Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

These slavers are really out to get me.

Karrak attemps to summon a small air elemental. Summon Monster II

Concentration (DC=15+2?) 1d20 + 4 + 3 ⇒ (16) + 4 + 3 = 23


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Holy Crap that ray sucks! 1d20 + 8 ⇒ (5) + 8 = 13 Down to 12 raging strength from 20,right?

Tararr grunts as it feels like his soul has taken a blast of ice.


Lockjaw- cannot detect evil, but that could just mean that it has < 5 HD.
Karrak- yes DC 17 so you're good.
Tararr- ouch, my d6s have been hot lately. max Str damage.
Chitleen and Tararr up.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Amending what I am summoning if that is OK.

Karrak opens a link to the celestial plane calling for the aid of 1d3 ⇒ 1 eagles. bah

The eagle flies at one of Karrak's captors, attacking with claw and beak.
Celestial evil round 1/4 using smite evil to add +1 dmg.

talon blessed 1d20 + 4 ⇒ (13) + 4 = 17
damage1d4 + 1 ⇒ (4) + 1 = 5

2nd talon blessed 1d20 + 4 ⇒ (1) + 4 = 5
damage1d4 + 1 ⇒ (4) + 1 = 5

bite blessed 1d20 + 4 ⇒ (18) + 4 = 22
damage1d4 + 1 ⇒ (1) + 1 = 2

status:

HP=15/30 and bleeding 1
Bless Round 8/40
Deflection Aura: Ended

Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6

Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II (USED)


Male Elf Alchemist (Crypt Breaker) 5

Round 8: Bombs: 2/6 remaining, HP: 14/19, AC: 17

Chitleen forces himself back to his feet and rolls the dead bat off to one side. Reaching within his satchel he withdraws a pulpy mass held within a hessian bag held gingerly.

Move action stand, move action draw tanglefoot bag.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

That should be celestial eagle, not celestial evil!


Although their evil intent is evident, Lockjaw doesn't detect tangible evil in the lycanthrope nor does he land a telling blow. Chitleen rises to his feet and prepares to hurl a new concoction. Tangled in the nets, Karrak still manages to free a hand to invoke a summoning prayer. Tararr struggles in his weakened condition.

Karrak- summoning is a full round action so eagle appears at the start of your turn next round.
Still need Tararr's action.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Are the flyers within 10 or 20 feet? I am going try out the hurling power to throw something size small at one them.


Hungry Voodoo wrote:
There is the crack of leathery wings above as the two werebat slavers return. They cast a net over Karrak entangling the priest as the net is pulled taut by the lycanthropes hovering ten feet overhead.

yes, Tararr. see bolded text.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Too bad we don't have a halfling.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Cool.

Tarrar looks for something throw, but finding nothing at hand he moves to the paladin's side and attacks the beast he confronts.

Axe 1d20 + 6 ⇒ (6) + 6 = 12 DMG 1d8 + 2 + 2d6 ⇒ (4) + 2 + (1, 1) = 8

Lost track of where what was.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Wow. Sorry guys, lol.


Glancing around for anything to throw, Tararr finally just charges toward the remaining werebat struggling with Lockjaw, but his weakened state is telling as he fails to wound it. The bat turns on the barbarian, failing to bite, but slashing a jagged tear near the dwarf's throat. Tararr-10 slash, 1 bleed

The slavers continue flying upward with the captured priest to forty feet above the compound below. Abid hurls a glob of acid at Chitleen, but misses.

Round 9
Lockjaw
Chitleen
Karrak
Tararr
Bats

map


Male Elf Alchemist (Crypt Breaker) 5

Round 9: Bombs: 2/6 remaining, HP: 14/19, AC: 17

Judging that the slavers are unlikely to find it as easy to fly with wings covered with hardened sap - Chitleen steps forward and hurls the tanglefoot bag...

Move to F,9, toss Bag
Tanglefoot touch: 1d20 + 6 - 3 - 6 ⇒ (3) + 6 - 3 - 6 = 0 the negative 6 is for range...

But as he feared the range is far too great, and his weakened arm is sapped by the energy of the witches chest and the bag does not reach anywhere near to it's target.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Want me to reroll for the eagle or keep the same rolls?


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Is there dead dire bat near me and is it small or med?


Karrak- i'll use your previous rolls, you may take an action this round as well.
Tararr- Dire bats are large, but you could chop a proper chunk off if you like.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Tarrar didn't leave any boulders lying around after he was practicing with them earlier?

Karrak tries to find calm to heal himself and stop his bleeding (CLW).

Concentration DC 16 (spellcraft) 1d20 + 5 ⇒ (10) + 5 = 15 Doh!

HP=14/30 and bleeding 1
Bless Round 9/40

status:

Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6

Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II (USED)


waiting on Lockjaw and Tararr.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 9

Status:

HP = 36/44
AC = 21/10/21 (+2 vs. Smite Foe)
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 3/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)

Lockjaw steps over to begin flanking the bat.

Move to -J4.

Mwk Waraxe Cold Iron Power Attack Bless Drain Smite: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 9 ⇒ (2) + 9 = 11

Swift to LoH LoH: 2d6 ⇒ (4, 4) = 8


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

RD 9, HP31/55 AC 15 Rage 7/16

Tararr continues the press on the batman between him and his brother in battle.

Axe+Flank 1d20 + 8 ⇒ (10) + 8 = 18 DMG 1d8 + 2 + 2d6 ⇒ (7) + 2 + (2, 3) = 14

Sorry, Karrak. I have bat guano for luck this round.


Lockjaw- the fallen bodies are difficult terrain. You can move to J-4, but that will be an AoO.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

I'll just swing then.


Lockjaw staggers over the pile of corpses, but regains his footing and drawing upon divine might, heals his wounds as he hacks through the werebat's supernatural defenses. Tararr tries to circle around the foe, but his angle is bad and he fails to end its aberrant existence.

Chitleen hurls his viscous mass, but it falls far short and lands somewhere over the compound wall. Karrak attempts a quick healing prayer, but he is interrupted as the manbats suddenly drop him. He flails weightless in the air a moment before hitting the stone floor below. Karrak-15 hp fall damage.

The grievously wounded and surrounded werebat throws itself upon the paladin once more biting him with festering teeth as it collapses. Lockjaw-8 hp bite.

Above, Abid launches himself from the roof into the air as he calls upon the slavers to slay the dwarves. The slavers draw their scimitars, prepared to dive at the paladin and berserker that remain standing.

Round 10
Lockjaw
Chitleen
Karrak- unc
Tararr
Bats

map


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 10

Status:

HP = 34/44
AC = 21/10/21 (+2 vs. Smite Foe)
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)

Seeing his foe drop and the young priest turned into pavement decoration Lockjaw makes his way to a more defensible location.

Move to -F8 and Channel for 2d6 ⇒ (2, 4) = 6.

"Fort up boys!"


Male Elf Alchemist (Crypt Breaker) 5

Round 9: Bombs: 2/6 remaining, HP: 14/19, AC: 17

Seeing the priest fall heavily to the floor and not get up, Chitleen hisses and does the only thing he can to aid him. Moving to stand astride Karrak, Chitleen readies one of his last two acid bombs to throw... timing it to meet the charge of the slavers.

Bomb: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4 for 2d4 + 4 ⇒ (4, 2) + 4 = 10

Move to G,10 - Waiting for the charge to happen then tossing, using Precise bomb to protect friendlies.
Edit: or not...


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak has a moment of hope as he is released but then all is black.

HP=-3/30 and bleeding 1
Bless Round 10/40

status:

Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6

Spells Remaining

Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon

Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Karrak, your last post has you at 14 hit points, 15 from the fall is -1 and 6 from the channel is 5, am I missing some damage you took?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Sorry, I missed the channel and I think I was off by 1 or 2 somehow (I was bleeding 1/round but I think that stops when I get healed, right?) *I didn't even know he could do that!*

Karrak tries to clear his head as he comes to and struggles free of the net.

not sure if I need a roll but: Escape Artist 1d20 + 0 ⇒ (18) + 0 = 18

HP: 5


Lockjaw moves quickly, running to his allies and channeling healing light. Chitleen hurries over to ward the fallen cleric with bomb in hand. Thankfully, the priest of Torag groans as he is painfully restored to consciousness by Lockjaw's healing burst. He struggles in the net, but is unable to untangle himself.

Tararr up.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Tararr moves quickly to the fallen dwarf's aid. Grabbing the net he gives it a hard jerk.

Any rolls or skills that might pertain here?


Tararr Trollspiltter wrote:
Any rolls or skills that might pertain here?

Aid Escape? 1d20 + 2 ⇒ (7) + 2 = 9


Yanking on the net does little to help Karrak's situation unfortunately. Two shapes dive from the darkness overhead assaulting Tararr from either side. Fortunately for the berserker, they land hard and he receives only a glancing blow from a scimitar. Tararr-5 slash

Round 10
Lockjaw
Chitleen
Karrak
Tararr
Bats

map


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 10

Status:

HP = 34/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)

"Tast ma pappies axe!"

-G7, -H8, Attack!

Mwk Waraxe Cold Iron Power Attack Bless Drain Flank: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 5 ⇒ (4) + 5 = 9


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

If possible while in the net...

Karrak grabs his holy symbol and channels positive energy.

Heal 2d6 ⇒ (5, 3) = 8

Bless Round 11/40

status:

(if successful)
HP=5+8=13

Deflection Aura: Ended
Channel Energy 3/4 remaining
Deflection Aura 0/1
Touch of Good 6/6

Spells Remaining

Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon

Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Will post later


Tararr Trollspiltter wrote:
Will post later

how much later?


Male Elf Alchemist (Crypt Breaker) 5

Round 10: HP: 14/19, AC: 17

Disdaining his bow for his talwar, Chitleen moves to engage that which attacks Tararr... even if he is unlikely to wound, he should serve as distraction enough.

Circle to H,8 to provide flank (or I,8 if H,8 is difficult terrain).
Talwar: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 + 1 ⇒ (4) + 1 = 5 ... or not


Lockjaw steps up to hack at one of the lycanthropes, but his axe fails to break through the chainmail links. Chitleen slips around the melee to engage the creature with his talwar providing a threat of harm if not any real harm. Tararr shifts to take advantage of Chitleen's position and lays into the bat slaver with the glowing urgrosh leaving the were-creature gravely wounded.

From the net, Karrak summons a burst of healing energy from Torag. Less injured than it was before, the bat withdraws with its companion to the roof and out of range of Tararr's lethal urgrosh.

Round 11
Lockjaw
Chitleen
Karrak
Tararr
Bats


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Is it correct that there are now no bats in melee range?


Lockjaw Stoneshield wrote:
Is it correct that there are now no bats in melee range?

sadly yes, they are taking the high road...


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 11

Status:

HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)

Drained of strength and lacking a foe, Lockjaw prepares to assault the first bat that flies into range.

Ready to attack.

Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (3) + 5 = 81d10 + 5 ⇒ (2) + 5 = 7


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Can someone cut me out of here?"

18 on escape didn't help, not sure what else to do. Will use Touch of Good domain ability if possible to give someone +2 to an action.


Unable to reach his foes, Tararr uses the shining urgrosh to carefully cut at the net to help free Karrak. Lockjaw stands guard wary of another assault from the gargoyle like lycanthropes above.

anything from Chitleen?


Male Elf Alchemist (Crypt Breaker) 5

Was still in the land of drop bears... back now :)

Chitleen readies his talwar... even though it served him poorly most recently... and looks towards the cowardly bats. Grimacing and beckoning "Come... unless you fear three dwarves and a crippled elf."


The werebats shriek at Chitleen's taunt, but do not fly down for another attack yet. One pulls a healing vial to repair some of the injury meted out by Tararr's deadly urgrosh. The other readies his net.

Round 12
Lockjaw
Chitleen
Karrak
Tararr
Bats


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Sorry guys, back online now. Pneumonia got it's claws in me. Doc's got me fixed up and ready to go.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Lockjaw delays.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak mutters an incantation and feels his skin harden.

Barkskin

status:

Long-duration spells (4 minutes) active: Bless, Barkskin

HP=13

AC: 20 (10 + 2 DEX + 6 armor +2 natural(spell))

Deflection Aura: Ended
Channel Energy 3/4 remaining
Deflection Aura 0/1
Touch of Good 5/6

Spells Remaining

Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon

Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level) (USED THIS ROUND)


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

Tararr sets his urgosh for a charge.

"Come on now, ye bastards!"

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