DM: Dave the Dwarf's Shattered Star

Game Master Gandrik Th-kar

Maginmar

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

+4 STR upgrades to +6 when using a two-hander, then an additional +2 from Power Attack. And yeah, I'm just waiting for my luck to run out with the crazy rolls I've been getting.


Good catch! No damage in the first round.


Maggie misses but Mark Hulk Smashes one.

3 Skeles left


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

Wow.....I forgot how truly impressive power attack can be


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

Why do you think I chose an avatar that was smiling so much?


Female Human Oracle 1

Don't forget, everyone has plus 1 to attack from Kierra's bless.


Shalee attacks a skeleton with her warhammer.


1d20 + 5 ⇒ (14) + 5 = 19
1d8 + 2 ⇒ (3) + 2 = 5

Another skeleton goes down.


Even though he went second Yorn is last to go in the round haha

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 jumps into flanking position with Mark.

power attack with flank: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d12 + 9 + 1d6 ⇒ (6) + 9 + (6) = 21

Thanks to my new rogue talent, I now get a +1AC bonus against anyone hit by my sneak attack.

Forgot Kierra's +1 again. So that's +1 more to hit


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

Nalun casts a spell. You already know which one it is......


Round 2 1 skele up

Detect magic indicates the skeles are not dead so to speak.

1d20 + 2 ⇒ (3) + 2 = 5 1d20 + 2 ⇒ (15) + 2 = 17

Both miss shalee.


Sorry they are dead because of the bless spell.


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

Maggie attacks the last remaining skeleton with her fangs and claws with a ferocious snarl! Kierra's bless infuses the calcium of her slicing implements with a divine glow that causes her to look quite impressive and cinematic as she leaps on the back of the remaining skeleton to rip it to shreds. You hear a terrifying roar from her lips as she full-attacks. I'm assuming Shalee will provide flanking for it, since they surrounded her.

Attack roll (bite), with flanking and bless: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18
Damage, bite: 1d6 + 1 ⇒ (3) + 1 = 4
Attack roll (claw 1): 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
Damage, claw 1: 1d4 + 1 ⇒ (2) + 1 = 3
Attack roll (claw 2): 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Damage, claw 2: 1d4 + 1 ⇒ (4) + 1 = 5

FYI for DR purposes, bites do bludgeoning/piercing damage, and claws do slashing damage.


The skele goes down the bless spell puts it to rest.

The only thing to do is go down the stairs to the second floor.


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

After patting Maggie and wiping some of the flecks of blood from her fur, congratulating her for a job well done, Mark will stand at the top of the stairs and say "Yorn, I'd send Maggie in first to scout ahead, but she won't spot any traps that may be triggered on the steps. Care to lead the way?"


One of the skeletons is wearing a tarnished silver necklace worth 200 gp. A DC 15 Appraise check

pass:
reveals that the necklace is of a style that is about 200 years old.


At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”

Anyone investigating the eastern passage finds that it begins to slope down a bit after leaving this chamber and that water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. A DC 15 Perception check

pass:
also reveals that a strange echoing gurgle comes from the east as well, but it is relatively faint.
To the south, nothing can be heard or seen. To the west, the stench of rot grows stronger the closer you get to the mouth of the corridor, but nothing can be heard from that 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

Yorn kneels next to the pedestal and takes a close look at it and the words that spiral from it.

perception for traps: 1d20 + 6 ⇒ (10) + 6 = 16


No traps

Grand Lodge

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

"Nalun, does this writing on the floor mean anything to you?"


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

I'm not sure big buddy...

Knowledgewhatever: 1d20 + 8 ⇒ (3) + 8 = 11


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

Perception rolls:

Mark 1d20 + 6 ⇒ (7) + 6 = 13
Maggie 1d20 + 6 ⇒ (3) + 6 = 9

I knew my luck would run out eventually :)


The writing on the floor is in common. It was engraved on the floor when Kassen was put to rest here.


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

Mark reads the inscription, mouthing the words silently as he reads, as people who have difficulty reading often do. The written word never came easily to the barbarian. "Looks like we can rest up to the south, but I'm really interested in Kessen's resting place. Dad said..." he cuts himself off, looking angry at himself. Maggie bumps against his leg, nearly knocking him off balance, and growls quietly. He takes a quick breath, and continues as if he hadn't made a slip-up. "I've heard that it's quite the sight to see, and it's probably where the Torch is anyway."

Grand Lodge

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

"West is good by me...other than that awful smell. Let me creep ahead a little and see if I can hear or see anything."

Yorn slinks into the shadows and down the western hall, creeping only a few feet at a time.

Yorn will stop if he hears/sees anything or if he gets more than about 30 feet from his friends.

stealth: 1d20 + 6 ⇒ (14) + 6 = 20

perception: 1d20 + 5 ⇒ (6) + 5 = 11


The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.

Yorn:
You sneak ahead and find 4 zombies that have pustulant boils all over them. The zimbies do not notice you.

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 creeps back to his friends and steps out of the shadows.

"Ugh...bad news. Walking corpses ahead. Zombies, I think they're called. Nalun, Kierra, they have weird boils of puss all over their bodies. What the heck does that mean? How do we fight these things?"


Is there a better skill to use for monster knowlege you think?

knowlege dungeoneering dc 15:
Those are plauge zombies . When a plague zombie dies, it explodes in a burst of rotting, infected flesh. All creatures adjacent to the plague zombie are exposed to its plague (jast as if they had been struck by its slam attack) and must make a Fortitude save or contract zombie rot.
[Spoiler=Heal DC 10] A plague zombie’s slam attack carries the zombie rot disease. Zombie rot: slam; save Fort DC 11; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected with the rotting plague rises as a plague zombie in 2d6 hours.

Grand Lodge

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

Usually undead stuff is handled with Knowledge: Religion


Change that to DC knowlege religion then. If you pass that check and share with the party anyone can try the Heal check.

Thanks Yorn


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

knowledgewhatever: 1d20 + 8 ⇒ (20) + 8 = 28

Those are plague zombies. When a plague zombie dies, it explodes in a burst of rotting, infected flesh. Reminds me of this book I read, it was called Twilight. Very disturbing, graphic stuff. Best to be avoided at close range. Fire works well also.


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

Mark takes his light crossbow out of his pack, looking at it dubiously. "Nalun, think this peashooter will even damage a zombie? Also, Kierra, how much longer is my axe blessed?"


Female Human Oracle 1

It would have lasted 2 minutes. I'm not sure how much more time has elapsed, but I will probably be casting it again before we engage the enemy!

"So it sounds like we want to avoid getting to close to them huh? Can we get them to follow us back to that pit a ways back?"

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 grins. "Bait them back to an ambush? Yeah...I can do that."


Bless is good for this fight as well dont cast it again.


Also make a heal dc10 to learn about the disease as posted above.


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

I will summon a beast to engage the creatures as they enter. Stay away from them.

Nalun will cast Summon Monster 1 when the creatures are 1 round from entering. This way the zombies will engage his summoned celestial hound instead of his friends.

Celestial Hound:

N Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Celestial so it has energy resist 5 cold and fire and it can smite

Grand Lodge

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

Once folks are ready in the chosen ambush room, Yorn will sneak back to the zombies and then make some noise to get their attention and make a mad dash back to the ambush room and get the heck out of the way.

stealth: 1d20 + 6 ⇒ (15) + 6 = 21


Yorn catches the zombies attention and runs past the summoned hound.

The zombies slowly shamble out as everyone stands back.


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

When the Zombies present themselves Nalun gesticulates wildly and a blob of acid flies from his fingertips.

Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22
Acid: 1d6 + 1 ⇒ (6) + 1 = 7

The Celestial Hound will attack one with his bite, he will also smite for a +1 to hit.

BiteSmite: 1d20 + 3 ⇒ (4) + 3 = 7
Bitesmitedmg: 1d4 + 1 ⇒ (1) + 1 = 2

3rd left of Houndness

Grand Lodge

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

Keeping his distance, Yorn pulls out his shortbow. It looks ridiculously small in his enormous hands though he seems practiced with it.

bow shot: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 ⇒ 5


Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24


Kierra
Shalee
Yorn
Mark
Maggie
Nalun
Zombies

Thats turn order.


Shalee attacks with the masterwork crossbow since no one claimed it.

1d20 + 6 ⇒ (3) + 6 = 9

Damn the rolls lol.


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

On his turn, Mark will order Maggie to stay by his side, against her protective instincts.

Handle Animal: 1d20 + 5 ⇒ (10) + 5 = 15

He will then fire his light crossbow at the same zombie that Yorn and Shalee attacked. ONE of us will hit this thing! he thinks to himself in determination.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d8 ⇒ 7


Female Human Oracle 1

lightning breath:
Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Kierra inhales deeply as the zombies approach. The diminutive girl exhales and a shrieking sound violates the silence of the crypt. A burst of crackling electirical energy shoots from her mouth and flys towards the zombies!

attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 2d4 ⇒ (4, 3) = 7

GM:
It doesn't defined what kind of attack this is in the line above, but I'm guessing this would be a ranged touch attack? rule how you see fit.


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

** spoiler omitted **

Kierra inhales deeply as the zombies approach. The diminutive girl exhales and a shrieking sound violates the silence of the crypt. A burst of crackling electirical energy shoots from her mouth and flys towards the zombies!

[dice=attack]1d20+3
[dice=damage]2d4

** spoiler omitted **

If it allows a save, it probably doesn't resolve as an attack at all. It's an Area of Effect. Everything is "hit" but can save for 1/2 dmg.


They have such bad reflexes they cant even walk and attack in the same round all the zombies are hit.

The one Nalun threw acid on explodes!

Round 2


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

Nalun flings acid again.

His pet Fido bites again.

ranged touch: 1d20 + 3 ⇒ (17) + 3 = 20
acid: 1d6 + 1 ⇒ (5) + 1 = 6

bite: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 1d4 + 1 ⇒ (2) + 1 = 3

critconfirm: 1d20 + 3 ⇒ (3) + 3 = 6

2 rds of pet left

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