Darkmoon Vale Campaign (Inactive)

Game Master Cyrus9553

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Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Farid enters the room and checks the southern door for traps first.

Perception 1d20 + 5 ⇒ (18) + 5 = 23


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

Farid begins to make his way across the room when he steps on a pressure plate in the floor which sends an electrical charge thru his body straight to the stone obelisk in the center of the room. Farid takes 2 damage!!

As the charge hits the obelisk begins to glow and a great force yanks the south and east doors close and the west and north doors open. Farid’s dagger on his belt sails thru the air and sticks to the obelisk and the barbarian is having a hard time holding on to his greataxe. Auxavier’s spare hand axe on his belt spins thru the air sticking to the obelisk as well and the Paladin is struggling to hold on to his weapon. Ruthviren is nearly pulled from his feet as the obelisk begins to glow pulling the warrior toward it. It takes all of the warrior’s strength to hold on to his large hammer.

Serila and Bhoors are locked out of the room.

Farid, Auxavier and Ruthviren:

Please Read the trap rules below and roll Strength checks when you want to perform an action that requires one.

The charge that hit Farid also activates the powerful magnetic quality of the obelisk. Anyone wearing metal armor is dragged 10 feet toward the central obelisk every round (DC 10 Strength check to resist this pull, DC 15 Strength check to move normally, although half speed away from the lodestone). Once pulled to the obelisk, such characters are pinned (as in a grapple). Success on a DC 10 Strength check is required to take any action, and a 15 on the check allows a character to pull free of the obelisk. Metal objects secured on a person are ripped free and cling to the obelisk.Metal objects gripped (shields or weapons) are wrenched from the hands of anyone failing a DC 10 Strength check (even if this check is made attacks made with held metal weapons have a –2 penalty).

We will track this in rounds please post 1 round worth of actions. Good Luck!!!

DM Screen:

Electrical Trap Damage: 1d6 ⇒ 2


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Is the door wood.

"Well that's not good."


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

"YEE argh."

"Let us get back to the door if we can, together!"

"Farid can you shut this thing down?"

Strength check to move away from the lodestone and towards the door we came in through.

Strength check
1d20 + 1 ⇒ (8) + 1 = 9
Can we aid another?


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

The door is iron. Is any of the hardware exposed.


combat:
AC16/15/11, L.hammer+6(1d12+4)xbow+4(1d8),L.Hammer pwr atk+6(1d12+7)CMB+4 CMD16
*1 con dmg*Human male Fighter 3 HP 28 of 28 | AC18/17/11 | F+5 R+2 W+1 | Init+1 Per+0 SM+0 CMB+4 CMD16 | Speed 20

strength check: 1d20 + 3 ⇒ (15) + 3 = 18

Roo manages to hold onto his hammer...

strength to move: 1d20 + 3 ⇒ (19) + 3 = 22

He'll move for the north door and look for a similar pressure plate.

perception: 1d20 ⇒ 10


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Round 1

As the jolty passes through his body the Barbarian grunts in anger. Farid lets his axe go as it will just slow him down, as he does not wear metal armor he is free to investigate the pressure plate and see if it or perhaps the Obelisk itself will reveal the method for shutting this nefarious trap down.

Perception Determine Function of the Trap1d20 + 5 ⇒ (4) + 5 = 9

When it counts the roll is crap...


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Aux is working to keep his axe in hand, he too is glad that most of his armor is wooden. He checks that the weapon cord still holds his axe to the chain belt should he lose his grip.

"Farid should an attack come I have clubs we can use."


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

Auxavier, Farid and Ruthviren:

Gripping his hammer tight as he moves toward the north door Ruthviren sees that the whole room is dotted with pressure plates that are now sunken into the ground. Suddenly a form flies out of the shadows from the north doorway.

This creature is a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.

Farid releases his axe and it flies straight at the obelisk sticking to it. The barbarian than kneels down and tries to understand how the trap works but is distracted by the humming of the stone obelisk and the weapons flying thru the air.

Auxavier loses the grip on his axe but the leather weapon cord prevents it from sailing thru the air toward the obelisk and the paladin grabs the weapon again. After gathering his weapon he looks up to see a form fly out of the shadows of the west doorway.

This creature is a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.

Trap Rules:

Please Read the trap rules below and roll Strength checks when you want to perform an action that requires one.

The charge that hit Farid also activates the powerful magnetic quality of the obelisk. Anyone wearing metal armor is dragged 10 feet toward the central obelisk every round (DC 10 Strength check to resist this pull, DC 15 Strength check to move normally, although half speed away from the lodestone). Once pulled to the obelisk, such characters are pinned (as in a grapple). Success on a DC 10 Strength check is required to take any action, and a 15 on the check allows a character to pull free of the obelisk. Metal objects secured on a person are ripped free and cling to the obelisk.Metal objects gripped (shields or weapons) are wrenched from the hands of anyone failing a DC 10 Strength check (even if this check is made attacks made with held metal weapons have a –2 penalty).

.......... Combat has Started!!! .......

.......... Initiative Order ..........

Farid 18/23 HP
Bhoors
Ruthviren 18/20 HP with -2 spot checks and 1 Con damage
Auxavier 16/17 HP
Serila

Creatures

If your name is in Bold you can act.

DM Screen:

...... Initiative Rolls .....
Bhoors: 1d20 + 3 ⇒ (17) + 3 = 20
Auxavier: 1d20 + 1 ⇒ (12) + 1 = 13
Farid: 1d20 + 6 ⇒ (15) + 6 = 21
Serila: 1d20 + 2 ⇒ (7) + 2 = 9
Ruthviren: 1d20 + 1 ⇒ (15) + 1 = 16
Creatures: 1d20 + 1 ⇒ (7) + 1 = 8


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Aux looks over the situation he and Farid both have non-metal armors, which is a plus for them that Roo does not have, but he knows how strong Roo is.

Auxavier sees the winged demon threat menacing them all and he meets the challenge head on.

"To me winged head of the nameless demon!"

Aux prepares to smite evil!


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Combat Round 1

Farid curses as the attack begins, he moves towards Ruth pulling a potion from his sack and hands it to the Fighter, "Drink this, it will enhance your strength!"

Next round, he will look at the Obslisk...


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Do we have light or is it in with the others.

Bhoors looks from the door down the unexplored hallway. "Maybe there is another way into that room."


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Bhoors and Serila:

The hallway gets darker as the door at the end of the hall slams shut. A faint glowing red light from the room behind up gives off a little light to see by.


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

"We need more light. Can you make more without taking theirs?"

If not:
Bhoors brings fourth his hooded lantern and uses his flint and steel to light it.That might be more than one round.


Female Human Cleric/1 Sorceress (Celestial)/2 (HP 19/19 | AC:13 17 | T:13 | FF:10 14 | CMB:-1 | CMD:12 | Fort:+2 | Ref:+2 | Will:+6 | Init:+2 | Perc:+8 | Speed 30)
Cleric:
Channel: 0/7 | Fire Bolt: 0/4 | Rebuke Death: 0/4
Sorceress:
Heavenly Fire: 0/7 | Lv1: 3/5

"I cannot," Serila says with a slightly panicked voice.

"What do we do? I can't go more than 110 feet from my lights, or they'll disappear. If we try to find another way inside, I may end up outside the range..."

Serila walks over to the door and tries to simple open it by using the handle. "Maybe it's just shut from the inside," she says hopefully.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Serila:

The door swings out toward you but is being held closed from a force inside the room.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Waiting on Ruthviren


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Let me know when I can act again I am pulling my lamp out and lighting it per my previous post.

Bhoors looks toward Serila,"Then stay if the other way is close I will return and you can follow."


combat:
AC16/15/11, L.hammer+6(1d12+4)xbow+4(1d8),L.Hammer pwr atk+6(1d12+7)CMB+4 CMD16
*1 con dmg*Human male Fighter 3 HP 28 of 28 | AC18/17/11 | F+5 R+2 W+1 | Init+1 Per+0 SM+0 CMB+4 CMD16 | Speed 20

Roo will attempt a five-foot step, to hold onto his hammer, and to smack at the flying head thingy.

strength check dc 15: 1d20 + 3 ⇒ (18) + 3 = 21
Movement is good!
strength to hold hammer: 1d20 + 3 ⇒ (2) + 3 = 5
dagnabbit!

Having already stepped away and losing his reach weapon, Ruthviren draws his handaxe.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

Aux do you want to move at all? If so please move your token. I will post tonight for the creatures.


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Aux is moving carefully just bracing against the force and waiting to see what the creatures do. Kind of hoping Farid can disrupt the electromagnetic circuit...and that I can protect him.

"Can you disable the device? "


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

Bhoors gets a light for himself and Serlia as she tries to open the door.

Auxavier, Farid and Ruthviren:

Ruthviren steps back from the creature to get some swinging room for his hammer but loses grip of the large weapon and it gets pull to the obelisk in the center of the room. The warrior then pulls out his hand axe and braces for an attack.

Farid hands Ruthviren a potion which the warrior holds in his off hand.

Auxavier imbues his weapon with radiant holy energy and screams a challenge at that creatures.

Both creaturse move to swarm Farid and let out an ear piercing shriek as they do. I need a Fortitude Save from Farid, Auxavier and Ruthviren.

Waiting for the Fort Saves before I post the beginning of the next round.


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Farid hears the shriek and shakes his head trying to ignore the pain.

Fortitude save 1d20 + 6 ⇒ (20) + 6 = 26


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Aux takes his time to be near Farid.....while the man works on the trap

Fortitude save 1d20 + 6 ⇒ (8) + 6 = 14


Female Human Cleric/1 Sorceress (Celestial)/2 (HP 19/19 | AC:13 17 | T:13 | FF:10 14 | CMB:-1 | CMD:12 | Fort:+2 | Ref:+2 | Will:+6 | Init:+2 | Perc:+8 | Speed 30)
Cleric:
Channel: 0/7 | Fire Bolt: 0/4 | Rebuke Death: 0/4
Sorceress:
Heavenly Fire: 0/7 | Lv1: 3/5

Serila nods at Bhoors. "Alright, but don't go too far. There are things you don't want to run into when alone."


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Is it round 2 yet? Was I able pull out the lantern and get it light in one round? My assumption is I will have to light the lamp in round two but still have a move left.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Waiting on Ruthviren to post a Fort Save. If he has not by tonight I will roll for him and move the game forward. @Bhoors - you are able to get the lantern out and lit in 1 round.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

Auxavier, Farid and Ruthviren:

Ruthviren grits his teeth against the inhuman shriek but it overwhelms him and he drops his hand axe to the group as his body goes rigid with fear.

.......... Combat Round 2 .......

.......... Initiative Order ..........

Farid 18/23 HP
Bhoors
Ruthviren 18/20 HP with -2 spot checks and 1 Con damage, Paralyzed
Auxavier 16/17 HP
Serila

Creatures

If your name is in Bold you can act.

Trap Rules:

Please Read the trap rules below and roll Strength checks when you want to perform an action that requires one.

The charge that hit Farid also activates the powerful magnetic quality of the obelisk. Anyone wearing metal armor is dragged 10 feet toward the central obelisk every round (DC 10 Strength check to resist this pull, DC 15 Strength check to move normally, although half speed away from the lodestone). Once pulled to the obelisk, such characters are pinned (as in a grapple). Success on a DC 10 Strength check is required to take any action, and a 15 on the check allows a character to pull free of the obelisk. Metal objects secured on a person are ripped free and cling to the obelisk.Metal objects gripped (shields or weapons) are wrenched from the hands of anyone failing a DC 10 Strength check (even if this check is made attacks made with held metal weapons have a –2 penalty).

DM Screen:

Fort Save Ruthviren: 1d20 + 5 ⇒ (6) + 5 = 11

paralyzed: 2d4 ⇒ (3, 4) = 7


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Strength check to grip his hand axe
1d20 + 1 ⇒ (15) + 1 = 16

Smite evil
Handaxe (+1) 1d20 + 4 ⇒ (11) + 4 = 151d6 + 5 ⇒ (4) + 5 = 9 S
The -2 from the trap is a wash with the +2 for SE

"You will find no easy prey here servants of evil!"


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Round 2

Bhoors moves down the hall toward the intersection to the north and looks about.


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Round 2

Farid tries to find a mechanism to disarm the trap near the obelisk.

Perception 1d20 + 5 ⇒ (7) + 5 = 12


combat:
AC16/15/11, L.hammer+6(1d12+4)xbow+4(1d8),L.Hammer pwr atk+6(1d12+7)CMB+4 CMD16
*1 con dmg*Human male Fighter 3 HP 28 of 28 | AC18/17/11 | F+5 R+2 W+1 | Init+1 Per+0 SM+0 CMB+4 CMD16 | Speed 20

My apologies - I've had a hectic couple of days. Paralyzed, do I drop the axe in hand?


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |
Ruthviren Etiole wrote:

My apologies - I've had a hectic couple of days. Paralyzed, do I drop the axe in hand?

Depends on how you interprets paralysis. Is it tension or the lack of tension in the body. I always thought of it as all your muscles locking up.... Kind of like that death grip people in fearful situations put on other people....IMHO


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather
Ruthviren Etiole wrote:

My apologies - I've had a hectic couple of days. Paralyzed, do I drop the axe in hand?

You dropped your hand axe and it is now stuck to the obelisk.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Hallway ..........

Bhoors:

Walking down the hallway you see a four way intersection before you. Peering down each direction you see the first room the party came into down the south corridor. Down the north corridor you see a room filled with steam. Down the west corridor the stone hallway goes on into the darkness.


Female Human Cleric/1 Sorceress (Celestial)/2 (HP 19/19 | AC:13 17 | T:13 | FF:10 14 | CMB:-1 | CMD:12 | Fort:+2 | Ref:+2 | Will:+6 | Init:+2 | Perc:+8 | Speed 30)
Cleric:
Channel: 0/7 | Fire Bolt: 0/4 | Rebuke Death: 0/4
Sorceress:
Heavenly Fire: 0/7 | Lv1: 3/5

Serila stays where she is and fidgets with one of her sleeves.

I hate that I can't do anything here...

Str: 1d20 - 2 ⇒ (15) - 2 = 13

She then decides to at least try something and, unsuccessfully, attempts to open the steel door.


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Bhoors pops his head down the hall looking to the north. He hurries down the hall into the steam drawing his dagger. I really need a better back up weapon while I am using this stupid lamp.

Assuming I can see vaguely I will be trying to keep to the right hoping to find a way toward the room the others are in. Hoping I can find a door that heads east in the steam room. I could only move a single movement before hitting the fog of war.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement ..........

Serila:

.......... Dwarven Ruins Basement - Headless Corpse Hallway - Area 6 ..........

You tug on the door to no avail. It is locked shut.

Bhoors:

.......... Dwarven Ruins Basement - Fountain Chamber - Area 4 ..........

A large fountain dominates this small chamber. Steam rolls off the superheated water pouring from a stone obelisk at the fountain’s center, filling the entire chamber with its haze. You can faintly see a set of double doors to the north across where you came into the room.

Auxavier, Farid and Ruthviren:

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

As Farid kneels down and begins to inspect the obelisk for a way to disarm the trap Auxavier steps forward to guard the rogue while he works and slashes one of the creatures with his axe. Black thick blood drips from a severed tentacle and the creature lets out an ear piercing shriek. I need Fortitude Saves from Auxavier and Farid

Ruthviren is still unable to move.

The other creature flies down a sinks it’s teeth into Farid’s shoulder. Farid takes 2 damage and I need a Fortitude Save!!!

.......... Combat Round 2 .......

.......... Initiative Order ..........

Farid 18/23 HP
Bhoors
Ruthviren 18/20 HP with -2 spot checks and 1 Con damage, Paralyzed
Auxavier 16/17 HP
Serila

Creatures - 9 HP C1

If your name is in Bold you can act.

Trap Rules:

Please Read the trap rules below and roll Strength checks when you want to perform an action that requires one.

The charge that hit Farid also activates the powerful magnetic quality of the obelisk. Anyone wearing metal armor is dragged 10 feet toward the central obelisk every round (DC 10 Strength check to resist this pull, DC 15 Strength check to move normally, although half speed away from the lodestone). Once pulled to the obelisk, such characters are pinned (as in a grapple). Success on a DC 10 Strength check is required to take any action, and a 15 on the check allows a character to pull free of the obelisk. Metal objects secured on a person are ripped free and cling to the obelisk.Metal objects gripped (shields or weapons) are wrenched from the hands of anyone failing a DC 10 Strength check (even if this check is made attacks made with held metal weapons have a –2 penalty).

DM Screen:

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 ⇒ 2


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

"Avaunt! creatures of evil!"

Strength to hold onto weapon
1d20 + 1 ⇒ (20) + 1 = 21

Handaxe (+1) 1d20 + 4 ⇒ (3) + 4 = 71d6 + 5 ⇒ (2) + 5 = 7 S
smite and magnet are a wash on to hit

"How is that trap coming Farid? I have a club on my pack if you need it."


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Farid:

You find no mechanism to disarm the trap. The obelisk is a solid stone its surface covered with metal bands and encrusted with deposits of a strange greenish mineral.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

@Auxavier - I need a Fort Save from you before you can act on your turn.


Female Human Cleric/1 Sorceress (Celestial)/2 (HP 19/19 | AC:13 17 | T:13 | FF:10 14 | CMB:-1 | CMD:12 | Fort:+2 | Ref:+2 | Will:+6 | Init:+2 | Perc:+8 | Speed 30)
Cleric:
Channel: 0/7 | Fire Bolt: 0/4 | Rebuke Death: 0/4
Sorceress:
Heavenly Fire: 0/7 | Lv1: 3/5

"Guys! Can you hear me?!" Serila yells at the door, hoping for a reply.

"How are you doing, you okay?!"

No actions... :S


Paladin (redeemer) 3 HP 24/24 | AC 16, FF 15, T 13 | F +6 R +4 W +5 | Init. +1 | Per. +1 | SM +4 | CMB +3 | CMD 13 | Speed 30ft |

Another fort save....as requested
1d20 + 6 ⇒ (3) + 6 = 9


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Round 2

Fortitude Save 1d20 + 7 ⇒ (14) + 7 = 21
Fortitude Save 1d20 + 7 ⇒ (4) + 7 = 11

Will wait to see if I am paralyzed before I answer Aux..

DM:
Does it appear that the trap is just time sensitive, it must turn off at some point or pehaps attacking the obelisk itself?


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Bhoors stops and looks back and fourth from the way he came he looks along the east wall. I did not get a very good look at the room they were in but the room is here behind this wall I really wanted a door here.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

.......... Dwarven Ruins Basement - Stone Obelisk Room - Area 7 ..........

The creature bleeding from Auxaviers axe swing opens it's mouth to shriek but instead it's eyes go blank and falls to the ground in two pieces. Without knowing it the Half-Orc Paladin's axe imbued with holy power cut right thru the creature like cutting thru air.

Auxavier swings his axe at the other creature but it dodges.

Farid grunts and tenses his shoulder as he shrugs off the foul bite laced with poison dealt by the evil creature.

.......... Combat Round 3 .......

.......... Initiative Order ..........

Farid 16/23 HP
Bhoors
Ruthviren 18/20 HP with -2 spot checks and 1 Con damage, Paralyzed
Auxavier 16/17 HP
Serila
Creature

If your name is in Bold you can act.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Bhoors:

You search the wall for a door but find nothing but a solid wall.


Player Tracker Time: 2:20 pm Current Map Current Weather - Light Wind. Clear skies colder then normal temperature for the season. - Game Effects - See Campaign Info Weather

Farid:

You study the stone obelisk for for a second an can see that it is fuel by the electric charge running thru it. Also you can tell the charge is slowly getting dimmer.


Male Human (Keleshite) Barbarian 1 / Rogue 3 | HP 35 | AC 15 | FF 13, T 12 | F+7 R +4 W+2 | Init +5 | Per +4 | CMD 16 | Speed 40'

Round 2

Farid grunts in pain as he further studies the obelisk, "It will run its course soon my friend, we must hold out until it does".

Round 3

Farid draws his silver dagger from his boot and swings upwards at the creature that bit him

Strength check to hold on 1d20 + 2 ⇒ (5) + 2 = 7

but the magnetic pull proves too strong and the weapon slips form his grasp slamming into the obelisk before he can contact the foe.


combat:
AC16/15/11, L.hammer+6(1d12+4)xbow+4(1d8),L.Hammer pwr atk+6(1d12+7)CMB+4 CMD16
*1 con dmg*Human male Fighter 3 HP 28 of 28 | AC18/17/11 | F+5 R+2 W+1 | Init+1 Per+0 SM+0 CMB+4 CMD16 | Speed 20

Eyes blazing and incoherent grunting sounds issuing from his mouth, Ruthviren can only watch..

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