DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

As he comes down from the rush of combat, Durin flips up his battle mask to examine his multitude of wounds more closely. Responding to Khun-duhn he casually remarks, Seems the little buggers scratched me a few times...

21 damage to Durin
Fun fact: his DR blocked another 48 HP worth of damage and negated the need for a few more saves. Thanks DR! :)

As he is tended to by Khun-duhn, the sturdy dwarf looks over at Zanzu covered from head to toe in ghoul filth. That is what you call "all clear"? Durin then tilts his head at the archons. And you three didn't do any better...

If it is all the same to you, I am going to assume every room in this god-forsaken place is hiding something nasty and act accordingly...

Given the number of wounds he has covering his body, and knowing what he knows of ghouls, he inquires of his half-orc brethren, Is there any way to tell if any of us have been afflicted?

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

"Just a minor scratch this wand will take care of on me. Durins wounds appear a bit more substantial, not that he'd let you know that." the paladin says, retrieving his wand to heal his wounds.

CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

After Durin's comments about his current assumptions, Arachiel says, "That would likely be for the best, given what we've seen since we left Bard's Gate."


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

We could keep this in rounds... we do have some haste left to use... and presumably many more doors to open. :)


Your Humble Narrator

Assumed you wanted to wait at least enough rounds for Durin to not be fatigued, let me know if not the case.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Seeing as how most everyone else is in relatively good shape and Durin isn't all that bad off, we shouldn't waste the haste imo. :)

Durin looks to the others, still working through the fatigue brought on by the combat, If someone else wishes to take point, we should push on before Vincent's magic fades from us...


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"Aye. I'll be happy to take the lead at least you wont block my shots any more."

Barak reloads his crossbow and moves to the door "Ready?" with the nods from the party Barak takes a deep breath and opens the door...

Barak will be actively keeping an eye out for danger please feel free to roll perception checks as required.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

"Well onwards it is then, let's get away from these aweful things." yet he can't but help look at the undead creatures for anything of value hidden under there shabby rotten clothes or things they might be wearing. But he quickly follows the others on their way out.

Perception 1d20 + 14 ⇒ (8) + 14 = 22


Khun-duhn growls a prayer to Muir as he casts a healing spell to mend Durin's wounds.

Cure Moderate Wounds for Durin: 2d8 + 7 ⇒ (7, 8) + 7 = 22 hp healed.

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Khun-duhn's AC: 22; touch 12, flat-footed 20
Khun-duhn's HP: 50/50


Your Humble Narrator

The group prepared to move on. Barak tried the door after a cursory inspection by Zanzu and opened it; revealing a bare square room with a thin film of mud on the floor; likely a result of the dust and dampness. Within the mud, Barak effortlessly mad out a hodge-podge of footprints which clearly matched the poison-bearer Ghouls that infested this place. To the south, another door beckoned.

However, as Barak inspected the new room revealed and Durin caught his breath, Zanzu noticed something odd about the south-west column in his inspection of the room; he realised that it was hollow, whereas the others were solid. Probing it, he found a small handle; a secret door...

Tugging on it once he was sure it was not trapped, he found that it was stuck and the Tengu seemed to lock the strength to open it...

Zanzu Strength: 1d20 + 1 ⇒ (3) + 1 = 4


Your Humble Narrator

Bump. Hope that doesn't appear too hypocritical given my recent 4 day absence.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Seeing Zanzu struggle with the secret door, Arachiel gives it a try...

Strength: 1d20 + 4 ⇒ (5) + 4 = 9


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin remains midway between Barak's door and the column. If something untoward lurks within, lets all hope it has as much trouble opening it from the inside...

... lets not split our attention. We can come back to it.


Your Humble Narrator

Will wait until this evening for any consensus and assume your going up if I don't see otherwise.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu, rather disappointed with Durin's words, replies "Yes, but it's a secret, more chance to surprise whatever might be within than bashing down the front door. I mean, the doors only just stuck a bit. Just think, it might just hide a few interesting or valuable things." The tengu's eyes open wide as he thinks on the treasures that might await inside. Reluctantly he follows Durin after Barak, clucking to Barak, "Don't open the door just yet, let me at least check it over, it might be dangerous," and he can't help adding, "unlike that other door."

With a sigh, he takes his time to look around the door for chinks in the floor or the surrounding stonework, for changes in color or direction of the wood grain, for anything that might indicate the door is more than just a portal.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Valuables can wait... and if something lurks within the column then I highly doubt it is unaware of our presence. Not with the battle and you two tugging at the door...

Sympathetically Durin adds, I know you want to get the treasure my friend, but lets make sure we live to spend it first!

Durin moves to join the others but pauses to let the others pass, taking up the rearguard position just in case something does come out of the column...


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Let's keep going. The archons will be vanishing imminently. And the effects of their aid.

The door is probably a bolt-hole or something given the tower's function. Plenty of time to search out all of its secrets once we've cleared the inhabitants.

And we still don't know where that mephit got too...

The wizard steps gingerly over the pools of ghoul pus as he crosses the room.

I don't like the look of this stuff at all. Ghouls are laden with disease at the best of times and these are no normal ghouls. We're going to have to check everyone who gets hit thorougly for signs of infection.


Your Humble Narrator

Some of the enchantments upon the group fade as they made their way into the next room, which proved to be little more than a stairwell. They ascended to the second floor and traversed a second stairwell room, covered in dust.

The group found themselves in an upper hallway as the archons leading their way finally disappeared. The long, dark wooden corridor stretched the length of the tower. A side passage branched off to the east. Arrow slits to the north and south let minimal light into this coffin-like hallway. A strange sense of unease seemed to pervade the area, centered on the darkened eastern branch.

The group moved to the center of the hallway and began to allow Zanzu to check one of the doors for traps, when a faint ball of light seemed to rapidly grow into a humanoid form from the end of the east corridor. Barak was able to shout out a warning in time as the ball of light fully materialized into an eerie, ghostly Dwarf...

Barak Perception (Success, No Surprise Round): 1d20 + 12 ⇒ (17) + 12 = 29

Dwarf Ghost

The Ghost appeared as he did in life; a muscular, armoured Dwarf with axe, shield and armour donned; but a spear transfixed his chest and ghostly blood poured from his gaping, beard-shrouded mouth.

The Last Outpost- Upper Floor

Round 1-

Ordered Initiative-
Arachiel: 1d20 + 1 ⇒ (5) + 1 = 6
Durin: 1d20 + 2 ⇒ (16) + 2 = 18
Khun-Duhn (Roll 1): 1d20 + 1 ⇒ (17) + 1 = 18Khun-Duhn (Roll 2): 1d20 + 1 ⇒ (15) + 1 = 16 Special- Warsight (Takes better of two rolls, always act in surprise round)
Kirilarien: 1d20 + 8 ⇒ (6) + 8 = 14
Lord Vincent: 1d20 + 3 ⇒ (17) + 3 = 20
Marcus: 1d20 + 10 ⇒ (13) + 10 = 23
Zanzu: 1d20 + 11 ⇒ (8) + 11 = 19
Barak: 1d20 + 5 ⇒ (11) + 5 = 16 (Favoured Terrain Desert +2)
Dwarf Ghost: 1d20 + 5 ⇒ (3) + 5 = 8

Marcus- 23
Lord Vincent- 20
Zanzu- 19
Durin- 18
Khun-Duhn- 18
Barak- 16
Kirilarien- 14
Ghost- 12
Arachiel- 6

Active Effects-

Various buffs on party- primarily Aid and Heroism still active. No more Haste or Summons left.

Map-

Link

Notes-

Action-

The party (minus Arachiel) is up. Those who had Heroism cast on them, please remember to factor it in :).


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

The aids will expire as soon as the summoning ceases I believe.

Round 1

The ghost's menacing appearance has Marcus casting immediately, the wizard firing a barrage of force missiles into the undead's torso.

Magic Missile: 4d4 + 4 ⇒ (1, 2, 3, 4) + 4 = 14

Ware all sides there may be more!

The wizard studies both the ghost and its clothing and armour, trying to glean any clues as to the threat.

Knowledge (religion): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 (heroism)
Knowledge (history): 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 1 (14)

Kiri keeps her moves defensive, flying above Marcus.

Total defense


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Have 6 rounds elapsed since the end of the last combat? Or in other words, is Durin still fatigued at this point? :)


Your Humble Narrator

Not fatigued, 6 rounds+ have passed.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu waits for the ghost to approach, once it is on it's way he runs towards the undead dwarf and leaps up into the air, springing over the spirit's head.

Hold action until ghost starts to move towards us and leaves space behind it. Assuming its a full round action to move and leap .... Acrobatics 1d20 + 19 ⇒ (17) + 19 = 36 for tumbling over the undead dwarf.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Zanzu:
Mechanically speaking your choices are:
1. Ready an action to move past the ghost using acrobatics. You can even take a move action now to move closer to the ghost and then use a standard action to ready another MA for when the ghost moves. PRO: you still act ahead of the ghost initiative wise in subsequent rounds CON: you are locked into your action. Should it not be triggered, you lose your action this round.
2. You delay your init until after the ghost's, then take your turn and leap over its head. PRO: you can change your action should things change or the ghost does something unexpected. CON: you act after the ghost from now on in the init.
Your choice! :)


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

I meant the first of the options.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Are we waiting on me? Cause I have been waiting on Lord Vincent (DMNPC). :P


Your Humble Narrator

Just been giving my time to the other games I had to catch up on.

Courage friends, it can be dissipated like any other Ghost I am sure! Lord Vincent inspired from the rear.

Inspire Courage- +2 on attack and damage rolls, +2 vs charm and fear.

Lord Vincent- 9/19 Bardic Performance rounds used.

Marcus:

The undead is very clearly a Ghost and while your something of an expert on them, you couldn't say for sure exactly which abilities this one would possess, although it would certainly possess Corrupting Touch.

The insignia on the armour is difficult to make out due to the spectral blood pouring down its front; but your certain this Dwarf was at least a middling rank in the Army of Light; likely its commander.

Marcus' force missiles slammed into the Ghost as it began to advance, causing ghostly yet still Dwarf-like grunts to emanate from the eerie presence.

DM Only:

14 damage.

Khun-Duhn, Durin, Barak and Kiri to act. I'll be botting tomorrow if I don't see actions.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin flips his mask down with a nod of his head, but waits for Barak to get off a volley before moving forward to engage the ghost. (Delay until init 15)


F Lyrakien, Azata, Outsider 7HD (familiar)

Kiri action above.


Round One:

Khun-duhn barks out the words to a prayer to ward himself and his companions against evil influences as he draws his heavy flail.

Standard action to cast Magic Circle against Evil (10-ft. radius emanation centered on himself); 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 42 - success. Move action to draw heavy flail.

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Magic Circle against Evil; duration 70 minutes.:
First, all within the area gain +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.

Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 50/50


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Shocked by the sight of the eerie ghost dwarf Barak hesitates but was snapped back to his senses by a growl form the waiting barbarian behind him. Measuring his shot Barak flips a catch on his crossbow and releases one highly accurate and deadly bolt.

Vital strike single attack deadly aim.
Shot to hit:1d20 + 17 ⇒ (1) + 17 = 18
Damage:2d10 + 11 ⇒ (1, 2) + 11 = 14
Free: aiding attack (another +2 for you Durin)
I want to entangle it using a shot however I sketchy as to whether it would have any affect I believe ghost type things can’t have their movement impeded but does the Dex penalty still apply ill leave it up to you and will remove a trick either way.

bonus for IC and heroism added couldn’t see if I had aid as well but add as appropriate.

edit: oh i rolled a 1 never mind


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 1, Init 15

Durin groans as Barak's shot misses, You seem to do better when you have me blocking your way brother! as he rages and moves forward to strike the ghostly dwarf... (MA to AS, 18)

SA attack w/hammer +rage -power attack +reckless abandon +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 2 ⇒ (7) + 12 + 4 - 2 + 2 + 2 = 25
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (4, 2) + 7 + 5 + 6 + 2 = 26

Should it provoke...
SA attack w/hammer +rage -power attack +reckless abandon +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 2 ⇒ (15) + 12 + 4 - 2 + 2 + 2 = 33
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (6, 3) + 7 + 5 + 6 + 2 = 29

Current Status and Effects
AC: 19 HP: 79(+21) of 79(100)
rage round 1 (+9) of 22
inspire courage (Vincent)

It occurs to me that it is at least a little bit possible the ghost means us no harm... oh well. :)

Also, for future, is Durin aware where circle of protection extends to? Does it come with a shimmery barrier or some such thing? :)


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

The same possibility occured to me but the bloody description was enough for marcus to immediately initiate hostilities.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Yeah it isn't really rocking a friendly ghost vibe. :)


Your Humble Narrator

I would have made more description if it wasn't clearly about to charge at you; this ain't Casper.

DM Only:

Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Zanzu moved forward in preparation to leap over the Ghost when it advanced, getting in Durin's way somewhat but not preventing him from swinging his hammer through the Ghost before him. The hammer passed through the Dwarven ghost's armour as though passing through a smoke cloud, but the magic of Durin's weapon did nevertheless seem to leave the Dwarf looking a little less substantial.

The Ghost paid little heed to Zanzu as it focused its hatred upon Durin- the Tengu was able to easily somersault over its head as it moved towards the Dwarf. Heedless of its own defence, the Dwarven ghost grinned with malice as he reached out a ghostly hand and latched onto Durin's biceps for a moment; the Dwarf's flesh seemed to supernaturally age and wither as his muscles shrank in response to the touch; although still formidable, Durin was shocked to feel that his hammer was much heavier in his arms than before, his armour feeling especially heavy...

Melee Touch Attack (Hit): 1d20 + 6 ⇒ (16) + 6 = 22

Durin takes 4 points of Strength drain.

I want to keep up a little mystery so if there is a dice roll behind this attack, I have rolled it in secret. Happy to discuss completely open rolling in the OOC after the combat if people have an issue with it.

Arachiel is up.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Unable to get at the ghost, Arachiel waits a brief moment for an opening to be created by Durin stepping back in order to use his hammer.

Delay until immediately after Durin (assuming he does step back to use his hammer). After the delay, Smite Evil, move into position, and make a single power attack, vital strike swing. Not sure when I will be able to post again later today, so I will put the rolls in now.

Delayed Attack: 1d20 + 12 + 4 - 2 + 2 ⇒ (10) + 12 + 4 - 2 + 2 = 26 (smite, power attack , inspire courage)
Damage: 2d10 + 5 + 1d6 + 14 + 4 + 2 ⇒ (10, 6) + 5 + (4) + 14 + 4 + 2 = 45 (fire, smite, power attack, inspire courage)


Your Humble Narrator

Holy s~&!. Don't mess with a Paladin when he be smiting.

The Last Outpost- Upper Floor

Round 2-

Ordered Initiative-

Marcus- 23
Lord Vincent- 20
Khun-Duhn- 18
Barak- 16
Durin- 15
Kirilarien- 14
Zanzu- 13
Ghost- 12

Delaying-
Arachiel

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Inspire Courage +2

Map-

Link

Notes-

Action-

Marcus is up.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 2

Out of force magic and wishing he'd loaded up on more necromantic spells, Marcus focuses on defense. Drawing his rod move, the mage casts a quick spell that produces a number of shifting images that swirl around the conjurer.

Mirror Images: 1d4 + 2 ⇒ (2) + 2 = 4

2/3 uses of lesser extension rod for today.


Your Humble Narrator

Seeing little way to enter the fray, Lord Vincent kept up his oratory.

The group is up.


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 2 (14)

Kiri continues her defensive efforts. Total defense


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu claws at the ghost ....

Claw 1 1d20 + 10 + 2 + 1 ⇒ (6) + 10 + 2 + 1 = 19 flank, inspire courage 1d3 + 4 + 1 + 4d6 ⇒ (1) + 4 + 1 + (6, 1, 2, 1) = 16 sneak damage, inspire courage.
Claw 2 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29 flank, inspire courage 1d3 + 4 + 1 + 4d6 ⇒ (3) + 4 + 1 + (6, 4, 2, 2) = 22 sneak damage, inspire courage.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

In hopes of saving that awesome smitey power for the next evil doer... ;)

Round 2, Init 15

Durin involuntarily gasps through gritted teeth as the necromantic touch of the ghost withers the flesh and muscle of his arm. Pulling away, Durin staggers back (5'step to AS 17) and swings frantically at the ghost...

FuA attack #1 w/hammer +rage -power attack +reckless abandon +inspire courage +flank: 1d20 + 10 + 4 - 2 + 2 + 2 + 2 ⇒ (14) + 10 + 4 - 2 + 2 + 2 + 2 = 32
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 5 + 5 + 6 + 2 ⇒ (3, 1) + 5 + 5 + 6 + 2 = 22

FuA attack #2 w/hammer +rage -power attack +reckless abandon +inspire courage +flank: 1d20 + 5 + 4 - 2 + 2 + 2 + 2 ⇒ (16) + 5 + 4 - 2 + 2 + 2 + 2 = 29
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 5 + 5 + 6 + 2 ⇒ (4, 5) + 5 + 5 + 6 + 2 = 27

Current Status and Effects
AC: 19 HP: 79(+21) of 79(100)
rage round 2 (+9) of 22
inspire courage (Vincent)

Also, for future, is Durin aware where circle of protection extends to? Does it come with a shimmery barrier or some such thing? :)


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"Ah your right again Durin! that's better your fat Arse is back in my way"

Vital strike single attack.
Shot to hit:1d20 + 17 ⇒ (11) + 17 = 28
Damage:2d10 + 11 ⇒ (8, 3) + 11 = 22

Barak unloads a high powered shot directly into the ghost.


Your Humble Narrator

Expecting too many combatants in the corridor could get messy, Khun-Duhn bode his time.

Barak's bolt passed through the Ghost, missing even with a -4 and +4 AC from soft cover your fine here Zanzu but diminishing some of the ghost's form. Durin's next two hammer strikes further diminished the ghost but it seemed ready to follow Durin and continue to drain his life force; until Arachiel seized the opportunity. The Paladin lifted his flaming sword high and smote the Ghost with a final blow. The angry, bleeding Dwarf ghost vanished in a pale blue cloud of energy; likely not permanently destroyed, but suppressed for now.

Realising he had forgotten to enchant any of Zanzu's natral weapons, Khun-Duhn moved over to the group's scout and clutched his claw, seeking to imbue it with magic in case of any more ghosts. However, Khun-Duhn's wolf-like mouth fumbled over the verbal components to his own magic, and the spell was merely squandered.

1-20 Fails (Spell Fails): 1d100 ⇒ 12

I'm keeping this in rounds, so Zanzu has an action to finish up Round 2.

Map Update

When round 3 starts, initiative will be as follows-

Marcus- 23
Lord Vincent- 20
Khun-Duhn- 18
Barak- 16
Durin- 15a
Arachiel- 15b
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

"Whatever was that, I struck it but nothing happened?" says a dismayed Zanzu. "I just went straight through it!" As he watches Kuhn-Duhn touch him and start mumbling. Once finished Zanzu looks puzzled, feeling nothing different, he wanders out of the corridor to look up and down the main passageway AQ,14.

Perception 24 (takes a 10 if poss.)


Your Humble Narrator

Zanzu established nothing special about the corridor. The light filtering into the gloomy hallway comes from arrow slits in the north and south end of the corridor. Three shut wooden doors, one leading west and one east from the north-south corridor; and one leading south from the east-west corridor that the Ghost appeared from. Each door had a lock but none appeared to actually be locked.

Round 3 Initiative-

Marcus- 23
Lord Vincent- 20
Khun-Duhn- 18
Barak- 16
Durin- 15a
Arachiel- 15b
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Please don't wait for Lord V's action until when/if your in a fight again- he is just going to follow and keep inspiring courage. The doors are all visible on the map.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 3

Feeling a bit exposed in the hallway, even with his swirling images, Marcus moves next to Vincent, listening for any sounds from the rest of the tower. AQ,14

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

He throws Durin a look and makes a "pick a door" gesture.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 3 Init 15a

Durin grasps at his wounded arm, the supernatural ache giving even Durin pause. His anger flares even greater, born in no small part in the shame of appearing weak. If even for only just a moment. He then screws up his face and bellows, Being sneaky and cautious hasn't really been helping... and it isn't really my style! before spinning and taking his anger out on the door to his right...
Sunder: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 17 ⇒ (6, 2) + 17 = 25

Durin will step in depending on what he sees...

Current Status and Effects
AC: 19 HP: 79(+21) of 79(100)
rage round 3 (+9) of 22
inspire courage (Vincent)


Your Humble Narrator

Barak has an action on Init 16, but i'l move on to Durin's for now. Note that Khun-Duhn hasn't lost the spell (misinterpretation on my part) and acts on Init 12, not 18.

Smashing the door and stepping into the revealed room, Durin took a quick look around the Forgotten Gaol.

The stink of death is still faintly detectable even after all these years. Lying just inside the door is a short, armored skeleton, a broken spear protruding from the breastplate shrouded by the skull’s flowing gray beard. The eastern half of the room has been walled off with heavy iron bars running from floor to ceiling. A cell door stands closed and locked in this wall of bars. Behind the bars is another skeletal figure. This one is large and winged, a massive vulturelike skull staring blankly into oblivion. A few dirty feathers cling to this corpse, which still wears a set of iron shackles on its bony wrists. A barred window looks out to the east.

The short, armoured skeleton is clearly recognisable as a Dwarf. The thick iron bars of the cell door are spaced six inches apart and look rather sturdy.

Barak to act on Init 16 (can just delay till after Durin if you wanted to investigate the room he opened), and Arachiel, Kiri, Zanzu and Khun-Duhn also have actions.

Map Update


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

(free action speech) I've got the ghost's earthly remains here! And another skeleton of some sort!


Your Humble Narrator

Thread goes bump in the night.

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