Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
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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

Caleb arrives and prepares to attacks the something terrible. Taking a scroll from her backpack she starts to summon again, this time Esai, another hound archon.
Attack: 1d20 + 9 ⇒ (19) + 9 = 282d6 + 12 ⇒ (5, 6) + 12 = 23
Confirm: 1d20 + 9 ⇒ (7) + 9 = 162d6 + 12 ⇒ (3, 2) + 12 = 17


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 moves forward some more and shoots another 2 arrows

attack: 1d20 + 13 ⇒ (10) + 13 = 23
rapid attack: 1d20 + 13 ⇒ (7) + 13 = 20

damage: 1d8 + 5 ⇒ (1) + 5 = 6
damage: 1d8 + 5 ⇒ (8) + 5 = 13


Round Seven

The sitting giant stands and cast a Fear spell. Severo is unaffected, but Brandark turns and runs.

@Brandark - I moved your token to your maximum speed location.

The something horrible thing coming up from behind moves toward the party. It is attacked suddenly by Keira, Stone's Spiritual Ally. Amazingly, Keira's attack apparently did not damage the entity.

The horrible entity turns and tries to slam into the Spiritual Ally, but to no effect.

Stone will see Lucretia move from up the back stairs and away from the party.

Stone's Spiritual Ally continues its attack. It gets a near critical strike against the horror. It missed it other attack.

Stone recognizes that the horrible creature is not of the living. He channels positive energies against the undead horror dealing its full effect.

Something Horrible's Will Save: 1d20 + 8 ⇒ (2) + 8 = 10

The Hound Archon Caleb appears and engages the horrible creature. Caleb nearly gets a critical strike against the undead horror as well.

Elektra begins to summon in Esai, another Hound Archon, a friend, and hopefully a savior.

A new token is available near Elektra.

Flynn fires more arrows at the now Standing Stone Giant. The first was a solid strike, but it fails to penetrate the giant's tough skin. The other arrow glances off as well.

Devora hastily keeps moving toward the standing Stone Giant. She passes a fleeing Brandark, sets and fires an arrow at the blowhard. It sticks into the Stone Giant.

+2 Shortbow + Prayer + Haste: 1d20 + 11 ⇒ (19) + 11 = 301d6 + 7 ⇒ (1) + 7 = 8

Severo, unfazed by the blowhard's attempt to frighten the Paladin, moves closer to his foe.

Now Standing Stone Giant 25 (AC<23>30 -16/?)
Something Horrible (AC28 -49/?)
Lucretia 24 (AC? ?/?)
Stone 24 (AC22H23 68/68)
Elektra 22 (AC13H14 31/42)
Flynn 19 (AC20H21 44/47)
Standing Giants 15 (AC22 -5US,-10US(92NL)/102)
Devora 10 (AC19H20 44,44)
Severo 10 (AC23H24 75/76)
Brandark 8 (AC21/20/G24/H25 61/61)

Round Eight


The now standing Stone Giant does more than that. It flies up ten feet above Severo, but within the reach of the giant's earth breaker hammer. It uses both hand and comes down hard on the Half-Orc Paladin.

mwk earth breaker + power attack: 1d20 + 22 - 3 ⇒ (17) + 22 - 3 = 362d8 + 13 + 9 ⇒ (1, 1) + 13 + 9 = 24

The Giant is ten feet off the ground. Severo 51/76


Horror's Will Save: 1d20 + 8 ⇒ (20) + 8 = 28

The undead horror unaffected by the Hound Arhon's aura, slams into Caleb. Caleb feels drained from the attack.

Horror Slam: 1d20 + 14 ⇒ (8) + 14 = 221d4 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11

Caleb takes 11 damage from the attack, plus five from the energy drain. It is also -1 on attacks. (AC19 23/39) The undead's slam overcomes the Hound Archon's DR.

Energy Level Drain: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses.


Lucretia goes around a corner and out of sight. She pauses briefly to wave at the party with a wry smile.

Everybody's up! You no longer have Devora's +2 Inspire Courage benefit.


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)

How long do I run for ?


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

Uhh. Anyone got fly? I could use it.


@Brandark - Run 60 feet. Is this correct? It may should be 80 feet due to being Hasted. But, I am fine leaving it as is.


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 cast fly. Studyng the horrible enemy Electra tries to discern what the enemy is.
Knowledge Planes or Rel: 1d20 + 15 ⇒ (3) + 15 = 18


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)

Was asking how many rounds, and distance is actually 90 ft due to haste


Elektra does not know what type of creature the horror is coming up from the west.

DC20 Knowledge Religion is required. I will give you a DC Knowledge 15 Local for a clue.

DC15 Knowledge (Local):
Based on what the horror is wearing this is a Black Arrow, or at least was once a Black Arrow.

@Brandark - Oops. Sorry about that. 7 Rounds.

Edit: Do you double the full Run while Hasted? That would be 90'. Ouch! That sucks. When does the Haste expire?

@Elektra - What else do you do in the Round?


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

Alright, I propose a plan. If Flynn casts deeper darkness again, but over severo in a way that only surrounds the giant, severo can run back to elektra's position to receive a fly casting. Then, He can try to smite the giant on evenish footing. Hopefully, brandark, stone and the archers are able to take the undead. That a good plan for everyone?


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 know what I am doing for the next 14 rounds, unless stopped by someone.
Yes, I would say the haste speed is doubled for the run as well, and the reading of it, would be triple speed. but for a dwarf, that is still a ways.


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 forgot where i read it but you'd only have to run until the giant is out of sight. So gm question. Is there a space deeper darkness could catch the Giant but not Severo?

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 to Haskyll and wait till he comes close enough to cast Protection from evil on Brandark.

Protection from Evil:

School abjuration [good]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1; Domain good 1; Subdomain purity 1

CASTING

Casting Time 1 standard action
Components V, S, M/DF

EFFECT

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

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. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.


I believe the second effect will come in to play here.

Keira move to flank with Caleb and attacks the Horror.
Spiritual Slash: 1d20 + 6 + 4 + 2 ⇒ (9) + 6 + 4 + 2 = 211d10 + 2 ⇒ (8) + 2 = 10


@Severo - The problem with Deeper Darkness is that it works like Darkness. It is a touch spell. Flynn would need to have a way to deliver the touch to the Stone Giant. Then the darkness would be sixty feet centered on the Stone Giant.

@Stone and Brandark - I am fine with Stone using a Protection from Evil to give Brandark another save to overcome the Fear spell. I can make the argument that the brave Brandark is being unnaturally controlled by the spell. And this Stone Giant, unlike most Stone Giants, is evil.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Devora will call out to Severo, "Go. Run back to Elektra. I will continue to pepper the Stone Giant with arrows." Devora will hold her position and fire arrows at the Stone Giant.

+2 Shortbow + Prayer + Haste Main Attack: 1d20 + 11 ⇒ (5) + 11 = 161d6 + 7 ⇒ (5) + 7 = 12

+2 Shortbow + Prayer + Haste Hasted Attack: 1d20 + 11 ⇒ (12) + 11 = 231d6 + 7 ⇒ (3) + 7 = 10


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

Okay so Deeper darkness cant be centered on the giant as i have no way to touch him. what if i fire so that Severo is on the cusp of its range. it provides him with the defense to escape still.


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

8 minutes!


Go ahead with what actions you will take. Brandark, you will get another saving throw at +2.


BTW-In looking at the map Severo's first five feet would be a move down the slope and out of the reach of the Stone Giant. Devora is providing some cover as she keeps firing at the Stone Giant. A hasted Severo may not need the Deeper Darkness to get back to Elektra.

Also, Haste last for 8 Rounds, so there should only be a Round or two left on the spell.


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

With that knowledge Flynns just going to attack

flynn fires arrows at the flying giant

Attack: 1d20 + 13 ⇒ (9) + 13 = 22

damage: 1d8 + 3 ⇒ (5) + 3 = 8

Attack: 1d20 + 13 ⇒ (11) + 13 = 24

damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

Severo pulls back with a quick orcish curse and heads towards Elektra.

Only one LoH left: 3d6 + 6 ⇒ (3, 6, 5) + 6 = 20


Does Elektra hold her actions to cast Fly after Severo's move? Or, does Elektra do something else in Round Eight, and cast Fly on her actions in Round Nine?


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 will cast fly on Severo as soon as he is close.


Round Eight

The now standing Stone Giant goes beyond standing. The massive humanoid begins to fly. It rises up above Severo and strikes a mighty blow against the Half-Orc Paladin.

The Horrible Undead slams into the Hound Archon Caleb. The stoic Archon howls at the horror.

Stone will briefly see Lucretia move and turn down another passageway and out of sight. The coy minx offers a casual smile and a gentle wave of her hand as she turns the corner.

Stone's Spiritual Ally attacks the undead horror. But the Spirit Keira was unable to penetrate the undead's powerful defenses.

Stone was about to cause more harm against the horror, but sees Brandark fleeing from the now flying Stone Giant in a way that the Cleric knows is totally uncharacteristic of the Dwarf Cavalier. Stone hesitates as Brandark approaches.

Stone's actions are shifted.

Flynn continues to fire arrows at the flying Stone Giant. The first arrow missed, but the second arrow nearly sticks into the Stone Giant's tough skin only to bounce off harmlessly.

The now flying Stone Giant has an AC25. At least it is not the AC28 of the horror to the back. Tough fight! Of course, this is the boss fight for the third book of the AP.

Devora also peppers the now flying Stone Giant with arrows. Her arrows have the same effect. The second arrow just bounced off its skin.

Severo, knowing that he is out of reach, hastily retreats down the slope and toward the Elf Wizard.

Elektra cast the spell Fly on the Half-Orc Paladin. Severo can now fly.

@Elektra - You have actions for your two Hound Archons. Esai comes in during Round Eight as well. Where do you place him? Go ahead with both Round Eight and Nine actions for your Hound Archons. Elektra's actions too!

Brandark continues to run in fear away from the now flying Stone Giant.

Stone touches Brandark as he approaches.

Brandark's Will Save + PfE: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

The sense of fear immediately leaves the Dwarf Cavalier. He stands there without his trusty axe.

Now Flying Stone Giant 25 (AC25 -16/?)
Something Horrible (AC28 -49/?)
Lucretia 24 (AC? ?/?)
Caleb 22 (AC19 23/39)
Esai 22 (AC19 39/39)
Flynn 19 (AC20H21 44/47)
Standing Giants 15 (AC22 -5US,-10US(92NL)/102)
Devora 10 (AC19H20 44,44)
Severo 10 (AC23H24 51/76)
Elektra 22 (AC13H14 31/42) shifted
Brandark 8 (AC21/20/G24/H25 61/61)
Stone 24 (AC22H23 68/68) shifted

Round Nine


The now flying Stone Giant no longer has a puny humanoid within reach. He sees Devora standing near with her bow. The Stone Giant fires a Magic Missile at the Pathfinder.

Magic Missile: 4d4 + 4 ⇒ (2, 1, 4, 2) + 4 = 13

Devora takes 13 points of damage. 31/44


The undead horror continues its slam attack against Caleb.

Horror Slam: 1d20 + 14 ⇒ (18) + 14 = 321d4 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8

Caleb has more energy drained from its current existence in this world.

Caleb 22 (AC19 10/39) He also is at a -2 on his attack rolls for Round Nine, -1 for Round Eight.


The party has no idea what Lucretia is up to now.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Devora moves back and away from the flying Stone Giant, yet still within optimum range of her Short Bow. She puts an arrow into the Stone Giant. It just missed a vital location.

+2 Shortbow + Prayer + Haste: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 7 ⇒ (4) + 7 = 11
+2 Shortbow + Prayer + Haste Confirm Crit: 1d20 + 11 ⇒ (3) + 11 = 142d6 + 14 ⇒ (6, 2) + 14 = 22

Stone Giant now has -27 HPs

Everybody is up for Round Nine. Of course, the Hound Archons have Round Eight actions as well.

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 goes last but if things stay the way they are he will likely channel energy at the bad guy.


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, again.

Cursing the unnatural fear that hit him, Brandark runs back to where he dropped his bow, and pops a vial into his hands as he runs.

Swift action from the adventurers sash. Oil of Magic Weapon, intention is to pick up my bow and apply it in the next round.


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0

After the spell is cast, Severo turns back to the giant and casts his hand over his sword, light pours out behind his hand and seeping up to him. Using his last smite for the day. If haste is worn off, His AC is 27 vs. the giant. The fly speed should mean he can reach him with a charge, bringing him back down to 25/26 for this turn.

"Submit to your judgement, caitiff!"

Charging Smite: 1d20 + 21 ⇒ (10) + 21 = 31 Smite+Charge+Prayer+non-lethal

Dam: 2d4 + 26 ⇒ (4, 2) + 26 = 32

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

Anybody out there?


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 keeps shooting at the stone giant, quick as he can.

attack1: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d8 + 3 ⇒ (4) + 3 = 7

rapid shot attack: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d8 + 3 ⇒ (7) + 3 = 10

attack2: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d8 + 3 ⇒ (8) + 3 = 11


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 hound archon attacks the undead monstrosity.
Attack: 1d20 + 11 ⇒ (14) + 11 = 252d6 + 12 ⇒ (5, 3) + 12 = 20
Attack: 1d20 + 6 ⇒ (11) + 6 = 172d6 + 12 ⇒ (6, 5) + 12 = 23
Then he attacks again
Attack: 1d20 + 11 ⇒ (10) + 11 = 212d6 + 12 ⇒ (3, 1) + 12 = 16
Attack: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 12 ⇒ (2, 6) + 12 = 20
Meanwhile Electra casts Scorching Ray at the giant.
RTA: 1d20 + 5 ⇒ (14) + 5 = 194d6 ⇒ (3, 4, 4, 1) = 121d20 + 5 ⇒ (11) + 5 = 164d6 ⇒ (4, 1, 3, 4) = 12


Round Eight Complete

Caleb attacks the horror, but the Hound Archon's Greatsword was unable to penetrate the fine chainmail worn by the undead entity.

I offered this up previously, but there was no takers.

DC15 Knowledge (Local):
Based on what the horror is wearing this is a Black Arrow, or at least was once a Black Arrow. The chainmail indicates a Black Arrow of high rank. This is likely the corpse of Lamater Bayden, the former commander Fort Rannick.

Elektra summons in Esai, another Hound Archon, to aid the party. It too attacks the horror, achieving the same result.

Round Nine

The now flying Stone Giant hits Devora with a Magic Missile.

The horrible undead slams into the Hound Archon Caleb.

Lucretia must be up to something.

Caleb again attacks the horror, but with even less affect than his previous attack.

However, Esai delivers a near critical strike against the undead horror.

Esai's Crit Roll: 1d20 + 6 ⇒ (3) + 6 = 92d6 + 12 ⇒ (2, 2) + 12 = 16

Flynn continues to fire arrows at the Stone Giant. One of the arrows sticks into the massive humanoid.

Devora moves back and fires another arrow at the Stone Giant. The arrows sticks in as well. It almost found a critical home in the Stone Giant's body.

Severo calls upon Holy Smite to empower his sword and flies at the massive Stone Giant. The Half-Orc Paladin's strike was powerful and true. Severo delivers the most damage yet against this enormous foe.

Elektra moves toward the Stone Giant and from her hands fires a pair of Scorching Rays at it. Both fiery shafts strike the massive humanoid.

@Elektra - You had a maximum range of 60 feet with your Scorching Ray. You had a move action available to get within range, so I moved your token.

Coming around from the unnatural fear, Brandark runs toward his bow, grabbing a vial along the way.

Stone calls upon a wave of positive energy to damage the undead horror coming up from behind.

Channel Positive Energy Against Undead: 4d6 ⇒ (2, 2, 2, 5) = 11

Every little bit helps.

Now Flying Stone Giant 25 (AC25 -97/?)
Something Horrible (AC28 -80/?)
Lucretia 24 (AC? ?/?)
Caleb 22 (AC19 10/39)
Esai 22 (AC19 39/39)
Flynn 19 (AC20H21 44/47)
Standing Giants 15 (AC22 -5US,-10US(92NL)/102)
Devora 10 (AC19H20 44,44)
Severo 10 (AC23H24 71/76)
Elektra 22 (AC13H14 31/42) shifted
Brandark 8 (AC21/20/G24/H25 61/61)
Stone 24 (AC22H23 68/68) shifted

Round Ten


The flying Stone Giant moves back a bit. Concern begins to etch his face and features. Then with its massive Earth Breaker Hammer begins to work with abandon on the Half-Orc Paladin.

mwk earth breaker first attack: 1d20 + 22 ⇒ (17) + 22 = 392d8 + 13 ⇒ (8, 8) + 13 = 29

mwk earth breaker second attack: 1d20 + 17 ⇒ (8) + 17 = 252d8 + 13 ⇒ (8, 7) + 13 = 28

mwk earth breaker third attack: 1d20 + 12 ⇒ (18) + 12 = 302d8 + 13 ⇒ (1, 2) + 13 = 16

After three mighty blows the brave Half-Orc Paladin falls to the ground unconscious.

I was showing Severo at 71 hps. The three attacks does 73 hps of damage. Severo is on the ground at -2hps.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Seeing Severo fall beneath the flying Stone Giant, Devora casts Invisibility on herself and moves toward the fallen Paladin. She keeps as close to the right ledge as possible during her move.


The undead horror once again slams into Caleb.

Horror Slam: 1d20 + 14 ⇒ (7) + 14 = 211d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10

The attack was just enough to send Caleb back to Elysium.

Stone still has his Spiritual Ally's attacks in Round Nine, as well as Ten. Also, the Haste and Inspire Courage have both expired.


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0
Another BBEG wrote:

The flying Stone Giant moves back a bit. Concern begins to etch his face and features. Then with its massive Earth Breaker Hammer begins to work with abandon on the Half-Orc Paladin.

[dice=mwk earth breaker first attack]1d20 + 22; 2d8 + 13

[dice=mwk earth breaker second attack]1d20 + 17; 2d8 + 13

[dice=mwk earth breaker third attack]1d20 + 12; 2d8 + 13

After three mighty blows the brave Half-Orc Paladin falls to the ground unconscious.

I was showing Severo at 71 hps. The three attacks does 73 hps of damage. Severo is on the ground at -2hps.

Yep, we're on the same page on HP now. Luckily, this is where Diehard comes in. Because of this feat, Severo will act as disabled rather than dying. So he'll be staggered until I can make a real post later tonight.


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0
Severo Lione wrote:
Another BBEG wrote:

The flying Stone Giant moves back a bit. Concern begins to etch his face and features. Then with its massive Earth Breaker Hammer begins to work with abandon on the Half-Orc Paladin.

[dice=mwk earth breaker first attack]1d20 + 22; 2d8 + 13

[dice=mwk earth breaker second attack]1d20 + 17; 2d8 + 13

[dice=mwk earth breaker third attack]1d20 + 12; 2d8 + 13

After three mighty blows the brave Half-Orc Paladin falls to the ground unconscious.

I was showing Severo at 71 hps. The three attacks does 73 hps of damage. Severo is on the ground at -2hps.

Yep, we're on the same page on HP now. Luckily, this is where Diehard comes in. Because of this feat, Severo will act as disabled rather than dying. So he'll be staggered until I can make a real post later tonight.

That should mean he doesn't float down too, right?


That is correct, though playing dead may not be a bad plan. :) BTW-I appreciate your edits. In a FTF campaign these things are automatic as there are ongoing communications between the players and GM. In PBP we lack that continuous interaction. Some GMs are likely far better at this that I, but I tend to keep up with the monsters and NPCs, and let the players keep up with their characters like in FTF. So making an edit or retconning an action should be no big deal in PBP. So again, thanks for handling your character.


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

Did you take 10 for the hound archons DR? or did the undead monstrosity has evil attacks. And did you count for the 12 extra HP thanks to Augment summoning. The archons have 51 HP.
And a 26 does not hit? BFF Not good!

Esra keeps on attacking.
Attack: 1d20 + 11 ⇒ (7) + 11 = 182d6 + 12 ⇒ (3, 2) + 12 = 17
Attack: 1d20 + 5 ⇒ (7) + 5 = 122d6 + 12 ⇒ (6, 6) + 12 = 24
Electra keeps pressing the attack, shooting a lightning bolt at the giant, for a change.
LB Refl20 half: 8d6 ⇒ (2, 3, 4, 5, 3, 3, 1, 5) = 26


@Ekektra- I misplayed the DR Evil. I thought undead slams would overcome the Evil DR. But undead are evil, but not the Evil subtype, so I guess not. Your Hound Archons are in better shape than I have indicated. Also, I did not take into account Augmented Summoning, so Caleb does not return to Elysium. I will need to recalculate how many HPs Caleb has. Your other one is healthy. I gave Esra (It is not Esai?) credit for the natural 20 roll. Natural 20 is the only way that the Hound Archons can hit the undead. You did not specify which Hound Archon made the attack in your post, so I picked one. Caleb can make his attacks too. If you could provide your Hound Archon's augmented stats, that would be helpful. Thanks.


Edit Caleb's stats. Round Eight: Caleb took 11-10DR (-1HP), -5HPs from Level Drain (45/51) -1 to hit. Round Nine: Caleb took no damage, but did lose a level (40/51) -2 to hit. Round Ten: Caleb took no damage again, but did lose another level (35/51) -3 to hit. So, Caleb is taken hits, and rolling 20 enough to do damage too. The Hound Archons are good deterrents against mid-level undead.


Male Half-Orc Fighter 1/Paladin 9 || HP: 88/95, AC: 24 (FF: 22 T: 13) || Init: +2, Fort: +17 Ref: +12 Will: +13|| Per: 0
GM Mazra wrote:
That is correct, though playing dead may not be a bad plan. :) BTW-I appreciate your edits. In a FTF campaign these things are automatic as there are ongoing communications between the players and GM. In PBP we lack that continuous interaction. Some GMs are likely far better at this that I, but I tend to keep up with the monsters and NPCs, and let the players keep up with their characters like in FTF. So making an edit or retconning an action should be no big deal in PBP. So again, thanks for handling your character.

Of course. I prefer tracking these things anyway. and well, while it might be better for Severo to fake it and lay low for a bit, it's hardly an orc or a paladin thing to do is it? I have my doubts this'll go well for him, but he does have one more Lay on Hands left...

Last LoH: 3d6 + 6 ⇒ (2, 2, 3) + 6 = 13 And with this, he's no longer staggered. Now lets see if he can do enough damage to the giant to take him down first.

Severo's bones crack under the assault of his enemy, but he remains defiant in the face of death.

Strike 1: 1d20 + 21 ⇒ (19) + 21 = 40
Dam: 2d4 + 26 ⇒ (1, 4) + 26 = 31

Strike 2: 1d20 + 21 ⇒ (1) + 21 = 22
Dam: 2d4 + 26 ⇒ (2, 1) + 26 = 29

Crit would be nice if it weren't just making up for a miss: 1d20 + 21 ⇒ (4) + 21 = 25
New damage: 4d4 + 52 ⇒ (2, 4, 1, 1) + 52 = 60

Welp, here's hoping this works out.


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 seeing the problem Severo is having, moves up and grabs his axe, after dropping both the oil and his bow, with the intention of grabbing it again later.

Hey you FUGLY, lets try this like a dwarf, and not a pansy.

Free=drop oil and bow, Move=Move up to where axe is, Standard=Pick up weapon

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

Round 9
Spiritual Slash: 1d20 + 6 + 4 + 2 ⇒ (19) + 6 + 4 + 2 = 311d10 + 2 ⇒ (5) + 2 = 7
Crit: 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 231d10 + 2 ⇒ (1) + 2 = 3
Spiritual Slash: 1d20 + 1 + 4 + 2 ⇒ (11) + 1 + 4 + 2 = 181d10 + 2 ⇒ (7) + 2 = 9
Round 10
Spiritual Slash: 1d20 + 6 + 4 + 2 ⇒ (14) + 6 + 4 + 2 = 261d10 + 2 ⇒ (1) + 2 = 3
Spiritual Slash: 1d20 + 1 + 4 + 2 ⇒ (18) + 1 + 4 + 2 = 251d10 + 2 ⇒ (9) + 2 = 11
3rd Channel Energy: 4d6 ⇒ (5, 1, 6, 1) = 13

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