DM Stephens Serpents Skull Campaign - Chp1:The Smugglers Shiv (Inactive)

Game Master terok

With the defeat of the dark Dryad and surviving many of the islands others challenges, the party is well on their way to becoming the Shiv's masters...only Ieana stands in their way...


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There seems to be traffic going back and forth between both passages...multiple sets going back and forth...something humaniod has obviously beeen going back and forth at least several times as you see boot prints, multiple sets.


Nice job team on getting this far, we are not far from the end of this chapter! A couple of nice rewards to come at the of the chapter...if you survive!!!!!!!!! lol


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Alpha order (1 = east, 2 = west): 1d2 ⇒ 2

Anton flips a coin. "Desna says west."


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Mihai shrugs "West it is then"


The hallway goes up to the West before turning and going up to the North.

It ends in another room. Bits of bone and fragments of wood lie scattered through this room. The walls are carved with hundreds, perhaps thousands, of strange runes interspersed with the periodic image of a stylized rune that looks like a fanged skull.

DC 25 Knowledge Religion:

The stylized rune of the fanged skull is identifiable with
as the symbol of Zura.

The scribings seems to be in Azlanti and there are quite a few. You can translate them but it will take some. Assuming you move on...

You move to one of the other doors and open it, Bare alcoves line the walls of this hallway, each containing a scattering of wood and cloth fragments. A larger empty chamber lies ahead.

Nothing is in the larger room expect for scraps of debris.

You move back to the east goig up the stairs to the next landing...

DM Only:
perception Anton 1d20 + 13 ⇒ (16) + 13 = 29

Anton spots a trap in the floor and then disables it. You move on past it until you get to a hallway to the West and some double doors to the North.

DM Only:
perception Anton west trap 1d20 + 13 ⇒ (9) + 13 = 22

DM Only:
perception Anton north trap 1d20 + 13 ⇒ (17) + 13 = 30

You confirm that the hallway to the west opens back into the entrance chamber but only after having to disable another trap. The hallway to the north contains yet another trap, luckily for you these are fairly easy to spot. You diasble it as well.

You open the double door to the north...

An oval pool of what looks like softly rippling blood sits at the center of this octagonal room, filling the air with a metallic tang. Four round pillars support a ceiling decorated with crisscrossed supports and grooves, while ten two-foot-wide circular holes decorate the walls at chest level.

Your move...

Map so far...


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Knowledge Religion 1d20 + 10 ⇒ (7) + 10 = 17

"Interesting design. If time allows later, I'll go over the writings here and see if they say what it is."

Yes, we won't spend time on it now; we want to keep the time that Ileana has to discover the remains of her guards to a minimum.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Nim waits for the others with knowledge in such things to chime in about the room before moving in himself.

The taste in the air leads me to believe that is actually blood... as absurd as it sounds...


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Knowledge (dungeoneering): 1d20 + 6 ⇒ (15) + 6 = 21

Anton looks thoughtful. "In that case, how has it not clotted, dried out, and crusted over? Either it's fresh, or it's preserved by magic, or it's alive -- like a blood monster or something -- or it isn't blood at all. Maybe it's just water full of rust; and maybe there's a monster hiding in it."

The halfling scowls. "I also don't like those holes in the walls; maybe they're decorative, maybe they channel blood down from a sacrificial altar, or maybe they hide deadly traps. Or some combination thereof. Seriously, this room makes that pit full of bones look inviting by comparison."


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

My inclination would be... preserved by magic...


Anton, you going to enter and look around the room for traps and such?


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

That depends.

Anton snorts. "Well, I'm not going in there until it passes the most basic test." The experienced scout pulls out one of his pitons and throws it to land next to the pool, on the opposite side from him.

Attack -F,7 (Point Blank Shot): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17


You wait for about a minute and nothing happens...


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Magically preserved? Perhaps. Lets see for a moment...

Detect magic. Knowledge (Arcana) when/if necessary- 1d20 + 12 ⇒ (6) + 12 = 18


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Nim offers, I could summon an animal to move about the chamber if you wish.

convert feather step to summon nature's ally I if requested


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton perks up at Nim's suggestion. "Yes! Preferably an animal as big as you. And warm-blooded. I really don't want to be the first one to get close enough to an apparent POOL OF BLOOD to find out what's up with that. Some people might have other words for it, but I like to think of it as 'practical' and 'common sense'." He spins one hand in front of his chest and tilts his head in a sort of bow.


The animal, a pony, is commanded to go into the chamber and walk up to the fountain. Nothing immediately happens when it enters, but suddenly a bronze wall slides down from the ceiling blocking the entrance to this room or any escape. It looks thick and heavy.
You can't see what happens in the room but you hear and feel three big rumblings, one every 5-7 seconds before it goes quiet for a few seconds and the wall suddenly slides back into the ceiling. The dog is gone but you see a lot of blood splattered all over the floor where it once stood.

All is quiet again. You can now barely make out where the bronze wall slides up into the ceiling, you are guessing that the bronze is at least an inch thick.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

I was hoping to use Detect Magic to determine any auras, as above. Would also have tried to use my Unseen Servant to trigger any trap as it can exert 20 pounds of weight.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)
Aedalis Omathi wrote:
I was hoping to use Detect Magic to determine any auras, as above. Would also have tried to use my Unseen Servant to trigger any trap as it can exert 20 pounds of weight.

In fairness his post was in before mine. The result of his detect magic would be useful. :)


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Not one to be able to offer much in the way of tangible trap removal advice... Mihai remains silent and watchful. Any suggestion of using summoned flesh for the purposes of experimentation causes him to raise an eyebrow... but he does not intervene to challenge it.


Aedalis detects Transmutation Magic...after several round it is a moderate aura.

Aedalis #1:

Give me a perception check. If you beat a DC 20, read the second spoiler, if not them continue with your next action.

Aedalis #2 only read after #1:

You spot small auras of transmutation magic glowing on the pillars.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)
Mihai Soarta wrote:
Not one to be able to offer much in the way of tangible trap removal advice... Mihai remains silent and watchful. Any suggestion of using summoned flesh for the purposes of experimentation causes him to raise an eyebrow... but he does not intervene to challenge it.

Interesting point about the ethics of Nim's action and summoning in general. The pony is not killed permanently, but the psychological ramifications would be. :/

Of course, is summoning a creature into combat to soak up attacks from a clearly superior adversary, and very likely "die" in the process, really any different?


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

I believe its been clarified in the past that your essentially summoning an aspect of the actual animal in question; not a real animal to be slaughtered. Still a bit blurry ethically.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

A reasonably powerful aura of transmutation is what I have discerned...

Emanating from where, the pool of blood?


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

I forget that Nim has detect magic as well...

Nim focuses his own vision to search the room for auras along with Aedalis...

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Can you tell how the trap is activated? Or better yet, deactivated? What if we keep our distance from the pool? Can we dash through the room to the other doors perhaps?

How long was the delay between the pony entering and the trap activating?


You think it was around 15-20 seconds but you weren't counting when the pony went in before the brass walls came down. You have no idea if the other door is locked or not but you could make it to the other door before that time was up, basically 1 round.
Nim you can read both spoiler for Aedalis with your rolls.
Aedlais, the aura seems to be eminating from the pool, the walls and the ceiling...


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

There seems to be smaller auras emanating from points upon the pillars in addition to those from the pool, ceiling and walls...

Some sort of sensors? Or perhaps a way to deactivate the traps?

Can you see them Aedalis? I am unschooled in art of identifying the type of magic involved... but they seem to be of a similar type of magic as the rest.


Aedalis is not able to make them out. Possibly Anton could but they seem to be very well hidden and blend in with the walls...


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton stares at the blood spatter that is all that remains of the summoned pony, listening to Aedalis and Nim discussing magical auras. "Transmutation, eh? And all over the place. So the room is basically one giant trap. (As I suspected.) Now that I know what I'm up against, I might be able to mess it up; but I'm going to have to lighten my load, and get out of this armor. On the plus side, we can put it in the doorway, and maybe it can hold up the wall long enough for me to escape if I don't get it right the first time." The halfling shrugs off his backpack, and starts taking off his magical breastplate.

Disable Device +12 without the armor check penalty


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Do you think discarding your armor wise?

I suspect salvation or destruction awaits you at the pillars...

Do you wish for me to accompany you within the chamber? Perhaps if the trap summons something that can be fought?


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton gives a half grin. "'Wise' would be to not go ahead. Possibly see if there's a back way in through the pit of bones, and otherwise just shrug and leave. But if we're going forward, then I'll need every advantage to succeed at breaking the trap before it triggers. And no, I doubt you could help. Too rhythmic, too much vibration. I'm pretty sure it uses a mechanism of some kind."


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

All that is left to say then is... good luck.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Focus on the pillars Nim spoke of.


Anton focus' on the pillars for a few moments after laying down his armor in the doorway. He knows his life could depend on his sharp sight and ability to defeat many traps...

DM Only:
perception Anton extra perception Nim pointing out the pillars1d20 + 13 + 5 + 2 ⇒ (16) + 13 + 5 + 2 = 36

He thinks he spots something on the pillar, but he has to get closer to be sure. Moving into the room Anton looks for pressure plates, tripwires ...anything that will set off this trap as he moves up. Approaching the pillar and he is able to make it out now, a circular difference in the pillar about 4 feet up.
Anton reaches up and touches the circle, it seems that it can move so you push it, something clicks in the pillar and you start to look around. All is quiet...

A grin comes over your face as you think you may have defeated the trap!

It is short lived though, just as you begin to give the group the thumbs up something makes you hesitate...you hear some whispering coming from the wall to the west nearest the group...a couple of the others start to hear it as well..voices from the wall.

Suddenly an eyeball squeezes through what is an impossibly small crack in the walls followed by some flesh, then another eyeball and a mouth with jagged teeth. Like a fountain of jellified flesh, something spews out of the crack in the west wall...it is horrific. This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws whispering ceaselessly.

DM Only:

initiative strings:
Nim/Wic 1d20 + 1 ⇒ (10) + 1 = 11
Anton 1d20 + 3 ⇒ (16) + 3 = 19
Mihai 1d20 + 0 ⇒ (1) + 0 = 1
Tragershen 1d20 + 3 ⇒ (13) + 3 = 16
Corbrius 1d20 + 1 ⇒ (13) + 1 = 14
Aedalis 1d20 + 4 ⇒ (12) + 4 = 16
Mouther 1d20 + 3 ⇒ (18) + 3 = 21

Order of Combat: Mouth of Madness 1:

Creature 21
Anton 19
Aedalis 16a
Tragershen 16b
Corbrius 14
Nim 11a
Wic 11b
Mihai 1

No one is suprised, or at least it's surprise round was to slop out into the room. Map will be up tonight so feel free to wait until it's posted.

The voices coming from the creature seems to claw into your mind, muddying it, what should you do, it is hard to think!
I need a will save from everyone, including Wic.

The creatures turn is over.

DC15 Knowledge Dungeoneering:

It is a Gibbering Mouther. A powerful abberation. It's body is immune to critical hits and precision damage.
It's voices are called Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC
13 Will save or be confused for 1 round. This is a mindaffecting
compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gibbering for 24 hours.

DC20 Knowledge Dungeoneering:

It is a Gibbering Mouther. A powerful abberation. It's body is immune to critical hits and precision damage.
It's voices are called Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC
13 Will save or be confused for 1 round. This is a mindaffecting
compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gibbering for 24 hours.
It has DR5/Bludgeoning.
All-Around Vision (Ex) A gibbering mouther sees in all
directions at once. It cannot be flanked.
Amorphous (Ex) A gibbering mouther’s body is malleable and
shapeless. It is immune to precision damage (like sneak
attacks) and critical hits, and can move through an area as
small as one-quarter its space without squeezing or oneeighth
its space when squeezing.
Blood Drain (Ex) On a successful grapple check after grabbing,
several of the creature’s mouths attach to its target. Each
round it maintains its grapple, its mouths automatically
deal 1d4 points of bite damage and 1 point of
Constitution damage as it drains its victim’s blood.

DC 25 Knowledge Dungeoneering:

You can read the Beastiary entry and know everything about it.

Remember you can only share with the group what you can say in 6 seconds.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Mihai is rocking out the Initiative checks ;)

Will Save: 1d20 + 9 ⇒ (12) + 9 = 21


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Will: 1d20 + 6 ⇒ (11) + 6 = 17

Aedalis marred the creature's ability to attack and extended the hex, all while sending Tilsini forward with the touch of fatigue spell the familiar was holding.

Evil eye -2 to attacks, focusing it until next round if it makes the save (if it fails the save, Aedalis will draw his crossbow.

Assuming Tilsini survives the AOO... Note Tilsini has mage armour so AC is 21 with a -2 to attack for the creature.

As its tiny body made contact with the creature, Tilsini acted as a conduit for the spell Aedalis had cast upon the familiar, delivering it.

Tilsini Melee Touch: 1d20 + 3 ⇒ (18) + 3 = 21

Fort DC15 or fatigued for 4 rounds.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Nim's Will save: 1d20 + 6 ⇒ (10) + 6 = 16
Wic's Will save: 1d20 + 2 ⇒ (20) + 2 = 22

I would suspect that Tilsini also needs to make a Will save. :P


Correct...sorry, it affects all creatures.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Tilsini Will: 1d20 + 4 ⇒ (9) + 4 = 13


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Will: 1d20 + 3 ⇒ (8) + 3 = 11 +2 vs. fear or compulsion
Knowledge (dungeoneering): 1d20 + 6 ⇒ (4) + 6 = 10
Well, now doesn't Anton feel silly, standing there without his armor or backpack. :p
hp 34/34, AC 15, touch 15, flat-footed 11


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Will 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge Dungeoneering 1d20 + 11 ⇒ (18) + 11 = 29


Male Human Magus 4(Bladebound)
Attacks:
Asilande +9(1d6+4/18-20x2), Dagger +6 (1d4+2/19-20x2), Longbw +7 (1d6/20x3)
Spellcasting:
CL 4 +6 melee, +6 ranged, Conc +9
Stats:
Init+3, Perc+2,AC19/14/15 HP 37,Frt+5,Will+4,Ref+4,Spd 30',CMB+5,CMD 19,Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10

Will: 1d20 + 4 ⇒ (16) + 4 = 20


DM Only:

01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
Failed save confusion roll Til 1d100 ⇒ 76
Failed save confusion roll Ant 1d100 ⇒ 29
Failed save confusion roll Trag 1d100 ⇒ 20
Gibbering Mouther CR 6
XP 2,400
N Medium aberration
Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12
Defense
AC 23, touch 13, flat-footed 16 (+3 Dex, +8 natural)
hp 54 (4d8+28)
Fort +8, Ref +4, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune
critical hits, precision damage
Offense
Speed 10 ft., swim 20 ft.
Melee 6 bites +9 (1d4+2 plus grab)
Special Attacks blood drain, engulf (6d4 damage plus 2 Con
damage, AC 13, hp 4), gibbering, ground manipulation,
spittle (+8 ranged touch)
Statistics
Str 14, Dex 21, Con 28, Int 8, Wis 17, Cha 16
Base Atk +3; CMB +5 (+9 grapple); CMD 20 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +14, Swim +10; Racial Modifiers +4 Perception
Language Aklo
Ecology
Environment any underground
Organization solitary
Treasure standard
Special Abilities
All-Around Vision (Ex) A gibbering mouther sees in all directions at once. It cannot be flanked.
Amorphous (Ex) A gibbering mouther’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or oneeighth its space when squeezing.
Blood Drain (Ex) On a successful grapple check after grabbing, several of the creature’s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood.
Engulf (Ex) This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther’s body, where several of its mouths continue to feed and drain
blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther’s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack. This horrid mass of eyes, mouths, and formless f lesh stares in all directions, its countless maws yammering ceaselessly. Giant, Storm–Gibbering Mouther
Gibbering (Su) As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 15 Will save or be confused for 1 round. This is a mindaffecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gibbering for 24 hours. The save DC is Constitution-based.
Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
Spittle (Ex) Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.

Tilsini turns on his master and bites Aedalis on the neck! 1d8 - 1 ⇒ (1) - 1 = 0 1 damage minimum. Not sure if that releases the touch spell he is holding but I would think so...

Anton just stands there with a blank look on his face unable to do anything this round.
The rest of the party seems unaffected by it.

Combat Map Rnd 1

Aedalis, you can adjust your action if you wish. Tragershen and the rest of the group is up.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

1 point of non-lethal if damage is reduced below 0. My action stands.

Fort (Spell, Success): 1d20 + 5 ⇒ (17) + 5 = 22

Fort (Poison, Success): 1d20 + 5 ⇒ (12) + 5 = 17


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Round 1: 27/27 HP, AC 15, 7/8 Bit o Luck

Managing to block out the droning voices Mihai sees his companions begin to act queerly and turns to Nim. Extending the grace of the Walker he pleads "End this quickly Nim... slay the beast"

Bit o Luck on Nim


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Waiting on Trag and Corb's actions before Nim acts... Mihai comes after Nim so no Bit o' Luck this round. :(


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

GM:
I rolled a 7 on my will save, and I read the creature description because of my knowledge roll. I think Tragershen should be confused for the round. If there's something that is allowing him to still act, let me know and I'll post something for him.


Trag:

You got lucky and got the "act normally" roll. Feel free to act. The effect only lasts one round so I didn't bother saying anything about it.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

As he draws forth a wand, Tragershen calls out "Don't let it grab you, it will engulf you and drain your blood!"

He says no more once the wand is ready, instead focusing on invoking its magic.

Cast Bears Endurance on Nim using the wand.


Male Human Magus 4(Bladebound)
Attacks:
Asilande +9(1d6+4/18-20x2), Dagger +6 (1d4+2/19-20x2), Longbw +7 (1d6/20x3)
Spellcasting:
CL 4 +6 melee, +6 ranged, Conc +9
Stats:
Init+3, Perc+2,AC19/14/15 HP 37,Frt+5,Will+4,Ref+4,Spd 30',CMB+5,CMD 19,Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10

knowledge dungeoneering: 1d20 + 8 ⇒ (18) + 8 = 26

Round 1
MA: move to -d6 Draw Rapier
Swift Action: Enhance Rapier
SA:Spellstrike Shocking Grasp with Rapier

Spellstrike Attack -5 DR: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 3 + 4d6 - 5 ⇒ (4) + 3 + (2, 4, 2, 1) - 5 = 11

Recognizing the creature for the threat it represents Corbius quickly intones words of power before drawing his rapier and moving between the babbling blob of flesh and an exposed Anton. Ignoring the caccophny of sound emanating from it's many mouths Corbius drives his rapier deep into the pulsating flesh knowing that the blade itself will do little but smiling as pulses of electricity arc from the blade burning and cracking the flesh around the point of entry.

Withdraw Anton!! Corbius shouts as he places himself between the unarmored ranger and the beast.[/b]

Current Status

AC 19
HP 20/30
Arcane Pool 3/4
Enhanced Rapier +2 until round 11


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Still on phone in poor service area. Will try and post something Monday afternoon but please DMNPC Nim if I am holding things up.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton titters.

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