Living in the Lands of the Linnorm (Inactive)

Game Master Aiunder

Savol Kodiakborne is a living legend. Now he returns home to the North to claim his ancestral homelands and with your help he just might get that chance.


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Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Cleric Abilities:

  ☩ Special Attacks
        ➣ Channel Positive energy 3/6 (DC 17, 3d6)
        ➣ Alignment Channel (Evil Outsiders)
        ➣ Destructive Smite (+3, 3/6)
        ➣ Ferocious Strike (+3, 6/6)
        ➣ Touch of Glory (+8 Social, 4/6)

  ☩ Domain Spell-Like Abilities - (CL 6th; concentration +9)

  ☩ Spells
        ➣ Level 3 (3+1+1/day)
                Prayer
                Inflict Serious Wounds
                Agonizing Rebuke
                Searing Light (Domain)
                Rage (Domain)

        ➣ Level 2 (3+1+1/day)
                Protection from Evil, Communal
                Spear of Purity
                Spiritual Weapon
                Bull's Strength (Domain)
                Shatter (Domain)

        ➣ Level 1 (4+1+1/day)
                Shield of Faith
                Murderous Command
                Deadeye's Lore
                Sanctuary
                True Strike (Domain)
                Enlarge Person (Domain)

        ➣ Level 0 (4 at will)
                Detect Magic
                Purify Food & Drink
                Light
                Detect Poison

                ■Used■

           ♟    ♟    ♟    ♟    ♟    ♟

Assuming this is before we meet up with Gnasher

Skallangbiorn surveys the food as it's brought to their tents, eyeing the servants as they go about their business. He leaves nothing to chance and calls upon a prayer of insight and attunement to the food. (Cast Detect Poison then Purify Food & Drink)

Arc: If Skall does detect any poison in the food, let me know so he can react accordingly.

The cleric chews on his meal and listens to Ana's concerns nodding at the end. "Bring one to me, I will break him and find the truth of their goals and loyalties." He holds up a hand to forestall reaction. "They know not my intentions or the lengths to which I will go to get information. But I will honor our agreement in this regard. But there will need to be some...rough handling."

He drinks some water and shrugs. "Or do we leave these sycophants to their plotting and be about our business?"

Action(s) List
     ➣ Cast Detect Poison
     ➣ Cast Purify Food & Drink


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

"They are not a united front. I heard some of them last night discussing a plan of their own, put on hold by Anja's appearance. They are anti-Royal, which sounds pretty good to me."


1/2 orc Ranger 1 HP 13/13

Jediah is to busy exploring his ear to notice any plotters.


The food and drink are completely free of poisons, toxins and other maladies as well as being fit for the wealthy there's quantity as well.

(Is there anything people want to finish at the camp before leaving with Gnasher? Like spellcraft rolls for the items, etc)


1/2 orc Ranger 1 HP 13/13

Anything useful from the items we found?


Male Human, Ulfen Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5

We need to have Skall and Anja check the items over real well and see what's magical and what's in the cases etc.


Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Cleric Abilities:

  ☩ Special Attacks
        ➣ Channel Positive energy 3/6 (DC 17, 3d6)
        ➣ Alignment Channel (Evil Outsiders)
        ➣ Destructive Smite (+3, 3/6)
        ➣ Ferocious Strike (+3, 6/6)
        ➣ Touch of Glory (+8 Social, 4/6)

  ☩ Domain Spell-Like Abilities - (CL 6th; concentration +9)

  ☩ Spells
        ➣ Level 3 (3+1+1/day)
                Prayer
                Inflict Serious Wounds
                Agonizing Rebuke
                Searing Light (Domain)
                Rage (Domain)

        ➣ Level 2 (3+1+1/day)
                Protection from Evil, Communal
                Spear of Purity
                Spiritual Weapon
                Bull's Strength (Domain)
                Shatter (Domain)

        ➣ Level 1 (4+1+1/day)
                Shield of Faith
                Murderous Command
                Deadeye's Lore
                Sanctuary
                True Strike (Domain)
                Enlarge Person (Domain)

        ➣ Level 0 (4 at will)
                Detect Magic
                Purify Food & Drink
                Mending
                Detect Poison

                ■Used■

           ♟    ♟    ♟    ♟    ♟    ♟

Skallangbiorn leaves the consideration of his suggestion for the nobles and begins sifting through the acquired items, praying for insight into what they may be and how they can be used on the battle.

Through the objects, Skall pauses over the damaged items and summons the blessing of Mending to repair what can be salvaged.

As he checks the captured materials needed he poses the question once more. "So what will it be? Shall I choose one of the nobles for questioning?" His eyes settle on the chest containing the torture implements and pauses. But he moves onward to the locked chest. "I don't have the dexterity to open such a thing..." He glances to Zethyris and Julian.

Action(s) List
     ➣ Cast Mending (multiple times) - let us know what can be mended
     ➣ Cast Detect Magic
     ➣ Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11 (small chest / leather items)
     ➣ Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14 (vials of oils have waxes)
     ➣ Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16 (large chest with boots)
     ➣ Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14 (small locked chest)
     ➣ Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26 (large platinum ingots)
     ➣ Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24 (lone diamond)
     ➣ Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8 (spider circlet)
     ➣ Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11 (gold have silver spun ring)
     ➣ Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25 (steel finger ring set)
     ➣ Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7 (4 Crystal wafers)
     ➣ Knowledge (religion): 1d20 + 10 ⇒ (16) + 10 = 26 (Crystal Wafer runes)
     ➣ Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23 (Composite Shortbow)
     ➣ Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13 (partially burned body suit)


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

"Allow me to take a look."

Zethyris pulls out his lock-opening tools and sees if he can tease the lock open. First, however, he checks to see if the chest has been trapped.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Assuming he notices no traps, he starts to work at the lock.

Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27


Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)

A bunch of spellcraft checks, if Skall needs a second opinion on anything:

Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (17) + 14 = 31
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (18) + 14 = 32
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (11) + 14 = 25
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (2) + 14 = 16
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft (+10 from Identify): 1d20 + 14 ⇒ (19) + 14 = 33
DM, let me know how many castings of Identify I need to use up.


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty
Julian Itto wrote:
"They are not a united front. I heard some of them last night discussing a plan of their own, put on hold by Anja's appearance. They are anti-Royal, which sounds pretty good to me."

"Good to know of, Julian, thank you," Rutilux considers, "A disunited front is an opportunity to be sure as long as we can do so without accidentally uniting them in response." He adds, "My apologies to the rest of you. I've not been contributing very much in the matter thus far. I never did enjoy intrigues."


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

"To me, Anti-Royal sounds like Anti-Irrisen. I wouldn't spring the Kodiak on them yet, but perhaps hints of independence could curry the favor of those we'd most want to have."


Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)

"Would you recognize the conspirators from last night, Julian? It might be appropriate to casually drop a few allusions to the anti-royal nature of your mistress' revolt. But we need to take care those rumors reach the right audience, in case not all of them are anti-royal." And for the gods' sake, don't say the K word out loud while those Irrisenian servants are around.


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

"Unfortunately I only heard them, and barely at that.


Male Human, Ulfen Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5

"I am loathe to say I fear we are getting too deep in this. We need to go after what we came for. The warlock who escaped knows our position and will return with reinforcements one would assume."


magic items:

Clear Diamond = Eastern Star
Spider circlet = Circlet of Persuasion
gold and Silver ring = Ring of Mind shielding
Steel finger ring = ring of strength sapping
Crystal wafers = 3 first level pearls of power and 1 second level pearl of power
Black hide short bow = +1 humanoid (reptile) bane huntsman composite short bow (+2 STR modifier)
Body suit = +2 (dark leaf cloth) leather armour

Nothing else is magical

Zethyris examining the box you indeed can tell that there is a trigger mechanism built into the lock. You did well enough to tell that should you fail to open the lock something will happen but there are no signs of outward danger (like needles or similar hazards)


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty

"Thorvald has a point. We are no closer to our goal."


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

"A word of warning - this box appears to be trapped. You may want to keep your distance."

Zethyris takes a deep breath, then lets it out slowly. He pushes the possible consequences from his mind and focuses on trying to open the lock.

Disable Device: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 Masterwork thief's tools


With a barely audible click Zethyris manages to bypass the lock and carefully insert one of his picks between the lid and case then slowly lifts the lid as the pick holds up a spring designed to damage a piece of parchment with a mystic rune emblazoned on it. Inside the case are several letters and correspondence written in some form of code that will take time to decipher.

.............

Gnasher leads the way whether you leave your horses or not. The route is dangerous and slippery but manageable. Aside from fending off a group of hungry ice spiders and one shelf collapse you manage to arrive safely at your apparent destination. Bringing your mounts with you added an extra couple of hours but no further danger.

Gnasher points to an area a little farther south, deeper into the broken lands, there is a small cave entrance no one managed to see until Gnasher pointed it out, nestled between two great chunks of stone. "There it is. The cave that wails. Whatever you find inside I don't know but better be ready for a fight."

It's well past noon leaving several hours before dark.

(Ana, you had to use identify spell three times)


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

"I wonder if our Ioun stone of translation would help with this code. This could be as important as the crown itself."


The spell and thus the ioun stone can't decipher codes


As the party makes their way the last few hundred feet towards the cave entrance everyone begins to slowly feel the area getting colder. This chill in the air isn't due to the cold winds or the volumes of ice, this chill has an almost unearthly feel to it. The unnatural chill seems to seep into the core of your being drawing away your warmth and vitality as it eats your resolve.

Moments before you reach the entrance a piercing shriek bursts violently from the cave shaking the ground and nearly toppling everyone over.

Everyone please make a will save with a -2 penalty


1/2 orc Ranger 1 HP 13/13

Will save: 1d20 + 3 ⇒ (18) + 3 = 21 Add 2 for mind-affecting effects


Male Human, Ulfen Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5

Willpower: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6

Doh! . . . Oh boy! Here we go.


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

Will: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

Will Save: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4


1/2 orc Ranger 1 HP 13/13

Uh-oh


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty

Will (Penalty included) 1d20 + 3 ⇒ (11) + 3 = 14


Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Will Save: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22

"Gah...wailing filth..." Skallangbiorn reaches into his core and summons the protective blessings of the Lord in Iron and draws his weapon.

Action(s) List]
Concentration: 1d20 + 9 ⇒ (10) + 9 = 19
》Casting Protection from Evil, Communal

PoE
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect.

-------

Sorry been swamped at work. I'll get my spells for the day sorted shortly.


Male Human, Ulfen Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5
Skallangbiorn wrote:

[dice=Will Save]1d20+8-2

"Gah...wailing filth..." Skallangbiorn reaches into his core and summons the protective blessings of the Lord in Iron and draws his weapon.

Action(s) List]
》[dice=Concentration]1d20+9
》Casting Protection from Evil, Communal

PoE
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect.

-------

Sorry been swamped at work. I'll get my spells for the day sorted shortly.

hEY I knew we needed a cleric!


Skallangbiorn and Jediah are unaffected. Thorvald and Zethyris are frightened for one round then shaken for 1d4+1 rounds

Stepping out of the cave before you is a monstrous ulfen man in ancient grimy clothing and rotten away before your eyes. Clenched tightly in its grasp is a savage looking serrated great axe. From deep inside its empty sockets glows an eerie blue-white flame.

Initiative and first actions please


1/2 orc Ranger 1 HP 13/13

Init: 1d20 + 5 ⇒ (10) + 5 = 15

Jediah concentrates and the very stones seem to crawl up his legs, covering him with a greyish sheen.

Stoneskin 60 points 10/Admantine


Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)

Will: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
2nd Will, if applicable: 1d20 + 5 - 2 + 2 ⇒ (13) + 5 - 2 + 2 = 18

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Ana hurls a fireball at the undead guardian.
damage: 6d6 ⇒ (1, 5, 1, 1, 6, 2) = 16
(Assuming he is not yet flanked from all sides)


Male Human, Ulfen Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5

1d20 + 3 ⇒ (15) + 3 = 18 initiative
1d4 + 1 ⇒ (3) + 1 = 4 rounds

Thorvald poops his pants at 18 then remains shaken by that fact for four rounds afterwards.


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

Init: 1d20 + 6 ⇒ (6) + 6 = 12Stealth: 1d20 + 16 ⇒ (13) + 16 = 29Not good.

Julian darts to cover.


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty
DM - ARC wrote:

Skallangbiorn and Jediah are unaffected. Thorvald and Zethyris are frightened for one round then shaken for 1d4+1 rounds

And Rutilux? it will affect his first action after all

Init: 1d20 + 1 ⇒ (18) + 1 = 19


Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Cleric Abilities:

  ☩ Special Attacks
        ➣ Channel Positive energy 5/6 (DC 17, 3d6)
        ➣ Alignment Channel (Evil Outsiders)
        ➣ Destructive Smite (+3, 6/6)
        ➣ Ferocious Strike (+3, 6/6)
        ➣ Touch of Glory (+8 Social, 6/6)

  ☩ Domain Spell-Like Abilities - (CL 6th; concentration +9)

  ☩ Spells
        ➣ Level 3 (3+1+1/day)
                Remove Curse
                Daylight
                Chain of Perdition
                Searing Light (Domain)
                Rage (Domain)

        ➣ Level 2 (3+1+1/day)
                ■Protection from Evil, Communal■
                Blinding Ray
                Spiritual Weapon
                Bless Weapon (Domain)
                Shatter (Domain)

        ➣ Level 1 (4+1+1/day)
                ■Remove Fear■
                Detect Undead
                Detect Evil
                Sanctuary
                True Strike (Domain)
                Shield of Faith (Domain)

        ➣ Level 0 (4 at will)
                Detect Magic
                Purify Food & Drink
                Mending
                Detect Poison

                ■Used■

           ♟    ♟    ♟    ♟    ♟    ♟

Active Effects: Protection from Evil, Communal

Skallangbiorn moves alongside Thorvald and Zethyris. "Steady your nerves, comrades. The fight is only beginning...." (Casts Remove Fear)

To the approaching Ulfen Skallangbiorn gives a salute, (Swift Action: Channel to Ignite Sword) "Baráttunni er byrjuðu, fór bróðir. Við komum til kórónu, í nafni eins verðugt að fá það og sannað að leiða."

Skald:

The battle is joined, departed brother. We come for the crown, in the name of one worthy to receive it and proven to lead.

Action(s) List
     ➣ Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
     ➣ Cast Remove Fear (on Thorvald & Zethyris)
     ➣ Swift Action Channel to ignite sword

Remove Fear:

School: abjuration
Level: Bard: 1; Cleric: 1; Inquisitor: 1; Oracle: 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Source: Core Rulebook
Summary: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

The wailing scream overwhelms Zethyris's mind, and his only thought is to get away from the cave. He turns and flees, trying to put distance between him and the terrible things that must be deeper in the cave.

Double move away (60 ft). I don't think Skall can catch me this round, seeing as he can only move 20 feet. Too bad all of us afflicted by the fear are far above you in the initiative order.

Shaken for 1d4 ⇒ 4 rounds


Sorry I missed this line...
Everyone else is shaken for 1d4+1 rounds

And your protection from evil will occur this round Skallangbiorn


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

Whoops, 5 rounds of shaken on me.


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty

Shaken, not stirred 1d4 + 1 ⇒ (2) + 1 = 3

Rutilux feels fear grip his heart, but forces himself to move forward on unsteady feet, "Hello abomination, in the name of all that I serve, I challenge you."

Swift action, Cavalier challenge +6 dmg against ... I'm assuming no room for the horse here, so that means he's on foot and misses some bonuses for his order, but still better than nothing :) -2 on his ac from attacks from anyone but the undead challenged
Move to bad guy.

If in melee range, smack bad guy with morning star
To hit, penalty for shaken applied, 1d20 + 9 ⇒ (13) + 9 = 22
dmg if that hits 1d8 + 11 ⇒ (3) + 11 = 14
Second to hit if possible:1d20 + 4 ⇒ (2) + 4 = 6
dmg if that hits 1d8 + 11 ⇒ (1) + 11 = 12


M Human AC19 F:+3, R:+9, W: +4 Ninja 8

Shaken: 1d4 + 1 ⇒ (1) + 1 = 2


Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)

Shaken for ... rounds: 1d4 + 1 ⇒ (1) + 1 = 2


Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Shift my Remove Fear Spell to the two closest to me.


Initiative Order=
Zethyris 25 (5) *
Anastasiya 21
Rutilux 19 (3)
Thorvlad 18 (4) *
Jediah 15
Undead Ulfen 14
Julien 12 (2)
Skallangbiorn. 7
Shaken rounds in brackets for those affected
* frightened

The creatures appearance combined with its unholy wail turns Zethyris' inside to ice and his feet move before he can realize what he's doing, which is heading back the way he came, leaving his friends in his dust. Anastasiya, never a woman to be cowed, glares needles at the disgusting creature and with a flick and a snap of her arm draws forth a mighty fireball from the sky to burn it to ash. His hands still shaking from the the creatures wail, Rutilux raises his Morningstar brandishing it at the creature "Hello abomination, in the name of all that I serve, I challenge you." before moving to engage it up close. His opening swing smashes the zombie creatures cheek as it tries to pull back from the blow but fails. Thorvald fighting his own ulfen warrior spirit can't stop himself from backing away despite the presence of his allies and friends. Jediah, unaffected by the creatures cry walks forward and draws upon the strength of the earth to reinforce his form. The undead Ulfen raises his mighty hammer over his shoulder and swings at Rutilux with a strike obviously intended to smash clear through his shield and take his head off in one blow but Rutilux's skills with his shield exceed the creatures might as the swing is deflected harmlessly over his head. The creature shifts it weight unexpectedly as it redirects the blow a second time but this strike is easily batted away by Rutilux's morningstar. Julien, possibly out of fear or instinct, dives headlong to the side aiming for the concealment of a cluster of high boulders. Skallangbiorn calls upon his god for aid in battling this abomination and calls forth energies designed to bolster everyone's defences as he casts Protection from evil, communal

Rutilux is adjacent the the undead. Zethyris and Thorvald are 80 feet away. Jediah in 10 feet away. Julian is 30 ft away. Anastasiya is between 20 and 40 feet away. Skallangbiorn is 20 ft away. The area is mostly open but close to the rocks the ground is littered with broken earth and thus difficult terrain

DM SCREEN:

reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
attack: 1d20 + 12 - 3 ⇒ (15) + 12 - 3 = 24damage: 2d6 + 6 + 9 ⇒ (3, 2) + 6 + 9 = 20
attack: 1d20 + 8 - 3 ⇒ (12) + 8 - 3 = 17damage: 2d6 + 6 + 9 ⇒ (1, 3) + 6 + 9 = 19


Male Half-Elf Rogue 6 / Aldori Swordlord 1 / Duelist 1 (HP: 64/64 | AC:24 T:18 FF:24 [+2 vs traps, +4 vs movement AoO]| F:+6 R:+14 (+16 vs traps) W:+6 | Init +7 [+9] Per +15 (+18 vs traps)

Zethyris's head clears, though his breath still escapes in short, stuttering gasps. He turns once more and runs back into the fray. He pulls Clarise free from her sheath, her subtle glow raising his spirits.

Double moving back, drawing Clarise on the way.


1/2 orc Ranger 1 HP 13/13

Jediah attacks the undead thing a ding
Earth's Vigil: 1d20 + 11 ⇒ (4) + 11 = 151d10 + 7 ⇒ (7) + 7 = 14
Earth's Vigil 32: 1d20 + 5 ⇒ (18) + 5 = 231d10 + 7 ⇒ (9) + 7 = 16


Male Human (Ulfen) Cleric 8 [HP 52/52 | AC:19 F:18 T:11 | CMD:18 | Save F+7 (+2 Cold} R+3 W+9 | Init: +3 | Perc: +5 | Channel 6/6 (DC 20)

Cleric Abilities:

  ☩ Special Attacks
        ➣ Channel Positive energy 5/6 (DC 17, 3d6)
        ➣ Alignment Channel (Evil Outsiders)
        ➣ Destructive Smite (+3, 6/6)
        ➣ Ferocious Strike (+3, 6/6)
        ➣ Touch of Glory (+8 Social, 6/6)

  ☩ Domain Spell-Like Abilities - (CL 6th; concentration +9)

  ☩ Spells
        ➣ Level 3 (3+1+1/day)
                Remove Curse
                Daylight
                Chain of Perdition
                Searing Light (Domain)
                Rage (Domain)

        ➣ Level 2 (3+1+1/day)
                ■Protection from Evil, Communal■
                Blinding Ray
                Spiritual Weapon
                Bless Weapon (Domain)
                Shatter (Domain)

        ➣ Level 1 (4+1+1/day)
                ■Remove Fear■
                Detect Undead
                Detect Evil
                Sanctuary
                True Strike (Domain)
                Shield of Faith (Domain)

        ➣ Level 0 (4 at will)
                Detect Magic
                Purify Food & Drink
                Mending
                Detect Poison

                ■Used■

           ♟    ♟    ♟    ♟    ♟    ♟

   

Active Effects: Protection from Evil, Communal

Assuming Julian is hidden from my casting, and Zethyris is back before my turn.

Skallangbiorn moves back 10 ft and focuses on Rutilux and Zethyris. "Steady your nerves, comrades. The fight is only beginning...." (Casts Remove Fear)

To the approaching Ulfen, Skallangbiorn gives a salute, (Swift Action: Channel to Ignite Sword) "Baráttunni er byrjuðu, fór bróðir. Við komum til kórónu, í nafni eins verðugt að fá það og sannað að leiða."

Skald:

The battle is joined, fallen brother. We come for the crown, in the name of one worthy to receive it and proven to lead.

Action(s) List
     ➣ Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
     ➣ Concentration: 1d20 + 6 ⇒ (11) + 6 = 17
     ➣ Cast Remove Fear (on Rutilux & Zethyris)
     ➣ Swift Action Channel to ignite sword

Remove Fear:

School: abjuration
Level: Bard: 1; Cleric: 1; Inquisitor: 1; Oracle: 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Source: Core Rulebook
Summary: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.


Female Human Sorcerer 8, HP 63, AC 13, touch 12, flat-footed 11, Fort 5, Ref 3, Will 6 (+2 vs. charm, cold, fear, fire, sleep)

Anastasiya fires a trio of force missiles at the zombie, then moves a couple of steps away from it.

magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

Spells remaining: 3rd 3/4, 2nd 3/6, 1st 7/8


Male Halfling (Lightfoot) Sorcerer -4 (HP:26/26)(AC 14/14t/12ff ; F+5, R+5,W+6 with +2 Bonus vs fear) /Temp -1 Wis Penalty

Rutilux feels the fear leave him as Skallingborn prays and his resolve bolsters, and twice more his flail swings out.

Assuming the remove fear went off at the end of the first round, otherwise still shaken and adjust the to hit below

To hit #1 1d20 + 11 ⇒ (13) + 11 = 24
Dmg: 1d8 + 11 ⇒ (6) + 11 = 17
to hit #2 1d20 + 6 ⇒ (1) + 6 = 7
dmg: 1d8 + 11 ⇒ (6) + 11 = 17

This is battle, something far away from intrigues and skulduggery, and when the fear leaves him, the cavalier find himself smiling.


Initiative Order=
Zethyris 25
Anastasiya 21
Rutilux 19
Thorvlad 18 (3)
Jediah 15
Undead Ulfen 14
Julien 12 (1)
Skallangbiorn. 7
Shaken rounds in brackets for those affected

Regaining some of his composure Zethyris turns around to rejoin his allies and moves back. Anastasiya hurls a trio of force bolts that hammer into the undead creature. Rutilux swings his weapon in a mighty arc smashing into reanimated flesh. Pulling back Rutilux backhand is batted away with a large hammer head. Thorvald's shame burns inside him lighting a fire in his heart and gives him the courage to turn back and rush back to his friends aid. Jediah swings his glaive in a long, lateral arc but the dead Ulfen's instincts cause it to bring the haft of his hammer up to parry the blow. The creatures reaction is too slow the second time and Jediah capitalize's on it by twisting the blade and turning the slash skyward as it opens grey, sickly tissue. The undead refuses to falter as it hammers brutally away at Rutilux's shield arm, every swing numbing it and bruising everything beneath (causing 17 and 14 damage). Julian carefully sneaks close enough to sneak attack next round unseen. Skallangbiorn draws upon his energies and with Gorum's blessing wraps both Zethyris and Rutilux with energies to bolster their resolve.

DM SCREEN:

power attack: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28damage: 2d6 + 6 + 9 ⇒ (1, 1) + 6 + 9 = 17
power attack: 1d20 + 12 - 3 ⇒ (16) + 12 - 3 = 25Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

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