this giant spider.

Having spent the last fight frozen in place, Fench jumps into action, moving as quickly as she can into the room, and swinging with her axe.
Greataxe PA: 1d20 + 8 ⇒ (14) + 8 = 22
PA dmg: 1d12 + 11 ⇒ (10) + 11 = 21
Green living steel slashes deep through the slick black carapace.

Liamae moves to just outside the corner of the chamber and takes a potshot with longbow.
Longbow+PBS: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
PBS dmg: 1d8 + 1 ⇒ (1) + 1 = 2
Her arrow sinks partially into the giant spider.

Round 1: All May Act!
Fenchurch
Liamae
Túrante (3dmg)
Selja (3dmg)
Moira (3 Str dmg)

Giant Black Widow (23dmg)


dirge bard 5 | hp 48/48 | ac 18 (t 12 ff 16) | ini 7 | per 5| f 4 r 6 w 5 | spells 1/5 0/3 | perform 9/16| clw 3|

Moira starts singing in a horrible, guttural growl--her favorite spider song!

"Boooris the Spiiider... Creepy crawly"

Inspire Courage


Female Half-Orc Cleric (Divine Paragon of Shelyn) 5 | HP 38/38 | AC:24 (26 vs Evil) T:13 FF:22 CMD:18 | F+8 R+5 W+11 (+13 vs illusion and fear) ; (+2 save bonus vs Evil)| Init+5 | Perc+4 | Haste, Magic Circle Against Evil, Shield, Inspire Courage

"Who's side are you on, Moira?" asks the half-orc as the music begins. That was the trouble with a funerary bard, drawn to "creepy" music--literally. Selja channels her orcish side as she tries to feel inspired to stab the giant spider!
Glaive, IC: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16; Damage, IC: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12


campaign info | maps

At least, in the end, Boris gets squished. Nice taste in music, Moira!

Creepy crawly creepy crawly, Selja joins the action and lays down the hurt, her glaive chops into the giant spider with a spurt of yellowish ichor.

Boris the spider looks like she could be done for soon.

Túrante is up!


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Dueling sword attack: 1d20 + 3 ⇒ (1) + 3 = 4

Túrante moves up to fumble a sure thing and open herself to a poisoned bite.

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