DM: Dave the Dwarf's Shattered Star

Game Master Gandrik Th-kar

Maginmar

Loot

Current Battle Map

Crow Map

not in use

Characters

Notes


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F Human Fighter 4

I could do that or rolling, up to the group. I'm easy. Player me, not Shalee me, heh.


Its a wand of magic missle 10 charge and a scroll of schorching ray


Female Human Oracle 1

lol Shalee.

"I think staying in here for the night sounds like a good idea, when can bar the doors and recuperate a bit...I'm not sure how much longer I can go on..."


Yorn you ready?


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

I will assist in barricading the doors.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Leveled and ready but still at 9/18 hp.

Looking pleadingly at Kierra, Yorn points to his remaining wounds. He still looks half dead!

Regardless of his pains, he cannot help but be drawn to the loot and quickly picks up an axe of higher quality than he ever imagined. He sniffs the black leather wrappings on the handle and smiles.

"Yep, this is the one."


Female Human Oracle 1

Kierra sees Yorn's silent plea and nods knowingly. She walks over to him, and gently finds the bruises and cuts of his remaining injuries. Gently placing her hands on them she cast cure light wounds, invoking whatever power is within her to heal Yorn.

Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

"Unfortunately that is all I can do for you today, Yorn. If we rest here, then surely I can mend the rest of your wounds tomorrow."

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Yorn smiles and tries to volunteer to help watch the door but succumbs nearly immediately to the relief of the healing and his exhaustion and sleeps heavily on the floor.


The night passes without incident.

Yorn took a Masterwork Greataxe
Mark took a Masterwork Greataxe
Shalee took a Masterwork Longsword
Kierra took a wand of cure light wounds (10 charges) and a scroll of lesser restoration
Nalun took a wand of magic missile (10 charges) and a scroll of scorching ray

Correct me if I am wrong. Name or describe your weapons and wands anyway you like. I will not be stingy when it comes to recharging you wands by the way. I will let you recharge them yourselves given the resources and time to do it. That only makes sense to me in a world of magic.


Female Human Oracle 1

What is the normal caster level on a wand of cure light wounds? (1d8+3?) I should know this, but I can't think of it atm.

And Yorn, you should have one more hp, my CLW spell now does 1d8+2, I forgot to add that extra one from leveling.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Normal CLW is 1d8+1. Wands are always considered to be made at the lowest possible caster level. In this case, that'd give it a bonus of just +1. Thanks for the extra hp back!


Female Human Oracle 1

thank you for the clarification, as many times as I've been healed by a CLW wand over the years, you'd think I'd remember that....


When everyone is ready, you backtrack to the room with the pool of water. and go out the other door using the key you got in the room with the Shadow.

You open the door and see a single pillar in the center of the room supporting this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut
from holes in the pillar, facing every direction.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

"I'm gonna guess this is why we need the shields."

perception, seeing if arrows are blunted: 1d20 + 6 ⇒ (6) + 6 = 12


It is very hard to tell but if you had to guess you would say yes.


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

"If that's true, I can carry one of the shields for us to protect from the arrows," Mark says.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

How many people do we reasonably think we can get behind a single shield?


Characters holding a tower shield can gain total cover. A character standing behind the character holding the tower shield gains a +4
cover bonus; any other characters lined up in this fashion
only gain a +2 cover bonus to AC.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

perception, without getting too close, to see if I can see a way to disable the arrow tower: 1d20 + 7 ⇒ (12) + 7 = 19


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Nalun goes along with the party and will follow Yorn and Mark's directions.


Yes you see a way to disable the trap.


F Human Fighter 4

"We could take turns, too, kind of ..."


Female Human Oracle 1

Kierra approaches Yorn and gently holds his arm, "So what did you see, do you think you can turn it off? If you need, maybe I can help..."

Kierra whispers a few unintelligible sounds, and places her hands on Yorn again. She casts Resistance, and Guidance.

Resistance:
+1 on all saves for 1 minute

Guidance:
+1 on a skill check, saving throw, or attack roll. discharges automatically after 1 minute


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Mark nods agreeably at Shalee's suggestion. "Looks like Yorn might be able to spot some way to disarm the trap. Maybe he could go first, shut it down for the rest of us to pass safely." Maggie curls up on the floor and begins washing her paws.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Yorn rolls his shoulders pops his neck.

"I can do this. But...give me a shield anyway."

With that, he moves behind a shield to where he thinks he can disable the device.

disable device: 1d20 + 7 ⇒ (11) + 7 = 18


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Nalun cheers his friend on

Go Yorn!

Then he begins a discourse on magical traps

I once read a book titled "Mysterious Magical Traps of Magnimar" it detailed a trap that can literally turn a full sized half orc inside out. This is interesting in itself because of both the mass and volume involved. The amount of necromantic energy involved would be....

Nalun continues along this way for a bit....


Yorn starts to go to work on the complex mechanical device. He examines how it works and sees if he can release the tension on this one cog he will have it disarmed. So far so well. Everyone is counting on me he thinks. Just then Shalee says If you disarm this I'll give you a kiss! Yorn blushes so hard he almost falls in the pit! He looks down and the cog is in his hand. Trap Disarmed!

Shalee gave a+2 bonus there...because she is the hot girl.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

I had forgotten Kierras guidance, so that was another +11


It was a dc20 and thought it would be cool the way I did it

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Errr, 1 not 11. On with the show!


Shalee you can ignore the above post of your character speaking if its out of charcter for her. I was trying to come up with a way to give just a little bonus. Regardless the trap is disarmed.


F Human Fighter 4

No worries. She said it. Now whether she MEANT it ...


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Mark shushes the nerd before he over-speaks.


M Human (multi-ethnic) Rogue Charlatan 6

TOO LATE


We taking a break for the weekend or should I describe the next room? Either way is cool.


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

The overtalkative nerd is always around, but some have a tough time on the weekend


Lol I hear ya bro


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

I'm usually able to post once a day regardless. (usually) I vote keep posting and DMPC if necessary. We don't ALL need to give our input on every little thing.


I like that, the next room isnt super cool anyway.


A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.
. Anyone listening at the stairs can hear the sound of dripping water and a low, distant moaning.
As you enter the room, bloody human skeletons drag themselves from behind the pillars, reaching for you with long claws.
Didnt you read about these types of bloody skeleton undead Nalun?


+

Initiative:

Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Bloody Skeletons X4 1d20 + 6 ⇒ (14) + 6 = 20


Skeletons
Yorn
Nalun
Maggie
Shalee
Kierra
Mark


Shalee is building tank so lets have her tank.

Shalee pulls out her warhammer and steps out front.

Skele 1 1d20 + 2 ⇒ (2) + 2 = 4, 1d20 + 2 ⇒ (12) + 2 = 14
Skele 2 1d20 + 2 ⇒ (17) + 2 = 19, 1d20 + 2 ⇒ (18) + 2 = 20
Skele 3 1d20 + 2 ⇒ (14) + 2 = 16, 1d20 + 2 ⇒ (14) + 2 = 16
Skele 4 1d20 + 2 ⇒ (13) + 2 = 15, 1d20 + 2 ⇒ (3) + 2 = 5


Skeletons 1 and 2 attack Shalee. 1 hit. 1d4 + 2 ⇒ (2) + 2 = 4


Female Human Oracle 1

Kierra seems unsettled by the gory appearance of the bloody skeletons. when it is her turn, she will cast bless


Skele 3 hits mark twice. 2d4 + 4 ⇒ (3, 2) + 4 = 9
Skele 4 attacks Yorn and misses.


Shalee is a good tank!


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Bloody Skeletons! No, I mean literally bloody skeletons. Good Job Kierra, they can only be destroyed if their bones are blessed. Well, after someone breaks them up first.

Nalun waves his hands around and sends a glob of acid streaking at one of the skeletons.

ranged touch: 1d20 + 3 ⇒ (3) + 3 = 6
acid damage: 1d6 + 1 ⇒ (4) + 1 = 5

The glob of Acid misses the skeleton and almost hits Shalee!

SORRY Shalee

Well, mostly sorry


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Initiative, in order, is:

Skeletons
Yorn
Nalun
Maggie
Shalee
Kierra
Mark

Dave, keep in mind that you can only attack multiple times when you begin your turn within reach of your enemy - considered a "full attack". When you have to move AND attack in your turn, you can only attack with one claw.

So if they ambushed us, and started the combat round surrounding us, they could use multiple claws, but not if they have to move first. I know, they list both claw attacks together, but you can only use both claw attacks in a full-round action according to Paizo rules. Natural attacks are confusing that way.

Maggie reacts quicker than Mark and moves into position (on her turn) to flank whomever Shalee is looking at.

Bite Attack with flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

On Mark's turn, he will take advantage of Pack Tactics to close in on Maggie's target with a brutal swing. His tiger-axe glows with HEAVENLY POWAH!

Blessed Power Attack: 1d20 + 7 - 1 + 4 + 2 ⇒ (16) + 7 - 1 + 4 + 2 = 28
Damage: 1d12 + 6 + 2 ⇒ (12) + 6 + 2 = 20

Max damage! Suck on that!


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

What's the +2 at the end for dmg for? nice roll btw

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