Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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Female
Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30
Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Actually, I was thinking just that...

Eve rushes down the hallway, starknife shedding light in one hand and whip in the other.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Rouqar is following Loarin, carefully and with stealth when Eve moves past....


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy follows right behind the more imposing members of his troupe, hoping to be of use.

acrobatics: 1d20 + 16 ⇒ (15) + 16 = 31
stealth: 1d20 + 20 ⇒ (17) + 20 = 37

When Eve rushes past, He stops and rapidly casts Haste before she or anyone else is out of range. She may notice some spring in her step.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Beorn follows staying about thirty feet behind Eve.


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Renia speeds up to stay third in line.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Beorn keeps his head on a swivel but moves to keep up with Eve.

Perception: 1d20 + 16 ⇒ (3) + 16 = 19


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy keeps an eye out, too, looking for traps or any sign of trouble.
perception: 1d20 + 12 ⇒ (8) + 12 = 20
He casts Greater Invisibility on himself, thinking danger is near.


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Renia moves to keep up with the leaders while trying to stay alert.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Everyone is Hasted. If you have a spell or other action, do it.


With the added speed Eve quickly gets to the end of the hallway noticing two doors. One with a silver handle in the form of a wing and one with a gold knocker of a laughing imp. The green light throws shadows on the doors but quickly gets overpowered by Eve's light on her starknife.

Map is updated.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy checks the doors for traps.
percep, trapfinding: 1d20 + 15 ⇒ (7) + 15 = 22

He also tries to discern what the unusual handles might symbolize.
kn. nobility: 1d20 + 12 ⇒ (20) + 12 = 32
kn. religion: 1d20 + 12 ⇒ (13) + 12 = 25
kn. history: 1d20 + 12 ⇒ (4) + 12 = 16


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

"Thanks Flouncy. Eve, you seem to like moving ahead. Pick your favorite door and let's see if it is a princess or a tiger."


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Rouqar follows along, a bit worried about a trap....


Flouncy:
You know of several noble houses that these could represent but it is very unlikely since you are nearly in the wilderness still.
As you look for traps you do see several skull-decorated fly which likely means a homage to Urgathoa.
You don't think you see any traps.

As the group has now rushed down the hallway to the doors at the other end, you can hear movement within the cells on either side. Looking back you begin to see hands stretching out from the bars.

Detect Magic:
You see that the locks are magical, the doors in front of you are magical, the handle and knocker are magical. There are many spells upon the doors but just one on the handle and one on the knocker.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I don't know what the handles are about, but the decorations on the door are signs of Urgathoa.

Seeing the hands, Flouncy rushes to bypass the magical locks.
Wing handle: disable device: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Imp handle: disable device: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28


Nicely done, you believe the magical auras which could have been traps are now disarmed. Now which door do you want to open.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy feels most confident about how he did with the wing door.

Okay, friends, I'm going to open the door with the wing handle first. Take a few moments to get ready.

He takes a couple rounds to cast Message, then casts Shield on himself, and gives everyone time to position themselves, cast spells, etc.

Time to ready any actions.

Here goes! he says, then opens the door.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Beorn wait until just before Flouncy open the door, and then he cast divine favor.


Female
Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30
Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Eve sets up.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We've got 4 rounds of Haste left.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

My post was using voice chat on my phone. It missed all the 's'es. "waits" "opens" "casts"


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Rouqar waits.


Opening the door you find a well lit room, with corpses along the walls in all sorts of torture devices. The room is covered in emerald green from a massive brazier at the far end of the room. You see a figure before it.

He turns and states, "Welcome to my lair and your tomb!"

Round 1 3 rounds of haste left.

Init:


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Are you rolling Init or are we?

Init: 1d20 + 7 ⇒ (10) + 7 = 17


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

init: 1d20 + 12 ⇒ (1) + 12 = 13


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Init?: 1d20 + 8 ⇒ (12) + 8 = 20


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

What does the figure look like?

Init: 1d20 + 7 ⇒ (10) + 7 = 17


Female
Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30
Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21


Init:
1d20 + 1 ⇒ (8) + 1 = 9 Loarin

1d20 + 8 ⇒ (3) + 8 = 11 Bone claws
1d20 + 3 ⇒ (13) + 3 = 16 mob
1d20 + 1 ⇒ (15) + 1 = 16 priest

Eve 21
Rouqar 20
Beorn and Renia 17
16 mob and priest
Flouncy 13
11 Bone claws
Loarin 9

There is too much of a contrast of the green flames behind him to recognize his features without a high perception check DC 25.

Please move your character up to 10 feet or further behind.


Round 1:
Eyebite 1st round, once per round Fort DC 23

2nd round - waves of fatigue and select second target for eyebite

Casting Time 1 standard action
Components V, S
Effect
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw no; Spell Resistance yes
Description
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

3rd round - baleful polymorph (Will DC 20) and 3rd target for eyebite

The group moves into the room and hears the necromancer's words. Eve gets to act first. Go ahead and post your actions unless you think they will change.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

"That's all I needed to know." Beorn says as he comes up with his bow, two arrows nocked. His face seems to get a little furry, his canines elongate, and his hair fades to a tawny orange in parts so that he appears to have stripes (animal aspect Tiger).

bow, many shot, aspect, deadly aim: 1d20 + 13 ⇒ (6) + 13 = 19
bow, aspect, DA: 1d20 + 8 ⇒ (12) + 8 = 20
bow dmg, many shaot: 2d6 + 2d6 + 11 + 11 ⇒ (6, 2) + (2, 2) + 11 + 11 = 34
bow dmg: 2d6 + 11 ⇒ (2, 4) + 11 = 17


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Seeing the horde of minor undead in front of the party Rouqar steps forward and raises his holy symbol to channel positive energy to harm them.

Channel energy for 4d6 ⇒ (6, 3, 2, 6) = 17 damage to all undead within 30' of me. DC16 Will save for half. Should include the big green one and all of the little ones.

It hasn't been over 70 minutes since the battle outside has it? The Hide from Undead, Greater should still be active. ??


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy barely steps through the door, and is not happy with what he sees.

He uses his ring to cast a spell he hadn't prepared earlier. Lightning Bolt, but with a twist. It's an Acid Bolt, fired through the line of undead before him, hitting the monster to the right of the cauldron and probably the big guy himself.
acid bolt: 7d6 + 3 ⇒ (5, 5, 3, 5, 2, 2, 6) + 3 = 31

He also tries to get a look at the necromancer.
perception: 1d20 + 12 ⇒ (2) + 12 = 14
He's still invisible, for now.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

DC 21 Reflex for half.


Female
Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30
Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Eve Detects for Evil.

Is there any physical description of the situation (hope I've not missed it) that would inform tactics for a physical attack?


The map has been updated. So Eve is detecting with the 60 foot cone with the guy next to the cauldron as a focal point: yes evil is present. It would be close to the end if not there for the greater hide from undead spell. So I am going to say the spell ended when you opened the door with the silver winged handle. You may cast it again in surprise round if you want.

Round 1
Eve relays to the group, "there is evil in the room!"

Rouqar steps forward and washes the room in positive energy damaging the undead.

Beorn's first two arrows barely get deflected by the figure's defenses, as the third arrow punches into its chest. 17 damage

Renia...

The mob of undead charge forward trying to get to the group. The priest casts a spell targeting Rouqar, striking him with waves of power. The priest says, "Feel the power of my god!" Fort DC 23. Also waiting on mobs actions until Rouqar states what he does in surprise round.

Spell effects:
Depending on the target's HD, this attack has as many as three effects.

HD Effect
10 or more Sickened
5-9 Panicked, sickened
4 or less Comatose, panicked, sickened

The effects are cumulative and concurrent.

Sickened: Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

Comatose.

Spellcraft DC 21:
Eyebite.

Flouncy, still invisible, releases a stream of acid.

11 Bone claws
Loarin 9


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

spellcraft: 1d20 + 17 ⇒ (12) + 17 = 29

He cast Eyebite!


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

The map shows a clear path from Renia to the bad guy but the post says the undead are mobbing the PCs. Question: can Renia charge or are there mobs in the way?


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Fort Save?: 1d20 + 8 ⇒ (4) + 8 = 12 I guess I'm doing a staggering, sickened departure from the room....


Rpuqar, Panicked first for 1d4 ⇒ 3 rounds.
Reina you do act before the mob, priest, or bone claws go. So yes you can charge. I was waiting to know all first actions before doing the mob.

panicked, Shaken and sickened:
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Flouncy's acid spell hits the cauldron as well, it begins to froth and boil. The floating skull above the cauldron has its flames glow brighter. All of the corpses hit by the spell liquefy and the smell is awful.
Fort DC 16 or sickened.

The figure exclaims, "Yes more mana for my cauldron!"

The boneclaw hit by the lightning/acid bolt fell into the massive cauldron.

Renia charges forward and attacks the figure before the cauldron. As he charges forward and steps over the stream of blood, the blood glows with magical runes and it seems to explode in raw power. Renia, Will save DC 23, or be confused as per the spell. Everyone else Will DC 15 or be fascinated by the fireworks.

The mob is but two ghouls, who both go after the dog.

bite: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 1 ⇒ (2) + 1 = 3 plus disease and paralysis)

bite: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 1 ⇒ (4) + 1 = 5 plus disease and paralysis)

claw: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 1 ⇒ (2) + 1 = 3plus paralysis
claw: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 1 ⇒ (1) + 1 = 2plus paralysis

The green boneclaw takes a 5 foot step to center more inside of the glowing pentagram. It moves its claws in precise movements and begins to screech out in Necril.

Necril (language of the dead) or Linguistics DC 17:
"Father of blight hear my call bring forth your minions to protect your servant!"

The blue bone claw attacks Renia but the image quickly fades revealing a ghoul in studded leather armor. Its razor sharp claws aim for Reina's weak spots.

claw: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d8 + 3 ⇒ (2) + 3 = 5 plus paralysis)
paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)

Round 2

Silver Crusade

Vital:
HP: 43/43, AC: 21 _ T: 11 _ FF: 20 _ Perception +5, Darkvision 60 ft., Initiative: +1, Fort +5 _ Ref +2 _ Will +8, CMB: +4, CMD: 14, Speed: 20
Skills:
Acrobatics -3, Appraise +5, Climb -3, Diplomacy +14, Heal +10, Handle Animal +5, K(A, H, P, N, R) +5, Linguistics +7, Profession +7, Ride -3, Sense Motive +7, Stealth -3, Survival +3, Spellcraft +5, Swim -3

Round 1

As the battle has begun without me, I step forward seeing the corpses of liquid and only three targets left in the room I continue moving towards them with holy symbol in hand as his shield is in his other hand.

fort save vs. sickening: 1d20 + 5 ⇒ (17) + 5 = 22 Saved...


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Round 1

Will save, DC 23: 1d20 + 11 ⇒ (16) + 11 = 27

Renia charges through the magical effect to attack the priest.

PA Claw 1+Magic Fang+Charge: 1d20 + 11 + 1 + 2 ⇒ (18) + 11 + 1 + 2 = 32
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (1) + 9 + 5 + 1 + (3) = 19

Orchen is mobbed by the ghouls and the big dog defends itself against the one that came closest to hitting it. (Whichever rolled 21 to hit)

Bite: 1d20 + 10 ⇒ (16) + 10 = 26
Bite dmg+Elec: 1d8 + 9 + 1d6 ⇒ (4) + 9 + (4) = 17

Claw 1: 1d20 + 11 ⇒ (12) + 11 = 23
Dmg+Elec: 1d6 + 9 + 1d6 ⇒ (5) + 9 + (6) = 20

Claw 2: 1d20 + 11 ⇒ (6) + 11 = 17
Dmg+Elec: 1d6 + 9 + 1d6 ⇒ (6) + 9 + (5) = 20


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Beorn growls in frustration and releases another volley of arrows. When he sees Rouqar struck break and flee he calls out to Flouncy, ”Flouncy, can you follow our cat friend and make sure he does not find danger alone elsewhere?”

bow, many shot, aspect, deadly aim: 1d20 + 13 ⇒ (13) + 13 = 26
bow, aspect, DA: 1d20 + 8 ⇒ (3) + 8 = 11
bow dmg, many shot: 2d6 + 2d6 + 11 + 11 ⇒ (2, 4) + (4, 2) + 11 + 11 = 34
bow dmg: 2d6 + 11 ⇒ (1, 5) + 11 = 17


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

linguistics: 1d20 + 11 ⇒ (7) + 11 = 18
Flouncy understands that the green boneclaw is summoning minions.

He moves, sneak attacking it with a silent, intensified acidball.
ranged touch: 1d20 + 12 ⇒ (8) + 12 = 20
acid damage: 7d6 ⇒ (4, 1, 2, 3, 2, 2, 3) = 17

17x 1.5= 25.

total acid damage: 4d6 + 25 + 3 ⇒ (5, 6, 6, 6) + 25 + 3 = 51

His invisibility ends next round. He hears Beorn, and will follow Renia, just to keep us safe.


Round 1

The dog takes down the the undead before it as the positive pulse washes over them moments later.

Renia charges the caster and cuts a large wound with his claw.

Round 2 34 + 19+ 17=71

Assuming, Eve continues holding onto her detect evil spell and notices there are four evil auras.

Rouqar flees from the room.

Beorn's many shot hits as the last arrow is deflected. The caster now has three arrows stuck in his chest seeping blood and a claw wound.

Flouncy hits the large bone claw that is summoning something and thinks he may have stopped it. A tear forms in the middle of the air above the summoning ritual and the bone claw gets sucked up into it. Then the tear closes and a crystal clear blue dagger clatters to the ground. The ground begins to freeze around it at about a foot per round.

Init:

21 Eve
20 Rouqar*
17 Beorn* and Renia
16 priest and mob(ghoul) and green skull
13 Flouncy*
11 Bone claw
9 Loarin

*finished their actions.


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Round 2

With an opponent right in front of him, Renia turns into a whirlwind of claws. Attacking priest.

PA Claw 1+Magic Fang: 1d20 + 11 + 1 + 2 ⇒ (14) + 11 + 1 + 2 = 28
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (8) + 9 + 5 + 1 + (6) = 29

PA Claw 2+Magic Fang: 1d20 + 11 + 1 + 2 ⇒ (9) + 11 + 1 + 2 = 23
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (5) + 9 + 5 + 1 + (3) = 23

PA Claw 3+Magic Fang: 1d20 + 11 + 1 + 2 ⇒ (2) + 11 + 1 + 2 = 16
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (5) + 9 + 5 + 1 + (3) = 23

PA Claw 4+Magic Fang: 1d20 + 11 + 1 + 2 ⇒ (11) + 11 + 1 + 2 = 25
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (6) + 9 + 5 + 1 + (6) = 27

PA Claw Haste+Magic Fang: 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 29
PA Dmg+MF+Acid: 1d8 + 9 + 5 + 1 + 1d6 ⇒ (1) + 9 + 5 + 1 + (1) = 17

Orchen, fully distracted by the ghouls, turns on the closest one to take it down. Attacking last ghoul.

Bite: 1d20 + 10 ⇒ (8) + 10 = 18
Bite dmg+Elec: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (6) = 22

Claw 1: 1d20 + 11 ⇒ (7) + 11 = 18
Dmg+Elec: 1d6 + 9 + 1d6 ⇒ (1) + 9 + (2) = 12

Claw 2: 1d20 + 11 ⇒ (1) + 11 = 12
Dmg+Elec: 1d6 + 9 + 1d6 ⇒ (2) + 9 + (5) = 16


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

The halfling sees the bone claw seemingly shift into another dimension, and leave a blue dagger that seems to be freezing everything within a slowly expanding arc.

This is concerning.

Not Flouncy's turn, but I'll roll what knowledge checks I think may be applicable going forward.

kn. arcana: 1d20 + 17 ⇒ (8) + 17 = 25
kn. history: 1d20 + 12 ⇒ (12) + 12 = 24
kn. nobility: 1d20 + 12 ⇒ (16) + 12 = 28
kn. planes: 1d20 + 12 ⇒ (13) + 12 = 25
kn. religion: 1d20 + 12 ⇒ (1) + 12 = 13
spellcraft: 1d20 + 17 ⇒ (10) + 17 = 27

Flouncy is perplexed.


Flouncy:
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

You are sure the item is just that, likely a cursed item. It is not an outsider, no chance to see if it has an emblem on it to show nobility, and the spreading of the cold seems concerning, you believe that chill touch is the effective spell.

Renia summarily tears apart the priest. As the dog comes in it bites the ghoul. The ghoul attacks Reina.

+1 bite, PA: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13 (plus disease and paralysis),

+1 claw, PA: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
damage: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14 (plus paralysis),

+1 claw, PA: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24
damage: 1d8 + 3 + 4 ⇒ (6) + 3 + 4 = 13 (plus paralysis),

disease (DC 15), favored enemy (elves +2, humans +4), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)

Round 3
...


Female
Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30
Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Eve takes a step and lashes out twice, at the furthest enemy.

atk1, furthest, mwk whip, flat-footed: 1d20 + 14 ⇒ (5) + 14 = 19
dmg1, furthest, mwk whip, sneak, knife master: 1d4 + 6 + 4d4 ⇒ (2) + 6 + (3, 2, 2, 4) = 19

atk2, furthest, mwk whip, flat-footed: 1d20 + 9 ⇒ (3) + 9 = 12
dmg2, furthest, mwk whip, sneak, knife master: 1d4 + 6 + 4d4 ⇒ (1) + 6 + (1, 3, 2, 4) = 17

I've taken the liberty of adding precision damage vs flat-footed, from winning Init. If that's not how you want to play it, that's cool.

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