Lord of Destruction PBP

Game Master detritus


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M Dwarf Warden 3

Mark H

Attack with the weight of the earth
1d20 + 10 ⇒ (4) + 10 = 14vs AC
1d10 + 8 ⇒ (8) + 8 = 16 on hit slow eont


If Allvis that misses I'm going to use an encoutner ability.

Will begins to sing the rhyme of the blood seeking blade...
1d20 + 9 ⇒ (6) + 9 = 15vs Ref
1d10 + 5 ⇒ (2) + 5 = 7 on hit H's AC will be lowered by 4 against Allvis's current attack


Allvis's attack goes wide and Will's seems to have no effect.

Vikktor
Will
H (marked by Allvis)
GA1
Coal
Allvis

Vikktor is up

Map


Male Human Avenger/3

Move to F15
Oath of Emnity
Charge H
Leading Stike
+6 vs AC Sunblade Fullade +1 1d12+1
1d20 + 6 ⇒ (8) + 6 = 14 vs AC
1d12 + 1 ⇒ (8) + 1 = 9 Damage


The shaman steps with the stroke and moves further away from the attacker.

Will is up


Will moves to G18.

Will tries to mock GA1
1d20 + 8 ⇒ (5) + 8 = 13vs Ref
1d6 + 6 ⇒ (5) + 6 = 11 on hit -2 to hit eont


recharge Hexer 1d6 ⇒ 6
Move ice cloud
Shift to C11
Icebound Hex against Allvis 1d20 + 7 ⇒ (17) + 7 = 24 vs will, 3d6 + 1 ⇒ (5, 5, 2) + 1 = 13 cold damage if you move during your turn (SE), hits
recharge Acolyte 1d6 ⇒ 3
Hand of Magubiyet against Allvis 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 vs fort, 1d6 + 5 ⇒ (2) + 5 = 7 force damage and the target is slide to E16, misses
Hand of Magubiyet against Vikktor 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 vs fort, 1d6 + 5 ⇒ (4) + 5 = 9 force damage and the target is slide to E17, hits, 9 damage to Vikktor

The shaman cackles loudly and backs away from the dwarf hexing his feet in place, daring him to step closer.

The acolyte catches on to the tactic and fires off two icy hexes, one of which slams into Vikktor throwing him backwards.

Map

Coal
Allvis
Vikktor
Will
H (marked by Allvis)
GA1

Coal is up


Male Human Necromancer

Move to H20 and give GA1 the evil eye.
Scare:
death, fear, illusion, psychic, standard action, burst 1 within 10, each enemy in burst, 6 vs will Hit:1d4+5 psychic damage. If target moves nearer to you on its next turn, it takes psychic damage equal to your cha mod (+3).

1d20 + 6 ⇒ (9) + 6 = 15vs will
1d4 + 5 ⇒ (3) + 5 = 8psychic damage


M Dwarf Warden 3

Allvis uses throns strike as if his very arms extend to attack H.

1d20 + 10 ⇒ (3) + 10 = 13vs AC
1d10 + 8 ⇒ (8) + 8 = 16on hit pull 2 squares towards me


Coal scares the last acolyte to death, and Allvis's attack swings wide.

Vikktor is up


Male Human Avenger/3

Oath of Emnity on H
Overwhelming Strike
standard/one creature (+11 vs AC 1d12+6) On a hit: You shift 1 square and slide the target 1 square into the space you occupied.
1d20 + 11 ⇒ (20) + 11 = 31 vs AC
1d20 + 11 ⇒ (3) + 11 = 14 vs AC
1d12 + 6 ⇒ (5) + 6 = 11 Damage


Male Human Avenger/3

OK, change of plan, since that blue stuff is difficlut terrain.
still oath of emnity (minor) on H
CHARGE to the same square.
letting me keep natural 20, give me 31 vs AC
so damage is
1d12 + 2d6 + 18 ⇒ (11) + (6, 3) + 18 = 38 damage


The shaman looks to be in bad shape.

Will is up

Will
H (marked by Allvis, bloodied)
Coal
Allvis
Vikktor

Map


Move to F14

Will casts misdirected mark on H

1d20 + 8 ⇒ (9) + 8 = 17vs ref
1d8 + 6 ⇒ (2) + 6 = 8on hit target is marked by Allvis


Will's mark barely misses the shaman.

recharge 1d6 ⇒ 1
Move the ice cloud
shifts
Freezing Hex on Allvis 1d20 + 7 ⇒ (3) + 7 = 10 vs fort, 2d6 ⇒ (3, 3) = 6 and the target is slowed (SE)

The shaman conjurers up a hex, but it flies wide splashing ice onto the rocks around the dwarf.

Coal
Allvis
Vikktor
Will
H (marked by Allvis, bloodied)

Coal is up


Male Human Necromancer

Coal, feeling confident about his frightening abilities, tries to make H pee his pants.
Scare:
death, fear, illusion, psychic, standard action, burst 1 within 10, each enemy in burst, 6 vs will Hit:1d4+5 psychic damage. If target moves nearer to you on its next turn, it takes psychic damage equal to your cha mod (+3).

1d20 + 6 ⇒ (20) + 6 = 26vswill
1d4 + 5 ⇒ (1) + 5 = 6psychic damage crit- 9 damage


roll an additional 2d6 for your crit :)


Male Human Necromancer

2d6 ⇒ (4, 2) = 6extra damage on H


The shaman is clearly hanging onto life by the barest of threads after the last assault.

Allvis, Vikktor, then Will


M Dwarf Warden 3

forgot to do saves last time....
1d20 ⇒ 3font of life
1d20 ⇒ 19 last round end

Move to C12

Thorn Strike on H
1d20 + 10 ⇒ (4) + 10 = 14vs AC
1d10 + 8 ⇒ (8) + 8 = 16 on hit pulls 2 squares so will be adj to me


Allvis's strike misses.

Vikktor is up.


Male Human Avenger/3

move to d11
Leading Strike
standard/one creature(+11 vs AC 1d12+6) One ally adjacent to you or to the target gains a bonus to his next damage roll agains the targer= INT Mod (+2)
1d20 + 11 ⇒ (13) + 11 = 24 vs AC
1d20 + 11 ⇒ (12) + 11 = 23 vs AC
1d120 + 6 ⇒ (8) + 6 = 14 damage


The last of the goblins fall to the onslaught of the companions.


Will begins to play the song of rest on his lute. +7 to anyone using a healing surge


M Dwarf Warden 3

Use a healing surge to get back to full health


Male Human Necromancer

Coal uses a healing surge back to full health

Search the goblins for loot!


You find the following loot: leather robes, hexer rod, 8 leather armor, 8 short sword, 40 javelin, 2 battleaxes

All of the equipment is in serviceable condition, but none jumps out at you as special. As you are searching air starts to clear in the musty cave and you feel like you have cleared the evil taint from the area.


Male Human Necromancer

Let's make way back to the camp to see where else we are needed!


M Dwarf Warden 3

agree


Male Human Avenger/3

Vikktor surges back to full health, and agrees with the rest of the party, we need to camp, and rest.


Having cleared the region of monsters and cleared the taint from the surrounding area the group heads back to the Rogue encampment for a much needed rest and resupply.

Akara greets the group and offers any one item that Charsi and Warriv have, or what they can create for you.

Pick any 1 item of level 4 or lower, from any of the 4th edition material as a reward
I will try and set up the next section of the campaign tonight, while you update your character sheets with the equipment


Casque of Tactics (helm) +1 init


M Dwarf Warden 3

Giantkind Gloves

gives me a new at will and encounter (allows me to throw my craghammer)


Vikktor is awarded a everburning torch and Coal is awarded a Bag of Holding (can hold 200 lbs of weight or 20 cubic feet in volume but still only weighs 1 lb. drawing an item from the bag is a minor action)I will try and update for the next stretch of the adventure tonight


Male Human Necromancer

A bag to store all of my Ghouldies! lol


Male Human Avenger/3

Ahh, blessed Light ! I shall use this to banish vileness from this earth !

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