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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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

The priest's brow furrowed in confusion and then horror as the undead monstrosity turned to smoke and tried to force its way INSIDE Kardas after the Rashemi dealt it a nasty hit, the swordmage managing to fend the thing off. Noticing the vampire mist attempting to slink away, the cleric ignored it for now, focusing on the immediate threat of the smoke monster.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Zane's hand clenched around his holy symbol as he thrust it forth, the sun's radiance pouring forth from the disc as he funneled holy energy into the area.

Channel to Harm Undead: 3d6 + 6 ⇒ (2, 3, 4) + 6 = 15

DC 15, no channel resistance applied


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

Perception: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14

Ishta, once aware that there is no hidden orc necromancer in the room, decides to help his comrades take down the strange fire entity. Knowing fire is of no use thanks to Azarra, she conjures a ball of blinding light and hurls it at the searing cloud.

Burst of Radiance. Ishta will use her rod to skip up to 3 of her comrades from the area. The cinder ghoul must save Ref DC 18 or be blinded for 1d4 ⇒ 3 rounds, dazzled if successful.

Burst of Radiance: 5d4 + 5 ⇒ (4, 1, 1, 3, 1) + 5 = 15


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 figured we still had a couple rounds of buffs left...lol.

The knight rolls his shoulders and cracks his neck; before stepping back into the batter's box.
+1 bastard sword, divine bond, inspired: 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 181d10 + 5 + 1 + 2 ⇒ (7) + 5 + 1 + 2 = 15

Strike 2!


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

"Destroy it, destroy it! Let Kelemvor judge its rotten soul!!", coughs the swordmage as he invokes a spell that fails to harm the undead being. Once dead, the concept of fatigue no longer applies, but in his panic and rage, Kardas fails to register this basic concept.

Full-round action: Spell Combat (Touch of Fatigue )
5ft step back into the passage

Concentration vs DC 15: 1d20 + 10 ⇒ (7) + 10 = 17
Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Them some dice rolls ._.


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 keeps singing.

Can she still tell where the gaseous cloud is? She was actively trying to keep track of it, but I assume with all the fog there is a chance of losing it.


Palace of Birdsong| War for the crown maps

Zane invokes the wrath of Lathander and a tide of rose coloured light pours over the cinder ghoul causing some of its essence to evaporate.
Will DC15: 1d20 + 7 ⇒ (6) + 7 = 13 <--- FAIL

Azarra you can shoot while you sing too btw, it only takes a single standard action to start bard song. Let me know if you want to retcon some attacks.

Ishta chants the words to a spell which summons a searing light that boils off yet more of the ghoul's essence. The ghoul tries to flight itself aside but it still takes the full brunt of the spell and its sharp focus on you wavers. It's blinded.
Reflex DC18: 1d20 + 11 ⇒ (6) + 11 = 17

Ser Armithia's sword slices harmlessly through where the undead was moments ago. Kardas's blades are a blur as he attacks but none of them hit. The undead lashes out at the target in front if it, Ser Armithia. It's spectral claws rake his flesh, burning it. It tuggs at the Knight's soul but Ser Armithia stand resolute.

Slam: 1d20 + 11 ⇒ (20) + 11 = 31Miss%: 1d100 ⇒ 67Damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10 <--- CRIT?
Crit?: 1d20 + 11 ⇒ (7) + 11 = 18Crit Damage: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12 <--- NO
Slam: 1d20 + 11 ⇒ (11) + 11 = 22Miss%: 1d100 ⇒ 32Damage: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (3) = 13 <--- MISS

Ser Armithia Fort DC18: 1d20 + 11 ⇒ (18) + 11 = 29 <--- PASS

COMBAT ORDER: Round 2 wrote:

Azarra

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

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

Azarra Inspire courage
Ishta Khosiv Inspire courage
Ser Armithia-Seendren Inspire courage, Divine Bond (28 rounds)
Kardas Rasalas Inspire courage
Cinder Ghoul Blind (2 rounds)
Zane Levallis Inspire courage
---- Round 3 ----
Azarra Inspire courage
Ishta Khosiv Inspire courage
Ser Armithia-Seendren Inspire courage, Divine Bond (27 rounds)
Kardas Rasalas Inspire courage
Cinder Ghoul Blind (1 round)
Zane Levallis Inspire courage

Zane Levallis, Azarra, Ishta Khosiv, Ser Armithia-Seendren and Kardas Rasalas 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)

I know I can do something else... I was asking about the gaseous cloud so that I could better decide what to do.


Palace of Birdsong| War for the crown maps

Yes you can see it, it's slowly trying to escape down the eastern tunnel.


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

"Hack and hew! To the Abyss with this abomination! To the pit, to the pit!"

5ft step forward
Std action: attack (using longsword with two hands)

Attack: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 13 ⇒ (5) + 13 = 18


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 does a few deep knee bends. The knight then bends each way at the waist. Twisting a bit in his golden fullplate, bastard sword and heavy shield held straight and steady, the gold elf breaths in his nose, out his mouth.
He then steps back into the batter's box.
+1 bastard sword, divine bond, inspired: 1d20 + 12 + 1 + 2 ⇒ (18) + 12 + 1 + 2 = 331d10 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11

A single in right field!


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

If you allow me, I'll wait to see what Azarra does.


Palace of Birdsong| War for the crown maps

Of course Ishta.


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

Seeing Ser Armithia and Kardas have the fiery undead creature well in hand at the bottom of the ninth, the priest turned to follow the misty vampiress as it retreated to wherever it was going. Fighting the thing had been terrifying, if brief, the first time around. Zane had no intention of letting it rest and return for another go at it. As he followed, he looked around to make sure nothing was in hiding or that he wasn't walking into a trap.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


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)

(last round)

Azarra moves to make sure she can keep the gaseous cloud in view.

No additional action. I know I still have a standard action, but I don't think that Kardas and Ser look like they need help at this point, and they are both full on HP so healing seems pointless.

(now)

Azarra continues to sing, a little more loudly to ensure that the fighters can still hear her, and then follows the gaseous form with Zane, hoping to put it to a final rest, if possible. No additional action unless the thing starts materializing or moves into a container.


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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

Seeing that Azarra runs to help Zane, Ishta stays with Kardas and Ser Armithia, in case the fight goes wrong somehow. Using the Message spell, she whispers to the bard "The vampire must seek her coffin. If she can't find it and reform in some time, she'll permanently perish. See that she can't reach it, or burn it, whatever, but be careful with the necromancer."

Meanwhile, she decides to help by throwing some cold rays at the cinder ghoul.

Ray of Frost, Inspìre Courage: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage: 1d3 + 2 + 2 ⇒ (3) + 2 + 2 = 7


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Palace of Birdsong| War for the crown maps

Zane and Azarra believing the battle is in hand track the fleeing vampire in gaseous form as it floats down the Easter tunnel.

Zane:
Your eyes scan the the possibility of a trap, the vampire had already lead your towards once monster after all... And just as well you spot the faint outline of what could be a trap door on the floor about 10' in front of you, possibly a pit trap. The cloud of gas you've been following floats serenely over this before pausing where the tunnel bends to the south. Perception DC 30 or Disable Device DC 20 to bypass.

Ser Armithia steps in and sweeps his sword is a huge upward cut as if batting at the crease, which seems to near eviscerate the cloud of ash and bone. This is followed up by a vicious lateral hack from Kardas which neatly decapitates the ghoul.

COMBAT OVER (or is it, the music hasn't stopped - we're still in rounds)

COMBAT ORDER: Round 3 wrote:

Azarra

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

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

Azarra Inspire courage
Ishta Khosiv Inspire courage
Ser Armithia-Seendren Inspire courage, Divine Bond (27 rounds)
Kardas Rasalas Inspire courage
Vampire Gaseous form
Zane Levallis Inspire courage
---- Round 4 ----
Azarra Inspire courage
Ishta Khosiv Inspire courage
Ser Armithia-Seendren Inspire courage, Divine Bond (26 rounds)
Kardas Rasalas Inspire courage
Vampire Gaseous form
Zane Levallis Inspire courage

Zane Levallis, Azarra, Ishta Khosiv, Ser Armithia-Seendren and Kardas Rasalas 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

Ser Armithia quickly takes off after the others.


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 holds up his hand to halt the others, pointing at a spot just down the hall. "The floor falls in right there, I think. Azarra, do you know how to disable it?" The priest looked at the misty cloud in irritation, concerned that the vampiress would escape but not wanting to endanger anyone in the pursuit.


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)

When Zane speaks to her, Azarra's heartbeat suddenly accelerates for a moment, and she comes up beside him, wondering what he has seen that she hasn't,

Perception: 1d20 + 15 ⇒ (2) + 15 = 17

although perhaps the distraction of having him close and also needing to watch the cloudy vampire explains it.

After Zane points out where the floor falls in, she says I'm not sure, but I can try.

Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20


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 runa after the others, knowing the vampire only tries to guide them through enemies enough to make them fall and thus be able to reach her coffin. Even so, she's not going to let her friends alone.

While Azarra takes care of the trap, Ishta opens her spellbook and studies some formulae.

Memorising Gust of Wind, replacing Detect Secret Doors


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

Even in the midst of trying to follow an undead blood-sucker and being taunted by some weird orcish shaman, Zane is all too happy to take Azarra's hand and gently guide it to the outline of the trap, stepping a half-pace back when the half-elf began to work on it. The priest watched the misty creature worriedly until the clever woman signaled that she had managed to disarm the trap.

Taking a deep breath, Zane stepped onto the spot and kept going, hoping Azarra had rigged it up enough to hold the weight of a man in armor. Letting out the air with a relieved sigh, he grinned at the bard before waving the others to come over and continue the pursuit.


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 resists the urge to kick the foul creature's head away. Instead, he studies the pitiful thing and is overcome by bewilderment. What could a mortal do during his days to deserve such a cruel fate?

Memories, then, of the Nar flood his mind and these help him to snap out of it. There's plenty a mortal could do to deserve this and worse. "Did you sort out the trap yet?", he asks Azarra and Zane with a whole lot of impatience.


Palace of Birdsong| War for the crown maps

Suspecting there should be a way of disarming the trap Azarra carefully examines her surroundings but whoever built it cunningly concealed the switch to disable it. Instead she approached this problem from first principle based on experience. If she was building it she'd want to put a switch or pressure pad somewhere easily accessible yet hidden and unlikely to be accidentally found. Ah perhaps something at head height on the northern wall? She started touching methodically and then a section of the wall smoothly sunk in half an inch followed by a click from the floor, that should do it!

With the utmost faith in Zarine, Zane steps forwards. Nothing seems to happen and then he takes another tentative step forwards and his heart leaps into his throat as the trapdoor sags under his weight but then its motion suddenly stops checked by the mechanism activated by Azarra.

Azarra:
When you take your hand off the pressure pad it slowly starts to reset. You think the trap will arm itself again in a few minutes.

While this happens the cloud rolls round the corner and you hear the scrape of something, possibly feet round the corner.

Actions?


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)

Be careful if we go back this way. I think the trap is going to reset after a few minutes.

She signals Kardas that he can proceed, and follows the front line, hoping they haven't lost the vampire.


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 looked on impatiently as the mist went around the corner and disappeared, though he wisely held steady and waited for his companions to cross instead of charging headlong into whatever danger lay ahead. He looked back at Azarra and nodded his understanding, hoping this side also contained a pressure switch of some sort.

Listening intently, he whispered to the others as they crossed, "I hear something moving around the corner...careful!"


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 watches as Azarra disables the trap. Once finished, the knight strides forward.


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

It doesn't fulfill the Raumathar with pride, but he does let Ser Armithia pass him on by so that the paladin can lead the charge. "They ought to be the ones to be careful! ..."

Kardas will let Armithia take the lead.


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 follows Ser Armithia, ready to conjure her new explosion spell at the sight of an enemy but never losing sight on the vampiric cloud.


Palace of Birdsong| War for the crown maps

Round the corner Ser Armithia comes face to face with a skeleton with glistening black bones wielding wicked looking hatchets. Small red pinpoints of light burn in its hollowed eye sockets and it turns to face him before attacking.

The cloud of gas passes through what must be a small crack in the southern wall and disappears from view!

Kn:Religion DC 16:
This is a particularly sturdy looking Black Skeleton.

Perception DC 22:
Is that a keyhole the vampire floated through? There's no obvious door...

Initiative rolls:
Azarra: 1d20 + 3 ⇒ (4) + 3 = 7
Ishta Khosiv: 1d20 + 3 ⇒ (13) + 3 = 16
Kardas Rasalas: 1d20 + 7 ⇒ (7) + 7 = 14
Ser Armithia-Seendren: 1d20 + 1 ⇒ (16) + 1 = 17
Zane Levallis: 1d20 + 1 ⇒ (11) + 1 = 12
Skeleton: 1d20 + 8 ⇒ (4) + 8 = 12

COMBAT ORDER: Round 1 wrote:

Ser Armithia-Seendren

Ishta Khosiv <----- WE ARE HERE
Kardas Rasalas
Zane Levallis
Skeleton
Azarra

Ishta Khosiv, Kardas Rasalas and Zane Levallis are up.

Map updated, feel free to move yourself.


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 ⇒ (8) + 8 = 16

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


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

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

The priest's eyes narrowed as he viewed the small opening through which the vampiress's mistform disappeared, noting it before turning his attention to the overt threat. With there being little room to maneuver in the hallway as the skeletal figure revealed itself, Zane called upon Lathander for assistance. The symbol in his hand flared for a brief moment, then a hazy outline of a mace appeared next to the skeleton before it attempted to smash into it.

Spiritual Weapon: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Cast Spiritual Weapon, back up a step.

Spiritual Weapon 1/6


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 curses, not being able to prevent the vampiric cloud from escaping. "Quick!" she yells. As for the skeleton, she tries to make quick work of it so they can resume its pursue.

Magic Missile: 4d4 + 8 ⇒ (2, 1, 4, 4) + 8 = 19


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 draws breathe and fills his lungs with enough air so that he can hastily spit out a spell of grease the moment the skeletal warrior starts moving towards Armithia.

Std action: cast 'Grease' (DC: 13 Reflex or slip 'n slide)
I want to cast the Grease in the area in front of Armithia as soon as the skeleton starts moving if that's possible :)

Grease spell d20pfsrd page


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 starts singing. inspire courage bonuses (+2 to saving throws against charm and fear effects and +2 on attack and weapon damage rolls--affects you if you can hear it)

The hall is too crowded, so can't do anything else without going past the front line. Don't have line of sight... also, I am definitely not standing on the trap. :)


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Palace of Birdsong| War for the crown maps

Sorry super busy tonight, will update tomorrow.


Palace of Birdsong| War for the crown maps

Ishta has to push past the others and climb on top of a tomb to get a clear line of sight. She incants a spell and thrusts her hand forwards and a volley of tiny missiles dart out of her fingers to unerringly strike the skeleton. Miniature detonations erupt all over it flaking of fragments of blackened bone!

Kardas whispers a spell and suddenly the area in front of Ser Armithia becomes covered in a thin supernaturally slippery water.

Zane completes his spell and with a sound like crashing cymbals a spiritual hammer appears. It immediately attacks the skeleton, scoring a direct hit, splintering bone. I had to look this one up, it counts as a spell so it ignores DR.

Suddenly the red pinpoints in its eyeholes flare into light and the skeleton surges forwards to attack! It ignores Zane's spiritual weapon and deftly rushes over the slippery surface before parrying a testing thrust from Ser Armithia with one axe and slashing at him with a sudden movement of its other axe. The wound wasn't that bad but Ser Armithia felt the chill of the grave as the Skeleton's Axe sapped some of his strength!
Reflex DC 13: 1d20 + 6 ⇒ (10) + 6 = 16 <--- PASS

Hatchet: 1d20 + 14 ⇒ (12) + 14 = 26Damage: 1d6 ⇒ 6Strenght Dmg: 1d3 ⇒ 2 <--- HIT

Azarra starts singing which stiffness your resolve and puts a spring in your step.

COMBAT ORDER: Round 2 wrote:

Ser Armithia-Seendren <----- WE ARE HERE

Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra
Buffs and Debuffs wrote:

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

Ser Armithia-Seendren
Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra
---- Round 2 ----
Ser Armithia-Seendren Strength -2
Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra

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

Waiting to be Inspired?

Ser Armithia winces a bit as the cold saps his strength. The knight grits his teeth as he attempts to counter defensively.
The Paladin pronounces Helms judgment on the foul skeleton!
+1 bastard sword, divine bond, smite, fighting def, str -1, : 1d20 + 12 + 1 + 2 - 4 - 1 ⇒ (19) + 12 + 1 + 2 - 4 - 1 = 291d10 + 5 + 1 + 10 - 1 ⇒ (1) + 5 + 1 + 10 - 1 = 16

crit? +1 bastard sword, divine bond, smite, fighting def, str -1: 1d20 + 12 + 1 + 2 - 4 - 1 ⇒ (6) + 12 + 1 + 2 - 4 - 1 = 161d10 + 5 + 1 + 10 - 1 ⇒ (6) + 5 + 1 + 10 - 1 = 21

secondary +1 bastard sword, divine bond, smite, fighting def, str -1: 1d20 + 12 + 1 + 2 - 4 - 1 - 5 ⇒ (8) + 12 + 1 + 2 - 4 - 1 - 5 = 131d10 + 5 + 1 + 10 - 1 ⇒ (3) + 5 + 1 + 10 - 1 = 18

AC 29


Palace of Birdsong| War for the crown maps

Azarra is before you in initiative so inspire applies to your attacks above.


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

Thanks! Unfortunately, no crit! Please, get those restos ready...lol!


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

The spiritual weapon continued its assault on the skeletal creature pressing Ser Armithia.

Spiritual Weapon: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

The priest's brow furrowed as the undead scored a hit on the heavily armored gold elf, the creature seemingly absorbing some of the paladin's life essence. The hallway being quite constricted and limiting Zane's options for helping, he began to recite the prayer Lathander had granted him that would replace Ser Armithia's lost strength.

Spiritual Weapon 2/6. Round 1/3 casting Lesser Restoration.


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 falls back on a spell he hasn't cast in forever: a ray of disruption. But with Armithia being locked in mortal combat with the undead foe and there being no room to join the melee, Kardas can't do much else other than pelt the foe with a cantrip.

Std action: Ray of Disruption
Ray Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Anti-Undead Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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 to sing.


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

I'm going to assume the skeleton is dead by now; if it isn't, Ishta will throw a Ray of Frost at it.

Ishta quickly rushes to the wall where the fog vanished through and speaks some arcane words, in an attempt to find out whether is there any way to surpass it.

Ishta casts Detect Secret Doors.


Palace of Birdsong| War for the crown maps

Ser Armithia's sword flashes as it strikes the blackened skeleton shearing through ribs and leaving smoking stumps. His next pair of attacks are blindingly fast but remarkably the skeleton parries both of them with it's hatchets!

Ishta whispers a spell and her trademark pencil thin beam of utter cold rakes across the skeleton leaving a trail of frost!
Ray of Frost, inspire, into combat: 1d20 + 5 + 2 - 4 ⇒ (13) + 5 + 2 - 4 = 16Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Kardas incants an unusual spell for him, a ray which seems to disintegrate the bones of the skeleton where it strikes!

Zane's spiritual weapon attacks but the skeleton dances aside. Zane begins to cast a spell...

The skeleton attempts to ripost off the attacks it parried but Ser Armithia manages to block both blows on his armor.

Hatchet: 1d20 + 14 ⇒ (5) + 14 = 19Damage: 1d6 ⇒ 2Strength Dmg: 1d3 ⇒ 1 <--- MISS
Hatchet: 1d20 + 14 ⇒ (4) + 14 = 18Damage: 1d6 ⇒ 4Strength Dmg: 1d3 ⇒ 1 <--- MISS

COMBAT ORDER: Round 1 wrote:

Ser Armithia-Seendren

Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra <----- WE ARE HERE
Buffs and Debuffs wrote:

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

Ser Armithia-Seendren
Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra
---- Round 2 ----
Ser Armithia-Seendren Strength -2
Ishta Khosiv
Kardas Rasalas
Zane Levallis
Skeleton
Azarra

Azarra, Ser Armithia-Seendren, Ishta Khosiv, Kardas Rasalas and Zane Levallis 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

Ser Armithia gives thanks to Helm that those wicked hachets only caught air. The Paladin returns serve!
+1 bastard sword, divine bond, smite, fighting def, str -1, inspired: 1d20 + 12 + 1 + 2 - 4 - 1 + 2 ⇒ (13) + 12 + 1 + 2 - 4 - 1 + 2 = 251d10 + 5 + 1 + 12 - 1 + 2 ⇒ (7) + 5 + 1 + 12 - 1 + 2 = 26

Secondary +1 bastard sword, divine bond, smite, fighting def, str -1, inspired: 1d20 + 12 + 1 + 2 - 4 - 1 + 2 - 5 ⇒ (3) + 12 + 1 + 2 - 4 - 1 + 2 - 5 = 101d10 + 5 + 1 + 6 - 1 + 2 ⇒ (4) + 5 + 1 + 6 - 1 + 2 = 17

Crap! Forgot we are 6th!


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 to sing. No other actions because she can't see.


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

The priest's divinely created weapon continued its assault upon the skeletal creature.

Spiritual Weapon, IC: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage, IC: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Zane's eyes grew wide as the undead creature managed to parry the gold elf's attacks, though Ser Armithia raised his game as well and avoided the attacks of the skeleton. The priest continued to chant his prayer to Lathander, hoping the others could finish off the enemy before it could do more harm.

Spiritual Weapon 3/6, Lesser Restoration 2/3


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 tries to freeze the skeleton once more!

Ray of Frost: 1d20 + 5 + 2 - 4 ⇒ (4) + 5 + 2 - 4 = 7
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Unless the skeleton is already down by now, in which case Ishta will use Detect Secret Doors as told above.


Palace of Birdsong| War for the crown maps

Azarra continues to sing of glory and battles of old, egging you on!

Ser Armithia flicks one hatchet away with his bastard sword before stepping into a lateral cut. The skeleton desperately tries to parry with it's other hatchet to no avail. Powered by the wrath of Helm, Ser Armithia's blade cuts though blackened finger bones and sliced down the full length of it's right arm.

Ishta casts her spell again but this time the pencil thin beam of utter cold misses.

Kardas! Finish it...


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 narrow corridor does everything it can to frustrate Kardas's efforts to end the animated skeleton's unwanted existence. Thinking he has a solid shot at punching the undead right in the femur with a disruptive ray, Kardas utters the key phrase and fires the gossamer beam.

Std action: cast Ray of Disruption (-4 to hit to avoid hitting Armithia)
Ray Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Ray Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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