Zedth's Hell-scarred and War-torn (PF1) (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

That is, unless you're applying massive damage rules or some stuff like that, then nevermind it ^_^


Tactical Map

Look at Roland the bada$$! Right on brother. Yeah I thought the same thing last night when I posted-- I was thinking Roland is gonna wake up today and go...wTF?!
I stand corrected. I forgot about your DR, so you are now at -5, from your action at 0 HP and loss of Rage. You don't actually get a roll to stabilize until your next turn. We'll ignore that roll for now.

Catcher cries out for her friend, and casts Burning Disarm on the guard who struck the devastating blow. Seeing the error in judgment too late, only the steel tip of the weapon glows red-hot for a moment, then cools back down to a typical color.

Roland, with a furious gushing open neck wound, draws upon strength most of us can only imagine and swings his maul into the guard who just attacked him. The guard's hateful self-satisfied smile is wiped away by a blow that would fell an ogre-- an audible crack is accompanied by a spray of blood and teeth. WABLAM! The blow connected with his head and spun him bodily. He falls to the gravel, clearly out for the count. Roland's eyes roll back in his sockets after the exertion, and he joins his victim on the ground.

Seemingly in the same instant, a rush of gray mist fills the air from Gromff's Obscuring Mist spell, blocking the sight of everyone.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion, seeing the guard he was fighting now out of commission, kneels down and touches Roland on the shoulder. Chezarion concentrates for a moment, and Roland is stabilized.

I may not be much of a swordsman, but I can still be handy to have around. Also, now that I think about it, that's going to be my round three action.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

What are the results of Tessandriel's attack on the devil?


Tactical Map

Goodness, I keep messing up the Round-count. We are in Round 3 now, sorry about that gang. It is a bit disorienting when corrections have to be made because of unknown circumstances. I'll try to avoid it as much as I can in the future.

Tessandriel Siannodel wrote:
What are the results of Tessandriel's attack on the devil?
Gamemaster Zedth wrote:
Catcher, Tessandriel and Roland all land blows on the scorpion creature. It took the hits with grace, but it appears bloodied.

I lumped in your strike in this sentence. It wasn't particularly descriptive, you might have overlooked it.

Your arrow dug deeply into him.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Whoa, thanks Chez!! How does a rogue do that?


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Thanks Zedth, I did indeed miss it.

Roland, just Roland wrote:
Whoa, thanks Chez!! How does a rogue do that?

Check the Faith Traits, under Sacred Touch.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps
Roland, just Roland wrote:
Whoa, thanks Chez!! How does a rogue do that?

What Tessandriel said. :-) I'm not a cleric by any stretch of the imagination, but I effectively have at will use of an orison as a spell like ability.


Tactical Map

Nice job Chezarion. Handy little power there.
Bad guys turn.

The heavy thudding of rapid foot falls can be heard from the direction of the outhouse guard. The guard seems to be fleeing.
From the rooftop the language of devils can be heard,

Infernal:
"Foul fleshbags, thy wait is over!"

The imp-scorpion suddenly comes into Chezarion's view. It's squinty eyes go wide when it sees the elf rogue through the mists--its tail stabs forward with lightning speed. The aim was poor, and the elf easily dodges the attack.
Stinger at Chezarion: 1d20 + 7 ⇒ (2) + 7 = 9

-------------------------------------------------

It is now Round 4. You may all take actions.
Chezarion and the imp-scorpion are adjacent and can see one another, though the mists provide concealment. (20% miss chance on attacks.)
No one can see anyone else at this time.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Of all the, NOW he puts up a mist?" She notes the guard leaving and takes aim again. Guard at Z2.

Note: Tessandriel is just outside of the mist based on the mist's starting point.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 1d8 ⇒ 2

Confirm Critical: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d8 ⇒ 6

Damage: 1d8 ⇒ 1

"No running and alerting the others now!"

She moves further towards the wagon. F5.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion stands up, resumes his two handed grip on his longsword and attacks the imp.

Longsword attack: 1d20 + 3 ⇒ (10) + 3 = 13


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Tess heres from somewhere in the mist. "It ain't my fault plan is buggered. Improvise."

Gromff rushes through the mist to the spot he saw roland fall. However on the way he runs across the imp thing that hit him earlier. "You!" he roars.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Can't see the map so i am not sure if i can do this. I assume if the imp can hit chez it is on the way to roland. I want to skirt the grease if i can. If i don't see the imp use my last spell to cast cure light wounds on roland.

Deflection Aura only lasts 2 rounds btw.

-Posted with Wayfinder

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

GM, can I finish getting the sword this turn and have a standard action?


Tactical Map

yes Catcher, that will be fine.

I would like to declare myself a goofball and a klutz, and I simply do not know how to count. Either that or I am painfully susceptible to losing track of the Round Count!!

We are in Round 3,, not Round 4. Right??


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I've added the obscuring mist and moved Imp+Thondrir on the map ^_^

Roland keeps unconscious and behaved on his corner. He is such a polite man.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher pick up her sword and cast true strike spell.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

From what I've found in the thread, it looks this way:
----Round 1----
Chezarion attacked guard1
Roland attacked guard2
Gromff hops down the wagon and moves closer
Catcher cast grease
Tess attacked guard2
Devil used ray of fire
Guard2 doh'ed
----Round 2----
Chezarion attacked guard2
Roland attacked devil
Tess attacked Devil
Catcher fist-attacked devil
Gromff cast Obscuring Mist
Guard2 attacked Roland
Devil doh'd
Guard3 thrown spear at Tess
----Round 3-----
Catcher used burning disarm
Roland attacked guard2
(delayed obscuring mist comes into effect)
Gromff moves and attacks devil
Catcher grabs greatsword
Tess attacks fleeing guard
Devil attacked Chezarion
Guard3 fled??
----Round 4----
Roland stood still
Chez attacked the imp
Catcher finished grabbing her sword + True Strike

I call dibs on the obscuring mist time being responsible for the mess. ^_^


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Just as long as Gromff can get to where he and I can flank this imp so I can get that lovely +2 to hit and +2d6 damage. You also left out me stabilizing you in round 3. :-)


Tactical Map

I put my audit of the round-to-round in the discussion thread.
The results are this:

Round 1: The guards failed to act at all...
Round 2: The devil failed to act at all...
Round 3: Tessandriel didn't get her turn in.
Round 4: everyone except the bad guys have acted. I'll post their actions shortly.

Tessandriel, on Round 5 which is coming up after the bad guys act, I want you to take an extra standard action to make up for my cheating you out of a move.


Tactical Map

Concluding Round 4

The imp-scorpion continues to spew venomous words and issue venomous sting attacks.

Infernal:
"You are a piss-poor excuse for a mortal. I will enjoy tormenting your delicate elfen flesh!"
Does anyone here not know Infernal?

The devil moves 5' step to put Chezarion between itself and the old human man. (Gromff)
Flaming claws and stinger attack in full force against the rogue.
Fiery Claw 1: 1d20 + 7 ⇒ (9) + 7 = 16Claw 1 Dmg: 1d4 + 1d4 ⇒ (3) + (4) = 7
Fiery Claw 2: 1d20 + 7 ⇒ (10) + 7 = 17Claw 2 Dmg: 1d4 + 1d4 ⇒ (4) + (4) = 8
The 2nd "d4" damage from each claw is fire damage.
Stinger: 1d20 + 7 ⇒ (11) + 7 = 18Stinger Dmg: 1d1 ⇒ 1
Chez Fort Save: 1d20 + 1 ⇒ (6) + 1 = 7Dex dmg: 1d3 ⇒ 1
Chezarion feels the poison rush through his veins... it feels like liquid fire, searing you from the inside! Chezarion takes a total of 16 points of damage, and 1 point of Dex damage.

The stinky-butt outhouse guard continues to flee. He isn't moving as fast as he probably should be, due to his encumbering unstrapped chainmail. You literally caught him with his pants down... This guard is essentially off the map just barely. He is plainly in view for Tessandriel. He is fleeing northbound on Torian.


Tactical Map

It is now Round 5. Tessandriel gets 2 standard actions this round due to my cheating her earlier. (see audit in discussion tab).

Heroes turn!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Although Roland is unable to act, he provides the little help he can from the other world: Does the devil has any way of ignoring the fog 20% miss chance?


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

I can't take another hit like that & if I don't take the imp out now I'm done for. BTW, Chezarion does not know infernal. Assuming from the description that Gromff and I are now flanking the imp...

Longsword attack: 1d20 + 5 ⇒ (3) + 5 = 8

Just have my epitaph read "CRDFS"


Tactical Map

**GM needs to roll some conceal miss chances... geez, I'm in rare form today.

Miss chance Claw 1: 1d100 ⇒ 48
Miss chance Claw 2: 1d100 ⇒ 11
Miss chance Stinger: 1d100 ⇒ 25

One fiery claw swipe misses due to concealment! Chezarion takes a total of 8 point of HP damage, and 1 point of Dex. (this is a correction from my previous post saying Chez took 16 hp damage.)

Chezarion I need a follow up Fortitude save, as the poison is coursing through you. Regarding the flank, the creature 5' stepped to avoid a flank. The imp stepped so that Chezarion is between it and Gromff. In essence, Chez is "flanked" by the imp and Gromff.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Fort save: 1d20 + 1 ⇒ (14) + 1 = 15


Tactical Map

That is a successful save. You have no more poison to deal with.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher understands infernal. Not that she will ever admit that.
After getting her sword and casting the spell, the young mage moves in a straight line, inside the mist until she almost bumps on the elf, and by that, she sees the scorpion imp.
Still not thinking straight she yell to Tessa
”Don’t let the guard flee Tessa!”
And then she attacks the devil.
Atk: 1d20 + 3 + 20 ⇒ (8) + 3 + 20 = 31
Dmg: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Attacks with True strike ignore concealment change.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Still at gencon. Still posting light.

If imp not dead. Move up and attack.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

If dead. Channel Energy.
Heal: 2d6 ⇒ (6, 1) = 7

-Posted with Wayfinder


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Tessandriel continues to attack the same guard to keep him from fleeing.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 1d8 ⇒ 5

Attack: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 1d8 ⇒ 4

Confirm Critical: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d8 ⇒ 8

Damage: 1d8 ⇒ 4

I'm on a crit threat roll this combat!


Tactical Map

Chezarion, with cauterized open wounds, swings wildly at the devil, missing yet again. His aim is distracted of late, but at least his fortitude remains sound. The poison has run its course. Only a total of 1 point of Dexterity damage was inflicted.

Catcher wades through the mist to find her wounded friends, and finds her target as well. With magically enhanced precision, the wizardress brings down a heavy blow from her greatsword upon the devil. It cries out in pain, and slumps to the ground, unconscious. Its wounds are visibly mending themselves though. The creature is out for the moment, but it is regenerating.

Gromff heals his friends with bands of soothing light, erupting from him like ripples in a pool. Chez, Roland, and Gromff are healed for 7 HP. I can't see the map properly here at work. Tessandriel might also be near enough to receive the healing. By the way, I refuse to allow positive channeled energy from a Good deity to heal a devil. It just doesn't make sense. I don't care what the RAW/RAI is. The creature receives no healing from this channel.

Roland's eyes open suddenly, feeling somewhat refreshed. Roland you may act this round still. I will wait to post any bad guy actions until I see your action(s).

Tessandriel's longbow thrums as she sends deadly missiles toward the fleeing guard. The "outhouse" guard takes another deep arrow wound, and then a third. This final arrow landed squarely in the back of his head, cleanly piercing his chainmail coif. His momentum slams him to the ground, three arrows protruding from his backside. He is not moving.

With the healing wave, both guards who remain in the Grease aoe open their eyes. They look to their dropped spears and their sheathed short swords. Their action is after Roland's.

The imp-scorpion lies unconscious but is healing rapidly.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Actually Tess you are not getting critical threats, but critical hits! A 20 on the dice is an auto-critical here, remember?

Roland, fatigued but recovering fast, picks up his earthbreaker and attacks the guard that almost killed him, while they are both still on the ground!
PA Earthbreaker: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16! Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Well, the penalty to attack from being prone is equal to the penalty to AC from being prone, so they even ^_^


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12
Roland, just Roland wrote:

Actually Tess you are not getting critical threats, but critical hits! A 20 on the dice is an auto-critical here, remember?

Roland, fatigued but recovering fast, picks up his earthbreaker and attacks the guard that almost killed him, while they are both still on the ground!
[dice=PA Earthbreaker]1d20+6-1! [dice=Damage]2d6+7
Well, the penalty to attack from being prone is equal to the penalty to AC from being prone, so they even ^_^

That I am! Thanks for pointing this out. Since I am in so many games I simply forgot.


Tactical Map

Roland sends the guard back to the ground from whence he came! The damage to his body is severe. It is unlikely that he survived that last blow.

After looking at the map, Tessandriel would have been in range for the channel heal. Tess is back at full HP.

Round 5 bad guys turn.

The imp-scorpion opens his eyes. His wounds continue to seal up of their own accord, and it moves to stand up. Roland and Catcher, you may make attacks of opportunity against it. He is low on HP, so I'm not going to post his standard action until your attacks are resolved.

The remaining door guard hears the crunch of his partner's bones and gets a terrified look on his face. "I yield! I yield, dash it all! Don't kill me please..."

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Seeing the devil get up, Catcher does her best to make it fall again!

AoO: 1d20 + 3 ⇒ (9) + 3 = 12 +4 if prone bonus counts
Dmg: 2d6 + 3 ⇒ (6, 5) + 3 = 14


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Prone bonus should count, but hey, who authorized you to do more damage than me??? ^_^

"Oh no you don't!" Roland seizes the opportunity while the devil is trying to get away, and punishes him against the floor!

PA Earthbreaker: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20! Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10 Penalty even penalty again.

By the way GM, you can roll AoOs for me if you want to speed it up. Shouldn't Chez get an AoO as well?


Tactical Map

Yes Chezarion should get an AoO. I actually meant to say Chez, not Roland... either way...

The imp-scorpion gets squashed like the bug he was. Catcher, Chezarion, Roland, and Gromff all pounce on the nasty creature, raining unmerciful blows down on it. It appears to be dead. I figured since you're all there... took the liberty...

You are out of combat. One door guard remains alive, and has asked for mercy.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Wasn't there something else big coming.

-Posted with Wayfinder


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Roland will catch his breath for a few seconds while the others do whatever they want. "Just don't make anything stupid and you will live. Do you have family in Sojourn, guard?"


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12
Gromff Hammerhand wrote:

Wasn't there something else big coming.

-Posted with Wayfinder

No, those footsteps were the guard who was trying to leave. He had armor on which caused the heavy steps. I got him.


Tactical Map

"No family sir, not 'ere or anywhere. Been in the armies since I was fourteen."


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion takes a moment to catch his breath. Then he asks the guard, "Who has the key to the lock on the door and what do they keep in there?"


Tactical Map

He goes in his pouch and removes a key. He reaches out, handing it to Chezarion. "Here. Take it. This will unlock the padlock, the key to the door lock is... he has it." He points to the broken body of the other door guard.

"It's just a simple stash where us guards drop off stuff like bags, goods, and, con..traband. The priestess sometimes likes to look through the things we take, like. It's all yours, take whatever you want.

Oh, and there's a chamber below... I ain't got a key for it. There's a beast down there. A terrible beast. We hears it growling sometimes."


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Also. Can i resume detect evil or does it end when i stop concentrating?

-Posted with Wayfinder


Tactical Map

Unfortunately it is spent once the concentration has ceased. You had previously detected a faint aura from inside the stone building, emitting from downward, likely below the building itself.


Male Elf Rogue 2|AC 16, Touch 14, FF 13| HP 17/17 | Fort +1, Ref +6, Will +0 | Init +3 |Senses Low light vision | Perception +7/+8 vs traps

Chezarion will take the key that the guard gives him, and then search the body of the other guard for his key. Once he has both keys he will say, "I'm going to open the door and go inside. I might need 1 or 2 other people to help search depending on how much stuff is in there."

Once Chezarion is sure the group is ready he will open the door.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I can go if you want to, but I don't have detect magic to also help looking for valuables! Otherwise Roland intends to keep a look on the remaining guard and put on the clothes of the deceased.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

”Hey, are you alright?” Catcher asks Roland, as soon the imp-monster is dead.
Then the party start to question and discuss what should be done and Chez asks for help.
”I’ll go too.” she says simply.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

"I'll stay here with Roland. He is better in hand to hand while I can support him from farther back."

Looking at Roland:

"Unless you have another suggestion that we might consider?" Tessandriel asks the barbarian farmer. Hehe. :)


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Hang on there elf. There be somethin else in there. The guards tellin the truth about that. Didn't seem that strong but somethin was in the way. May be bigger n we know."

Turns to roland, "Get as much info from him as ye can."

"We should probably do something about the other guard face down in the dirt over there."


Tactical Map

The dead guard (and the living guard) wears a full set of chainmail and a black and red tabard, has a shortsword, a spear, and a small knife. He has two belt pouches. The dead guard's pouches contain money, (8 gp, 15 sp, and 25 cp) two Tindertwigs, and a hunk of cheese wrapped in cloth. He also had a waterskin that is laying on the ground near the door he was guarding.

When searching the guard, you catch a glimpse of the nearby imp-scorpion and notice that it also has a small pouch, hanging from a leather belt. The belt seems like typical leather but the pouch looks very interesting. Its leather appears to be dyed with marbled red and black hues.

Knowledge Common DC 17:
This is not typical leather, nor is it dyed.

Knowledge Planes DC 19:
This pouch is made of Slor skin. Slors are huge vicious creatures akin to a giant cat with bull horns, who dwell in the outer planes. They can shift the color of their skin like a chameleon, but with even greater control. They're sometimes used as mounts for large-sized devils and demons. They are immune to fire, so it is likely that his pouch is as well.

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