Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath continues to wade through the lizards as they blast him with electricity, carving through the lizard to the north and the other to the east. Fill the hole, get more blades to bear!

attack: 1d20 + 17 ⇒ (4) + 17 = 21 both attacks on the north if it doesn't fall with the first attack
damage: 2d6 + 16 ⇒ (2, 1) + 16 = 19
attack: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d6 + 16 ⇒ (1, 2) + 16 = 19
refl save: 1d20 + 10 ⇒ (11) + 10 = 21

HP with raging now 61/91


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Working on not letting you get surrounded laddie.


Round Three

Garrath drops two more lizards.

Elektra cast a Stinking Cloud over many of the Lizards. All but the 10th Lizard is affected by the noxious cloud.

Lizard 8 Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Lizard 10 Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Lizard 11 Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Lizard 12 Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15

Stone Channels Energy not realizing, at that moment, that one of the lizards Garrath just dropped begins to recover, only to find itself choking from the noxious fumes.

Lizard 4 Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15

Flynn puts two arrows into the nearest lizard outside of the Stinking Cloud.

Vale steps up just enough to get to the lizard that began to stir, but not enough to be in the cloud. The choking lizard falls again, and begins to die.

Vale with Battleaxe: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 7 ⇒ (6) + 7 = 13
Vale with Battleaxe Confirm: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 7 ⇒ (5) + 7 = 12

Kaven is not one for the bow. He drops it. Takes a step, draws out his rapier, and makes a lunge toward the ninth lizard. He sticks his rapier into lizard flesh.

Kaven with Rapier: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 1 ⇒ (6) + 1 = 7

Brandark gets a little sweet revenge as he nearly cleaves in two the seventh lizard.

The eighth, eleventh, and twelveth lizards flee out of the cloud. The ninth one bites into Kaven. The tenth one, still within the cloud fails to bite Brandark.

Recharge Rounds: 1d4 ⇒ 3

Lizard 10 vs Brandark: 1d20 + 4 ⇒ (5) + 4 = 91d4 ⇒ 2
Lizard 9 vs Kaven: 1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 4

Garrath 17 (AC11 54(68)/77(91))
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 30/43)
Vale 6 (AC18 36/53)
Kaven 18 shifted (AC20 32/49)
Brandark 13 (AC21 33(42)/55(FL68))
Lizards 14 Shifted(AC16 (U,U,D,D,U,D)(D,14,10,19,19,19)/19)

Round Four

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Seeing the battle slowing Stone will hold off sending out more healing till he is sure it will only go to his companions. Instead he will step up and swing at the remaining lizard he can reach.
attack: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 3 ⇒ (1) + 3 = 4


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

So anyone care to explain, why everything seems to either love or hate you people? Flynn shouts aloud taking potshots at lizards

attack: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d8 + 1 ⇒ (7) + 1 = 8

attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d8 + 1 ⇒ (6) + 1 = 7


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Just our sparkling personalities
Brandark quips as he brings his axe down hard on one of the remaining lizards.

attack: 1d20 + 7 + 5 + 1 - 2 + 2 ⇒ (5) + 7 + 5 + 1 - 2 + 2 = 18
BAB,STR,Magic,Power,Focus
damage: 1d10 + 5 + 5 + 1 ⇒ (2) + 5 + 5 + 1 = 13

attack 2: 1d20 + 2 + 5 + 1 - 2 ⇒ (18) + 2 + 5 + 1 - 2 = 24
damage: 1d10 + 5 + 5 + 1 ⇒ (6) + 5 + 5 + 1 = 17


Round Four

Garrath and Elektra take a breather.

Stone moves up and attacks the tenth lizard, but misses the quick little lizard.

Flynn misses one of his stots. He doesn't miss with the other, sticking the 9th lizard with an arrow.

Vale backs away from the stinky cloud of noxious fumes.

Kaven stabs at the 9th Lizard, but misses with his thrust.

Kaven with Rapier: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 1 ⇒ (3) + 1 = 4

Brandark doesn't miss. The Dwarf Cavalier splatters the tenth lizard.

The ninth lizard sends a wave of non-lethal electricity toward Kaven.

Kaven's Reflex Save: 1d20 + 11 ⇒ (14) + 11 = 25

But the nimble Black Arrow was able to evade any damage from the lizard.

Garrath 17 (AC11 54(68)/77(91))
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 30/43)
Vale 6 (AC18 36/53)
Kaven 18 shifted (AC20 32/49)
Brandark 13 (AC21 33(42)/55(FL68))
Lizards 14 Shifted(AC16 (D,D,D,D,D,D)(D,14,D,D,19,19)/19)

Round Five

Kaven's thrust doesn't miss this time. The lizard falls unconscious.

Kaven with Rapier: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 1 ⇒ (5) + 1 = 6

With all the lizards down, the party finishes the lethal lizards off.

The other three lizards scurry away.

There is still a cloud of noxious fumes in the cave.

What does the party do next?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

While waiting for the cloud to dissipate. He will move around the party assessing and treating their wounds.
Brandark 52/55
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Garrath 69/77
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Flynn 38/43
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Vale 48/53
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Kaven 42/49
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

While waiting for the cloud to dissipate. He will move around the party assessing and treating their wounds.
Brandark 52/55
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Garrath 69/77
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Flynn 38/43
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Vale 48/53
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Kaven 42/49
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
He then puts his wand away and looks to see if the cloud has dissipated.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

My thanks Stone.

Brandark kicks one of the little lizards into the cloud.

These little things hurt.


The party waits to let the Stinking Cloud dissipate.

The party can move to the North or to the East. Which way do you go? The party is represented on the left map by the flag of Magnimar.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

All in a days work. Shall we head north?
I have no real reason to head either way but I like heading up.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Seems as good as way as any

Brandark cleans off his axe, and then he leads off towards the north, while keeping a better eye out.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Taking a stock of spells left Electra sighs. "After this is over I need a day or three to scribe more scrolls!"


The party moves up the northward tunnel to an impressive sight. A deep ravine stretches across a large cavern, splitting the room in half. Geodes and veins of glittering minerals shimmer along the walls of the chasm, which drops away into the dark. A ten-foot-wide wooden bridge spans the gulf.

Map updated.

Garrath 17 (AC11 69/77)
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 38/43)
Vale 6 (AC18 48/53)
Kaven 18 (AC20 42/49)
Brandark 13 (AC21 52/55)


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

if impressed by the beauty, Flynn refuses to show it aside from quickly looking around before turning his attention towards the wooden bridge. We should i do what we can to inspect it's safety before crossing, better safe than sorry.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

We have enough rope to make the inspector safe. Garrath hands a rope end to Flynn.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark grins as Garrath passes the rope over.

Aye, trust us, we will not let you fall


Does Flynn cross the bridge with a rope?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Somebody check it for traps first.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn ties the rope around himself, Assuming nothing goes wrong, follow after me one at a time. no need to tempt fate.

Flynn begins steadily making his way across the bridge.

perception: 1d20 + 13 ⇒ (8) + 13 = 21


Flynn moves to just before the middle of the bridge and notices that it is not stable. Flynn determines that if more than one attempts to cross at a time it will likely collapse, sending anyone on the bridge into the deep chasm below.

Flynn thinks he may be able to repair the bridge.

DC25 Disable Device check repairs the bridge.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

disable device: 1d20 + 12 ⇒ (9) + 12 = 21

i was right, bridge is unstable, might be able to fix it, gimme a minute. Crossing one at a time, would solve the problem all the same end.


Flynn was unable to repair the bridge, but he was able to determine that as long as only one crossed at a time it should hold. The party ropes themselves together as an additional caution. The party crosses the treacherous bridge.

Flynn carefully leads the party into the dark tunnels beyond. After about 100 feet the tunnel divides to the north and east. Flynn looks to the north and sees that it comes to an end into a cavern. Looking into this area he sees that the walls of this fairly dry cavern contain twenty seven-foot-wide, two-foot-high niches, in each of which rests the ancient body of a long-dead humanoid. The skeletons bear ceremonial armor and weapons. One of the bodies has been pulled from its niche and lies in a jumble on the ground.

Does the party wish to explore this dry cavern or would you rather continue on down the tunnel to the east?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I wonder about those.

Brand ark slings his axe and pulls out his Warhammer as he approaches them.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Forgive our trespasses, ancients, we mean no harm or disrespect Garrath moves quietly through the area, staying respectfully as far away from the skeletons as he can.


1 Brandark; 2 Garrath : 1d2 ⇒ 2

The dice doesn't always hate Brandark.

Appearing.... Well, not really appearing.... An entity suddenly attacks Garrath. You can hear..... Well, not really hear.... Sense an angry terrible feeling.

Something Terrible attacks : 1d20 + 10 ⇒ (13) + 10 = 231d8 ⇒ 7

In addition to the the damage less DR, Garrath lost two negative levels. –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. An additional 10 hit points of damage is also incurred. Garrath is also treated as two levels lower for the purpose of level-dependent variables.

Garrath's Initiative: 1d20 + 9 ⇒ (17) + 9 = 26
Elektra's Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Flynn's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Stone's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Brandark's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Vale's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Kaven's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Something Terrible's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15

Round One

There is a new map below the main map.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

KnowRel: 1d20 + 12 ⇒ (3) + 12 = 15


This is new to Elektra.

DC17 Religion :
It is a Spectre. A really angry one too.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark swiftly pulls a potion out of his sash and breaks it on his Warhammer as he seems this unknown thing attacking his friend.

By the gods what is this thing.

swift pull potion of magic weapon, standard apply it. 10/10 rounds +1 weapon, hp 52/55, ac 21, touch 11


Vale senses the danger and moves into the room. He sees the ghostly form. He recognizes the ghostly garbs, "It's the ghost of a Black Arrow! I don't recognize him. And I don't know why he is attacking" Vale hacks at the incorporeal creature with both of his trusty axes.

+1 Battleaxe + Power Attack: 1d20 + 10 - 3 ⇒ (9) + 10 - 3 = 161d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17

+1 Handaxe + Power Attack: 1d20 + 10 - 3 ⇒ (1) + 10 - 3 = 81d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16

Kaven moves in behind Vale.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will move up to see what is going on.
Knowledge Religion: 1d20 + 4 ⇒ (19) + 4 = 23
Spirit be at peace we mean you no harm.
diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Looking at the undead abomination Elektra quickly casts haste.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

is it intelligent enough to bargained with Stone? Does it even want to? Flynn draws his bow cautiously.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath turns on the thing and attempts to cleave it with his greatsword, letting out a bestial roar. rage

attack1: 1d20 + 15 ⇒ (17) + 15 = 32
damage: 2d6 + 16 ⇒ (6, 4) + 16 = 26
attack2: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 2d6 + 16 ⇒ (6, 4) + 16 = 26

saving throw against haste: 1d20 + 11 ⇒ (18) + 11 = 29


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

i activate bane, rapid shot, and attack.

Not taking any chances... Flynn knocks an arrow, mutters a prayer and fires.

attack: 1d20 + 9 ⇒ (9) + 9 = 18
attack: 1d20 + 9 ⇒ (3) + 9 = 12

damage: 1d8 + 2 ⇒ (4) + 2 = 6
damage: 1d8 + 2 ⇒ (2) + 2 = 4

bane: 2d6 ⇒ (4, 2) = 6
bane: 2d6 ⇒ (4, 2) = 6


A ghostly apparition appears and attack Garrath.

As Stone tries to communicate with the spirit, Garrath hacks into the apparition with his Furious Greatsword.

So much for diplomacy.

Flynn follows up with a pair of bane induced bow shots. The first of the bow shots strikes the apparition.

With a scream and a cry, "Curse you all! I will not get my revenge," the Specter is destroyed.

When the crypt is examined you will find only ceremonial armor on the remains of the Black Arrows.

Vale will look surprised.

Kaven will comment, "So this is where all the old Black Arrows are buried. We bury our dead on the top of the ridge overlooking the fort these days. Maybe this ghost is why they abandoned burying the dead down here."

Garrath still has two negative levels. After 24 hours, Garrath can make a DC16 Fort Save attempt to remove the negative levels. If Garrath fails the DC16 Fort Save after 24 hours, the negative levels become permanent.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I guess that means i didnt use my potion?


Yes. You can save your potion. That truly works best for Brandark anyway. Otherwise, the Specter would have earned an AoO on Brandark. It is never good to give a Specter an AoO. They tend to not miss. :)

What does the party do next?


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

fort save: 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Well I guess we should search the area. Maybe we can find some clue to why the spirit was so upset.


One of the skeletons is lying on the floor of the crypt. All the other skeletons in the crypt are in their niche. All the skeletons wear a type of thin ornamental armor. There is nothing of any real value. There is also nothing that can be determined by the contents as to what happened to create a Specter.

Vale will look at Garrath noticing the weakness the Specter has caused, "Let's move back and camp near the waterfall."


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

The body is to decomposed, too damaged. otherwise i would be able to get those answers for you. Flynn says simply looking around.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well, I don't propose that this body be left in this state.

Brandark puts the potion back in his sash, and walks over with the intent to place the skeleton back in the niche.

He then looks at the body, Although I do not know you, I will not see this kind of disrespect.

If not stopped, I will put the skeleton back in the niche, and then rejoin the party back by the waterfall.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will say a short prayer that the Black Arrows can find peace. Then helps Brandark.
Flynn what do you mean? Can you speak with the dead?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

A spell that's all, it allows me to awaken the soul of the deceased to answer a question or two. After that they go back to rest as if nothing happened, the corpse needs to be in tact and whole for it to work though. The worse condition the body, the less the spell works. Flynn explains, giving those that wish it time to say their prayers.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone stops to think about that. Is it like the divine ability to speak with the dead? Because if it is I believe if most or all of the body is intact you should not have a problem.
Stone looks around at the body's trying to find the best candidate.
perception: 1d20 + 3 ⇒ (11) + 3 = 14


It is difficult for Stone to determine which skeleton is the best. One would be as good as another.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Pondering the Situation for a Moment Felicitas shrugs. "I have a Feeling those are the wrong candidates. For a spectre to form, there must be strong emotions like hate or loss. I doubt one of those is a good one! And we would Need a huge amount of luck to find one, that knows anything."


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Honestly, i'm not sure i only have a basic understanding of how it works... He pauses briefly thinking of the correct words before proceeding, It's something i saw a former ally used a couple times, figured it could come in handy. I could give it a shot if you want, keep in mind we only get a few questions so we need to plan out what to ask.

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