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]


3,351 to 3,400 of 4,692 << first < prev | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | next > last >>

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

Gromff finally turns his attention to the figure in black but the sound of approaching, or crawling, evil from the sides draws him back to the surroundings. And now, with the fog, he can't be sure of anything out there. "Stay in the circle. They'll be weaker if they're forced to fight on hallowed ground," he says to the sailors. When they gather around he lifts his weapon high as the head glows brilliantly. The light jumps to the weapons of the others. His armor too begins to glow with holy light, making the fog seem to recede around them.

Move: 10' right. Standard: Weapons Against Evil. Swift: Sacred armor, +1 to AC.

Would like to hold action until the sailors are closer. I can effect 7 weapons but they have to all be within 20' of each other. Also:

Consecrate:
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).

You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

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

Also, was the fog that dense before? Halberd doesn't work if I can't see the enemy.

Once the enemies appear, the mage does as expected, casting the spell to allow others to move faster.

AC: 23 (+8 Armor, +2 Dex, +2 Deflec, +1 haste)
Fort+8, Reflex+7, Will+5
Protection from Evil: 7 minutes
Haste: 7/7


Tactical Map
Catcher wrote:
Also, was the fog that dense before? Halberd doesn't work if I can't see the enemy.
Gamemaster Zedth wrote:
...Any sight beyond arm's length is obscured in mere seconds, but not before the party sees a glossy-black figure materialize...

Yes, I'm afraid so. Do you still have your greatsword I hope?


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 wondered for a second why were not the sailors close to them yet. "Sailors! To the middle of the ship, NOW! Wizard can you do something about this mist?"

He keeps waiting until there's something actually close to him or his companions.


Tactical Map

I can't update the map while at work, but...let's pretend for now.

At the dwarf's words of wisdom and at barbarian's demand, some of the sailors above deck hustle to the middle of the ship where the warpriest's consecration magic was still actively providing protection against the forces of undead evil. The only ones who didn't heed the requests were the captain and a pair of his men standing at his side.

Yorst says out loud, "I'm stayin' at the helm so'z we don't run afoul. We're in for it now, boys!" He sounds a bit excited, as if his inner-adventurer had been rekindled!

2 out of the 4 sailors group up near you all. This means that Gromff's Weapons Against Evil will affect all 4 party members, 2 sailors, and Walker's walking stick/cudgel. The light shining from each affected weapon will negate the 20% miss chance for the duration of the spell. (7 rounds) Way to go Gromff.

Weapons Against Evil:

Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower, as long as the damage reduction is not DR/epic.


Tactical Map

Roland, are you delaying until you can whack something that comes up to you?


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 delaying in this case is the same as losing a round, so I'm gonna go with a prepared action, although I don't like this rule very much.

Readied action: strike any enemy that comes within reach. Out of rage for now.
To hit: 1d20 + 13 ⇒ (19) + 13 = 32! Damage: 2d6 + 20 ⇒ (4, 3) + 20 = 27


Tactical Map

Sorry - wrong terminology. Delay ... I meant Ready an action to strike the first baddie in range.


Tactical Map

I'm going to do the bad guys actions now and Veronica can post her Round 1 actions later.

-----------

Round 1, bad guys

The hurried footfalls of the sailors ceased, indicating their arrival to close proximity to the band of heroes, signalling the warpriest to finish his spell to bless nearby weapons to be light-lined disruptors of evil. As the winks of light flew off and illuminated everyone's handheld steel, the light they shed revealed to Roland a rapid coalesced blackness that formed into a hideous undead monstrosity, standing as tall as the barbarian but covered in articulated glossy black shell armor plating, appearing less like the work of a blacksmith but more like some unnatural organic covering. Where its right hand was should be protruded a long curved scythe blade, still wet with blood from its last kill.

The barbarian swung his earthbreaker in a savage arc, having waited for just such a monster to appear before him. Though the blow was perfectly aimed, the impact seemed to drag along its destructive path, lessening the power of the blow significantly.

The creature underneath the shell is incorporeal, and takes only half damage from your magic-weapon attacks. Roland deals 13 points of damage to the undead.

With breath smelling of a thousand rotten corpses, the black plated warrior hisses at Roland...
The only losers here will be your pathetic gods, missing the enslaved souls of these helpless wretches...heehehehahahehehaha...

Its eyes flared red while it sent waves of palpable evil in the vicinity, then followed up the dark assault with a slice from its scythe-hand.

Gromff's Consecration is countered by Darnoq's Sacrilegious Aura which acts as a Desecration spell. The aura is likewise nullified by the Consecration for one round.
Darnoq vs Roland: 1d20 + 23 ⇒ (6) + 23 = 29
Damage: 2d4 + 17 + 2d6 ⇒ (1, 4) + 17 + (6, 6) = 34
Roland takes net 19 physical damage and 12 frost damage, for a total of 31.

Clawing up over the sides of the ship, a flurry of scratching and hustling can be heard as other minions join the fray.

Wight 3 vs Roland: 1d20 + 4 ⇒ (8) + 4 = 12
Wight 4 vs Sailor: 1d20 + 4 ⇒ (16) + 4 = 20, hit
Wight 5 vs Veronica: 1d20 + 4 ⇒ (17) + 4 = 21, hit
Wight 6 vs Catcher: 1d20 + 4 ⇒ (7) + 4 = 11
Wight 4 dmg: 1d4 + 1 ⇒ (1) + 1 = 2, plus 1 level drain!
Wight 5 dmg: 1d4 + 1 ⇒ (3) + 1 = 4, plus 1 level drain!
Veronica takes 4 points of damage and 1 drained level.

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

Round 2, everyone may go!


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'm not expert on undeads, but shouldn't we have a save to avoid the level drain?

Roland does not get intimidated by the black figure, but quite the opposite. Lacking a dragon, any weirdo would be a good target to unleash his contained rage. It's been what? 30 days since they last had a fight? Probably, so the barbarian was concentrated on the current problem, but he tried to get rid of the minion first, before proceeding to the boss. He could see the man's weapon was dangerous, but all he could do was kill it fast before anything bad happens. "Loser is incorpoREAL!!" He enrages and tries for the minion first. If it kills it he turns the other attack at the boss. If not he keeps hitting the Wight until it dies no longer is able to bother him.

Attack 1: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26! Damage: 2d6 + 23 ⇒ (5, 1) + 23 = 29
Attack 2: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31! Damage: 2d6 + 23 ⇒ (3, 1) + 23 = 27
Thanks Catcher I didn't see the Haste being cast.
Attack Haste: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35! Damage: 2d6 + 23 ⇒ (4, 2) + 23 = 29

Weapon against evil, Rage 1/18, AC 21, Haste.

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

Roland, don't forget you get Haste from the first round as well, and a based on the position, all sailors around us, and the Walker gets haste as well.
Also, only the Darnoq is incorporeal or all of the others?

Roland-Energy Drain:

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

The saves only happen one day after the attack, if the negative level hasn’t been removed yet.

The sword glowing in her hands, the mage attacks putting all her not so great strength behind the attack.

Atk | PA: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Dmg: 2d6 + 13 ⇒ (1, 1) + 13 = 15
Atk | PA: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Dmg: 2d6 + 13 ⇒ (5, 1) + 13 = 19

Atk breakdown: 4(bab)+2(str)+2(gmw)+1(ring)+1(feat)+1(haste)
AC: 23 (+8 Armor, +2 Dex, +2 Deflec, +1 haste)
Fort+8, Reflex+8, Will+5
Protection from Evil: 7 minutes
Haste: 6/7


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

Round 2

Current Affects:
Weapons Against Evil, Overcome DR/5, 6/7
Sacred Armor, +1 AC, 9/10
Haste, +1 attack, +1 AC, +1 Reflex saves, Extra Attack, +30ft movement
Sacred Weapon, Ghost Touch 7/7

Gromff can barely make out what is going on through the fog but the black, armored undead is hard to miss. The warpriest charges his weapon with sacred energy, this time making it as insubstantial as the ghost before him. He takes shuffling step forward and swings with magically enhanced speed.

Attack+Haste+PA+FF+Ghost Touch: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Damage: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Attack+Haste+PA+FF+Ghost Touch: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damage: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16

5ft step and full attack. As a good Warpriest, Sacred Weapon allows my to apply Ghost touch to my weapon as a swift action but only for 7 rounds.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Given the circumstances, I would have readied like Roland.
With the haste and my shield that attack on me would have missed, but I'll post like it hit anyway.

--Veronica Round 1--

Veronica holds onto her weapon tightly, the air feeling stale and moldy with such a presence about. She waits as she hears a creature scrambling up the side of the boat, keeping her shield high and swinging the pick at the creature.

Readied Attack vs Wight(5): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

-- Current Affects --
Haste (+1 attack, +1 AC, +1 ref, extra attack, +30' speed) 10/10
Shield (+1 AC)
AC: 22
Reflex: +12
Weapons Against Evil, Overcome DR/5, 7/7
Lifelink: Catcher

--Veronica Round 2--

Veronica grimaces as the creatures claws slip past her shield and meet flesh, the grim touch of them making her feel even colder. She glances around, seeing more of the things crawling on deck. She drops her cloak and grips her weapon with both hands, stepping between two of the creatures and lashing out at them.

5' step and using Lunge
Attack vs Wight(5), Two-handed, PA: 1d20 + 10 + 1 - 2 - 1 ⇒ (10) + 10 + 1 - 2 - 1 = 18
Damage: 1d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16
Attack vs Wight(4), Two-handed, PA: 1d20 + 10 + 1 - 2 - 1 ⇒ (10) + 10 + 1 - 2 - 1 = 18
Damage: 1d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Attack vs Wight(4), Two-handed, PA: 1d20 + 5 + 1 - 2 - 1 ⇒ (19) + 5 + 1 - 2 - 1 = 22
Damage: 1d6 + 5 + 6 ⇒ (6) + 5 + 6 = 17

She glances at the sailors as her weapon whistles through the air, shouting "Leave these to me! Go help the old man and the Captain! Hurry!"

-- Current Affects --
Haste (+1 attack, +1 AC, +1 ref, extra attack, +30' speed) 9/10
Lunge (10' reach, -2 AC)
AC: 19
Reflex: +12
Weapons Against Evil, Overcome DR/5, 6/7
Lifelink: Catcher
1 Negative Level (-1 attack/saves/skills/ability checks, -5 current and max HP)


Tactical Map

Veronica, your AC is 22 with haste? Your header shows 20 so I assumed it was 21 with haste, which is the attack achieved by the wight that drained your life. If your AC was 22 then you would just barely (thanks to Haste!) have dodged the attack.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Yeah, sorry about that. Because I tend to pick up and drop the shield a lot in Combat, I usually put it in the 'affects' section. I'll start being more consistent in putting it in the status bar.

Crap, and I just realized my affects bar has the wrong reflex value. That should be +9 not +12...


Tactical Map

Round 2, good guys

UPDATE - Veronica did not in fact receive damage or a negative level drain from the Wight last round, due to a miscalculation of AC.

Veronica takes a swing at a climbing wight as it crests the ship’s edge, but the warpick swings wide. Gathering her wits about her, she lunges out with multiple well-aimed attacks, putting the business end of her pick into the bodies of wights – on opposite sides of the ship! The momentum of her final attack knocks one of the rotters back into the river from whence it came! Veronica deals 16 damage to Wight #5 and 31 damage to Wight #4, killing it.
Roland unleashes a flurry of swipes with his hammer, moving it through air with terrifying speed. He smashes the 'undeath' out of a wight then deals a pair of heavy blows on the undead lord, smashing some of the armor plating covering most of its frame. Roland deals 27+29 (13+14), doing 27 damage total to Darnoq
Catcher lands a deep cutting blow from her greatsword, damaging her wight combatant severely, but not quite enough to finish it. 19 damage dealt to Wight #6
Gromff further enchants his adamantine spiked mace in a flash, empowering it to damage incorporeal creatures as if they were solid. Stepping forward to meet the heinous abomination, he puts the weapon to work with a furious vengeance, his weapon passing right through the plate armor and smashing full-force into the black smoky monster underneath. Gromff deals 13 +16, total of 29 points of damage to Darnoq
Wight #4 and Wight #3 are destroyed. I cannot update the map just yet, so feel free to remove them from the map.


Tactical Map

Intelligence Check 10:

Gromff and Roland only, since they’re the only close-quarter witnesses so far –
You’re suddenly reminded of two other times where you’ve seen this creature’s style of black-scale –
First was way back in the cave where Meldara escorted the refugees to in the mountains of the Everwood, where the devil-infant was slain; Second was only a few days later when the priestess of Ultruu was met at the gates of Sojourn.
-----------

Round 2, bad guys

When the glowing morningstar wielded by the warpriest changed from the hardest substance known to dwarfkind into a ghostly form matching that of the undead, the black monster turned its full attention to this new, more dangerous opponent.
…Darnoq will not fall to the priest of a second-rate stunted god, no… no…
Its scythe hand sliced several times in quick succession, ripping the dwarf’s flesh open in a spray of hot blood. The blades cut very deeply, making a crunch-rip-splatter sound that made it clear that it was a potentially mortal wound.

Darnoq vs Gromff: 1d20 + 25 ⇒ (17) + 25 = 42Damage: 2d4 + 19 + 2d6 ⇒ (1, 3) + 19 + (6, 4) = 33
Darnoq vs Gromff, 2nd attack: 1d20 + 20 ⇒ (8) + 20 = 28Damage: 2d4 + 19 + 2d6 ⇒ (1, 2) + 19 + (5, 4) = 31
Total of 64 damage to Gromff...ouch!

Emboldened by the sacrilegious aura radiating from their master, the remaining wights didn't let up their assault...Wight #5 5' step up to Veronica.

Wight 5 vs Veronica, desecrated: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Wight 6 vs Catcher, desecrated: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Miss, Miss

----------

Round 3, everyone may go!


Tactical Map

Knowledge Religion DC 22:

*Only applicable to anyone who has seen Darnoq up close, which so far is only Roland and Gromff*

This senator Darnoq is a variant of a dreaded undead lord called a graveknight.

These monsters wield unspeakable powers of undead control and have the ability to desecrate any holy site they are in close proximity to.

This particular graveknight is peculiar in that its inner true self is incorporeal.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Knowledge (Religion): 1d20 + 6 ⇒ (6) + 6 = 12

I'm vaguely waiting to see if Gromff has a trick up his sleeve to not go down on that set of attacks.

Also, do the sailors move like I told them to?


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

Not unless your lifelink is on me. -2


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

"No one. Insults. Me..." Before he could finish the statement, he looks down to see the creatures fell blade stuck in his gut. "Peschanik," he curses in dwarven.


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

Intelligence: 1d20 + 1 ⇒ (3) + 1 = 4

Damn! Although Gromff was stronger in defense than him, he couldn't take much punishment as Roland. It was dangerous to let the monster target him for more time, but there was nothing the barbarian could do about it. Wait! Of course there was!

"Good thing I'm not a priest!" He stepped to the side and tried to punish that monster as fast as he could, swing at it with all his might!
Attack 1: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25! Damage: 2d6 + 23 ⇒ (5, 6) + 23 = 34
Attack 2: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29! Damage: 2d6 + 23 ⇒ (4, 6) + 23 = 33
Attack Haste: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19! Damage: 2d6 + 23 ⇒ (1, 5) + 23 = 29

Weapon against evil, Rage 2/18, AC 21, Haste.


Tactical Map
Veronica  wrote:
Also, do the sailors move like I told them to?

The two nearby sailors needed little prodding, as they preferred to be on the move rather than await their fate in the swirling thick fog. Heeding the words of the paladin, they deftly moved through the familiar upper deck toward the back of the ship where their captain and fellow shipmates did battle with more undead spawn.


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

Round 3

Current Affects:
Weapons Against Evil, Overcome DR/5, 5/7
Sacred Armor, +1 AC, 8/10
Haste, +1 attack, +1 AC, +1 Reflex saves, Extra Attack, +30ft movement
Sacred Weapon, Ghost Touch 6/7
AC 27

With Dwarven grit and defiance, he yanks the blade from his gut and heals himself all in the same action. "FOR MOARDIN!" he roars in defiance as he swings yet again, desperation and faith giving him strength.

Fervor heal: 2d6 ⇒ (1, 2) = 3
3 whole hp.

Attack+Haste+PA+FF+Ghost Touch: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Attack+Haste+PA+FF+Ghost Touch: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Use Fervor to heal as a swift and full attack.

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

Dwarven guts, she’d never seem it so close before, but now wasn’t the time to worry about such things.
Taking her chances, the mage click the bracers together boosting her defenses as she steps around the monster for a better positioning.
The monster near me gets an AoO against AC 27

No matter the outcome, she mutters the chain words, shaping the power. Are undeads resistant to lightning? the thought crosses her mind, but there’s no time to worry about such things.

Extending her hands, she lets a ray of condensed energy cut open the space in front of her, hopefully destroying both enemies.

10% Arcane Failure: 1d100 ⇒ 38
Lightning Bolt DC 18: 7d6 + 2 ⇒ (3, 4, 5, 6, 5, 1, 2) + 2 = 28


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

--Veronica Round 3--

Veronica grits her teeth when she sees the blades rip through Gromff. For a moment she considering healing him, but her healing would be only a moment of respite considering the wickedness of those blades.

No, instead she would let the foul creature feel her righteous fury! Through gritted teeth she barks "May the fires of Ragathiel purify thy decrepit soul!" and both her forehead and weapon alight in a faint silver flame.

She lunges at the creature and swings again and again, the tip of her weapon doing its best to find spaces between the creatures dense plates.

Smite Evil on Darnoq. 5' step. Full attack.
Attack vs Darnoq(Haste, PA, Smite): 1d20 + 10 + 1 - 2 + 5 ⇒ (17) + 10 + 1 - 2 + 5 = 31
Damage vs Darnoq(ignores DR): 1d6 + 5 + 6 + 6 ⇒ (3) + 5 + 6 + 6 = 20
Attack vs Darnoq(Haste, PA, Smite): 1d20 + 10 + 1 - 2 + 5 ⇒ (20) + 10 + 1 - 2 + 5 = 34 Figures. First crit is against an incorporeal opponent.
Damage vs Darnoq(ignores DR): 1d6 + 5 + 6 + 3 ⇒ (5) + 5 + 6 + 3 = 19
Attack vs Darnoq(Haste, PA, Smite): 1d20 + 5 + 1 - 2 + 5 ⇒ (8) + 5 + 1 - 2 + 5 = 17
Damage vs Darnoq(ignores DR): 1d6 + 5 + 6 + 3 ⇒ (6) + 5 + 6 + 3 = 20

-- Current Affects --
Haste (+1 attack, +1 AC, +1 ref, extra attack, +30' speed) 8/10
Smite Evil [Darnoq] (+4 Deflection to AC, +5 to hit, +3 damage, ignore DR)
AC: 21 (25 vs Darnoq, 17 Touch AC)
Reflex: +9
Weapons Against Evil, Overcome DR/5, 5/7
Lifelink: Catcher


Tactical Map

One by one the heroic adventurers took their shots at the creature Darnoq - the barbarian chopping away with his earthbreaker, further cracking the shell-plated armor to pummel the monster underneath - the warpriest, grievously wounded, fearlessly pummeling the undead with his holy morningstar in face of certain death - the paladin, rushing to her friends' aid with warpick and a fervor, striking and striking again - the spellsword, conjuring her profound energies and focusing them into a bolt of lightning to be hurled at their common foe.

With all of the blows falling upon the monstrous undead lord in a matter of seconds, the overwhelming onslaught defeated the wretch, sending the articulated armor in a dead drop to the ship's deck, with black smoke seeping out with a hiss.

The wicked armor sat there stationary but ominous, almost as if it was a creature itself but had merely fallen over. But alas, no, it clearly was bereft of life...or unlife...with no direction and no smoky monster within to control it.

82 points of damage that round alone, and that is not including the lightning bolt which unfortunately fizzled because he was immune. Nevertheless, impressive showing!


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
Gromff Hammerhand wrote:
"FOR MOARDIN!"

Highlights. Just because ^_^

Roland once again was disappointed. He wasn't even breathing heavy from the battle, since it was not very complicated after all. This time the barbarian don't even have to sit to catch his breath! "Common, the guy has been sleeping for like, ages, and all he can take is that? You gotta be kidding me, certainly his master is still lurking around, isn't he?"

From inside the mist (that probably had dissipated but we don't know) he calls out to the captain, checking if they are alright. "You still alive Yorst? Cause we've seen worst." Yes, he said that.

The bardbarian is excited about the big problem about that place being solved, but he starts to give crazy ideas. "So, why don't we take a closer look at this city and learn more about this freaking place?"

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

Moar!!

Catcher only listen the man's rant once more.
Maybe she'd start excluding him from her magic’s, and see if he would still thing it as easy.

”Well, that might be a good idea after all. This was the master; we probably have no more cause to be worried. Probably.”


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

We're not done right? What about the other wights?


Tactical Map
Gromff Hammerhand wrote:
We're not done right? What about the other wights?

They're no match for you guys, especially without the active 'desecrate' that Darnoq brought to bear. I'm not going to bother with further melee rounds against them.

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

The throaty growls of the undead still cut through the foggy melee despite the fall of their leader. Also heard were the sounds of melee as the sailors battled them.

"AARGh---" One of the men cried out but was cut short by his gurgling death rattle, followed by he and his cutlass slamming to the wood deck planks.

Rushing to their aid, the party cuts down the remaining wights just in time to see the fallen sailor's eyes light up with an evil red glow, then shoot up ready to commit murder -- that is until his skull is caved in by a glowing greatsword with Catcher on the other end. I gave her the narrative glory here since her lightning bolt fizzled!

As the group looks around the take stock of the situation, the fog thins out and quickly returns to a typical well-lit morning on the river. There do not appear to be any more apparent dangers though the black-scaled armor still hisses ominously, sending out a greasy smoke that seems to be floating in a less-than-random fashion, westward toward one half of the ruined city of Alladoza.

"What in the name of the gods just happened 'ere?" ...asked the captain to anyone willing to guess at an answer.


Tactical Map

None of the wight corpses have anything of value on them, but there are a few tasty tidbits that are next to the stationary black armor plating of Darnoq's.

The articulated black scale armor plating doesn't appear to be able to be donned like any traditional armor, though it might be able to be refashioned into something more conventional.

Sitting next to the armor is a large bloody scythe blade with no discernible handle, but its quality is notable. Runic engravings along its edge show it to have been crafted by a artistic-minded smith.

A routine detect magic spell indicates that the blade is magically infused but also reveals the black armor to have auras of both transmutation and necromancy, and another strong aura of transmutation coming off of the belt hanging from the bottom of the black armor plates.


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

Gromff continues to fight through the excruciating pain in his stomach. Much longer and he'd bleed out. There was a moment he wondered if he did survive but the hole remained and he just starved because food kept falling out. What a way to go. But that wasn't a concern now. Undead to kill. And his consecrated ground was aiding them well. When they were done he wasted no time in pulling out a wand and going to work, letting out a sigh of relief as the pain ebbed.

Cure Light: 2d8 + 7 ⇒ (5, 2) + 7 = 14
Cure Light: 2d8 + 7 ⇒ (2, 6) + 7 = 15
Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7

55 total. Two level 2 spells and 6 charges.


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

"You ok over there dwarf?" He pats the brave dwarf in the shoulder. "Hey you look just like me in a bad day... Is that a broccoli?" He smiles and moves away, also badly injured but he would be fine for now. There were more urgent matters to attend to.

So he moves to the loot, checking it out from afar. He can't resist but to try to touch the "invisible" handle of the scythe, if there is any.

HP 53/84 in case any healer is worried ^_^


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

No need for the wand Gromff. I save up my spells/channel specifically for this. Throw in some uses of life link to make the most of it and we should be able to get everyone back to full easy enough.

Channel Healing: 2d6 ⇒ (6, 2) = 8
Channel Healing: 2d6 ⇒ (3, 5) = 8

That's 16 to everyone, plus 15 more spread in 5's thanks to lifelink.

Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12
Cure Light Wounds: 1d8 + 5 ⇒ (8) + 5 = 13

To Gromff and Roland.

Veronica drops to a knee once each of their enemies no longer posed a threat, her voice hard and strong. "As swift as thy vengeance, so did our blades strike. As strong as our faith, so did our blows rain down. And in your services did we serve so mightily. Amen."

Afterwards she checks each of her companions, including the sailors, and prays for them. And as she does so fresh crimson stains form on her off-white garments, until everyone seems to be well.

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

Ew! Dwarf’s gut!
She looks mildly curious, maybe his insides would look different right? It was a valid question, but not one she ought to ask. He master had been the one to study the body and how to, as he liked to say, enhance it, removing the breath of life, but leaving it alive.
Mostly she’d been disgusted by that. Necromancy wasn’t something she tried to learn, but during the time she was learning, she’d looked inside every dead body in the rare occasions her master was able to produce one. Living in a magic banned city wasn’t easy.

Even then, those times were long past. Catcher wasn’t sure why she was thinking about this again. She’d mostly given up finding her mentor. He was alive, she was sure about it, but mostly likely he didn’t wanted to be found.

When the dumbarian moves to take the weapon, she block his path, eyeing him disapprovingly.
”Haven’t you learned nothing? This is some nasty stuff, evil and most likely cursed.” she says the last word just a bit louder, just to scare the sailors.
Then, the mage sets herself to identify what those items are, and what they can do.
Spellcraft Armor: 1d20 + 15 ⇒ (8) + 15 = 23
Spellcraft Weapon: 1d20 + 15 ⇒ (14) + 15 = 29
Spellcraft Belt: 1d20 + 15 ⇒ (19) + 15 = 34


Tactical Map
Roland, just Roland wrote:
"You ok over there dwarf?" He pats the brave dwarf in the shoulder. "Hey you look just like me in a bad day... Is that a broccoli?"
Gamemaster Zedth wrote:

...Skewers of roast fowl, quartered onions and potatoes are handed out for a complimentary lunch, freshly prepared in the kitchen below deck.

A 2nd meal is served as the sun begins to set; a bowl of clam and dumpling chowder with stale corn kernels that weren't cooked long enough to soften properly.

His guts were pouring out uncooked corn kernels and potato skins, not broccoli. Please Roland, you're ruining the verisimilitude! lol...


Tactical Map
Roland, just Roland wrote:
So he moves to the loot, checking it out from afar. He can't resist but to try to touch the "invisible" handle of the scythe, if there is any.

The barbarian reaches for an unseen handle on the scythe, finding nothing there but cold wind. Then it dawned on him that the scythe blade seemed to be imbedded in the monster's arm, like an unnatural extension of his limb. This weapon clearly has no handle, but one could likely be fashioned with little effort by someone who was proficient in weaponcraft.


Tactical Map

I just worked out the mathz and Veronica is correct - no need to tap into the wand (unless you want to keep those level 2 spells Gromff). We can get Gromff and Roland to full with Gromff's 2 castings of CMW and Veronica's life links on the injured pair followed by channel heals.

Gromff, let me know if you'd rather save your spells and use the wand. If so, we'll handwave the dice rolls and just have you spend 4 charges in place of the 2 cure spells you cast.


Tactical Map

Catcher takes a step in front of the barbarian, asserting herself and her skill in understanding the complexities of magicked items, using the opportunity to show off for the sailors as well -- or more to the point, to frighten the sailors with her choice of verbiage.

After a couple minutes of studying the auras radiating from the items, the spellsword discovers some very interesting details:

  • The black armor isn't forged -- it is, or was, part of a living body, specifically that of an outsider. Most likely of hellish origin. It cannot currently be donned but it could be fashioned into usable armor that would equate to Full Plate (or lesser armor) +2, granting the wearer darkvision 120' and the use of Gaseous Form @ CL5 1/day. This armor is intrinsically evil and bestows 2 permanent negative levels to any good creature attempting to wear it. This armor counts as an altar for the purposes of a desecrate spell. Furthermore, this armor is currently bound to the soul of Darnoq and will regrow his physical and/or incorporeal body in a few days if his essence is left unmolested. (IE - you must destroy Darnoq to use/save the armor, or you must destroy the armor to prevent Darnoq from fully recovering.)
  • The scythe blade is +2, Keen.
  • The belt is Belt of Physical Might, +2 Str/Con


  • 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

    I'll just use the spells. Not much left on the wand.

    Gromff nods in agreement. "No doubt its cursed. Looks like that same stuff growing off the cursed child. And the amulet from that one woman. Nearly caught us getting in'a Sweetwater I think. Devil's corruptions probably awoken this Darnoq feller. This lane probably ain't safe anymore." Gromff stays clear of the, perceived, cursed armor. Best to destroy it than anything else.


    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

    "Funny, I completely forgot about that child. Anyway, we can make this place safe again. We just have to destroy this armor." He lets the Earthbreaker rest on his shoulder, ready to strike. "May I?"

    "And are we taking a look at the ruins or not?"

    Gosh I have a summoner who would love to have that scythe...

    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

    ”We have some options here.” the mage says finally after looking at the studying the items at leisure.

    ”We can simply destroy the armor. That ought to destroy the ghost as well.” she looks around and finally admits ”There’s evil in that armor, but it has some interesting perks as well. It can allow someone to see in darkness, double of what Gromff is capable off. It also allows the wearer to transform in mist for some minutes. If we destroy Darnoq, we may be able to get rid of the evil in the armor, making it safe to use, or at least sell, since it should be worth a pretty sum.”

    ”The belt, I don’t feel anything wrong with it, I cannot say for certain without investigating further. It however, makes the wearer stronger, while boosting his fortitude.” Kinda hard to say: It raises your str and con!

    ”The blade is enchanted to be deadlier than it normally would be!” she says finally showing a bit of excitement. ”It’s a deadly weapon on its own, but if you manage to hit properly, nothing would survive!” Keen, x4? Hell yeah!


    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

    Gromff watches the smoke as it trails away to the west and scratches his beard in thought. He doesn't stop staring west as he asks the captain, "Think yer men can hold this barge against anymore wights? Darnoq might be close. Could end this so the trip back is safe."

    EDIT: Previous post feels out of character so I made some changes based on the info below.


    Tactical Map
    Gromff Hammerhand wrote:
    "...Don't even know where the ruins are," he says reasonably.

    I apologize if I wasn't clear in my descriptions of this area. The ruins are on both sides of the river and are very apparent. Picture this river running right through what once was a small city. Looking from the ship to either river shore side you can see ruined stone remnants of buildings, both big and small. You are literally in the middle of the ruins.

    Gamemaster Zedth wrote:
    There do not appear to be any more apparent dangers though the black-scaled armor still hisses ominously, sending out a greasy smoke that seems to be floating in a less-than-random fashion, westward toward one half of the ruined city of Alladoza.

    Bolded for emphasis on a "hint" about where to proceed if you folks opt to go after what's left of Darnoq.


    Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

    Veronica sneers at the armor and blade. "I'm not normally one for letting resources go to waste, but it seems... unclean to use such devices."

    She makes a holy gesture and turns towards the trail of smoke. "If it would make this passage safer, it seems to me to be a good idea to remove Darnoq permanently." Briefly, a moment of doubt crosses her face. "Though, if our current matters are more pressing..."


    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 makes fun of this last comment. "Current matters? We don't even know where we're going! This folks could have been awakened by... something... to show us our fate and light the way. For all I know, if we don't investigate we could go by the very thing we're looking for and never notice. I say let's go already and solve this problem at once." He approaches the board of the ship, to take a look at the water and figure how they would go down that ship to approach the ruins. "Hey Cap., can you approach the bridge?"

    "Thanks for the magic, Veronica."


    Tactical Map

    Royst commands his men to furl their sails and drop anchor. After several moments the ship slows to a halt. The sailors busily go about their duties though they're visibly shaken by the recent undead assault and loss of one shipmate.

    The soft lapping of water against the stationary hull and the calls of airborne waterfowl are cut across by the captain's voice,
    "Let's decide, now. You all did good by us by defendin' the Salt, so if ye decide to go, we'll wait for ye."

    -----------

    I see some votes to destroy the armor, some to keep it. I see some votes to keep on moving downriver, and some to seek out further adventure in the ruined city. Everyone please continue to discuss and try to come to a decision. Feel free to debate in character here or utilize the discussion thread for OOC debates on the merits of either course of action.


    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

    I edited my response. Felt out of character to ignore this potential danger behind us.

    "Don't wait if'n it gets dangerous. Yer the only ones that can guide the ship. Something happens, head south. We'll catch up somehow. Best take the horses in case," he responds. Then again, horses had a good sense for evil and danger. May not even get them off the ship. "Or at least, we'll try." Once the barge is close to the shore he tries to bring his own horse up out of the hold and onto land.

    Handle Animal: 1d20 - 1 ⇒ (11) - 1 = 10 Might need some help now or later. My Handle Animal is crap.


    Tactical Map

    *Yorst*, not Royst. Sorry. I messed up the captain's name in my last post. Royst is an NPC in the Emerald Spire Superdungeon!

    3,351 to 3,400 of 4,692 << first < prev | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Hellscarred and War-torn Gameplay All Messageboards

    Want to post a reply? Sign in.