DM Morvius's Chelish Heroes

Game Master Tourach


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Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Round 2: Initiative: 20, AC 19, 25/25, Conditions: Bless, Inspire Courage, Point Blank Shot

Lucius fires blindly into the mist attempting to hit the now prone drake.

Prone penalty + Rapid Shot + Deadly Aim + Cover?
1d20 - 1 ⇒ (17) - 1 = 16

1d8 + 4 ⇒ (2) + 4 = 6

1d100 ⇒ 83 High is good

1d20 - 1 ⇒ (20) - 1 = 19

1d8 + 4 ⇒ (1) + 4 = 5

1d100 ⇒ 59

Confirming Threat
1d20 - 1 ⇒ (5) - 1 = 4

2d8 + 6 ⇒ (8, 5) + 6 = 19

1d100 ⇒ 67


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Round 2 / Initiative: 14 / AC: 17 / HP: 18/18

Lucrezia holds her action, waiting to see if the drake falls this round.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Round 2:

Init 20, 15/22 hp, AC 17/11/16, CMD 17, Bless.

Reflex: 1d20 + 2 ⇒ (16) + 2 = 18.

Raven edges around the Drake, and takes a swing...

MW Greatsword: 1d20 + 6 ⇒ (1) + 6 = 7, for 2d6 + 9 ⇒ (1, 1) + 9 = 11 Slashing damage.


The creature howls in pain before collapsing from the force of your attacks. Beyond the corpse and in the other room is what looks to be a simple home for the creature. It seems clear that whoever occupies this structure has kept it as a pet or a guard. Within that room are a set of double doors in the floor, probably leading down into a basement or set of tunnels. The doors are wooden and reinforced with iron bands and they are locked.

This creature doesn't have any treasure, though you can all take 300XP for the fight.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Does it count as a Dragon for the purposes of Dragonhide?

Raven eyes the trapdoor cautiously.

"Hafdan? Would you care to check that for traps?"

If it is indeed trapped, Raven will provide Hafdan with a Guidance, before moving to a safe distance ;-)


Marc tears off his ruined tabard with a scowl and looks around. Everyone alright?


M Human (Chelaxian) Rogue 4

Hafdan eyes the double doors wearily. Any chance you guys want to just bang off and call it a day? Eh, worth a try. Moving forward he begins to gingerly probe the doors and lock.

Take 20 on the doors and lock for traps.
Disable Device on traps/lock: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"I'm fine. Looks like everyone else is." Lucius says looking around. He keeps his bow out as Hafdan goes to work on the doors.


"Truly a fearsome beast", Zephyr comments while looking down at the dead drake. "Whatever the goblin savages are hiding down here must be important if they kept this here to protect it."


Nods to Lucius, I'll live. He looks down at the acid that's eaten away at his armor and clothes. Though I've been better.

Hp:20/33


Zephyr retrieves her wand.

"It'd be best if you were at your full strength."

Did you want a charge off the wand?


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

"Let me have a look at that, Marc..."

CLW (Raven): 1d8 + 3 ⇒ (5) + 3 = 8.
CLW (Marc): 1d8 + 3 ⇒ (7) + 3 = 10.


Zephyr shrugs and puts away her wand.

Does Raven not like Infernal Healing?


Marc nods in thanks to Raven and prepares to move on.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Oh, it was an Infernal Healing wand. No, he has no problems with it; 'twould be rather hypocritical if he did.


I figured it'd be better to save your spell slots for combat. Just something to keep in mind for the future.


The door is untrapped, but it takes a bit of work to get unlocked. Once unlocked it opens into a large hole. There is no light coming from it but when you move closer, it clearly goes beyond the 40 ft. of light cast by your light spells. There is a single rope ladder hung over one side and in addition it looks like the stone walls of the hole have a set of hand and footholds that were probably used to go up and down before the ladder was added.


M Human (Chelaxian) Rogue 4

Hafdan holds out a strip of cloth while fastening a rope to his midsection. Would one of you mind giving me a little light? He hands the other end of the rope to Marc. Try not to get butter fingers while my life is in your hands.

Tying the cloth to his wrist he will slowly begin climbing down the hole, keeping his hands and feet on both the rope ladder and the rungs in the wall.

Assuming I get Light cast on a piece of cloth to be able to see giong down the hole. I'm going to Take 20 the entire length of the ladder/rungs until I reach the bottom looking for traps. I want to make sure the ladder doesn't suddenly fall off or the rungs pop out or any other heinous device the hobgobs might have left.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"What could possibly go wrong, Haf?" Lucius says with a smile.


Hafdan climbs down and as he descends it looks like the floor is about 60 ft. from the top of the hole. In searching the sides, it does not appear that any of the shaft is trapped, including the ladder, though it is not of particularly sturdy build. It seems that this shaft is quite old and the handholds and footholds have been carved quite carefully and bear markings that likely indicate that they were not carved by goblins.


Is there any place to tie off a rope to assist with climbing down? (And up again later.)


It looks like it would be hard to tie off a rope up here, especially unattended. The rope ladder is secured to a pair of spikes in the ground near the hole and you could take one of those to secure a rope if you wanted to though. It seems likely, however, that if you all took your time, using the handholds and footholds (or the rope ladder) would probably be doable.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Would taking 10 be good enough on the check to use the handholds? I am also quite glad I learned Feather Fall last level. :)


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Lucius will climb down the rope ladder after Hafdan.

Taking 10 on climb will give him a 15 to climb down the rope ladder.


As long as you move slowly and use either the rope or the rope ladder, you can get down safely by taking a 10. To get up and down with just the handholds and footholds without touching the ladder or a rope would be DC13 - a bit easier than normal handholds/footholds.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia will use the rope ladder and take 10.


Unhappy about the idea of climbing down, but committed to her duty, Zephyr files down the ladder after Lucrezia.


Marc stows his shield and sheathes his sword and climbs down.


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

With a shrug, Raven sheathes his weapon, and climbs down...


Happy holidays to everyone!

When you all get down, the tunnel, clearly built with care, continues on beyond the light. As you move forward slowly, you can tell it extends about 100 ft. before ending in a pair of ornately carved stone doors.

Everyone can give me perception checks in addition to what I assume will be the standard checks from Hafdan.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

perception 1d20 + 1 ⇒ (20) + 1 = 21


Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Perception: 1d20 + 8 ⇒ (2) + 8 = 10.


Perception: 1d20 - 1 ⇒ (11) - 1 = 10


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Perception 1d20 + 6 ⇒ (10) + 6 = 16


M Human (Chelaxian) Rogue 4

Non-door based Perception check: 1d20 + 3 ⇒ (11) + 3 = 14
Disable Device for traps/locks on the doors: 1d20 + 11 ⇒ (4) + 11 = 15


Marc and Lucius notice the sound of something moving in the chamber beyond the door. The sound is faint but seems to echo, and it sounds as though the next room is fairly expansive.

Hafdan, you are able to search the door and find no traps. It does not appear to be locked in any way, but given the large doors, you expect that when they swing open, they will be a loud notice to anyone on the other side.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"There's a creature on the other side of that door. Sounds like a big room, so maybe a big creature." Lucius says as he draws his bow.


Marc nods towards the door, Shall we?


Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24
Half-Elf Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Raven nods, and tightens his grip on the hilt of his sword.

"Let's."


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Lucrezia stands back with her bow drawn, hoping that there isn't another dragon on the other side of the door.


The stone doors scrape against the floor as they slide open. On the other side is a landing with a set of steps leading down another 20 feet. The room has a ceiling roughly 20 feet above the landing and is a large chamber, cavernous and dark. There are no real features of the room, just the dark, empty stone marking all of the surfaces, though it is carved into even blocks and pieces. On the far side of the room is a similar set of stairs leading up to another platform and another set of double doors.

The center of the room, the floor between the sets of stairs, seems to be the source of the sound. There are a number of faint images, looking ghostly but not even as solid as the hobgoblin spirit that you spoke to on the road. They are of indeterminate, but humanoid origin and are whispering some kind of gibberish to each other. In the center of the images is a roughly humanoid thing that looks to be a mashed together form of various corpses and when you enter the images wink away and the creature lurches towards you.

You can all roll initiative. Counting the stairs, you are 60ft from the thing.

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Oh, and Knowledge (Arcana) is the appropriate skill for this creature.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

"By the maker, what is that thing?" Initiative1d20 + 3 ⇒ (15) + 3 = 18 Lucius moves down the stairs and fires a single shot at it. PBS, Deadly Aim. 1d20 + 7 ⇒ (8) + 7 = 15 1d8 + 3 ⇒ (7) + 3 = 10


Initiative: 1d20 + 5 ⇒ (2) + 5 = 7

Round 1 Initiative: 7 (+5), AC: 22, HP: 30/33

Marc sighs as Lucius moves forward, Really? We just discussed this. With a shake of his head he moves forward and positions himself between Lucius and the creature (if it hasn't already moved forward and attacked him by then).

Move forward 30 feet and attack or move forward and ready.

Attack with Longsword (Power Attack): 1d20 + 8 ⇒ (18) + 8 = 26
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (8) + 6 = 14


M Human (Chelaxian) Rogue 4

Round 1 Initiative: 13 (+3), AC: 16, HP: 16/18

Hafdan grimaces as the creature lurches forward. That's an ugly summab&$#! there.

Init: 1d20 + 3 ⇒ (10) + 3 = 13
Move action to move up next to Marc, drawing swords.
Ready action to attack something that comes into melee.


Initiative - 1d20 + 2 ⇒ (15) + 2 = 17

Zephyr sucks in a breath in shock at seeing such a horrifying creature. She quickly tries to determine the monster's nature.

Arcana - 1d20 + 10 ⇒ (12) + 10 = 22


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Initiative 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge checks to try to figure out what the thing is:
Knowledge Religion 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge Dungeoneering 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge Arcana 1d20 + 3 ⇒ (1) + 3 = 4

Lucrezia draws her bow and begins to sing.


Zephyr - You know that this is a carrion golem and that it was created from the bodies of a number of dead humanoids. You also know that it is immune to most forms of magic and that its attacks often infect people with some sort of disease. It is clear to you that, despite its appearance, the creature is a construct and not undead.

Lucrezia - You aren't sure what this thing is.

Lucius, as you rush down the stairs and stand 30 feet away from the creature to fire at it, you are struck by an overwhelming stench coming from the construct.

Please make a DC 12 Fortitude Save or be nauseated for 1 round. For everyone else, should you come within 30 feet of the creature, please make the same save.

Pausing on the creature's actions to let Zephyr act on the information gained before I have it go.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

1d20 + 5 ⇒ (3) + 5 = 8 Fail

"Oh gods, that smells." Lucius immediate lowers his bow and puts his hand in front of his nose and mouth, trying to stop himself from vomiting.


I had a family emergency last night that had me at the hospital from about midnight to 8am. I'm just now catching up on sleep and I might be off and on over the next couple days. If it comes down to it, please NPC me.

Round 1 - Initiative:17

The wheels in Zephyr's mind visibly turn as she considers the creature.

"It is a carrion golem, a construct formed by knitting the rotting remains of many dead things together and binding them with foul magic. Do not be fooled the creature is not undead. It is rife with disease and can spread it with a simple touch."

As she explains she moves down behind the others and performs a rushed series of arcane gestures that seem to physically strain her.

Summon Monster II as a standard summoning 1d3 ⇒ 3 fiendish (riding) hounds. Two are flanking the creature perpendicular to the party. One is on the back of the creature relative to the party to provide a flank for someone else.

Spellcasting Fort Save - 1d20 + 5 ⇒ (14) + 5 = 19

Hound I Fort Save - 1d20 + 7 ⇒ (20) + 7 = 27
Hound II Fort Save - 1d20 + 7 ⇒ (2) + 7 = 9
Hound III Fort Save - 1d20 + 7 ⇒ (13) + 7 = 20

Three massively built hellish warhounds with short black fur and smoldering orange eyes come into existence surrounding the creature. Two of them snarl in hatred while the third whines and covers his nose with his paws.

Hound I Attack - 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 (flank)
Hount I Damage - 1d6 + 6 ⇒ (5) + 6 = 11
Hound III Attack - 1d20 + 5 ⇒ (18) + 5 = 23
Hount III Damage - 1d6 + 6 ⇒ (4) + 6 = 10

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