Lil"Eschie The Emerald Spire-Bad to the Bones Team (Inactive)

Game Master Escharid Blackrose

Fort Inevitable Map
ES3 Splinterden
Loot tracker
Forest map
Meurasold HP 30/30 AC 18/11/15
Zurka HP 24/24 AC 17/13/14
Mary HP 19/19 AC 12/12/10
Katara HP 12/22 AC 15/11/14
Aralu HP 17/17 AC 14/11/13
Walter HP 10/25 AC 18/13/15


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HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara draws her morningstar as she approaches the nearest coffin after dropping her torch and slams it against the bones of the creature that doesn't answer to Arula's call. [b]

Atk: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d8 + 3 ⇒ (2) + 3 = 5


@Aralu: only red, yellow and orange skellies are in range for your control. Besides, Bob is too far, and will act as your bodyguard.
@Katara: you are too far (see map) so you can only double move this round. You can keep your roll for your next attack, of course.

Dc15 will, Red: 1d20 + 2 ⇒ (9) + 2 = 11
Dc15 will, Yellow: 1d20 + 2 ⇒ (5) + 2 = 7
Dc15 will, Orange: 1d20 + 2 ⇒ (9) + 2 = 11

Baldrek misses his target, breaking part of the casket in a powerful blow, and suddenly the three closest skeletons seems to freeze, waiting for something, looking in the direction of Aralu...

Then two of them, those closest to Zurka, seem to shake the effect of Aralu's dark magic.

Each skeleton gets out of his casket, ready to kill you.

@Aralu again:You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level So two HD/Skellies under your control max. You know have Bob and Red Skell as "cohorts"
Init roll
Meurasold (done)
Baldrek (done)
Aralu&Bob the Skelly (done)
Katara (done)
Skeletons (done)
Mary
Zurka


Slides Innkeeper and storyteller.

Red Skell...or Red Skull....

Mary aims her evil eye hex at yellow, for -2 attack rolls.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka smiles wickedly at the skeleton in front of his as he steps back and calls upon a simple cantrip, but very effective against undead.

5' step back.
Cast Disrupt Undead on Orange Skeleton.
Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 ⇒ 6


Will save: 1d20 + 2 ⇒ (3) + 2 = 5 Yello fails, -2 to hit

Zurka bolt of energy miss its target, hitting the casket instead

New round!
Init roll
Meurasold
Baldrek
Aralu&Bob the Skelly&Red Skel
Katara
Skeletons
Mary
Zurka


Inactive

Meurasod holds his ground valuing his positioning in the room more than striking first.

Ready Action to strike a skeleton that attacks him.

Readied Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 3 ⇒ (4) + 3 = 7


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

Baldrek steps forward, swinging his hammer madly... his efficiency would be reduced but he also made it more difficult for his enemies to counter-attack.

Attack (earth breaker), power attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
[dice=Damage (earth breaker), power attack, shield of swings]2d6+4+3[/dice] So 5.

Current AC is 22.


F Human oracle of Bones 1

Aralu orders Bob to guard her, while she advances into the room. The deadtouched girl points at Red Skull. "Rip any undead not under my control apart with your claws, starting with the closest to you "

move + resistance on self, Bob move +ready action on approach to master, Red skull 5ft step +full attack

hit: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (3) + 2 = 5
hit: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Slides Innkeeper and storyteller.

When Mary's turn comes around, she moves into the NW of the room, and uses evil eye on orange for -2 on attacks.


Baldrek wild swing miss the skeleton by inches only, while Meurasold prepares himself for any upcoming foe.

Another skeleton turns against his comrades, following Aralu's orders. It hits, but its claws do no damage.

Need Katara's action, then your Bony foes will attack..


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Smash the Orange one using last attack


F Human oracle of Bones 1
DM Lil" Eschie wrote:
Another skeleton turns against his comrades, following Aralu's orders. It hits, but its claws do no damage.

Aren't claws Slashing and Bludgeoning


Katara smashes one of the skeleton, and Aralu's bony minion dispatch another

@Aralu: I honestly didn't knew. For me claws were Slashing, Bite was Piercing, and hooves were Bludgeoning. But you're right. I learn everyday.
So Orange and green skellies are down

Yellow skel on Baldrek: 1d20 + 2 ⇒ (2) + 2 = 4Dmg: 1d4 + 2 ⇒ (2) + 2 = 4Yellow skel on Baldrek: 1d20 + 2 ⇒ (13) + 2 = 15Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Two other skeleton attacks, one rushing towards Baldrek Who get an AoO the other near Aralu's skeleton Aralu Red Skel can do an AoO either against Blue Skel (attacking Baldrek) or Violet Skel (attacking Meurasold)


Slides Innkeeper and storyteller.

Then Mary's hex is directed for -2 attacks on whatever skellie is still standing.

[Insert situational words play, worthy of GM spanking]


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka nods in approval at Aralu's combat prowess as he sends another ray of positive energy at another skeleton.

Cast Disrupt Undead vs. Yellow Skeleton.
Ranged Touch, Melee: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
damage: 1d6 ⇒ 6


F Human oracle of Bones 1

as I gave no orders for target preference 1=blue 2=violet

skeleton choice: 1d2 ⇒ 2

hit: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 2 ⇒ (4) + 2 = 6


New round!
Init roll
Meurasold (can move and strike)
Baldrek (done)
Aralu&Bob the Skelly&Red Skel (done)
Katara
Skeletons
Mary (Evil eye)
Zurka (spell incoming)

Aralu's skeleton destroy another foe,removing any threat to Meurasold.

GMPCing Baldrek's Aoo
PA: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16 Dmg, PA: 2d6 + 4 + 3 ⇒ (6, 1) + 4 + 3 = 14

Baldrek's earthbreaker proves to be real dangerous for frail moving bones.


Inactive

Meurasod circles around and comes up behind the yellow skeleton. He relaxes his grip on the axe and lets it slip down until the blade is just above his hand. Instead he puts his weight behind and shield and tries to slam it into the skeleton.

Shield Slam: 1d20 + 5 ⇒ (2) + 5 = 7


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara stepped forward to take a swing at the bones with the yellowish hue when her morningstar caught on one of the sarcophagi.

Atk: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

It threw her shot off but didn't cause her to lose the weapon.


The last skeleton try to rip open Katara's throat, but miss horribly.

1d20 + 2 ⇒ (8) + 2 = 10
dmg: 1d4 + 2 ⇒ (4) + 2 = 6

1d20 + 2 ⇒ (2) + 2 = 4
dmg: 1d4 + 2 ⇒ (1) + 2 = 3

Will save: 1d20 + 2 ⇒ (9) + 2 = 11
The skeleton succumbs to Mary's dark charms... but Zurka fails to hit it.

New round, probably last round!


Inactive

With the skeleton's focus on Katara, Meurasod swings his shield at the back of the skeleton.

Shield Bash, flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Shield Damage: 1d4 + 3 ⇒ (2) + 3 = 5


AC: 16


Meurasold slams his shield into the last skeleton, crushing him on the nearest tomb, breaking its left arm.

End of combat! LOOT time!


Inactive

Meurasod takes a quick glance around the room but keeps most of his focus on the casters under his protection. "Spread out and look around. Give a shout if you find something."

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Slides Innkeeper and storyteller.

Mary casts guidance on herself and her little songbird, before the two of them take a look around.

Perception, guidance: 1d20 ⇒ 13
Perception thrush, guidance: 1d20 + 5 ⇒ (19) + 5 = 24


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka hangs back and watches the others loot the chamber, watching for any threats coming from south door.

Perception: 1d20 ⇒ 2


Slides Innkeeper and storyteller.

I forgot to add the +1 for the guidance on the rolls.


F Human oracle of Bones 1

Perception + guidance: 1d20 + 4 ⇒ (6) + 4 = 10

After ordering her skeletons to stand guard the Deathtouched girl starts to look around, checking from time to time for traces of magic.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would watch over them as they inspect the place keeping an eye and ear out for trouble.


The only thing you find-apart from two others skeletons that were too badly damaged to animate- is a small horn in the southermost coffin.

There is another door that the one you came in through, but you hear nothing eerie.


Inactive

"Is that horn magical?" Meurasod asks as he walks to the southern door. Not suspecting traps he moves to open the door.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

A magical horn? Now why would any self respecting mage bother to enchant such a useless item?

Zurka nods to the dwarf as he takes the horn in his hand. Muttering a quick cantrip under his breath he looks the horn over. Just to humor him of course....

Cast Detect Magic.


Zurka:
To your amazement, Meurasold was right on the spot, the horn is magical. Maybe it's the fabled dwarf greed? DC 18 Know Arcana to know the kind of magic, DC 18 Spellcraft to identify the item


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

DM:

Knowledge Arcana DC 18: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft Dc 18: 1d20 + 5 ⇒ (17) + 5 = 22


Zurka:
At first you're not sure about the kind of magic used, but finally you recognise the item, cause the little clouds engraved on it were a clue: it's an horn of fog

This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would move to the door and once everyone was ready again she would nod to Meurasod, before opening the door slowly.


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

"Hey... let me check this door first, ok?"

Perception, trapfinding: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17


Slides Innkeeper and storyteller.

Mary sees some frowns on Zurka's face.

"Is something bothering you about the horn?"

Eventually, she casts a guidance on the party, for safety's sake.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka gives the woman a disgusted look. "This horn has an enchantment I had never heard of before. It creates a vaporous cloud when you blow it. A useful ability for sure...but why enchant a HORN?"

If anyone wishes to claim the Horn of Fog here, Zurka will relinquish it.


F Human oracle of Bones 1

"Horns have a lot of symbolic propertys that give a usefull basis for enchantments, like in this case the cornucopia or the signal horn, in addition to a certain phalic imagery, which male enchanters seem to favor for some reason." Aralu finishes her explanation with a small smile.


Baldrek finds no trap on the door, and it seems unlocked.

As you push it, you quickly see that the floor of this small hallway is partially blocked by heaps of stone rubble. A skeletal human hand protrudes from one pile of rubble. The debris looks old, and the few sagging strands of web draped over the rubble seem to have been here for
some time.

As a side note, Aralu is a naughty girl.^^


Inactive

Meurasod glances into the room before saying ""I don't like it. Webs, skeletal hands...Why don't you send in the twins?" He hefts his shield and axe in a comforting way as only a dwarf could. "Looks like two doors, from what I can see."

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


F Human oracle of Bones 1

Aralu nods and sends her skeletons into the room with orders to give a signal if there are any creatures, wether alive or unded(beside them).

it's always the quite ones ;)


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka stares for a long moment at Aralu long after the woman has turned her attention to the hallway beyond. He fingers the horn absentmindedly .

Is she...testing me here? She definitely has talent...I shall have to watch her more...closely.

Putting the horn into his pouch he readies his weapons for the possible appearance of additional undead.

Perception: 1d20 ⇒ 14


Aralu could you place the Bones Bros where you want them to be?


Slides Innkeeper and storyteller.

I wonder what their signal will be. Loud noise with their jawbones, clapping...who knows.


F Human oracle of Bones 1

something like that, will update position when I am at my PC again (probably today )


The two skeletons have a few difficulties walking among the rocks Difficult terrain, but nothing bad happens


Inactive

Meurasod watched from the doorway as the two skeletons clambered around the room. He almost giggled as one slipped slightly and nearly toppled over, but it managed to stay on it's feet and he limited his amusement to a grin. With a shrug he hefted his war axe, readied his shield and entered the room. He tried carefully to follow the path that the skeletons took, but he failed to pay close enough attention and instead simply tried not to kick too many rocks as he walked.


There are two doors, one south, one east.
There are quite unremarkable doors, a simple stone slab, as every door you meet at this level of the Spire.


Slides Innkeeper and storyteller.

Mary pulls back a lock of her hair.

"Come on, look at the doors, little one."

The thrush flies to each door and observes.

Thrush takes 20 for 25?

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