GM Giuseppe's Price of Immortality (Inactive)

Game Master Giuseppe Capriati

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Link to the Loot Tracking Sheet: [+]

Link to Legal Sources Document: [+]

Link to Isle of Terror Map: [+]

Link to Xin-Grafar Map: [+]

XP tracking: 18,435/23,000


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Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Smacking the rest of the spiders off of himself, Korech mumbles an apology to the others before heading out to the Ranger's Lament. His discomfort with the city is only exacerbated by the sights of its seedy underbelly at late night. With his body and self image in tatters, he almost weeps as Reginar responds with enthusiasm and kindness, collapsing into a chair.

Korech inhales, exhales, and inhales again, and starts speaking after Shirzon.

"We hear about cultists that go missing, but not know why or if they kill or not. But we do know that we supposed to hurt people with stores for money. All the merchants no like cult, we ask for go beat up baker for money. Also many beatings, lashes, and not allowed to leave. He made us fight each other! Gave morningstar - good hit with morningstar could kill. So keep people when not want to be kept."


Male LG Human (Nirmathi) Monk 6

Calden utters some grunts through a closed mouth when the spiders keep up their attack, and his torch proves ineffective. Luckily he can count on Shirzon and her alchemical items. Dousing his torch he hurries after the others to get to safety, nodding at Shirzon's warning that he should have been better prepared. "I normally carry some of those exploding flasks, but I left them at the tavern before we joined the Razmirans. Sorry about that..."
--
He follows along into the Ranger's Lament, helping to clear the trapdoor. Staying as silent as possible, he sneaks up to the window. Looking back, he remembers that they should return the heavy crate to its position over the trapdoor.
Leaving the tavern for the freedom of Tamran's streets feels wonderful, after a week of confinement in the Razmiran temple complex and their two outings under strict supervision. Or at least, it would have felt wonderful it Tamran didn't turn out to be so seedy at night. It seems like the cult isn't the only source of crime. Should have been expected, perhaps, in a city like this. The guards are probably too busy with threats from outside to keep a close watch. That would also explain why they haven't dealt with the Razmirans, even if they haven't been bought off.
--
It's not until they're back in the Forest Bounty and at a table across from REginar, that Calden feels truly safe. Still, he's a bit hesitant to tell what they've learning. We've done some awful stuff, and did we really accomplish all that much? Did we get enough information? Calden can only nods at the description given by Shirzon and Korech. "They're a bunch of thugs, all right. There's a lot of effort to drill new recruits in the way of Razmir, two sessions of prayer each day. But even the high-rank priest leading the prayer seem bored by it. There's really not much to believe in, other than the promise of wealth and power. None of them gain magic from their faith either, I've heard. They're currently lead by someone named Egarthis, ever since the high-priestess left with two more priests of high rank." He looks at the others. "Did we ever learn the high-priestess' name? Could she be after the amulet with the two other heralds?"


Council of Thieves Maps

Reginar listens to your accounts, shaking his head several times as you mention the awful things you were forced to do. When everyone has spoken, Reginar stops to think for a few seconds.

Well, one thing has become obvious to me,” Reginar begins with a grave tone. “We must destroy this threat before it grows any stronger. I have a number of contacts within the local government who would like nothing more than to see this scourge driven from Tamran, but they cannot act without proof. I need you to sneak inside the personal chambers of the high priest and steal any incriminating documents or ledgers. Armed with such evidence, we can bring these scum to their knees. Time is of the essence here, so you must return before you are missed. I think the time for subtlety is over. Do whatever you must to get the information we desire. As soon as you have the proof that we need, you can find me here."

With that, Reginar pays for the meal and leaves to speak with some of his contacts. He tells Merephel that he has reserved a room in the Forest Bounty for her to pray in order to regain her spells.

Now it's up to you. You could easily come back into the temple using the same method you've used already to sneak out. But, once there, you will have to act strongly, no matter the consequences.

______________________________________
Ok guys, I need to know how do you plan to sneak back in the temple and, above all else, how do you plan to reach the personal chambers of the high priest. Of course this will involve some fighting if you're discovered. Would you like to act as soon as you sneak back to the temple or would you rather rest for the night and act the following morning? Or maybe you would like to wait for the whole day and strike the next night? Let me know!

I'll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel, botting everyone who has not acted yet.


Male LG Human (Nirmathi) Monk 6

Calden is obviously happy to hear that something can be done at the cult. Still, the prospect of going back isn't particularly enticing. He takes two deep breaths. "We've seen that they can be brutal, even to people they just consider initiates. It's going to be really dangerous, but we have to try, if it means stopping that gang of thugs." He stops to think for a bit, looking around the table. "I think out best bet is to go back now and get it done. It has to be at night, and if we wait a whole day we run the risk of exposing ourselves, or maybe we'll be split up, or detained for punishment. That would mean even more delays, or outright disaster. We'd best get this over with."

Affer the group decides on a course of action, Calden excuses himself to retrieve the rest of his equipment. He takes everything except the Wayfinder and Ioun stone.

-Posted with Wayfinder


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel nods at Calden's assessment.

"As much as I want us to be at full strength, and completely rested, stealth is still our best ally here. It's better to get the evidence and get out, than to risk discovery. We should stick together, and be as prepared as possible for a fight, while maintaining the utmost discretion."


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon nods at Calden's plan. "I can sneak ahead by a room or so. I'm already supposed to be locked up, so I won't blow everyone's cover. Korech, didn't you say that you stole Krant's keys that one time? I can try to snatch those, and we can put him down if he wakes up. Then we'll explore the upper rooms until we find the high priest, find our evidence, then leave, cutting our way out if necessary."

Thinking for a moment, she looks to the humans. "Calden, Merephel... you two have gotten pretty chummy with some of the others. Do you think we could ask Evlar and Ophelia for help? You probably don't want to put them in danger by getting them involved, but then again I don't know where their loyalties are. But we could always use more allies in a fight if it comes to that. It's up to you."


Male LG Human (Nirmathi) Monk 6

Calden looks pensive. "I'm not so sure it's wise to go for the keys. I know you're itching for some payback, but Krant is no pushover, and searching him out is one more person who could sound the alarm. Besides, it's not even sure that his keys will work in the upper floor."

"The same holds for Opelia and Evlar, I guess: it's not worth the risk. Besides the chance that they'll betray us, a larger group means more noise and bigger chance to be heard."

-Posted with Wayfinder


Council of Thieves Maps

While Merephel spends one hour praying to her goddess for the first time in a whole week, the other speak about the plan. When the girl is done*, you all get back to the temple of Razmir, using the same method you’ve adopted to sneak out of it.

---

Once you’re there, you’re faced with a choice: begin your exploration from the locked door on the lower level or start off with the second floor directly?

______________________________________
* Merephel, please provide me with a full list of the spells you’ve prepared.

I’ve placed your tokens on the lower level map. As you can see, there’s a single door (in front of Shirzon) that you haven’t explored yet. The door is locked, requiring a DC 30 Disable Device check to open it. If you want to steal Krant’s key ring and try to open this door with them, please decide who’s going to do that. In order to steal the key ring from Krant while he sleeps in the kitchen, the selected PC must attempt both a Stealth and a Sleight of hand check to walk in the room silently and stealing the ring from the cultist without him noticing it respectively. The DC is determined by Krant’s passive Perception checks. Otherwise, you could simply give up on exploring this area and reach the first floor. Please, try to be pushing as much as you can during this part of the adventure!

I’ll be posting again at 11:00 P.M. GMT +1 (03:00 P.M. for Korech, 02:00 P.M. for Shirzon and Merephel) botting everyone who hasn’t acted yet.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

After a good rest, good food, and relaxation and conversation for the first time in days, Korech is ready and prepared for the mission. Korech looks over to Shirzon.

"You quietest, you take key ring. We not waste time then, move fast."

Korech then looks to Calden and Merephel.

"You think we get Ofelia or Evlar? Talk now? What if they say no - they join for reason, right?"


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Once she's back in the cultists' basement, she confronts the locked door. "I might try for the keys in a little bit. Let me see what I can do without them, first; we've got a few minutes. Watch my back." Shirzon reaches into the pocket dimension of her Pathfinder pouch, and draws out her set of thieves' tools. She unrolls the leather holding and pulls black iron bits of metal with delicately sculpted ends, before quietly setting to work ppb the door for a few minutes. After puzzling out the pins, there is a soft click, although it sounds enormously loud in the quiet of the cells with the threat of being discovered. Shirzon quickly packs up her tools and opens the door with her weapons drawn.
Take 20 on disable device for a total of 32.


Male LG Human (Nirmathi) Monk 6

I'm going to assume that Merephel has used one of the Scrolls of Lesser Restoration. It's level 2, so success should be automatic. Merephel, can you remove one of the scrolls from your inventory?
STR damage healed: 1d4 ⇒ 2

--

Calden does his best to follow the others quietly. He looks a bit annoyed at the suggestion to go for Krant's keys. "I thought we discussed this already... Whatever we're after is probably on the upper level. But fine, arguing about it will only slow us down. Go ahead. But be quick about it."

While Shirzon is working on the door, Calden keeps a lookout for trouble. He nods no to Korech's suggestion to involve others. "Too dangerous..."


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Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

All done Calden, not to worry! Giuseppe, I changed several spells, including both domain spells. I posted them in the discussion thread for you.

Merephel, true to form, looks worried.

"I wish we didn't need to leave Evlar here, he just seems so lost. But, unfortunately, I believe you are correct. Maybe we can come for him when this is all over?"


Council of Thieves Maps

Shirzon spends several minutes trying to unlock the door without having to steal the key ring from Krant. Thankfully, no one passes in the meantime. Eventually, the half-orc is able to unlock the door and opens it.

A single everburning torch in a sconce on the eastern wall provides light for this area, revealing a dusty, cobweb-ridden corridor. The stench of sweat and worse hangs in the air.

You all enter the restricted area, breathing a sigh of relief as Calden closes the door behind you. You quickly start exploring the area, and soon uncover a door on the left side of the corridor. The door appears to be unlocked. Before you can even open the unlocked door to the left, though, Korech finds some tracks
in the dust leading right to a hidden door on the wall in front of you. The secret door is locked (Disable Device DC 30); the keyhole is under the sconce, which swings up on a concealed hinge.

Now the group needs to decide whether to go through the open door or to try and unlock the hidden door and then continue past it.

______________________________________
I’ll be posting again at 13:00 A.M. GMT +1 (05:00 A.M. for Korech, 04:00 A.M. for Shirzon and Merephel).

GM Rolls:

--- PERCEPTION CHECKS ---

Calden: 1d20 + 7 ⇒ (4) + 7 = 11
Korech: 1d20 + 8 ⇒ (12) + 8 = 20
Merephel: 1d20 + 4 ⇒ (19) + 4 = 23
Shirzon: 1d20 + 7 ⇒ (9) + 7 = 16

--- SURVIVAL CHECKS ---

Korech: 1d20 + 10 ⇒ (20) + 10 = 30


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

"What a find! Surely this bears investigating? Maybe we wait a little down the hall, engaged in a quiet conversation, to distract anyone coming down the hall? That would let Shirzon pick the lock in peace, yes?"

Her eyes gleam with the prospect of mischief.


Male LG Human (Nirmathi) Monk 6

"We're safer in here. It's dusty, so it seems like people rarely come here. I think we have to be careful with the time we spend, but a secret door like that might hold valuable secrets. Maybe try it a couple of times, Shirzon?"

What's on the right side of this corridor? It's hard to see on the map, like T12 should be on a high level (because of the stairs), but it isn't...


Council of Thieves Maps

On the right side of the corridor there are the cells you were trapped into a week ago.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech examines the prints closely, and glances up once, nodding.

"Open door, maybe we find more good information. We here for secrets."


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

"No problem. Cover me?" she requests, a little more wary on this second door. She holds up the sconce hiding the keyhole and pins it with a tool from her lockpicking set before setting to work on the lock itself. "Should have this open in no time at all... I think."
Take 20 again for 32 to pick the lock.


Male LG Human (Nirmathi) Monk 6

Calden waits impatiently while Shirzon works on the door. "Hurry up," he hisses.

Take 20 is a safe bet in this case, but I'm worried about the amount of time it takes. We won't be able to do this on every locked door, I assume, or people will start waking up before we get what we came for.


Council of Thieves Maps

Thankfully, even if it takes some time for Shirzon to unlock the hidden door, no one catches you in meanwhile. After a few minutes spent working on the lock, Shirzon eventually manages to unlock the door, thus allowing you to access to the area beyond it.

A long corridor, completely sunk in the dark, leads forward through a short staircase. At the end of the corridor there's another door, but thankfully this one is unlocked.

The stale scent of perfume and incense wafts from this room as the door opens, revealing an opulent chamber with pillows, carpets, and other fineries covering the floor. Silk curtains hang over the walls, and flicking light emanates from a hidden source on the ceiling, which is also draped in curtains. On the north side of the room, a gilded throne, bedecked with tiny gemstones, sits upon a raised dais. Half-empty bottles of various spirits lie about the room, and an exotic water pipe is set up in the middle, filled with a rich, local tobacco. Golden censers, currently unlit, hang from the columns.

---

As you explore this underground chamber, both Calden and Korech spot another hidden door behind the southern silk curtain. Shirzon prepares her thieves' tool once again, ready to pick the lock, but as soon as her tools touch the lock, the door begins glowing with an orange luminescence. A strange circle appears on the door, inscribed with mystical symbols.

---

DC 15 Knowledge (arcana) check:
This circle appears to be one of those usually used to summon extraplanar creatures.

---

Suddenly, with a rocky sound, three strange creatures show up behind you. These hulking, roughly humanoid creatures of dirt and stone explode up from the earth, faceless save for two glowing gemstone eyes. They're as big as a pony, and they immediately appear to be compelled to attack you by some strange and vile magic.

---

DC 11 Knowledge (planes) check:
These creatures are known as earth elementals. Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.

When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.

A small earth elemental is 4 feet long and weighs 80 pounds. It speaks Terran.

---

DC 16 Knowledge (planes) check:
Earth Mastery: An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

---

DC 21 Knowledge (planes) check:
Earth Glide: A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
I’ll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel).

New Roll20 map available!

GM Rolls:

--- PERCEPTION CHECKS ---

Calden: 1d20 + 7 ⇒ (16) + 7 = 23
Korech: 1d20 + 8 ⇒ (15) + 8 = 23
Merephel: 1d20 + 4 ⇒ (2) + 4 = 6
Shirzon: 1d20 + 7 ⇒ (10) + 7 = 17

--- PERCEPTION CHECK vs TRAP ---

Shirzon: 1d20 + 7 ⇒ (11) + 7 = 18

--- TRAP! ---

How many elementals?: 1d4 + 1 ⇒ (2) + 1 = 3

--- INITIATIVE ---

Calden: 1d20 + 2 ⇒ (3) + 2 = 5
Korech: 1d20 + 3 ⇒ (17) + 3 = 20
Merephel: 1d20 + 1 ⇒ (5) + 1 = 6
Shirzon: 1d20 + 4 ⇒ (15) + 4 = 19

Earth Elementals: 3d20 - 3 ⇒ (16, 12, 17) - 3 = 42 ⇒ 42/3 = 14


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech looks around the opulent chamber in confusion, trying to puzzle out its purpose to little avail. He's about to speak when the circle starts glowing and the earthy things arrive! Korech recoils in horror, having never seen anything like them before in his life.

========
Round 1
========

Seeing he's in fairly cramped quarters and the elementals will move in fast, Korech pulls out his axe, moving in but his hesitance costs him as he swings wildly.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d12 + 4 ⇒ (5) + 4 = 9

Drawing while moving nad attacking #2.


Male LG Human (Nirmathi) Monk 6

Calden looks incredulous at the luxury of the room. "Why would a room like this be here? I expected it on the upper level. Or maybe there's a shortcut from there to here, or something? Like a hideaway for the heralds?"

As the creatures appear, Calden is startled. "Huh? Was it trapped?" He turns slowly to confront the creatures. "Meph, any ideas?" The idea of striking the rock-like creatures with his bare hands doesn't seem pleasant to Calden, so he grabs his quarterstaff and thrusts one end into the nearest creature.

Single attack with Quarterstaff, at the nearest creature. I can draw during a move. Won't change positioning yet or assign target, since the elementals go before Calden. I'll reposition as much as possible to a) not give away an AoO, b) avoid cover from the pillars, and c) give Shirzon the best option for flanking later in the combat.

Quarterstaff Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 1
==========

Shirzon immediately drops her lockpick and draws her mace as she moves to smack one of these rock creatures. She leaves a trail of muddy boot prints over priceless rugs and plush pillows as she tramples over them to fight beside Korech. With a quick flourish, her mace lands directly on one of the creatures' gemstone eyes.

Masterwork light mace vs flat-footed: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Because we know as players that these are elementals, I won't bother rolling to confirm my crit or sneak attack damage.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

===============
Round 1
===============
Merephel, startled, replies to Calden.

"Smash the cursed things, I don't know what they are!"

She draws her shortspear as she moves to attack with it. She stabs wildly, missing by almost a foot.

Melee Attack: 1d20 - 1 ⇒ (2) - 1 = 1
Yeah, THAT'S a miss!


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔

Korech’s axe lodges in one of the creature’s rocky arm, and the half-orc isn’t able to deal any significant damage to the strange being. In the meantime, Shirzon is luckier than Korech and manages to hit and damage the rocky creature with her mace, shattering part of its face.

---

Right after, the strange creature moves forward and attack. The first one attacks Shirzon and its earthy fist connects with the half-orc’s face. The second one aims for Korech, but the Kassenite archer is nimble enough to dodge the earthy fist at the last second. The third one attacks Merephel and hits her, causing her an aching pain in the belly as its rough fist strikes the girl.

---

Merephel tries to stab the earthy creature with her shortspear, but her attempt is useless and crashes against the creature’s rocky body. Calden circumvents one of the creatures and tries to hit it with his quarterstaff, but his wooden weapon meets with the creature’s earthy body resistance.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Damage: Shirzon takes 8 points of damage; Merephel takes 12 points of damage.

I’ll be posting again at 02:00 P.M. GMT +1 (06:00 A.M. for Korech, 05:00 A.M. for Shirzon and Merephel).

Roll20 map updated! If you need a screenshot, let me know 

GM Rolls:

--- EARTH ELEMENTALS ATTACKS ---

#1 Slam Power Attack: 1d20 + 6 ⇒ (16) + 6 = 22
#1 Slam Power Attack Damage: 1d6 + 7 ⇒ (1) + 7 = 8

#2 Slam Power Attack: 1d20 + 6 ⇒ (13) + 6 = 19
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (5) + 7 = 12

#3 Slam Power Attack: 1d20 + 6 ⇒ (18) + 6 = 24
#3 Slam Power Attack Damage: 1d6 + 7 ⇒ (5) + 7 = 12


Male LG Human (Nirmathi) Monk 6

======
Round 2
======

"Meph, watch out!" Yikes, these things hit pretty hard, it seems... "Try to focus on one of them, or we'll be overwhelmed." Calden watches as Korech and Shirzon work on attacking the creatures, then launches his own attacks. Two short jabs with the end of his quarterstaff, somewhere in the mass of stone and dirt in front of him. "Where do I aim at these... things?" he asks in frustration.

Flurry of Blows with Quarterstaff. If #3 is still standing when my turn is up, I'll make a 5 ft step and attack that one. Otherwise, I'll remain where I am and attack #1. Either way, I'm going to include the flanking bonus.

Attack 1: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Damage 2: 1d6 + 3 ⇒ (4) + 3 = 7


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

================
Round Two
================

Merephel gasps as the wind is knocked out of her. She clutches her chest, hoping a rib isn't broken.

She falls back a few steps, and draws her holy symbol.

"You can do it team!"

She chants, and the spell completes.

Merephel casts Sanctuary.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 2
==========

Shirzon bites her tongue as the elemental punches her face, and she staggers back with a curse. She spits a small amount of blood on the expensive rug, then draws her dagger and unleashes a whirlwind of attacks on the one she struck earlier.

Masterwork light mace, TWF: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

+1 Dagger, TWF: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I didn't have access to Roll20 when I posted my last attack. Which elementals have taken damage? I'm going to follow Calden's focus-fire plan.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 2
========

Korech moves in to flank with Shirzon, attacking.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d12 + 4 ⇒ (3) + 4 = 7

Also on #3.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔

Korech hits the rocky creature with his axe, slicing its rocky arm. In the meantime, Shirzon hits the creature in front of her, smashing its head with her mace, but the headless creature still stands.

---

Right after, the earthy creatures fight back. The first one attacks Shirzon and its earthy fist connects with the half-orc’s face again. The second one aims for Korech, but the Kassenite archer is nimble enough to dodge the earthy fist at the last second once again. The third one turns towards Korech and attacks him, but the half orc’s armor protects him from the strike.

---

Merephel jumps back and casts a protective spell on herself, filling the chamber with mystical words. In the meanwhile, both of Calden’s attacks fail to connect with the creature between him and Shirzon.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Damage: Shirzon takes 10 points of damage.

I’ll be posting again at 07:30 P.M. GMT +1 (11:30 A.M. for Korech, 10:30 A.M. for Shirzon and Merephel).

Roll20 map updated! Here’s a screenshot of the map.

GM Rolls:

--- EARTH ELEMENTALS ATTACKS ---

#1 Slam Power Attack: 1d20 + 6 ⇒ (13) + 6 = 19
#1 Slam Power Attack Damage: 1d6 + 7 ⇒ (3) + 7 = 10

#2 Slam Power Attack: 1d20 + 6 ⇒ (4) + 6 = 10
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (6) + 7 = 13

#3 Slam Power Attack: 1d20 + 6 ⇒ (10) + 6 = 16
#3 Slam Power Attack Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

==========
Round 3
==========

Korech twists and leaps back from the attacks, looking around with growing panic as the rocky creatures thump his friends. He brings down his axe once more.

Attack+Flank: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Damage: 1d12 + 4 ⇒ (6) + 4 = 10


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

=================
Round 3
=================

Merephel, still clutching her holy symbol, raises it aloft. She calls down the divine power of Shelyn, and holy light soothes her allies.

Merephel Channels Positive Energy, excluding the enemies.

Channel Positive Energy: 2d6 ⇒ (4, 1) = 5

5 HP back to everyone in the party.


Male LG Human (Nirmathi) Monk 6

======
Round 3
======

Noticing the panic spreading on the half-orc's face, Calden speaks to him. "Hold firm, Korech. We can defeat these creatures, just like we've faced many dangers before and overcame them." Noticing that his thrusting attacks are ineffective, Calden changes tactics. He grips the quarterstaff in the center with both hands and spins the weapon in front of him, directing the blur at the creature in front of him twice.

Flurry of Blows with Quarterstaff at #1. If that one dies before my turn, 5 foot step down and hit #3. In that case, subtract 2 from all attacks because flanking doesn't apply against that one.

Attack 1: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 3
==========

Shirzon lets out a low growl as she gets hit again, and strikes back with her mace ay the headless lump of rocks. "What are these things? Why are we being attacked by rocks?" she asks, clearly annoyed, as she swipes at the same one with her dagger as well.

Masterwork light mace, TWF: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

+1 Dagger, TWF: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
▔▔▔▔▔▔▔▔▔▔▔▔

Korech fails to connect with the living rock in front of him. In the meantime, Shirzon misses her foe with her mace but gets her own’s back striking at the creature with her dagger.

---

Right after, the earthy creatures fight back. The first one attacks Shirzon and its earthy fist connects with the half-orc’s face again. The other two living rocks focus their efforts against Korech, and even though the Kassenite half-orc is ready to dodge the first earthy fist, he gets hit by the second one, almost knocking the sense out of him for its violence.

---

Merephel continues supporting her teammates with her healing magic, filling the chamber with positive energy. In the meanwhile, Calden misses again and again regardless of his new tactic. The Kassenite lad is now able to notice that flanking these creatures does not appear to give him any benefit!

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Damage: Shirzon takes 12 points of damage, and Korech takes 11 points of damage!

I’ll be posting again at 01:30 P.M. GMT +1 (05:30 A.M. for Korech, 04:30 A.M. for Shirzon and Merephel).

GM Rolls:

--- EARTH ELEMENTALS ATTACKS ---

#1 Slam Power Attack: 1d20 + 6 ⇒ (12) + 6 = 18
#1 Slam Power Attack Damage: 1d6 + 7 ⇒ (5) + 7 = 12

#2 Slam Power Attack: 1d20 + 6 ⇒ (16) + 6 = 22
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (4) + 7 = 11

#3 Slam Power Attack: 1d20 + 6 ⇒ (13) + 6 = 19
#3 Slam Power Attack Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

==============
Round 4
==============

Merpehel continues calling down the power of her Goddess, to heal her allies.

"You guy can get them! Keep on it!"

Channel Positive Energy: 2d6 ⇒ (5, 5) = 10


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 4
==========

Wiping the blood from her face, Shirzon heaves ragged breaths, frustrated that all three of these creatures still stand. They had to end this soon, or never mind being found--they were going to die at the "hands" of some strange magic that didn't even care who they were. She suddenly gasps as Merephel's healing washes over her--stronger than she had ever felt before. She looked back and nodded at her friend in appreciation, before turning her attention back to the rocks, hacking at the same with her weapons inexorably.

Masterwork light mace, TWF: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

+1 Dagger, TWF: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 5
=========

Korech is almost knocked clear off of his feet by the elemental. Snarling, he swings back down at it.

Attack: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d12 + 4 ⇒ (2) + 4 = 6

I love you too, RNG. >.<


Male LG Human (Nirmathi) Monk 6

=======
Round 4
=======

Finding his whirling technique equally ineffective as the earlier thrusting attacks, Calden shifts his grip once more, putting both hands close together and smashing the end of the quarterstaff into the creature with all his might.

Flurry of Blows with Quarterstaff, with Power Attack. Attack at #1, alternatively at #3 with a 5 foot step.

Attack 1: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage 1: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Attack 2: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Damage 2: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 4
▔▔▔▔▔▔▔▔▔▔▔▔

The battle is entering in a standstill, with the Kassenite heroes unable to destroy the living rocks they’re fighting against and the wounds caused by rocky creatures instantly healed by Merephel. Korech swing s at the elemental in front of him, but his axe lodges in the creature’s rocky belly. Shirzon experiences similar difficulties to those of Korech, and she can’t cause her rocky foes any harm.

---

Right after, the earthy creatures fight back. The first one attacks Shirzon but this time the half-orc doesn’t allow it to hit her, dodging nimbly the creature’s slam. The other two living rocks keep focusing their efforts against Korech, but the half-orc hero dodges both of their slams.

---

Merephel continues supporting her teammates with her healing magic, filling the chamber with positive energy. In the meanwhile, Calden finally hits his opponent with his second strike, destroying the earthy creature with its powerful blow. As soon as it crumbles to dust, the creature abruptly disappears as though claimed somewhere else by some sort of strange magic.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Roll20 map updated! Current map picture.

Weekend! I’ll be posting again tomorrow at 11:30 A.M. GMT +1 (03:30 A.M. for Korech, 02:30 A.M. for Shirzon and Merephel).

GM Rolls:

--- EARTH ELEMENTALS ATTACKS ---

#1 Slam Power Attack: 1d20 + 6 ⇒ (5) + 6 = 11
#1 Slam Power Attack Damage: 1d6 + 7 ⇒ (1) + 7 = 8

#2 Slam Power Attack: 1d20 + 6 ⇒ (11) + 6 = 17
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (1) + 7 = 8

#3 Slam Power Attack: 1d20 + 6 ⇒ (13) + 6 = 19
#3 Slam Power Attack Damage: 1d6 + 7 ⇒ (6) + 7 = 13


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 5
=========

Seeing the elemental crumble into dust, Korech lets out a groan of relief before he redoubles his efforts.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d12 + 4 ⇒ (7) + 4 = 11


Male LG Human (Nirmathi) Monk 6

======
Round 5
======

"See, they can be vanquished! Hold heart..." Calden takes a step forward, in between the two remained stone beings, and tries to draw their attention away from Shirzon. "Hey, over here." Hefting his quarterstaff overhead again, he smashing at them again and again.

Flurry of Blows with Quarterstaff again, at #3 with Power Attack.

Attack 1: 1d20 - 1 ⇒ (5) - 1 = 4
Damage 1: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Attack 2: 1d20 - 1 ⇒ (5) - 1 = 4
Damage 2: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 5
==========

Shirzon breathes a sigh of relief as one of the creatures vanishes. She prepares to attack the next one, but grimaces at Calden's exclamation. She shoots him a quick "Shh!" before resuming her assault.

Masterwork light mace, TWF: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

+1 Dagger, TWF: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

============
Round 5
============

Merephel channels energy once more.

2d6 ⇒ (1, 5) = 6


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 5
▔▔▔▔▔▔▔▔▔▔▔▔

With one of the elemental finally destroyed, the heroes of Kassen are fueled by a surge of energy as they strive to fight back the living rocks. Korech tries to hit one the still standing creatures, but he fails; right after, Shirzon quickly follows his half-orc brethren, but she misses with her first swing. Shirzon is however full of resources, and hits with her second attack, piercing her foe’s rocky body with her magical dagger.

---

Right after, the two remaining elemental try to attack Korech and Shirzon, but both of the half-orcs have now learned how to dodge these creatures rocky hooks, and do so with relative ease.

---

Merephel continues supporting her teammates with her healing magic, filling the chamber with positive energy. In the meanwhile, Calden steps forward and tries to hit the creatures with his quarterstaff, but both of his attacks are unsuccessful.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Roll20 map updated! Current map picture.

I’ll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel).

GM Rolls:

--- EARTH ELEMENTALS ATTACKS ---

#2 Slam Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (1) + 7 = 8

#3 Slam Power Attack: 1d20 + 6 ⇒ (8) + 6 = 14
#3 Slam Power Attack Damage: 1d6 + 7 ⇒ (6) + 7 = 13


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 6
========

Attack: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d12 + 4 ⇒ (9) + 4 = 13

Going mad with frustration, Korech tries to slow down his attacks, watching and timing his strikes with the others.


Male LG Human (Nirmathi) Monk 6

========
Round 6
========

After a string of bad misses, Calden takes a little more care with his aim, although he doesn't let up his flurry of attacks with the quarterstaff. He stays silent, heeding Shirzon's warning.

Flurry of Blows with Quarterstaff, at #3. No Power Attack this time.

Attack 1: 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1: 1d6 + 3 ⇒ (4) + 3 = 7

Attack 2: 1d20 + 5 ⇒ (6) + 5 = 11
Damage 2: 1d6 + 3 ⇒ (2) + 3 = 5


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 6
▔▔▔▔▔▔▔▔▔▔▔▔

Korech completely destroys one of the elementals with a solid hit of his axe. The creature still stands though, although turned into a pile of shattered rocks. Right after, Roksana fails to connect with the elemental with her light mace, but she’s able to hit it again with her magical dagger, causing the right amount of damage to the strange being, which collapses to the floor and then vanishes.

---

The last standing elemental unsuccessfully tries to hit Korech before collapsing to the ground and vanishing, leaving nothing behind.

---

Combat is over!

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Korech
Shirzon
Elementals
Merephel
Calden

________________________________
Phew, a long fight indeed! And so many resources drained away from you! BTW, you were still able to defeat this threat, and as such you gain 400 XP.

I’ll be posting again at 01:00 P.M. GMT +1 (05:00 P.M. for Korech, 04:00 P.M. for Shirzon and Merephel).

GM Rolls:

Roksana’s mwk light mace attack (-2 TWF): 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Roksana’s mwk light mace damage: 1d6 + 1 ⇒ (6) + 1 = 7

Roksana’s +1 dagger attack (-2 TWF): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Roksana’s +1 daggerdamage: 1d4 + 1 ⇒ (3) + 1 = 4

--- EARTH ELEMENTALS ATTACKS ---

#2 Slam Power Attack: 1d20 + 6 ⇒ (7) + 6 = 13
#2 Slam Power Attack Damage: 1d6 + 7 ⇒ (2) + 7 = 9


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech groans as the elementals collapse, and kicks the dust a little bit.

"What are those? Are there more? Not want fight any more."

However, with the threat gone, Korech searches the room.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel gasps, breathing heavily. She sits on the floor, and mentally analyzes her remaining spells and channel abilities.

"I wish I knew Korech. Those were rather intimdating."

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