DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

Sandpoint Map
Map Link
Loot

Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus gives Prof a long look and then he nods.
"I'll do so once we are done here."

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus listens at the double doors for a possible ambush after their long discussion and opens them if he hears nothing.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Zolarus hears nothing and opens the door.

This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.

Prof and Zol please roll knowledge planes (or bardic knowledge).

As soon as Zol enters the room a high pitched scream echoes through the room.

HOW DARE YOU! HOW DARE YOU BRING YOUR UNCLEAN FEET INTO THE MOTHER'S SANCTUM! DIE DIE DIE! YOUR CORPSES WILL JOIN MY ARMY OF GREATNESS!

At that a small, apparently female, winged creature appears in a fancy gown, shows herself by the rear pool. She slices at her wrists deeply and a spray of dark blood converges with the bubbling fluids of the pool; and without a moment to prepare a wrathspawn climbs out from the pool. It's unblinking eyes lock on Zol and it gives out a horrible noise that can only mean "destroy".

Everyone can make a sense motive check.

Init order
Tik
Zol
Ark
Prof
Baddies

Everyone can act, there is no surprise round due to the hateful speech and summoning of sinspawn. Please be aware of your light source if you do not have darkvision. Also the yellow and green smiley face is the winged creature.

Init:

Arkus: 1d20 + 4 ⇒ (7) + 4 = 11
Tiktaa: 1d20 + 8 ⇒ (13) + 8 = 21
Zolarus: 1d20 + 4 ⇒ (16) + 4 = 20
Prof: 1d20 + 2 ⇒ (6) + 2 = 8
winged creature: 1d20 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14

"My feet wouldn't be so muddy if your evil shrine basin had clean water in it. Fine, I'll just wipe them off on the ornamental rug. Are you happy now?"

Zol raises his rapier in a defensive posture as he walks backwards out of the room and inspires courage.

--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Free Action: Utnapishtim moves the Dancing Lights so the humans in the party can see.

DM Sockmonkey wrote:
Prof and Zol please roll knowledge planes (or bardic knowledge).

Knowledge(Planes): 1d20 + 9 ⇒ (6) + 9 = 15

DM Sockmonkey wrote:
Everyone can make a sense motive check.

Sense Motive: 1d20 ⇒ 13

Move Action: Utnapishtim moves next to the door.

Standard Action: Depends on the results of the Knowledge and Sense Motive checks.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus Snorts and heads towards his newest playmate, the sinspawn.
"The flying hag is yours, I'll go play with the big one." he states calmly as he moves towards it and swings his flail once.

Flail flail 1d20 + 5 ⇒ (16) + 5 = 211d10 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Add +1 to hit and damage for Inspire Courage.


@ Prof:

This is a demon called a quasit
While not very powerful in the grand scheme of demons it does have some fascinating abilities. They can cast innate magic, be invisible at will, have resistances to elemental damage, their skin is extra tuff made from Abyssal Ichor which makes it extra difficult to penetrate unless using a cold iron weapon or combating an agent of good (DR/5 cold iron or good).
There is something special about this one! It is wearing a dress! How unique! How completely original! Normally quasits have no gender identification or want to express it!

Ark charges forward and hits the ugly creature.

Sinspawn 10 damage

Sense motive was a DC of 20
Ark and Tik may still roll

Tik and Prof are still up

Init order
Tik
Zol
Ark
Prof
Baddies

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Standard Action from before: Use standard action to perform a second move action. Utnapishtim wants to be able to support Ark, if needed.

Free Action: Utnapishtim speaks, "Friends, you recognize the sinspawn from before, and this flying creature is a demon called a quasit. Odd that one from the abyss would show any sense of fashion whatsoever. How... interesting of you... um, ma'am? You've certainly made an... um, statement of individuality. May I ask, where did you ever find such attire in your size and what prompted you to don it? Oh, and by what name shall I address you, by the way?"


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Sense Motive 1d20 + 1 ⇒ (8) + 1 = 9


Tik double moves into the room also.

bite: 1d20 + 3 ⇒ (18) + 3 = 21 hit bite damage: 1d6 + 1 ⇒ (2) + 1 = 3
Ark's Will save: 1d20 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (19) + 3 = 22 hit claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 3 ⇒ (20) + 3 = 23 hit possible crit
confirm crit: 1d20 + 3 ⇒ (7) + 3 = 10
not a crit claw damage: 1d4 + 1 ⇒ (3) + 1 = 4

Ark's 2nd Will save with the -2 from sickened condition: 1d20 - 1 ⇒ (10) - 1 = 9

The Quasit casts a spell and points her finger at Ark, then he freezes in place. The quasit laughs hysterically at her victory.

You may call me your new warrior queen!

spellcraft DC17 to identify spell:
Hold Person
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Ark takes 11 damage he is sickened and frozen.

sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Although it would not have changed the consequence, Inspire Courage also grants a +1 morale bonus on saving throws against charm and fear effects

"Um, guys, I was hoping they could come to us."
"Ark, buddy? You don't look so good."
"Cayden, help me blind these foul beasts!"

A cloud of golden particles covers the quasit and sinspawn.

  • Move action 30' into the den of evil
  • Standard action to cast spell like ability Glitterdust on quasit and sinspawn; Will save DC 15
  • Free action to speak and maintain Inspire Courage

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Glitterdust (2 rds)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

The baddies have gone, we're at the top of the order again. Would it be possible for either Tik or Zol to delay until after Prof moves?

Standard Action: Utnapishtim uses his Arcane Bond to cast Stumble Gap directly beneath the sinspawn. (Reflex DC 18. It falls prone in an adjacent square and takes 1d6 damage if it fails to save.

Stumble Gap damage: 1d6 ⇒ 1

Its next attack is at a -1 even if it succeeds the Reflex save.)

Move Action: Utnapishtim moves southeast along the wall.

Swift Action: Utnapishtim uses his Shift(Su) ability to finish moving into place to give either Tik or Zol the flank!

He chooses to do this in order to avoid any possible attacks of opportunity during the last step--depending on placement in case the enemy does fall prone.

Since the sinspawn would fall prone before Prof moved (if it fails its Reflex save), please feel free to move both it and me into an appropriate adjacent square.

Free Action: Utnapishtim urges his companions, "Do what you do best, friends. This monstrosity looks half-dead already. Finish it before it can strike Ark again!"

That's right! Front-line wizard, FTW! ;-) I hope the baddies fail their respective saves against both the Glitterdust and the Stumble Gap effects. Otherwise, the professor may not live to regret this action. ;-P


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus says nothing. He does nothing. His glare does nothing.

Arkus is highly ineffective!!!

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Ark hit for 10 points of damage and took both enemies' full round of actions! That leaves the rest of the party completely free to do something. I'd call that highly effective. :-)

Plus, Hold Person is only 1 round per level. If it goes badly, you'll be back in the thick of it soon enough!


quasit will save: 1d20 + 6 ⇒ (18) + 6 = 24
sinspawn will save: 1d20 + 4 ⇒ (1) + 4 = 5
sinspawn reflex save: 1d20 - 4 ⇒ (16) - 4 = 12

Argh! Twinkling! Why must I twinkle! I will show you something that does not TWINKLE!

The sinspawn swats at his eyes growls then stumbles to the ground falling on his elbow, there is a yelp. Tik confused on why and how the Professor switched spots attacks the beast with her quarterstaff but misses. The grotesque creature stands up and Tik swings again horribly. It rears back then jumps forward at the shaman, it's fanged mouth bites her on the upper arm. The quasit flaps 5 feet into the air and begins casting a spell.

blinded:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Question, with glitterdust it says -4 to dex-based skill checks. Is the reflex save considered a skill check or something else. For right now I am going to say it does but would like to know for the future.

Tik's attack: 1d20 ⇒ 3
Tik's AOO: 1d20 ⇒ 3
Sinspawn move action to stand, standard to attack
sinspawn bite: 1d20 + 3 ⇒ (9) + 3 = 12 50% miss chance low to hit: 1d100 ⇒ 45
bite damage: 1d6 + 1 ⇒ (3) + 1 = 4
Tik's Will save: 1d20 + 8 ⇒ (8) + 8 = 16

Roll spellcraft to identify her spell

New round, Ark you may make a new Will save to break the Hold Person, but the attempt is a full round action, remember the -2 penalty.

Tik has 4 damage

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

A reflex save is not a skill check. Either way, it failed the DC 18.

Since the sinspawn stood up, Utnapishtim will also take his attack of opportunity while it is both flanked and blind. Also, the sinspawn gets another Will save against the glitterdust at the end of its turn.

Attack of Opportunity: 1d20 - 2 + 2 + 1 ⇒ (2) - 2 + 2 + 1 = 3

-2 for Str, +2 for flanking, +1 for Inspire Courage--though the AoO did nothing :-(

Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28

Since the baddies have gone, Prof will declare his turn.

Move Action: 5-foot step south to avoid the attack of opportunity.

Standard Action: Utnapishtim casts Grease beneath the enemy's feet.. Reflex DC 18.

The grease is in the black square on the map.

Free Action: Utnapishtim addresses the wrathspawn, "Fall, you monstrosity! Fall!" He sounds uncharacteristically determined.

He's devout to Desna. That the quasit made reference to "Mother's Sanctum" really got to him. He wants this place destroyed.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

lol Will save 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Arkus twiches and eyebrow. If that eyebrow could kill, an army would have being slain..........

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

He moves up the stairs and thrusts his rapier at the blinded, greasy sinspawn.

rapier: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 191d6 + 1 ⇒ (6) + 1 = 7

"Go to the abyss sinspawn!"
"Ark, please snap out of it. We need you."

  • Move action 30' into the den of evil
  • Standard action to attack sinspawn
  • Free action to speak and maintain Inspire Courage

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Glitterdust (1 rds)


@ Prof, the negative to dex checks was if it got a negative to its reflex vs your stumble.
sinspawn reflex: 1d20 + 4 ⇒ (14) + 4 = 18 It stands its ground.

Tik's attack: 1d20 ⇒ 17 Tik's Damage: 1d6 ⇒ 2 Just Enough!

The wrathspawn skids a little holding its ground, it gets ready to lung again at Tik but she quickly smites the beast in the chest causing it to slip backwards and split it's head open on the stone flooring. The quasit finishes her spell and a wicked dog is summoned. It appears right next to Prof and attacks but misses. The quasit casts a blacked and red ray at Zol and it hits him, he feels weak for a moment but fights most of the effect off. She then flies to a safer part of the room.

The quasit flies avoiding Tik and Zol but provokes an AOO from Prof.

summoned creature attack: 1d20 + 3 ⇒ (4) + 3 = 7
ranged touch attack on Zol: 1d20 + 8 ⇒ (10) + 8 = 18
Zol's Fort Save vs DC 13: 1d20 + 3 ⇒ (12) + 3 = 15 Pass for Half
Zol's negative to strength: 1d6 + 2 ⇒ (5) + 2 = 7 Half is 3

Prof take your AOO

Ark may make a new will save
top of the round

Knowledge nature DC 17 to identify the dog

Spoiler:
Fiendish Hyena

Spellcraft to identify the spell DC 12
Spoiler:
Ray of Enfeeblement

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Attack of Opportunity: 1d20 - 2 + 1 ⇒ (4) - 2 + 1 = 3
Whiff!

Knowledge(Nature): 1d20 + 9 ⇒ (15) + 9 = 24
It's a puppy! Bad puppy!

Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
Spell? What spell?
____________________________________________________________

Move Action: Utnapishtim takes a 5-foot step to the east.

Swift Action: Utnapishtim Shifts (3rd use out of 8 today) to the other side of the Grease.

Free Action 1: Utnapishtim moves the dancing lights so he can better see.

Free Action 2: Utnapishtim exclaims, "Foul beast! It is clear that one such as you was sprung from the loins of the Mother of Monsters. Very well, in the name of Desna, The Great Dreamer, I shall flay the flesh from your bones!" He places extra emphasis on the sh sound in the word 'flesh' for dramatic effect. But it probably just sounds silly instead. :-)

Standard Action: Utnapishtim stands tall, raises his hand towards the Fiendish Hyena with deliberate defiance, and points at it. Acid Splash (1st use of of 3 today)
____________________________________________________________

Ranged Touch Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Possible Crit!

Crit Confirm: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Yes! It confirms!

Acid Splash Damage: 2d3 + 2 ⇒ (1, 2) + 2 = 5
The +2 comes from Inspire Courage; +1 (x2) for the confirmed crit. Too bad that it was only 5 damage on a crit. Oh well. It was cool that I rolled a 1 and a 20 in the same turn! :-)

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

AC 23 T 18

He advances to flank the quasit while holding his rapier in a defensive posture and quickly slaps Arkus on the face as he passes him.

  • Standard action for total defense
  • Move action through allies to flank quasit (provoking AoO)
  • Swift action to slap Arkus (fishing for +1 bonus to his save)
  • Free action to maintain Inspire Courage

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Strength -3 (? rds)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Point of order:
(1) The quasit is in the air. You cannot flank him because you do not have an ally on the diagonal in the air on the other side.
(2) You cannot flank when you do not threaten. By taking total defense, you do not threaten, and you cannot make attacks of opportunity.

At least, that's how we run it in Pathfinder Society play. I realize that Keith is running this outside the purview of PFS, so the decision is ultimately his--if he wishes to house-rule these two things.

"Gasp!" Utnapishtim blanches at the sight of Zolarus slapping Arkus Scargazed in the face.

ROFL! :-) I did not see that coming. If anything, I thought you'd just shake him or something. Well, I guess slapping him is "or something."


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus's Mighty Glare Glazes for a moment on that slap. That glare is turned on upon Zolarus!

Will Save 1d20 + 3 + 1 - 2 ⇒ (13) + 3 + 1 - 2 = 15


Prof summons a globe of acid on the big dog, the dog's haunches stand on end and it is enraged from the pain. Zol positions himself for some combat advantage while slapping Ark in a most helpful way. Un sure if the slap aided the effort, Ark breaks free of the Quasit's spell!

@ prof, that square you moved into is a wall before the Hyena pursues you please adjust the action.

As for the quasit flying 5 feet off the ground, it cannot be flanked, however it is within reach for any AOOs if it provokes them.

Hyena 5 damage

Quasit's AOO on Zol: 1d20 + 10 ⇒ (6) + 10 = 16 Miss

Bad guys still need to go.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

OK. Moved.

The hyena's about to have lunch.


The evil looking dog follows Prof, it lunges at him biting him on the upper inner thigh, blood stains his clothes. The quasit flys another 5 feet off the ground and cries out in a horrible tiny voice. Mother of deformities come forth and skin all my enemies so I may make a new cloak!

dog attack: 1d20 + 3 ⇒ (13) + 3 = 16 hit
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Free trip attempt: 1d20 + 3 ⇒ (2) + 3 = 5 unsuccessful

Fear effect- everyone gets a +1 from Zol's Bardic music. Please let me know if there are any other modifiers specific to your character that were not factored in. It is a DC 12 Will save.

Ark's will save: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 -Fail
Zol's will save: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Tik's will save: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
prof's will save: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Ark is the only one that fails.

Ark is frightened:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

everyone else is shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Dog has 5 damage

Ark is frightened

everyone else is shaken

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Since Ark is before Utnapishtim in initiative, the barbarian would flee before the wizard can act.

Free Action 1: Move the Dancing Lights

Free Action 2: Utnapishtim briefly considers Arkus' actions and says, "Oh, I see! Arkus has tactically reassessed the situation and is falling back to a more defensible position as Zolarus previously suggested. I can see the relative merit of this plan."

Full-round action: Withdraw


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Face Palm.....lol

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Perception: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13

"Dammit. The intention of my slap was to help you fight not flight!"

Zol's eyes widen seeing the fearful expression sieze Arkus. He steps backward and musters his most authoritative tone then casts Remove Fear on him.

"YE BE NOT AFRAID!"

  • Move action for perception check
  • Free action 5' step north and maintain Inspire Courage
  • Standard action for cast Remove Fear on Arkus

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Shaken (1 rd), Strength -3 (? rds), @Arkus: Remove Fear (20 min)

Fortified Drinker grants a +2 trait bonus vs saves against mind-affecting effects. Just another reason why Zol drinks all the time.


Prof withdraws from the bad dog noticing Ark begin to flee. Zol quickly notices the fear in Ark's eyes and talks him back to calm with some nice words (cast your spell).

@ Ark, Just noticed Zol bailed you out Ark; you may have your turn.

@ Tik, she still needs to go too, I will bot her after Ark's move incase you beat me to post.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

YES!!!! Thanks Zol.

Arkus steps forth and attacks the dog!! Fustration fueling it and more than a little relief.
Attack 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d10 + 7 - 2 ⇒ (2) + 7 - 2 = 7


Ark swings his mighty axe... and misses. Tik foolhardily follows Ark's Cue and lightly pummels the dog on the nose. The animal has intuition enough to know the big axe has more probability for more hurt and attacks the barbarian, unfortunately missing. The Quasit points her finger at Ark then wraply and twistedly directs it to the ground. Mailfoudetrail Ark's eyes roll backward in their sockets and he falls to the ground limp. The quasit then laughs.

Tik's Attack: 1d20 ⇒ 17 Tik's damage: 1d6 - 1 ⇒ (3) - 1 = 2

bad dog's attack on Ark: 1d20 + 3 ⇒ (4) + 3 = 7 miss

Ark's Will save with the -2: 1d20 - 1 ⇒ (4) - 1 = 3

Sorry Ark, sending you a PM

Dog has 7 damage (round 2 of summoned creature)

Top of the order

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim hears casting and tries to figure out what happened to Ark.

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

Sadly, he has no clue.

__________

Init order
Tik
Zol
Ark
Prof
Baddies
__________

Awaiting actions from Tik, Zol, and Ark before deciding what to do next.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

He removes a cure potion from his pack and steps forward thrusting his rapier at the quasit's belly

"Let's kill this demon monkey!"

melee: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 181d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

  • Move action to retrieve cure potion
  • Free action 5' step north and maintain Inspire Courage
  • Standard action to attack

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Strength -3 (? rds), @Arkus: Remove Fear (20 min), @Quasit: Flank


Monkey is 10 feet off the ground.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Oh, then switch the attack to the doggie and disregard the move action to retrieve potion to move into position.


Ark continues to lay on the ground. Zol thrusts his rapier into the evil dog and gives it a nasty gash to it's neck. Tik swings her staff at the dog and it grabs it with his mouth for a moment before Tik can wrestle it back.

Prof your action.

Tik's attack: 1d20 ⇒ 5

Dog has 11 damage

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Free Action: "Oh? We're not making a strategic withdrawal? Clearly I've completely misread the tactics these heroes employ." Utnapishtim is confused. "Aha! It must be subterfuge! They're confusing the enemy! I must be brave and support my companions in this effort!"

Move Action: 30' (moved on map)

Standard Action: Utnapishtim casts acid splash on the flying enemy.

Ranged Touch: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18

+2 for Dex, -4 for melee

Acid Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Free Action: "Aha! Have at thee, villainous spawn of the mother of monsters!"

Yeah. It's silly banter, I know. But, I'm feeling silly right now.


My Dress! You ruined my dress! I will wear your wiggly fingers for gloves!

Prof's glob of acid strikes the quasit and melts away a portion of her dress. The acid otherwise does not harm her. The evil dog attacks Tik with a leap but misses, just before it would of landed from the leap it fades from existence. The quasit flys 5 more feet up and begins to cast a spell.

bite on Tik: 1d20 + 3 ⇒ (8) + 3 = 11
dice roll for prof's spellcraft with extra bonuses: 1d20 ⇒ 3 Nevermind you do not know what she is casting.

Everyone else is up top of the round

May not be able to post tomorrow working a double.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:

dice roll for prof's spellcraft with extra bonuses: 1d20 ⇒ 3

Nevermind you do not know what she is casting.

Depending on the bonus, I might. My Spellcraft is +10. If the circumstance bonus you're giving me is +2, I can identify a 0-level spell with that roll, for example.


noted, still a miss, you can identify it as a conjuring spell though.

Top of the order.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

He draws a dagger moves directly under the quasit and flings it at the creature's head before its spell is completed.

"Tik, do you have any fiery bolts left?"

ranged attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 131d4 + 1 ⇒ (4) + 1 = 5

  • Move action to retrieve dagger while moving
  • Free action to maintain Inspire Courage
  • Standard action to ready range attack to disrupt spellcasting

--------------------------------------------------------------------------
Ongoing effects: Inspire Courage, Fortified Drinker (1 hr), Strength -3 (? rds), @Arkus: Remove Fear (20 min),

Can I safely assume the strength damage is removed as the spell expires?


Yes the shaken condition lasted 1 round.
tik's ranged touch attack: 1d20 + 3 ⇒ (11) + 3 = 14

Zol throws a dagger to try and disrupt the spell being cast but misses horribly. Tik also casts a spell trying to intercept the quasit's spell being cast. A bolt of fire shoots from her hand and pass the Quasit hitting the ceiling beyond harmlessly.

Ark & Prof

Ark's knowledge planes: 1d20 + 10 ⇒ (13) + 10 = 23

[spoiler=@ Prof]
This demon has resistance to acid, cold, and fire. You were not sure at first but now that the prof is in so are the facts.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Well, the wrathspawn is still there...

Swift Action: Utnapishtim Shifts 5 feet to get within close range (4th use out of 8 today)

Standard Action: Last Acid Splash of the Day: 1d20 + 2 + 1 - 4 ⇒ (13) + 2 + 1 - 4 = 12

+2 Dex, +1 Inspire Courage, -4 in melee

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Free Action: "Fall, monstrosity! Fall! FALL!!!"

Move Action: Move back to the other side of the door.


@ Prof the wrath spawn is dead. It is just buried under layers of images so not deleted. You may have a different action if you want.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
@ Prof the wrath spawn is dead. It is just buried under layers of images so not deleted. You may have a different action if you want.

Whoops! Then acid splash on the hyena, please.

All other actions remain the same.

I took the liberty of removing the wrathspawn.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

@Prof: I'm not sure why you have a -4 penalty in melee.

"Does anyone have a crossbow I can use?!?"

"I was foolish not to have bought one in Sandpoint!"

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Zolarus wrote:

@Prof: I'm not sure why you have a -4 penalty in melee.

"Does anyone have a crossbow I can use?!?"

"I was foolish not to have bought one in Sandpoint!"

My target is in melee, and I do not have the Precise Shot feat. Hence the -4 penalty.

"I have a dagger?" Utnapishtim offers weakly from the other side of the door.


@ Prof the Hyena poofed out of existence at the end of the quasit's last turn.

This is becoming a funny scenario, neither side has decent ranged attacks.

Also Ark is being NPC'd if anyone wants to declare his action feel free, like all NPC-ing I will have the final say if it puts them into danger.

Tik common sense: 1d20 ⇒ 6
Ark's common sense: 1d20 ⇒ 20

Ark-
Close that door or this annoying bat lady will fly out! Give me something to throw at it!

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