Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


901 to 950 of 1,551 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Knowledge rolls to identify monster
Knowledge(arcana): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge(dungeoneering): 1d20 + 5 ⇒ (4) + 5 = 9

Finn moves up and hexes the creature.
Hex is a supernatural ability, so I don't think I have to make a concentration check
Evil Eye (-2 attacks) DC 16 Will save
Fail? 7 rounds; Success? 1 round


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin falls limply to the ground after the fourth attack!

+13 on to hit, OUCH!
I assume (and hope) that it will not execute bite 5 and 6


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Sorry for the delay

I think that I did this BEFORE it attacked. If I'm right, blur and concentration checks not relevant

Solvi casts a snowball at the foul creature
touch attack: 1d20 + 4 ⇒ (16) + 4 = 20
concentration: 1d20 + 4 + 5 ⇒ (15) + 4 + 5 = 24
blur. high hits: 1d100 ⇒ 82

damage: 4d6 ⇒ (2, 4, 2, 1) = 9

Fort Save DC 16 or be staggered for 1 round

And Bissi comes in

attack (magic): 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30 for damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
blur. high hits: 1d100 ⇒ 14
trip: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Observing the ill manners of the creature, Shriek becomes scared but attempts to help Yasmin by starting his skald song.
+2 Str and +2 Con (hope that keeps Yasmin alive), -1 CA, +2 Will and +1 bite attack

He then moves away reading shield and sword to receive the terrible monster "Move away from him! Better him to attack once than with all his tentacles"
Bardic knowledge to identify: 1d20 + 3 ⇒ (12) + 3 = 15

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Orell Destiny: 1d20 + 4 ⇒ (15) + 4 = 19 Shoot!
Yasmin: 1d20 + 5 ⇒ (9) + 5 = 14 Slice!
Solvi: 1d20 + 3 ⇒ (8) + 3 = 11 Snowball!
monster: 1d20 + 7 ⇒ (3) + 7 = 10 LOTS OF THINGS!
Finn Lochlan: 1d20 + 2 ⇒ (7) + 2 = 9 Spells!
Samuel Soulkeeper: 1d20 + 2 ⇒ (4) + 2 = 6 Sing!

Solvi shoots out a snowball at the beast. The beast attempts to deal with the shot to the eyes.
fort save: 1d20 + 8 ⇒ (1) + 8 = 9

Bonus to Yasmin! Turns out you're not quite ready for the CR13 Gibbering Abomination! You're down, but the creature isn't as strong as you hopped! Also, you're just down, not dead. Also, I can't blur , yell, and bite if I'm stunned, so blur and the singing from me are not happening. Don't worry about those effects.

Finn casts a evil glance at the creature...
will save: 1d20 + 5 ⇒ (7) + 5 = 12

Samuel sings a song of his people!

ROUND 2, FIGHT!


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Pfew! Actually Shriek's song will awaken me, since you automatically accept a skald's song when unconsious and that will increase HP with 4.

Yasmin opens her eyes and waits for her companions to act before she makes her move.

Waiting for a bit, I will take actions before the monster

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell spends a grit and shoots the horrible thing

ranged touch: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 4d6 + 2 ⇒ (6, 5, 4, 2) + 2 = 19

And a second attack regular attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d20 + 6 ⇒ (14) + 6 = 20

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Welp that was quick!
Bassi trips the monster on its many eyed side, and the Orell shoots the things with a blast of arrows. It begins to "melt" as its collapses into a pile of eyes and teeth letting Yasmin go. You're left with a dragon corpse, a mound of meat, and the door.

Post what you do after the fight. I'll assume you go into the door.

You enter the door and decent into the earth. enter E2 This oval chamber has two large alcoves, each containing two child-sized stone sarcophagi. In the east end of the room, a shaft opens a marble statue of a rearing warhorse.

What happens next?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

First some healing
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Do we have a map?

Yasmin searches the sarcophagi for traps and then the statue

take 20 for 30


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek helps Yasmin to heal up "Are you ok? That was terrible..."

He follows the group to find the sarcophagi and statue "Surprising interiors for a dragon..." and helps Yasmin by observing the shaft.
Perception+HR: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Shriek uses then detect magic to study the area's auras.
Spellcraft+HR: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

This map Yasmin

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will search the walls while they sre doing the other stuff tske 20 for 30

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Orell looks along the walls and notices a secret door. You carefully open it and reveal a spiral staircase descending deeper into the darkness.

Yasmin looks over the sarcophagi, and you see that none are trapped. do you open them or do you leave them be? Do you go down the staircase?


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"I would not like to bother the dead ones. But if those are the tombs of the dragon slayers, it might be the help we came looking for was buried with them in there" suggests Shriek "I vote to open them"


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"I agree" Yasmin says while she tries to open one of the sacrophagi"[/b]

See marked one with red arrow


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

[ooc[Sorry for the lack of posts. Little to add and very busy[/ooc]

"Yes, lets open the tomb, but before we do : "

In a loud voice, Solvi states
"Greetings to any spirits that reside here. I am Solvi, a worshipper of Sinashakti. We are here to find weapons to fight a great dragon that threatens the village. If we are lucky enough to destroy the Dragon, we will return any items here to the tomb. We are not tomb robbers, we merely seek to defend the village that you so valiantly saved so long ago"

Solvi is quite sincere in all that. Not sure if the others are but they don't have to say anything :-)


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek cannot avoid a smile at Solvi's speech with the spirits "Well said friend" he looks to the ceiling then shouts "Promise. We will reduce that dragon to dust, grroaaar!"

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You carefully open the tomb. It's a quite one. Inside is a small child's body but with the head of a rat skull. As you stare at it, you all hear a fantom scream from all around you. Looking at back the creature is now floating slightly above the grave.

Initiative:

monster: 1d20 + 8 ⇒ (13) + 8 = 21
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Orell Destiny: 1d20 + 4 ⇒ (16) + 4 = 20
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11

FIGHT!

monster: 1d20 + 8 ⇒ (13) + 8 = 21 Bite
Orell Destiny: 1d20 + 4 ⇒ (16) + 4 = 20
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5

All around the creature you hear sobs. aura: -1 to attacks and saves, counteracts bardic things!
The creature attempts to bite Yasmin as she is the closest

bite, confirm, damage: 1d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (18) + 9 = 271d4 - 1 ⇒ (3) - 1 = 2
if hit, it steals your breath! Make a DC 16 will save or be fatigued for one hour


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek attempts to identify the phantom before performing any further action.
K. religion+HR: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

If not able to identify...:

Shriek attempts a test slash over the phantom.
+2 longsword-PA+HR: 1d20 + 9 - 1 + 2 ⇒ (8) + 9 - 1 + 2 = 18
Cold iron/Slashing damage+PA: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

holy @%!* as orell takes a five foot step away he realizes he has no magical weapons...

blast that evil spirit: 1d20 + 6 ⇒ (6) + 6 = 12
if it bleeds we can kill it: 4d6 + 2 ⇒ (6, 2, 4, 3) + 2 = 17

more hurt: 1d20 + 6 ⇒ (20) + 6 = 26
bring the pain: 4d6 + 2 ⇒ (5, 1, 6, 3) + 2 = 17

crit confirm: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

With a fluid motion Yasmin draws her weapons and tries to stick her rapier into the skull.

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Piercing Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Fire damage: 1d6 ⇒ 5


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Sorry, I'm a little confused. Is the monster where the red arrow is pointing or in the cave to the south where there is a spooky thing on the map?

At any rate, Bissi will move in to attack (haven't moved since not sure :-))

attack (magic): 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 for damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
On the off chance that it can be tripped trip: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29

Solvi also doesn't have magic weapons so he will just see if an arrow can hurt it
attack: 1d20 + 4 ⇒ (10) + 4 = 14 for damage: 1d8 ⇒ 6

Liberty's Edge

Rusthedge dice set up Rusthedge Map

monster: 1d20 + 8 ⇒ (13) + 8 = 21 Bite
Orell Destiny: 1d20 + 4 ⇒ (16) + 4 = 20 shoot
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11 swing
Solvi: 1d20 + 3 ⇒ (3) + 3 = 6 bite and swing
Samuel Soulkeeper: 1d20 + 2 ⇒ (3) + 2 = 5 swing!

the monster is in the tomb. It's small, but its there. Not the arrow.

Orell shoots with his hand ballista. The first shot goes wild, but the second is dead on. Bits of the creatues head shoot around the room ad the ghostly waling increases.

Yasmin starts swinging, but the bit offsets her, and she misses. Not but much, but enough.

Solvi sends in the cat to take it down. It bikes deep, and throws the small phantom to the ground. He's taken aback by the wales and misses with his arrow.

Samuel capitalizes on the downed foe and swings hard. He hits the small thing. With a scream, it explodes into vapor. You realize this was an attic whisperer

You stand along in an empty crypt. What happens next?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Hmmm, undead. I don't like undead." Yasmin states while she waits for Orell to reload his monstrous crossbow.

She then moves towards the stairs and goes down

SoP for trapseeking: take 20 at doors / entrance and exits of stairs / crossroads / other obvious landmarks take 10 elsewhere.


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"Grrroar! That was an Attic Whisperer. The product of a neglected child death. What the hell has happened here?" the half-orc checks carefully the sarcofagi, taking special note there is no second false bottom.
Perception+HR: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Perception+HR (take 20?): 20 + 5 + 2 = 27

He then follows Yasmin at a prudent distance "Do you think phantoms feel hunger?"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

His hands whisper their secret danceand the bolts crank and clack into place like dancing fire from the inferno and Orell grim face lit in the dim glow wipes his brow from what you might guess is a slightly shaken contenance and he follows the group onward.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"I don't like undead either but aren't that surprised that we're meeting them in a tomb :-("

Solvi and Bissi follow the party, Bissi smelling to see if she can detect something hidden.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn follows the others...

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You defend the stairs to a smaller room. map updated. You're in E3

A huge mosaic of a red dragon decorates the floor of this large chamber. To the north lie three circular alcoves, each with a single pillar of black marble in its center. To the south, in a single large alcove, a spiral staircase descends to a deeper level of the crypt. Four stone sarcophagi sit on the floor on the south side of the main room, two on each side of the alcove entrance.

what happens next?


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

"More sarcophagi... Do you think we will find more undead there?" Shriek comments while he inspects the columns carefully.
Perception+HR: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Perception+HR: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Perception+HR: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Perception+HR: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

"I think we should better ignore the coffins and go deep into the crypt, grrrrroar!" says the half-orc while pointing the descending staircase.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin inspects the floor before she steps on it Perception take 20 for 30

"If there are any undead in them I'd rather confront them now. Otherwise they will be between us and the exit."


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi will loudly repeat his announcement above.

If it is ok with you, just assume he does that as we enter any new area.

"No, I disagree. I'd REALLY prefer to leave nothing between us and the surface if we should have to retreat. Lets open everything on the way down"

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell shakes his head and stands agaimst the wall next to the door with his crossbow at the ready

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Knowledge (religion): 1d20 + 5 ⇒ (14) + 5 = 19
Do I know anything special about the crypts? Any religious markings on them?

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You know this crypt was for a proud dragon slayer. It is trapped to prevent the unworthy from taking the tools of the slayer.

Looking over the other coffins, you see no traps. Opening the other coffins, gouts of fire burst forth. The fire begins to move toward your menacingly....

Initiative:

monster: 1d20 + 5 ⇒ (10) + 5 = 15
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
Orell Destiny: 1d20 + 4 ⇒ (14) + 4 = 18
Samuel Soulkeeper: 1d20 + 2 ⇒ (10) + 2 = 12
Solvi: 1d20 + 3 ⇒ (10) + 3 = 13
Yasmin: 1d20 + 5 ⇒ (12) + 5 = 17

Liberty's Edge

Rusthedge dice set up Rusthedge Map

ROUND 1, FIGHT!
Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20
Orell Destiny: 1d20 + 4 ⇒ (14) + 4 = 18
Yasmin: 1d20 + 5 ⇒ (12) + 5 = 17
monster: 1d20 + 5 ⇒ (10) + 5 = 15
Solvi: 1d20 + 3 ⇒ (10) + 3 = 13
Samuel Soulkeeper: 1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Knowledge checks to identify if the fire is a creature or what created the fire...

Knowledge (arcana): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (religion): 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (planes): 1d20 + 9 ⇒ (13) + 9 = 22

Finn hexes the western most fire creature!
Evil Eye (-2 attacks) DC 16
Save? 1 round
Fail? 7 rounds


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Samuel jumps over the closes fire creature and smashes it back with a power attack.
+2 longsword-PA+HR: 1d20 + 9 - 1 + 2 ⇒ (17) + 9 - 1 + 2 = 27
Cold iron/Slashing damage+PA: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

If there is one not in base to base combat Orell fires at him first

attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 4d6 + 2 ⇒ (1, 1, 6, 3) + 2 = 13

attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 4d6 + 2 ⇒ (4, 1, 5, 4) + 2 = 16

crit to the face: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin draws her weapons while moving and attacks with her frost short sword, hoping it will have additional effect on the flaming creature

Attack: 1d6 + 9 ⇒ (2) + 9 = 11
Piercing Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Cold damage: 1d6 ⇒ 2
Precision damage if flatfooted: 1d6 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Finn Lochlan: 1d20 + 2 ⇒ (18) + 2 = 20 Learn and eye hex!
Orell Destiny: 1d20 + 4 ⇒ (14) + 4 = 18 Extinguish with a bow!
Yasmin: 1d20 + 5 ⇒ (12) + 5 = 17 swing but miss
monster: 1d20 + 5 ⇒ (10) + 5 = 15 BURN!
Solvi: 1d20 + 3 ⇒ (10) + 3 = 13
Samuel Soulkeeper: 1d20 + 2 ⇒ (10) + 2 = 12 SWING!

Finn you know these are small fire elementals.
will save: 1d20 ⇒ 19 The creature shakes off the assault.

Orell hits an elemental so hard it winks out of existence.

Yasmin moves fast and swings hard, but misses the target.

The elementals move and engage.
attack on yasmin, confirm if needed, damage: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 1reflex save it hit DC11 or an fire!

attack on Orell, confirm if needed, damage: 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (8) + 4 = 121d4 ⇒ 1reflex save it hit DC11 or an fire!

attack on Samuel, confirm if needed, damage: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 4reflex save it hit DC11 or an fire!

Samuel swings back hard enough to KO the fire elemental that tried to burn him.

Solvi roll when you can, rest move to turn 2!


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Ref+HR DC 11: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Shriek almost blocks the attack with his shield, but his movement is good enough to avoid the flames taking over his clothing.

He then moves over the fire attacking Orell by flanking with Bissi "Leave my friends alone! Grrroar!"
+2 longsword-PA+HR+flank: 1d20 + 9 - 1 + 2 + 2 ⇒ (15) + 9 - 1 + 2 + 2 = 27
Cold iron/Slashing damage+PA: 1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9

HP 34/39 AC 22

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell aims right at the one attacking him not moving and firing on it(while having grit no attack of opp)

attack: 1d20 + 5 ⇒ (20) + 5 = 25

damage: 4d6 + 2 ⇒ (2, 5, 3, 5) + 2 = 17

attack: 1d20 + 5 ⇒ (7) + 5 = 12

damage: 4d6 + 2 ⇒ (2, 3, 6, 1) + 2 = 14

crit: 1d20 + 5 ⇒ (10) + 5 = 15

damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin attacks twice, while doubting whether her flaming rapier will affect the elemental.

Rapier Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Piercing Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Fire damage: 1d6 ⇒ 5

Short sword Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Piercing Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Cold damage: 1d6 ⇒ 3

Short sword Confirmation: 1d20 + 7 ⇒ (5) + 7 = 12
Piercing Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Normally elementals are not affected by crits.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Sorry for the delay. My bad.

Bissi tries to attack the elemental
attack: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30 for damage (magic): 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

And maybe can trip it? trip: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Well, that was pretty useless

Solvi will try a snowball on the one that Yasmin is fighting
attack: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 touch attack for cold damage: 4d6 ⇒ (1, 4, 2, 3) = 10 Fortitude save DC 16 or staggered for one round

Liberty's Edge

Rusthedge dice set up Rusthedge Map

Orell aims the ballista at the elemental. It is snuffed out like a candle. Yasmin steps up to the second one slices hard into it. The cold blade dissipates the hot beast.

You stand in the empty room. What do you want to do next?

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will take a long look around the room. (Take 20)


HP 86 AC 24 TAC 19 FF 16 | CMD 30 | F +10 R +14 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +15
Skills:
Acrobatics+19,Bluff+12,Climb+4,Diplomacy-1,Disable Device+18,Heal+8,Intimidate+12,K.eng/local+6,K.arcana/nature/planes+3,Lingu istics+4,Sense Motives+12,Ride+10,SoH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 10 | -

Shriek helps to inspect the black marble pillars in the northern rooms.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

"This place makes me shiver, it reminds me of the Olok-khan-usedin" says the half-orc in a very much concerned tone.

If any inscription is found, he helps deciphers them.
Linguistics: 1d20 + 5 ⇒ (1) + 5 = 6
Linguistics: 1d20 + 5 ⇒ (4) + 5 = 9
Linguistics: 1d20 + 5 ⇒ (16) + 5 = 21


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"It is a good thing that we are investigating everything. I would not like these elementals to come upon us if we are fighting something else. It is clear that we need to earn whatever we can borrow from this place. Which is fine with me"

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2
Orell Destiny wrote:
Orell will take a long look around the room. (Take 20)

Finn will do the same.

Liberty's Edge

Rusthedge dice set up Rusthedge Map

You look around the room. You notice the center dragon is inscribed with a phrase. "Red Azramo-Give the Dragon Her Due." Also, you notice that the dragon is trapped and that soon fire will spring from the pillars, immolating the room.

You also notice the four sarcophagi in the room as well as stairs leading down.

How do you deal with the coming fire? Are you raiding the tomb or are you going further down?

901 to 950 of 1,551 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ed's Dragon Demand Gameplay All Messageboards

Want to post a reply? Sign in.