GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


3,551 to 3,600 of 4,996 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I can teleport us to the cleric, but it doesn't sound like he'll be much help? This is a tough spot, I vote we use the stone.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Agreed. At least one of us has a CLW potion that can be sacrificed to make the true resurrection oil.

ETA: Unless Brelar knows another high-level cleric we could teleport to instead?


The Flaxseed Pathfinder Lodge

Unless Brelar is confident enough in a location where he could find another cleric in less than 3 rounds and who would have raise dead prepared (this is not sounding very likely), you'll have to use the stone.

The party quickly gathers the stone and the materials, using the philosopher's stone to quickly make an elixir that will bring Karn back to life without turning him into a shadow!

Phew! Karn is restored to full health and his spells are restored. He has no negative levels and is good as new!

Once you get over the horror of what almost happened, let me know what you want to do.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Karn! Are you undead or notdead? Is he gonna be ok? I really don't wanna kill Karn, ya know.

I could use a lesser restoration too. I'm down 5 strength.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn blinks his eyes and looks around. Turning to Argust, he says. "I do not think I am....undead. What happened?"

Once brought up to speed, Karn casts a couple restoring spells on Argust.

Lesser Restore: 2d4 ⇒ (1, 4) = 5


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Do you want to go on, or rest? Those things were pretty scary--I don't have magic to deal with them if we run into any more, but maybe Brelar should keep a wall of force spell handy. That way Karn can burn them down while they can't get to us."


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

"That is a good idea Bert!" Brelar says. "I am in favor of resting after that."

I am a terrible wizard. There are too many spells and I never know what I should memorize :)


The Flaxseed Pathfinder Lodge

Resting as in a full night's sleep again or taking a break so Brelar can prepare spells? Doesn't look like you have empty slots but maybe I just missed it.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Yeah, at the moment I would have to have a full rest. Not sure it's needed by everyone else though. My spells aren't down that much...just no wall of force today. :) I am up for pressing on if everyone else is ok.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

If Karn has enough healing left, let's keep going.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn used tow restore spells and only one channel, so he is still pretty full.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"All right! But if we run into more shadows, let's just run away if we can? Unless one of you has another philosopher's stone handy."


The Flaxseed Pathfinder Lodge

Being resurrected restores all of Karn's spells and abilities for the day.

A door lies to the north:

The walls of this room are pockmarked by hundreds of narrow niches in which sit thousands, even tens of thousands, of bones.

Finding nothing useful in this room except creep factor, you head to the east:

This large crypt contains six stone sarcophagi, each decorated with a carved image of a skull-shaped moon and lines of runes. To the south, a section of tunnel has partially collapsed, leaving a two-foot-tall crawlway in its place.

DC 25 Knowledge (religion) and read Thassilonian:
You determine that the bodies buried here were favored acolytes—as new favorites died, the oldest bones were moved to the ossuary you just visited down the hall.

DC 25 Perception:
Several blocks of stone bearing damaged but faint etchings of runes lie amongst the ruined corridor to the south. This gives you a +4 bonus on the next check.

Separate check:

DC 34 Perception:
Before heading to the next hallway to the east, you detect magical ripples that suggest the hallway is trapped somehow.

Grand Lodge

1 person marked this as a favorite.
AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Oh yeah! I should get killed more often!

KN: religion: 1d20 + 10 ⇒ (13) + 10 = 23

Perception: 1d20 + 18 ⇒ (6) + 18 = 24

Perception: 1d20 + 18 ⇒ (17) + 18 = 35

Karn points to the hallway to the east. "Better check that out Bert. I feel magic radiating from the area. Might be a trap!"


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Good eye, Karn! I see it too." The diminutive scholar casts detect magic and goes looking for magical traps.

Bert automatically makes the first Perception check; with the lens, he's got a +28. Taking 10 on his Knowledge (Religion) check isn't enough to get him up to 25, though.

Followup Perception check, incl. lens and bonus: 1d20 + 28 + 4 ⇒ (15) + 28 + 4 = 47


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Knowledge (religion): 1d20 + 17 ⇒ (15) + 17 = 32

Pointing to the sarcophagi, "These are the remains of favored acolytes, and are probably quite old."


The Flaxseed Pathfinder Lodge

Bert notes that the next hallway is magically rigged to become jagged with spikes and close in on any who try to enter it. But it can be disabled.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert contemplates the complexity of the trap. With a +26 in the skill, he can take 10 for a 36. Does he think that will be good enough?


The Flaxseed Pathfinder Lodge

Bert is pretty certain he can handle and steps up to easily disable the hallway trap. The party is safely able to move to the next room.

The rough walls of this ancient chamber are decorated with luminous designs that create a lattice of spirals, with lunar symbols and tiny skulls decorating the ceiling. One set of designs on the face of the room’s central pillar is larger than the others, and seems to be a line of runes.

DC 30 Knowledge (religion):
prayers to Groetus-specifically, prayers to honor the favored of the faith’s dead.

Thassilonian:
The phrase carved in the central pillar reads (in Thassilonian), “Present a key to the End Times and utter the Groetan invocation favoring the dead and be counted as acolytes of the Harbinger of Last Days.”

[ooc]If you hold high a doomsday key in this room you can utter the proper 10-second prayer from Groetan scripture (knowing the words requires a successful DC 30 Knowledge [religion] check, but actually reciting the prayer requires no check—language is irrelevant).


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

So what's all this stuff mean, Brelar? Even with the temporary boost to his intellect Argust has no idea what any of this is.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn peers at the carved pillar. "This here reads 'Present a key to the End Times and utter the Groetan invocation favoring the dead and be counted as acolytes of the Harbinger of Last Days.' Bert, do you know anything about it?"


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Knowledge (religion): 1d20 + 17 ⇒ (10) + 17 = 27

Brelar studies the runes for a few minutes shaking his head, "It is lost on me."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert whistles under his breath, staring at the ceiling and tapping his fingers on his belt, then nods and grins. "Got it! I knew I'd heard something about that once. They're talking about prayers to Groetus--kind of weird, but they're supposed to honor his dead followers, and I happen to know one."

Burning a use of Lore Master to take 20 on the Knowledge (Religion) check; gets him to a 33.


The Flaxseed Pathfinder Lodge

Are you actually going to say it or just pass on it?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"It sounds like we have to do that if we want to keep going--I'm going to try it."

The halfling holds up the key and recites a short prayer in Common.


The Flaxseed Pathfinder Lodge

Damned if you do, damned if you don't ;)

Bert recites the prayer and feels a sudden oppressive weight, as if the air itself has grown heavier. -4 penalty on initiative checks for 1d4 ⇒ 3 hours


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert shakes his head. "Well, that might not be the smartest thing I've ever done. South?"


The Flaxseed Pathfinder Lodge

Not doing it is way worse though. Way to take one for the team!

To the south four sarcophagi, each decorated with a carving of a skull-faced moon, sit in the corners of the large square crypt. A central pillar supports the ceiling. You note that similar crypts lie to the south and west.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert saunters over to the nearest sarcophagus and looks it over in more detail, examining it for magical auras as well. Casting detect magic.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

They dead? Meanin' not undead?


The Flaxseed Pathfinder Lodge

Bert does not detect any magical auras on the nearby sarcophagi but as you try to move further into the room, a coordinated grinding sound is heard as all of the sarcophagi lids slide off simultaneously to reveal the mummies within!

Mummies have DR/- and are vulnerable to fire. They have an aura of despair (see below) and can cause Mummy Rot, which is both disease and curse.

Four DC 16 Will saves from everyone or paralyzed for 1d4 ⇒ 4 rounds.

gm rolls:

mum: 1d20 + 0 ⇒ (3) + 0 = 3
Argust: 1d20 + 2 ⇒ (4) + 2 = 6
Bert: 1d20 + 3 ⇒ (1) + 3 = 4 (+2 underground) (-4 for 3 hours)
Brelar: 1d20 + 5 ⇒ (18) + 5 = 23
Karnhousk: 1d20 + 1 ⇒ (10) + 1 = 11

Initiative:

1. Brelar, Karn, and Argust
2. Groetan Mummies
3. Bert

Brelar, Karn, and Argust are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert manages to keep his composure when the dead things rise from their tombs.

DC 16 Will save: 1d20 + 11 ⇒ (5) + 11 = 16
DC 16 Will save: 1d20 + 11 ⇒ (14) + 11 = 25
DC 16 Will save: 1d20 + 11 ⇒ (17) + 11 = 28
DC 16 Will save: 1d20 + 11 ⇒ (7) + 11 = 18


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Will Save: 1d20 + 10 ⇒ (6) + 10 = 16
Will Save: 1d20 + 10 ⇒ (13) + 10 = 23
Will Save: 1d20 + 10 ⇒ (18) + 10 = 28
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14 *derp*

Brelar is overcome with despair!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Will: 1d20 + 10 ⇒ (1) + 10 = 11
Will: 1d20 + 10 ⇒ (16) + 10 = 26
Will: 1d20 + 10 ⇒ (14) + 10 = 24
Will: 1d20 + 10 ⇒ (17) + 10 = 27

Karn sees Brelar freeze up, and goes rigid himself!


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Will: 1d20 + 9 ⇒ (15) + 9 = 24
Will: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 9 ⇒ (7) + 9 = 16
Will: 1d20 + 9 ⇒ (11) + 9 = 20

Argust holds fast, taps the heels on his Boots of Speed, then steps to attack the mummy near him!

Attack: 1d20 + 24 ⇒ (8) + 24 = 32 for Damage: 2d6 + 30 ⇒ (5, 3) + 30 = 38
Attack: 1d20 + 24 ⇒ (12) + 24 = 36 for Damage: 2d6 + 33 ⇒ (6, 5) + 33 = 44
Attack: 1d20 + 19 ⇒ (13) + 19 = 32 for Damage: 2d6 + 33 ⇒ (1, 2) + 33 = 36
Attack: 1d20 + 14 ⇒ (10) + 14 = 24 for Damage: 2d6 + 33 ⇒ (1, 2) + 33 = 36


The Flaxseed Pathfinder Lodge

Although Karn and Brelar freeze up at the sight of the mummies, Bert and Argust luckily keep their cool. Argust steps over and easily takes out one of the mummies. Unfortunately there are still 11 more to deal with.

slam on Brelar: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d8 + 10 ⇒ (1) + 10 = 11
DC 16 Fort save against mummy rot

slam on Bert: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d8 + 10 ⇒ (2) + 10 = 12
DC 16 Fort save against mummy rot

slam on Argust: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d8 + 10 ⇒ (3) + 10 = 13
DC 16 Fort save against mummy rot

Four more move in from the south!

Four more DC 16 Will saves against despair or paralyzed for 1d4 ⇒ 1 rounds.

And four more move in from the west!

Four more DC 16 Will saves against despair or paralyzed for 1d4 ⇒ 1 rounds.

Man, this is evil. That many saves, you're bound to fail one.

Initiative:

1. Brelar, Karn, and Argust
2. Groetan Mummies
3. Bert

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Are these fear saves?

DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (8) + 11 = 19
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (20) + 11 = 31
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (8) + 11 = 19
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (15) + 11 = 26
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (15) + 11 = 26
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (20) + 11 = 31
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (8) + 11 = 19
DC 16 Will save (add +2 if vs. fear): 1d20 + 11 ⇒ (3) + 11 = 14

DC 16 Fort save: 1d20 + 10 ⇒ (8) + 10 = 18


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Will Save: 1d20 + 10 ⇒ (1) + 10 = 11 *derp*
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14 *derp*
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14 *derp*
Will Save: 1d20 + 10 ⇒ (13) + 10 = 23

Will Save: 1d20 + 10 ⇒ (1) + 10 = 11 *derp*
Will Save: 1d20 + 10 ⇒ (7) + 10 = 17
Will Save: 1d20 + 10 ⇒ (12) + 10 = 22
Will Save: 1d20 + 10 ⇒ (20) + 10 = 30

Rounds Paralyzed: 3 + 1 + 1 + 1 + 1

Do I add the rounds for each fail, or one fail in the group of 4 = 1 more round?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

IIRC, they don't stack.

-Posted with Wayfinder


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Will: 1d20 + 9 ⇒ (3) + 9 = 12
Will: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Will: 1d20 + 9 ⇒ (11) + 9 = 20

Will: 1d20 + 9 ⇒ (6) + 9 = 15
Will: 1d20 + 9 ⇒ (14) + 9 = 23
Will: 1d20 + 9 ⇒ (20) + 9 = 29
Will: 1d20 + 9 ⇒ (2) + 9 = 11

Drat, at least its just one round.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (17) + 10 = 27
Will: 1d20 + 10 ⇒ (18) + 10 = 28
Will: 1d20 + 10 ⇒ (14) + 10 = 24
Will: 1d20 + 10 ⇒ (14) + 10 = 24
Will: 1d20 + 10 ⇒ (9) + 10 = 19
Will: 1d20 + 10 ⇒ (7) + 10 = 17
Will: 1d20 + 10 ⇒ (13) + 10 = 23


The Flaxseed Pathfinder Lodge

Yeah, I don't think they stack. But Bert pointed out that they can't all get within range in that first round. In fact, it doesn't look you would have had to save against any of the western or southern ones yet so you can take actions for this round. Err, I mean Argust can. The rest of you can tick down to three more rounds.

Argust is up!


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

What's wrong with you fellas?!?

Argust attacks the mummy next to him! Keeping Haste

Attack: 1d20 + 24 ⇒ (15) + 24 = 39 for Damage: 2d6 + 30 ⇒ (5, 6) + 30 = 41
Attack: 1d20 + 24 ⇒ (1) + 24 = 25 for Damage: 2d6 + 33 ⇒ (4, 2) + 33 = 39
Attack: 1d20 + 19 ⇒ (16) + 19 = 35 for Damage: 2d6 + 33 ⇒ (2, 5) + 33 = 40
Attack: 1d20 + 14 ⇒ (11) + 14 = 25 for Damage: 2d6 + 33 ⇒ (3, 5) + 33 = 41


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Hey, all I've done is nitpick, and that's a free action in PbP!

Bert takes a short step back and casts a spell on Brelar, concealing him from the mummies. Casting greater invisibility, which will (I hope) keep him alive until he can open fire. Then he readies his buckler. ETA: and calls on his luck.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Thanks Bert! A few fireballs will certainly go a long way...in another 3 rounds :P


The Flaxseed Pathfinder Lodge

Oh, I'm fine with nitpicking, especially over PbP where there's not only time for it but it's much easier to backtrack actions since there's a written record right above. Not so easy IRL.

Argust cuts down another mummy!

I think two of them get to swing at Bert but the rest have to double move. So now is technically when all those saves you already rolled would kick in.

slam on Bert: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d8 + 10 ⇒ (1) + 10 = 11
DC 16 Fort save against mummy rot

slam on Bert: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 10 ⇒ (3) + 10 = 13
DC 16 Fort save against mummy rot

Initiative:

1. Brelar, Karn, and Argust
2. Groetan Mummies
3. Bert

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert takes another step back and casts good hope.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

OK, so if those saves are current Argust is paralyzed this round.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

If I'm tracking this correctly then...4 rounds, -2 rounds past, +1 round for failed save group 2, +1 round for failed save group 3...Paralyzed: 4 rounds, but at least now I am invisible :)


The Flaxseed Pathfinder Lodge

So I think Bert is the only one not paralyzed this round. Correct me if I'm wrong.

The mummies groan and push against each other as they try to take out the intruders! Some of them push past Brelar's invisible form to get at the still visible halfling! They are intelligent....

#1 and #5 provoke from Bert

on Bert:

slam: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 1d8 + 10 ⇒ (1) + 10 = 11
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d8 + 10 ⇒ (7) + 10 = 17
DC 16 Fort save against mummy rot

on Brelar:

slam: 1d20 + 14 ⇒ (6) + 14 = 20
50% miss, high hits: 1d100 ⇒ 97
damage: 1d8 + 10 ⇒ (1) + 10 = 11
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (15) + 14 = 29
50% miss, high hits: 1d100 ⇒ 62
damage: 1d8 + 10 ⇒ (8) + 10 = 18
DC 16 Fort save against mummy rot

on Karn:

slam: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 1d8 + 10 ⇒ (6) + 10 = 16
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 10 ⇒ (2) + 10 = 12
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (6) + 14 = 20
damage: 1d8 + 10 ⇒ (1) + 10 = 11
DC 16 Fort save against mummy rot

on Argust:

slam: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 10 ⇒ (5) + 10 = 15
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 1d8 + 10 ⇒ (2) + 10 = 12
DC 16 Fort save against mummy rot

slam: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d8 + 10 ⇒ (2) + 10 = 12
DC 16 Fort save against mummy rot

Ouch.

Initiative:

1. Brelar, Karn, and Argust
2. Groetan Mummies
3. Bert

You guys are up!

1 to 50 of 4,996 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Endless Forms' Shattered Star All Messageboards

Want to post a reply? Sign in.