GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Wilf Wulfric and Ausk:
You can make out a large, hairless creature making a poor attempt to conceal itself behind the alter on the raised platform at the far end of the room about 70-80 feet away.

Ausk:
Roughly catered in the room hangs a small globe of fire. You originally assume it is suspended from the ceiling fifty feet above your head, but a second look reveals it seems to be floating there of its own accord., and letting off far less light than you would expect

Cavern Features:
The cavern has the following features of note:
Illumination: Dim green phosphorescent light (generated by the fungi coating the walls) fills the chamber.
Ceiling: The ceiling is 50 ft. high.
Blood Pool: A 20 ft. deep pool dominates much of the chamber. Its water is calm (DC 10 Swim check) but opaque.
Stone Walkways: Many 5 ft. wide stone walkways span the blood pool. The walkways do not hinder the movement of Medium or smaller characters but Large or larger creatures must squeeze when upon them.
Many narrow, submerged passages pierce the walkways allowing swimming creatures to pass from one part of the pool to another.
Stone Walls: Phosphorescent fungi cloak the walls making them slippery and difficult to climb (DC 20 Climb check).
Steep‐Sided Island: Rising 30 ft. above the waters of the Blood Pool, the island’s flanks have been studded with sharpened spikes, making the steep steps in its centre the safest way to its summit.
Steep Steps: It costs 2 squares of movement to enter a square containing steep steps. Characters cannot run or charge on the stairs and the DC of any Acrobatics checks made there increases by 4. Fragments of bone and skulls litter the steps.
High Altar: This massive, squat construction dominates the island top. Its surface is pitted and scarred.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"What the heck is yon critter?" pointing to the poorly concealed creature across the room.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"Let's find out"

Then raising his voice.
" Hello the island, we can see you behind the altar. Please come out, we would like to talk. "

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

The spirits of this place are confused...that fire has no light... Ausk mumbles while shuffling forward

Oho! Yes, you there! Why does the Fire spirit have no light? Come, we wish to know yes.

Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse twirls her hand and her now-familiar quartet of dancing lights coalesce out of the air. She gestures at the far end of the room and they zip off to illuminate the area Wilf indicated.

I'm assuming she can still use Dancing Lights, since they're at-will? If not, Vilesse will just stand there and look in that direction.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Once it realizes it has been spotted, a horribly bloated, muscular and hairless humanoid lumbers forward on squat, incredibly powerful legs. Its face is set in an otherworldly, bestial grimace. It lurches to the top of the stairs and roars out with incoherent hostility. Though you do not recognize the language, if indeed thee is one, the meaning is quite clear. A challenge has been issued...

Roll initiative


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

initiative: 1d20 + 2 ⇒ (12) + 2 = 14


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Initiative: 1d20 + 0 ⇒ (11) + 0 = 11

Knowledge skill?


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

init: 1d20 + 2 ⇒ (17) + 2 = 19

"Reckon that one ain't friendly. "


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Init: 1d20 + 2 ⇒ (18) + 2 = 20

I'll just use my previous Knowledge checks to try to identify the creature.

Vilesse grips her spear tighter and frowns up at the creature, trying to categorize it in her mind.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Know:Plannes DC 18:
This is a Shard of Lhamskarr, servant/avatar of one of the demon lords held sacred in the ancient Tuathi religion. Extremely violent demons, shards have normal demon resistances, but are resistant to more weapons than normal demons.

Know:Plannes DC 23:
Shards have a fearsome aura that strikes terror into their foes.

initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Round 1

Initiative Order
Vilesse
Wilf
Shard
Wulfric
Ausk
Tomi


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf will rush forward to strike it down.

to hit: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10 but fails to connect in his haste


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Wilf, your foe is 80 feet away. Between you and it is a maze-like path of narrow walkways and a thirty foot high staircase. There is no way you can reach it in a single round. Please refer to the updated map. If roll20 is not being your friend, please refer to the picture I provided up thread for a sense of scale.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Sorry, didn't look at the map.

Wilf will hold his action to miss the critter if it comes to melee and attacks him.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse frowns and stows her spear on her back to get out her crossbow. "It's a tuathi demon. Resistant to all but cold iron and blessed weapons. Immune to lightning and poison, almost as resistant to acid, cold, and flames. And these have an aura around them that can make even the bravest man run screaming."

"I... am not sure we can defeat this creature." In spite of her words, she racks a bolt and fires it at the demon.

Crossbow: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 4


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse's aid is true and her bolts cuts across the vast chamber to strike the Shard in the torso, but the grotesque creature swats it away as if dismissing an annoying insect.

It roars again and lumbers down the stairs.

Ausk and Wilf are up


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Ah reckon we'll know if we kin kill it after I hit it. " and he will again ready an action to strike it if it makes into into melee range.

to hit: 1d20 + 8 ⇒ (17) + 8 = 25 damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk chants and hoots stamping his spear upon the cave floor for emphasis Spirit Mother, Spirit Father. Guide our weapons to seek the flesh of our enemies!

Cast Bless, everyone has +1 to hit and +1 vs Fear for 2 minutes


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"Well that only leaves us 2 options that i can see. A, attack it and hope we can do enough damage to overwhelm it's resistance. Or B, back out of here, hope it can't follow and source one of those items, falling back on plan A if it follows. What do we reckon?


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Reckon ah prefer to take my chance hitting it. "


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Tomi moves into the room and fires off a sling stone at the slowly approaching demon...
sling: 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6 including mods for bless and range
..but the stone flies well wide of the creature and splashes harmlessly into the lake.

Shuffling initiative order a bit to get this thing rolling more smoothly. Vilesse and Wilf, because you are getting bumped down in the order, you may take a +2 on a single d20 roll of your choice during this combat.

Round 2

Initiative Order / Status
Shard
Spawn
Vilesse
Wilf
Wulfric
Ausk
Tomi

The bloated Shard of Lhamskarr continues its lazy lurching approach. It walks around the pit and to the edge of the island, where it stops and bellows at you again, clearly daring you to come to it. (45' away from Wilf and Wulfric - 55' of movement required navigating the twisty path to engage it)

As it howls and gestures, you notice the small flaming sphere floating in the middle of the chamber begins to slowly drift in your direction. It closes to about 40' away, still a good 40' above you. There is a rippling play of colour across its surface and suddenly Tomi's torch bursts into a flashing, fiery blinding glow of colored aerial lights!

All PCs DC14 will save to avoid blindness. DC 17 spellcraft to identify spell effect

The lurching Shard at the far end of the chamber seems just as taken aback by this display as the rest of you...
Save vs blindness: 1d20 + 2 ⇒ (8) + 2 = 10 =fail; Blind for: 1d4 + 1 ⇒ (3) + 1 = 4 rounds

Players are up!


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

fort save: 1d20 + 5 ⇒ (6) + 5 = 11 "Argh, I can't see!"


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Fort: 1d20 + 5 ⇒ (10) + 5 = 15


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

It says Will save why you guys rolled Fort?

Will: 1d20 + 8 ⇒ (4) + 8 = 12 Gah! Spirits of Darkness cover my eyes!


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Early morning posting, whoops! My will is +4 so still a pass unless you want a reroll?
"Right, lets back up until this clears and hopefully draws them into a tighter space where we can reach them. Anyone else that can see, lend a hand."


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
Will: 1d20 + 3 ⇒ (14) + 3 = 17
Know:Planes to ID flaming sphere: 1d20 + 10 ⇒ (18) + 10 = 28

Vilesse throws her hands over her eyes just in time to keep from being blinded. "The fire sphere is alive!" She racks another bolt and raises her crossbow, ready to fire as she backs away with the others.

Wulfric posted while I was writing. I'll take back my attack and do a double move instead, one to reload the crossbow and one to retreat with the rest of the group.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Keep the same rolls for the saves - doesn't change the results.

Vilesse:
Spellcraft: Pyrotechnics cast upon Tomi's torch.
Know:Planes: This is a Maughuxin’s spawn. They have normal demon resistances and can fly. Creatures of fire, Maughuxin’s spawns hurls fire bolts at their enemies and have other minor spell‐like abilities.

Wilf blind for: 1d4 + 1 ⇒ (3) + 1 = 4 rounds
Ausk blind for: 1d4 + 1 ⇒ (4) + 1 = 5 rounds

Tomi's save: 1d20 + 1 ⇒ (14) + 1 = 15
Tomi for once chooses discretion over valor and heeds Wulfric's call to retreat...sort of. Get the others out. I'll cover you! He takes a step in front of Wilf and begins casting a summons.

Sounds like everybody is falling back to the alter room? I've moved all the PCs on the map. One sighted PC helping 1 blind PC for a regular move rate.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Sounds good to me. Leading Wilf back, dtrp by step. Wulfric then sets himself in an ambush position, ready for anything that comes through the door.
"Ok Tomi, we are safe. We can ambush them as they come through. "


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

After she helps Ausk back through the door, Vilesse moves behind the others and readies her crossbow. "The ball of fire is another demon. It can shoot bolts of flame as well as create other magical effects. Like the other, it is resistant to much of what we can do to harm it."


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Again an celestial eagle blazes into existence to attack the party's aerial foe...
Bite w/smite evil: 1d20 + 3 ⇒ (17) + 3 = 20; Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
...soopwing in and biting at the ball of flame.

Round 3

Initiative Order / Status
Shard - blind 4 rnds
Spawn
Vilesse
Wilf - blind 4 rnds
Wulfric
Ausk - blind 5 rnds
Tomi

The Spawn of Maughuxin flares angrily and slams into to eagle...
Slam 1: 1d20 + 4 ⇒ (13) + 4 = 17; Dmg: 1d4 + 1 ⇒ (3) + 1 = 4 HIT
Slam 2: 1d20 + 4 ⇒ (6) + 4 = 10; Dmg: 1d4 + 1 ⇒ (2) + 1 = 3 Miss
...immolating the bird and almost sending back to the celestial planes.

At the far side of the cavern, the blinded Shard mewls and fumbles its way back to the stairs.

PCs are up.
Any volunteers to play Tomi for this encounter?


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk blindly holds his spear out to attack anything not declaring itself in front of him.

Blind Readied Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Miss Chance: 1d100 ⇒ 80 Damage: 1d8 + 3 ⇒ (1) + 3 = 4


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf being blind will just be led around. He can't very well fight.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

" Oi Tomi, get in here. Right, I say we taunt them into here, we can use the passage to funnel them into our range, and hopefully in the meantime your blindness will clear."

Stepping into the passage, Wulfric yells. " What, are you afraid to come and fight us, you cowardly little cockroaches.

Wulfric then steps back in and braces up.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The fearless eagle continues to tear and peck at the demonic fiery ball...
Full Attack Bite: 1d20 + 3 ⇒ (11) + 3 = 14 = miss
Full Attack Talon 1: 1d20 + 3 ⇒ (9) + 3 = 12= miss
Full Attack Talon 2: 1d20 + 3 ⇒ (3) + 3 = 6 = miss
...to little effect

Tomi heeds Wulfric's words and falls back with the others, readying his short sword.

Round 4

Initiative Order / Status
Shard - blind 3 rnds
Spawn
Vilesse
Wilf - blind 3 rnds
Wulfric
Ausk - blind 4 rnds
Tomi

From their hiding places in the fire alter room, the party cannot see much of what is happening inside the room...

spawn slam 1: 1d20 + 4 ⇒ (13) + 4 = 17; dmg: 1d4 + 1d21d20 + 4 ⇒ (2) + (3, 2, 2, 9, 12, 2, 6, 2, 3, 18, 7, 20, 5, 4, 11, 7, 8, 12, 3, 17) + 4 = 159
...but a pained shriek, a splash and then silence marks the end of Tomi's summoned ally.

PCs continue to wait in the next room...

Round 5

Initiative Order / Status
Shard - blind 2 rnds
Spawn
Vilesse
Wilf - blind 2 rnds
Wulfric
Ausk - blind 3 rnds
Tomi

Ominous silence comes from the chamber ahead, a gradually increasing glow the only sign that the demonic ball of fire continues its lazy approach.

PCs are up. PULEASE visit the map and update your character's position. Its about to become vitally important...


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk continues his readied action from before.

Attack anything that seems antagonistic: 1d20 + 4 ⇒ (14) + 4 = 18 Miss 1-50: 1d100 ⇒ 80 Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse continues to hold her crossbow ready to fire as soon as she sees either the spawn or the shard.

Can't hit Roll20, but Vilesse would be behind the melee line.

She'll fire her crossbow if they're more than 30' away. If they're within 30' she'll throw an Evil Eye vs Saves at it.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Round 6

Initiative Order / Status
Wulfric
Tomi
Shard - blind 1 rnds
Spawn
Vilesse
Wilf - blind 1 rnds
Ausk - blind 2 rnds

MAP SCREENSHOT

The Spawn eventually floats into view. Wulfric swings his pole arm at it while Tomi leaps forward...
Wulfric readied action: 1d20 + 6 ⇒ (2) + 6 = 8; Miss
Tomi readied action: 1d20 + 5 ⇒ (19) + 5 = 24; HIT Dmg: 1d4 + 3 ⇒ (2) + 3 = 5
... Wulfric's blow cuts nothing but air. Tomi manages to stab at the floating ball of flames but most of the force of his blow is absorbed by the creature's demonic resistance.

The spawn responds by trying to sidle between its two attackers (putting it inside Wulfric's reach) as it pulses with abyssal flames..
5'step, full attack
Slam 1 vs Tomi : 1d20 + 6 ⇒ (8) + 6 = 14; HIT Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Slam 2 vs Wulfric: 1d20 + 6 ⇒ (3) + 6 = 9; Miss
...Tomi is burned by the attack but Wulfric's shield protects him from the scorching heat.

Brought into sudden view by Tomi's leap forward, a roiling vaguely humanoid‐shaped mass of blood‐red liquid rolls forward behind the spawn Crimson spray splatters the ground about it as it hugs tightly to the passage wall in an attempt at stealth. Once it realizes it has been spotted, it straightens up and emits an ear-splitting howl

Tomi and Vilesse are caught in the creature's sound burst... Each takes 1d8 ⇒ 3 dmg and must pass a DC 12 Fort save or be stunned for 1 round ...
Tomis Fort save: 1d20 + 5 ⇒ (13) + 5 = 18 = Pass

Wilf, Ausk and Vilesse are up! Wulfric and Tomi have already acted this turn but may post their round 7 actions since they are now at the top of the order.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

perception to try to figure out where the enemy is (since I'm blind).
perception: 1d20 + 5 ⇒ (1) + 5 = 6

But he is simply too disoriented and has no idea.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk holds, still blinded.

Not much I can do...sorry guys.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

awaiting access to the map screenshot, it won't let me look at the moment and i can't get on Roll20 today as at work.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

I can't see the screenshot, either. What I normally do, GM, is click on 'Get Shareable Link' in the Share pop-up window. That lets anybody with the link see it.

Fort: 1d20 + 3 ⇒ (1) + 3 = 4

The blood creature's scream freezes Vilesse in her tracks.

Man, these guys are killing us with the status effects.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Okay, try this.... MAP


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Thanks, much better.

Unable to swing his polearm as the spawn is so close, Wulfric takes a step south and swings his Guisarme.

Attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse drops to her knees, momentarily stunned by the sonic attack of the approaching bloody demon Misses rnd 6 action).

Round 7

Initiative Order
Wulfric
Tomi -(5/6 rage rnds left)
Shard
Spawn
Blood
Vilesse
Wilf
Ausk - blind 1 rnd

Wulfric steps back and swipes at the floating ball of flames and deals it a solid blow.

Tomi raging short sword: 1d20 + 7 ⇒ (10) + 7 = 17; Dmg: 1d4 + 5 ⇒ (2) + 5 = 7
Tomi likewise manages to deliver another slashing hit, but the reliant little sphere endures. It clearly doesn't like the odds though and starts to back out of the alter room even as it buffets Tomi with concussive waves of heat...
5' step back, full attack
Slam 1: 1d20 + 6 ⇒ (17) + 6 = 23; Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Slam 1: 1d20 + 6 ⇒ (3) + 6 = 9; Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

The dripping blood soaked humanoid behind it seems keen for a fight and steps up closer. It spies Wulfric and assaults his mind with images of desperate men drowning is a sea of blood. Wulfric, Will save vs DC11 please.

Know:Planes DC 18:
This is a blood of Felclugh. The personal demons of the Guardian of the Abyssal Lake of Blood. They have normal demon resistances and are excellent swimmers.

Know:Planes DC 23:
They have a few minor spell‐like abilities and can summon others of their own kind.

Wilf , Vilesse and Ausk are up for round seven. Wilf you vision returns and you are free to act this round. Wulfric and Tomi are up for round eight

Status
Wulfric
Tomi: 9/22 hp (5/6 rage rnds left)
Shard
Spawn - wounded
Blood
Vilesse: 12/13 HP
Wilf
Ausk - blind 1 rnd
MAP


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

His eyes finally clear and he sees a threat ahead of him, so he steps forward (diagonal I think) and swings at the thing.

to hit: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9 but apparently his eyes are still not quite clear.

Wow, all 1's


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Will: 1d20 + 4 ⇒ (14) + 4 = 18 +1 if a fear effect

Easily brushing off this mind attack, Wulfric steps forward to strike at the spawn and swings again.

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d5 + 6 ⇒ (1, 1) + 6 = 8


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Hey guys don't forget about Bless, which should still be active. +1 to hit AND +1 vs fear.

Ausk continues to hold and will attack anything within range that seems hostile.

Spear: 1d20 + 5 ⇒ (17) + 5 = 22 Miss Chance: 1d100 ⇒ 17


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Know:Planes check: 1d20 + 10 ⇒ (20) + 10 = 30 Why don't I ever roll a 20 on a combat roll?

Vilesse grimaces and shakes her head to throw off the effects of the creature's scream. "It's another demon, a personal demon of the Guardian of the Abyssal Lake of Blood. It can summon others of its kind."

She throws a wave of baleful energy at it, hoping to weaken it for further attacks.

DC 17 Evil Eye at the blood of Felclugh, to reduce its Saving Throws by 2.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Round 8

Initiative Order
Wulfric
Tomi
Shard
Spawn
Blood
Vilesse
Wilf
Ausk

Wulfric follows the retreating spawn, clipping it again with his guisarme thanks to the blessings of Ausk's spirits.

Tomi stabs at it as well...
raging short sword: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28; Dmg: 1d4 + 5 ⇒ (4) + 5 = 9
...and the thing finally succumbs, the life hissing out of it like a deflating bladder.

The Blood of Felclugh evades Wilf's clumbsy swing ( that was an impressive string of 1s) and and counters with a flurry of dripping claws and fangs...
Claw 1: 1d20 + 5 ⇒ (12) + 5 = 17; Miss
Claw 2: 1d20 + 5 ⇒ (13) + 5 = 18; Miss
Bite: 1d20 + 5 ⇒ (4) + 5 = 9; Miss
...But Wilf manages to keep his weapon between him and it and narrowly avoids injury.

The bloated Shard, its own eyesight finally restored, navigates its way across the last of the walkways and charges full tilt into the battle with poorly disguised glee. (the angled walkway prevented him from charging this turn - instead it just double moved to affect the most targets possible with its aura) A palpaple aura of dread blankets the party at its approach.

All PCs except Ausk must make a DC 13 Will save or be shaken for 2d6 ⇒ (5, 6) = 11 rounds. This is a fear effect, so remember to include the +1 for Ausk's Bless spell.

Tomi's Save: 1d20 + 4 ⇒ (16) + 4 = 20 = Pass

Status
Wulfric
Tomi: 9/22 hp (4/6 rage rnds left)
Shard
Spawn - dead
Blood
Vilesse: 12/13 HP
Wilf
Ausk Bless (13/20 rnds left)

MAP


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

will save: 1d20 + 1 ⇒ (20) + 1 = 21 Yeah, couldn't have been an attack, but I'll take it, since I needed that save.

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