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

Nothing of note to do at this juncture so I will wait till after durin.

Barak moves behind Durin to peer into the room. "Ah poor sod, to be tormented in this hell hole." saying a short prayer in Dwarven. "we'll lay this unfortunate soul to rest when the immediate danger is over" with that Barak moves to the door behind him attempting to show stony resolve to the group despite his mournful feelings. "Ok ready?" he says as he shoves the portal open...

mechanically its a double move to behind Durin then to AT:15 and open the door if it will go. stop me if that's too much or I can do it in less movement.


Your Humble Narrator

Opening the door, Barak revealed a tower; a wooden stairwell running along the outer edge of the room, leading up 40 feet in total to a trapdoor in the ceiling of the room. The stairs are damp and slippery, with no railing; and 8 feet above the door Barak entered, the stairs also appeared to go to a door leading to a narrow parapet outside. Arrow slits open off the stairs at regular intervals.

The picture is merely representative of the fact there are stairs, their actual dimensions i'll handle on my end if/when you wish to go up.

The dark, dank room was also host to another of the Poison-bearer Ghouls, stood on the stairs one level up from Barak; with a bestial snarl, the Undead took advantage of his long spear's reach to strike him through the doorway, the metal tip of the simple weapon glistening with green toxin, perhaps coated with the Ghoul's own venomous spittle...

Longspear VS Barak (Hit): 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Barak Fortitude (Hardy, Glory, Heroism): 1d20 + 8 + 2 + 1 + 2 ⇒ (6) + 8 + 2 + 1 + 2 = 19
Acrobatics Check for Fighting on Stairs (Pass): 1d20 + 8 ⇒ (13) + 8 = 21

The sudden strike was a little too swift for Barak and he was stabbed in the shoulder by the spear, the toxin failing to overcome his tough body.

Marcus- 23
Lord Vincent- 20
Durin- 15a
Poisonbearer Ghoul-15b
Barak- 15c
Arachiel- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Initiative for the Ghoul is 15b as a result of readied action.

Map Update


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

Zanzu waits outside, "Well what we gonna do about it then Durin?, Guys?"


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

I'm missing a move as above.


Your Humble Narrator

Will note it next round update, if the round ever ends... Mass botting this evening.

Silver Crusade

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

Arachiel pulls up his shield to defend against the ghoul and begins moving toward the stairs.

Total Defense (+4 AC), Move 30 ft


Khun-duhn moves toward his companions and tries again to cast a spell to imbue Zanzu's claw with magical power - but is thwarted by his wolf-like muzzle.

Move action 25 ft. to square AR,15. Standard action to attempt to cast Magic Fang on Zanzu (7 minutes duration; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 5 - failure.

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


Your Humble Narrator

20 foot move as your in heavy armour, unless i'm missing something Arachiel.

Its sixty feet of movement around the stairs to reach the Ghoul, as your essentially doing a circuit of the perimeter of the room along the stairs.

Arachiel stepped into the room, his upraised heavy shield blocking the jab of the Ghoul's longspear above without any real effort on the part of the Paladin.

Longspear AOO VS Arachiel (Miss): 1d20 + 6 ⇒ (5) + 6 = 11

Zanzu asked the group his question, positioning himself near the door.

The Last Outpost- Upper Floor

Round 4-

Ordered Initiative-

Marcus- 23
Lord Vincent- 20 Inspiring and following group.
Durin- 15a
Poisonbearer Ghoul- 15b
Barak- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Active Effects-

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

Map-

Link

Notes-

As mentioned, the Ghoul in the stair-well tower is essentially one level up and out of reach of normal melee weapons. From the inside of the room where Arachiel is stood, its sixty feet to get into melee with him, along dank and slippery-looking steps.

Also note a single unopened door to the west.

Action-

Group is up.


Arachiel has Boots of Striding and Springing.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +
DM Alexander Kilcoyne wrote:
20 foot move as your in heavy armour, unless i'm missing something Arachiel.

Boots of Striding and Springing add 10 to movement. EDIT: Apparently Khun-duhn is a ninja...


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

Round 4

Marcus can't precisely see whats happening in the tower stairs but the situation is simple enough.

Ware what may be behind that side door. If there is one creature here in the upper levels there will be more.

The wizard rushes through one of his reliable summonings, a hound archon appearing next to Khun-duhn. AS,14

Fort (AG): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 (heroism) vs DC 19

At Marcus' command the celestial reaches past the oracle to try and open the western door. Standard action will be to Aid Other for AC on the battle oracle against attacks from AT,13. I'd normally ask but assume int 10 should be plenty enough to manage that.

Aid Other: 1d20 + 10 + 2 - 4 ⇒ (18) + 10 + 2 - 4 = 26 (ic, cover (?))

He comes with DC 16 aura of menace and magic circle that obviously won't stack with Kun-duhn's except by radius.

To recap current spells are:
- extended shield (cast before fight 1 but think its still up),
- extended mirror image (just cast),
- mage armour,
- heroism.


Your Humble Narrator

Didn't check equipment, thanks.

DM Only:

Master of the Tower Perception: 1d20 + 16 ⇒ (1) + 16 = 17

The door opens easily; but it was apparently trapped. A bent wooden pole had been tied back behind it and was released with great force into the door's opener. Loosely attached to the poles were giant hedgehog quills; which were flung into Khun-Duhn and the Hound Archon like projectiles from a Halfling sling staff...

Treating the doors as only openable from the main square in front of them but not going to apply squeezing penalties; i've not moved Khun-Dhun on the map for simplicity; he is still in -AT14. Moved the archon a little off the grid to represent him providing some soft cover to Khun-Duhn. Squeezing penalties not applied right now; you'll soon see why...

The quills were flung into both the celestial and Khun-Duhn, piercing the armour-like hide of the hound as well as the latter's armour. The large quills that pierced their skin were coated in some kind of slime; which seemed to immediately induce paralysis... Khun-Duhn resisted the potent effects of the slime but the archon succumbed to it, freezing in place.

Trap Attack VS Archon (Hit): 1d20 + 15 ⇒ (17) + 15 = 32
Damage (DR Included): 3d6 + 2 - 10 ⇒ (1, 6, 4) + 2 - 10 = 3
Archon Fortitude (Fail): 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20

Trap Attack VS Khun-Duhn (Hit): 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 3d6 + 2 ⇒ (5, 2, 6) + 2 = 15
Khun-Duhn Fortitude (Pass): 1d20 + 7 ⇒ (18) + 7 = 25

DM Only:

Archon Paralysis: 2d4 ⇒ (1, 2) = 3

The door opened revealed a corridor beyond; and a room directly opposite the door; visible through arrow slits. Both the corridor and the visible room were festooned with the dried viscera of past victims, like garlands at a festival and displayed in a similar proud fashion. The stench was near-overpowering. The arrow slits looking out onto the battle platform and into the central corridor were veiled by gauzy screens of cobwebs, somewhat obscuring vision into the darkened rooms beyond.

The unfortunate Hound Archon was immediately fired upon by two Ghouls with crossbows, each with a poisoned crossbow bolt. Frozen in the doorway as the celestial was, the Ghouls' volley found an easy target, but neither bolt pierced the Hound's tough skin. Each Ghoul swiftly reloaded its crossbow, licking their spittle and pus-filled faces in greedy anticipation and frustration as they switched their aim to khun-Duhn.

Ghoul Will VS Aura of Menace (Fail): 1d20 + 7 ⇒ (7) + 7 = 14
Ghoul Will VS Aura of Menace (Fail): 1d20 + 7 ⇒ (4) + 7 = 11

Ghoul Crossbow Attack VS Archon (Hit, Crit Threat): 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Ghoul Crossbow Attack VS Archon(Hit, Crit Confirm): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage (DR Included): 2d8 - 10 ⇒ (1, 1) - 10 = -8
Ghoul Crossbow Attack VS Archon (Hit): 1d20 + 6 ⇒ (15) + 6 = 21
Damage (DR Included): 1d8 - 10 ⇒ (6) - 10 = -4

These two Ghouls now act on initiative 24 as a result of readied actions. I'm short on time but i've moved Arachiel the extra ten feet on my map and saved it.

Map Update


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

Marcus' winces as the events play out.

At least you can hide behind it..

I think they technically get over the aura of menance by hitting rather than doing damage but will leave that to the DM.


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 4 Init 15a

Durin is still staring at the skeletal remains when all hades breaks out in the hallways behind him. He steps out into the hall and moves to rejoin the others at the intersection. What have you guys stirred up now? (MA to AS 15) Seeing two doors open and commotion in both, Durin asks, Which way?!

Current Status and Effects
AC: 19 HP: 79(+21) of 79(100)
rage round 4 (+9) of 22
inspire courage (Vincent)


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

Left door!


Your Humble Narrator

Technically Durin has a standard left but doesn't sound like it will affect this much-

The Ghoul above Barak and Arachiel took another stab at the crossbow wielding Dwarf, but this time the ranger was ready, angling himself so the spear struck him on his breastplate.

Longspear Attack VS Barak (Miss): 1d20 + 6 ⇒ (11) + 6 = 17


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 4 (14)

Taking cover behind the frozen celestial and Khun-duhn, Kiri draws her healing wand and attempts to provide some succor to the oracle.

Shift into his square, draw wand, use wand.

UMD: 1d20 + 12 ⇒ (15) + 12 = 27 vs DC 20
1d8 + 1 ⇒ (4) + 1 = 5 healed


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

Amended

Round 4 Init 15a

Durin is still staring at the skeletal remains when all hades breaks out in the hallways behind him. He steps out into the hall and moves to rejoin the others at the intersection. What have you guys stirred up now? (MA to AS 15) Seeing two doors open and commotion in both, Durin asks, Which way?!

In response to Marcus, Durin moves across the door opening, poking his head in, to get a look inside the room before taking up a position beside the door. (MA to AT 14, AT 13, AT 14 & then to AU 14) :)

Current Status and Effects
AC: 19 HP: 79(+21) of 79(100)
rage round 4 (+9) of 22
inspire courage (Vincent)


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

"Go for the two in the room I'll deal with this fella." Barak moves into the room attempting to duck the wild spear thrusts of the ghoul above.(AT:19)

Planting his feet and wheeling his crossbow to fire at the now exposed ghoul.

vital strike, deadly aim + buffs
Shot to hit:1d20 + 17 ⇒ (17) + 17 = 34
Damage:2d10 + 11 ⇒ (7, 10) + 11 = 28
Free: Entangling attack added.

Barak unloads a bolt directly at the ghouls ankle shattering the joint and pinning the creatures foot to the floor

HP:52/60
3/5 tricks used.


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

Unable to harm these creatures Zanzu just shouts, "Who's got a weapon I can use to hurt these things?"


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

"I'm sure my friend up here will give you his longspear momentarily." Barak shouts loading another bolt and lining up for his next shot.


Your Humble Narrator

AOO VS Barak (Miss): 1d20 + 6 ⇒ (13) + 6 = 19

Barak took another longspear hit to his breastplate as he manoeuvred into the centre of the room before taking his devastating crossbow shot.

Taking a quick peek into the foul corridor, Durin spotted another set of arrow slits from a room to the south, close by to a door leading into it.

Map Update

Khun-Duhn and Zanzu to act.


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

Ghoul on steps is dead or alive?


Your Humble Narrator

(Un)Dead, but still fighting.


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

Bah, pus-ridden super ghouls freak me out.


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

Zanzu slips into the door following Archchiel, "Right there's something for me in there, oh good. I'll try and help then..." he says as he enters, pointing his ring at the ghoul above, (superhero style). "Go my friend." he says as he activates his ring sending a force at the ghoul, its head seems to take the shape of a common barnyard animal.

Move to AT,16, Use Ring of the Ram 3 charges. (3 of 50 charges used)
Ranged Attack (magical force) 1d20 + 10 ⇒ (16) + 10 = 26 damage 3d6 ⇒ (6, 6, 6) = 18 Bull Rush Combat Maneuver 1d20 + 19 ⇒ (20) + 19 = 39

Ring of the Ram:

A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.


Your Humble Narrator

Holy crap those were some nice rolls. Going to bot Khun-Duhn as its been over 24 hours.

The wolf-headed oracle growled in frustration as he repeated his spell a final time on Zanzu, managing to get all the vocal components out without fault this time. Zanzu's right claw was imbued with magic as he finally achieved his aim.

Spell Failure (1-20): 1d100 ⇒ 50

Zanzu entered the stairwell room and aimed his magical ring at the Ghoul- the barnyard animal head made of force struck the Ghoul unerringly and crushed it against the wall of the room with a fatal blow; even managing to shatter part of the wall and sending both splintered planks of wood and an battered undead corpse alike out to Durin's feet. In the unlikely event that the Ghoul had survived the blow after Barak's crossbow bolt, it certainly had not also survived the fall.

CMB of a bull rush is tested against a surface pushed against; so in this case ghoul was rammed through the wall!

The Last Outpost- Upper Floor

Round 5-

Ordered Initiative-

Poisonbearer Ghouls- 24
Marcus- 23
Lord Vincent- 20 Inspiring and following group.
Durin- 15a
Barak- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Inspire Courage +2
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.

Map-

Link (I 23)

Notes-

Action-

Poisoning their bolts with their own venomous spittle, the two Ghouls fired through the firing holes at Zanzu, having noted their bolt's total ineffectiveness against the archon's skin. One of the bolts ricocheted off the door frame near Zanzu but the other flew and took him in the shoulder, narrowly missing the back of the Tengu's neck...

Their shots taken, the Ghouls moved a little further away from the arrow slits and paused to reload their weapons once more.

Zanzu has a soft cover bonus.

Crossbow VS Zanzu (Miss): 1d20 + 7 ⇒ (4) + 7 = 11

Crossbow VS Zanzu (Hit, Crit Threat): 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Crossbow VS Zanzu (Hit, Crit Unconfirmed): 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 1d8 ⇒ 6
Zanzu Fortitude (Success): 1d20 + 5 ⇒ (12) + 5 = 17

The archon's body fought on to resist the paralysis effect of the slime in its bloodstream, but the toxin proved too virulent, too potent... The archon did not move, the only sign of its bodily struggle gleams of sweat rolling down its canine face...

Archon Fort Save: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13
Total Paralysis Rounds Thus Far (Deducting the one already applied): 4d4 - 1 ⇒ (3, 4, 2, 2) - 1 = 10


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

Round 5

A swirl of images, Marcus moves in front of Zanzu. AT,15

Rolling a small ball of something unpleasant looking in his palm, the wizard incants, and a small fiery pea flies from his hands through the arrow slits and explodes into a ball of flame that engulfs the room beyond.

Fireball: 7d6 ⇒ (5, 1, 1, 1, 6, 2, 1) = 17 DC 18

With an apologetic look at Zanzu the wizard then teleports back to his original location. Swift.

Not a 100% sure you don't want a ranged touch attack here but assuming from description and map I have LOS. If not and there is a chance I fall short and blow people up I'll drop an invisibility on Zanzu instead.

Silver Crusade

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

I've been removed?

Ordered Initiative-

Poisonbearer Ghouls- 24
Marcus- 23
Lord Vincent- 20 Inspiring and following group.
Durin- 15a
Barak- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12


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
Arachiel Brightblade wrote:
I've been removed?

It appears so. :(

You haven't taken your round 4 action and we are now working on round 5. You were in the init order after Barak before...

I'll wait to see what happens with Marcus and Arachiel before I post Durin's actions.


Your Humble Narrator

Not intentional I assure you. This is what comes of me adjusting the initiative tracker mid-round and then using round updates for copy/paste...

Revised Initiative-

Poisonbearer Ghouls- 24
Marcus- 23
Lord Vincent- 20 Inspiring and following group.
Durin- 15a
Barak- 15c
Arachiel- 15d
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Take your round 4 action and i'll retcon it in Arachiel, sorry about that. Marcus the arrow slits have been made wide enough at both sides to thrust spears through so I won't require a ranged touch attack.

Silver Crusade

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

No problems :)

With no opposition remaining near his current position, Arachiel moves back down the stairs toward the remaining enemies.

Double move into the room, looking for a way to get behind the arrow slit wall. I'm not real sure of how far I can get as I am a bit confused on the direction of the stairwell.


Your Humble Narrator

Moving into the corridor, Arachiel strolled through the grim place and found a door leading north into the room where the Ghouls were firing from...

-AR, 9 is where Arachiel ends up.

Took both of your move actions to get there. I'm travelling at the moment so i'll update to Marcus' action and provide a revised map once I arrive in London. Durin et al. + Arachiel feel free to post 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

Round 5 Init 15a

As the ghoul is blasted through the wall, landing at his feet, it confirms Durin's instinct. Turning to face the wall, he swings his hammer into the adjoining section with all his strength... (attack the wall in AW)

attack #1: 1d20 + 16 ⇒ (20) + 16 = 36 crit threat
2d6 + 17 ⇒ (4, 3) + 17 = 24

attack #2: 1d20 + 11 ⇒ (15) + 11 = 26
2d6 + 17 ⇒ (2, 3) + 17 = 22

crit confirm: 1d20 + 16 ⇒ (2) + 16 = 18 confirmed
4d6 + 34 ⇒ (4, 3, 6, 6) + 34 = 53

99 damage total. Enough to destroy 1' of masonry wall so I suspect that is enough. :)

Current Status and Effects
AC: 20 HP: 79(+21) of 79(100)
rage round 5 (+9) of 22
inspire courage (Vincent)
magic circle against evil (Khun-Duhn)


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

Please disregard my overly excited attempt to crit an inanimate object. But hey, what do you expect from a barbarian mid rage? :)


Your Humble Narrator

Sorry for slowness of update, travelling most of yesterday really took it out of me and I went straight to bed.

One of the Ghouls saw the fireball coming early enough to partially take cover against the wall, while the other reacted too slow. Both were singed and burnt by the flash of flame, but neither seemed to be dissuaded from the fight.

Ghoul 1 Reflex (Pass): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Ghoul 2 Reflex (Pass): 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22

With two solid swings of his adamantine hammer, Durin created another entrance at the north end of the corridor. The wall looked to be about 4 inches thick; were his hammer not made of the utterly unyielding metal Adamantine, he would likely have needed more than two blows to smash through it.

Took the liberty of 5 foot stepping you towards your new door.

Map (Updated to Barak's Initiative)

Revised Initiative-

Poisonbearer Ghouls- 24
Marcus- 23
Lord Vincent- 20 Inspiring and following group.
Durin- 15a
Barak- 15b
Arachiel- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12


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

"Shout if you need me, I'll keep the stairs covered"

Perception:1d20 + 14 ⇒ (1) + 14 = 15(+ vs Favored enemy)

Ready action take a shot if anything hostile appears.


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

Zanzu moves under the archers arrow slits, then keeping low he looks round to see if there was a way forward to attack the archers.

Moves to AU,12: Perception 1d20 + 14 ⇒ (7) + 14 = 21

Silver Crusade

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

Assuming the door in front of me is closed

Arachiel opens the door, suspecting the ghouls await behind. Seeing one of the ghouls in the middle of reloading, the paladin hacks at the undead creature.

Vital Strike Attack: 1d20 + 12 - 2 + 2 ⇒ (6) + 12 - 2 + 2 = 18 (power attack, inspire courage)
Damage: 2d10 + 5 + 1d6 + 4 + 2 ⇒ (5, 5) + 5 + (1) + 4 + 2 = 22 (fire, power attack, inspire courage)


Khun-duhn nods his thanks to Durin as he hefts his horsechopper and steps through the opening created by the dwarf, taking up a defensive stance once through the new "doorway".

Move action to step 15 ft. to square AW,12. Standard action for Total Defense to add +4 dodge bonus to AC.

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: 27; touch 17, flat-footed 22
Khun-duhn's HP: 40/50


Your Humble Narrator

Arachiel opened the door, only to fall victim to another of the traps. Much like the Hound Archon, he saw the whiplash motion of the pole set behind the door as it flung large hedgehog quills at him, released by a tripwire snapping as the door was opened. The quills punctured his armour in a few locations and the Aasimar's blood began to line the inside leather of his full plate; but the stout warrior managed to resist the slime now coating his wounds.

Trap Attack VS Arachiel (Hit): 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 3d6 + 2 ⇒ (2, 3, 4) + 2 = 11
Arachiel Fortitude (Success!): 1d20 + 11 ⇒ (17) + 11 = 28

You really, really, really didn't want to fail that save...

Having made entry, Arachiel beheaded the Ghoul mid-reload, its crossbow clattering to the floor beside its burnt body and singed head. Zanzu and Khun-Duhn made entry into the room via Durin's new door.

With only a single Ghoul left fighting, the fight to win the tower seemed all but won.

That is, until a giant, goblin-like form entered the corridor Arachiel was in. The creature was a hulking, hirstute figure; clad in breastplate and wielding a spear coated in green slime in both hands. Far more muscular and larger than any true goblin and with a fierce glint of mental agility in its eyes; it was apparent to Arachiel that the Master of the Tower had seen fit to reveal himself. The large form seemed to be somewhat insubstantial, as though the creature had only a tenuous connection with the material plane. In order to enter the corridor, the creature had simply walked through the wall, rather than using the door.

Only currently visible to Arachiel, the large, goblin-like foe...

Arachiel Only:

Arachiel Will (Bare Pass due to IC): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17

The creature sneered at you in contempt as it spoke a word of power; but just as your will crumbled and you began to see the foe in a positive way, Lord Vincent's oratory brought you clarity and purpose; you shook off the effect, albeit barely.

The Last Outpost- Upper Floor

Round 6-

Ordered Initiative-

Master of the Tower- 25
Poisonbearer Ghoul- 24
Marcus- 23
Lord Vincent- 20
Durin- 15a
Barak- 15b
Arachiel- 15c
Kirilarien- 14
Zanzu- 13
Khun-Duhn- 12

Active Effects-

Magic Circle against Evil emanating from Khun-Duhn
Inspire Courage +2
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.

Map-

Link (I23)

Notes-

Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.

Master of the Tower has 10 foot reach (and is thus currently threatening Arachiel). Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.

Action-

The remaining Ghoul stepped up to the doorway to assault Arachiel, abandoning its crossbow in favour of claws and teeth. The stout Paladin's shield and armour held firm against the onslaught, braced as he was for such an attack.

Full Attack VS Arachiel (Bite, Miss): 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Full Attack VS Arachiel (Claw, Miss): 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Full Attack VS Arachiel (Claw, Miss): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23


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 6 Init 15a

Durin, unaware of the newest threat, joins the others rushing the ghoul room through the opening in the wall. (MA to AU 10) Moving up behind the remaining ghoul, Durin smashes it over the head with his hammer.

SA attack w/hammer +rage +reckless abandon -power attack +IC +flank: 1d20 + 10 + 4 + 2 - 2 + 2 + 2 ⇒ (13) + 10 + 4 + 2 - 2 + 2 + 2 = 31
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 17 ⇒ (5, 2) + 17 = 24

Current Status and Effects
AC: 20 HP: 79(+21) of 79(100)
rage round 6 (+9) of 22
inspire courage (Vincent)
magic circle against evil (Khun-Duhn)

Can Durin see the MotT now through the arrow slits? If so he would like to shout a warning. :)


Your Humble Narrator

The angle is too extreme as the slits are essentially forward facing only. Suspect Arachiel has you covered on a warning shout though... Will wait for Marcus and bot Lord Vincent before updating to Durin.

Silver Crusade

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

"Our true enemy has shown itself!" the paladin calls out, requesting aid from his companions as he steps away from the ghoul and toward the master of the tower.

5 ft step to (-AQ,11), activate Consecrated Weapon, and take two swings at the creature

Attack #1: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23 (power attack, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (5) + 5 + (1) + 4 + 2 = 17 (fire, power attack, inspire courage)

Attack #2: 1d20 + 7 - 2 + 2 ⇒ (17) + 7 - 2 + 2 = 24 (power attack, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (6) + 5 + (6) + 4 + 2 = 23 (fire, power attack, inspire courage)

Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half)


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

Zanzu, seeing his friend the paladin being pursued by the remaining ghoul, takes the opportunity to call to Kuhn-Duhn, "move there" he points to a position for his big friend to attack the ghoul. points to -AS,11. He waits for Kun-Duhn to move and act, before he scappers off, flapping his wing and dancing and jumping round to the otherside of the ghoul. Once there he slashes the ghoul with his magic claw.

Delay until after Kuhn-Duhn's go.
Acrobatics to get to AS,9 without provoking 1d20 + 19 ⇒ (12) + 19 = 31
Magic claw attack 1d20 + 10 + 1 + 2 ⇒ (5) + 10 + 1 + 2 = 18 magic fang, inspire courage Damage: 1d3 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9 if he gets flanking 4d6 ⇒ (2, 2, 3, 3) = 10


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

Delay till something happens. I can justify this as a wasted an action last round readied on the stairs. so I will go after Arachiel 15c as is now.

Ideally I want to move to AT:14 and grant my FE bonus to everyone is this possible. otherwise Barak will double move to be able to see the thing.

Spellcraft:1d20 + 9 ⇒ (9) + 9 = 18+FE bonus.


Your Humble Narrator

Spellcraft is good to identify the spells he might have active... but you failed that roll. A roll to ID a monster is always a Knowledge roll. You have line of sight on one of the big bad's squares but i'd like a Knowledge roll to ID the monster (you wouldn't grant half your bonus if you didn't recognise it). I will roll this on your behalf and give you some info in a spoiler if you pass.

Still waiting on Marcus and Khun-Duhn before I can update.

Silver Crusade

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

Knowledge (Planes): 1d20 + 8 ⇒ (5) + 8 = 13


Sorry, Zanzu, but I'm attacking the ghoul with a reach weapon (horsechopper) - I don't want to get splattered when the ghoul explodes! But if my combat maneuver works it should be easier for you to hit it.

Khun-duhn follows Durin's example and advances close enough to the ghoul to strike with his horsechopper in an attempt to pull the creature off its feet.

Move action to step 15 ft. to square AU,11. Standard action to attempt to trip ghoul with horsechopper - does not provoke AoO due to Improved Trip Feat.

Horsechopper Trip Attack vs. Ghoul's CMD: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 (inspire courage)

AoO if Ghoul attempts to stand up: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
AoO Damage: 1d10 + 12 + 2 ⇒ (3) + 12 + 2 = 17

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: 40/50


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
Khun-duhn wrote:
I don't want to get splattered when the ghoul explodes!

Probably good advice for Zanzu too. :)

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