DM Raltus Demon Slaying (Inactive)

Game Master Raltus

Book 2 Maps l Gear Spread sheet l Hand outs


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Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

"Hey guys - I'm hanging here. What are we doing with this chamber?"


This is up to the PCs, my NPCs are staying out of the decision


Human Paladin 3

Awakening from slumber

Check out the rest of the chamber?


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn climbs further down and checks how deep the water is here. "You want to go first? Just in case the water is deep. For I swim as well as a lead duck.


Human Paladin 3

Same here, and I am in heavy armor..Umm...How about Tink and his golem? Golems don't need to breathe.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Iko steps forward and in his usual soft calm voice says. "I can swim it."

Then takes off his shirt and rolls it up and puts it in the backpack that Lynn gave him earlier and walks to the ledge by the water.


DC 5 climb check, the rope is knotted well and driven into the stone with a piton. It already held Lynn's weight with her Armor on, so Iko has no issues.

As you reach the bottom of the rope you can hear the water rushing below you, there is enough light from above from the Torch Don is holding to see the black water. The area that Lynn described is where she said it was.

DC 10 acrobatics check to swing the rope to the and land in the alcove.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Iko grabs hold of the rope and swings across.

Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20

With expert grace and sticks the landing. He keeps his eyes and ears peeled for anything on his side.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


The entrance to this small chamber sits a foot above the water
level to the west. A thick layer of dust coats the rest of the
cavern. Near the far wall sits an old wooden chest covered with
dust and cobwebs.

DC 20 Reflex Save/DC 20 perception Check to notice/Spike Pit Trap 10' deep
Fall Damage: 1d20 + 10 ⇒ (5) + 10 = 15 Spikes: 1d4 ⇒ 1
Falling Damage + Spike: 1d6 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4

I already rolled it all on the last page


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23

And I have evasion so that would be no damage correct?


Yes you avoid the damage

Iko nimbly avoids the falling floor, landing on the same side as the chest. It is not locked opening easily to Iko's lifting.

Inside:

+1 light wooden shield, a ring of climbing, a scroll of identify, a scroll of
magic fang, two potion of darkvision, and 250 gp.



Shield Spell craft 20
Potions Spell craft 17
Scrolls Spell craft 16


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Interesting Iko thinks to himself.

He calls back to the others "I've found some items over here. In a chest."

If the others can reach the rope from above Iko will tie the chest to the rope for the group to pull up.


The rope is just out of reach, You can either do a DC 10 acrobatics check to jump and grab the rope or try to pull it in with something.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Iko slings the shield on his back and puts the ring on (Cos why not :) ), and puts the scrolls and potions in his belt.

Then goes to the edge, crouches and leaps for the rope.

Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn listens intently. "No screaming and no splashing. It seems as if everything is still alright down there." she jokes.


for the interest of moving things along

Lynn climbs back up after Lynn and Don have pulled the chest up, SteelGate and Tink have watched the back door and passage leading up.

Back into the trophy room, you can either head upwards again or back towards the Mongrel village.


Human Paladin 3

Up! Don goes up!


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Sorry boards where down when I wanted to post then had a busy day running around all over the place.

Iko climbs back up and hands over the items. "These should probably researched or identified." he says then joins with the group whichever direction they choose to go.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn follows Don's lead.


Ratfolk Crafter 6 (HP 63)

Tink stops and looks over the items Iko found.
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
All but the scroll of identify and a potion of dark vision are identified.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn looks over the shoulder of Tink and uses Read Magic to decipher the scrolls. "And? What are the other items?"


Ratfolk Crafter 6 (HP 63)

"The shield is magically enhanced to offer more protection, the ring helps one to climb, the one potion grants darkvision, and one of the scrolls enhances natural weapons." Tink says inspecting the shield and turning it over


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Spellcraft Potion: 1d20 + 5 ⇒ (11) + 5 = 16
"The scroll is one of Identify. The other potion I can't tell either."


Don heads north as Lynn and Tink look through the new items they found. Aniva and the other are talking with Iko when the shouting begins.

Attack 1 vs FF Don: 1d20 + 4 ⇒ (7) + 4 = 112d4 + 3 ⇒ (3, 1) + 3 = 7
Attack 2 vs FF Don: 1d20 + 5 ⇒ (1) + 5 = 61d10 + 3 ⇒ (10) + 3 = 13

Initiative:

Tink Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Iko Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Don Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Lynn initiative: 1d20 + 4 ⇒ (10) + 4 = 14
SteelGate Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Cultist 1: 1d20 + 3 ⇒ (2) + 3 = 5
Cultist 2: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative Rd 1
Cultist 2
Lynn, Don, SteelGate <---
Iko
Tink, Cultist 2

Cultist 2 vs FF Don: 1d20 + 5 ⇒ (1) + 5 = 61d10 + 3 ⇒ (1) + 3 = 4


Human Paladin 3

Don uses the withdraw action to get back to the others. More cultists!


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I'm unsure where we are at the moment on the map. If it is possible I'd charge the cultist. If not I'll move up to Don and ready an attack.
Lynn levels her glaive to welcome them. "You will soon meet your cult leader again!"
Attack: 1d20 + 6 ⇒ (20) + 6 = 261d10 + 4 ⇒ (9) + 4 = 13
Confirm: 1d20 + 6 ⇒ (5) + 6 = 111d10 + 4 ⇒ (2) + 4 = 6


I am updating as we speak


Map is updated

"Not if we send you to her first, I bet Baphomet would love your soul to torture!"

They don't move out of their ambush point.


Human Paladin 3

Kind of at an impasse at this point. They have a perfect spot to strike us.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn takes out a potion and downs it.
CLW Potion: 1d8 + 1 ⇒ (5) + 1 = 6
21/22HP

"With your scale you could levitate up but you would get some hits anyway. How many are there? Once you've smitten the first the other will keep his flippant mouth shut." Lynn suggests.

"Or as an alternative we get the coal pots, make a nice fire here and smoke them out."

levitating a bit higher would even get you +1 on the attack. Why did Don get 3 attacks from two enemies?


They got a surprise round then the second cultist won initiative. I am also saying that it is just a slope up at not a latter to climb so you can walk up lets say a 3 foot incline.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

"My goddes will make it short and painless for you." Lynn charges with leveled glaive to show them whose god is mightier.Attack: 1d20 + 6 ⇒ (8) + 6 = 141d10 + 4 ⇒ (10) + 4 = 14

It's no charge as in the rules as no straight line leads to them.


attacker 1: 1d20 + 4 ⇒ (17) + 4 = 212d4 + 3 ⇒ (4, 1) + 3 = 8
Attacker 2: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 3 ⇒ (9) + 3 = 12

I am going to use this attack since you rolled it already

Lynn wrote:


I'm unsure where we are at the moment on the map. If it is possible I'd charge the cultist. If not I'll move up to Don and ready an attack.
Lynn levels her glaive to welcome them. "You will soon meet your cult leader again!"
Attack: 1d20 + 6 ⇒ (20) + 6 = 26 1d10 + 4 ⇒ (9) + 4 = 13
Confirm: 1d20 + 6 ⇒ (5) + 6 = 11 1d10 + 4 ⇒ (2) + 4 = 6

Lynn and the first attacker trade blows, Lynn's blow nearly disemboweling the man.

Initiative Rd 1
Cultist 2
Lynn, Don, SteelGate <---
Iko
Tink, Cultist 1 (-13)


Human Paladin 3

Don moves up to add his might to Lynn's


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

I can't move my figure but if so move me to the left of Lynn.

Iko takes his sword (Was the magical one given to me, we never covered that in the gameplay thread, if not thn just his normal temple sword.) and moves with speed and grace down the corridor placing one foot to the right to propel himself up to the left, then his left foot connects with the left wall and he pushes himself to the right just above Don's head then with the lean muscles of his legs he propels himself up and over Don and Lynn to land just beside Lynn in a spin which hooks his sword behind the knee of the (blue) attacker and tries to trip him up.

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (6) + 11 = 17

Improved Trip Attack: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24


M Construct Eidolon (HP 60)

Steelgate steps forward to Lynn's other side and readies to step into a flank if someone makes an attack


They all used their AoO

The panic seems to set in on the faces of the cultists as they see more people piling through the door to confront them. The right to the right is wielding a Scythe and the one on the left is wielding a Glaive like Lynn.

Initiative Rd 1
Cultist 2 (disengaged)
Lynn, Don, SteelGate
Iko
Tink, Cultist 1 (-13)<---[/ooc]

The Glaive wielder attempts to attack Lynn again.

Galive: 1d20 + 5 ⇒ (15) + 5 = 201d10 + 3 ⇒ (1) + 3 = 4

The Cultist that Lynn gutted backs up carefull (5ft) then withdraws from combat.

correct me if I did that wrong, he avoided the AoO of SteelGate and Lynn by 5' stepping then withdrawing


edit: No attack on Lynn, Iko tripped the glaive wielder.

As Iko springs though the door way, his left leg collapses the cultist, who screams out in agony and frustration at his retreating companion.

"Baphoment will eat your soul!!!


Ratfolk Crafter 6 (HP 63)

Tink watches the fighting.

Steelgate attacks the person who attacked Lynn

Attack, Damage: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 9 ⇒ (1) + 9 = 10


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

"Already abandoned by your god? You serve a huge bull and you got shat on. From your side of view this is big BS."
Attack: 1d20 + 6 ⇒ (15) + 6 = 211d10 + 4 ⇒ (5) + 4 = 9

"Would someone please shoot that guy before he manages to patch himself up again?" she asks pointing at the one fleeing.
Then she patches herself up again.
CLW cast as swift action with Fervor: 1d8 + 2 ⇒ (4) + 2 = 6

15/22 HP
Or you take my last unused roll again. For a guy on the ground this should be good enough. Then this one goes into the AoO if he gets up.


Human Paladin 3

Don starts chasing the fleeing cultist.


you will have to double move like she did

Lynn slashes into the cultist on the ground, opening up a large gash on him.

I am going to use his attack from the ground but it is minus 4 right? so he gets a 16 upon Lynn missing her.

The cultist tries to slash at Lynn's shins while on the ground but her greaves are thickly armored and stop the blow.


Human Paladin 3

Oh yea! Time to split the party!

Don double moves!


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

I'm usually the one splitting the party haha.

Iko drops low and slashes across the cultist side...

Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

...which the cultist rolls out of the way of which Iko responds with a twirl of his sword overhead in a spin and brings it down on the prone cultist in a blinding flurry of speed.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Crit Confirmation: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Oh wow another crit. Should I roll another?


exploding dice? No 1 crit is enough

Iko kills the cultist in this room, Don goes barreling down the narrow tunnel towards the other one.


Initiative Rd 3 (Tink can go as well, the cultist does radiate some magic)
Cultist 2 (disengaged)
Lynn, Don, SteelGate <---
Iko
Tink, Cultist 1 (deceased)

The retreating cultist sees Don coming and refreshs herself.

Healing: 1d8 + 1 ⇒ (4) + 1 = 5

"You will never leave this lair alive!"


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Lynn takes out her new bow and using her spell like ability shoots at the cultist.
"We will. You will not."
1d20 + 3 + 20 ⇒ (15) + 3 + 20 = 38
1d8 ⇒ 8

True Strike: Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.


Lynn's shot lines up perfectly and impales the cultist in the forehead.

Aniva and the others come up behind the group, "Is it safe to make a break for the surface?" Aniva asks

Cultist gear:

Mstr Chain Mail x 2
Mstr glaive
Mstr scythe
Potion CLW (ID DC 16) x 2
Scroll cause fear (ID DC 16) x2
Scroll Comprehend Languages (ID DC 16) x2
Unholy Symbol Baphomet
UnHoly Symbol Deskari (DC 15 Religion)
10 gp x 2


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

On Iko's turn

Iko dashes with an impressive burst of speed down the corridor right behind Lynn's arrow of death and comes to a skidding halt right beside Don and crouches behind the barrier for cover.

He says to Don "Enemies?"

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