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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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 advances to the front with Ivar, shield in her left hand, sword coming out of the scabbard as she moves.


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7

Zeetri moves forward to get a better look at those undead minions.

Not too close! Keep cover. Just close enough to hit them. We don't need another owl bear incident.

Religion: 1d20 + 13 ⇒ (4) + 13 = 17

"Lizard, you stay back."


campaign info | maps

Other than Lord Soma, Zeetri sees five serpentfolk skeleton warriors, being lead by a serpentfolk skeletal champion. Being Undead Skeletons, he may surmise that they are most susceptible to bludgeoning damage and immune to cold, along with other Undead Traits.

Initiatives!:

Ivar: 1d20 + 4 ⇒ (20) + 4 = 24
Moira: 1d20 + 7 ⇒ (15) + 7 = 22
Selja: 1d20 + 1 ⇒ (10) + 1 = 11
Túrante: 1d20 + 5 ⇒ (14) + 5 = 19
Zeetri: 1d20 + 7 ⇒ (3) + 7 = 10
Skeletal Serpentfolk Warriors: 1d20 + 6 ⇒ (3) + 6 = 9
Serpentfolk Skeletal Champion: 1d20 + 8 ⇒ (15) + 8 = 23
Lord Soma the Pale: 1d20 + 8 ⇒ (18) + 8 = 26

"Ssso be it!" hisses Lord Soma as Ivar begins to stride forward, "Kill them all!"

The mummy lord incants a prayer and casts a spell on himself. Otherwise, he remains seated on his throne.

Round 1: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin)
Serpentfolk Skeletal Champion
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2
Spartoi 3
Spartoi 4
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2
Serpentfolk Skeletal Warrior 3
Serpentfolk Skeletal Warrior 4
Serpentfolk Skeletal Warrior 5

It's been a long time since I've incorporated music, but a friend of mine the other day reminded me of how utterly devastating Russian Circles is, and I used to play them during my in person games, and we need something fittingly epic for this battle. Enjoy.

Ivar is up!


"Aaauuurrrrggg!" Focusing on the sepentfolk skeletal Champion Ivar let's out a roar and charges the creature holding sword and shield. Lifting the bearded axe high, he brings the large axe down aimed at the undead creature.

(Haste: + 1 attack, + 1 AC&Reflex Inspired Courage: +2/+2 Protection from Energy: Fire, Barkskin + 2 AC) Rage 1/13, AC 19 Full round action: Charge + 1 bearded axe, PA, RA, He has Combat reflexes for 2 AoO's
Attack: 1d20 + 11 + 1 + 2 + 1 + 2 ⇒ (4) + 11 + 1 + 2 + 1 + 2 = 21 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (5, 5, 2) + 1 + 9 + 6 + 2 = 30


campaign info | maps

I love that you rolled a 4 on the die and still netted a 21. At level 5! However...

As Ivar rushes towards the skeletal champion, he also nears Lord Soma. Catching a glimpse of his terrifying presence, Ivar is struck with despair.
Ivar Will+Rage+IC: 1d20 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10
Ivar freezes in his tracks, paralyzed with fear! Unless Moira wishes to do something about it!


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 stops singing abruptly and screeches, "IVAR! That's just magic in your head! Shake it off, you big beautiful barbarian!"

Saving Finale for certain. Lingering Performance keeps Inspire active for two turns.


campaign info | maps

Ivar, reroll that Will save!


Ivar Will+Rage+IC: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13 I don't think that's going to help.

His head fuzzy, Ivar hears Moira say something about beautiful barbarians.


campaign info | maps

Rounds Paralyzed: 1d4 ⇒ 2
Rounds Shaken: 1d4 ⇒ 1
Ivar stops dead in his tracks, Moira stops her beat and tries to snap him out of it, but to no avail.
The bad news is Ivar is Paralyzed and Helpless for 2 rounds! The good news is the Skeletal Champion can't coup de gras this round.

The skeletal champion takes full advantage of the situation and charges Ivar!
Keen Scimitar+Favored Enemy+vs Helpless+Charge: 1d20 + 15 + 2 + 4 + 2 ⇒ (18) + 15 + 2 + 4 + 2 = 41
Crit Confirm: 1d20 + 15 + 2 + 4 + 2 ⇒ (12) + 15 + 2 + 4 + 2 = 35
Crit dmg: 2d6 + 16 ⇒ (3, 4) + 16 = 23

Round 1: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 23dmg, Paralyzed 2)
Serpentfolk Skeletal Champion
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2
Spartoi 3
Spartoi 4
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)

Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2
Serpentfolk Skeletal Warrior 3
Serpentfolk Skeletal Warrior 4
Serpentfolk Skeletal Warrior 5

Everyone else is up!


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 sees that Ivar is paralyzed with fear, but has a solution! She hurries forward, then prays. "Fight on, brother. Don't be afraid!"

Moved up, casting Remove Paralysis with 1 target. Ivar auto-saves.


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|

"PRAISE THE LADY!" Moira yelps: her first heartfelt prayer since her early teens. Knowing that Ivar won't be coup'd is enough to trust him to survive. The mummy must go down!

"Spartoi, begin operation Resinous Mummy!"

The spartoi stalk towards their seated prey, tanglebags in hand, spears in other-hand. They double-move down each flank of the hallway, avoiding the fight in the center to reach a position to toss their tanglebags.

Moira moves forward with the blazing speed of Haste and flings a curse at the mummy (from max range of 50 ft).

MORTAL TERROR DC NINETEEEEEN Dirge Bard Special!

GM: does Moira know if the spell landed?

If I can't tell if Soma passed or failed, or if I know he passed, then I will go ahead and use my Quick Runner's Shirt to back away from possible aura-paralysis.

If I can tell he failed the save, then I yell "EVERYONE TRY TO HIT THE MUMMY! Even small damage will make the magic work! We just need one hit every now and then [ooc] (per round...) [ooc] but that first hit is REALLY IMPORTANT ok? Sorry... it's a weird spell."


campaign info | maps

Selja Frees Ivar from being paralyzed with fear, which saves him from a possible coup de gras, but he's still open to a full attack from the skeletal champion!Ivar becomes Shaken for 1 round, and the best news is, he is immune to the aura effect for 24 hrs!

Moira CL vs Spell Resistance: 1d20 + 5 ⇒ (20) + 5 = 25
Lord Soma Will: 1d20 + 12 ⇒ (19) + 12 = 31Damn my dice are red hot!
Lord Soma's eyes burn pale yellow at Moira as her magic tickles his mummified bones!
Yeah, I'd say maybe Moira get's the feeling her spell didn't work. He's still Shaken for 1 round!

Round 1: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Shaken 1)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 23dmg, Shaken 1)
Serpentfolk Skeletal Champion
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2
Spartoi 3
Spartoi 4
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2
Serpentfolk Skeletal Warrior 3
Serpentfolk Skeletal Warrior 4
Serpentfolk Skeletal Warrior 5

It's been a roller coaster already! Túrante and Zeetri are up!


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|

Spell Resistance: BOOOO.

Moira activates her Quick Runner's Shirt and withdraws to a prudent distance.


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7

Zeetri contemplates just hitting that skeletal champion guy from way back in the back here with a magic missile. No. He decides. They need to hit them hard and fast!

"This is stupid, this is stupid, this is stupid." He repeats to himself as he rushes up behind Ivar 35 ft, thanks to haste and launches an ACIDIC burning arc at the mummy. It breaks off from there and hits three more targets before fizzling out.

Burning Arc: 8d6 + 18 ⇒ (1, 3, 6, 5, 6, 1, 5, 3) + 18 = 48 Ref 18
Burning Arc: 4d6 + 10 ⇒ (2, 4, 1, 1) + 10 = 18 Ref 16
Burning Arc: 2d6 + 6 ⇒ (3, 2) + 6 = 11 Ref 16
Burning Arc: 1d6 + 4 ⇒ (2) + 4 = 6 Ref 16

Primary target is 4d6 due to lvl 4 wizard
+1 d6 from magical knack adding his other hd
+2d6 from spell specialization counting this spell as 2 lvls higher
+1d6 from Varisian tattoo for evocation casting at +1 caster level

orc bloodline +1 dmg per die
Draconic bloodline +1 dmg per die
Intense Spells: Half wiz lvl to evo dmg, so +2 dmg per arc.


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Well, now you know there's SR, so roll your Caster Level check please!


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

What's the DC on the mummy fear save?


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7
GM_WilloftheWylde wrote:
Well, now you know there's SR, so roll your Caster Level check please!

spell resistance: 1d20 + 4 ⇒ (4) + 4 = 8

So I'm guessing it would not get to affect the others either? Lol.


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 disagree that SR protects anyone else from the effects of Burning Arc.

Spell Resistance wrote:
Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature’s spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.

I realize Burning Arc has a "primary" target and "additional" targets, but there's no rule saying that this creates a special exception to normal spell resistance rules. Does a lightning bolt fail to work against all targets just because the guy in front has spell resistance and succeeds? If you want the rule to make sense visually, you can picture the spell bouncing harmlessly off the BBEG and continuing to cascade.


campaign info | maps

I'm in agreement with Selja. It states SR is basically like armor against magic, so the spell basically deflects off Soma, but continues on to the skellies.

Skelly 3 Ref: 1d20 + 3 ⇒ (20) + 3 = 23
Skelly 2 Ref: 1d20 + 3 ⇒ (15) + 3 = 18
Skelly 4 Ref: 1d20 + 3 ⇒ (18) + 3 = 21
damn.

Soma laughs off another spell, while his minions get burned.

Round 1: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Shaken 1)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 23dmg, Shaken 1)
Serpentfolk Skeletal Champion
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2
Spartoi 3
Spartoi 4
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5

Túrante is up! The Aura DC is Will 22!


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

Will save: 1d20 + 4 ⇒ (1) + 4 = 5

Túrante moves up to assist Ivar and is immediately paralyzed.


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7

Lol, ruh roh.


campaign info | maps

Rounds Paralyzed: 1d4 ⇒ 4
Rounds Shaken: 1d4 ⇒ 3
Túrante moves in, and falls to a similar fate as Ivar.
Ruh roh, indeed. The good news is, Ivar goes before the skeletal champion, and if he can hit hard enough, he can possibly take it out.

The serpentfolk skeletons join in defense of Lord Soma, being drawn to the Spartoi. The first steps up and full attacks the closest Spartoi.
Skelly 1 Spear vs Spartoi 4: 1d20 + 8 ⇒ (17) + 8 = 25
dmg: 1d8 + 5 ⇒ (8) + 5 = 13
Skelly 1 Bite vs Spartoi 4: 1d20 + 3 ⇒ (1) + 3 = 4
The second skelly joins him.
Skelly 2 Spear vs Spartoi 4: 1d20 + 8 ⇒ (4) + 8 = 12
The third moves against Spartoi 2!
Skelly 3 Spear vs Spartoi 2: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Confirm: 1d20 + 8 ⇒ (13) + 8 = 21
Crit dmg!: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Skelly 4 Spear vs Spartoi 1: 1d20 + 8 ⇒ (8) + 8 = 16
Skelly 5 Spear vs Spartoi 1: 1d20 + 8 ⇒ (16) + 8 = 24
dmg: 1d8 + 5 ⇒ (1) + 5 = 6
Skelly 5 Bite vs Spartoi 1: 1d20 + 3 ⇒ (13) + 3 = 16
A couple take some hits, but the Spartoi stand strong!

Round 2

As the action heats up, Selja hears a whisper coming from the wall next to her. It is Khumla, the ancient ghost prisoner. She asks, "Do you need my help?"

Meanwhile, Lord Soma continues praying to his undying god, and casts Desecrate upon his throne. The light purple aura is the Aura of Great Despair. The dark purple aura is the area of Desecrate. The good news for you is those bonuses extend to your Spartoi.

Round 2: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 23dmg, Shaken 1)
Serpentfolk Skeletal Champion
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor, Paralyzed 4)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5

Ivar, you've got 2 attacks at full BAB, if you so choose! Make em count!


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|

I've never been so glad to see 10/bludgeoning as I am for the Spartoi. The real reason necromancers can't take over the world is because their minions expand until they find other necromantic minions and then the slap each other ineffectually for eternity. Like an ant war.


Having stopped dead in his tracks from fear, Ivar, watches the undead champion turn towards him. Seeing the dark holes where the creatures eyes hould have been, he knew this was the end. He would die paralyzed and afraid in a tomb of some ancient evil, long dead. He heard Moria telling him it was just in his head and he felt a tickling at the back of his mind; almost like something was trying to help, but it was to no avail. Then he heard Selja speak from a distance, telling him to 'fight on' and he was no longer afraid.

Realizing he could move, he Turns his head he sees Túrante, beside him. Giving a wolfish smile he turns and stares into the eyes of the undead champion. He could smell its rot, still shaken from his experience he lifts his axe in a rage, telling his foe, "Return to der froze vasteland det you rose from!" As he yells, he brings the bearded axe down at the creature's head, then uses the momentum to ring the blade around and chop a second time at the undead champions waist.

(Shaken –2 everythingHaste: + 1 attack, + 1 AC&Reflex Inspired Courage: +2/+2 Protection from Energy: Fire, Barkskin + 2 AC) Rage 2/13, AC 19 Full round action: Charge + 1 bearded axe, PA, RA, He has Combat reflexes for 2 AoO's
Attack: 1d20 + 11 + 1 + 2 + 1 + 2 - 2 ⇒ (6) + 11 + 1 + 2 + 1 + 2 - 2 = 21 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (1, 4, 4) + 1 + 9 + 6 + 2 = 27
Haste Attack: 1d20 + 11 + 1 + 2 + 1 + 2 - 2 ⇒ (5) + 11 + 1 + 2 + 1 + 2 - 2 = 20 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (2, 6, 5) + 1 + 9 + 6 + 2 = 31
wow, those are both terrible rolls


campaign info | maps

Forgot about Ivar's DR, again. So 2 whole hit points back atcha buddy!

Coming out of brief paralyzation due to some supportive casters, Ivar reengages his target. He cuts through defenses on his first strike cracks a serpentine skull, his second just barely misses. He then shakes off the last vestiges of fear.

The serpentfolk skeletal champion weighs his options. For one, he has a completely helpless target in the elven woman; and two, he has a very dangerous enemy in the raging barbarian. But, in his past life, he was a hunter of men, and although all vestiges of that identity have faded over the eons, that skillset remains as pure instinct. So, he swings his keen scimitar Ivar's way.
Keen Scimitar+Favored Enemy vs Ivar: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18Huge!
Keen Scimitar vs Ivar+Favored Enemy: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22So Ivar, your AC is 23 with all the bonuses?
Bite+FE vs Ivar: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
A poor performance from Soma's champion.

Khumla continues to look to Selja for guidance.

Round 2: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 21dmg)
Serpentfolk Skeletal Champion (22dmg)
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor, Paralyzed 4)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)

Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5

Big round so far! Ivar (i think) avoids any further damage by the hairs on his chiny-chin-chin. The Spartoi are poised to launch their sticky assault. Túrante is paralyzed with fear! Moira and her army and everyone else is up!


GM_WilloftheWylde wrote:
So Ivar, your AC is 23 with all the bonuses?

Nope it's 19 due to 'Reckless abandon' I've got it listed in the OoC after the beneficial spells and rage count. "Shaken –2 everythingHaste: + 1 attack, + 1 AC&Reflex Inspired Courage: +2/+2 Protection from Energy: Fire, Barkskin + 2 AC) Rage 2/13, AC 19"


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campaign info | maps

dmg: 1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15
13dmg to Ivar!


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|

With her hat blown off and hanging on her back by its security thread between the effects of the Haste and Quick Runner's Shirt shuttle run, Moira's hair flows wildly and she has a glowing halo.

This apparition of menace shouts, "NOW, FLING YOUR BAGS!"

The spartoloi launch their tanglebags at the mummy, accepting the inevitable reprisal AOOs as a matter of course.

Sparty: 1d20 + 7 ⇒ (19) + 7 = 26
Sparty: 1d20 + 7 ⇒ (6) + 7 = 13
Sparty: 1d20 + 7 ⇒ (6) + 7 = 13
Sparty: 1d20 + 7 ⇒ (1) + 7 = 8

"Eh, I'll take it."

Moira then darts back into Mortal Terror's (50 feet to the throne)... and starts singing.

Inspire Courage is refreshed! Saving Finale is online! I'll get back to pounding away with Mortal Terror next turn, and I have an idea for an extra-effective way to go about it. More next round.


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7

Alright, that Soma fella doesn't take to my magic. Time to change tactics.

"Hold on Ivar, I'll help get rid of your snake skellie."

Sorcerer magic missile at the skeletal champion
MM: 4d4 + 4 + 4 + 4 + 2 ⇒ (4, 2, 3, 2) + 4 + 4 + 4 + 2 = 25

1d4 for one level of sorcerer. +2 lvls from magical knack, +1 lvl from varisian tatoo, +4 dmg from orc bloodline, +4 dmg from draconic bloodline, +2 dmg from intense spells

Got to free up the big guy so he can smash things He thinks to himself as he backs back up.


campaign info | maps

What do you guys think? The first tanglefoot bag def hit, does the entangled condition apply to he Reflex Save to become stuck or not? Also, due to the entangled condition of the first bag, the second and third might also be a hit, I need to scrutinize the numbers. If so, he'll need to make multiple reflex saves, but should the entangled penalties stack?


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|

After reading the Tanglefoot Bag entry and some rules forum discussion, I think the first Entangled does apply to the reflex save. Multiple Entangled conditions likely don't stack such that -2 to hit becomes -4 becomes -6 or -4 Dex becomes -8 -12 (though it pains me to say so, that would be insanely good for such a measly item), but multiple hits should probably mean multiple saves vs stuck to the floor, especially if the first save is a pass. Multiple failures is murkier: you could raise the STR DC to break free, make the goo HP stack or not, or treat them as multiple separate instances of goop. Poison might offer a useful parallel as a non-magical effect that intensifies in two ways when stacked: the DC goes up +2 and the duration goes up by half.

If this was a Bedlam+ situation (a former gamemate alchemist who made vicious and viscous use of tanglefoot bombs) and I was running the game (how I hated those tanglebombs as a GM, as much as I respected them), I'd rule that stuck-to-the-floor can only happen once. Entangled doesn't stack. Otherwise, like a poison: STR Rolls to get free go up by +2 in DC. Concentration roll DCs up +2 per, too. HP pools for goop stack into a single pool? Maybe? Duration goes up by d4 per hit. It's a 50 GP item, not a fourth-level spell.

Obviously a notoriously thorny little item (and I feel so dorky to spam them like this), so I will defer to your judgment!


campaign info | maps

I’m in total agreement with your ruling. So here’s a sneak peek behind the curtain. Soma has a Touch AC of 15. Under the Entangled condition, that drops to 13. So the second and third bag hit!
Lord Soma Ref+Desecrate-Entangled: 1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11
Lord Soma Ref+Desecrate-Entangled: 1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11
Lord Soma Ref+Desecrate-Entangled: 1d20 + 6 + 1 - 2 ⇒ (16) + 6 + 1 - 2 = 21
That’s two fails. So he’s Entangled, stuck in place, DC 19 Str check to break free, goo has 30hp, and will last for Rounds: 3d4 ⇒ (2, 2, 4) = 8.

Meanwhile, Zeetri launches a real mean magic missile at the champion. Old reliable magic missile.

Round 2: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate, Entangled, Stuck 8)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 21dmg)
Serpentfolk Skeletal Champion (47dmg)
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor, Paralyzed 4)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)

Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5

I gotta do the AoOs, and Selja and even perhaps Túrante may act!


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|

"Got eeem!" cackles Moira!

Safe travels Dust!


campaign info | maps

Oh, and DC 19+Spell Level Concentration to cast a spell.


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

Dunno why I'm on the tracker as needing to take a turn when I'm paralyzed.


campaign info | maps

You may take purely mental actions! Also, maybe Selja can help you. See the discussion on Remove Fear.


campaign info | maps

Picked a great day to fly! Snow delay in Abq.

As the spartoi launch their goo sack garage, the serpentfolk skellies take opportune attacks.
Skelly 1 AoO Spear vs Spartoi 4: 1d20 + 8 ⇒ (3) + 8 = 11
Skelly 2 AoO Spear vs Spartoi 4: 1d20 + 8 ⇒ (7) + 8 = 15
Skelly 3 AoO Spear vs Spartoi 2: 1d20 + 8 ⇒ (19) + 8 = 27
dmg: 1d8 + 5 ⇒ (5) + 5 = 10
Skelly 4 AoO Spear vs Spartoi 1: 1d20 + 8 ⇒ (13) + 8 = 21
dmg: 1d8 + 5 ⇒ (5) + 5 = 10
Skelly 5 AoO Spear vs Spartoi 1: 1d20 + 8 ⇒ (11) + 8 = 19
Net Zero damage!
The spartoi maintain perfect military composure.


GM_WilloftheWylde wrote:
I gotta do the AoOs, and Selja and even perhaps Túrante may act!

Are we still waiting on Selja and possibly Túrante or did I miss something?


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

I think I'm still paralyzed.


campaign info | maps

Flying home today, will try to move things forward this weekend.


campaign info | maps

Selja responds to Khumla with a nod, then moves forward to free Turante from the paralyzing effects of fear. Selja casts Remove Fear on Turante, which suppresses the effects of the Aura of Great Despair, and grants her a +4 on future fear effects.

Ivar and Turante are also now within the Magic Circle Against Evil.

Meanwhile, the skeletal serpentfolk warriors continue their assault on the spartoi.

The ghost Khumla sinks back into the wall and moves undetected closer to the throne.

Skelly 1 Spear vs Spartoi 4: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
Skelly 2 Spear vs Spartoi 4: 1d20 + 8 ⇒ (9) + 8 = 17
Skelly 3 Spear vs Spartoi 2: 1d20 + 8 ⇒ (3) + 8 = 11
Skelly 4 Spear vs Spartoi 1: 1d20 + 8 ⇒ (9) + 8 = 17
Skelly 5 Spear vs Spartoi 1: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
Their symmetrical attack proves ineffective against a superior skeleton force.

Round 2: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate, Entangled, Stuck 8)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 21dmg)
Serpentfolk Skeletal Champion (47dmg)
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)
Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5
Khumla

Túrante is free to act in Round 2!


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

Now freed from the supernatural paralyzation, Túrante lashes out at the serpent foe that faces down her and Ivar.

1. Dueling sword attack, haste, inspire courage: 1d20 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14
2. Dueling sword haste attack, haste, inspire courage: 1d20 + 6 + 1 + 2 ⇒ (16) + 6 + 1 + 2 = 25

2. Dueling sword damage, inspire courage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7


campaign info | maps

Túrante shakes off her fear and deftly swings her dueling blade at the skeletal champion. Her hasted attack hits, and is strong enough to cut through bone. It is exactly enough to disrupt the necromantic force animating the undead serpentfolk, and the champion crumbles to dust!
He had exactly 49hp, undead fall at 0hp. F yeah Túrante!

Round 3!
Lord Soma finds himself inconveniently glued to the floor. His champion has fallen. He surveys the battle so far and realizes his skeletal guard is no match for the spartoi. So, he tries to turn the tide and assume control of one of the spartolos!
Undead Mastery, a supernatural ability, and so, I believe, he does not need to make a caster level check.
Spartolos 3 Will+Desecrate: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
The mightily disciplined spartolos easily resists Lord Soma's control!

Round 3: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate, Entangled, Stuck 7)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 21dmg)
Serpentfolk Skeletal Champion (49dmg)
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)

Serpentfolk Skeletal Warrior 1
Serpentfolk Skeletal Warrior 2 (5dmg)
Serpentfolk Skeletal Warrior 3 (9dmg)
Serpentfolk Skeletal Warrior 4 (3dmg)
Serpentfolk Skeletal Warrior 5
Khumla

So everyone is a go!


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 adds a triumphant yelp of joy to her singing when she sees the mummy struggling to take over her necromantic minions. She thinks to herself that it's nice to be on the other side of the skeleton equation sometimes. Maybe necromancy's not all bad? Maybe there's light in the darkness? Ends that justify means? She feels her alignment tugging away from Good and heading for Neutral in a hurry.

No time to philosophize. Instead, orders for the bone lads and another attempt to catch Soma!

"Ignore those skellies, my lovely Spartoi! Attack the mummy! Two to each flank! Leave the front open!"

The left/west flank has to double move and walk over the downed champion. The right/east flank can make it in a single move and have attacks left to put on Soma. The bone boys take a bunch of AOOs.

Sparty Spear: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 4 ⇒ (5) + 4 = 9
Sparty Spear: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 4 ⇒ (4) + 4 = 8

Not bad, but not gonna get through much DR with these guys. But it's nice to have him surrounded.

Moira then launches another casting of Mortal Terror at Soma!

DC 19 Will if it gets through SR...

EDIT! I forgot Desecrate! Might give the sparts enough to get through the DR? Or maybe just get them closer.


Watching Túrante drop the 'Serpentfolk Skeletal Champion. Ivar turns and nods, "Vell done." seeing the Spartoi move towards the 'mummy' Ivar is relived the left a lane open. Will to run the gauntlet past the other undead, Ivar lifts his bearded axe and charges Lord Soma the Pale. "Aaauuurrrrggg! Die foul creature" Ignoring all others, he nears the undead mummy, swinging his bearded axe as he roars.

(Haste: + 1 attack, + 1 AC&Reflex Inspired Courage: +2/+2 Protection from Energy: Fire, Barkskin + 2 AC) Rage 3/13, AC 19 Full round action: Charge + 1 bearded axe, PA, RA
Attack: 1d20 + 11 + 1 + 2 + 1 + 2 ⇒ (13) + 11 + 1 + 2 + 1 + 2 = 30 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (2, 5, 6) + 1 + 9 + 6 + 2 = 31


Male Human Sorcerer 1, Wizard 4. | HP 27 | AC 13 (17) F 12 T 13 | F 3 R 3 W5 | percept +0 | init +7

"I'd really like to get in close to clean up those skellies, but I'm afraid that Soma's mojo would get me."

Zeetri targets the nearest skellie on his right.

MM: 4d4 + 4 + 4 + 4 + 2 ⇒ (4, 3, 1, 1) + 4 + 4 + 4 + 2 = 23

"And my magic is wasted on the mummy."


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 steps between the pillars and straddles the remains of the skeleton champion to hold the line against the skeleton army.

1. Dueling sword attack, haste, inspire courage: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
2. Dueling sword haste attack, haste, inspire courage: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23

1. Dueling sword damage, inspire courage: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
2. Dueling sword damage, inspire courage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8


campaign info | maps

As the spartoi advance on Soma, the skeletal Serpentfolk likely waste their attacks of opportunity.
Skelly 1 AoO vs Spartoi 4: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Skelly 2 AoO vs Spartoi 4: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Skelly 3 AoO vs Spartoi 2: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
dmg: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Skelly 4 AoO vs Spartoi 1: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
dmg: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Skelly 5 AoO vs Spartoi 1: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
The gambit pays off, although they fail to harm the mummy lord, and Ivar is left free to charge at Lord Soma.

But first, Moira tries her spell once more.
Moira Caster Level vs SR: 1d20 + 5 ⇒ (10) + 5 = 15 SR 15!
Soma Will+Prot from Good+Desecrate: 1d20 + 12 + 2 + 1 ⇒ (8) + 12 + 2 + 1 = 23 Tough shot
Moira feels Soma resist her enchantment.

Ivar cuts through Soma’s defenses, although his axe seems dulled by the mummy lord’s wrapped and preserved flesh. DR 10

Túrante steps up and attacks a skeleton, hurting it on her second strike.

Zeetri looses another burst of unerring missiles and destroys a skeleton!

Not wanting to risk falling to the paralyzing fear herself, Selja stays put and aims a spell at the far wall, trying to take out the left flank of skeletons. Casting Burst of Radiance
Skelly 1 Ref+Desecrate: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Blind: 1d4 ⇒ 2
Skelly 2 Ref+Desecrate: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Dazzled: 1d4 ⇒ 2
Skelly 3 Ref+Desecrate: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Blind: 1d4 ⇒ 4
dmg: 5d4 ⇒ (4, 3, 3, 1, 3) = 14
With a Burst of Radiance, Selja blinds, dazzles, and destroys a skeleton.

I’m starting to think y’all might actually pull this off.

Obeying Soma’s mental commands, the skeletons turn on this immediately threatening him. The first blindly stabs out at a spartolos.
Skelly 1 Spear+Desecrate vs Spartoi 4: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
dmg+Descerate: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
hit on a 2: 1d2 ⇒ 1
Skelly 2 Spear+Desecrate-Dazzled vs Ivar: 1d20 + 8 + 1 - 1 ⇒ (2) + 8 + 1 - 1 = 10
Skelly 5 Spear+Desecrate vs Spartoi 1: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
dmg+Desecrate: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Then, behind Soma’s throne appears a familiar ghostly apparition. Khumla reaches out to touch the entangled mummy lord!
Corrupting Touch: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (2) + 2 = 4
dmg: 4d6 ⇒ (5, 6, 4, 4) = 19
Soma Fort+Desecrate+Prot from Good: 1d20 + 17 + 1 + 2 ⇒ (10) + 17 + 1 + 2 = 30
Khumla’s ghostly touch supernaturally ages Lord Soma, and some of his wrappings and preserved flesh turn to dust.

Round 4!
Having felt pain for the first time in eons, and finding himself surrounded and his skeletal guard falling one by one, Soma needs to buy himself more time. Feeling threatened, he needs to use an innate Serpentfolk magical ability.
So, Soma has two chances to lose the spell here, one from the Tanglefoot Bags, and one from Casting Defensively.
Soma Concentration vs Entangled DC 19: 1d20 + 7 ⇒ (2) + 7 = 9
Is that a flash of fear in the golden light within empty sockets that are his eyes? The goop from the tanglefoot bags keeps him from casting his spell.

Round 4: Bold May Act!
Lord Soma the Pale (Protection from Good, Aura of Great Despair, Desecrate, 30dmg, Entangled, Stuck 6)
Ivar (Haste, Inspired Courage, Protection from Energy: Fire, Barkskin, 21dmg)
Moira (Haste, Inspired Courage)
Spartoi 1
Spartoi 2 (13dmg)
Spartoi 3
Spartoi 4 (3dmg)
Túrante (Haste, Inspired Courage, Mage Armor)
Selja (Haste, Inspired Courage, Magic Circle Against Evil, Shield)
Zeetri (Haste, Inspired Courage, Mage Armor)

Serpentfolk Skeletal Warrior 1 (14dmg, Blind 1)
Serpentfolk Skeletal Warrior 2 (19dmg, Dazzled 2)
Serpentfolk Skeletal Warrior 3 (26dmg, Blind 4)
Serpentfolk Skeletal Warrior 4 (26dmg)
Serpentfolk Skeletal Warrior 5
Khumla

Boy! That was a lot of typing! Everyone is up!


Giving a wolfish smile Ivar jerks his axe loose from the Mummy. Feeling the energy of the 'haste' rushing through his veins, he lifts the bearded axe and chops at the entangled mummy again and again.

(Haste: + 1 attack, + 1 AC&Reflex Inspired Courage: +2/+2 Protection from Energy: Fire, Barkskin + 2 AC) Rage 4/13, AC 20 Full round action: Charge + 1 bearded axe, PA, RA
Attack: 1d20 + 11 + 1 + 2 + 1 + 2 ⇒ (5) + 11 + 1 + 2 + 1 + 2 = 22 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (2, 5, 4) + 1 + 9 + 6 + 2 = 29
Haste Attack: 1d20 + 11 + 1 + 2 + 1 + 2 ⇒ (11) + 11 + 1 + 2 + 1 + 2 = 28 for damage: 3d6 + 1 + 9 + 6 + 2 ⇒ (1, 5, 2) + 1 + 9 + 6 + 2 = 26


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|

Good good good this is good but what now... Better not take anything for granted.

"Hey team! Don't forget we should put some acid damage on these guys! Sparts: get the mummy!"

Sparts get +4 for flanking when the time comes to unleash their unlikely-to-hurt spearings. Might help confirm a crit if we're lucky, though.

Moira takes a deep breath mid-song, aims carefully down her fingertips and launches yet another Mortal Terror at the mummy lord. She keeps singing, too, of course.

"FEAAAR!"

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