DM Bigrin's Vault of Graves (Inactive)

Game Master bigrin42

Just another dungeon dive...or is it?


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Eva saw that the floor looked to be heavily traveled, with the normal dust and detritus scooped towards the walls and away from the center of the hallway.

Tamis took her time and examined the door, not finding any traps. The door opened smoothly inwards, revealing an angled corridor ahead. A stench rolled out of the room, rancid meat and something darker.

Here's the map


"I don't like the way the dirt is pushed to the wall."


And what are you going to do? Firebomb the hallway? find a baby squirrel to toss in? Or maybe just stare at the opening until a better idea comes up?


To get the ball rolling again

"Let's just open this sucker."


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley sends a creature of fire ahead to scout.


The narrow corridor turned sharply northward after just a dozen feet or so, and Tamis narrowly avoided stepping on a crumpled form on the ground. She looked down and nearly gasped out loud at the form of the sleeping ghoul laying on the floor. She quickly held up her hand to wave Evangline off, her eyes going wide at the sight of the rest of the room.

The room was star-shaped, and there appeared to be a design carved into the floor - a pentagram inscribed into a hexagon. What took Tamis' breath away, however, was the twenty or so ghouls stretched out on the floor of the room. Nearly the entire room was covered with the foul creatures, and what wasn't was covered with the gore from past meals. It seemed obvious why not many groups of adventurers got much deeper than the second level of the Vault of Graves.

At her feet, the ghoul opened its eyes and yawned widely, showing its mouthful of dirty fangs. It looked right at the dwarf and its eyes opened wide. It howled loudly, and around the room heads rose from the floors and eyes glowed with hunger.

Round 1:

Initiatives:
group
ghouls

Here's the map


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh moves to CA 13, once it is Vacated and he channels to burn the undead

3d6 ⇒ (1, 1, 1) = 3 oh WTF. I have not had a single channel over 10 FML


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley gestures and all but him and the gnome find that time seems to slow down.
Haste on dog elemental Bob Eva tamis (+1AC and attack when full attacking.) -- I miss speeding up zen archer


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"Keep them in the hallway where they can't surround us!" Tamis yells, pulling out her greatsword and swinging at the nearest ghoul. BZ11
Swift Action start Judgement - Justice
Attack 1: 1d20 + 9 + 2 + 1 ⇒ (1) + 9 + 2 + 1 = 13
Attack 2: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19

Damage 2: 2d6 + 7 + 2 ⇒ (3, 6) + 7 + 2 = 18


Wesley sorry to completely miss your fire elemental scout post in favor of Tamis. I had already written the post up and stepped out of the office for a bit, then hit submit. Your post appeared in the break :(


HP: 24/28, AC: 17:11:15, CMD: 14 Saves: 1:5:4 +4 on bardic performance, sonic, and language-dependent effects. Skills: Acro +1, Dip: +13 , Bluff +13 Per +10, Sense +0, Stealth, +9 Bardic Performance: 23/26 rnds Spells/day: inf/(0), 6/6(1) 3/3 (2)

Inspire Courage: 1d20 + 13 ⇒ (12) + 13 = 25

+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls

move to BZ 14


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

haste:

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Small Fire Elemental:

CR 1

XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE

Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)

STATISTICS

Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan

SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

The small creature of fire goes after the undead creature in the middle of the room.
att/damage: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 3 ⇒ (2) + 3 = 5


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Elemental in BW8 attacking BX8

If undead fails DC11 Fort it burns for 1d4 ⇒ 2 rounds.


Sorry for the silence, long weekend went a little longer than expected. Going to DMPC eva and push on with the update.

mechanics:

1d20 + 4 ⇒ (3) + 4 = 7

put out flame: 1d20 + 8 ⇒ (7) + 8 = 15

1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 3 ⇒ (4) + 3 = 7
1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (4) + 1 = 5

1d20 + 3 ⇒ (14) + 3 = 17
1d6 + 1 ⇒ (5) + 1 = 6

1d20 + 3 ⇒ (11) + 3 = 14
1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (15) + 3 = 18
1d6 + 1 ⇒ (3) + 1 = 4

1d20 + 3 ⇒ (8) + 3 = 11
1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (11) + 3 = 14
1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (3) + 1 = 4

eva attack: 1d20 + 8 ⇒ (3) + 8 = 11
eva damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

Tamis felled the ghoul in front of her as Bob tuned up the inspiring music. Wesley sped up the front line attackers as his fire elemental moved gracefully into the room. Stopping in the direct center, the elemental flared briefly as it attacked the undead there. The creature howled in pain, falling to the ground and beating the flames out. Some of the ghouls rushed to attack the fire elemental, eventually beating the living flame into darkness. Some of the other ghouls vanished from sight, perhaps running from the flame.

A pair of ghouls charged right at Tamis and Evagline. Eva's greatsword flashed through the air, drawing her opponent up sharp to avoid the blow. Tamis' foe wasn't deterred and dove forward, teeth and claws driving at the dwarf maid. Tamis wedged her sword into the foul maw, trying desperately to keep its teeth off of her as its claws raked her sides. She could feel the cold numbness spreading from the wounds there.

Round 2:

One down!

Tamis takes two hits for 3 damage and 4 damage and owes me 2 DC 13 Fort saves vs paralysis

Initiatives:

group
ghouls

Here's the map


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh swears in gnomespeak after his sputtering flame, but tries again

Channel 3d6 ⇒ (6, 5, 1) = 12


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Fort: 1d20 + 10 ⇒ (20) + 10 = 30

NOOO making me waste a crit on a save. Curse you Birgin!!!

Tamis feels the numbness flowing into her body from the wounds, but bite down hard in concentration and forces her body to keep moving. "Bas***d undead!"

Attack 1: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32
Attack 2: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25

Damage 1: 2d6 + 7 + 2 ⇒ (1, 3) + 7 + 2 = 13
Damage 2: 2d6 + 7 + 2 ⇒ (5, 1) + 7 + 2 = 15

Crit Confirm Attack 1: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Crit Damage: 2d6 + 7 + 2 ⇒ (2, 5) + 7 + 2 = 16


Eva Starts hacking up BZ11
Atk: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Haste gives Eva another attack, a +1 to hit, and +1 AC.
Wesley is chagrined his fiery elemental was destroyed. He rides up closer {BZ14) and begins to summon another creature to help. It appears it is a nasty burrowing creature -- a wolverine!!

Full round monster summoning 3 -- remember to use your haste bonuses!!


mechanics:

Will: 1d20 + 5 ⇒ (15) + 5 = 20
Will: 1d20 + 5 ⇒ (17) + 5 = 22
Will: 1d20 + 5 ⇒ (9) + 5 = 14
Will: 1d20 + 5 ⇒ (5) + 5 = 10
Will: 1d20 + 5 ⇒ (17) + 5 = 22
Will: 1d20 + 5 ⇒ (7) + 5 = 12

Will: 1d20 + 7 ⇒ (2) + 7 = 9
Will: 1d20 + 7 ⇒ (1) + 7 = 8
Will: 1d20 + 7 ⇒ (6) + 7 = 13

attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 3 ⇒ (5) + 3 = 8

attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 1 ⇒ (3) + 1 = 4

This time, the wave of positive energy from Abroshqualmie rolled over the undead like a tsunami, tossing some to the ground and causing others to wither. The large one on the ground by the center collapsed entirely. The wails coming from the undead were hideous and painfully loud. Eva's strike missed as she fought to hold her focus against the clamor, but her backswing took the other ghoul in the throat. Tamis didn't seem to be too impaired though, as she cleaved the head right off the ghoul in front of her. The others moved forward, though the narrow entrance made it difficult for them to get at Tamis and Evangline. One of the dark-colored undead bit Tamis on the arm, making it numb. The other tried to go for Evangline, but missed its attack on the giant woman.

Wesley began summoning another creature as Bob continued singing. They both looked a little concerned at the sound of feet flapping on the stone corridor. They looked even more so when the pack of ghouls burst out of the darkness and charged!

Round 3:

Tamis takes 8 damage and owes me a DC 15 Fort save or be paralyzed. She also owes me a separate Fort save.

Both Eva and Tamis owe me DC 15 fort saves or be sickened from the ghouls' stench.

Initiatives:
group
ghouls

Here's the map


Eva continues hacking up BZ11
Atk: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17
Damage: 2d6 + 5 + 2 ⇒ (1, 2) + 5 + 2 = 10

Atk: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
Damage: 2d6 + 5 + 2 ⇒ (2, 4) + 5 + 2 = 13

Fort: 1d20 + 6 ⇒ (10) + 6 = 16


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Fort (vs. paralzyed): 1d20 + 9 ⇒ (12) + 9 = 21
Fort (vs. unknown Ghoul Fever): 1d20 + 9 ⇒ (13) + 9 = 22
Fort (vs. Stench): 1d20 + 9 ⇒ (9) + 9 = 18

"oh curse this place all the way to hell." Tamis mutters as she feels the ghoul clamp down on her arm. She swings heavily at the creature in front of her. BZ10

Swift Action - Switch to Justice Healing.

Attack 1: 1d20 + 9 + 2 + 1 - 2 ⇒ (18) + 9 + 2 + 1 - 2 = 28
Attack 2: 1d20 + 9 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 1 - 2 = 22

Dmg 1: 2d6 + 7 + 2 + 6 ⇒ (2, 1) + 7 + 2 + 6 = 18
Dmg 2: 2d6 + 7 + 2 + 6 ⇒ (4, 2) + 7 + 2 + 6 = 21


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh scampers behind Wesley and summons a flaming sphere on the ghoul in bv 17

3d6 ⇒ (3, 3, 4) = 10


HP: 24/28, AC: 17:11:15, CMD: 14 Saves: 1:5:4 +4 on bardic performance, sonic, and language-dependent effects. Skills: Acro +1, Dip: +13 , Bluff +13 Per +10, Sense +0, Stealth, +9 Bardic Performance: 23/26 rnds Spells/day: inf/(0), 6/6(1) 3/3 (2)

BOb uses Chord of Shards starting at BW 17
fort: 1d20 + 1 ⇒ (6) + 1 = 7
Chord of Shards: 2d6 ⇒ (3, 1) = 4

Attacks monster at 17 bwAttack: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (11) + 3 + 2 + 1 + 1 - 2 = 16

DMG: 1d8 ⇒ 2


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley prepares to send his hasted dog into the fray.


mechanics:

1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 2 ⇒ (16) + 2 = 18

1d20 + 2 ⇒ (13) + 2 = 15

1d20 + 5 ⇒ (10) + 5 = 15
1d6 + 3 ⇒ (4) + 3 = 7

1d20 + 3 ⇒ (19) + 3 = 22
1d6 + 1 ⇒ (5) + 1 = 6

Eva and Tamis make quick work of the two attacking them in the bottleneck of the entry way, though more ghouls swarmed up. One of them managed to get a nasty bite on Eva's arm, and though the barbarian shook off the pain, the numbness continued to bloom

On the other front, Bob's piercing wave of sound roughly shook the leading elements of the ghouls, forcing them back. Abrosh called upon his magics to send a fiery ball into the lead ghoul, badly burning its head and shoulders.

Round 4:

Evangline takes6 damage and owes me a DC 15 Fort save or be paralyzed.

Initatives:
group
ghouls

Here's the map


Eva continues hacking up ghouls
Atk: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26
Damage: 2d6 + 5 + 2 ⇒ (2, 6) + 5 + 2 = 15

Atk: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32 Crit
Damage: 2d6 + 5 + 2 ⇒ (2, 6) + 5 + 2 = 15

Crit: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28
Damage: 2d6 + 5 + 2 ⇒ (1, 5) + 5 + 2 = 13

Fort: 1d20 + 6 ⇒ (11) + 6 = 17


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

"This has got to bloody end at some point." The dwarf mumbles through gritted teeth, slashing her greatsword again at the ghoul infront of her.

Attack: 1d20 + 9 + 2 + 1 - 2 ⇒ (2) + 9 + 2 + 1 - 2 = 12
Attack: 1d20 + 9 + 2 + 1 - 2 ⇒ (11) + 9 + 2 + 1 - 2 = 21

Damage: 2d6 + 7 + 2 + 6 ⇒ (2, 3) + 7 + 2 + 6 = 20
Damage: 2d6 + 7 + 2 + 6 ⇒ (2, 3) + 7 + 2 + 6 = 20

2 healing from Healing Justice


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh uses his long spear to assist the defense of Bob +2 AC

1d20 - 2 ⇒ (12) - 2 = 10

and he keeps his flaming sphere on a ghoul 3d6 ⇒ (3, 2, 5) = 10


HP: 24/28, AC: 17:11:15, CMD: 14 Saves: 1:5:4 +4 on bardic performance, sonic, and language-dependent effects. Skills: Acro +1, Dip: +13 , Bluff +13 Per +10, Sense +0, Stealth, +9 Bardic Performance: 23/26 rnds Spells/day: inf/(0), 6/6(1) 3/3 (2)

Attacks monster at bw 17

Attack: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (4) + 3 + 2 + 1 + 1 - 2 = 91d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Attack: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (17) + 3 + 2 + 1 + 1 - 2 = 221d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley changes his mind, and decides to reach into the elemental plane of fire for 1d3 ⇒ 3 elemental minions. He uses the power of one of his minions to power his powerful pyrotechnics display after his elementals attack. He pops off his dog with a poof and moves behind the others as Dworkin savages the lead ghoul.

Wesley complete full rounds summons and Su pyrotechnics (std) Wesley shifts off dog and moves to CA13 -- Dog hasted = full round attack

pyrotechnics smoke cloud:

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Elemental appears at BU 20 and pyrotechnics affects all five undead DC FORT 18 or -4 to STR and DEX the spell drains 5 hp from the other fire elemental at BW 18/19

Wesley's hasted dog attacks (from BW16 to BV17).
full attack dog: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
two bites hit for: 2d6 + 12 ⇒ (4, 6) + 12 = 22
possible trips CM vs trip: 1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (6) + 4 = 10

Wesley's trio of fiery friends go after the ghouls.
Two flank BV19--attacks: 1d20 + 6 ⇒ (2) + 6 = 81d20 + 6 ⇒ (11) + 6 = 17
burn damage: 1d4 + 2 ⇒ (1) + 2 = 3
DC11 FORT or ghoul burns for 1d4 ⇒ 3
Sole vs BW20 attack: 1d20 + 4 ⇒ (5) + 4 = 9

AFTER the attack of the fiery creatures, Wesley pulls some of the essence from one of his minions and a cloud blocks the hallway and obscures vision and weakens those within. Cloud should cover the first row of ghouls and is centered on BU 20 for 20 foot radius.

Hp of elementals = BU20=6/BW18=11/BW19=11 pyrotechnics drained one 5

confirm bite crit on dog/xtra damage: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 6 ⇒ (2) + 6 = 8

Wesley shouts to his dog "Way to go Dworkin!!"


mechanics:

1d20 + 2 ⇒ (19) + 2 = 21

1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (9) + 2 = 11

1d20 + 3 ⇒ (11) + 3 = 14
1d6 + 1 ⇒ (1) + 1 = 2

Between them, Eva and Tamis manage to kill all but one of the ghouls remaining in the star-shaped chamber. That ghoul lashed out at Tamis, but the inquisitor managed to block the flashing teeth.

On the other front, a roiling cloud of fire and smoke engulfed the ghouls as three small fire elementals make the scene. The ghoul nearest the group was bitten badly by Wesley's dog, Dworkin, and it fell screaming to the ground to die. The fireball tumbling in the air moved over to the ghoul in front of Bob, which dodged the slow moving fire easily, but got a dagger in the gut for its troubles.

And the dog has a name at last :)

Round 5:

No damage this round

Initiatives:
group
ghouls

Here is the map
The light patch in the hallway represents the smoke cloud.


Dwarf Inquisitor 4/Ranger(Trapper) 1 HP: 24/44
stats:
AC 18 T 12 FF 16 | F +9 R +5 W +7 | Init +5 | Perc +11
Status:
spells remaining: 1st (4/4), 2nd (2/2) | Blessed Infiltration (3/3) Judgment (1/2)

Tamis steps up to the final ghoul in front of her and takes a couple of huge swings trying to finish off the last ghoul. "Bloody undead."

Attack: 1d20 + 9 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 1 - 2 = 22
Damage: 2d6 + 7 + 2 + 6 ⇒ (3, 5) + 7 + 2 + 6 = 23

Attack: 1d20 + 9 + 2 + 1 - 2 ⇒ (8) + 9 + 2 + 1 - 2 = 18
Damage: 2d6 + 7 + 2 + 6 ⇒ (6, 3) + 7 + 2 + 6 = 24

Turning around she rushes towards back towards her companions to see if she can help in any way.


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

"Don't go in the cloud! I think it stopped them. It shouldn't have finished them."

Haste still active

Wesley readies a scorching ray in case a ghoul comes out of the cloud.


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh readies an attack to Aid Bob's defense if a ghoul shows up

1d20 + 2 ⇒ (11) + 2 = 13 vs DC 10


Eva goes to hack up the last ghoul in the room
Atk: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19
Damage: 2d6 + 5 + 2 ⇒ (1, 2) + 5 + 2 = 10

If ghoul still standing, she attacks again
Atk: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16
Damage: 2d6 + 5 + 2 ⇒ (4, 4) + 5 + 2 = 15

Else it's dead and Eva moves to help the others


HP: 24/28, AC: 17:11:15, CMD: 14 Saves: 1:5:4 +4 on bardic performance, sonic, and language-dependent effects. Skills: Acro +1, Dip: +13 , Bluff +13 Per +10, Sense +0, Stealth, +9 Bardic Performance: 23/26 rnds Spells/day: inf/(0), 6/6(1) 3/3 (2)

Attacks monster at bw 17
Attack: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (13) + 3 + 2 + 1 + 1 - 2 = 181d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5

Attack: 1d20 + 3 + 2 + 1 + 1 - 2 ⇒ (17) + 3 + 2 + 1 + 1 - 2 = 221d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley directs his three fiery elementals to keep attacking the ghouls. The fiery smoke makes them feel right at home.


mechanics:

1d20 + 4 ⇒ (13) + 4 = 17

Once again the large ghoul dodged Abroshqualmie's bouncing ball of fire, but it was distracted enough that Bob got some good blows in with his crystalline blades. The ghoul died, still choking from the fiery cloud. Inside the cloud of smoke and fire, a commotion could be heard, but the dense, choking smoke made it impossible to see what was going on.

Confined in the hallways, the smoke drifted out to cover those standing nearby, as well. Your eyes burned from the acrid smoke, and your throat and lungs tickled. Everyone began to cough at the irritation.

Round 6:

Initiatives:
group
ghouls

Here is the map
The light patch in the hallway represents the smoke cloud.


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Abrosh moves his flaming ball into the cloud a single square to help block the path then scampers back 10 feet down the hall


HP: 24/28, AC: 17:11:15, CMD: 14 Saves: 1:5:4 +4 on bardic performance, sonic, and language-dependent effects. Skills: Acro +1, Dip: +13 , Bluff +13 Per +10, Sense +0, Stealth, +9 Bardic Performance: 23/26 rnds Spells/day: inf/(0), 6/6(1) 3/3 (2)

bob holds to attack till he can see one(and stops his song will still have bonus for 3 rounds).


Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

Wesley's friends continue to attack with fiery bodies.
elemental: 1d20 + 4 ⇒ (1) + 4 = 51d4 + 2 ⇒ (4) + 2 = 6
elemental: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 2 ⇒ (3) + 2 = 5
elemental: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (2) + 2 = 4
Affected creatures save fort DC 11 or on fire


The smoke continued to fill the corridors, with little avenues of escape, and everyone pressed back away from it. The sounds of combat faded as, in Wesley's mind, the presence of the fire elementals disappeared. In less than a minute, the smoke fountain cleared, and the scene of carnage was clear. A pile of charred bodies lay on the ground, along with some creosote and a small pile of ash.

Combat over:

Congratulations! 14 ghouls and 5 ghasts destroyed, with minimal damage taken. Don't you love it when they all bunch up in a doorway for you to slaughter?

1720 XP each for this encounter, which takes everyone to level 6!


"Oh man, That stink of burned rotted flesh is making my eyes water some."

"Let's finish checking that odd room back there."
Star room


Status:
HP: 59/59 | spells remaining: 1st (3/8) 2nd (0/6) 3rd (1/4)| channel DC 17 3d6 (1/8)
Gnome Blackened Oracle of Life
Stats:
AC 19(-) T 14 FF 16 | F +6 R +5 W +6 | Init +2 | Perc +11

Is anyone hurt?

Are we magically healed by leveling, and how do new abilities work? do we get them now or after resting. What is our HP rule, I can't remember


You get your new hit points from leveling, but any existing damage must be healed as normal. HP rule is half, rounded up. New skills and abilities apply immediately, but newly acquired spell slots can't be filled until after a rest.


The star-shaped room is obviously the lair of the ghouls, and likely the main reason few adventuring parties make it beyond the second level of the Vault of Graves. The detritus from hundreds of meals is scattered across the floor, most of which appear to be from hapless adventurers. Common weapons and armor in various stages of rust and decay are tumbled about the floor, many with various body parts left inside, stripped to the bone. The ones in better condition consist of a fulls set of dwarf-sized half plate, a couple of shields, a sheaf of arrows, a heavy mace, a short sword, a rapier, 2 nice daggers, a composite shortbow without a string, a throwing axe, and a warhammer with dwarven runes along the handle. Also, there are three unbroken vials, two of which bear the unmistakable hue of healing potions, and a small fortune in loose coins and gems.

loot:

  • dwarf sized half-plate
  • heavy steel shield
  • light steel shield
  • 18 arrows
  • heavy mace
  • short sword
  • rapier
  • silver dagger
  • steel dagger
  • composite shortbow (+1 str), without a string
  • throwing axe
  • warhammer
  • 2x cure light wounds potions
  • potion
  • 1130 gold coins, 2265 silver coins, 1674 copper coins
  • 23 gems

    Remember that coins are roughly 1 pound in weight for every 50 coins


  • "Wow, we hit a jack pot of stuff."

    I have a Handy Haversack (a bag of holding)


    Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

    Wesley has the type 1 bag. 5x bigger I think. Bob has one too. We can pack tapestries and sculptures we find in our bags too.

    Wesley smiles as they gather up the goods.

    Level up = prestige class collegiate arcanist. Wesley adds produce flame to his list of spell and casts it as first level arcane. I thought of entangle, but produce flame is more thematic. Hurling balls of flame up to 120 feet is plain cool.


    Bag of Hold(I) and Handy Haversack don't have that much of a difference in capacity, it's about 2 times capacity difference.
    that and Handy allow me to quickly get what I want.

    "When we get back we should sell some of the stuff to get some better equipment."


    Appears hobbit--Periblooded aasimar Init +3 (+7 w/ familiar); Perception = +8 (+10 w/ familiar) Wizard (Conjurer) 5/Collegiate Arcanist 1 AC 14, t14, ff 11 l F+2, R +4, W +7

    Right, I confused handy with something else - 1200 pounds vs 2500 pounds -- Wesley leveled

    Wesley seems to shine as he has made a choice to do good magic and a study some druidic magic. An barely imperceptible shimmering accompanies his aura and he absentmindedly passes a ball of flame back and forth between his hands.

    "I have another haste and some scorching rays and burning hands left. No need to rest yet unless someone else needs it. We still have a boy to save. My ability to summon allies is currently exhausted."

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