DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

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The Seven's Sawmill


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Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena follows the stubborn but resolute dwarf in his quest for the revenant or for Foxglove. That spell should last a bit longer if we don't dawdle Barek. Hopefully it lasts long enough to find Foxglove.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Catching her breath, Mirela nodded gratefully at Seldon for the healing. Though she was frightened half to death and feeling unwell, she resolved to be more like Tunder, and tough it out quietly while pressing on "Okay, let's get on with it then."


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Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder isn't being quiet. He's mumbling things under his breath.
grumble grumble "I liked the goblin head place better than this pit of evil." grumble grumble "Burn the place down and salt the earth." grumble grumble "Chop it all into kindling and flood the place with holy water."


The cramped tunnel opens into a vertiginous gulf here, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge winds down to these surging depths, its slope glistening with moisture and mold. A stone door stands in the northwestern wall about halfway down the slope.

The downward slope is quite wet, damp, and slippery. Descent with careful balance looks tough. Standing between you and the door at the bottom are four goblinoid creatures, which have the smell and look of rotted meat about them. They seem to notice your entrance, and start to slowly work their way up the slope, leering ravenously.

The slope requires either a DC 5 climb check, and movement at your climb speed, or DC 12 Acrobatics check to move at normal upright speed.

Know Religion DC 12:
These creatures may once have been goblins, but they are now ghasts, an undead form of ghoul.

Know Religion DC 17:
As above and ghasts bear an aura of decay and death around them in a 10' radius. All who come within 10' must save or be sickened. They also still bear the paralyzing touch and ability to spread ghoul fever as their less smelly counterparts.

Know Religion DC 22:
As both above and: Ghasts are resistant to channelling of positive energy, and it may not affect them as well as it does normal undead.

Initiatives:

Tunder: 1d20 + 2 ⇒ (4) + 2 = 6
Mirela: 1d20 + 5 ⇒ (6) + 5 = 11
Selena: 1d20 + 6 ⇒ (10) + 6 = 16
Barek: 1d20 + 2 ⇒ (19) + 2 = 21
Seldon: 1d20 + 5 ⇒ (4) + 5 = 9
Blue Goblin: 1d20 + 5 ⇒ (13) + 5 = 18
White Goblin: 1d20 + 5 ⇒ (12) + 5 = 17
Red Goblin: 1d20 + 5 ⇒ (2) + 5 = 7
Yellow Goblin: 1d20 + 5 ⇒ (18) + 5 = 23


The Vent - Round 1

23 Yellow Goblin
21 Barek
18 Blue Goblin
17 White Goblin
16 Selena
11 Mirela
9 Seldon
7 Red Goblin
6 Tunder

Yellow Goblin advances slowly up the ramp towards you.

Barek up now, with the party to follow the rest of the ghasts. Don't forget about the Acrobatics or Climb check if you are moving (as above). If you come within 10' of a ghast, you must make a DC 15 Fort save or be sickened.

Yellow Goblin DC 12 Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Know religion 1d20 + 10 ⇒ (14) + 10 = 24

Seeing the magnificent cavern Selena smiles at the natural beauty of this place. The smile sours quickly as she sees the movement below. Realization hits her as she tells the others what these creatures are. Ah god, these things are ghasts, basically more powerful ghouls. Even their proximity corrupts the senses. Be extremely careful of approaching them.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20

"Right, so kill them quickly then," Barek says grimly as he balls up his fists for fighting. The bog man moves forward nimbly, showing off that even though a boxer like him has to be strong, he also has to have some fancy footwork.

Double Move. Enter Dragon Style


The Vent - Round 1 - continued

As Barek advances down the slippery ramp towards his undead foes, they rise to meet him, the foul scent of their undeath growing stronger as they come.

As Blue Goblin Ghast gets close to Barek, the stench becomes nearly unbearable for the fighter, but he heroically chokes it back and readies his defense. Blue leaps at Barek, taking a bite out of him for 3hp. Worse, the ghasts bite freezes the man's central nervous system, and he stand paralyzed as the fight rages around him.

White Goblin double moves to be near the now-paralyzed Barek.

Blue Goblin DC 12 Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
Barek DC 15 Fort: 1d20 + 7 ⇒ (19) + 7 = 26
Blue Bite: 1d20 + 7 ⇒ (15) + 7 = 22
Blue Dmg, Barek: 1d4 + 1 ⇒ (2) + 1 = 3
Barek DC 15 Fort vs paralysis, dragon style: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Barek DC 13 Fort vs disease: 1d20 + 7 ⇒ (15) + 7 = 22
Paralysis duration: 1d4 + 1 ⇒ (2) + 1 = 3
White Goblin DC 12 Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

Mirela and Seldon are up now against the horde of undead goblins


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

With Barek paralyzed Selena had few options at her disposal in order to save him from a grisly death. Calling upon her limited power she coats the ground below the ghasts with a slippery oil hoping that should the ghasts fall they will slide all the way down or better yet tumble off the cliff into the churning water below.

Grease targeting the 2x2 area just past Barek to hit both ghasts. Reflex 15 or fall prone plus hopefully more.


The Vent - Round 1 - continued

Selena, seeing her ally petrified by the ghasts, thinks quickly and tries to keep the ghouls off of Barek by making the path below them even more slippery.

Failing the save by 5 or more will result in a slide or fall. Otherwise just prone.

Blue Goblin is able to keep his footing despite the slippery goo on the ground, but his compatriot is not so lucky. Falling all the way to the cold water at the bottom of the chamber, White Goblin Ghast lies broken and shattered half in and half out of the water.

Blue Goblin DC 15 Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
White Goblin DC 15 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg per 20' fallen: 5d6 ⇒ (4, 3, 3, 6, 1) = 17

Now Mirela and Seldon are up before the next goblin moves.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Go get them guys...


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

"Barek!"

Acrobatics Check: 1d20 + 3 ⇒ (19) + 3 = 22

Blade drawn, Mirela moves quickly and nimbly to intercept and aid her fellow varisian who appears paralyzed.

Fort DC 15: 1d20 + 3 ⇒ (16) + 3 = 19

Adrenaline pumping, Mirela barely notices the stench and focuses only on striking at her target.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


The Vent - Round 1 - continued

Mirela is able to move quickly across the slippery surface due to her natural grace, but her attack against the goblinoid undead is slow and the creature dodges it with apparent ease.

Now Seldon is up. Tunder after the last goblin gets to act.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon will cast remove paralysis on Barek.


The Vent - Round 1 - continued

Stepping into the cavern, Seldon can see Barek is in bad shape, and uses his divine power to remove the paralysis holding the poor fighter in place. Barek shakes himself, feeling once again returning to his body.

Red Goblin moves quickly up the ramp like floor of the cavern ready to get something fresh to eat. Oblivous, it moves into the grease filled area, but retains its footing, ending up next to Barek.

Tunder up to finish the round. Remember the DC 15 Fort save vs stench aura if you move into the fight.

Red Goblin DC 12 Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
Red Goblin DC 10 Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder quickly switches weapons and Iona bowstring thrums as he fires at Blue Goblin (does Tunder get his favored enemy bonus?).

Iona (Hvy Crossbow): favored enemy +2 hit and damage, hatred +1 hit
To Hit: 1d20 + 7 ⇒ (10) + 7 = 17 To Hurt: 1d10 ⇒ 2


The creature type in the stat block only lists undead, not goblinoid or humanoid. If your favored was humans, you wouldn't get the bonus against skeleltons, zombies, or the like. So, no favored bonus this time.

The Vent - Round 1 - concluded

Tunder fires a bolt from his heavy crossbow, but the shot flies wide of the mark, bouncing off the cave wall with a spark.

End of round 1


The Vent - Round 2

23 Yellow Goblin
21 Barek
18 Blue Goblin
16 Selena
11 Mirela
9 Seldon
7 Red Goblin
6 Tunder

Yellow Goblin Ghast continues climbing the ramp, hitting the grease also. With a slip, the ghast nearly goes down, but manages to recover in time, but cannot reach a target with any attacks.

Barek, freshly unparalyzed, is up next

Yellow Goblin DC 12 Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Yellow Goblin DC 10 Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek roars as he is freed from the ghoul's paralysis. He whirls about, trying to take out his anger on the undead goblins and smash them with his fists.

Attack Red until it's dead, then shift to Blue.
Attack (TWF, DS, BS): 1d20 + 10 ⇒ (17) + 10 = 27
Damage (DS, BS): 1d6 + 14 + 3 ⇒ (5) + 14 + 3 = 22

Attack (TWF, DS, BS): 1d20 + 10 ⇒ (13) + 10 = 23
Damage (DS, BS): 1d6 + 11 ⇒ (1) + 11 = 12


The Vent - Round 2 - continued

Knowing he dodged a bullet, Barek turns his fright into anger, and tears into the smelly goblin ghasts in front of him. His first blow turns the first undead into so much smelly meat, and his second batters Blue severely.

Blue Goblin lashes out at the enraged Barek as best it can with claws and jaws. One stray claw nicks the human fighter for 3 hp dmg, and this time, the brawler's martial arts training helps him overcome the numbing touch of the ghast.

Blue Ghast Claw 1: 1d20 + 3 ⇒ (19) + 3 = 22
Blue Ghast Claw 2: 1d20 + 3 ⇒ (6) + 3 = 9
Blue Ghast Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Claw 1 dmg, Barek: 1d6 + 1 ⇒ (2) + 1 = 3
Barek DC 15 vs paralyis, Dragon Style: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Barek at 39/45 hp, just makes the save vs paralysis again...Now Seldon, Selena, and Mirela can do their worst against the pair of remaining goblin undead.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon smiles grimly as Barek rejoins the fight, proving far more deadly than a few well-placed arrows could. Rushing to Mirela's side, he spurs her on with a touch of good.

+2 to attack rolls, skills, ability checks, saves for the round


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

I thought that might be the case. Note that my numbers above do not take favored enemy or hatred into account. If they counted, they would have to be added on after the fact.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Acrobatics to move up 30ft 1d20 + 2 ⇒ (18) + 2 = 20 right behind Barek.Can you take 10 on this if possible?

Finding the treacherous walkway slippery Selena still moves forward to give aid to Barek and the rest. As she moves forward she realizes that she does not have anything particularly useful at this time. The grease spell was still keeping one of the ghast preoccupied and away from Barek so she wanted to keep that. The narrow confines meant that one 2 of them could engage at a time. Shrugging her shoulders she pints her finger at the ghast in front of Barek and releases another blast of energy designed to counter the foul magics that kept the undead presence here.

Disrupt undead ranged touch with precise shot 1d20 + 5 ⇒ (17) + 5 = 22 cover not included for 1d6 + 1 ⇒ (5) + 1 = 6


You cannot take 10 on the Acrobatics check to walk down the ramp while in combat, but you might be able to in normal situations.

The Vent - Round 2 - continued

Selena steps forward and unleashes a blast of positive energy at the nearest ghast. Any good shot is blocked by the heroes in front of her, and then by the ghast twisting and turning in mortal combat with Barek. The disruptive ray ends up missing, not all that surprising given the circumstances.

Mirela turns her rapier and dagger on Blue goblin, attacking forcefully with both weapons, but both attacks are dodged or parried by the ghastly goblin.

Seldon advances, but right into the stench aura of the undead. The elven cleric succumbs to the gagging smell, and is sickened. He manages to finish his action, praying to pass along his sacred touch to Mirela.

Mirela Rapier: 1d20 + 5 ⇒ (1) + 5 = 6
Mirela Dagger: 1d20 + 4 ⇒ (12) + 4 = 16
Seldon DC 15 Fort vs stench: 1d20 + 5 ⇒ (7) + 5 = 12

I guess with Red Goblin out of the fight, then Tunder is next to end the round.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Iona (Hvy Crossbow):
To Hit: 1d20 + 7 ⇒ (3) + 7 = 10 To Hurt: 1d10 ⇒ 5


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

D'oh, that was careless. Did Mirela's attacks include Seldon's bonus if he did indeed get the touch off? It seems like they didn't.


Seldon Swiftheel wrote:
D'oh, that was careless. Did Mirela's attacks include Seldon's bonus if he did indeed get the touch off? It seems like they didn't.

She acted before you on the intiative, so the bonus hadn't been granted yet, when she attacked. The sacred bonus would've still resulted in misses, so at least she gets two new die rolls next round with the bonus added.


The Vent - Round 2 - concluded

Tunder's next crossbow shot misses everything, also clanking off the wall somewhere down the cavern.

End of Round 2


The Vent - Round 3

23 Yellow Goblin
21 Barek
18 Blue Goblin (12 hp dmg)
16 Selena
11 Mirela (sacred touch)
9 Seldon (sickened 4 rounds)
6 Tunder

Yellow Goblin, trying to step forward through the greasy goo, slips on the ramp, and begins falling backward, taking a bit of damage as he does so.

DC 12 Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
DC 10 ACrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Yellow falling dmg: 1d6 ⇒ 5

Barek the death machine is up next.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek lines up the goblin for a devastating punch.

Attack (DS, BS): 1d20 + 12 ⇒ (13) + 12 = 25
Damage (DS, BS): 1d6 + 17 ⇒ (3) + 17 = 20


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

With the ghasts mostly dealt with and the grease only hindering the group Selena breaks the connection to the oily substance as it fades away allowing the others to move up to the last ghast.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Rapid Shot @ Yellow: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Rapid Shot @ Yellow: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Seeing an opening, Seldon lets two arrows fly at yellow goblin.


The Vent - Round 3 - continued

Barek does what he does best, mashing Blue Ghast into mud with his bare hands.

Selena spends time removing the grease, which frees a path down the slope, and Mirela takes off after the remaining undead, which lies in a heap along the outer wall. The Varisian rogue stabs at the smelly undead, which lies prone still.

Seldon fires two arrows, and while the shots would normally be true, the prone target presents a low profile and the shots miss.

Mirela DC 12 Acrobatics, touch of good: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Mirela rapier, vs prone, touch of good: 1d20 + 7 + 4 + 2 ⇒ (15) + 7 + 4 + 2 = 28
Rapier dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Tunder is up to end round 3. Remember the acrobatics check if you move, and the stench if you come within 10'.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Forgot that I was sickened, also! Those shots were a definite miss.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder targets the undead goblin.
Iona (Hvy Crossbow): fire into melee
To Hit: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 To Hurt: 1d10 ⇒ 1


The Vent - Round 3 - concluded

Once again, Tunder's shot misses his intended target.

End of Round 3


The Vent - Round 4

23 Yellow Goblin (11 dmg, prone)
21 Barek
16 Selena
11 Mirela
9 Seldon (sickened 3 rounds)
6 Tunder

The Yellow Goblin ghast, lying prone where it crashed against the wall, and then was stabbed, tries to stand back on its feet, provoking an attack from Mirela.

Below is if it survives the AoO, disregard if the attack finishes it.

Standing up, the creature bites the nearby rogue in the shoulder. The paralytic agent stops her cold, just as it had Barek earlier.

Ghast bite: 1d20 + 3 ⇒ (14) + 3 = 17
Bite dmg, Mirela: 1d6 + 1 ⇒ (2) + 1 = 3
Mirela DC 13 Fort vs Paralysis: 1d20 + 3 ⇒ (1) + 3 = 4

Ok, so Mirela has an AoO, if it misses or fails to kill the ghast, it bites her for damage plus paralysis. Then the initiative belongs to Barek and Selena. Remember any movement requires a DC 12 Acrobatics save or fall.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

If Miri doesn't kill it.

Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10

Barek prepares to charge down the slope when his foot slips out from under him and he lands with a loud thud.

Where does Barek fall?


You will fall 20' for each point you missed the DC by. You also take 1d6 points of dmg per 20' fallen. We will see if Mirela kills the ghast first, and then see where you end up.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Acrobatics to move 1d20 + 2 ⇒ (16) + 2 = 18selena moves up closer to the ghast but stays back 15 ft to keep away from the stench of the creature. Once in position Selena releases once again her positive ray hoping to strike the undead creature.

Ranged touch attack with precise shot 1d20 + 5 ⇒ (20) + 5 = 25 for 1d6 + 1 ⇒ (3) + 1 = 4
Crit confirm 1d20 + 5 ⇒ (16) + 5 = 21 for 1d6 + 1 ⇒ (3) + 1 = 4


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Crossing my fingers that she downs this ghast...

As the ghast attempts to rise to its feet, Mirela seizes the opportunity to stab the monstrosity.

Attack vs prone: 1d20 + 7 + 2 + 4 ⇒ (10) + 7 + 2 + 4 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hopefully that does it. I added the +4 bonus for prone, though I suppose technically it's -4 to their AC; either way, I think she hits with that.


The Vent - Round 4 - concluded

As the undead goblinoid tries to stand, Mirela skewers it through the heart with her rapier. The creature struggles for a second, then quavers, and falls, defeated.

End of Combat

Need 6 hp, got 7. As such, you don't take the hit from the creature, and Barek can take 10 on his Acrobatics down the slope, which should prevent him from falling.

Defeating the 4 goblin ghasts is worth 600xp per player, leaving you with a total of 11838/15000 or about 37% to next level. Best of all, I think that is the last time you have to see the Goblins of the Lost Coast in this AP.


With the vaults guardians slain, you can see the large spiral ramp leads all the way down to the water, which froths and surges down below. About half-way down the ramp, a stone door is inset into the caverns walls.

The ghasts do not have any gear, and touching them to search is too loathsome to even consider.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder grumbles, berating himself about his missed shots as he continues on. Once any healing is done, he goes for the door without bothering to check it.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek slides a bit as he walks down the steep slope. He pauses at the door before he sees Tunder move to open it. "Right, let's get this done quickly."


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon will summon a lantern archon to cast aid on each party member in turn.

A bright blue light with shimmering wings perches on each party member in turn, imbuing them with holy light (and temporary hp.)

Seldon: 1d8 + 3 ⇒ (7) + 3 = 10
Mirela: 1d8 + 3 ⇒ (5) + 3 = 8
Tunder: 1d8 + 3 ⇒ (1) + 3 = 4
Barek: 1d8 + 3 ⇒ (5) + 3 = 8
Selena: 1d8 + 3 ⇒ (1) + 3 = 4


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Nice job finishing the task Miri, Selena says as she casually makes her way forward towards the door,

When she reaches the door, or as close as possible with the others going first, Selena waits for Tunder to open the door. Hearing some chanting and turning around she is in time to see a creature touch her on the shoulder. Thanks for the gift.


Unseen from above, the revenant is standing down at the stone portal, relentlessly mashing herself against the locked door. She has already battered her hands and arms bloody from pounding on the door, and her frustration increases with each renewed assault. Her cries turn to screams as she cannot get into the room beyond.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena looks to the others Anyone have any bright ideas? I really don't want to get in her way yet someone has to open that door. My guess is that it is locked and that is why she can't get in. I am out of knock spells. I have a trick that I could use but it is only usable once per day. I can draw on the power of my staff to cast 1 spell that I am familiar with even if I have not made the necessary preparations that day. I could use my staff to try another knock spell but only if you think we can not get past her.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Poor creature." Seldon says, shaking his head sadly. "It is certainly worth a try. My own magic is entirely spent. This place has sapped all of my strength."

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