For Queen And Country - Heroes of Cheliax

Game Master Tourach

Loot list


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Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

Round 3
HP 25/26
BI: 7/16

"My crossbow for an enchanted dagger," Sazu vents in frustration, taking aim and firing.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 ⇒ 4


Giving some extra time due to the holidays. I'm guessing Andre will want to do something about Amideo before the demon attacks again.


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

You guess correctly. Thanks for the patience!

"Amideo! No!" Andre bellows. Reaching out his hand (and closing any distance necessary), he prays, "Old Deadeye, steady this warrior and prevent his demise. We all need more time in this world to do your work and combat these foul sons of the Abyss..." Amideo's breathing eases, though he doesn't stir.

Move to get in range (30') if necessary, and casting stabilize. Since Amideo's down at -6 (if I'm doing the math correctly), a CLW might put him up at 1 or 2 hit points...arguably more dangerous than being unconscious.


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

I am unfortunately unconscious. I agree with your assessment of the cure spell, especially with the damage that demon can put out.


Ihon pointed out to me that the demon was blind! I'm giving him his concealment chance now, high means a hit.

Concealment: 1d100 ⇒ 63

He hits, so all is normal in the world.


Round 3

The demon attempts to swing at Phaedra.

Concealment: 1d100 ⇒ 60

Longsword 1: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12

Concealment: 1d100 ⇒ 20

The demon's blindness causes it to miss its second attack and it howls in rage.


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

Having stabilized Amideo, Andre spins and takes another shot at the demon.

Attack (PBS): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Round 3

Andre is able to strike the creature, but seems to deal no damage.


Applying a post-holiday nudge.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Round 3: Initiative 28

Ihon casts grease (DC 17) underneath the demon.


Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

Wait, am I a round ahead? If I haven't acted this round, Sazu just reloads for now.


I think we still have Phaedra to go this round? But someone can correct me if I'm skipping them.

Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10

The demon tumbles to the ground, cursing again as it continues to be hampered by Ihon.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Round 3
init 10

Phaedra swings her sword at the fallen demon.

melee attack with magic sword: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17


Phaedra is able to deal some damage through the resistance of the demon, but it still appears to be in fighting condition.

Round 4

Surrounded, the demon simply tries to strike at Phaedra from the ground.

Longsword 1: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12
Concealment 1: 1d100 ⇒ 31

Longsword 2: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7
Concealment 2: 1d100 ⇒ 21

Blind and prone however, the demon seems unable to connect at all.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Round 4: Initiative 28

Ihon uses diviner's fortune on Phaedra.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Round 4
Init 10

Phaedra laughs at the demon's feeble attempt and swings her sword down at him.

melee attack: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20


We still have 2 more Round 4 action - 1 from Andre, 1 from Sazu.

Phaedra is able to do substantial damage to the demon and while it is still mobile, it looks severely wounded.


Weekend bump!


Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

Whew! Finals are done!

Round 4
HP 25/26
BI: 6/16

Sazu hastily reloads his crossbow, wondering if a bow and arrow set would have been wiser. He'd have to talk with Andre after this was over.


Round 5

The demon attempts to stand up, and then tries to attack Phaedra once more.

Acrobatics: 1d20 + 12 ⇒ (20) + 12 = 32

Longsword: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5
Concealment: 1d100 ⇒ 100

Crit Confirm: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Everyone adjacent to the demon gets an attack of opportunity!
Also, holy cow that's a lot of 20s.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Two notes: First, remember that you're skald's vigor is healing you every round Phaedra. Second, diviner's fortune is still effective for your attack of opportunity. :)

Round 5: Initiative 28

Ihon uses diviner's fortune on Phaedra again.


Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

Round 5
HP 25/26
BI: 5/16

Sazu fires another bolt, hoping to land a blow between the bodies.
Attack: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 Damage: 1d6 ⇒ 6


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

Round 5

Andre grits his teeth and rushes forward, reaching out a hand as he sees Phaedra take the blow. "Erastil, protect this warrior for the law!" As he touches Phaedra on the shoulder, a brief glow surrounds her, and the demon recoils!

Move to Phaedra and casting protection from evil on her. Gives her a +2 deflection bonus to her AC and saves against the demon. She's also immune to mental control from the creature, if that's relevant.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Round 5
Init 10

Phaedra strikes out at the demon as it regains it's footing.

AoO: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Phaedra will strike out at the demon again.

Regular attack: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18


Sorry for the delay. Holiday + post holiday work has been a drag!

Between her two strikes, Phaedra is able to finally destroy the small demon. The glowing thing that it had been staring at starts to shudder and the entire large cavern that you are in begins to shake with it. After a few more moments there is an extremely bright flash from that blinks you all for a few seconds and a loud thunderous sound.

Once you are able to see again, the glow is gone and something about the air just feels better to you. Currently the room is still, but there are still corpses littering the floor (the demon you killed and all of the bodies that were here beforehand).


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

"Ha! Well done!" Andre cries. Wasting no time, he tosses aside his weapons and rushes to Amideo. Kneeling, he prays over him. "Old Deadeye, guide this warrior--favored by strange beasts and by your light--back from the forests of the dead to the warm hearth of life. Shield him as he makes the perilous journey back to the dwellings of the living, that he may protect us and all those in his care for many years to come." As he prays, his holy symbol glows steadily.

Gonna go ahead and use my last two channels. Everyone gets 2d6 ⇒ (4, 2) = 6 hit points back.

...doesn't that put Amideo at 0 hit points exactly?

If so...:
Andre relaxes slightly as Amideo's eyes flutter open, but his jaw tightens as he sees the extent of his wounds. If Amideo tries to sit up, Andre puts out a hand to stop him. "Easy, lad. Your wounds are grievous, and Erastil has already answered many prayers for me today. You must not exert yourself." Turning to the group, he calls out, "Amideo is alive! But he is still unwell. Do any of you have healing potions or the like? If not, we had best make camp here, or very nearby. I can heal him on the morn, after I have prayed to Erastil again."


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Ihon quietly looks about the room after casting detect magic. Frowning slightly as the area where the glowing thing was. Eventually he kneels next to the fallen demon and collects some blood with a small vial, stowing it away in a pouch at his belt.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28


Ihon, you find that there are five magical auras in the room. Two appear to be traps on a pair of treasure chests against one wall. The other three are auras on some of the corpses placed near the center of the room. There is, however, a trap on the platform where those bodies have been placed (though that trap is not magical).


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Traps, Ihon frowns. There are traps everywhere in this room. He points to the two chests and the platform.


We can bot Sazu by the way, so just speak up if you need him to do something.


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

The biggest thing I need to know, I think, is where Amideo's sitting for hit points.

Andre frowns when Ihon informs them all of the traps, but doesn't move from Amideo's side. "Let's touch nothing, then."


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Phaedra will cast cure light wounds twice on Amideo.

clw: 1d8 + 4 ⇒ (8) + 4 = 12
clw: 1d8 + 4 ⇒ (2) + 4 = 6


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Amideo's eyes open, and he sits up. He mutters, "By the gods, my head hurts. What was thing?"

That'll get me to 0, although with Phaedra's healing I'm up to 18.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

"It was a demon. Now it's a corpse. I wonder how many others like it have been summoned into this cave?"


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

Andre blinks in surprise. "I had no idea you could do that, lass!" He stands up and helps pull Amideo to his feet. "Well, you look well enough to travel, at least. Ihon, can you be more specific about these traps? Will the ones on the chests go off if we move the chests, or only if we try to open them? Can we touch the bodies on the platform, or would even that be too much pressure?"


Just a note, there is a bunch of mundane equipment lying around if you search the bodies, but I figure you wanted to deal with the magical hubub first.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Ihon shrugs then walks closer to the chests to examine them. Perhaps.

Any of that possible, GM? I'm guessing with successful reflex saves we can avoid setting off the pressure plate on the platform. :)


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Phaedra shrugs. "I only have that one small healing spell, so I usually just let others who are better at it handle healing."


Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

I could risk it...[ Sazu suggests. "Of course I'd rather avoid it if possible, but I am the fleetest of us all, and I'd hate to pass of equipment that could give the edge over future fights."

Sazu, if no one objects, will carefully attempt to set off the trap and get the heck out of the way.

Reflex save?: 1d20 + 7 ⇒ (9) + 7 = 16

Since this was the most likely way of doing things, hope that's all right.


The trap on the platform is a mechanical one and a set of spikes pop up from the ground, shooting up at Sazu. He isn't quite deft enough to get out of the way, but his armor protects him from the damage.

Spikes Attack: 1d20 + 10 ⇒ (6) + 10 = 16

On the platform you find 57pp, 2,350gp, 4 potions, a set of bracers (magical), a cloak (magical), and a medium greatsword (magical).

The magical traps will be more dangerous, but you can manually trigger those as well if you want to.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Taking 10 on spellcraft for the items for a 21. Loot updated.

Ihon takes a few moments to figure out of the chests are moveable without setting off the traps. He'll also start gathering up the mundane equipment scattered about.


The bracers are Bracers of Armor (+1) the cloak is a Cloak of Resistance (+1) and the greatsword is a Greatsword (+1).

In total you find 12 sets of leather armor, 15 longswords, 5 longbows, and 6,048gp from the rest of the bodies.

You think the traps are on the latches of the chests so they would be movable without triggering them, but not openable.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Loot updated. What about the potions?

Wee can move the chests. Ihon frowns. With some rest and time, I might be able to remove the traps.

They're both magical, correct? With no mundane component? So..dispellable perhaps? :)


Male Human (Chelaxian) Cleric of Erastil 5
Stats:
HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8

"If we can move the chests without setting off the traps, let's do that and deal with them at our leisure. As the Parables say, 'Sow now, that you may reap in the fullness of time; he who consumes his grain starves in wintertime.' Amideo, can your beast help carry them?"


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Amideo nods, "Aye, Mahouf can certainly carry a bit, provided it's not far too much weight."


Grabbing and carrying the chests carefully takes some time, but it is something you can manage. The slog back out of the tunnels is the hardest part, but it is still manageable.

Let me know if there is anything else you want to do here and, if nothing, where you'd like to go!


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Town, Ihon says. It sounds almost like a question, but said so monotone that it's difficult to tell.


Male Human Wizard 5 , HP 32/32, AC 13 [Touch 12, Flat 11], CMD: 13 Init +8 [+12 when familiar is near], Perception +11 [+13 when familiar is near]
Familiar:
Init +8, Perception +8 (low-light vision, scent)

Does a 22 spellcraft ID the four potions, by the way?


Male Gnome NG Male Gnome Bard 5 | HP 33/33 | AC 18 (12 Touch, 17 Flat-Footed) | CMB -1, CMD 18 | Fort. +2, Ref. +7, Will +3 | Init. +4 | Speed 20ft | Bardic Performance: 16/16

Sazu strains at the latch of the chest he's trying to pull up, unaware that most of the work is being done by his larger companions.

"Back to town to regroup then?" he asks, panting.


The potions are as follows:

Cure Moderate Wounds
Resist Energy (Fire)
Haste
Remove Blindness/Deafness

As you try to drag the two chests toward town, you find that it is a bit of a slog. Still, it is doable. About two hours after you leave the cave, however, you hear a whistle from the distance and two humans wearing hide armor that bears the symbol of Erastil approach you from a distance.

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