Feral's Kirin and Kraken (Inactive)

Game Master Feral

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Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Noisy taps a quick beat on the drum at his hip and looks around thoughtfully.

Perception: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19

cast detect magic and look about for magical emanations, especially east and north.
Knowedge (arcana): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Spellcraft: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

"Looks like the current occupants were trying to block up that door." He says, pointing to the east.

It appear easy to clear the barricade?

"Might be best to leave it there for now."

"That seems the way to go." He adds, pointing north up the stairs.


Clearing the barricade would take roughly ten minutes without magical aid.

Noisy detects a minor magical abjuration aura on the doors at the end of the northern stairs.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

oooo!

Noisy will call a quick warning, as he looks northward.

"Is a magical effect active down there, near the door." He says.

"A trap or ward of some kind perhaps."

He taps his fingers on his hip for a second, then looks at it a little longer.

Hmm.. attempt to identify a spell effect in place...
Knowledge (arcana) vs DC 20+spell lvl: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Does Bart still have his Trapfinding? Might be a magical trap disarm thing! Else I can try to dispel it, if folks think its something to worry about. Can't think of a trap that would be abjuration though... usually they're evocation or necromancy...


Noisy recognizes the spell as a magical [i]alarm[i].

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

can those be disarmed by a rogue as magical traps?

Noisy nods slightly, after examining it for a moment. "Definitely a ward. An early warning system for someone."

He scratches his chin thoughtfully.

"Usually folks don't need magic to hear me coming."

"Could try to dispel it." He muses, glancing at the others. "Not guaranteed though."

Thoughts?

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Hrrmm, give it a try. They will know we are here soon enough. If we bypass the door quickly they may not have time to react ."

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart shakes his head. "I'm not some master burglar that can break into the vaults of the church of Abadar. I can pick a lock, sure, but magical alarms are beyond my ability."

"Dispelling it will not give us much time but I think it is our best option."

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Noisy nods, and taps out a slightly more complicated rhythm on his hip.

OK, will give it a go! Dispel Magic CL check: 1d20 + 9 ⇒ (14) + 9 = 23

He then goes back to the simpler beat, and studies the hallway to judge his success.

Then detect magic again to see if it worked!

He then pulls out a small metal rod, before they continue on.

Edit:
He also plays another quick beat filling his companions with courage.

Have lots of 1st level spells, so might as well drop a Remove Fear on everyone, in case there's more boggard shenanigans awaiting. (+4 morale bonus vs fear effects)

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Slight change to the plan:

While Noisy is casting his spell, Bart will detect magic in the area to make sure it worked.

Should save us a few seconds. I think dispel only takes down traps for a number of rounds but not sure if alarm falls under traps or just a normal spell that can be gotten rid of permanently. If the former, we don't want to waste any rounds waiting for Noisy to check, we need to run through immediately.


Dispel magic will do the job.

Noisy feels the magic alarm dissolve under the power of his spell.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

"That should do it." Noisy says, when it appears the ward has been dispelled. "Hopefully we can catch whoever placed it with their pants down."

"Wait... are the boggards wearing pants?" He adds with a hearty chuckle.

"Shall we?" He adds, indicating the door.

Who's lead? =)

So took two castings of remove fear to get everyone (including the kitty) But should all be covered now!

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl can open the door but leave Kirrah in rear so as not to block the view.

"Hrrmm. Many thanks Master...Noisy. Are we ready?"

If no objection, open the door.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Lets go, quickly. Maldoc prepares himself for the next challenge.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

"I'll stay to the front, if you don't mind. Short legs and all."


Shall I assume Fendahl opens the door?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Yep, looks like he and Bart are in the front, I'll be behind Bart then.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Onwards!


Moving on then. Again, language like:

Fendahl Silvermane wrote:
If no objection, open the door.

Tells me that you're not ready to move on. I like decisive posts. 'I open the door' or 'I do the thing'. Posts that hinge on group consensus kill the game's momentum.

Fendahl opens the previously locked doors without incident.

Sets of heavy double doors sit in the north and south walls of this musty room. Crates and barrels are piled against the walls, and a lone table sits in the southeastern corner.

Three hideously misshapen giants stand guard here. They roar in surprise and grab their weapons.

Initiative: 5d20 ⇒ (11, 7, 11, 13, 9) = 51

Everyone but Fendahl is up.

Don't bother with knowledge rolls. These guys are face-beaters. They don't have any interesting special abilities or defenses to be circumvented.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

But... but... I'm sure they're moms think they're interesting!
Knowledge (face-beater): 1d20 + 11 ⇒ (1) + 11 = 12
Oh my god! I don't know! Maybe they really do have awesome special abilities!

"Have at 'em!" Noisy exclaims, as he stomps a quick familiar tempo on the stone floor, the vibrations from which work their way up into his companions bones, inspiring them!

At the same time, he taps a counterpoint on his drum while saying a few arcane words. Suddenly everyone feels even more invigorated!

Move action, start Inspire Courage!
Standard action, casting good hope on everyone (will last 9 minutes)

End result: Everyone (including the kitty) will have a +4 to hit, +4 to damage, and +2 on saves and skill checks

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc casts Intensified Shocking Grasp and steps to strike the blue face-masher!

Black Blade: 1d20 + 19 ⇒ (3) + 19 = 22 for Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Spell Damage: 7d6 ⇒ (3, 5, 4, 2, 4, 1, 6) = 25

+3 to hit if they have metal armor/weapons.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart sneaks around next to Maldoc and slips a blade into his palm just before digging it into the brute's knee.

+1 mithral dagger: 1d20 + 17 + 4 ⇒ (11) + 17 + 4 = 32
damage: 1d3 + 2 + 4 + 5d8 ⇒ (2) + 2 + 4 + (3, 3, 1, 8, 8) = 31

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Sorry for the conditional post. Always a trade off with posting in advance or having to retcon when someone says "Wait...I wanted to do X to the door. I will assume 'go' in my future posts.

Fendahl and Kirrah wait for the results of the attack on the lead giant.


Maldoc and Bart bloody the lead giant but he doesn't go down.

The wounded giant swings at Bart and is quickly joined by one of the others. The third giant hurls a small boulder at Fendahl.

Giant vs Bart: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21
Iterative: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14
Confirming: 1d20 + 11 ⇒ (11) + 11 = 22
Extra Damage: 2d6 + 12 ⇒ (5, 3) + 12 = 20

Giant vs Maldoc: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22

Boulder vs Fendahl: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d6 + 9 ⇒ (2, 4) + 9 = 15

The party is up.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Cast Frigid Touch defensively, DC 19: 1d20 + 12 ⇒ (17) + 12 = 29

Maldoc's weapon glows with a blue radiance as he tries to strike the giant that injured him! Think that was the green one, I'll take a 5' step and full attack that fella and hope Bart can handle the blue one.

Touch Attack: 1d20 + 17 ⇒ (6) + 17 = 23 for Damage: 1d6 + 13 ⇒ (2) + 13 = 15
Regular Attack: 1d20 + 17 ⇒ (14) + 17 = 31 for Damage: 1d6 + 13 ⇒ (2) + 13 = 15
Iterative Attack: 1d20 + 12 ⇒ (9) + 12 = 21 for Damage: 1d6 + 13 ⇒ (3) + 13 = 16

Cold Damage from Spell: 4d6 ⇒ (3, 4, 2, 4) = 13 and enemy is staggered.

I think I did all of that correctly, its been a while. Have +2 for inspire courage, +2 for Good Hope and -2 for Spellstrike in there.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Hrmm... large critters with reach and more than 106 hp's! This might take a bit of whacking!

Noisy begins to utter some arcane words, changing the beat slightly, enhancing his companions efforts even more.

Free action, maintain inspire courage.
Full-Round action, cast Haste on everyone, using his lesser rod of extend spell. So it will last just under 2 minutes (18 rounds). So possibly this room and more if we don't tarry.

Buff Summary (haste, inspire courage, good hope, remove fear):
Everyone is at +1 AC, +20'/30' movement speed, +5 to hit, +4 to damage, +2 to skill/ability checks, +2 to saves (+3 on reflex, +4 vs fear)

Am out of ways to buff you guys, so go kick ass!

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

In the event I am granted an extra attack by Haste this round,

Haste Attack: 1d20 + 17 ⇒ (17) + 17 = 34 for Damage: 1d6 + 13 ⇒ (3) + 13 = 16

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

14 dmg taken; 64/78 hp

Bart slips another blade into his hand and slashes at the giant's legs, ignoring the pain in his own shoulder after being clubbed.

+1 mithral dagger: 1d20 + 16 + 5 ⇒ (11) + 16 + 5 = 32
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

+1 mithral dagger: 1d20 + 11 + 5 ⇒ (11) + 11 + 5 = 27
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

adamantine dagger: 1d20 + 16 + 5 ⇒ (9) + 16 + 5 = 30
damage: 1d3 + 2 + 4 ⇒ (2) + 2 + 4 = 8

adamantine dagger: 1d20 + 11 + 5 ⇒ (18) + 11 + 5 = 34
damage: 1d3 + 2 + 4 ⇒ (1) + 2 + 4 = 7

+1 mithral dagger: 1d20 + 16 + 5 ⇒ (12) + 16 + 5 = 33
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will move up to help Maldoc, possibly drawing a swing or two from the two giants.

Kirrah attack!

The lioness will bound around Noisy and move into position Fendahl vacated. (has plenty of movement should the first giant drop)

Fendahl +2 keen katana, haste bard: 1d20 + 14 + 4 + 1 ⇒ (14) + 14 + 4 + 1 = 33
for dmg: 1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18

+1Bite, haste, bard: 1d20 + 14 + 4 + 1 ⇒ (3) + 14 + 4 + 1 = 22 damage : 1d8 + 9 + 4 ⇒ (3) + 9 + 4 = 16

AC32 vs AOO


AoO vs Fendahl: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19

Barts finishes off the previously bloodied giant freeing Maldoc and Fendahl to slash/chill another leaving it badly wounded.

The two surviving giants continue bashing on the tiny invaders.

Giant vs Maldoc: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Iterative: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18

Giant vs Bart: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22

The party is up.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will continue to slash into the wounded giant.

Fendahl +2 keen katana: 1d20 + 14 + 5 ⇒ (17) + 14 + 5 = 36
for dmg: 1d8 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Fendahl +2 keen katana: 1d20 + 14 + 5 ⇒ (20) + 14 + 5 = 39
for dmg: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Fendahl +2 keen katana: 1d20 + 9 + 5 ⇒ (2) + 9 + 5 = 16
for dmg: 1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Most clumsy brutes. Could they be in league with the boggards?

Fendahl crit 1: 1d20 + 14 + 5 ⇒ (16) + 14 + 5 = 35
for dmg: 1d8 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Fendahl crit 2: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29
for dmg: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Kirrah will wait until Bart moves to attack before stepping up if an opening allows.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Oof, 20 more. Not good. 21/63 now.

Maldoc will forgo a spell and simply full attack the same target. If he falls I'll 5' step to the NW and go at the last enemy.

I'll use one of my 8 Arcane Points to put Keen on the weapon.

Black Blade: 1d20 + 20 ⇒ (12) + 20 = 32 for Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Black Blade: 1d20 + 20 ⇒ (2) + 20 = 22 for Damage: 1d6 + 13 ⇒ (5) + 13 = 18
Black Blade: 1d20 + 15 ⇒ (10) + 15 = 25 for Damage: 1d6 + 13 ⇒ (2) + 13 = 15

Meh, wasted the point.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

GM, it would be helpful to know if the green critter fell to Fendahl's attacks (or Maldoc's) so folks could position properly to possibly allow the kitty access to the last one.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart steps over and puts his daggers to work on the red giant's legs!

+1 mithral dagger: 1d20 + 16 + 5 ⇒ (9) + 16 + 5 = 30
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

+1 mithral dagger: 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33
damage: 1d3 + 2 + 4 ⇒ (1) + 2 + 4 = 7

adamantine dagger: 1d20 + 16 + 5 ⇒ (18) + 16 + 5 = 39
damage: 1d3 + 2 + 4 ⇒ (2) + 2 + 4 = 8

adamantine dagger: 1d20 + 11 + 5 ⇒ (9) + 11 + 5 = 25
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

+1 mithral dagger: 1d20 + 16 + 5 ⇒ (6) + 16 + 5 = 27
damage: 1d3 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Hrm... pretty sure green will be gone by the time Noisy goes.

If so...

Not maintaining bard song... effects will linger for 2 more rounds

Noisy moves into the room, once only one foe remains, and tosses a small heal onto Maldoc, using a wand.

Move into a position he can reach the magus whilst drawing a wand, and use said wand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Well, that was unexciting

Go kitty!

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

flying today...will post lion tonight if applicable. Bot if holding up the show.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Back to 24/63 HP. Man, what is it with these giant-types kickin' my tail in these games lately. Sheesh...


The party makes swift bloody work of the remaining two giants.

There appear to be much of value on the giants or within the room they were guarding.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Unless the party has a more efficient method of healing, Maldoc will ask that someone use his wand on him in order to recover from the wounds of battle.

I believe you allow taking 5/charge out of combat, if so I'll need 6 charges.

If there is anything of value Maldoc will examine it. Your post above sounded like you left out a word, like "doesn't".

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

2 of 18 rounds of haste gone at end of the fight

Between Fendahl and Noisy, we can split up some of the wand zapping time if want to try to maximize the spell duration left.

So use 4 from yours (via Fendahl) at the same time 4 from Noisy.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Should get everyone back to full in 4 rounds?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc, once everyone is healed, gathers everyone and makes haste to the next set of doors. He'll give them a once-over from nasty stuff and then, if safe, open them and see what lies on the other side.

And I can't count. I need 8 charges, not 6.


Water seeps through a thin, vertical crack that runs from the waterline of the north wall to the center of the ceiling in this tall flooded chamber. A stairway leads from the south door down into the dark waters that nearly fill this large library. Tall bookcases rise only inches above the waterline as they trace the edge of the room, and a second set of wider shelves spiral about the room’s interior. Four algae-covered pillars support the ceiling above.

Traversing the perimeter bookshelves does require an acrobatics check. The water in the room is 15 feet deep and leaves only a little over 5 feet of clearance between the waterline and ceiling. The improvised pool is murky enough to provide concealment against any attacks that travel through 20 feet or more of water.

A single tian cultist stands guard atop the further bookshelf. An immense dark shape can be seen circling below him. "You have violated Lord Rybos's domain! Kneel or prepare to die!" the guard shouts with an insane gleam in his eyes.

Init: 6d20 ⇒ (16, 20, 13, 8, 14, 4) = 75

Everyone but Fendahl is up.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Sounds good on the wand. Ready to move.

Fendahl taps Maldoc with the wand and then calls Kirrah.

"Kirrah. Follow."

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

I don't see a new map yet. Now I do.

And I should of asked this earlier. I said I would buy a scroll of Freedom of Movement. Can a Magus cast it or does someone need to do it for me?

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

clw: 2d8 + 2 ⇒ (3, 7) + 2 = 12

Before moving on, Bart asks Fendahl to heal some of his wounds with Bart's own wand.

---

Acrobatics: 1d20 + 29 ⇒ (7) + 29 = 36

Bart moves quickly into the room, balancing along the top of the book shelf. He pulls a dagger out along the way and tosses it at the cultist's chest!

mwk cold iron dagger: 1d20 + 18 ⇒ (12) + 18 = 30
damage: 1d3 + 1 + 5d8 ⇒ (3) + 1 + (8, 7, 5, 3, 4) = 31

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Hmm... don't much like the water...

For reference, current buffs still active on everyone:
Haste (+1 AC, +1 to hit, +1 on reflex saves, +30' movement (or 20' for Bart)
Good Hope (+2 to hit, +2 damage, +2 saves, +2 skill checks, +2 ability checks)
Remove Fear (+4 on saves vs fear)

so Bart's dagger will do 2 more damage =). Also remember the +2 on skill checks for those having to acrobatic about (or god forbid, swim)

Noisy pulls out a scroll and reads it, touching Maldoc beside him.

I'll use mine on you for now. (Move action, pull out scroll of freedom of movement, standard use it on Maldoc)

"Ware the water." He says, eyeing the murky pool. "Who knows what's in there.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc will cast Intensified Shocking Grasp and try to move along the bookshelves and reach the enemy!

Acro: 1d20 + 10 ⇒ (12) + 10 = 22 With Haste I believe I have the movement to get there.

Attack, +3 to roll if enemy has metal: 1d20 + 18 ⇒ (14) + 18 = 32 for Damage: 1d6 + 11 ⇒ (1) + 11 = 12
ISG: 7d6 ⇒ (6, 3, 2, 6, 2, 2, 4) = 25

Feel free to correct/roll anything that is needed for me.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Hrrmm. Before we fill him with too many holes, are we certain this cultist is not our missing flutist?

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

It's the 'immense dark shape' in the pool that concerns me...

"Wasn't the usualy flautist greeting." Noisy responds, uncertainly.

Anyone else here? Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Might have been in that boarded up room behind us maybe?

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart shrugs, already having thrown his dagger. "Didn't sound too friendly, but you might be right. Fine, subdue him then."

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Did we have a description of the flutist? If it obviously does not match, then Fendahl would have no regrets with dealing with the cultist. If it is the flutist under mind control or changed alliances, we made a deal upstairs, so he would not want to break that agreement if at all possible. On the surface, it looks like this is not our man.

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