DM Fang Dragon’s Ruins of Adventure (Inactive)

Game Master FangDragon

The Adventures of the Watchers of Dawn. Year of the Lion, 1340 DR.

Regional Map 1 | Regional map 2 | Map of Phlan | Dramatis personae | Loot Log


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Palace of Birdsong| War for the crown maps

As before the door is locked and looks to be quite sturdy.

It has hardness 5, 20 hp, a break DC of 22 or a disable device DC of 18.

Perception DC 22:
A few seconds after you arrive you're sure you heard scratching again.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Do the books and the sword we brought back detect as magic now that we are no longer in a magic-free zone?

Azarra attempts to unlock the door.

Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18 (success)
Perception: 1d20 + 14 ⇒ (14) + 14 = 28 (success)

Before they go in though, she mentions that there is scratching, and has everyone stand back. She draws her bow and then casts Open on the door, really hoping that it isn't bugs.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

After sleeping for 8 hours, I guess Ishta regains her spells, so she casts Magic Armor with CL 6 again when waking up.

"Scratching? The defenses should be reset now... how come?"

Hoping that reviving the Archon doesn't have anything to do with restoring the defenses, Ishta stands ready to cast a spell.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Kardas casts 'Shield' before the door is opened. Lasts 5 minutes, raises his AC to 23.

"Sky-dawhz!", and as he balls his fist, a sheen of force ripples around the swordmage. It is gone within the blink of an eye, but his companions have seen him do this before - Kardas conjured a magical shield.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

We haven't released the Archon yet. The scratching is what we heard at the door last time we were here, but last time we decided to just move on.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Ser Armithia readies to defend his friends.


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Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane prepared for a fight with the rest of his companions, pretty sure that the scratching isn't the neighbor's cat needing to be let out. The priest was still riding the high of not having to fight a crazy statue guardian in the spooky pocket dimension library, though, so still considered this preferable.


Palace of Birdsong| War for the crown maps

Azarra examins the lock, it was of an inferior design popular three hundred years ago but weak to raking. She deftly inserts her torsion wrench for top of the kyway turning and a ranking tool which she inserts and quickly draws back and forwards for a few seconds. With a note of satisfaction she finds herself able to turn the torsion wrench with the door unlocked. Backing up she casts her spell and an invisible force opens the door to reveal a large gloomy side library. A stench of ancient rot and decay assaults you followed by the unmistakable moans of the undead! Dim light from the corridor reveals a quintet of withered old corpses dressed in tattered librarian's robes. Each has a feral glint in it's eyes and clasps a rusty axe in yellow-nailed hands. As one they hiss upon seeing the hated living!

Kn:Religion DC 14:
You recognize these as Zuvembies! Tied to the dark forces of nature and unholy magic, zuvembies employ fear and the wild creatures of the land to take their vengeance upon the living. Zuvembies appear to be withered, animate corpses but possess ruthless minds and blasphemous vigor. Revenge fuels a zuvembie, a hatefulness directed toward those who wronged it in life. Yet even when the last one who maligned it lies dead, its rage remains, turning against all who live, especially the relatives of the target of its original hate.

Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim’s death, while success means it reanimates as a free-willed zuvembie. These ones didn't go willingly...

Initiative rolls:
Azarra: 1d20 + 3 ⇒ (9) + 3 = 12
Ishta Khosiv: 1d20 + 3 ⇒ (10) + 3 = 13
Kardas Rasalas: 1d20 + 7 ⇒ (9) + 7 = 16
Ser Armithia-Seendren: 1d20 + 1 ⇒ (17) + 1 = 18
Zane Levallis: 1d20 + 1 ⇒ (20) + 1 = 21
Delenn: 1d20 + 7 ⇒ (17) + 7 = 24
Undead: 1d20 + 2 ⇒ (11) + 2 = 13

Map updated.


"Oh gods that smells awful!" cries Delenn before she makes an arcane gesture and whispers something powerful, "Accellerandum! Suddenly a titanic energy grips you and you find yourself moving faster than greased lightning!

She cast haste.

COMBAT ORDER: Round 1 wrote:

Delenn

Zane Levallis <----- WE ARE HERE
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Unedad
Azarra
Buffs and Debuffs wrote:

Spoiler:
---- Round 1 ----

Delenn Haste (6 rounds)
Zane Levallis Haste (6 rounds)
Ser Armithia-Seendren Haste (6 rounds)
Kardas Rasalas Haste (6 rounds), Shield (47 rounds)
Ishta Khosiv Haste (6 rounds)
Unedad
Azarra Haste (6 rounds)
---- Round 2 ----
Delenn Haste (5 rounds)
Zane Levallis Haste (5 rounds)
Ser Armithia-Seendren Haste (5 rounds)
Kardas Rasalas Haste (5 rounds), Shield (46 rounds)
Ishta Khosiv Haste (5 rounds)
Unedad
Azarra Haste (5 rounds)

Zane Levallis, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Post after work...


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Knowledge (religion) (Int): 1d20 + 8 ⇒ (20) + 8 = 28

The Paladin informs the group as to what makes these ladies tick.

The map indicates the Red and Green are dead?

Ser Armithia raises his Magical bastard sword in reverence of Helm. It suddenly glows brightly.
Standard activate Divine Bond +1; awaiting answer before my Move Action. He wants to get to Magenta.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra listens to Ser explain about Zuvembies and asks

So, smart zombies? Is that real, or are you just making it up?

Azarra goes after everyone else, including the zombies/zuvembies, so I am going to wait on my movement until I know where everyone else is. Here is my attack though, on whichever one I can get a good shot at.

Attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Crit Confirm?: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

Extra Crit Damage: 2d6 + 2 + 2 ⇒ (6, 1) + 2 + 2 = 11


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Upon hearing Ser Armithia's brief description of the undead, Zane felt Delenn's spell quicken his blood and stepped into the room with the creatures. Even with the additional speed granted by the elf's arcane power, the priest instead called upon the might of Lathander, holding aloft his pink, rosy holy symbol. A soft light filled the room, bathing the undead creatures in its intensity and threatening to tear apart their tenacious hold on their mockery of life.

Channel Energy (harm undead): 3d6 + 5 ⇒ (4, 4, 4) + 5 = 17 DC 15 for half


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ishta quickly assembles the ingredients for her spell. "Hold!" he shouts at the team, hoping they don't get too far inside, before clearly pronouncing the words of the incantation.

Ishta will cast Burst of Radiance, using her Metamagic Rod to exclude up to 3 party members in case they rush in. The red explosion marks the centre, and it's a 10ft radius from there.

Burst of Radiance: 5d4 + 5 ⇒ (4, 2, 4, 2, 1) + 5 = 18 Ref save DC 19 or blinded, dazzled if successful.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

While Ishta conjures forth a radiant burst of light, Kardas whispers an arcane rite to Auryl which causes a purple sheen to wash over his blade. A split second later, the very air around the blade hisses as it cuts whatever it touches. Whatever he said to Auryl mustn't have been very nice.

Without further ado, the Raumathar takes a couple of lightning-fast steps and throws himself at the undead menace with reckless abandon.

Swift action: use 1 arcane pool point to make his weapon 'keen' (17-20 crit range)
Full-round action: charge (+2 to hit, -2 to AC)

Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Crit?: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Current AC 21 / Touch 11


Palace of Birdsong| War for the crown maps

Zane invokes Lathander's blessing to purge the land of these undead abominations. He presents his circular rose-quartz symbol and a wave of light like the dawn washes over the undead, searing them!

Saves:
Red: 1d20 + 6 ⇒ (14) + 6 = 20 <--- PASS
Green: 1d20 + 6 ⇒ (2) + 6 = 8 <--- FAIL
Blue: 1d20 + 6 ⇒ (17) + 6 = 23 <--- PASS
Yellow: 1d20 + 6 ⇒ (10) + 6 = 16 <--- PASS
Magenta: 1d20 + 6 ⇒ (3) + 6 = 9 <--- FAIL

Ser Armithia explains these are Zuvembie and calls upon the power of Helm to invest his blade with diving glory!
Ser I forgot to remove that, Red and Green are very much undead sadly.
If you move to Magenta you'll risk several AOOs, do wish to do so?

Like the breath of Auril, Kardas's blade descend upon the closest Zuvembie! His blade slices deeply through the walking corpse's toughened hide, leaving an appalling wound. In life having one's chest cavity opened from collar bone to navel would invariably be fatal, the dark energies animating this undead prove tenacious however and it hisses at him in anger! Also the would great as it was, is slightly less then you might have expected - i.e. it has some DR.

Ishta's spell detonates in an actinic flash of fiercely bright light which causes the Zuvembies already charred from Zane's invocation to bust into silent flames. Only the one closest to Kardas was untouched.
A 10' radius burst hits every Zuvembie except for the blue one.

Saves:
Red: 1d20 + 3 ⇒ (13) + 3 = 16 <--- FAIL
Green: 1d20 + 3 ⇒ (11) + 3 = 14 <--- FAIL
Yellow: 1d20 + 3 ⇒ (6) + 3 = 9 <--- FAIL
Magenta: 1d20 + 3 ⇒ (18) + 3 = 21 <--- PASS

Blinded for how many rounds?: 1d4 ⇒ 2

Going to wait to see what Ser Armithia wants to do before we enter the next round.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

As a Swift Action, the Paladin casts Grace, before moving by the undead to stand next to Magenta.


Palace of Birdsong| War for the crown maps

Warded by the power of Helm himself, Ser Armithia brushes past the Zuvembie's and who rend the air impotently with their axes and claws as he passes.

Denied sight by the living, one of the Zuvembie throws back it's head and emits the most appalling moans as it vomits up a thick stream of inky darkness that spreads around!

Spellcraft DC 17:
It cast Darkness!

In the suffusing darkness another one of them cries out, it's screams sending chills down your spines! This is a fear attack. Fear is complicated please roll a DC 14 will save. Ser is likely immune.

Another makes a guttural noise and then suddenly you hear the flapping of wings behind you! Full round actions so the bat swarms don't attack till next round.
1d3 ⇒ 2

In the darkness the closest one reaches out to touch Zane. If there had been any light you would have noticed the awful purplish discharge of a spell. Zane cried out one before his muscled locked rigidly and painfully into place! To make things worse a terrible carrion stench exudes from his poisoned body which makes everyone near by feel like throwing up!
Blue: Touch attack vs Zane: 1d20 + 4 ⇒ (7) + 4 = 11 <--- MISS
Blue: Touch attack vs Zane: 1d20 + 4 ⇒ (10) + 4 = 14 <--- HIT
Zane Fort DC 14: 1d20 + 6 ⇒ (3) + 6 = 9 <--- FAIL
Paralysis rounds: 1d6 + 2 ⇒ (4) + 2 = 6 <--- FAIL

Zane:
They had pre-cast Ghoul touch.

DC 14 Fort Saves vs Sickness:
Azarra: 1d20 + 3 ⇒ (9) + 3 = 12
Ishta Khosiv: 1d20 + 3 ⇒ (7) + 3 = 10
Kardas Rasalas: 1d20 + 6 ⇒ (11) + 6 = 17
Delenn: 1d20 + 3 ⇒ (11) + 3 = 14

Under the inky black cover of darkness the one at the back confronted by Ser Armithia points at the noble knight. A thin black beam invisible to all lances out from it's fingers and it attempts to rip the strength from his limbs!
It's dark, so no AOO.
Ray of exhaustion: 1d20 + 5 ⇒ (16) + 5 = 21 <--- HIT
Fort save DC 13: 1d20 + 8 ⇒ (13) + 8 = 21 <--- PASS
Ser Armithia you are Fatigued for 4 minutes..


Will save: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8 <-- Whoops

You hear a high pitched Elven scream, the sudden darkness, the scream of the Zuvembie, the stench from Zane and bats in her hair was too much for Delenn and she tried to back away and cursed when her head hit the wall behind you!

COMBAT ORDER: Round 2 wrote:

Delenn

Zane Levallis <----- WE ARE HERE
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Unedad
Azarra
Buffs and Debuffs wrote:

Spoiler:
---- Round 2 ----

Delenn Haste (5 rounds), Sickened (6 rounds)
Zane Levallis Haste (5 rounds), Paralyzed (6 rounds)
Ser Armithia-Seendren Haste (5 rounds), Fatigued (40 rounds)
Kardas Rasalas Haste (5 rounds), Shield (46 rounds)
Ishta Khosiv Haste (5 rounds), Sickened (5 rounds)
Unedad Red - green - yellow blind (1 round)
Azarra Haste (5 rounds), Sickened (5 rounds)
---- Round 3 ----
Delenn Haste (4 rounds), Sickened (5 rounds)
Zane Levallis Haste (4 rounds), Paralyzed (5 rounds)
Ser Armithia-Seendren Haste (4 rounds), Fatigued (39 rounds)
Kardas Rasalas Haste (4 rounds), Shield (45 rounds)
Ishta Khosiv Haste (4 rounds), Sickened (4 rounds)
Unedad
Azarra Haste (4 rounds), Sickened (4 rounds)

Zane Levallis, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up. Remember I need DC 14 will saves, but some of you are sickened. It's also pitch black now, so the usual rules apply.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Unperturbed, the knight takes two swings at Magenta.
Melee +1 bastard sword, divine bond, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (18) + 10 + 1 + 1 - 1 = 291d10 + 4 + 1 - 1 ⇒ (4) + 4 + 1 - 1 = 8

Melee +1 bastard sword, divine bond, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (3) + 10 + 1 + 1 - 1 = 141d10 + 4 + 1 - 1 ⇒ (3) + 4 + 1 - 1 = 7

it's dark y'all! High is cool daddy o: 1d100 ⇒ 45

Apparently, Helm has taken a lunch break...


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Will Save, Fearless: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 Really...

Brave Sir Ishta ran away, bravely ran away...

Does Darkvision allows her to see?


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Will Save: 1d20 + 6 ⇒ (15) + 6 = 21

I know it isn't my turn yet... just rolling the save. Also, traditional bat swarms are 10 feet by 10 feet, so unless these are special ones, you probably want to make them bigger.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Will vs DC 14: 1d20 + 6 ⇒ (20) + 6 = 26

"Wraaaagh! I'll ride you to Hell myself if I must!" A fiery blade wooshes through the darkness as the swordmage stumbles about in the dark. There is little technique involved in what he's doing, but if just one of his blows manages to connect said strike will attest that technique is overrated in the dark.

Full-round action: Full Attack (Haste, Arcane Strike)
Attack 1 vs blue: 1d20 + 10 ⇒ (12) + 10 = 22
Damage 1: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (1) = 16
Miss Chance: 1d100 ⇒ 46
Attack 2 vs blue: 1d20 + 10 ⇒ (15) + 10 = 25
Damage 2: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (3) = 15
Miss Chance: 1d100 ⇒ 91
Current AC 23, but Kardas can't see in the dark.


Palace of Birdsong| War for the crown maps

Thanks Azarra, duly noted. Just waiting for Zane now.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane remained locked in place, painfully aware of both the horrid stench exuding from him and the fact that the enemy that had cast the spell was still nearby. Hearing the flapping of wings and the sounds of his companions continuing to do battle, all he can do now is pray to the Morninglord for deliverance. At least he wasn't scared of the horrible screams of the undead.

Will: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21


Palace of Birdsong| War for the crown maps

Still looked in place in the darkness, there was little Zane could do but wait and hope.

Zer Armithia swung his mighty sword, but the darkness hampered his attack.

Unable to see what he was doing, Kardas had to guess where the slavering undead was. His first cut was wide of the mark, but his second one struck home. He felt his blade score deeply across the tough undead's hide. It didn't feel like it had cut all that deeply but it was enough, the creature collapsed never to rise again. They have DR.

Frightened by the terrible noises and the maddening screeching of the bat swarm, Ishta found herself running away! Yes Darkvision lets you see.

The swarms of bats screech and chatter and slash and nip at Azarra and Ishta, leaving both covered with a catalog of tiny cuts and abrasions all oozing blood.
Cyan Damage: 1d6 ⇒ 4 They also have a DC 11 distraction ability.
Grey Damage: 1d6 ⇒ 5

A pair of the Zuvembie's gang up on noble Ser Armithia, and have at him with their rusty hatchets. One bounces off his armor, sending sparks that nobody could see. The other despite being blinded by Ishta's spell flukeily lands a nasty blow to the Knight's head which bleeds freely.
Magenta (flanking): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15Damage: 1d8 + 1 ⇒ (4) + 1 = 5 <--- MISS
Red (flanking, blind): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20Miss Chance: 1d100 ⇒ 75Damage: 1d8 + 1 ⇒ (7) + 1 = 8 <--- HIT

By the way I forgot to apply healing due to rest. That's 5hp each I think. Ser your HP is quite low, did I miss some healing on you?

Another pair of the undead gang up on Kardas but neither are able to pierce his shielding!
Green (blind): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11Miss Chance: 1d100 ⇒ 2Damage: 1d8 + 1 ⇒ (7) + 1 = 8 <--- MISS
Yellow (blind): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18Miss Chance: 1d100 ⇒ 93Damage: 1d8 + 1 ⇒ (1) + 1 = 2 <--- MISS

COMBAT ORDER: Round 2 wrote:

Delenn

Zane Levallis
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Undead
Azarra <----- WE ARE HERE
Buffs and Debuffs wrote:

Spoiler:
---- Round 2 ----

Delenn Haste (5 rounds), Sickened (6 rounds), Frightened (4 rounds)
Zane Levallis Haste (5 rounds), Paralyzed (6 rounds)
Ser Armithia-Seendren Haste (5 rounds), Fatigued (40 rounds)
Kardas Rasalas Haste (5 rounds), Shield (46 rounds)
Ishta Khosiv Haste (5 rounds), Sickened (5 rounds), Bleed (1), Frightened (3 rounds)
Undead Red - green - yellow blind (1 round)
Azarra Haste (5 rounds), Sickened (5 rounds), Bleed (1)
---- Round 3 ----
Delenn Haste (4 rounds), Sickened (5 rounds), Frightened (3 rounds)
Zane Levallis Haste (4 rounds), Paralyzed (5 rounds)
Ser Armithia-Seendren Haste (4 rounds), Fatigued (39 rounds)
Kardas Rasalas Haste (4 rounds), Shield (45 rounds)
Ishta Khosiv Haste (4 rounds), Sickened (4 rounds), Bleed (1), Frightened (2 rounds)
Undead
Azarra Haste (4 rounds), Sickened (4 rounds), Bleed (1)

Azarra, Delenn, Zane Levallis, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

The swordmage continues to ignore proper technique and form in the way he wields his sword. There's too much space between his feet, causing the Raumathar to tumble forward as he windmills his blade about. "To the pit with you, to the pit!"

Full-round action: Full Attack (Haste, Arcane Strike, two-handing the sword)
Attack 1 vs yellow: 1d20 + 10 ⇒ (2) + 10 = 12
Damage : 1d8 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11
Attack 2 vs yellow: 1d20 + 10 ⇒ (11) + 10 = 21
Damage 2: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (3) = 19
Miss Chance: 1d100 ⇒ 89
Current AC 23, but Kardas can't see in the dark.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Fort Save vs Distraction DC 11: 1d20 + 3 ⇒ (1) + 3 = 4

Failure=gain the nauseated condition for one round. (Nauseated=Only one move action.) Also, just FYI for everyone, bat bites cause 1 point bleed until healed. Swarms also typically move to the closest living creatures (if summoned by the Summon Swarm spell the summoner can't control them). They also can't do AOOs, so you can just walk out of them if you have someplace to move.

Azarra is bitten by the bats, and starts feeling really, really sick. She wants to help, but it is all she can do to stumble out of the swarm.

If we are saying we get 5 from resting, then my HP goes up 5 for that, and then back down 5 for swarm damage, so same as now. :)


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Not sure you hit? We resred 8 hours; thought we healed using wand.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Distraction save, sickened: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19

I'm assuming Ishta is not feared this round - I can't find anything about its duration.

Regaining control of herself, Ishta quickly realises the group is in dire need. She decides to take down the threats one by one - first, the bats, which aren't letting the group supporters do their job properly. So she retreats herself and casts once more a ball of light that explodes among the bats, in the hopes of finishing them at once.

Move and Burst of Radiance with the Book of Harms ritual for 25 damage (2d4 ⇒ (2, 1) = 3 nonlethal damage to self). Since last turn it wasn't needed, she's using now her Rod of Metamagic to exclude Kardas and Zane from the zone. All others inside, Reflex DC 18 or blinded for 1d4 ⇒ 1 rounds, dazzled if succesful (I think Green is inside, not sure about yellow).


Palace of Birdsong| War for the crown maps

One of them cast Scare at caster level 4 so you still have a few rounds to go (see buffs and debuffs spoiler and look for 'Frightened'). I'll update after work.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ah, well, 4 rounds running around. Ignore all what's written in my last post, then :P


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane continued to hold still, fighting off the panic welling inside him as the battle raged around him in the darkness.


Palace of Birdsong| War for the crown maps

Ser I was looking for healing rolls since the previous combat (they stand out in green) and I couldn't find any. Also the wand wouldn't have worked in the secure vault. I don't mind if you want to retcon some healing before you all entered here, since it's logical you would have done so.

Azarra has an torrid time dealing with the bats, their maddening scratching and flapping makes her feel sick. Badly rattled, Delenn continues to back away.

Fighting down panic, Kardas windmills his blade about while he rants at the Zuvembies lurking in the darkness. Apparently Lady Tymora was smiling over him for his second frenzied attack struck home, messily ending the closest undead!

Ser what are your actions for this round?


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Retcon healing on Ser: 2d8 + 2 ⇒ (4, 8) + 2 = 14

That uses up the wand that I was holding.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Apologies, I am usually on top of that; so, he has 13Hp? Add +14 (thanks Azarra) but no wand charges? I honestly am aghast that he is only at 13hp currently.

Ever determined, the knight swings at Magenta.

Melee +1 bastard sword, divine bond, haste, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (2) + 10 + 1 + 1 - 1 = 131d10 + 4 + 1 - 1 ⇒ (4) + 4 + 1 - 1 = 8

Apparently, he feels sorrow for these dampened souls!
Melee +1 bastard sword, divine bond, haste, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (10) + 10 + 1 + 1 - 1 = 211d10 + 4 + 1 - 1 ⇒ (10) + 4 + 1 - 1 = 14

dark, so dark: 1d100 ⇒ 8


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Palace of Birdsong| War for the crown maps

It's actually quite easy to loose track of hit points in PbP games I find. Anyway retconned healing applied.

The darkness makes swordplay near impossible despite Ser Armithia's best efforts.

With the memory of bats in her hair, Ishta put some more distance between herself and the combat. Azarra, Ishta and Delenn can see normally in the enchanted half light that fills the halls of the library, because the darkness is localized around the room you opened.

Despite Ser Armithia flailing about in the dark, the undead where unable to breech the indomitable protection afforded by his armor which resolutely refused to yield to their axes.
Magenta (flanking): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9Damage: 1d8 + 1 ⇒ (3) + 1 = 4 <--- MISS
Red (flanking, blind): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15Miss Chance: 1d100 ⇒ 29 Damage: 1d8 + 1 ⇒ (3) + 1 = 4 <--- MISS

The remaining Zuvembie fighting Kardas manages to feint high before slicing his thighs open, with what was fortunately a shallow cut - still it stung like fire.
Green (blind): 1d20 + 4 ⇒ (19) + 4 = 23Miss Chance: 1d100 ⇒ 57 Damage: 1d8 + 1 ⇒ (4) + 1 = 5 <--- HIT

One of the bat swarms poured through the door and set upon Kardas and Zane in a frenzy. Soon the pair were covered with dozens of tiny bleeding scratches and bites!
Grey: Swarm Damage: 1d6 ⇒ 4

The other swarm set out after Ishta and Delenn but they were easily outpaced.

COMBAT ORDER: Round 3 wrote:

Delenn

Zane Levallis
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Undead
Azarra <----- WE ARE HERE
Buffs and Debuffs wrote:

Spoiler:
---- Round 3 ----

Delenn Haste (4 rounds), Sickened (5 rounds), Frightened (3 rounds)
Zane Levallis Haste (4 rounds), Paralyzed (5 rounds), Bleed (1)
Ser Armithia-Seendren Haste (4 rounds), Fatigued (39 rounds)
Kardas Rasalas Haste (4 rounds), Shield (45 rounds), Bleed (1)
Ishta Khosiv Haste (4 rounds), Sickened (4 rounds), Bleed (1), Frightened (2 rounds)
Undead
Azarra Haste (4 rounds), Sickened (4 rounds), Bleed (1)
---- Round 4 ----
Delenn Haste (3 rounds), Sickened (4 rounds), Frightened (2 rounds)
Zane Levallis Haste (3 rounds), Paralyzed (4 rounds), Bleed (1)
Ser Armithia-Seendren Haste (3 rounds), Fatigued (38 rounds)
Kardas Rasalas Haste (3 rounds), Shield (44 rounds), Bleed (1)
Ishta Khosiv Haste (3 rounds), Sickened (3 rounds), Bleed (1), Frightened (1 round)
Undead
Azarra Haste (3 rounds), Sickened (3 rounds), Bleed (1)

Azarra, Delenn, Zane Levallis, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Now that Azarra is over her intense bout of nausea and is only feeling a little sick, she heads back towards the bats and casts Sonic Scream at them.

Sonic Scream damage: 4d4 ⇒ (4, 3, 3, 4) = 14

DC 15 Reflex save for half damage.

There is no indication on the map about what is in darkness and what isn't, but for this area effect spell, even if she is in the dark, she can probably feel along the wall until she is back out of the dark or until she hears the bats in front of her, so I'm hoping it still works.

Also subtracted one HP (in tagline) for bleed for this round.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Holding a hand up to the zombie-persons, the gold elf bellows, Time out!

Placing his bastard sword between his legs, spitting and rubbing his gauntleted hands together, and picking it back up; the knight takes a practice swing. Not quite satisfied, the Paladin does a few deep knee bends; and does a bit of stretching and twisting at the waist.

Nodding his head at the two zombie-persons and giving them a thumbs up, Ser Armithia takes his real swings at Magenta.

Melee +1 bastard sword, divine bond, haste, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (13) + 10 + 1 + 1 - 1 = 241d10 + 4 + 1 - 1 ⇒ (10) + 4 + 1 - 1 = 14

ok darkness: 1d100 ⇒ 25

Melee +1 bastard sword, divine bond, haste, fatigued: 1d20 + 10 + 1 + 1 - 1 ⇒ (2) + 10 + 1 + 1 - 1 = 131d10 + 4 + 1 + 1 - 1 ⇒ (10) + 4 + 1 + 1 - 1 = 15


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Unable to see how Zane and Armithia are doing, Kardas calls out as he takes a step back towards the light. "Friends, are you ok? ARE YOU OK?!"

5ft step out of the room
Full-round action: Full Attack (Haste, Arcane Strike, two-handing the sword)

Attack 1 vs bat swarm: 1d20 + 10 ⇒ (5) + 10 = 15
Fire Damage: 1d6 ⇒ 4
Miss Chance: 1d100 ⇒ 51
Attack 2 vs bat swarm: 1d20 + 10 ⇒ (2) + 10 = 12
Fire Damage 2: 1d6 ⇒ 1
Miss Chance: 1d100 ⇒ 50
Current AC 23, but Kardas can't see in the dark. Unsure if darkness applies now he's out in the hallway, but I rolled for the miss chance just in case.


Palace of Birdsong| War for the crown maps

I've marked the darkness on the map, unfortunately Kardas is just inside.

Chased by a swarm of bats through a creepy library, Azarra does the right thing and screams so hard at them that roughly half their number drop dead!
Bat swarm reflex DC 15: 1d20 + 7 ⇒ (13) + 7 = 20

Zane unfortunately was still locked rigid by the poisons coursing through his veins and had to endure a mobbing by the swarm of bats who continues to slowly scratch and bite him to death!
Swarm Damage plus bleed: 1d6 + 1 ⇒ (3) + 1 = 4

Using his sword in a most unconventional manor, Ser Armithia attempts to compensate for the darkness. He was sure it would have worked but he couldn't see what he was doing...

Kardas steps through the doorway and calls out to his friends before swiping his sword at the bats. He couldn't see what he was doing, but if he could he would have been dismayed because the bats simply parted to his his blade pass by harmlessly. Swarms are immune to melee damage.

Ishta continues to run, handily outpacing the bats following her.

The pair of Zuvembies continue to wail on Ser Armithia but he's too heavily armored for them to represent a serious threat. If it hadn't been for the darkness, you might have notices that the effects of Ishta's spell seem to have worn off and the few that where blinded no longer seem to be!
Magenta (flanking): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13Damage: 1d8 + 1 ⇒ (8) + 1 = 9 <--- MISS
Red (flanking): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23Damage: 1d8 + 1 ⇒ (7) + 1 = 8 <--- MISS

Skirting round the bat swarm that was slowly killing Zane, the southern most Zuvembie moves to attack Kardas, but the young Raumathar's magical shiewlding was too strong to be easily bypassed!
Green: 1d20 + 4 ⇒ (14) + 4 = 18Damage: 1d8 + 1 ⇒ (2) + 1 = 3 <--- MISS

COMBAT ORDER: Round 4 wrote:

Delenn

Zane Levallis
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Undead
Azarra <----- WE ARE HERE
Buffs and Debuffs wrote:

Spoiler:
---- Round 4 ----

Delenn Haste (3 rounds), Sickened (4 rounds), Frightened (2 rounds)
Zane Levallis Haste (3 rounds), Paralyzed (4 rounds), Bleed (1)
Ser Armithia-Seendren Haste (3 rounds), Fatigued (38 rounds)
Kardas Rasalas Haste (3 rounds), Shield (44 rounds), Bleed (1)
Ishta Khosiv Haste (3 rounds), Sickened (3 rounds), Bleed (1), Frightened (1 round)
Undead
Azarra Haste (3 rounds), Sickened (3 rounds), Bleed (1)
---- Round 5 ----
Delenn Haste (2 rounds), Sickened (3 rounds), Frightened (1 round)
Zane Levallis Haste (2 rounds), Paralyzed (3 rounds), Bleed (1)
Ser Armithia-Seendren Haste (2 rounds), Fatigued (37 rounds)
Kardas Rasalas Haste (2 rounds), Shield (43 rounds), Bleed (1)
Ishta Khosiv Haste (2 rounds), Sickened (2 rounds), Bleed (1)
Undead
Azarra Haste (2 rounds), Sickened (2 rounds), Bleed (1)

Azarra, Delenn, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Is Zane paralyzed? I want to move to his position, lift him, and carry him outside the room. Probably, a 3 round exercise. Take any AoOs.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra continues towards the bats, unleashing the second round of the spell at them, wishing it didn't diminish in power so much.

Sonic Scream damage (second round): 2d4 ⇒ (3, 3) = 6

DC 15 Reflex save for half damage.

Also subtracted another one HP for bleed for this round.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

No one reacted. Kardas is torn between diving forward into the darkness, but no, the darkness had already decided to come to him. Claws reach out for him, but repeatedly bounce off his arcane shield. He retaliates with some quick strikes, holding his sword close to his body and letting the snap of his wrist guide his blade.

Backpedalling, he then finds his way back to the light.

Full-round action: Full Attack (Haste, Arcane Strike, two-handing the sword)
5ft step out of the darkness

Attack 1 vs bat swarm: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (2) = 12
Miss Chance: 1d100 ⇒ 22
Attack 2 vs bat swarm: 1d20 + 10 ⇒ (14) + 10 = 24
Damage 2: 1d8 + 9 + 1d6 ⇒ (4) + 9 + (1) = 14
Miss Chance: 1d100 ⇒ 8
Current AC 23


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane heard Kardas call out for the group, and tried to force his tongue to respond, but he was still locked rigidly in place, the agony of slowly being torn apart by the bats threatening to overwhelm the priest's sanity.


Palace of Birdsong| War for the crown maps

A noble plan Ser Armithia but tricky in the darkness with the undead around you. Lets say that needs a DC 15 perception roll to find him (from the sounds of being slowly eaten alive by the bats), followed by a DC 16 strength check to actually drag him outside. I'll let you make those rolls.

As her blood pattered on the floor, Azarra screamed once more at the bats and again roughly half their number died, but she was disappointed since this was less than the first time.
Bat swarm reflex DC 15: 1d20 + 7 ⇒ (18) + 7 = 25 <--- PASS

As Kardas stumbled towards the light he managed to land a solid blow on the following Zuvembie, crushing it's chest and extinguishing the spark of unlife that animated it. Suddenly he exited the zone of darkness and in the half life he blinked to find himself covered in a mix of his own blood and Zuvembie gore!


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

perception: 1d20 + 2 ⇒ (2) + 2 = 4

The Paladin takes tentative steps in Zane's direction. Slowed by the darkness he still makes the attempt.

Will spend two Move actions to find Zane.
perception: 1d20 + 2 ⇒ (13) + 2 = 15


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Meanwhile, Ishta keeps running as Forrest Gump.


Palace of Birdsong| War for the crown maps

Stumbling about in the dark was never going to be easy but Ser Armithia manages to find Zane by feel. Of course it meant plunging into a swarm of bats persuaded by the undead! He felt their axes bounce harmlessly off his armor. The bats however where a different story entirely! They found their way into and under his armor where they bit and scratched and made life extremely unpleasant!

AOO #1: 1d20 + 4 ⇒ (5) + 4 = 9Damage: 1d8 + 1 ⇒ (6) + 1 = 7 <--- MISS
AOO #2: 1d20 + 4 ⇒ (15) + 4 = 19Damage: 1d8 + 1 ⇒ (7) + 1 = 8 <--- MISS

Grey: Swarm Damage: 1d6 ⇒ 3

The other swarm of bats futilely chased Ishta who was leaving a trail of blood splatters as she went.

The two undead lost interest in Ser Armithia and went off in search of easier, tastier delicacies... One of them made it to the door and made a strange cry and suddenly everything in the corridor went black! Kardas heard something brush past and Azarra heard whatever it was coming for her!

COMBAT ORDER: Round 5 wrote:

Delenn

Zane Levallis
Ser Armithia-Seendren
Kardas Rasalas
Ishta Khosiv
Undead
Azarra <----- WE ARE HERE
Buffs and Debuffs wrote:

Spoiler:
---- Round 5 ----

Delenn Haste (2 rounds), Sickened (3 rounds), Frightened (1 round)
Zane Levallis Haste (2 rounds), Paralyzed (3 rounds), Bleed (1)
Ser Armithia-Seendren Haste (2 rounds), Fatigued (37 rounds)
Kardas Rasalas Haste (2 rounds), Shield (43 rounds), Bleed (1)
Ishta Khosiv Haste (2 rounds), Sickened (2 rounds), Bleed (1)
Undead
Azarra Haste (2 rounds), Sickened (2 rounds), Bleed (1)
---- Round 6 ----
Delenn Haste (1 round), Sickened (2 rounds)
Zane Levallis Haste (1 round), Paralyzed (2 rounds), Bleed (1)
Ser Armithia-Seendren Haste (1 round), Fatigued (36 rounds)
Kardas Rasalas Haste (1 round), Shield (42 rounds), Bleed (1)
Ishta Khosiv Haste (1 round), Sickened (1 round), Bleed (1)
Undead
Azarra Haste (1 round), Sickened (1 round), Bleed (1)

Azarra, Delenn, Zane Levallis, Ser Armithia-Seendren, Kardas Rasalas and Ishta Khosiv are up.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra hears something coming up behind her and so she turns around and unleashes her last, weakest, scream in the direction of the sound.

It is a 15 foot cone effect, and since you already said she could hear them sneaking up on her, I'm guessing she can hit even in the dark, although it won't be much damage.

Sonic Scream damage (last round): 1d4 ⇒ 1

DC 15 Reflex save for half damage.

Also subtracted another one HP for bleed for this round.

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