DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Map Undead M Railroad Engineer 13

Need to roll Fortitude twice, sorry.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

[dice]1d20+2[/dice


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus nods to the dwarf a silent thanks. Are you alright Thorrpe? That cut looks ugly. He helps the blonde young man put some bandages in it and searches the room.
Take 20 on perception for 29 or 10 for 19 if the time is short.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 2 ⇒ (5) + 2 = 7 oops sorry messed up that roll
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (20) + 2 = 22

2d2 ⇒ (2, 1) = 3 down 3 STR

I think I am ok...I feel a bit drained.

combat is over then? If it isn't then obviously the drain wont be done till the following rounds

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"So we all doing ok? What were those things? ."

kn:Wati local : 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11


Map Undead M Railroad Engineer 13

Knowledge (Local) to identify.

After you search the chamber, mixed in with the general filth of this chamber you find several pieces of gold, silver, and lapis lazuli jewelry worth a total of 500 gp. You also find four crossbow bolts, and three small vials.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

"Good job, men." Takara comments after Dwalindor's example of battle prowess.

Knowledge(Local): 1d20 + 13 ⇒ (11) + 13 = 24

She will look around the room with her Detect Magic ability before examining the found items with the same ability.

Spellcraft: 1d20 + 13 ⇒ (1) + 13 = 14 Crossbow Bolts
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16 Vial #1
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23 Vial #2
Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25 Vial #3


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

K.Local: 1d20 + 10 ⇒ (19) + 10 = 29


Map Undead M Railroad Engineer 13

Takara, the crossbow bolts are magical but the precise nature of the enchantment eludes you, as does the nature of the first potion. The other two vials are potions of cure moderate wounds.

The small creatures are dark creepers, a kind of creature that lurks in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist.

They're well known for being sensitive to light, their use of poisons and the fact that their bodies combust - as the corpses do now when you're studying them, unleashing a bright light and then leaving behind a small pile of dust.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 9 ⇒ (19) + 9 = 28 spellcraft for boltd


Map Undead M Railroad Engineer 13

The bolts appear to be screaming bolts.

Whoops, thought I'd answered that.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Takara urges Dwalindor to keep moving so as to get the drop on any other antagonizers before they realize their brethren have been slain.


Map Undead M Railroad Engineer 13

There are doors that lead north and two hallways, one each to the northeast and northwest.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe checks the north door for traps

1d20 + 9 ⇒ (11) + 9 = 20 then let's dwalindor open it if it is safe

1d20 + 16 ⇒ (14) + 16 = 30 stealth


Map Undead M Railroad Engineer 13

When you open the door, you see a cracked fountain in the center of this dried, open courtyard occasionally sputters a thick gout of water and silt. Columns support a roof covering a tiled walkway around the perimeter of the courtyard. Decorative double doors to the north and south provide access to the villa’s interior. But in the midst of this area, a lurching mash-up of rotting flesh, jagged bone, and coarse hair looms - this humanoid monstrosity reeks of death and decay.

Initiative (Monster): 1d20 + 1 ⇒ (1) + 1 = 2
Initiative (Albus): 1d20 + 4 ⇒ (3) + 4 = 7
Initiative (Dwalindor): 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (Takara): 1d20 + 9 ⇒ (2) + 9 = 11
Initiative (Thorrpe): 1d20 + 4 ⇒ (18) + 4 = 22

Yeah, you go first.

Map


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe moves to T-10 and attempts to snipe while hiding in the brush

Handxbow/DA: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25 for 1d4 + 1 + 1 + 2 + 3d6 ⇒ (3) + 1 + 1 + 2 + (1, 2, 5) = 15

1d20 + 16 - 10 ⇒ (4) + 16 - 10 = 10 snipe

Obviously failing that he will also reload

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor does not need to be urged twice.

"Lucy, this looks like one of them construcks. I better go with Amanda this time."

He drops his lucern and draws his adamantine hammer as he moves up.

Adm earthbreaker, rage, pa/FF : 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for damage: 2d6 + 6 + 3 + 6 ⇒ (2, 3) + 6 + 3 + 6 = 20


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Takara will examine the creature with her special eyes.

Knowledge(Religion): 1d20 + 14 ⇒ (10) + 14 = 24
Knowledge(Arcana/Local/Planes): 1d20 + 13 ⇒ (10) + 13 = 23


Map Undead M Railroad Engineer 13

Takara, the creature appears to be a carrion golem. They're known to be resistant to piercing damage.

The golem lurches on, still intact despite your assaults.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Am I aware of a golem's resistance to magic?

If so, Takara yell to the party. "Use piercing weapons and most magic will fail against the beast!"

She casts Acid Splash on the beast to see if it does anything, but her blast misses. "Corpses should stay dead..."

Acid Splash: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3


Map Undead M Railroad Engineer 13

I'd say that's a fairly common piece of knowledge to spellcasters - sort of a "don't attack golems stupid" lesson in magic school.


Map Undead M Railroad Engineer 13

Albus?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Are we back around to us or does Albus and it need to go yet? If waiting on Dwalindor...he will keep attacking

Dwalindor calls out?

"What Takara? Use piercing or did ya say DONT use piercing? I am sticking with Amanda here until otherwise indicated."

Adm earthbreaker, rage, pa/FF : 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 for damage: 2d6 + 6 + 3 + 6 ⇒ (1, 5) + 6 + 3 + 6 = 21


Map Undead M Railroad Engineer 13

Albus does need to move, yes.


Map Undead M Railroad Engineer 13

Albus charges in to attack the golem as well.

Attack (Bastard Sword): 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage (Bastard Sword): 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14

Casting Defensively DC 15: 1d20 + 11 ⇒ (18) + 11 = 29

Spellstrike (Arcane Mark): 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Confirm Critical, Spellstrike (Arcane Mark): 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage (Spellstrike): 2d10 + 8 + 2 ⇒ (10, 4) + 8 + 2 = 24

I never roll that well for myself.

In a bravura display he slaughters the golem.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Breathing heavily for several seconds...

"Hey...uh....great job, Albus. Uh...That there...thing was a walkin bag of bones and flesh. I hope there ain't many more. Who made it is my next question?"

Dwalindor will check around the room for more of the creatures.

perception: 1d20 + 9 ⇒ (14) + 9 = 23


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe reloads and follows on in and sees what he can see

1d20 + 9 ⇒ (15) + 9 = 24 percep


Map Undead M Railroad Engineer 13

The courtyard is empty of other creatures, and you don't see any interesting bits of treasure in the windswept courtyard, although the fountain in the middle of the room does, surprisingly, have clean water in it. There are doors leading north out of the courtyard to another room.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe splashes some water on his face

assuming he doesn't detect magic in it

Then moves to the next the north doors, checks them

1d20 + 9 ⇒ (17) + 9 = 26 percep

Then presses against the wall and lets Dwalindor open them assuming no trap

1d20 + 16 ⇒ (17) + 16 = 33 stealth


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Takara will also Detect Magic and Detect Poison on the fountain. If it appears safe, she will drink some of the water to quench her thirst and inform the party that it is safe as far as she can tell.

She let's the weird blonde man do his thing as she follows behind, speaking to the other magically-educated man in the room. "So, what's the plan once we find this disturbance, Albus? Let the other two hack way at it until the person or thing is destroyed?"


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

The temple seemed to believe someone was responsible for it. I dont see why they would be wrong. The undead apocalipse doesnt happen by itself. So we need to find him, or they, and stop what he, or they, has being doing. Maybe reverse it if we can. I dont mind taking prisioners if the opposition surrenders but somehow I dont see that happening. So yea, hacking away looks promissing...


Map Undead M Railroad Engineer 13

Dwalindor, are you going to open the door?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will stow his earth breaker hammer and then take a couple big gulps from the fountain once he knows it is clear.

"Aye, that is good lads. Now lets see to this dang door."

He opens the door to the north, then grips his lucern hammer, ready for anything.


Map Undead M Railroad Engineer 13

Map

As you open the door sour musk overpowers the smell of ash from the hearth in this large kitchen converted into a laboratory and makeshift surgery. You see another, pale, swathed in dark clothing who standing over an unconscious figure on one of the tables.

He is surrounded by several similar creatures whose eyes glow eerily in undeath, chanting as the first figure holds an obsidian scalpel near the chest of the figure bound on the table.

How splendid! More converts come to experience our holy rituals! My followers - quickly, hold them to allow us to prepare them for their enlightenment.

Each exclamation blows the cloth veil covering his mouth forward in a mixture of breath and spittle - the man is mad, clearly, and in his madness is "helping" others into the state of undeath. The chanting undead start to lumber towards you.

Initiative:

Initiative (Thorrpe): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Takara): 1d20 + 9 ⇒ (4) + 9 = 13
Initiatve (Albus): 1d20 + 5 ⇒ (17) + 5 = 22
Initiative (Dwalindor: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Undead): 1d20 + 8 ⇒ (20) + 8 = 28
Initiative (Undead): 1d20 + 8 ⇒ (13) + 8 = 21
Initiative (Undead): 1d20 + 8 ⇒ (19) + 8 = 27
Initiative (Figure): 1d20 + 6 ⇒ (1) + 6 = 7

Gonna be honest, didn't see them winning initiative so map is prepped for you to move first - I'll tell you the squares the end up in! Some who has it can roll Heal really fast for a mystery check.

The figure drops darkness on top of Dwalindor, swallowing all of you in intense magical blackness.

His followers surge towards you, intent on turning you into undead like them. I11, I12, I13

Attack (Slam): 1d20 + 7 ⇒ (9) + 7 = 16
Attack (Slam): 1d20 + 7 ⇒ (1) + 7 = 8
Attack (Slam): 1d20 + 7 ⇒ (6) + 7 = 13

Their blows fail to land. Because I wasted all my good rolls on Initiative. Curse you RNG!

Go


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

can't see the map says file not found, Also is there a way to move through this mess or did the undead block all paths through the door. I am hidden outside stil


Map Undead M Railroad Engineer 13

Try this.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

"I'd rather enslave them one at a time to ensure compliance, but if I can't see em..." Takara steps to the side (L13) and mutters before a burst of dark and light energy surges through the area. The face of a man engulfs one of the undead before the spirit of a woman seems to meld with another. A pack of dogs nip and bite at the heels of the third undead.

"Place these poor souls under my control, Anubis. Guide them to the light, Selket, and let them find peace, Osiris, after they have aided me in my cause." Takara chants as the figures turn into chains binding the undead.

Each undead gets a DC 16 Will Save to resist my Command Undead feat. Once they have fallen under my control, I will command them to step aside and not harm me or my compatriots.

She will tell her party to ignore any undead that aren't attacking them. "I think I have bound some of the undead, but I cannot see them. If you harm them, they will fall out of my control and attack."

I can control up to nine HD of undead this way. (Arcanist Level + Undead Master feat (+4))


Map Undead M Railroad Engineer 13

Will: 1d20 + 5 ⇒ (2) + 5 = 7
Will: 1d20 + 5 ⇒ (12) + 5 = 17
Will: 1d20 + 5 ⇒ (5) + 5 = 10

Two of them seem to respond (but won't move until the next turn, tell me what you want them to do and I will roll) one seems resistant to your attentions.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will strike at any undead that approach while resisting Takara's control.

Ya shoulda run you dumb sack of bones!"

MW Lucern, fav, pa/FF : 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 for damage: 1d12 + 6 + 2 + 6 ⇒ (4) + 6 + 2 + 6 = 18

confirm: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 for damage: 2d12 + 28 ⇒ (11, 5) + 28 = 44

Assuming that one is not making through...


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus uses the path opened by the dwarf's might to move and attack the necromancer in the back.
I may give an aoo to one of the undeads.
Attk: 1d20 + 8 ⇒ (3) + 8 = 11
Dmg: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9
Thorrpe wrote:

Thorrpe splashes some water on his face

Then presses against the wall and lets Dwalindor open them assuming no trap

1d20+16 stealth =33 from earlier

Thorpe stealthily moves to G-15 and opens fire on the caster

Handxbow/DA: 1d20 + 8 + 1 - 1 ⇒ (12) + 8 + 1 - 1 = 20 for 1d4 + 1 + 1 + 2 + 3d6 ⇒ (4) + 1 + 1 + 2 + (2, 4, 1) = 15

snipe: 1d20 + 16 - 10 ⇒ (10) + 16 - 10 = 16


Map Undead M Railroad Engineer 13

Dwalindor, the undead have not moved? Are you attacking one randomly? I can roll randomly to determine if you hit the right one?

Thorrpe, how are you seeing in the globe of darkness?

Albus, I'm counting your move first since you have darkvision and can be resolved immediately.

As Albus darts past the creatures, one swipes out at him with its dagger.

Attack (Dagger): 1d20 + 2 ⇒ (19) + 2 = 21
Attack (Dagger, Confirm): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (Dagger): 2d3 + 4 ⇒ (2, 2) + 4 = 8

Make a fortitude save, DC 15. Otherwise take 1d2 ⇒ 2 strength damage.

Albus's sword blow misses the fast moving figure who screams in frustration because his ritual has been interrupted.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Sorry, i thought the two seem to respond and one resists was apparent to us despite not yet moving. If he cannot tell, he would move up and wack the biggest or most hostile looking one.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

I want them to stand down and stay out of the fight.


Map Undead M Railroad Engineer 13

Fair enough, but they can't move yet. It's one of the problems with block initiative - in normal initiative they'd move in order of initiative so Takara could order them around on their next turn.

1d3 ⇒ 1
1d3 ⇒ 3

Dwalindor's blow flattens one of the juju zombies, but hits one of the ones Takara was controlling.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Fair enough. Pbp poses interesting posting order issues. Dwalindor may have even attacked before Takara applied her control. So he would not have known either way. .


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

That's fine! The darkness makes it more difficult and restraining these undead is more a precautionary measure than anything else... :D


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

I assumed by the time I got there I would be out of it.

If not then I will cast shield


Map Undead M Railroad Engineer 13

You have to move through the darkness first, which you can only do at half speed if you don't use Acrobatics, so shield it is! Sorry, no map yet. Zombie at I12, one that Takara controls at I14 and Albus is at F13.

When you kill the juju zombie at I11, it explodes in a torrent of negative energy, doing 1d8 ⇒ 2 damage to everyone in 10 feet of it (basically Dwalindor). DC 10 Will save for half.

If you don't have darkvision, you hear people moving and weapons clanking against armor.

If you have darkvision:

One of the juju zombies steps aside per Takara's commands, while the other renews its assault on Dwalindor.

Attack (Dagger): 1d20 + 7 ⇒ (7) + 7 = 14

Its dagger fails to pierce the dwarf's armor however.

Meanwhile, the madman tries to lay a hand on Albus.

Attack (Touch): 1d20 + 4 ⇒ (20) + 4 = 24
Attack (Confirm Critical Touch): 1d20 + 4 ⇒ (5) + 4 = 9 Not Confirmed
Damage (Inflict Serious Wounds): 2d8 + 4 ⇒ (4, 6) + 4 = 14

He succeeds and laughs madly as dark energy roils through the magus.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

well i will still use acro to move faster through it

1d20 + 14 ⇒ (15) + 14 = 29 no problem i stealthily get to my new spot

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