DM Morvius's Chelish Heroes

Game Master Tourach


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Fortitude Save (DC: 12): 1d20 + 4 ⇒ (16) + 4 = 20


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

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6, or 1d20 + 3 ⇒ (10) + 3 = 13. I will take the 13.

Round 1:

If the Golem moves up and takes a swing at Lucius...

Sighing, Raven charges forward, and takes a swing at the Golem...

Fort: 1d20 + 2 ⇒ (13) + 2 = 15.

MW Greatsword: 1d20 + 6 ⇒ (20) + 6 = 26, for 2d6 + 9 ⇒ (3, 4) + 9 = 16 Slashing damage.

Crit Confirmation: 1d20 + 6 ⇒ (16) + 6 = 22, for 2d6 + 9 ⇒ (5, 1) + 9 = 15 ADDITIONAL Slashing damage.


Round 1

The creature, seeing Lucius close with it, moves up and slams its malformed fists towards him.

Slam: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The beast then seems to howl from its numerous mouths as Raven and Marc slash at it, promptly collapsing in a heap in front of them.

You can all take 300 XP for the encounter.


Marc pokes at the creature with his sword. Well, that wasn't as tough as I thought it'd be.


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)

"Well that was anti-climatic." Lucius says as he recovers from the feeling of nausea.


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

"Well then, shall we see what else is lurking about this place?"


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)

"We shall. Let's move on."


"Well done."

Was my spell used?


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 shrugs.

"Is there anything in this room? The spirits that were circling that creature were a little.... odd."

Knowledge(Religion): 1d20 + 9 ⇒ (12) + 9 = 21.


The spell was used since you started casting it on your initiative count. Just pausing to give Hafdan a chance to roll on the next door since I assume you want him to check it =P

Raven - You've heard of faint remnants of spirits, memories not strong enough to have become full ghosts, but still this that haunt locations. It seems pretty likely that either lots of people died here or some ritual was performed that has at least in part tied the spirits of the lost to this place.


M Human (Chelaxian) Rogue 4

Sorry, holidays were crazy for me but back to work and posting regularly now.

Disable Device on the doors for traps/locks: 1d20 + 11 ⇒ (6) + 11 = 17


Hafdan attempts to disable the trap he's found on the door but fails. He doesn't trigger it however and sets to work once again.

While Hafdan rolls again, everyone can give me perception checks to hear anything beyond the doors.


First attempt fails. While Hafdan rerolls, everyone can give me perception checks to hear things in the room beyond the doors.


M Human (Chelaxian) Rogue 4

Disable Device part 2: 1d20 + 11 ⇒ (16) + 11 = 27


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 ⇒ (16) + 1 = 17


Perception - 1d20 + 1 ⇒ (4) + 1 = 5


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 ⇒ (5) + 6 = 11


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 ⇒ (19) + 8 = 27.


Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Hafdan is able to disengage the swinging axe trap on the door but the weight of the doors requires a bit of heft to open. Lucrezia can hear the relatively quiet sound of chanting from the room beyond, what sounds like a mix of goblin and common, but it is hard to make out. Still, it seems obvious that the next room is far smaller than this one and that it is certainly occupied.


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)

"Chanting is never a good thing. Let's hurry." Lucius readies his bow and will follow the group into the next room.


Opening the doors, it becomes clear that the room you have revealed is some sort of ritual chamber. The room is about 40 feet deep and 30 feet along the wall with the door in it. In the center of the room is a pedestal, about waist high, with a large stone bowl set upon it. The bowl has some sort of dark green liquid in it and standing just beyond the pedestal are two creatures, one short being in rags and a cowl and a hobgoblin wearing a breastplate.

You can go ahead and roll initiative. The creatures are about 20 feet from the door.

Hobgoblin: 1d20 + 2 ⇒ (14) + 2 = 16

Slayer: 1d20 + 4 ⇒ (3) + 4 = 7


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

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10, 1d20 + 3 ⇒ (7) + 3 = 10. I guess that I will take the 10 ;-)


Init: 1d20 + 2 ⇒ (8) + 2 = 10


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)

Initiative 1d20 + 3 ⇒ (11) + 3 = 14


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 ⇒ (3) + 4 = 7


Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Round 1 Initiative: 21(+5), AC: 22, HP: 30/33

Marc readies himself for a fight and attacks either of the creatures if they close.

Attack with Longsword (Power Attack): 1d20 + 8 ⇒ (17) + 8 = 25
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (4) + 6 = 10


M Human (Chelaxian) Rogue 4

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10


Round 1

The hobgoblin casts a spell (Wind Wall for those that pass Spellcraft checks) and a barrier of swirling wind appears just on your side of the pedestal.


Round 1: Initiative 10

Spellcraft - 1d20 + 10 ⇒ (7) + 10 = 17

"Arrows will not be able to pass through that wall of wind. You'll need to move past it if you want to fire on them", Zephyr warns.

With words of arcane power on her lips she watches both figures carefully for further spellcasting.

Ready to disrupt with Magic Missiles.

Also is the hobgoblin wielding a weapon of any kind and if so is it attached with a locked gauntlet?


The hobgoblin doesn't appear to be wielding any weapons. Neither does the other creature, but it could easily have them hidden in its rags.


Round 2 Initiative: 21(+5), AC: 22, HP: 30/33

As Zephyr describes the spell Marc frowns and rushes forward. No sense waiting then.

Marc is going to move behind the caster (so that he is between Marc and the group). If he threatens despite having no weapon in hand he'll get an attack of opportunity.

Attack with Longsword (Power Attack): 1d20 + 8 ⇒ (11) + 8 = 19
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (7) + 6 = 13


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 1 Initiative 14, AC: 19, HP 25/25

"Well there goes that option." Lucius drops his bow and advances to the caster while drawing his sword. He grips it with both hands and swings it sideways.

1d20 + 7 ⇒ (17) + 7 = 24

1d8 + 6 ⇒ (1) + 6 = 7

Round 2 Initiative 14, AC: 19, HP 25/25

Lucius takes a second swing at the caster.

1d20 + 7 ⇒ (20) + 7 = 27 Threat

1d8 + 6 ⇒ (2) + 6 = 8

Confirming Threat
1d20 + 7 ⇒ (5) + 7 = 12

1d8 + 6 ⇒ (2) + 6 = 8 more damage


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 1:

Init 10(+3), 22/22 hp, AC 17/11/16, CMD 17

Raven nods to Marc, and rushes towards the Hobgoblin, taking a sizable swing with his sword...

MW Greatsword: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, for 2d6 + 9 ⇒ (3, 3) + 9 = 15 Slashing damage.

Add an extra +2 to hit if I can get a flank.


M Human (Chelaxian) Rogue 4

Hafdan moves up through the wind, the breeze ruffling his clothes but sliding off the swords in his hands. Well that was nice.

Round 1 Initiative: 10(+3), AC: 16, HP: 16/18
Move action to get up to the caster
Attack w/ magical sword: 1d20 + 6 ⇒ (5) + 6 = 11, Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Round 2 Initiative: 10(+3), AC: 16, HP: 16/18
5 foot step to get into flanking with Marc against the caster
Primary attack w/ magical sword: 1d20 + 4 ⇒ (15) + 4 = 19, Damage: 1d6 + 4 ⇒ (4) + 4 = 8 + (sneak attack 2d6 ⇒ (2, 3) = 5)
Secondary attack w/ non-magical sword: 1d20 + 3 ⇒ (1) + 3 = 4, Damage: 1d6 + 3 ⇒ (6) + 3 = 9 + (sneak attack 2d6 ⇒ (2, 6) = 8)


Round 1 (end)

The hobgoblin grunts from the blows and it is clear that Lucius and Raven have injured him. In response the other creatures steps behind Raven, flanking him and drawing a kukri from his rags.

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d3 - 1 + 2d6 ⇒ (3) - 1 + (2, 2) = 6

Also please give me a DC 15 fort save or take 1d2 Str damage from black smear poison. It will trigger once a round for 6 rounds until you make a successful save.

Round 2

The hobgoblin takes another significant wound from Marc but remains standing, though barely. It then attempts to cast a spell (Darkness for those that pass Spellcraft checks).

You can give me magic missile damage Zephyr.

Concentration (defensive): 1d20 + 13 ⇒ (8) + 13 = 21
Concentration (damage): 1d20 + 9 ⇒ (17) + 9 = 26

Assuming the magic missile doesn't incapacitate the hobgoblin, the area will be plunged into darkness if that changes the actions of anyone after 17.


M Human (Chelaxian) Rogue 4

Hafdan's Round 2 action would be the same although now it probably has a miss chance I would imagine. Gonna assume the secondary attack was a miss with a 4, so here's percentile for the Primary that hit a 19 (21 with flanking).
50% miss chance, high is good: 1d100 ⇒ 94


Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23

Zephyr tries to interrupt the Darkness.

Magic Missile: 2d4 + 2 ⇒ (4, 1) + 2 = 7

My round 3 action will depend on if the Magic Missiles dropped him.


The hobgoblin does not fall from the magic missile and the room goes dark on 17.


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)

"Why is it always dark?" Miss chance for round 2. High is good. 1d100 ⇒ 19


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 10(+3), 22/22 hp, AC 17/11/16, CMD 17

Muttering imprecations, Raven takes a swing at where he *thinks* the Hobgoblin is...

MW Greatsword: 1d20 + 6 ⇒ (16) + 6 = 22, for 2d6 + 9 ⇒ (4, 3) + 9 = 16 Slashing damage.

High is good: 1d10 ⇒ 10.


Round 3 Initiative: 21(+5), AC: 22, HP: 30/33

Marc lays into the hobgoblin hoping at least one strike will land.

Attack with Longsword (Power Attack): 1d20 + 4 ⇒ (8) + 4 = 12
Miss Chance (50%, high is good): 1d100 ⇒ 15
Damage with Longsword (Power Attack): 1d8 + 6 ⇒ (3) + 6 = 9

Attack with Heavy Shield (Power Attack): 1d20 + 2 ⇒ (2) + 2 = 4
Miss Chance (50%, high is good): 1d100 ⇒ 81
Damage with Heavy Shield (Power Attack): 1d4 + 6 ⇒ (2) + 6 = 8


Raven, the creature hit you in round one, so please give me the fort save for rounds 1 and 2 and then the 6 damage from round 1.

Round 2 (end)

The hobgoblin falls after Raven's attack and the other creature disengages from Raven and moves somewhere into the darkness.


Round 3 (altered) Initiative: 21(+5), AC: 22, HP: 30/33

Marc readies to attack anything that attempts to strike him out of the darkness.

Ready action to attack anything that attacks him.


Round 3: Initiate 17+ (after ready was triggered)

Zephyr focuses on the fleeing figure in the darkness and summons aid leaving her winded.

Summon Monster I

Fort Save - 1d20 + 5 ⇒ (10) + 5 = 15

A hellish warhound (with darkvision) appears within the darkness and pursues the rag-clad creature.

1d20 + 6 ⇒ (18) + 6 = 24
1d6 + 6 ⇒ (1) + 6 = 7

Trip Attempt - 1d20 + 4 ⇒ (11) + 4 = 15


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

16/22 hp

Fort: 1d20 + 2 ⇒ (13) + 2 = 15.
Fort: 1d20 + 2 ⇒ (20) + 2 = 22.


M Human (Chelaxian) Rogue 4

Round 3. Initiative: 10(+3), AC: 16, HP: 16/18

Hafdan silently waits, trying to sense some kind of movement that will gave away the ragged creature.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Ready action to attack anything that attempts to attack me.


Round 3

There is the clear sound of the creature moving out the way you came in though it doesn't attack (or otherwise touch) anyone.

Round 4

The dog sounds like it is chasing after the creature and bites it, though there is no sound of it falling to the ground. Assuming nothing else changes, it disengages from the dog, continuing to head out the direction you came in. Should any of you move out of the globe of darkness around the hobgoblin, it is clear that there is another globe of darkness around the fleeing creature.


Round 4: Initiate 17+

The dog arrived and attacked in round 3.

Zephyr moves around, trying to get a view of the fleeing creature.

The hound chases down his prey.

1d20 + 5 ⇒ (15) + 5 = 20
1d6 + 6 ⇒ (3) + 6 = 9

Trip Attempt

1d20 + 5 ⇒ (20) + 5 = 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

Round 4:

Raven carefully fumbles his way out of the globe of darkness, only to groan in annoyance when he sees the other globe!

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