Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

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


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Olivira, Hundor, and Sable are not with the group.

Jevar:
Though with the thought of her you know the mark warms at the thought of her. You could call to her...

Four tunnels exit this circular chamber in the cardinal directions.
Four large monstrous faces, carved from stone, leer and
grimace from each of the walls between the tunnel entrances.
A skeleton sprawls facedown in the middle of the room.

A DC 15 Knowledge (religion) check:
recognizes
the stone faces as representations of the four winds,
incarnated as malevolent elemental spirits.

DM notes:
Traps: Any living creatures entering the 10-foot-square
area in the center of the room trigger a trap—the four faces
seem to inhale deeply, then breathe out black tendrils of
mist that sap the strength of any creature they touch.
Nonliving creatures (such as constructs or undead) do not
set off the trap.
Breath of Despair Trap CR 4
XP 1,200
Type magic; Perception DC 28; Disable Device DC 28
EFFECTS
Trigger proximity (deathwatch); Reset automatic (1 hour)
Effect spell effect (ray of exhaustion; Atk +5 ranged touch; DC 19
Fortitude partial); multiple targets (four targets in C2)
Treasure: The skeleton is all that remains of a previous
unlucky tomb robber. While most of the skeleton’s
equipment has rotted away, a tarnished copper ring of
sustenance still encircles one bony finger.

To the Left:

CRYPTS
The walls of each dusty chamber are decorated with mosaic
scenes of hunting and battle. Six biers line the walls, the resting
places of respected warriors.

DM notes:
These two crypts house the remains of those warriors
honored with the privilege and duty of joining their lord
in death and defending his barrow.
Creatures: Six animated skeletons, undead guardians
of the warlord’s tomb, stand eternal vigil in each of these
chambers. They attack any creatures that enter these rooms
or set off the trap in area C2. They pursue foes throughout
the barrow, but not outside.
Skeletons (2 groups of 6)
hp 24 each (Pathfinder RPG Bestiary 250) DR 5/b DR 10/magic

To the Right:

THE WARRIOR'S TOMB
The walls of this chamber are adorned with a plethora of
weapons, shields, armor, and tattered banners and standards.
Interspersed among the displayed arms are carved scenes of
battle, pillage, and conquest. The carvings are caked in flaking
pigments that were once brightly colored, but many have been
defaced, apparently by repeated blows from a weapon. At the
far end of the room, a withered corpse lies in state atop a stone
catafalque, its bony hands clutching a sword across its chest.

DM notes:

Male cairn wight fighter 2 (Pathfinder RPG Bestiary 276)
LE Medium undead
Init +4; Senses darkvision 60 f.; Perception +16
DEFENSE
AC 25, touch 14, flat-footed 21 (+3 armor, +4 Dex, +6 natural, +2 shield)
hp 73 (6 HD; 4d8+2d10+44)
Fort +10, Ref +5, Will +8
Immune undead traits
Weaknesses resurrection vulnerability
OFFENSE
Speed 30 f.
Melee broken +2 fey bane long sword +1 (1d8+5 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 18)
TACTICS
During Combat The Lonely Warrior rages and attacks any living
creature that enters his tomb.
Morale The Lonely Warrior fights until destroyed.
STATISTICS
Str 21, Dex 19, Con —, Int 12, Wis 18, Cha 22
Base Atk +5; CMB +10; CMD 24
Feats Blind-Fight, Exotic Weapon Proficiency (bastard sword), Skill
Focus (Perception), Toughness, Weapon Focus (bastard sword)
Skills Climb +2, Intimidate +15, Knowledge (religion) +6,
Perception +16, Stealth +1
Languages Common, Hallit
SQ bravery +1
Other Gear broken chainmail, heavy wooden shield, broken +2 fey
bane longsword


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"It seems that this is likely some form of Crypt of a former noble house." Koldur remarks.

"Beware of traps and guardians." his hands withdraw Moonshine from his back.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Keep an eye on the skeletons. Oven those that do not detect as magic my still be animated. I say we pick a path and clear it. Who usually leads in this type of situation?"


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar looks at the skeletons and shrugs "If we're worried about animating..." he says before putting his bow up and grabbing his nodachi and swirling it above his head.

He looked at the others and shrugged "Best be ready." he said before cleaving one of the skulls.

Coup de grace on skull?: 2d10 + 10 ⇒ (2, 8) + 10 = 20

He pausing considering the room after slamming the blade of his weapon down on the skull nearest him. He concentrates on the mark on his body I'm not sure what I'm looking at...we opened a cave and there are strange giant faces carved into the walls of the cavern inside.

Attempting to prevent an undead from rising by sundering the head that is needed for it to live as well as reaching out to Olivira cause Jevar ain't got a clue what he's looking at.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"If there's no traps or such, then I'll lead as former arms master and once bodyguard to a king. Let such vile blows land on me first and the rest of you can have the remainder." Koldur remarks. he steps forward into the crypt.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna nods she begins detecting over the area for evil as they move forward.

"If there are vile undead a foot I should be able to detect them with their unholly aura's. Very well Koldur we will follow."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Checking for traps: 1d20 + 10 ⇒ (13) + 10 = 23


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

Jevar:
You feel her presence and then hear her thoughts in your mind, "Jevar, would you like us to join you? If so focus on your symbol and think of drawing me to you. The white archway should appear in your hand. Then place it next to a wall. We will be waiting.' Then her presence and her luscious voice fade.


Jevar goes to the skeleton in the center of the room, does anyone else do the same?

Halseen you don't find any traps.

Where do you lead them master dwarf? Right, Left or Forward?

Johanna:
You turn on detect evil looking to the right and feel a presence of evil in the first round, the second round you can see four moderate auras at the edge of your detection. Also a strong presence nearly blasts you from your left, turning your detect evil forward you sense the strong presence is that way, it is out of your range.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Knowledge Religion: 1d20 + 8 ⇒ (15) + 8 = 23

Helferick peers at the carving.

"Huh - these are the four winds - there's North over there, and East, South, West" he points " but they ain't meant to be friendly. Could be a warning against anyone visiting the crypt, or it could just be whoever's buried here wasn't that nice to begin with. Either way, we best be ready for trouble."

He grips his axe steelily and prepares to follow the rest of the group.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

1=right, 2=left, 3 = forward.
1d3 ⇒ 2
Left it is.

Koldur having no particular direction to focus on unless warned about traps and such hidden dangers, chooses left.
"We already know it's dangerous." he answers his fellow dwarf. Drwaing out his secondary weapon as well, he moves cautiously as his eyes look about for possible ambush.

Perception 1d20 + 9 ⇒ (14) + 9 = 23


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Crap thought I posted.

Johanna lets the others know what she detects.

"Not sure if it is best to deal with the overwhelming power or the threat of four from over here first. We may get attack from both sides. I can smite and fight defensively vs the overwhelming one while the rest of you deal with the threat of four. I should be able to hold out."

Not sure what the threat may be, but with smite and fighting defensively I can have a 31 AC with a +14 to hit still. What do you guys think or want to do?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I can have Cat nearly match Johanna's defences and while tripping our enemies. In one tunnel the bottleneck will limit our opponent's access to us. From the central cavern enemies from all four winds would be able to attack us. It seems the best option is to rush one cavern as quickly as possible."


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Helferick peers up, checking if there's enough room to enlarge himself.

"If you'll be taking the big one on, I can at least boost your strength some."

He'll cast Bull's Strength on Johanna before the battle.


There is room to enlarge yourself, just enough...
Helferick is casting bull strength now?

Koldur leads the group to the left, with moving 40 feet down the tunnel you see your foes, skeletons. Though they are covered in rotten leather armor. They charge towards you as you do them. The hallway is only 10 feet wide. Actions! Perception DC 18 to act in surprise round. There are six that you can see.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception: 1d20 + 10 ⇒ (18) + 10 = 28


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 9 ⇒ (20) + 9 = 29

Koldur's axes are in his hands with lightning quick movements as he prepares for the charge!!


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen creates a pit beneath the skeletons. DC:17 REF


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Helferick will cast Bull's Strength on Johanna. If the corridor is only 10ft wide, might wait on Enlarge Person until later.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Spotting the oncoming foes, Helferick grips his waraxe and readies to hit any that get in range.

Waraxe attack, Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Waraxe damage, Power Attack: 1d10 + 10 ⇒ (5) + 10 = 15


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Jevar is preoccupied with the skeleton he attempted to destroy earlier to notice the new ones as well as the voice inside his head.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Johanna is quick to react and charges in. Since they are skeletons she begins punching with the pommel of her blade and cestus as opposed to cutting them down.

Partial charge as standard action during surprise round. Using Cestus for Bludgeoning damage

Cestus power attack charge: 1d20 + 11 + 2 - 2 ⇒ (10) + 11 + 2 - 2 = 21
Damage: 1d4 + 7 + 4 ⇒ (2) + 7 + 4 = 13

Round 1
She continues to pommel the one she charged or moves to the next one if one punch put it down.

Init: 1d20 + 3 ⇒ (7) + 3 = 10

Cestus power attack: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage: 1d4 + 7 + 4 ⇒ (4) + 7 + 4 = 15


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Longbow: 1d20 + 11 ⇒ (20) + 11 = 31
Damage if hit: 1d8 + 5 ⇒ (7) + 5 = 12

Jevar dropped his Nodachi when he finally notices the Skeleton and draws his bow. He squints slightly and lines up a shot.

Crit?: 1d20 + 11 ⇒ (3) + 11 = 14
Additional Damage if confirm: 2d8 + 10 ⇒ (1, 8) + 10 = 19


Round 1

Johanna takes down two skeletons on her own. Jevar takes one down with an ARROW! Halseen puts the back two in a pit as the others jump forward to engage the group. Koldur charges in and slashes at the first skeleton, not taking it down but with his other attacks he finishes it off.

Moonshine: 1d20 + 10 ⇒ (5) + 10 = 15 damage: 1d10 + 6 ⇒ (8) + 6 = 14 Koldur needs some help with his attacks...

Round 2

What will you do with the two in the pit?


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Fall Damage: 2d6 ⇒ (3, 6) = 9

"Ready attacks and I will raise them out of the pit."

Once everyone has readied Halseen will raise the pit.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar nods and pulls his bow in ready for Halseen to bring them up. He lets loose two arrows quickly.

Twang of the bow: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 If in Point Blank, otherwise remove the +1
Second Twang of the Bow: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11

Damage if hit 1st: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage if hit 2nd: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur steps up ready though his pose seems unusually calm and his axes remain down......

Readied attacks 1d20 + 10 ⇒ (5) + 10 = 151d10 + 6 ⇒ (9) + 6 = 15

Only those familiar with his style notes the position for his axe, the blade angles for an upwards sweep.....


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna nods and agrees readying to punch another of the walking dead.

Round 2

Readied Attack: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Damage: 1d4 + 5 + 4 ⇒ (1) + 5 + 4 = 10


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

2H Attack, Power Attack: 1d20 + 6 ⇒ (4) + 6 = 10
2H Damage, Power Attack: 1d10 + 10 ⇒ (1) + 10 = 11

Helferick holds his axe aloft, ready to strike.


The skeletons raise and before they can attack the group demolishes them... coins fall from the sky... silver this time...

End of first tunnel... what do you do now?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur grunts as the enemies fall before them....

"Let us push forward."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I'm right behind you."


As you come to the cross of tunnels again you see four tunnels exit this circular chamber in the cardinal directions. Four large monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Clockwise. Next tunnel to the right?"


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar scratched his chin a bit as they made it back to the four way. He paused and thought outward towards Olivira "I think we're doing alright. I don't think you need to come but I'll be prepared to open the portal if things get out of hand. We've run into a few skeletons but nothing too crazy." he conveyed.

He looked at Halseen "Sounds good, hopefully it's just these weak skeletons about. I'll switch weapons if skeletons keep showing up." he said chuckling a bit. He couldn't help but be reminded of how bad things went the last time he entered the physical fray.


As the group follows Halseen's suggestion soon you find yourselves back in the guano filled room that you entered the complex. Backtracking again to the four cross tunnels you continue clockwise to find another tunnel with more skeletons in the way and a room opens up beyond them. Perception DC 16 to act in surprise round. Either way heroes do go first, at least most of you!

Eight skeletons stand between you and the dimly lit room beyond. Map should be up in a few minutes.

Initiatives:

Halseen: 1d20 + 2 ⇒ (14) + 2 = 16
Jevar: 1d20 + 5 ⇒ (20) + 5 = 25
Koldur: 1d20 + 8 ⇒ (18) + 8 = 26
Helferick: 1d20 + 1 ⇒ (18) + 1 = 19
Johanna: 1d20 + 3 ⇒ (7) + 3 = 10
skelelies: 1d20 + 4 ⇒ (9) + 4 = 13
1d20 ⇒ 5


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Jevar spies the Skeletons and shakes his head. "Seriously, a little meat on these bones would be nice."

Longbow: 1d20 + 10 ⇒ (10) + 10 = 20
Damage if hit: 1d8 + 4 ⇒ (2) + 4 = 6

He takes a breath and sends another two arrows down after the first before the skeletons can react.

Longbow Rapid Shot: 1d20 + 8 ⇒ (9) + 8 = 17
Longbow Rapid Shot2: 1d20 + 8 ⇒ (1) + 8 = 9
Damage if hit: 1d8 + 4 ⇒ (2) + 4 = 6
Damage if hit: 1d8 + 4 ⇒ (1) + 4 = 5


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception 1d20 + 9 ⇒ (18) + 9 = 27
Attack, Charge 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 291d10 + 6 ⇒ (8) + 6 = 14
Veteran of battle:
You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Koldur shows why he was such a feared warrior back in his time as he pushes off with his powerful legs and is in the midst of delivering a powerful slash with moonshine!!!


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna charges in as well.

Charging cestus punch: 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22
Damage: 1d4 + 5 + 4 ⇒ (1) + 5 + 4 = 10

"So many of these vile creatures."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception : 1d20 + 10 ⇒ (14) + 10 = 24

Initiative : 1d20 + 2 ⇒ (4) + 2 = 6

Cat will partial chase and attack

Attack : 1d20 + 11 ⇒ (17) + 11 = 281d4 + 1 ⇒ (2) + 1 = 3

Trip : 1d20 + 11 ⇒ (15) + 11 = 26


Round 1

Koldur and Johanna get into the thick of it but barely do any apparent damage just as the arrows strike doing the same. Cat slips in and trips the first skeleton, negating the attack on Koldur, it stands up provoking attacks from Johanna, Koldur, and Cat.

attacks:

On Koldur
skeleton sword: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 3 ⇒ (5) + 3 = 8

On Johanna
skeleton sword: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 3 ⇒ (3) + 3 = 6

AC 15, hp 24, DR 10/magic, DR5/B.

Round 2

The skeletal champions continue to fight back with renewed vigor.

attacks:

On Koldur
skeleton sword: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 3 ⇒ (5) + 3 = 8

On Johanna
skeleton sword: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 3 ⇒ (6) + 3 = 9

AC 15, hp 24, DR 10/magic, DR5/B.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Did a 28 hit and a 26 trip?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur raises Moonshine and smashes it down hard against the skeleton as it stands.

Attack 1d20 + 10 ⇒ (2) + 10 = 121d10 + 6 ⇒ (1) + 6 = 7


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

AoO: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10

Johanna takes a swing but wildly misses as the creature stands.

Round 2

AoO: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12

Getting struck from one of the creatures had thrown off Johanna's timing causing her to miss yet again.


Round 3:
Don't ask me about the previous rounds, I don't know where cat was and now it had to be in the fight in order to trip something...
On Johanna
skeleton sword: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 3 ⇒ (1) + 3 = 4

On CAt
skeleton sword: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d8 + 3 ⇒ (2) + 3 = 5
skeleton sword: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 3 ⇒ (1) + 3 = 4

AC 15, hp 24, DR 10/magic, DR5/B.

dice=skeleton sword] 1d20 + 7[/dice]
dice=damage] 1d8 + 3 [/dice]

As the rest of the group just sits and watches... no ranged attacks, spells or anything?

The skeletons focus on the cat except for the one next to Johanna... the cheetah takes a rusty sword to its hide leaving a bit of blood behind.

Round 4:

On Johanna
skeleton sword: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 3 ⇒ (3) + 3 = 6

On CAt
skeleton sword: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 3 ⇒ (7) + 3 = 10
skeleton sword: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Round 3 (If I can otherwise round 4)
Cat backs away not seeming to be effective. (Withdraw)


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen will cast Grease (DC 16 Ref). Square marked on the map.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Round 3
Cestus: 1d20 + 11 - 2 + 2 ⇒ (6) + 11 - 2 + 2 = 17 +2 only if a flank can be gained.
Damage: 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Johanna you could try to tumble through all the skeletons.

As I revised the post above, the cheetah was able to hit and trip one of the skeletons, negating its attack and giving AoO to both Koldur and Johanna.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Nope I didn't look at the map yesterday. I'm good there. I was thinking I was surrounded and a flank may be possible. Koldur and I will hold the line :)


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar shakes his head and takes a step forwards pulling arrow after arrow, walking forwards slowly.

Round 3
Rapid Shot: 1d20 + 8 ⇒ (20) + 8 = 28
Damage if hit: 1d8 + 4 ⇒ (2) + 4 = 6
Rapid Shot2: 1d20 + 8 ⇒ (9) + 8 = 17
Damage if hit: 1d8 + 4 ⇒ (2) + 4 = 6

Round 4
Rapid Shot: 1d20 + 8 ⇒ (7) + 8 = 15
Damage if hit: 1d8 + 4 ⇒ (6) + 4 = 10
Rapid Shot2: 1d20 + 8 ⇒ (6) + 8 = 14
Damage if hit: 1d8 + 4 ⇒ (4) + 4 = 8

Confirm?: 1d20 + 8 ⇒ (20) + 8 = 28
Extra damage if confirmed: 2d8 + 8 ⇒ (7, 2) + 8 = 17

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