Masks of the Living God (sequel to Crypt of the Everflame) (Inactive)

Game Master Darius Silvermere

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Griswald Maurin, the half-orc barbarian, Nivel Klist, the half-elf rogue, Merkava, the human fighter, Firyin, the half-elf ranger and Brimlii Titansteel, the dwarven cleric, have made their way back home to Kassen, battered but not beaten, after a gruesome experience inside the Crypt of the Everflame, where they defeated an old enemy and companion of Ekat Kassen, Asar who had risen as a skeleton after the tomb was disturbed by a group of grave robbers.

The spirit of Kassen has left them with an intriguing story and a task, if they so wish to do it, to seek out the two missing amulets taken from the tomb, which, together with another as of yet undiscovered amulet, form the key to a vault containing an artifact which has been left untouched by Kassen and his companions, Asar and Iramine, when they discovered it a long time ago. It is believed that Iramine, an elven sorceress, has had the third amulet in her possession.

The party has found several clues about the robbers. They were carrying coins from Tamran, the capital city of the region, and one of them had a note mentioning the Rangers Lament. Another one, possibly their leader, was wearing a mask and carried a note mentioning the amulets. Mayor Uptal suggested they go speak to Father Rantal Prasst, in charge of services in the only temple of Kassen, who used to be a soldier in Tamran before.

At the temple of Erastil, near the town square, they met Father Prasst. He listened attentively to their story and then spoke: "Yes I know the Ranger's Lament. It's a popular bar in Tamran.. So you say one of the robbers was wearing a mask.. Hmm.. Someone from Tamran passed by Kassen several weeks ago. He came to visit our temple here. Of course we talked about Tamran and he told me that about 2 years ago a new cult has arrived there, the cult of Razmir. They built a temple and their influence seems to have grown quite a lot. They help the poor but they are also suspected of thievery, blackmail and extortion. Now I am telling you this, because the cult members all wear the same kind of mask.. I think that's worth investigating.. As for this Iramine, I am afraid I can't help you. I have no idea who or where she might be."

As you discuss your next move with the Mayor, he suggests to go check the docks for a possible transport to Tamran. There you receive notice that a river barge is expected to arrive within a few days and continue its way to Tamran. The Mayor says he could probably book passage for the whole team on the barge.

The next day after you went to see Father Prasst, he visits you, together with a woman. He says: “I heard one of your companions has decided to stay in Kassen. I thought maybe you could use some help with your mission. Allow me to introduce you to someone.. this is Kyra, she’s a cleric and she visited me yesterday a few hours after you came to me for advise. I believe she has something to tell you..”

Kyra:
You can now introduce yourself to the others. Morg is not yet part of the team.

Morg:
Any idea how you want to introduce yourself? You can message me in private first if you prefer. I suggested something about your pathfinder group being interested in lost artifacts and the missing amulets would give you a connection. We could also simply let the group decide they want one more member and you happen to be in town, perhaps out of interest for the ritual of the everflame or some task from the pathfinders etc.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel waits patiently as Father Prasst recalls his encounter with the man that told him of this new cult in Tamran and of the barge to this place. The Ranger's Lament... as good a place to start as any other I suppose.

When Kyra is introduced to the party, Nivel straightens and pays attention to what the woman has to say.

More or less dotting the thread.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

I don't think I'll like this trip in a boat.... Griswald grunts, "I don't swim much, these legs were made for land..."

Griswald seems a bit confused when the mayor brings up a new party member.

A cleric... like Brimlii, that is magic I can tolerate. I wonder if this cleric follows Torag as well...

Griswald takes a sniff to see what he can gather about the newcomer.


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Gris, don't go sniffing her before she understands what you're doing. It might leave a bad first impression.


It is Father Prasst himself who visits you together with Kyra (not that it matters a lot). Kyra went to talk to him after your meeting with the priest and he felt like it's his job to help her introduce herself with the group.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald, the large burly half-orc, looks a bit embarrassed to Nivel's comment like he was just scolded.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra approaches the large barbarian at first. "Oh my"
Then she approaches the half-elf Nivel placing a hand on his cheek then retracting her hand immediately. "You may not have met me...."
Then she moves over to the half-drow. ....but I definitely have seen you before...in a dream of sorts....not a pleasant one at that."

The cleric of Sarenrae turns around and walks over to Father Prasst and stands by his side."I am Kyra Kross, devote follower of Sarenrae. Father Prasst here has told me that you are in need of a cleric on your next journey. Without me, with all your brawn and cunning,.....well let's just say that I saw a possible end to your story that you would not like. I am here to prevent that, to ensure your success."


Male Half Elf Ranger 3 (Shapeshifter)

Oh, we are just such an attractive party.

Firyin greets the newcomer with silence and a handshake, then arcs an eyebrow. "I've never cared much for fate."


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra greets Firyin with a firm handshake. "Neither have I....as long as the Brightlady would allow me to."


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald sighs when she says she worships a god other than Torag. "Saranrae...is that a good god? I'm only familiar with Old Deadeye and our last cleric's deity, Torag."

Griswald realizes he looks far different to the newcomer than how he may have looked previous. Simple clothed and armed with just a tree-cutting axe before and now with battle-worn armor and carrying more weapons than he really needs.

Wait until she sees the beast... at least the others accepted it, hopefully she will as well...


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Wait, what? A dream? You saw ol' Fir here in a dream? How is that possible? Nivel unconciously touches his face where the cleric had placed her hand previously. So you aim to come with us? The more the merrier I would say. Ever been to Tamran?


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra replies to Griswalds's questioning of her deity. "The Bright Lady is quite good. You see her everyday when the sun rises and is quite forgiving to those who truly wishes to repent. From the looks of you, you probably need little help from any divine being."

Then Kyra responds to Nivel. "I would love to accompany the three of you on your next quest, if you don't mind having a woman along. As for Tamran, never been to the place. I was born and raised in Kessan. My circumstances changed for me in the past year."

Kyra continue "Well if there are any more question, I'd say we be best to get going. I do have to stop by a weaponsmith, I have a weapon being made and I need to pick it up."


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

No objections here. We can use all the divine guidance that we can get. Trust me on that.

Nivel is ready to move on to the barge.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

On the barge there seems to be one dwarven passenger given a wide berth and left to his own inward musings. He has a motley look about him, facial scars and patches of missing hair.

A child splits off from his mum and da, approaching the dwarf. You fear the worst. But the dwarf waves the child over and rummages through his pack a bit, finally producing a small wooden toy. Smiling, he offers it to the child. A spinning top of sorts.

After an impromptu lesson, the child, pleased as punch, takes the toy and returns to his parents.

The dwarf seems to drift off in thought once more.


Two days after meeting with Kyra, there's news from the docks that a barge is approaching.

It's the Black Mist, a river barge run by captain Walren (see pic), a male dwarf and his deck hand, a scarred Kellid man (human, see pic), who calls himself Ewem. Ewem handles the Common tongue poorly.

about the Kellid people:
The Kellid people have inhabited the cold, harsh lands of the north for as long as anyone can remember. They have a primitive culture that focuses on tribes and tribal loyalty. The language of the Kellids, Hallit, is a coarse language with no written form.

The barge is headed for Tamran with a shipment of iron ingots from Skelt. It is 120 feet long and 30 feet wide. See picture main deck

Morg:
The last day of your trip, you sometimes heard a scratching noise in several places on the outside and lower part of the barge. Ewem and the Captain are also aware of this and they said they will investigate it when arriving in Kassen, as nothing could be seen right away.

Ewem remains on board while the Captain greets the Mayor. As you are all getting introduced to each other, suddenly you see Ewem coming running towards you: "Captain!!.. monster.. boat.." The man looks frightened and is pointing to the barge at the docks.

As you peer into the distance, you can see the Black Mist but no sign yet of any 'monster'. The boat is lying at 60ft from your position (see map, your position is the red star between the houses below the docks). There are a few people walking on the docks in the vicinity of the boat, but they don't seem to be bothered by anything at the moment.

I am assuming Morg is either with the Captain or standing at the docks, closer to the boat, where he met the child and parents.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Unlike his, until now, maudlin demeanor... Morg becomes alert and breaks into a dwarven "sprint" towards the boat.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald readies his great axe while he moves towards the boat. "I don't like the look of this..." the brooding half-orc growls.

Perception 1d20 + 7 ⇒ (1) + 7 = 8


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Monster? What monster? Where? Seeing the strange dwarf run off toward the barge, Nivel readies his bow and decides to go check things out and runs off after him.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19


Male Half Elf Ranger 3 (Shapeshifter)

Firyins eyes narrow and he runs with the others.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra decides to run alongside her new team mates, at the same time removing her scimitar.


Followed by Ewen, Captain Walren and Mayor Uptal, you all run towards the barge and arrive just in time to see two giant crabs crawl on deck (see map).

Firyin:
knowledge nature: 1d20 + 5 ⇒ (20) + 5 = 25
You've had an encounter with such beasts before. These giant crabs behave much like their smaller cousins, feeding on both plant material like algae and fungus and animal matter such as fish, seabirds, but sometimes also on humanoids. They are surprisingly fast on land (30ft). During combat they will try to grab prey with their pincers and continue to crush.

First time that I combined maps with two different programs (pyromancers + roll20). I couldn't get the left grid numbering right :( I don't have an enormous amount of free time, so I apologize for leaving it like this.

I use house rules for combat to make it feel more like real time action role playing instead of turn based strategy. Everybody rolls initiative EVERY ROUND. All actions happen more or less at the same time with initiative basically deciding who is a (fraction of a) second faster or slower. You may swap D20 results between initiative and attacks (most useful for increasing attack). There's no posting order. Everyone posts their actions when they can (preferably within 24 hours). After everybody posts their action, I roll for monsters and NPC's and I will post a summary of the round with a new map. Sometimes I will adjust a player's action when it's obviously better.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Use range! Keep your distance!

Morg pulls up short, weaving one hand through the air as his other hand holds his crossbow.

5ft-step back.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

"Merk you cover one dock, I have this one!" Griswald yells

Griswald rushes to the end of the dock with his axe ready. Keep cool, you don't need the beast. Letting it out now would be horrible... too many witnesses... and I doubt they will be as forgiving when they see what I am...

attack 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Move to H8
Readied attack: if creature approaches Griswald will attack with his great axe.
initiative 1d20 + 5 ⇒ (3) + 5 = 8
damage 1d12 + 7 ⇒ (7) + 7 = 14


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel, already having his bow at the ready, moves to the edge of the boat. He tries to steady himself and lets loose an arrow toward the crab on the left.

Init: 1d20 + 7 ⇒ (20) + 7 = 27
Init: 1d20 + 4 ⇒ (6) + 4 = 10
Crit Confirm?: 1d20 + 7 ⇒ (11) + 7 = 18

Damage: 1d6 ⇒ 2
Crit Damage: 2d6 ⇒ (2, 1) = 3
Sneak Attack Damage, if applicable: 1d6 ⇒ 4


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

crit confirmation:
I forgot my threat crit roll.
1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Additional damage 2d12 + 14 ⇒ (7, 5) + 14 = 26


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Init: 1d20 ⇒ 6

Kyra approaches a wounded crab and slashes it with her scimitar.
Attack, Scimitar: 1d20 + 5 ⇒ (9) + 5 = 14
Damage, Scimitar: 1d8 + 2 ⇒ (1) + 2 = 3


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Wax in her 'oly ears...


Male Half Elf Ranger 3 (Shapeshifter)

Sorry, schoolwork is piling up on me

Init: 1d20 + 2 ⇒ (7) + 2 = 9
Attack: 1d20 + 6 ⇒ (8) + 6 = 14


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

Effing hell.. I never saw any missed stuff going on! I'm catching up and will post soon.
I kept just checking the discussion forum!
Crap.. I'm sorry.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I would have readied my crossbow immediately upon moving up to the dock, wielding it one handed while I readied my shield.

Correct me if I'm wrong but I don't think any of us can close with the crabs and melee attack this round.

I move to M8 and loose a round at crab 2.

Init: 1d20 + 4 ⇒ (18) + 4 = 22
Attack with MW Crossbow:1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Damage with Axe:1d8 ⇒ 6

Seriously, 3 potential crits in one round?!?

Crit confirm: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
2nd damage roll if relevant: 1d8 ⇒ 8

WOOT!!


COMBAT ROUND 1 - see map

While you move into attacking positions, the crabs seem more curious about investigating the ship deck, one fiddling with a hatch on the left and the other looking through the large grate on the right.

Two arrows strike their targets with amazing precision, finding weak spots between the creature's shells. (crab1 takes 8 dmg - includes +1 from point blank shot x3 from critical, crab2 takes 14 dmg)

In the meanwhile, Ewen is gesturing wildly and in his excitement seems unable to find the right words. Captain Walren tries to make sense out of it: "What is it Ewen? .. more? .. there's more crabs?.. or bigger? .. a bigger crab?"

As the attention of the crabs turns towards you, large pincers appear from above the far side of the ship and a truly monstrous crab emerges..

Seeing this, Captain Walren utters as in awe: "H o l y .. c r a b" at which Mayor Uptal replies: "What.. did you bring.. to our town."

Kyra and Griswald, your rolls are still valid for your attack next turn. Kyra could not reach a crab yet in melee (no straight line for charge). Firyin, you didn't specify a weapon or target so I assumed you draw your bow and shoot (but it was a miss anyway).

AC of the medium sized crabs is 16. The bigger crab is large size (4 squares).

The crabs are all going to try a charge attack on their next turn. The crab on the right took the biggest hit and is moving a bit unstable.

I used the built in grid numbers from pyromancers this time and then adjusting size with the other picture with the boat.


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

If Griswald beats the crab on initiative he will move forward on crab1.

initiative 1d20 + 3 ⇒ (18) + 3 = 21
attack - same as last round


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg is grim-faced and stand firm.

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

atk wounded crab, lt xbow: 1d20 + 3 ⇒ (17) + 3 = 20
dmg wounded crab, lt xbow, gravity bow: 2d6 ⇒ (2, 1) = 3


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel will fire again at the crab on the left, however he was distraxted by the appearance of the giant creature. What the hell is that? Where does such a thing come from?

Bow: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Init: 1d20 + 4 ⇒ (3) + 4 = 7
Arrow: 1d6 ⇒ 1


Male Half Elf Ranger 3 (Shapeshifter)

Firyins eyes narrow. "Griswald, Merkava, engage that thing! Nivel, Kyra, help me clean up the little ones, get the ones at the left side! Get them dead or on the run and then we go to back up Gris and Merkava!" Firyin sprints up to the crab on the right side of the boat, bringing his bare hands down on the hard shell.

Init: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d3 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7
Crit Damage: 1d3 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

"Errr.. Right.. The big one.. yyyaaaaaaAAAAAAHHHHHHH!!!!"

I drop my cross bow as I CHARGE across the boat, draw my axe and head right for the big crab, trusting Gris is on his way.

Init: 1d20 + 4 ⇒ (13) + 4 = 17
Attack with MW Battle Axe:1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage:1d8 + 4 ⇒ (2) + 4 = 6

I swap Init and Attack rolls. Total attack roll: 23, Init: 11 My AC is 19 until next turn.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

If Kyra couldn't make it to the crab in her first turn then can she move and cast a spell? Shield of Faith. Didn't realize that she was that far.

Kyra's second turn is basically getting to one of the smaller crabs.


I let Kyra do a double move last turn. If she cast shield of faith, she could only do a single move. So in that case, I will put her behind Nivel and Griswald. She could try a charge now towards crab1. If crab1 is dead, she could heal someone instead.


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Behind Nivel and Griswald is fine. So turn 1 she casts Shield of Faith. Turn 2 she moves closer. If she can't attack then she will keep an eye on Nivel and Gris.


COMBAT ROUND 2 - see map

Griswald charges and splices the left crab in half! (crab1 is dead)

Merkava runs forward drawing his axe, but in doing so, he cannot attack right away and he gets hit by both crabs opposing him. The smaller one also takes hold of his arm. (Merkava takes 4 + 9 = 13 dmg)

A moment later Firyin totally cracks the shell of the right crab and Merkava has no problem freeing his arm. (crab2 is dead)

Nivel and Morg shoot at the monstrous crab. Nivel's arrow bounces off the carapace but Morg's bolt manages to pierce its armor. (large crab takes 3 dmg)

Merkava now hacks into the monstrous crab's body. (large crab takes 6 dmg, total 9)

Kyra moves closer to Merkava and heals him. (Merkava regains 6 hp, is now at 15/22 hp, I assume Kyra uses her domain CLW spell)

AC big crab = 18

I assume Morg has cast Gravity Bow previous turn? Otherwise I don't think he could do 2d6 dmg this turn.

The two smaller crabs are dead. The big one is still very much alive and will use a full attack with two claws next turn.

actions:
crab1 init+1/attack+4 1d20 ⇒ 131d20 ⇒ 10 init=11 attack=17
crab2 init+1/attack+4 1d20 ⇒ 181d20 ⇒ 14 init=15 attack=22
big crab init+0/attack+8 1d20 ⇒ 191d20 ⇒ 13 init=13 attack=27

21:Griswald charges at crab1 and kills it
17:crab1 dead
15:crab2 charges at Merkava and hits for 1d4 + 2 ⇒ (2) + 2 = 4 dmg
crab2 grapple 1d20 + 8 ⇒ (18) + 8 = 26 success
13:big crab moves to Merkava and hits for 1d6 + 6 ⇒ (3) + 6 = 9 dmg (total 13 dmg)
big crab grapple 1d20 + 12 ⇒ (1) + 12 = 13 miss
11:Merkava moves forward drawing axe
10:Firyin moves to crab2 and kills it
7:Nivel misses big crab
6:Kyra moves towards Merkava
4:Morg hits big crab for 3 dmg

21:Griswald turn end
17:crab1 dead
11:Merkava hits big crab for 6 dmg (total 9)
15:crab2 dead
13:big crab turn end
10:Firyin turn end
7:Nivel turn end
6:Kyra heals Merkava for 1d8 + 2 ⇒ (4) + 2 = 6
4:Morg turn end


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

attack/init +3: 1d20 + 3 ⇒ (5) + 3 = 8
attack/init +3: 1d20 + 3 ⇒ (1) + 3 = 4

I'm good, thanks.


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

"Stupid crabs hit hard! Thanks, Kyra!"

I 5-foot step to O6 (where the dead crab is. If I can't I'll 5 foot to O7.

"Gris! FLANK!"

I attack, fighting defensively:

Init: 1d20 + 4 ⇒ (19) + 4 = 23
Attack with MW Battle Axe (w/ assumed Gris flank. If not, subtract 2):1d20 + 8 - 4 + 2 ⇒ (6) + 8 - 4 + 2 = 12
Damage:1d8 + 4 ⇒ (3) + 4 = 7

AC = 23 this round.

I totally swap rolls:
Attack = 23 w/out flank, 25 with
Init = 10


Male Half-Orc Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Griswald nods at Merk's advice and moves behind the monster.

I hope the fresh kill won't incite the beast... not here, not now.
Griswald moves to M4 or M5 (depending on where the crab's square ends)
Attack: great axe w/power attac1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage 1d12 + 7 ⇒ (7) + 7 = 14
1d20 + 3 ⇒ (1) + 3 = 4


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Nivel curses as his arrow deflects away. Nivel will drop his bow and switch to his rapier, joining his friends in melee.

Surround the beast! Nivel will go around the creature's left side and find a flank position (L4 or, if I must, M4)

Init: 1d20 + 4 ⇒ (12) + 4 = 16
Rapier with flank: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Confirm?: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Damn, unless I'm allowed to swap this roll with my Init roll.
Damage, plus sneak for flank: 1d6 + 1d6 ⇒ (1) + (2) = 3 Wow, unimpressive after all that.


Male Half Elf Ranger 3 (Shapeshifter)

Firyin flings the remains of the first crab off his hands, then snarls and attacks the large one.

Init: 1d20 + 2 ⇒ (16) + 2 = 18
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d3 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

Kyra joins her new companions in surrounding the giant grab trying to flank with anyone available, possibly with Nivel.
AC 16 - Shield of Faith

init: 1d20 + 0 ⇒ (14) + 0 = 14
Attack, MW Scimitar, flanking: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24


COMBAT ROUND 3 - see map

As everybody closes in around the monster, it lets out an intimidating 'burp'. You imagine its stomach to be quite empty.

It grabs both Merkava and Firyin with its monstrous claws, but as everybody combines their attacks the beast finally succombs under Griswald's axe!

Victory!! Everybody receives 400xp and that means LEVEL UP :)

Merkava is at 5/22hp and Firyin at 8/20hp.

actions:
Yes Nivel, you can swap D20 from critical with initiative. Your initiative becomes 7+4=11.

big crab init+0/2x attack+8/critical: 1d20 ⇒ 101d20 ⇒ 201d20 ⇒ 111d20 ⇒ 16 init=16, attack1=28 (critical 19), attack2=18

18:Firyin 5ft step, hits crab for 5 dmg, total 14 (bleeds)
16:crab attack1 against 1=Merkava, 2=Firyin: 1d2 ⇒ 1 hits for: 1d6 + 6 ⇒ (4) + 6 = 10, no critical, Merkava is at 5/22 hp, grapple: 1d20 + 12 ⇒ (12) + 12 = 24, grabs Merkava
14:Kyra 5ft step, hits crab for: 1d8 + 2 ⇒ (2) + 2 = 4, total 18
11:Nivel drops bow, draws rapier and moves to back crab
10:Merkava hits crab for 7 dmg, total 25
8:Morg reloads crossbow
4:Griswald moves around to the back of the crab

18:Firyin turn end
16:crab attack2 against 1=Firyin, 2=Kyra, 3=Nivel, 4=Griswald: 1d4 ⇒ 1, hits Firyin for: 1d6 + 6 ⇒ (6) + 6 = 12, grapple: 1d20 + 12 ⇒ (6) + 12 = 18, grabs Firyin
14:Kyra turn end
11:Nivel hits crab for 3 + critical: 1d6 ⇒ 3 = 6, total 31
10:Merkava turn end
8:Morg misses crab
4:Griswald hits crab for 14 dmg, crab is dead


Dice:
[dice=Init]d20+4[/dice][dice=Bow with PBS]d20+9[/dice][dice=Arrow with PBS]d6+1[/dice]
Male Half Elf Rogue 3 (Sniper) HP 19/21, AC 18/14/14, Fort+2/Reflex+8/Will+3, CMD 16, Init+4, Perception+12/Low-Light Vision

Ah, nice to see we have returned, no matter the pace. I'll take time to level up Nivel tonight.

Where did this massive creature come from? Was there any damage to the vessal? Nivel turns to the captain and crew. Kyra, do you think you can see to the injuries my friends have suffered?

When is the vessel due to leave for our destination? Do we have time to rest/heal up before we leave?


Male Human Lvl 3 Fighter, AC: (21/13/18), HP: 29, Fort +5 Ref +3 Will +1 (+2 vs. charm/compulsion, +1 vs. fear)

I extricate myself from the giant claw and take a knee, using my axe for support.

"Well. That hurt. I'll never look at crab soup the same again."


Female Human Cleric 4, AC: (14/10/14), HP: 31, Melee: +3, Scimitar +9 (1d8+2/18-20), Fort +5 Ref +2 Will +9

"Everyone....gather around me."
Kyra grabs hold of her holy symbol hanging from around her neck. She utters a silent prayer to Sarenrae. Using 2 Channels

Channel Positive Energy, Healed for: 2d6 ⇒ (2, 3) = 5

Remaining Channels: 3

"That should suffice for now. I will check on the two of you before you go to bed and make sure you are close to fully restored."

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