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
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)

Not particularly, nor do I want it to be able to attack the dam workers when they come back.

Brandark looks both relaxed but wary as he keeps an eye on the pool.


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

Electra smirks and quickly starts a spell. "Let me aid you."
Electra casts Summon monster 2 to get a squid to drag the enemy back to the surface.


Round Two

Elektra begins to summon in a Squid to force the creature to the surface.

Watery Creature's Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

Beneath the surface the watery creature breaks free from its hold.

Round Three

Elektra's Squid will appear in the water. What does it do? The creature sank fifteen feet below the surface. Does anyone else do anything?

Elektra 25 (AC13 42/42)
Stone 23 (AC22 68/68)
Brandark 22 (AC21 51FL62/61FL72)
Watery Creature 21 (AC? ?/?)
Garrath 12 (AC18 (72/77)
Flynn 21 (AC20 47/47)


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 just watches, So any clue what that thing actually is?


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 steps back slightly and waits for the thing to come up.

No Idea what it was. I didn't get a chance to see it.

He readies his axe for the thing to come back up.

If it comes up:

Well there you are.
Brandark exclaims as he hacks down on the thing.

attack: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (2) + 8 + 5 + 1 + 1 - 3 + 3 = 17
BAB, STR, Magic, Haste, Power, Furious Focus
damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (9) + 7 + 9 + 1 + 1 = 27 Magic / Adamantine / Slashing
2H STR, Power, Magic, Haste
Add 1 to hit and damage if Orc / Goblin / Monsterous / Abberation

If it stays down:

Did anyone actually see what it was before we started throwing spells around ??

Brandark continues to balance on his feet waiting for something to come splashing up.

ready attack: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (13) + 8 + 5 + 1 + 1 - 3 + 3 = 28
BAB, STR, Magic, Haste, Power, Furious Focus
damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (2) + 7 + 9 + 1 + 1 = 20 Magic / Adamantine / Slashing
2H STR, Power, Magic, Haste
Add 1 to hit and damage if Orc / Goblin / Monsterous / Abberation


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

The squid will as commanded try to push the creature upward.
Bullrush: 1d20 + 6 ⇒ (16) + 6 = 22 This will most likely not even be noticed.

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

Sorry I guess I acted a little hastily. Electra you are knowledgeable could you identify it?Stone will move into the room (the far left corner of the pool) word and shield drawn.


Round Three

A man-sized squid appears in the murky waters. The squid pushes the helpless creature toward the surface.

The creature is 10 feet below the surface with the squid below it at a 15 foot depth.

The creature becomes free of its hold.

Round Four

Everyone is up!


Unless you can attack ten feet into the water, only the squid will have actions.

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 wait's for a chance to strike.


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)

As I had bad luck with the crab, I will wait for a chance to strike, instead of going in after it.

Edit, technically I could attack 10' down. Just have to go back to the horses and get my lance. :)


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

The squid tries again to push the troll forward.
Bullrush: 1d20 + 6 ⇒ (8) + 6 = 14


Round Four

Elektra's squid continues to attempt to push the large semi-aquatic creature to the surface, but the gilled creature resists.

The watery creature swims around the squid to the bottom and retrieves a trident.

GMPC Garrath

Garrath sheaves his greatsword, and readies his lucerne hammer.

Elektra 25 (AC13 42/42)
Stone 23 (AC22 68/68)
Brandark 22 (AC21 51FL62/61FL72)
Watery Creature 21 (AC? ?/?)
Garrath 12 (AC18 (72/77)
Flynn 21 (AC20 47/47)

Round Five

The watery creature is standing on the bottom of the pool. Its head and upper torso is ten feet below the surface.

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

The one time you need Aquaman.
Any ideas?
Stone continues to wait for an opportunity to attack.


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

Aquaman's actually a badass if you look at his power set

not a one Flynn stands back and watches


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 for one don't want to swim around with him. Any way of shocking him to get him out?

Branark waits an opportunity to strike at the creature.

Also, does anyone know what it is, or what it is vulnerable to?
He throws a quick look at the more intelligent members of the party for that answer.


Does Elektra take any further actions?


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

Electra delays. At the moment she can´t do anything productive!


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)

Pretty much everyone's issue right now I think. :(


Moving on then. :)

@Elektra - You have your squid. I will change the tactics of the squid to attack the creature. Its chance to Bull Rush the creature now that it is not held is nil.

Round Five

Elektra's squid feebly attacks the watery creature. It does no damage.

bite: 1d20 + 4 ⇒ (3) + 4 = 71d3 + 2 ⇒ (3) + 2 = 5
tentacles: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 1 ⇒ (2) + 1 = 3

Elektra, Stone, and Brandark watch the murky pool.

At the bottom of the pool, the watery creature, with trident now in hand, attacks the pesky squid. The tentacle creature goes limp in the water and begins to die.

trident: 1d20 + 18 ⇒ (4) + 18 = 221d8 + 14 ⇒ (3) + 14 = 172d6 ⇒ (1, 2) = 31d6 ⇒ 5

The Watery Creature moves up to the surface.

GMPC Garrath, with lucerne hammer now in hand, has the reach to attack the watery creature. The Shoanti Barbarian cuts into its slimy hide.

lucerne hammer 1: 1d20 + 13 ⇒ (8) + 13 = 211d12 + 16 ⇒ (8) + 16 = 24
lucerne hammer 2: 1d20 + 5 ⇒ (2) + 5 = 71d12 + 16 ⇒ (6) + 16 = 22

The Watery Creature took 24 points of damage.

Flynn can now take actions against the Watery Creature.

Elektra 25 (AC13 42/42)
Stone 23 (AC22 68/68)
Brandark 22 (AC21 51FL62/61FL72)
Watery Creature 21 (AC? -29/?)
Garrath 12 (AC18 (72/77)
Flynn 21 (AC20 47/47)

Round Six

Flynn, you can take Round Five actions. And everyone please post what you will do in Round Six. Thanks.

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 backs up five puts his sword away and pulls his crossbow.


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 steps back well out of reach, draws his bow. and shoots if he has a clean shot.

attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d8 + 3 ⇒ (6) + 3 = 9

Rapid shot attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d8 + 3 ⇒ (5) + 3 = 8


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)

Round 6

In Reach:

Ah, here you are now.

Brandark swings his trusty axe in a golf swing like maneuver to hack into the creature.

attack: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (3) + 8 + 5 + 1 + 1 - 3 + 3 = 18
BAB, STR, Magic, Haste, Power, Furious Focus
attack 2: 1d20 + 3 + 5 + 1 + 1 - 3 ⇒ (19) + 3 + 5 + 1 + 1 - 3 = 26
BAB, STR, Magic, Haste, Power

damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (5) + 7 + 9 + 1 + 1 = 23 Magic / Adamantine / Slashing
damage 2: 1d10 + 7 + 9 + 1 + 1 ⇒ (9) + 7 + 9 + 1 + 1 = 27 Magic / Adamantine / Slashing

2H STR, Power, Magic, Haste, Add 1 to hit and damage if Orc / Goblin / Monsterous / Abberation

stays down:

Knowing the futility of trying to shoot into water, He waits for it to come up to where he can fight it.

Ready attack: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (7) + 8 + 5 + 1 + 1 - 3 + 3 = 22
BAB, STR, Magic, Haste, Power, Furious Focus
Ready attack 2: 1d20 + 3 + 5 + 1 + 1 - 3 ⇒ (5) + 3 + 5 + 1 + 1 - 3 = 12
BAB, STR, Magic, Haste, Power

damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (1) + 7 + 9 + 1 + 1 = 19 Magic / Adamantine / Slashing
damage 2: 1d10 + 7 + 9 + 1 + 1 ⇒ (7) + 7 + 9 + 1 + 1 = 25 Magic / Adamantine / Slashing

2H STR, Power, Magic, Haste, Add 1 to hit and damage if Orc / Goblin / Monsterous / Abberation


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

Electra moves down and casts a lightning bolt at the beast.
Attack: 7d6 ⇒ (2, 5, 3, 6, 6, 2, 4) = 28 DC 19 refl for half


Round Six

Elektra casts a Lightning Bolt at the watery creature. It takes the full brunt of Elektra's shocking spell.

Water Creature's Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11

Stone backs up sheathing his scimitar. He pulls out his crossbow.

Brandark readies for an attack.

The Watery Creature howls at Elektra's bolt. It wades toward the wizard and thrust its trident toward the Elven Mage. But the effects of Elektra's bolt was still clouding the watery creature's abilities. It viciously thrusts again, this time striking Elektra.

trident attack 1: 1d20 + 18 ⇒ (1) + 18 = 191d8 + 14 ⇒ (8) + 14 = 222d6 ⇒ (2, 3) = 51d6 ⇒ 3
trident attack 2: 1d20 + 13 ⇒ (15) + 13 = 281d8 + 14 ⇒ (8) + 14 = 222d6 ⇒ (4, 6) = 101d6 ⇒ 2

Elektra took 32 points of damage.

GMPC Garrath takes a step back with his reach weapon and delivers two strikes against the watery creature.

lucerne hammer 1: 1d20 + 13 ⇒ (13) + 13 = 261d12 + 16 ⇒ (1) + 16 = 17
lucerne hammer 2: 1d20 + 5 ⇒ (16) + 5 = 211d12 + 16 ⇒ (12) + 16 = 28

Brandark fills the gap open by Garrath and hacks into the creature.

I used the most advantageous rolls for Brandark in this situation.

Flynn sticks the creature with one of his two arrows.

Elektra 25 (AC13 10/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -135/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)

Amazingly the creature is still up.

Round Seven

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 seeing the violent strike Elektra received forgets about trying to shot the thing and just moves to the over to the door opposite to the one he is at. And trys to pull her back so he can heal her.


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)

Hey Leave her alone you overgrown toad

Brandark now toe to toe with the creature, tries to turn into a blender.
I checked, and we still have haste going. :)

attack: 1d20 + 8 + 5 + 1 + 1 - 3 + 3 ⇒ (10) + 8 + 5 + 1 + 1 - 3 + 3 = 25
BAB, STR, Magic, Haste, Power, Furious Focus
Haste attack: 1d20 + 8 + 5 + 1 + 1 - 3 ⇒ (11) + 8 + 5 + 1 + 1 - 3 = 23
attack 2: 1d20 + 3 + 5 + 1 + 1 - 3 ⇒ (6) + 3 + 5 + 1 + 1 - 3 = 13
BAB, STR, Magic, Haste, Power[/dice]

damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (4) + 7 + 9 + 1 + 1 = 22[ooc] Magic / Adamantine / Slashing
Haste damage: 1d10 + 7 + 9 + 1 + 1 ⇒ (3) + 7 + 9 + 1 + 1 = 21 Magic / Adamantine / Slashing
damage 2: 1d10 + 7 + 9 + 1 + 1 ⇒ (10) + 7 + 9 + 1 + 1 = 28 Magic / Adamantine / Slashing

2H STR, Power, Magic, Haste, Add 1 to hit and damage if Orc / Goblin / Monsterous / Abberation


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

Electra takes her wand of acid arrow and shoots at the monster.
Attack: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 62d4 ⇒ (2, 1) = 3

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

Electra take a five foot back please. Also if haste is up I will cast a cure on Electra.
Cure serious wounds: 3d8 + 8 ⇒ (2, 2, 4) + 8 = 16


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

Done

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

I forgot the empowered part of the cure. Add half again 16+8=24hp healed on Elektra


Round Seven

Elektra takes a step back after the vicious attack while pulling out a wand. She fires an Acid Arrow at the watery creature, but the magic arrow sails over its target.

Stone hastily moves over to the injured Elektra, and brings healing to the Elven Mage.

The Watery Creature withdraws diving deep to the bottom of the murky pool.

Garrath move the pools edge and thrust his Lucerne Hammer into the water, but the creature was beyond reach.

Brandark and Flynn are unable to react.

If there are other actions you wish to take, please feel free.

Elektra 25 (AC13 26/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -130/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)

Round Eight

We need to stay in Round actions. Brandark and Flynn can take both a Round Seven and Eight set of actions. The party will lose sight of the Watery Creature. There are other doors in the room and a stack of skulls against doors to the south wall. But there are also rooms to the left and right.

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

I doubt it will be coming back up that way. I'm guessing it has an escape tunnel down there. Let's check one of these over doors I will keep an eye on the water just in case.


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

Idea, Could we collapse the well in on itself? Stop it from coming back up just in case.

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

That is interesting. How would we do that and would it hurt the rest of the damn?


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

it shouldnt do anything to the rest of the dam, depends on what this well was used for. Should be as simple as pushing or smashing the well's bricks in


You are still in Round Actions. What do you do in Round Eight?


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

Electra can´t do a thing anymore!


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 only readies his actions to attack with his bow should the creature pop back up

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 help with the collapsing of the well or just keep watch while the party checks the next door.
Okay so what do we do first? I have no engineering background.


Round Eight

The party discusses what they will do next .

Elektra 25 (AC13 26/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -125/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)

Round Nine

The creature you were fighting has regeneration. We need to stay in Round action for me keep track of this. But the party has other rooms to explore, a mound of skulls blocking the south doors, demolition work, or whatever else you want to do. Just do it using Rounds.


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 will move over and kick the skulls out of the way and open the door.

Ach, enough of waiting on that thing. If it comes up it comes up and we can deal with it then, unless you can help with the ability to breathe water.


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

"Not at the moment Brandark, not at the moment!"

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 stay at the back of the party and keeps an eye out for threats from the rear.


There are hundreds of skulls blocking the doorway. It would take one person 10 minutes to clear the doorway. The whole party can do it in two minutes (20 Rounds).

There are also doors to the left and right.

With this additional information, do you begin to work to clear the southern door, or try the east or west doors?


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)

Didn't realize that it was so many.

Brandark looks at the pile of skulls, and then goes to the east door, and pulls it open.

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

Brandark maybe we should check for traps?


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

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Flynn wordlessly checks around for traps


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 pauses with his hand near the handle and looks sheepishly at Stone.

Ach, Lad, I was just trying to push things, as it seems that thing isn't going to come up soon.

He then pauses for Flynn to quickly look over the door, and then opens it.


Round Nine

Flynn will not find a trap. When Brandark opens the door and begins to inspect the room, he sees a pool of water against the wall to the west of this chamber, with a set of steps leading down into it along the pool’s east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull’s Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.

As interesting as all this alone is, it is not nearly as interesting as the chittering, scorpion-shaped monstrosity that comes alive when the Dwarf Cavalier enters the room. This thing appears to be made of a hideous mix of chitinous limbs and human skulls.

Garrath's Initiative: 1d20 + 9 ⇒ (7) + 9 = 16
Elektra's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Flynn's Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Stone's Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Brandark's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Scorpion-like Creature's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Round Ten

The look of this thing is truly terrible.

Everyone must now make a DC18 Will save or become Frightened

GMPC Garrath

Garrath's Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

Garrath musters up just enough courage to not be frightened by the sight of the terrifying creature.

It moves to block Brandark from moving further into the room.

The Scorpion-like creation Brandark does not become Frightened, then it tries to grab the Dwarf Cavalier with one of its massive skull encrusted claws.

If Brankdark flees from being Frightened, the Scorpion-like creature moves an additional five feet and goes after Garrath. Either way it will miss its attempt to grab a party member.

Right Claw: 1d20 + 20 ⇒ (1) + 20 = 212d6 + 6 ⇒ (3, 1) + 6 = 101d20 + 26 ⇒ (12) + 26 = 38

Elektra 25 (AC13 26/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -120/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)
Scorpion-like Creature

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