Eberron: The Mark of Death (Inactive)

Game Master BloodWolven

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Combat Map!


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The ship is fixed soon enough, and back on its path. Only a few hours delay.

After another five hours or so the ship feels as if it is slowing down, then stops. If any of you question what is going on and want to get to the deck you get there once we stop.

Looking off the deck you can see the ship that attacked us. It is docked to a makeshift landing pad on the river. It seems like they are having to fight some apes and drow. Also the ship is burning in several places.

The captain is at the railing with a good portion of her crew and many are questioning what they should do next. Either to attack the ship, or to just wait.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Zee smiles at the misfortune of his attackers, then he frowns and turns to the captain.

Is there any kind of airship code or something that says we need to help or can we just rise a bit and watch them die since they are pirates and all.

How many drow and apes are there. What kind of fight are both sides putting up.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

"perhaps we could scuttle them..."

does quantos know of any smart apes or drow having apes as pets?


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

K. local apes: 1d20 + 6 ⇒ (12) + 6 = 18
K. Nature drow: 1d20 + 6 ⇒ (17) + 6 = 23

Zee thinks about the creatures and if he has ever heard of apes and drow working together before.


Perception checks...

Perception DC 15:
You can see there are many drow and apes fighting on the ship and on the landing pad.

Perception DC 20:
There are about 4 dozen apes and a dozen drow fighting the crew of about 2 dozen.

Perception DC 25:
It looks like the crew are being successful at repelling the initial incursion, though taking massive losses. You can see a group of about a dozen individuals leave the bottom of the ship by a rope and entering the forest.

Perception DC 30:
I will make one if you get here...


Zee:
Yes there are many rumor that Xendrick Drow have tamed or used different animals in their attacks. Local would be better on the Drow and nature on the apes. Apes have been used in attacks and many other tactics.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

perception: 1d20 ⇒ 2


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

gm:
Well i feel stupid it was the other way around. 18 Drow then 23 apes

per: 1d20 + 7 ⇒ (14) + 7 = 21

Well captain I can see about four dozen apes and a dozen drow fighting a mere 2 dozen crew. Should we attack the ship and try and disable it so the crew or drow can't follow us.


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Alex takes her time looking at whats going on below.

Perception 1d20 + 7 ⇒ (16) + 7 = 23

Then seeing what she can she says

"They are undead, if they die true I see nothing wrong in that, The Dark elves I know a little, they fight in the moon war, but the animals with them. If we attack now we could from above decimate both groups."


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Turning to Alex

Are you sure that's a wise idea something brought that ship down I don't know if it could take us down as well.


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

She looks at him
"Something brought that ship down? It looks like its docked to a makeshift landing pad on the river there"

She points

"To me it looks like it docked under its own powerand was attacked wile docked, but I could be wrong. Have I missed something Zehameti? I am more than happy to be shown it."

She looks over the side again seeking what she missed.
Shes asking genially seeking to see what she missed


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

nope I am just being stupid apparently.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Well i am in favor for eliminating both parties. We should start by reinforcing the loosing side and then crush them.


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

I can't tell from here Captain do you have a spyglass we can use to get a clearer look. Helping either side has its issues the Drow may attack us even if we aid them and that ship's crew will certainly remember attacking us.

Pretty sure drow are evil. Halves distance penalty to perception. If she has one or not I will take 20 for 27.

Zehameti carefully scans the battlefield for for how the battle is going for both sides.


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

After Alex's "lecture", Cil merely looked at the others and shrugged, leaving the room to continue working with her wolf.

When the ship stopped, she ran up to the deck and over to the gunwale. One foot up on the railing, she peered down upon the action far below.

Perception 1d20 + 5 ⇒ (9) + 5 = 14
Her angle obscured by the intervening clouds, Cil turns to the others to wait what they see.

"Drow, apes and undead, an interesting recipe." she mutters, turning to the Captain, "Captain, does this ship possess any armaments we might use to disable both vessels below?"


"I would like to move down and take a ranged volley on all of them, for me to take that ship. We take that ship and our 1/3 of your loot is yours once more. Minimal damage to the ship, and your group takes the first boarding." The captain says then continues, "Jake I like your thinking. Ready the ship, ballistas armed and ammunition ready, prepare for volleys with what ranged weapons you have!"

She has two spyglasses and offers them to others if they want.

Undead well up from below ship and the fight continues well even on both sides.

The ship you are on is perhaps 500 feet away from the other ship. Those are the only two ships in the area.


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Alex go's to get bitter wile the ready to shot.
Coming back she says, wile pulling her sword.
"I can offer two of you the shield of my faith, come and I will bless you"


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Alex your blade is not magical I can enchant it for a time if you wish.

Magic weapon +1 weapon for 3 mins. Jake you have your Greatsword as a 1d10 when it should be 2d6. Cast resistance on myself and any others who want the spell.

Zee carefully looks at his weapons and and armor making sure all is in full repair.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

Quantos moves to Alec's side, blade in hand. "Ready to cut some bones in two."


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

"Shield of faith OR Protection from evil take your Pick Zehameti and Quantos 2mins She casts Protection from Evil on herself, then True Strike on her sword when 1st round comes.

"May the luck of the goodness be with us, NOW FOR WRATH AND THE END TO ALL WHO STAND AGAINST US!!!"

Her Eyes laze has she holds her great sword Aloft ready.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Well i am ready. says jake holding his weapon waiting to go into melee combat


I am goin to allow everyone a chance to join the volley, and be prepared for the assault. If you have any thing to offer to others say it in character, if you want your mount bring it up, etc. Lucky for Alex her mount is already on top. If you want to swing over have at it with an acrobatics check, DC 10, every 5 over a bonus of some kind, or you can jump over when the ship is still above the other dropping your choice in distance minimum of 15 ft.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Jake will start a battle dance as he acrobatically flung himself to swing over

Acrobacy: 1d20 + 10 ⇒ (14) + 10 = 24


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

I will fire during the volly.

Zee pulls out his crossbow and fires a shot into the crowd.

attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d8 ⇒ 2
crit confirm: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 ⇒ 3

acro: 1d20 + 4 ⇒ (9) + 4 = 13

He then jumps the railing while drawing his scimitar and trying to get a grasp of who survived.

per: 1d20 + 7 ⇒ (14) + 7 = 21

Ac=16(shield of faith), +1 saves 8 rounds


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Cil accepts the offer of resistance from Zee and Shield of Faith from Alex. AC = 18, +1 saves for 8 rounds

As the skyship comes in for its volley, Cil picks a target and fires her crossbow, aiming at a drow.

Attack 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d8 ⇒ 2

Unfortunately the movement of the ship throws off her aim.

As the ships come close, Cil grins widely and vaults over the side

Acrobatics 1d20 + 9 ⇒ (20) + 9 = 29


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

Quantos will wait until we are as close as possible to the other ship before stepping over (preferably on gangplanks)


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Mounts Bitter, and gets ready to jump with in into the ranks of the Enemy.

what skill is needed 1d20 ⇒ 10


Alex you need to do a ride check, what is in your hands determines the DC. Biter needs to do an acrobatics check to jump, remember the ACP for the barding.

Thar will wait with Quantos.

Zee, Cil, Saronis, and Jake all jump across safely. Zee has some issues and lands prone. Though all of you take 1d6 damage from the fall, roll it with your initiatives and first round actions.

There are 3 skeletons, 4 apes, and two drow left fighting. The two drow retreat as you all begin to board, the apes are raging with froth continuing their attack until they die. Two of the skeletons keep the apes at bay from the lower level as another just stands at attention at the captains bunk's door with 3 apes bleeding before it. Bodies and weapons lay strewn about on the deck.

You might be able to finish this off in one round, Go!!!


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Round 1

Jake will attack the less wounded Ape

Move up to 30ft, Arcane Strike (swift), fighting def

PA GreatSword: 1d20 + 8 - 4 - 1 + 1 ⇒ (19) + 8 - 4 - 1 + 1 = 232d6 + 6 + 3 + 1 + 1 ⇒ (5, 2) + 6 + 3 + 1 + 1 = 18

Fall Damage: 1d6 ⇒ 1

Crit Conf PA GreatSword: 1d20 + 8 - 4 - 1 + 1 ⇒ (6) + 8 - 4 - 1 + 1 = 102d6 + 6 + 3 + 1 + 1 ⇒ (4, 1) + 6 + 3 + 1 + 1 = 16

Current AC 19


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Round 1

Zee stands and pulls up his weapon taking care to defend himself from attacks.

1d6 ⇒ 2

AC=21 Shield+total defense. Resistance 7/10

Edit: thanks Jake


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

Fall damage 1d6 ⇒ 3

Though Cil's leap across the gap between ship was particularly graceful, her roll once landing didn't prevent a little bruising.

Coming up out of her roll, she quickly appraises the situation, grasps her dagger and causes a stream of webbing to spring forth and ensnare the retreating drow.

Current AC:18(Shield of Faith), +1 saves 7 rounds)


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn. => in order to use that action Zee you need to be attacking something

what you can do is a Total defense (standard action)


Both Drow make their reflex saves and keep going.

Jake has sliced one of the apes in half.


skills:
Acrobatics +6 _ Climb +13 _ Diplomacy +8 _ HA +14 _ Healing +6 _ Intimidate +13 _ K: neering +13 _ Ride +11 _ Stealth +5 _ Survival +8 _ Swim +14
Fighter:
HP: 131/131 | AC: 26 _ T: 15 _ FF: 21 | Perception: +10 _ SM: +4 | Initiative: +5 | F: +12 _ R: +6 _ W: +5(+7) _ CMB: +13, CMD: 28 Speed: 40

Saronis
Makes the jump but just like Zee he did not get enough momentum and falls prone.
Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14 check 1d6 ⇒ 1 damage

***Round 1***
Quickly Saronis gets up, takes a 5 foot step to be closer to Zee and fully defends himself taking in what he sees around.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20

Quantos will assume a defensive posture this round, waiting for the moment to step over.

total defense, unless i was already delaying until he could walk over. your call.


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Round 1

She holding with both hinds on till she can dismount, shes doing this to get over there.

Ride1d20 + 6 ⇒ (10) + 6 = 16
Acrobatics1d20 + 5 ⇒ (12) + 5 = 17

Then she dismounts pulling her sword,


The three apes finish off the skeltons and begin to focus on your group. The skeleton at the other door just stands there.

ROUND 2
Go!!!


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Round 2

In fact true strike cant be cast 2 rounds before has to be with in one or lost, so she did not wast that pointless buff. Then she needs a tumble to get of mount this round and attack as I'm -2 Acrobats 1d20 - 2 ⇒ (1) - 2 = -1 to Dismount, Fail just means it takes her action this round, so dismount slow then go's ready's an attack any thing that comes at here and then attack next round.

Alex gets off her mount and gos to def mode


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

nope alex, a natural roll of 1 is always a miss.

Round 2

Move to next less wounded Ape Target, Arcane Strike (Swift), Fighting Def, Maintain battle dance (free)

Pa Great Sword: 1d20 + 8 + 1 - 4 ⇒ (20) + 8 + 1 - 4 = 252d6 + 6 + 1 + 3 + 1 ⇒ (3, 2) + 6 + 1 + 3 + 1 = 16

Crit Conf Pa Great Sword: 1d20 + 8 + 1 - 4 ⇒ (19) + 8 + 1 - 4 = 242d6 + 6 + 1 + 3 + 1 ⇒ (2, 1) + 6 + 1 + 3 + 1 = 14

Current AC 19


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Zee eye's the apes carefully and decides to attack the most wounded ape with his falchion using his blade to protect his body.

attack: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

AC=20 Shield+fighting defensivly. Resistance 6/10


skills:
Acrobatics +6 _ Climb +13 _ Diplomacy +8 _ HA +14 _ Healing +6 _ Intimidate +13 _ K: neering +13 _ Ride +11 _ Stealth +5 _ Survival +8 _ Swim +14
Fighter:
HP: 131/131 | AC: 26 _ T: 15 _ FF: 21 | Perception: +10 _ SM: +4 | Initiative: +5 | F: +12 _ R: +6 _ W: +5(+7) _ CMB: +13, CMD: 28 Speed: 40

ROUND 2

Saronis charges at one of the last two Apes.

1d20 + 7 ⇒ (10) + 7 = 17 Elven court blade 1d10 + 12 ⇒ (10) + 12 = 22 damage.

It looks like between Jake and Saronis there is only one Ape left to be taken down by the group, and that skeleton just guarding the door over there.


ROUND 2
The ape slams its arms and claw like hands into Jake.
1d20 + 5 ⇒ (16) + 5 = 21 ape slam 1d8 + 3 ⇒ (6) + 3 = 9 damage.

Round 3

Go!!!


Changling Rogue 3 HP: 24/24 | AC:17 - 14 - 14 | F:+3 R:+6 W:0 ( +2 vs sleep/charm) | Init:+7 | Perception +5 (+6 traps)

round 2

Cil curses as the drow nimbly escape the webs she sends their way.
She decides to keep close to the others and runs over to flank the Ape engaged with Zee and Saronis.

Round 3

Cil attacks the Ape from the side with her rapier.

Attack 1d20 + 2 ⇒ (10) + 2 = 12
Damage 1d8 ⇒ 7


Cil's acrobatics check to jump down and land safely behind the ape, down several feet into the staircase down, though she tumbles down landing on her feet, only taking 1d6 ⇒ 5 non-lethal damage, 1d20 + 9 ⇒ (1) + 9 = 10.

Everyone please make sure that your skills and vital information is below your name. Those who have not finished this are: Cil, Zee, Jake, Quantos.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

Round 3

you put up a good fight Ape, but this is the end for you says a wounded Jake

Arcane strike (Swift, Fight Def, End battle Dance (free)

PA GreatSword: 1d20 + 8 - 4 - 1 ⇒ (17) + 8 - 4 - 1 = 202d6 + 9 + 1 ⇒ (3, 5) + 9 + 1 = 18

Current AC 19


skills:
Acrobat -2, Heal +9, Kn(All) +3/+7, Perception +7, Sense Motive +7, Stealth -2
Status:
HP 28/28; Initi+2; Darkvision 60ft; Fort+7/ Re+2/ Will+5; AC 21 / T13 / FF 18; CMB +5; CMD 15; Speed 30ft;
Female - Cleric L1 - Tiefling Oni-Spawn (Hungerseed)

Round 3
Spells running
Protection from Evil for her and bitter as hes close

Alx gos after an Ape
Attack MW Adamantine Great Sword 1d20 + 5 ⇒ (16) + 5 = 21 DMG 2d6 + 5 ⇒ (6, 5) + 5 = 16

+ Bitter

Base Atk +3; CMB +8; CMD 20 (24 vs. trip)

Bite 1d20 + 7 ⇒ (14) + 7 = 21 DMG 1d8 + 6 ⇒ (2) + 6 = 8(plus trip CMD+8)

PROTECTION FROM EVIL:

PROTECTION FROM EVIL

School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


skills:
Craft Armor +12, Craft Weapon +12, Know: Arcana +7, Know: Dungeon +3, Know: Planes +7, Spellcraft +7, Use Magic Device +4
Human Magus (Soul Forger) 3 || HP: 19/19, - AC: 17 _ T: 14 _ FF: 13 - Perception: +0 - Initiative: +2 - F: +5 / R: +3/ W: +3 - Speed: 20
GM Wolf wrote:
Everyone please make sure that your skills and vital information is below your name. Those who have not finished this are: Cil, Zee, Jake, Quantos.

my stats are there. was there another stat you wanted there? i thought i fixed this the last time you asked, but i may have misunderstood.

also, has the ship gotten into position so Quantos can step down without having to do some crazy acrobatics?


Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11
Half Orc Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

If the skeleton is all that's left Zee will continue total defense watching were the drow escaped.

+6 ac due to high acrobatics.


The ships have aligned, and your crew has thrown down two gang planks allowing the dire wolf and Quantos easy access to the other ship.

The last ape is put down.

Now there is a ship to explore or drow to chase. Many different options, what do you do? No obvious threats so you may act out of rounds, but once someone attacks an undead or opens the wrong door the fight will renew again.

There appears to be less than a dozen zombies on this side of the fort. The main gate that faces South is closed, thus keeping in many of what Xara saw.

I should have a map up, when I get home today, sorry I have just been out of it and lack of internet hasn't helped.

Yes, Quantos you have most of the vital information, but you could also put down your skills for easy access.


Hp 20/26 AC 18 / 12 /14 (+8 Perc; +4 Init; Fort +2, Ref +5, Will +3)

can someone heal this wound rapidly ? we should chase after the drow and then come back and secure the second airship... says Jake still sword in hand

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