| GM Wolf |
ROUND 9
Arsil finishes off the zombie next to her. Hagrin takes down the zombie next to him.
Sandford keeps the crossbow armed and waits.
The zombie keeps attacking even after David drops taking a bite out of him, 1d20 + 4 ⇒ (19) + 4 = 23 attack, 1d4 + 4 ⇒ (4) + 4 = 8 bite damage.
The skeleton raises the staff once more and two goblins get raised. It seems like is speaks strange angry words (Abyssal). The zombies seem to react to it and charge to attack those nearest.
The zombies move, two towards Arsil and the others to Mirage, where one promptly gets sliced by him.
1d20 + 4 ⇒ (4) + 4 = 8 Acrobatics ... fail, AoO for Arisl on Goblin zombie 5.
| Locke Vernariah |
ROUND 9
Locke moves in shaking his head at the ineptitude of some of the others. Once within a good range he channels, 2d6 ⇒ (1, 5) = 6 healing everyone living within 30 feet of him.
| Arsil Dawnsinger |
Round 9
Aoo: 1d20 + 6 - 2 - 4 ⇒ (12) + 6 - 2 - 4 = 121d6 + 4 ⇒ (5) + 4 = 9
Round 10
Spell Combat: Arcane Mark
Short Sword: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 161d6 + 4 ⇒ (5) + 4 = 9 vs zombie F10
Concentration: 1d20 + 12 ⇒ (11) + 12 = 23
Spell Strike Short Sword: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 241d6 + 4 ⇒ (5) + 4 = 9 vs Zombie F9
Crit Conf Spell Strike Short Sword: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 181d6 + 4 ⇒ (3) + 4 = 7 vs Zombie F9
Tks Locke
Current AC 22
| David D'Amberville |
stablization check: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
| Mirage of the Gray Mountain |
I believe you've been healed by the channel David, you don't need to stabilize.
I need to put some ranks on acrobatics....
ROUND 10
Mirage moves like the wind, passing over David's body and another zombie to get closer to the Bone-and-staff thing:
Acrobatics to move H2-H1: 1d20 + 2 ⇒ (13) + 2 = 15
"Hey, raise this!"
He unleashes a powerful swing, cutting through bones and staff of the undead leader to hit the zombie biting David (Zombie 2).
Cleave on G0: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25! Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Cleave on G1: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
AC 20 after cleave
| GM Wolf |
Arsil swings her sword twice more slicing apart the goblin zombies next to her. You think that the goblin bane still works against them, for these are not normal zombies, a mark on their shoulders blazes a red mark that looks to be interesting to Arsil.
David is stable from the healing the Locke gave him last round. Remember to add that healing.
Mirage safely gets to the side to unleash massive damage taking down the zombie and wracking the skeleton some too as a few bones fly.
| Hagrin |
Left? How so?
Seeing Mirage wade in, crushing foes left and right, Hagrin moves next to him, also assaulting the arms holding the staff, but trying to avoid damaging the staff itself.
Scimitar Attack w/ Arcane Strike: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Status -> AC:22 || HP:26(30)/26(33)
| Locke Vernariah |
ROUND 10
Locke heals David once more to make sure he can get in on the fight once more...
1d8 + 7 ⇒ (7) + 7 = 14
| Mirage of the Gray Mountain |
ROUND 11
Will Save: 1d20 + 4 ⇒ (18) + 4 = 22
Mirage keeps attacking the staff-wielder, trying to put it down already, while cleaving to hit a minor enemy.
Cleave on Skeleton: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Cleave on Zombie: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14! Damage: 2d6 + 8 ⇒ (1, 2) + 8 = 11
AC 20 - Are you ok Wolf?
| David D'Amberville |
Round 11
David, flat on his back, slams the goblin bane sword into the goblin next to Locke 1d20 + 8 ⇒ (11) + 8 = 19 for damage: 1d10 + 12 + 2d6 ⇒ (3) + 12 + (2, 1) = 18
Thanks Locke
| Mirage of the Gray Mountain |
Suggestion: Locke should prepare Swallow your fear to use next time.
You have a -4 penalty on melee attacks when your prone, David.
| GM Wolf |
I am fine, just likely a bit of depression setting in, my last week I was traveling way too much and I could be coming down with something.
I can't access the map right now, but I will do what I remember. I think my last post got eaten, oh well, here we go!
ROUND 11
Mirage seems to have little effect with his attacks, the skeleton took a direct hit but took little damage, as opposed to the zombie's hard hide just knocked the attack away.
Hagrin runs for Vuvu! :P
David is prone and does take a penalty on his attack, but against the newly risen goblin, the strike is good and cuts it down. Someone please remove that goblin from play and mark it as DED.
The statue is acting much more like a canine now, looking at the different beings around him. As Hagrin comes near it does a touch attack, merely knocking its paw into him. 1d20 ⇒ 9 The fear effect is gone, Hagrin you may act normally next round.
Still to act are Arsil, Locke, the skeleton, and any zombies.
| Locke Vernariah |
ROUND 11
Now with no threats besides him he focuses solely on healing those near him, another phrase in celestial and the healing comes forth.
1d8 + 7 ⇒ (7) + 7 = 14 CLW
"Make them count this time David." Locke jests at David.
| Arsil Dawnsinger |
Round 11
Arsil will double move from her position to F1 (via E1)
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17 in order to avoid Aoo or the slipping on the floor due to the massive blood
As she approaches the staff she can feel the aura of fear trying to submerge her mind
Will: 1d20 + 4 ⇒ (17) + 4 = 21
This is the end of the fight
| Arsil Dawnsinger |
Round 12
Spell Combat: Arcane Mark , then 5 Ft F1, Arcane Accuracy (swift)
Spell Strike Short Sword: 1d20 + 6 - 2 + 5 ⇒ (7) + 6 - 2 + 5 = 161d6 + 4 ⇒ (3) + 4 = 7 vs undead in G0
Short Sword : 1d20 + 6 - 2 + 5 ⇒ (9) + 6 - 2 + 5 = 181d6 + 4 ⇒ (3) + 4 = 7 vs undead in G0 (or G1 is it is dead)
Current AC 22
| Mirage of the Gray Mountain |
ROUND 12
Mirage takes a step beside the skeleton (on H0) and Cleaves it again, reaching the Zombie after him.
Cleave on Skeleton: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 Damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12
Cleave on Zombie: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20 Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Glad to have you back, but are you ok? Have the trips slowed a bit?
| GM Wolf |
Round 12
The large canine statue goes over to Vuvu, touching him with its paw and the fear is removed.
Between Mirage and Arsil they take out the skeleton. The staff clatters to the ground.
All obvious threats are destroyed or killed. Feel free to regroup and act as you wish.
Trips are all done now. I think. I hope. Feeling a lot better! :)
| Locke Vernariah |
Locke shouts, "Get over here so that I can heal everyone. Mirage if you would do the honors of making sure the goblins are dead, anyone else can help if you want."
Once the goblins are Dead and all get near him, he channels the celestial energy once more, 2d6 ⇒ (3, 2) = 5, "How is everyone doing?"
| Arsil Dawnsinger |
I barely got wounded so i am fine. Thank you Locke
Arsil will cast a detect magic and examine the staff (not touching it)
spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19
Before rolling it with her weapon into a cloak so that she doesn't touch it directly.
| Mirage of the Gray Mountain |
"Honor will be all mine. Just heal them all and I'll get the ones who get up." It is clear he did not understand that you wanted them dead before you heal the group, so he waits closer with his Greatsword in hands, ready to charge anyone that seems alive after the healing.
"Hey, I like that energy thing you did. No shaman in my tribe is as good as you, I'll give you that." After the remaining goblins have been dealt with, he approaches the big Wolf without threatening him, although he holds his greatsword loose in one hand.
"Now now, what are you big'un?"
| David D'Amberville |
"I'm much better now. Thanks"
| GM Wolf |
The canine statue grabs the meat out of the air, greedily chomping on it. It allows Vuvu around it and it follows Vuvu, sniffing his pack.
You can tell necrotic energies are coming off of it, but that is all right now.
Arsil goes and checks many of the goblin bodies. They are marked with magical runes.
There are still moaning sick goblins in the side rooms.
There is a stone door to the West. Behind where the goblin shaman was.
Locke does as Mirage asks... though he does wait for everyone to get near before he heals you all.
The canine statue seems to be acting like a dog.
| Arsil Dawnsinger |
Arsil will also use her detect magic on the dog and will try to get a look on the rune that the goblin sitting on top of hit was interacting with
SpellCraft: 1d20 + 9 ⇒ (11) + 9 = 20
Seeing every one all patch up and ready Arsil will point toward the door
So lets see what is behind that door
| GM Wolf |
As you begin to explore you realize that this used to be catacombs, now many of the graves are empty.
The canine recognizes that you are searching for things and it responds in kind. Hatches open up leaving the internal parts of the warforge exposed, but also glowing items are attached to the lids of the hatches.
Loot: The abilities of these items seem to be telepathically sent to each of you.
Ebon goggles - that allow the wearer to see 30 feet of darkvision unless underground then 60 feet.
a potion of mirror image.
scroll of Barkskin and Lesser Restoration.
Ring of Sustenance.
bracers of armor +1.
a book of learning, it allows you to learn about the speicific trait within its pages. It takes at least a week to read the book while reading for at least 4 hours a day. Once one of the traits is learned, the words are still there but the magic is no longer there.
Traits: Pragmatic Activator, Armor Expert, Extra Arcana*, Sure Thing, Magical Talent(x6), Charming, Extra Channel*. *feats I believe.
Boro Beads (pearls of power for alchemist) , 1st level.
Ring of jump, +5.
blunted longsword of training. Nothing is revealed for this item.
Please post your actions, what you say, do, and take.
| GM Wolf |
The door has no obvious lock or handle. You can see four runes that are prominent on it. A half cresent moon, a flaming star, an alter or archway, and three wiggle lines, looking like waves.
Once someone stands next to the door a plaque appears between the four runes, you can see the outline of a hand appear on it.
| Mirage of the Gray Mountain |
On the room with the dog, Mirage will use the time while the others are studying the place to move around the remaining north and southern rooms, killing the diseased goblins who cannot move properly and also slicing through the ones on the floor, to guarantee they are dead.
When the hatches open, Mirage looks for a second before moving up to one of the rings (the Ring of Sustenance) and takes it, holding it in two fingers while analyzing it. "Weird. How do I know what this does? And even more weird, is it a coincidence that just last week I was thinking about buying one? Or is this some kind of dark magic?" He puts the ring on, feeling nothing different so far, and moves to the weird door. "So, what's the deal with the weird door?" He approaches it to see if another hand show up between other runes or if there's only one showing up.
| Hagrin |
Hmmmm, I had also asked for a ring of Sustenance Mirage.
Apart from that, I am in doubt regarding if any of those feats or traits are appropriate for Hagrin - I guess maybe something between the Ring of Jumping +5 (I guess Arsil could use this also), the Charming or Magical Talent traits?
"You were not the only one thinking about acquiring such item Mirage" - Hagrin comments while looking through the items.
Some of the things are obviously for this or that character, but others are not - how are we going to do this? First come, first serve seems a little... Meh.