Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


4,601 to 4,650 of 8,044 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | next > last >>

Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Top GM-PCing, cheers

Is there any other way out of the feasthall? At the top of the stairs?

"Perhaps he has retreated to some sanctum where he can renew his strength?"

I race to the top of the stairs and peer about.

perception: 1d20 + 15 ⇒ (6) + 15 = 21


Round 10
The Lantern Archons race up, followed by the companions, only to return too quickly;

Door!!!

Sure enough, as you make your way up to stairs, you find a vast balcony like room overseeing the feast hall, with a wide bronze door blocking further access.

Secret Rolls:

5d6 ⇒ (5, 4, 3, 5, 3) = 20

Post your round action. Assume you all made it atop the stairs.
Status
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 7
Smite Evil on Vordakai
Divine Bond round 6
Displacement on Vordakai round 5
Blessing of Fervor round 2/8


?


(AC 18, hp 15 of 77) Summoner 9

Servayn will detect for magic on the door, in case it bears a magical trap, and if he does not see one, will attempt to open the door.


Kalsgrim stands with his bow ready.

If Servayn can't pull the door open, Kalsgrim will say "Kriger, help him!"


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

With everyone together, I appeal to Sarenrae for her aid one last time this is my last channel, I think.

channel healing: 4d6 ⇒ (3, 6, 6, 1) = 16


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"I got it. Just make sure it doesn't blow up on me." Kriger moves to open and then head through the door.


All gain 16 hp.

Secret Rolls:

5d6 ⇒ (1, 2, 1, 4, 3) = 11

The door is easily opened by Kriger, once Servayn ascertain there is no magic. It leads to a corridor leading up a short flight of steps, to a wider chamber. This octagonal chamber, which vaults to a twenty-foot-high ceiling, is composed of multiple slabs of opaque, white crystal fitted together to form a dome in the distinctive shape of an inverted eye, its gaze focused into the room below. This white crystal gleams with a subdued moonlike glow. The walls of the chamber are covered with arcane symbols, stylized line art, and images of cyclopes. A twenty-foot-diameter circle is incised into the stone of the floor directly beneath the great eye-shaped dome.

Status
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 8
Smite Evil on Vordakai
Divine Bond round 7
Displacement on Vordakai round 6
Blessing of Fervor round 3/8


(AC 18, hp 15 of 77) Summoner 9

Servayn peers around the room for magical auras, expecting to at least see some on the glowing white crystal, but more concerned with the circle inscribed beneath the dome.

"Continue seeking out this evil," he says softly to the pair of lantern archons hanging in the air.

Both archons detect for evil, using their innate ability, and move forward into the room, skirting the inscribed circle on either side.


I forgot to mention: another door leads out.

Servayn:
The aura is the strongest you've ever felt. It's almost overwhelming. It will take longer for you to discern the door's particular aura. Do you wait or press on?


(AC 18, hp 15 of 77) Summoner 9

"There is an overwhelming aura of magic on the door ahead of us. Give me a moment and I'll try to learn more about it. Perhaps Malaswyn would also have an insight?" Servayn says, looking at the door and shielding his eyes, as if gazing upon something too bright to look at directly.

If the archons detect no evil in the room, they say so in a musical telepathic voice that all hear clearly in their native tongues.


While Servayn investigates the aura, Kalsgrim will try to detect evil on and through the door.

If the door is arcanely trapped and we can't disarm the trap, let Kalsgrim open it with everyone well back. He's got the best chance of coping with any sort of boom.


Ah! I knew someone was detecting evil! Sorry about that.

With their limited intelligence, the lantern archons convey that they perceive a great and ancient evil, permeating the room.

Servayn concentrates for a few seconds...

Servayn:
His senses burning from an aura of overwhelming conjuration and divination, Servayn senses this room is a focal point of powerful energies.

Kalsgrim doesn't sense any particular evil on and beyond the doors, but is nevertheless almost overwhelmed by the one he feels in this room. He opens the doors without difficulty, revealing a chamber.

This chamber stretches forward into darkness. A channel of sulfurous water runs down the center of the chamber into a placid pool tinged in red and surrounded by kneeling forms. Nearby sits a small stone shrine decorated with several freshly severed human heads. Just beyond this grisly altar, a hideous throne made of bones looms above the pool.

On the throne looms Vordakai, his eyes gleaming with ancient hatred: "Fools! Your skulls will adorn the throne of Vordakai for centuries to come and I shall make a mace out of skull, paladin! TSAKS!" As he threatens you, you notice a scroll finishing to burn in his hands.

Secret Rolls:

5d6 ⇒ (6, 3, 5, 2, 3) = 19
5d6 ⇒ (3, 4, 3, 6, 6) = 22
5d6 ⇒ (5, 4, 4, 1, 1) = 15

Status
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 11
Smite Evil on Vordakai
Divine Bond round 10
Displacement on Vordakai round 9
Blessing of Fervor round 6/8

Map

Round 14 for all.


(AC 18, hp 15 of 77) Summoner 9

Servayn draws upon his dwindling supply of arcane power, tapping as well into the power of Malaswyn's blessing of fervor to extend the magic, and arcane haste once again flows through the bodies of his companions.

Extended haste on Kalsgrim, Kriger, Servayn, Malaswyn and both Lantern Archons, for the next 16 rounds. +1 AC, +1 Ref saves, +1 attacks, +30 ft. movement, +1 attack on a full-attack action.

"Attack" he orders his archon attendents, and they open fire open the en-throned figure.

Archon 1, three attacks due to haste
ranged touch attack 1d20 + 4 ⇒ (4) + 4 = 8
untyped damage that bypasses DR 1d6 ⇒ 1
miss chance 1d2 ⇒ 1

ranged touch attack 1d20 + 4 ⇒ (20) + 4 = 24
untyped damage that bypasses DR 1d6 ⇒ 5
miss chance 1d2 ⇒ 2

ranged touch attack 1d20 + 4 ⇒ (20) + 4 = 24
untyped damage that bypasses DR 1d6 ⇒ 3
miss chance 1d2 ⇒ 2

Archon 2, three attacks due to haste
ranged touch attack 1d20 + 4 ⇒ (11) + 4 = 15
untyped damage that bypasses DR 1d6 ⇒ 6
miss chance 1d2 ⇒ 1

ranged touch attack 1d20 + 4 ⇒ (6) + 4 = 10
untyped damage that bypasses DR 1d6 ⇒ 4
miss chance 1d2 ⇒ 2

ranged touch attack 1d20 + 4 ⇒ (14) + 4 = 18
untyped damage that bypasses DR 1d6 ⇒ 1
miss chance 1d2 ⇒ 1

Potential crits (unless they missed due to displacement, which would be my normal luck...)

confirming first crit 1d20 + 4 ⇒ (5) + 4 = 9
bonus damage 1d6 ⇒ 1

confirming second crit 1d20 + 4 ⇒ (19) + 4 = 23
bonus damage 1d6 ⇒ 3


Kalsgrim advances into the room to get a clear shot at the cyclops, hoping to put an end to its evil once and for all!

Move to E7 and fire an arrow.

To hit 1d20 + 13 + 5 + 1 ⇒ (16) + 13 + 5 + 1 = 35
Damage 1d8 + 2 + 16 + 2d6 ⇒ (5) + 2 + 16 + (4, 4) = 31,good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger immediately moves toward the over-sized creature at a fantastic rate of speed, hoping to shut it up permanently.

Going with this BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Move to F9. I think that can reach him. It's only 40' so if not, move me closer.

Attack #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39
Damage: 1d12 + 23 ⇒ (12) + 23 = 35

1d2 ⇒ 2

AC 25; Hp's 56/75


Malaswyn to finish the round.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Taking double move

I rush forward and try to snatch the scroll from the abominations grasp.

CMB, I guess: 1d20 + 7 ⇒ (5) + 7 = 12


Sorry, this was just stated to highlight the fact he's just finished casting from a scroll. You can review your action.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Ah, okay. +2 AC and attack instead then.

I send another firebolt toward the foe.

touch attack: 1d20 + 11 ⇒ (17) + 11 = 28
fire damage: 1d6 + 4 ⇒ (6) + 4 = 10


The Feasthall
The saviors of Frieland - Round 14

You all notice, now that you’re attacking, that the Displacement spell on Vordakai has ended.

Servayn draws upon his dwindling supply of arcane power, tapping as well into the power of Malaswyn's blessing of fervor to extend the magic, and arcane haste once again flows through the bodies of his companions.

"Attack" he orders his archon attendents, and they open fire open the en-throned figure.

Multiple rays slam through it and Vordakai roars with annoyance.

Kalsgrim advances into the room to get a clear shot at the cyclops, hoping to put an end to its evil once and for all!

With horror, he watches his arrow deflected as it passes the threshold! Something is deflecting his arrows.

Kriger immediately moves toward the over-sized creature at a fantastic rate of speed, hoping to shut it up permanently.

he feels a very strong curtain of wind in front of the undead. It doesn’t stop his axe from biting deeply, though not as deep as it should, but it would certainly stop arrows...

Malaswyn sends another firebolt toward the foe. The bolt hits, but it doesn’t seem to do any damage. (Do you have range for this or should you move in the room? Let me know.)

Vordakai - Round 14

Vordakai laughs: ”AhAhAh! Your arrows can’t bite me now, paladin! TSAKS! I will now deal with Kriger! BE MY PAWN, FOOL!” He steps back and casts an open hand at Kriger’s feet. The ground suddenly opens beneath him!

Kriger, reflex save DC 21, Kasgrim, you have to move away from the slope of the pit or make a save DC 19, or fall into pit (90 feet...) for 9d6 ⇒ (1, 5, 6, 4, 3, 3, 2, 2, 3) = 29 of falling damage, and 4d6 ⇒ (6, 1, 5, 2) = 14 of crushing damage as the pit contracts.

Status
Extended Haste on all round 1/16; +1 AC, +1 Ref saves, +1 attacks, +30 ft. movement, +1 attack on a full-attack action.
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 12
Smite Evil on Vordakai
Divine Bond round 11
Blessing of Fervor round 7/8
Hungry Pit round 1

Map

Round 15 for all.


(AC 18, hp 15 of 77) Summoner 9

The lantern archons move to hover over the pit, and continue attacking.

Archon 1, three attacks due to haste
ranged touch attack 1d20 + 4 ⇒ (6) + 4 = 10
untyped damage that bypasses DR 1d6 ⇒ 4

ranged touch attack 1d20 + 4 ⇒ (5) + 4 = 9
untyped damage that bypasses DR 1d6 ⇒ 5

ranged touch attack 1d20 + 4 ⇒ (9) + 4 = 13
untyped damage that bypasses DR 1d6 ⇒ 3

Archon 2, three attacks due to haste
ranged touch attack 1d20 + 4 ⇒ (18) + 4 = 22
untyped damage that bypasses DR 1d6 ⇒ 2

ranged touch attack 1d20 + 4 ⇒ (10) + 4 = 14
untyped damage that bypasses DR 1d6 ⇒ 3

ranged touch attack 1d20 + 4 ⇒ (4) + 4 = 8
untyped damage that bypasses DR 1d6 ⇒ 2

Servayn advances (to C9) and calls up bubbling slime again beneath the undead giant.

grease again in F11, G11, F12 and G12, Reflex DC 17 or fall down


Can they make three attacks if they move?


(AC 18, hp 15 of 77) Summoner 9

No they can't. Brain fart on my part. Bad Archons! So they can do a 5 ft. step forward and just blast. No move action.

They also have a +1 to attack rolls from the haste, which I forgot to add in.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Ref: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29


Kriger, you can place yourself in one of the adjacent shady squares. Note that they are slopy and will require you to make another save if you find yourself there at the end of your turn. Nice save btw!


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

I know, right?! It's nice when a roll comes through for ya like that. Especially when they're so far and few between. :)

G10 if possible. If not, then G9. If that's still no good, then F10. These are in order of preference.


Reflex Save 1d20 + 11 ⇒ (9) + 11 = 20

Kalsgrim barely scrambles away from the edge of the pit and despite Vordakai's taunt, continues his assault.

To hit 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26
Damage 1d8 + 2 + 16 + 2d6 ⇒ (1) + 2 + 16 + (5, 4) = 28,good aligned, bypasses all DR.
To hit 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23
Damage 1d8 + 2 + 16 + 2d6 ⇒ (4) + 2 + 16 + (2, 4) = 28, good aligned, bypasses all DR.
To hit 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33
Damage 1d8 + 2 + 16 + 2d6 ⇒ (1) + 2 + 16 + (3, 4) = 26,good aligned, bypasses all DR.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I should have moved in, D6.

Wherever Kriger ends up, I move around the pit and call on the last of Her blessings to protect Kriger from the villain's devious traps.

Casting Freedom of Movement on Kriger

---

That's me done. I'm left with trying to grapple a giant or using aid another actions.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Cast something else, Mal. I am actually wearing a Freedom of movement ring. :)


Kriger, you also can act this round. Remember the slope. You're in G10.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Okay, Freedom of Movement on Kalsgrim instead.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Will 5' step/move to H 10. Whichever, it doesn't matter.


Sorry, I wasn't clear. Is Kriger only moving, or is he attacking as well?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

I didn't realize I could attack. I confess I'm fairly confused in this situation. By avoiding falling into a pit means I obviously cannot remain in said area. So I just figured that costs me some type of movement to get away. And so I figured if I move again, that's two moves. I don't really know, I was just guessing. :P

Using same on BoF as last time.

Attack(Vital Strike) #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d12 + 23 ⇒ (5, 6) + 23 = 34

AC 25; HP's 56/75


The Feasthall
The saviors of Frieland - Round 15

The lantern archons move forward and continue attacking. (5-foot step only if they make a full-attack.

Three rays find their mark and punch into Vordakai, grinding him down slowly.

Servayn advances and calls up bubbling slime again beneath the undead giant.

Secret Rolls:

1d20 + 11 ⇒ (1) + 11 = 12

With what must be a loud swear in a forgotten tongue, and a crashing and sploshing sound, Vordakai falls unceremoniously on his undead ass!

Kriger manages to sidestep the well opening under his feet and smashes his axe in Vordakai’s shoulder. The decayed flesh rips open, but only slightly.

Kalsgrim barely scrambles away from the edge of the pit and despite Vordakai's taunt, continues his assault. Each arrow seem to fly true buy is deflected upwards as it crosses the space between him and Vordakai, missing the undead lord.

Malaswyn moves around the pit and calls on the last of Her blessings to protect Kalsgrim from the villain's devious traps.

Vordakai - Round 15
Vordakai stands up, and Kriger tries to nail him. AoO: 1d20 + 24 ⇒ (10) + 24 = 341d12 + 23 ⇒ (5) + 23 = 28
The axe crashes his skull in, yet his only eye still shines with an eerie glow.

Laughter is gone, replaced by anger: ”By the Four Horsemen! TSAKS! you will pay for this.”

Secret Rolls:

1d20 ⇒ 1

He crouches and concentrates, keeping his eye on Kriger. He smiles and turns to Kriger.
Secret Rolls:

1d20 + 14 ⇒ (13) + 14 = 27

His voice is suddenly smooth and soothing, unavoidably convincing: ”This will never work. Best to jump and hide in the pit!”

Kriger, will save DC19, or jump in the pit (90 feet...) for 9d6 ⇒ (3, 5, 3, 3, 5, 1, 6, 6, 3) = 35 of falling damage, and 4d6 ⇒ (6, 3, 5, 4) = 18 of crushing damage as the pit contracts.

Status
Extended Haste on all round 2/16; +1 AC, +1 Ref saves, +1 attacks, +30 ft. movement, +1 attack on a full-attack action.
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 13
Smite Evil on Vordakai
Divine Bond round 12
Blessing of Fervor round 8/8
Hungry Pit round 2
Freedom of Movement on Kalsgrim round 1

Map

Round 16 for all.


(AC 18, hp 15 of 77) Summoner 9

Servayn moves with accelerated speed around the room, thanks to his arcane haste. 60 ft. to J9 He then delays a moment to see if the archons remain effective before choosing his next action.

The archons float a pace closer, continuing their barrage.

Archon 1, three attacks due to haste, -4 for firing into melee
ranged touch attack 1d20 ⇒ 8
untyped damage that bypasses DR 1d6 ⇒ 2

ranged touch attack 1d20 ⇒ 9
untyped damage that bypasses DR 1d6 ⇒ 3

ranged touch attack 1d20 ⇒ 9
untyped damage that bypasses DR 1d6 ⇒ 6

Archon 2, three attacks due to haste, -4 for firing into melee
ranged touch attack 1d20 ⇒ 1
untyped damage that bypasses DR 1d6 ⇒ 3

ranged touch attack 1d20 ⇒ 18
untyped damage that bypasses DR 1d6 ⇒ 3

ranged touch attack 1d20 ⇒ 2
untyped damage that bypasses DR 1d6 ⇒ 1

A moment after their barrage, Servayn shakes his head at their lack of fortune or skill, and calls out once again to the higher realms, causing the archons to vanish. delayed action to allow archons to attack before summoning next critter, so his next round initiative count will be one lower

A golden furred bison appears two paces to the giant's east J/K 11/12, and charges the undead giant with a bellow, holy light gleaming off of it's silver horns.

Augmented Celestial Bison - +12 (2d6+15), 5 HD, AC 17, 42 hp, trample (2d6+15, DC 22), DR 5/evil, provokes AoO to attack size L

charge attack, +2 to hit, -2 to AC, smiting evil for +5 damage 1d20 + 14 ⇒ (14) + 14 = 28
damage 2d6 + 20 ⇒ (4, 2) + 20 = 26


Kalsgrim's eyes narrow as he sees the effect that Vordakai's magic has on his spell. "Very well then..."

Kalsgrim stows his bow and moves around the pool, drawing his sword as he goes.

Move action to stow bow, move action to get to I10, readying his sword while he moves.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Will: 1d20 + 3 ⇒ (19) + 3 = 22 OH MY!!! :D

Kriger raises an eyebrow at the monster, wondering what the heck it's talking about. "Um, okay? Then why don't you jump in?!" Kriger doesn't wait for an answer as he flails away at the beast.

Is BoF over? Or is this the last round? If it's over, take away +2 from every attack.

Attack #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 23 ⇒ (1) + 23 = 24
Damage: 1d12 + 23 ⇒ (7) + 23 = 30

Attack #1(Haste): +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 1d12 + 23 ⇒ (9) + 23 = 32

Attack #2: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d12 + 23 ⇒ (7) + 23 = 30

AC 25(or 23); Hp's 56/75


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Servayn, I don't think you've added the 16hp from my channel at the last doors.

Realising that I have spent my own magic, I decide to borrow some: moving around the pit behind Kriger, I use my wand to staunch some of his wounds.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


(AC 18, hp 15 of 77) Summoner 9
Malaswyn Tyddewi wrote:
Servayn, I don't think you've added the 16hp from my channel at the last doors.

I added it, I was down to 30-something.


The archons, then the bull, they soften the undead lord. Then Kalsgrim, realizing a curtain of wind keeps deflecting his arrows, pulls his sword out: "Very well then..."

But then Kriger raises an eyebrow at the monster, wondering what the heck it's talking about. "Um, okay? Then why don't you jump in?!" Kriger doesn't wait for an answer as he flails away at the beast.

Vordakai's smile turns sour as the ranger once more resists his power. Kriger's axe hits and hits and finally, the ancient threat, hidden in the heart of the Tors of Levenies, is no longer.

His body falls limp and seems to dry up even more at an accelerated pace. The glow in his single eye fade softly to a dull darkness.

Congrats all! You dove through the dungeon without a break. Nice job!


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Sweating profusely, his breathing eventually slowing from its rapid pace, "Is the blasted thing finally dead?!" Kriger gives it a second to see if it rises. When it doesn't, Kriger leans against the nearest wall and sits. "Dang I'm tired. I think it's time for a break, fellas." He lays his axe down next to him and rubs his eyes, feeling like it has been forever since he's slept.


(AC 18, hp 15 of 77) Summoner 9

The conjured bison slams the fallen figure with it's head one last time, to make sure that it does not rise again, while Servayn calls upon the threads of conjuration magic maintaining the black tarry patch beneath its corpse, causing it to boil away into wisps of greasy smoke.

standard action to dismiss grease spell.

"Watch for evil residue, my friends. Undead do not always lie quietly, once beaten." Servayn says, peering around for any sign of a coffin or similar repository which might re-awaken the fallen undead or its spirit.

Take 20 on a Perception check, if possible, for a DC 28, using detect magic as well, to search the chamber for anything that might serve to contain it's spirit or hold it to this world. Also any items of value it might bear, although that's a secondary concern. Servayn is more worried that it might rise again, in days, or even years, to threaten the lands anew. If a Perception roll is required... 1d20 + 8 ⇒ (14) + 8 = 22


Knowledge (religion)?

Servayn's attention is drawn to the circular room beyond the pool. The walls of this dome-ceilinged room are filled with stone niches, each bearing a number of strangely shaped glass jars. Each jar is about a foot tall, is stoppered with a clot of black wax, and contains a swirling plume of glowing white smoke—there are dozens of these jars on display, and the swirling light each emits gives this chamber an otherworldly feel.


(AC 18, hp 15 of 77) Summoner 9

Knowledge (religion) 1d20 + 4 ⇒ (13) + 4 = 17

Servayn points out the jars to the others. "It is possible, however terrifying, that yet more ancient dead lie within these jars, merely waiting to be freed. Can any divine if they contain evil, or what purpose they may serve? If that creature was but one of dozens, lying here for centuries awaiting a chance to rise and reclaim this world, we may have only bested their chamber-guardian..."


"A valid concern, Servayn. Allow me." Kalsgrim will Detect Evil on the jars.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

As Servayn explains their possible dilemma, Kriger rises, grabbing his axe in the process. "Well that's just great. You mean this one was just a guardian? If that's the case... we're screwed. I practically buried my axe in him; he barely felt it."


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I pat Kriger's massive shoulder, "Well fought, giantslayer."

Then join Servayn in examining the site.

Using detect magic along with perception checks.

perception: 1d20 + 15 ⇒ (15) + 15 = 30
knowledge(history): 1d20 + 6 ⇒ (8) + 6 = 14
knowledge(nobility): 1d20 + 6 ⇒ (17) + 6 = 23
knowledge(planes): 1d20 + 6 ⇒ (1) + 6 = 7
knowledge(religion): 1d20 + 13 ⇒ (12) + 13 = 25


Malaswyn:
Looking at the body of Vordakai, and the way it is desiccating, it appears he was a lich, but an atrophied one. A lich that remains immobile and insensible for extended periods of time can grow atrophied. The exact effects of atrophy vary from lich to lich. His phylactery is unusable until he restores his former power. Once destroyed, he remains forever dead.

In a narrower hallway facing the throne lie piles and piles of coin. Scattered among the coins, several objects radiate with a magical aura.

Behind the throne, you find numerous tablets of stone engraved with intricate markings you can't decipher. There are a great many number of them, probably weighing tons. Also of great note, numerous spellbooks lay scattered on the tablets. Many of them been destroyed by the years, but there are still a few usable ones.

On Vordakai, numerous items radiate magic, but your attention is immediately drawn by an overwhelming aura conjuration, divination, and necromancy emanating from a sphere of pure crystal.

In the circular rooms, the many jars lined there do not radiate evil, but they do radiate a strong conjuration aura.

4,601 to 4,650 of 8,044 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SdF's Kingmaker PbP All Messageboards

Want to post a reply? Sign in.