Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Wait for prep spells

Cast: Mirror Image & Bulls Strength
1d4 + 2 ⇒ (1) + 2 = 3

OK, lets go


Teclis, gives the room a once over, trying to separate magical auras apparent to him. The pendant is from the abjuration school, there is an aura on the sarcophagus as well which is abjuration. There are no other auras present to Teclis.

Wulfgar sees that the sword hanging on the wall is a bastard sword.


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

any writing or symbols or reliefs on the sarcophagus?


It is stylized in mythical creatures: dragons and writing in Aklo


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Go ahead and open it Balthe, I'll protect you from what comes out. " and he readies his sword and shield pointing at the sarcophagus.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe shrugs and opens it up


Init
Balthe: 1d20 + 2 ⇒ (7) + 2 = 9
Nils: 1d20 + 2 ⇒ (1) + 2 = 3
Wulfgar: 1d20 + 2 ⇒ (8) + 2 = 10
Klang: 1d20 + 4 ⇒ (5) + 4 = 9
Teclis: 1d20 + 5 ⇒ (5) + 5 = 10
Me: 1d20 ⇒ 16

Initiative Tracker: round 1

Mummy: done
Balthe: go (13 damage)
Nils: paralyzed for 2 rounds
Wulfgar: go
Klang: (3 mirror images/bull) go
Teclis: go

Balthe, removes the magical pendant, and upon doing so causes stone slabs to slam down from all the various exits from the room. The lid crashes to the floor, and a humanoid wrapped from head to toe in ancient strips of moldering linen, starts to move fro within.

Nobody is prepared for the sight they come to see, and the creature's despair seems to envelop all near it. It then tries to slam its body into Balthe.

FF Balthe AC 16: 1d20 + 14 ⇒ (15) + 14 = 291d8 + 10 ⇒ (3) + 10 = 13
DC 16 Fort save if hit, or contract mummy rot

Will Saves

balthe: 1d20 + 9 ⇒ (11) + 9 = 20
nils: 1d20 + 4 ⇒ (10) + 4 = 14
wulf: 1d20 + 11 ⇒ (16) + 11 = 27
tec: 1d20 + 7 ⇒ (18) + 7 = 25
klang: 1d20 + 14 ⇒ (17) + 14 = 31

DC 25 K-religion check to identify creature


to bad the magic sword is a little small for my tastes, if it is worthwhile I may test it later Wulfgar joins his comrades near the sarcophagus as the stone slams slam down and the mummy rises from the sarcophagus attacking Nils, Wulfgars right eye immediately comes into focus and he begins to laugh. "Bwa ha ha It is not wantink to be givink up its possesions, even in death comrrrrades, we must be convincink it otherwise Da? ha ha ha As he brings his coldiron greatsword crashing down on the creature.

full attack, power attack, furious focus, MW coldiron Greatsword

1d20 + 14 ⇒ (15) + 14 = 29 for damage: 2d6 + 16 ⇒ (5, 4) + 16 = 25
1d20 + 7 ⇒ (10) + 7 = 17 for damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Klang moves to get better position, then spins with a roundhouse kick.

Swift Action Personal Trial:

Move action: Move into flanking position

Standard action:

unarmed strike +9/+4 1d6+2 x2
+2 Str
+2 PT
+2 Flank

Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Personal Trial (Su)

Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target's spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day.
+2 2x/day


Due to Wulfgar doing slashing damage, a scarab swarm will be popping out as an immediate action, and it will be engulfing Wulfgar and Balthe, and the 2 squares next to them. Your flank with Wulfgar will be okay, just wanted to give a heads up...will try to adjust map soonish


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Know Rel: 1d20 + 12 ⇒ (18) + 12 = 30 Immunities, Resistances plz

Did the 25 pass the paralysis?

Teclis casts Haste targeting his group and moves over into the corner.

For 6 rounds you all have +1 hit/ac/reflex and an extra attack when taking a full attack action.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 8 ⇒ (13) + 8 = 21 fort


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Bathe punches the crap out of it

Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (20) + 11 - 1 - 2 = 28 for 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (4) + 11 - 1 - 2 = 12 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Unarmed Strike: 1d20 + 6 - 1 - 2 ⇒ (7) + 6 - 1 - 2 = 10 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
to confirm Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (6) + 11 - 1 - 2 = 14 for 1d8 + 9 + 4 ⇒ (7) + 9 + 4 = 20

haste Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (20) + 11 - 1 - 2 = 28 for 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21
to confirm haste Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (2) + 11 - 1 - 2 = 10 for 1d8 + 9 + 4 ⇒ (1) + 9 + 4 = 14


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Casted Haste in case you decided not to read my post..


Teclis, you are positive this is a mummy. Upon a closer look, you see the bandages that wrap the mummy, appear to be scrolls and other magical writings. The swarm that spilled out also leads you to believe the mummy is a spellscribed infested mummy.

Immune: none. Resistance: none, DR 5/-

Initiative Tracker: round 2

Mummy/swarm: (50 damage)
Balthe: go (13 damage)
Nils: paralyzed for 1 rounds
Wulfgar: go
Klang: (3 mirror images/bull) go
Teclis: go

Wulfhar, steps into the swing. His first one connecting, leaving a "gash" in the mummies wrapping, while the second swing misses. Nils, can only stand there in shock. Balthe then lets loose a flurry of punches after Teclis castes haste on the party. Balthe's fists slam into the mummy, while Klang swings and misses.

Wulfgar's slash however causes a scarab swarm to come spilling out of the innards of the mummy and wash over the group, enveloping Balthe and Wulfgar.

The swarm, stays put and gnaws and bites at the victims.

wulfgar/balthe damage: 1d6 ⇒ 1
DC 13 Fort save please for disease/nauseated

The mummy, moves back 5' then casts a spell, a thick fog fills the room, so much that the group has no idea where the mummy had went to.

Solid fog


fort.: 1d20 + 10 ⇒ (19) + 10 = 29 so is he nauseated?

can't see anything, need to get away from these bugs, did that slash release them? Need to try bludgeoning dmamge. Wulfgar moves out of the swarm, stepping away from his friends and beside the sarcophagus 10 ft, move/halved He swings wildly with his greatsword, shifting his grip to use the flat of his blade and to do bludgeoning damage instead of slashing."Bwa ha ha ha wherrrre are you goink dead one, ha ha ha"

not sure if its >20% or >50% so 21 and higher or 51 and higher hits

1d100 ⇒ 23 within 5 ft. hits

move action, single attack, power attack, furious focus, fog cloud

MW Greatsword attack: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16 for damage: 2d6 + 16 - 2 ⇒ (1, 2) + 16 - 2 = 17


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Perception: 6 + 3 +2 =11

Klang strains his ears trying to locate a direction to move. If he gets an idea of direction, he moves that way.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Move 15' or try perception again

Perception(2nd try if needed): 1d20 + 11 ⇒ (18) + 11 = 29


Initiative Tracker: round 2

Mummy/swarm: (50 damage/0)
Balthe: go (13 damage)
Nils: paralyzed for 1 rounds
Wulfgar: swing miss
Klang: (3 mirror images/bull) knows general direction
Teclis: go

Wulfgar swings but misses as the fog interrupts his vision momentarily. Klabg has a good idea which direction the mummy moved.

you can move 15' of your choice if you wish


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Klang will move in that general direction(whichever direction it is)for at least 15 ...Can you place me, as I should have been in a flanking position originally.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis pulls a scroll.. "Fear not, this should remedy the situation.."

Casting Gust of Wind off a scroll.. Solid Fog requires a 31+ mph wind to disperse. The gust is 50 so it should clear it immediately..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Well done!

Is the zombie within 5 ft?


GoW, clears a 60' line in 1 round. I will choose a good spot.

Teclis, grabs a scroll, and casts from it. A powerful gust of wind, rushes past Wulfgar and is begins to move the fog. It moves, but may take a few moments.

Initiative Tracker: round 3

Mummy/swarm: (50 damage/0)
Balthe: go (13 damage) + rot/filth fever (1 save of 2)
Nils: go
Wulfgar: go + rot
Klang: (3 mirror images/bull) go
Teclis: go

The fog starts to disperse, but a good portion still exists. The mummy, still enraged that its slumber has been interrupted, slams hard against Klang. Unfortunately, the mummy trips over its own wrappings and slams nothing but air.

The swarm, stays put and continues to bite at Balthe.

wulf even: 1d2 ⇒ 1

Wulfgar AC: 1d20 + 14 ⇒ (1) + 14 = 15

damage: 1d8 + 10 ⇒ (2) + 10 = 12 + DC 16 fort save or contract mummy rot

Balthe swarm: 1d6 ⇒ 1


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils, who is rather pissed out about soiling his armor in fear, rages, and ranger focuses on the mummy.

Not really sure from the map whether or not I can get into a space to attack the critter. From the map, it actually looks like I'm still in the fog.

He will move out of the fog, and if he is able to get to the target with 40' of move, he will attack once.

to hit: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 1d8 + 14 ⇒ (7) + 14 = 21 electricity: 1d6 ⇒ 3 looks to be moot anyway with that roll.

HP 88/88


slightly confused, did Wulfgar get hit with a 15? and take 12 damage and need to roll fort?
fort: 1d20 + 10 ⇒ (19) + 10 = 29

Wuflgar, his eyes clearly focused on the mummy continues laughing "Bwa ha ha wind blowink is good da comrrrrades! ha ha ha" he lifts his great sword using the flat of the blade and brings it crashing down at the Mummy.

bludgeoning damamge, full attack, power attack, furious focus

MW Greatsword attack: 1d2 + 14 ⇒ (1) + 14 = 15 for damage: 2d6 + 16 ⇒ (4, 5) + 16 = 25
MW Greatsword attack: 1d2 + 7 ⇒ (2) + 7 = 9 for damage: 2d6 + 13 ⇒ (3, 4) + 13 = 20

well crap


Initiative Tracker: round 3

Mummy/swarm: (50 damage/0) done
Balthe: go (13 damage) + rot/filth fever (1 save of 2)
Nils: go
Wulfgar: done but redo attack rolls please
Klang: (3 mirror images/bull) go
Teclis: go

You missed the 0 after the 2 so please redo the attack rolls, but the damage rolls stand


oops, that's what I get for copying and pasting

MW Greatsword attack: 1d20 + 14 ⇒ (14) + 14 = 28
MW Greatsword attack: 1d20 + 7 ⇒ (5) + 7 = 12


And with a mighty swing, Wulfgar bludgeons the mummy to re-death. It's falls into a loose like of wrappings. A more thorough search of the room, you find a plate in the sarcophagus, which reopens the archways.

combat over, which room next & from which direction if needed

The amulet is an amulet of natural armor +2. The bastard sword is a +1 mithril sword.


crap, I forgot Teclis cast haste, need to remember those things

Wulfgar, watching the mummy fall into so much loose wrappings turns and looks at the team, his right eye returning to milky white and beginning to twitch. Seeing Balthe favoring his right side where the mummy slammed him, Wulfgar approaches him, placing his hand on the ribs smiling. "Be holding still, bouncer Balthe, this will be hurting, unforrrrtunately it will not be leaving any good scarrrrs, Da Comrrrrade!" Wulfgar pushes on the ribs, causing Balthe an excruciating amount of pain for the briefest second, calling his gods name "Gorum" then the pain is gone, Wulfgar smiles at Balthe and then turning to the others asks "Is any one else needink healink?"

wulfgar uses the slot for holy Ice weapon for 'cure moderate wounds'

cmw: 2d8 + 6 ⇒ (8, 5) + 6 = 19


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Typical, I get all worked up for nothing. " as he ends his rage and leads against a wall for a breather.

And a wasted ranger focus, which means I'm out of those today.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Well fought! I wonder what a mummy was doing in a sphinx's lair.."


Teclis: Cynosphinxes are hoarders of secret knowledge and guardians of abandoned ruins.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Ah yes.. A guardian, I remember now.. So who's gonna wear that necklace?"


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Wulfgar won the day, The spoils should go to him


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Can't lay claim to anything myself. I was busy panicking. "


is anyone trained in the bastard sword or want to use it as a two handed weapon?

Wulfgar shakes his head, his right eye spinning and twitching, he picks up the amulet and hands it to Balthe "Bouncer Balthe still takink brrrrunt of abuse, I am havink ar[ooce]rrr[/ooc]mor to prrrrotect me, let comr[ooce]rrr[/ooc]ade Balthe have it!" then going over to the bastard sword Wulgar takes it off of the wall and asks "Who will be usink, little shinink sword, I am willink to carrrrry it if no one is wantink it." Wufgar looks around at the rest of the party and then ask "Are we ready to be leavink and looking for sphinx, comrrrrades?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 ⇒ 18 fort

If I wear that one someone else can use the one I have now!

currently I have a +1 amulet


Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Balthe you stave off the filth fever and are good on that front. Mummy rot is a bit trickier though, and you may have staved it off today, but tomorrow you will have to save again. Unless you get it removed, than healed.


Nils your at 20 take the + 1 amulet


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

When did I contract it?


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

after a night of romance?


Which way: front 2, backdoor 2, 5?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Checkout 5.


Everyone files into the southern room branching off from the sarcophagus room. Inside you see 3 statues, in the formation of a triangle: a man holding a staff; a man reading from a tome; and the third simply looking off into the distance.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Well at least it's not the three monkeys. "


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Whatta you wanna bet they come to life?

Bathe moves into the room and waits to get pummeled


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"I'll bet you an ale at the closest tavern. Of course I don't know where that is. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Any pertinent knowledge checks?


assuming since no one claimed the +1 bastard sword that Wulfgar is carrying it.

"Bwa ha ha, Da comrrrrade Nils, you are havink good idea, findink nearrrrest Ale house when we are leavink here ha ha ha" Wulfgar his right eye spinning and twitching, using his sword, points at the statue looking off into the distance and inquires "What are you thinkink he is lookink at comrrrrades?"


HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11

Cast: detect magic


K Religion, DC 20 statues, DC 18 K Religion shadows

Balthe, moves closer to the statues, and while he is skeptical and thinks the group will get attacked, he is right. The statues don't attack, but rather 3 entites, writhing is unholy menace float out to meet those that wish disturb their unholy resting place.

Init
Balthe: 1d20 + 2 ⇒ (9) + 2 = 11
Nils: 1d20 + 2 ⇒ (18) + 2 = 20
Wulfgar: 1d20 + 2 ⇒ (19) + 2 = 21
Klang: 1d20 + 4 ⇒ (5) + 4 = 9
Teclis: 1d20 + 5 ⇒ (8) + 5 = 13
Me: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative tracker: round 1

Wulfgar: go
Nils: go
Teclis: go
Balthe: go
Shadow 1:
Shadow 2:
Shadow 3:
Klang:

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