Finwad's Pit

Game Master DajellyMan

A deep pit is discovered with untapped ruins beneath. Untapped ruins means untapped treasure! A small settlement has sprung up to profit of the large rush of adventurers.

Current Combat Map

Party Loot


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Paladin 2|AC 19(21)|HP21/21
DajellyMan wrote:
The larger hill you can see rising up over the trees in the distance

Sorry, 'what hill' was in response to my lousy perception roll. Marrant is apparently looking at the cloud that reminds him of a bunny rabbit. :-)


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Perception: 1d20 + 2 ⇒ (4) + 2 = 6

So let's head over to that fortress shall we? she waits a bit then starts walking in that direction


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Vai discerns some space in the foliage, more than a game trail.

"There are two tracks in the scrub - one heads west, the other east…"


Game Master

As you all leave the clearing, Tumblefoot speaks after you.

Undercommon:

"I shall wait for ya here. Didn't expect ya all to brave the tests of the paintings! I myself have only ever come in to take a short look around. As I said, the other denizens of this place are not as friendly as my companions. Good luck! I have always wondered about this place! I'm sure it'll be a valuable excursion!"

He and the fey stay in this clearing.

Shall you all head east or west?


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

East !

Silver Crusade

Male Dwarf Wizard 1, Magus 1

Farrin steps into position and starts to head east. He wonders what strangeness this place is, a painting that leads to a world. that painting itself but one of many in a library watched over such a strange guardian. And the feylings, what to make of them.


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Still waiting for the results of Zee's Perception roll - if he has more information from a 15 or more then I'll decide...


Game Master

you guys are still in the clearing, so the perception rolls are still the same as in the spoilers on the previous page. Unless you hit a DC 20, all there is to discern are the paths.

The two paths through the woods fade out of sight as they curve to the north, seemingly both towards the fortress. The scent of fall leaves wafts from the woods, and nothing but the sound of wind, birds, and rustling leaves can be heard down the paths.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

"We're off to see the wizard, The Wonderful Wizard of Oz
We hear he is a whiz of a wiz, if ever a wiz there was
If ever, oh ever a wiz there was, The Wizard of Oz is one because
Because, because, because, because, because
Because of the wonderful things he does
We're off to see the wizard, The Wonderful Wizard of Oz"

Beylinda sings joyfully while moving forward on the Yellow brick road


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Ah. Sorry. I thought there was a 15, but it was a 20. Still gonna wait on Zee. If he doesn't come back soon or rolls less than 20 I'll just follow the happy wanderers…


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I thought I had rolled sorry. And nothing.

perception: 1d20 + 6 ⇒ (8) + 6 = 14

Well we should get going.

Zee pulls his glorious fez out of his bag and puts it on.


F Half-orc Dreamspun Sorcerer/2 13/13 hp|AC 12 T 12 FF 10| Fort +3 Ref +3 Will +4|CMB +2 CMD 14| Init +2| Per +0

”Do you typically sing as you walk through the forest?” she asks Beylinda. ”I’m not complaining. It’s a pretty song. Do you know any about rainbows?”

After a few minutes of looking at the woods and feeling the wind on her skin, she asks ”Do you think this place is unchanging? I mean it feels like autumn. Do you think it always is?”

For the gift, how about 2 scrolls of mage armor (50 gp) and some pieces of jewelry worth 50 gp?


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Vai looks slightly askance at Zee's fez and glances darkly at Beylinda's singing, but seeing as she herself wears demonic-leering armor and a ridiculously horned grim helmet she doesn't really have a leg to stand on...


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee see's Vai's look at his glorious Fez and accepts the look as his due.

Well this seems like a pleasent stroll through the quasi-real woods. I don't think anything can go wrong right now.

Zee stars to whistle with an inhuman range.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Well i am no expert on planar knowledge, but the short answer is yes rules and laws can be entirely different, so it is possible to be in a place were automne would be permanent.


Game Master

As the group makes its way down the path, it begins to grow wider and more defined. It zigs and zags around larger trees and obstacles, but for the most part remains straight.

At the climax of Zee's whistling, you hear the loud snapping of twigs and shuffling of brush to your immediate left. From the sounds of it, it would appear something is heading towards the path through the woods. Birds continue to chirp, although you cannot see any, and you can hear the wind blow despite the eerily still air.

DUNA....DUNA.....DUNA DUNA DUNA....


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Beylinda will take her weapon out and hold it with one hand blade down in a lewered stance


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee will take point with his weapon out and total defense. Ac=23


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Vai gets ready to empower the space around her with fell power.

Delay action: Inimica - Pain Threshold. 10ft, DC 15.

Pain Threshold:
Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maxium of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1).


Game Master

After a few moments, you hear a great howl:

"AAAAAAWOOOOOOOOOOHOOOO!"

The crashing gets closer and closer and then you hear the strange howl again, much closer now: "AWOOOOOOHOOOOOOT!"

Suddenly, the trees on the side of the path crash down around you as an enormous beast lumbers out of the wood, resembling some horrid crossing of a large bear and what must be an owl!

Initiative:

Vai: 1d20 + 2 ⇒ (2) + 2 = 4
Zehanet: 1d20 + 5 ⇒ (3) + 5 = 8
Beylinda: 1d20 + 2 ⇒ (15) + 2 = 17
Malbrighka: 1d20 + 2 ⇒ (18) + 2 = 20
Farrin: 1d20 + 3 ⇒ (7) + 3 = 10

1d20 + 5 ⇒ (9) + 5 = 14

As the creature stumbles onto the path, he lets out another howl, this one apparently out of pain: 1d6 ⇒ 5

Its eyes grow wide with hatred as it steps into Vai's Dire Zone.


Paladin 2|AC 19(21)|HP21/21

inititive: 1d20 + 5 ⇒ (8) + 5 = 13


Game Master

g&%$+$nit, I knew I would forget someone! And you were at the top of the page too... I'm so sorry! So I do init by averaging your rolls vs the enemies rolls, and then you can all just act as one group (you and enemies). This makes things a little easier on the PbP. In this case, the enemy will go first. Also, I should have a map up tomorrow.

Round 1

Growling in anger, the creature rushes at what it detects as the source of its pain. It swipes a massive, feathery, paw at Vai!

Claw Attack: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (6) + 4 = 10 plus grab.

But she nimbly ducks and dodges the massive blow.

_____________________________________

Ok, heroes go!


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Vai grins in ill-humor and grunts as she moves out of the way of the creature's fell claws. (;p)

She blinks her eyes, suddenly charged with eldritch crimson power that covers her armor in grim scratches and sigils of dark design.

Vai rattles her bastard sword against her buckler and howls at the creature in an incomprehensibly foul tongue.

Swift Action: Change inimica to Weakened Resolve

Weakened Resolve:
Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + 1/2 the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect.

Standard Action: Intimidate

Demoralize: 1d20 + 9 ⇒ (11) + 9 = 20

So due to Weakened Resolve, Demoralize DC = 10 + 1/2 owlbears hitdice + owlbear's Wis mod.

Shaken for 1 round + 1 round for every 5 over DC.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.


Paladin 2|AC 19(21)|HP21/21

No problem :-)

bow: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18 (precise shot, deadly aim)
damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Since me and vai had point I assume I can 5 foot step and attack. If not add 2 to the first attack and disregard the second.

Holding his blade forward Zee darts in to strike scoring with his scimitar and channeling horrible exhaustion through his blade.

Sword
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 ⇒ 3

Spell Touch of fatigue
attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 ⇒ 4


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Zee, can you break down why the difference - some Magus thing? Sorry if I'm missing something obvious…


Game Master

I believe he is referring to spell combat, which incurs penalties like TWF, and takes a full-round attack.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Round 1

Beylinda move against the massive Owlbear grabbing her weapon in two hands placing herself in flanking position

Falchion: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 192d4 + 6 ⇒ (2, 1) + 6 = 9


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5
DajellyMan wrote:
I believe he is referring to spell combat, which incurs penalties like TWF, and takes a full-round attack.

Thanks!

Silver Crusade

Male Dwarf Wizard 1, Magus 1

"What? Really? You sure we should with this very first thing in here? Well your the boss." It appears Farrin is having a conversation with someone, cant figure out who exactly.

Farrin loudly says in Draconic, "Vis Nar" as he holds up his axe Durzak, spell fail chance 01-10 for True Strike: 1d100 ⇒ 56 it begins to glow softly in the ultraviolet spectrum.
He then takes a five foot step to put himself in reach of this strange bear-owl-thing with his.
Knowledge of History: 1d20 + 8 ⇒ (7) + 8 = 15 To see if I have read anything about this time of creature, specifically defeneses that perhaps I can remember.
Knowledge of Planes: 1d20 + 2 ⇒ (10) + 2 = 12 To see if I can figure out anything about why a wizard would create a hall of worlds with paintings. Im still trying to figure out the meaning behind oodles of worlds/paintings.

I will get as close from row 2 on left as I will go left/diagonal 5' to keep putting me outside so I can swing 'Durzak' next round.


Game Master

Farrin:

Farrin, unfortunetly this one would require a K. Arcana check to determine its abilities, but your History check can let you know what it is.

Farrin's years of rigorous study and reading allows him to easily recognize this creature as an owlbear, a mythical beast that is a horrid combination of an owl and a bear. They are known to be especially violent and to hunt down their food with a severe determination.

You are unsure as to why a wizard would go through all the trouble to do this, but you can hazard a guess that it is to most likely keep something contained by keeping the key fractured amongst the different demiplanes in the paintings. Or, there's always the chance some crazy wizard just did it because he could.

Round 1

Creature - Growling in anger, the creature rushes at what it detects as the source of its pain. It swipes a massive, feathery, paw at Vai!

But she nimbly ducks and dodges the massive blow

______________

Mal -

______________

Beylinda - steps up towards the creature, her mighty falchion gleaming in the twilight sun. As she moves close to the creature, it swings a mighty feathered paw at her!

AoO: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 4 ⇒ (3) + 4 = 7 plus grab.

Grapple: 1d20 + 14 ⇒ (16) + 14 = 30

It manages to gash the cleric across her back for 7 damage, and then brings its massive claws together to successfully grab a hold of Beylinda!

Both you and the creature gain the grappled condition

______________

Marrant - Takes careful aim with his longbow, making sure to not hurt his now grappled ally, and lands a dead shot right at the creatures neck, dealing 10 damage!

______________

Farrin - talks to himself a bit and then invokes his mighty axe through a Draconic invocation, causing Durzak to to softly glow. (casts true strike). He then steps aside to get into a better position to attack.

______________

Zee - Invokes his spell combat training and takes a step behind the creature, slashes with one hand and delivering a spell with the other. Both attacks hit, dealing 3 damage and causing the creature to grow weary with fatigue! Not sure where the extra damage is coming from, doesn't touch of fatigue only cause the target to be fatigued for 1 round/level?

______________

Vai - let's out a hideous howl as the aura around her begins to change. She bangs her sword against her buckler as her crimson eyes stare daggers at the creature. It looks noticeably shaken.

______________

Ok, creature has taken some damage, and is shaken, fatigued, and grappled. I am working on a map, and will wait a little longer to see what Mal wants to do before botting her.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

oh ,crap goes beylinda as she is grappled


Paladin 2|AC 19(21)|HP21/21
Beylinda Chumana wrote:
oh ,crap goes beylinda as she is grappled

Is that to the tune of 'Pop goes the weasel'? -:-)


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

maybe it depends on who goes first on the second round :)


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Bad news good news Beylinda. The monster goes first but since you were grappled from 10 feet away you still have a standard to break the grapple. I suggest delaying until before the owl bears turn so you can take advantage of the minuses to his cmd caused by touch of fatigue. @GM sorry about that I thought I had spell strike already ignore the 4 damage.

Seeing the owl bears reach and strength Zee tries to remember its abilities and weaknesses.

Arcana: 1d20 + 6 ⇒ (14) + 6 = 20

He then hammers the beast with his scimitar

atack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 ⇒ 2

If anyone is grappled take two off the first attack and add this. If not ignore it since I don't want to be grappled by the owl bear.

snowball
atack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 ⇒ 5

Dc 13 fort save or be staggered 1 round


F Half-orc Dreamspun Sorcerer/2 13/13 hp|AC 12 T 12 FF 10| Fort +3 Ref +3 Will +4|CMB +2 CMD 14| Init +2| Per +0

The half-orc sorceress whips off the leather sheath from her axehead and advances towards the creature. She sees an opening in the creature’s defense and attacks.

greataxe attack: 1d20 + 1 ⇒ (12) + 1 = 13 damage: 1d12 + 1 ⇒ (9) + 1 = 10


Game Master

Round 1:

Creature - Growling in anger, the creature rushes at what it detects as the source of its pain. It swipes a massive, feathery, paw at Vai!

But she nimbly ducks and dodges the massive blow

________________

Beylinda - steps up towards the creature, her mighty falchion gleaming in the twilight sun. As she moves close to the creature, it swings a mighty feathered paw at her!

It manages to gash the cleric across her back for 7 damage, and then brings its massive claws together to successfully grab a hold of Beylinda!

Both you and the creature gain the grappled condition

______________

Marrant - Takes careful aim with his longbow, making sure to not hurt his now grappled ally, and lands a dead shot right at the creatures neck, dealing 10 damage!

______________

Farrin - talks to himself a bit and then invokes his mighty axe through a Draconic invocation, causing Durzak to to softly glow. (casts true strike). He then steps aside to get into a better position to attack.

______________

Zee - Invokes his spell combat training and takes a step behind the creature, slashes with one hand and delivering a spell with the other. Both attacks hit, dealing 3 damage and causing the creature to grow weary with fatigue! Not sure where the extra damage is coming from, doesn't touch of fatigue only cause the target to be fatigued for 1 round/level?

______________

Vai - let's out a hideous howl as the aura around her begins to change. She bangs her sword against her buckler as her crimson eyes stare daggers at the creature. It looks noticeably shaken.

Round 1

Beylinda break grapple attempt: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19

Beylinda struggles valiantly against the creature, and thanks to the creature's weakened state, she just barely managed to squeeze her way from out of its mighty paws and free herself from the grapple!

___________________

Thanks to her allies weakening of the creature, Mal finds that her great axe easily finds flesh/fur and leaves the creature a rather nasty cut, dealing 10 damage!

The creature is bloodied

____________________

Zee: K. Arcana results:

This bear like creature with a head like an owl and feathers covering its entire body is in fact the vicious owlbear. This check reveals all magical beast traits.

The owlbear attacks its prey with its deadly claws, latching onto an opponent. They then bite and claw until the victim falls dead and is devoured. Owlbears attack any prey on sight, and consider anything larger than a mouse prey.

Round 2

Owlbear - "AWWWWOOOOOOOHOOOT!"

Bite!: 1d20 + 8 - 1 - 2 ⇒ (13) + 8 - 1 - 2 = 181d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Claw!: 1d20 + 8 - 1 - 2 ⇒ (14) + 8 - 1 - 2 = 191d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9 plus grab
Claw!: 1d20 + 8 - 1 - 2 ⇒ (18) + 8 - 1 - 2 = 231d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5 plus grab

The creature roars in fury as it continues to get beat on, not even noticing that Beylinda has managed to escape. It turns its beady eyes on Malbrighka and unleashes a flurry of attacks! It rips at the young sorceress, knocking her unconscious and nearly at deaths door and then easily picks her up in its claws and begins to feed!

OUCH! sorry, Mal! The good news is you are at -14 HP, and you die at -15 so... let's hope someone gets you stable! Or the gods have mercy...

_____________________________

Beylinda -

Marrant -

Farrin -

Zee - readies another spell in his off hand and attacks the owlbear! His blade fails to penetrate the creature's feathery hide, but his spell hand unleashes a freezing chill of a blast into the beast's side, causing it 5 cold damage!

"AWWOOOOOOOOOO!"

It seems that living its life in a perpetual warm climate has left it weak to the cold! Creature takes 1.5 damage!

Vai -

Mal -


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Round 2

Beylinda will Channel: 1d6 ⇒ 2 positive energy all around her except for the creature

then 5ft step back and pick up her weapon (if that doesn't provoke Aoo)


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Round 2 (if Marrant, Farrin and Zee haven't sliced, diced and iced the owlbear...)

Vai is startled by the owl/bear creature's ferocity - she stifles a cry, a pang of sorrow filling her heart. Surprised by fellow feeling she steels herself again.

Eyes flickering, she draws forth fell power again - the eldritch limnings on her armor and shield erupt and just as quickly retract, coursing along her torso and left arm to writhe and thrive on her dire blade. The bastard sword pulses and shifts, wicked curves, spines and flanges appearing along its edge.

"DIE, foul beast!" she screams in the murky shadows, swinging her blade two handed with all her might...

Swift Action: Change inimica to Blood Zone.

Blood Zone:
Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges - creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect.

Standard Action: Attack owlbear...

Slash!: 1d20 + 3 ⇒ (12) + 3 = 15 [Strength]
Rip!: 1d10 + 4 ⇒ (9) + 4 = 13 [Strength, Two Handed] (+ 1 bleed damage, Fortitude Save DC 15 to negate.)

Note Vai is down -1 to AC due to THF with buckler


F Half-orc Dreamspun Sorcerer/2 13/13 hp|AC 12 T 12 FF 10| Fort +3 Ref +3 Will +4|CMB +2 CMD 14| Init +2| Per +0

I’m sure if Bey hadn’t channeled the positive energy, Mal would have failed her constitution check. 1d20-14 vs 10 is difficult to pass.

Beylinda’s channeled energy washes over Malbrighka’s limp body and causes rapid eye movements.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

i should be able to get you back up once the fight is over


Game Master

yeah, I wouldn't have let you die that quickly, just wanted you to think I would ;p


Paladin 2|AC 19(21)|HP21/21

Marrant will detect evil on the Owlbear and (assuming he finds it not evil) not bother smiting.

"Let's put this beast down!"
bow: 1d20 + 5 ⇒ (3) + 5 = 8 Or not :-(


Game Master

Round 2

Owlbear - "AWWWWOOOOOOOHOOOT!"

The creature roars in fury as it continues to get beat on, not even noticing that Beylinda has managed to escape. It turns its beady eyes on Malbrighka and unleashes a flurry of attacks! It rips at the young sorceress, knocking her unconscious and nearly at deaths door and then easily picks her up in its claws and begins to feed!

_____________________________

Beylinda - selectively channels the divine energy of Abadar into herself and Mal, bringing her back from the edge of death.

Marrant - sends another arrow flying, but his aim is high and he misses completely.

Farrin - Durzak seems to whiz through the air almost of its own accord, heading straight for the owlbear's mid rift!

War Axe: 1d20 + 2 + 20 ⇒ (20) + 2 + 20 = 421d10 + 3 ⇒ (7) + 3 = 10

Crit confirm!: 1d20 + 2 + 20 ⇒ (13) + 2 + 20 = 351d10 + 3 ⇒ (3) + 3 = 6

Critcal hit! The war axe digs deep into the feather flesh of the owlbear, spilling its entrails out steaming onto the forest floor! The owlbear staggers, but barely manages to hang on to consciousness despite its grievous wounds.

Zee - readies another spell in his off hand and attacks the owlbear! His blade fails to penetrate the creature's feathery hide, but his spell hand unleashes a freezing chill of a blast into the beast's side, causing it 5 cold damage!

"AWWOOOOOOOOOO!"

It seems that living its life in a perpetual warm climate has left it weak to the cold! Creature takes 1.5 damage!

Vai - seeing her chance, the direlock strides forward, sending her greatsword up at the neck of the owlbear, effectively avoiding its defenses and severing its head!

Mal - falls to the ground with a soft thud as the owlbear dies.

_________

good job guys, the owlbear is dead! everyone gets 300xp!


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

Vai looks at the mix of blood and ichor on her wicked-edged blade, then quickly shakes it off and wipes it clean before rushing to Malbrighka's side. She checks to see if the sorceress is still breathing before ineffectually pawing at the terrific wounds.

"I am well trained and empowered to end life - what good am I to my friends?"

She looks around to her other companions for aid...

Yep - nice work folks!!!


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

seeing vai rush to the sorceress side with a look of worry

No worry i had saved her

Beylinda will pick her her weapon sheath it and then focus again Channel: 1d6 ⇒ 4 and again Channel: 1d6 ⇒ 6

This should bring her to consciousness. But does anyone as a wand of healing in order to finish up patching those wounds?


Paladin 2|AC 19(21)|HP21/21

"A wand of healing would be a good idea but was a bit beyond my means. Is she going to be all right?"

Marrant will scan his surroundings in case the combat has attracted attention.
perception: 1d20 + 4 ⇒ (11) + 4 = 15

Silver Crusade

Male Dwarf Wizard 1, Magus 1

Not knowing anything about healing Farrin just unloads with his axe on the bearowl thing, letting the anger and rage flow from him and turn that creature into a bloody pulp for daring to attack a member of his clan, as he considers the others with him in.. in, in the madness of this portal/painting/picture/dream/painting Farrin struggles to figure things out. As that wave of positive energy washes over him, Farrin Collapses upon the hilt of Durzak his grandfathers axe. This is the first time he has ever taken a life anything more then an animal.


Game Master

After a few minutes, Mal slowly wakes up with a splitting headache, but otherwise in ok condition.

It is eerily silent in the wood, and there is no sign anything else heard the battle, or is even alive. The path continues to lead forward, though, strangely, the path behind you seems to have disappeared! Oh, nos!

Deciding following the path is the best option, you all continue forward for about a half an hour without any disturbance.

Eventually, you reach the foot of the hill. It is riddled with ancient stone and what seems to have once been a wall, but is little more than rubble now. The rubble seems to make almost what looks like giant stepping stones. If one was to climb up, it looks like you could jump from one to the next and quickly make your way to the top! There are also what look like two green colored drain pipes sticking out of the hill about two stones up.


Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5

[before we left battle site]

Once Mal is returned to health, Vai will attempt to remove teeth and claws of the Owlbear without destroying them…

Survival: 1d20 + 3 ⇒ (17) + 3 = 20

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