Merchants and Mages

Game Master bbangerter


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Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian moves towards the evil voice, attempting to attack it.

Not sure where I am or if I can reach it, so here's a single attack and a will save if needed.

V.Strk.P.Atk: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Dmg: 4d6 + 20 ⇒ (6, 1, 1, 2) + 20 = 30
Will: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

GM:
who are those red-outlined tokens next to Rilumin? I can't really make out faces on the tokens in the photobucket map. it also wont let me zoom in well either. so, Rilumin had a readied attack against the first enemy that an ally attacked (that he could see). So IF he gets that attack and IF he can see the enemy (darkness and concealment/cover are no issue for him) then he will take it, BUT be will not take it if an enemy is right next to him. Instead he will acrobatics-move on his turn and single attack. normally i would wait on a response but i dont want to hold things up, but i don't like rolling 10 possibilities since it can get confusing.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17

Shot 2 confirm?
RS+DA+PBS: 1d20 + 11 + 1 + 3 ⇒ (18) + 11 + 1 + 3 = 33
extra dmg: 2d8 + 20 + 8 ⇒ (6, 6) + 20 + 8 = 40

EDIT: forgot first shot that i might have gotten off the ready attack, and acrobatics if needed on a move:
acrobatics to avoid AoO: 1d20 + 17 ⇒ (9) + 17 = 26

DA+PBS: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
dmg: 1d8 + 10 + 5 + 4 ⇒ (4) + 10 + 5 + 4 = 23


Rilumin, that is Master Hast and Nina.

Nina pushes herself against the wall, trying to stay out of the way of the combat. She calls out, "I can sense my allies. They were transported away and will rejoin us shortly."

Cindy flies back down the corrider, re-entering the room while.

Rilumin lets loose a volley of arrows at the speaker, each striking the target. The deadly aim lays the undead abomination low.

The black monk standing before Issa unleashes a flurry of blows on him.
Attacks: 18, 29, 20. Damage: d8 + mods = 12, 13.
Issa also needs to make a DC 18 Fort save or be stunned for 2 rounds.
Issa needs to make 2 for saves DC 18 or lose d4 = 3, 2 Wisdom respectively.

The undead monk then takes a 5' stop to the northwest.

At the other side of the room the other two monks rush towards Morvae.
He takes a swing at the first one as it moves inside of his extended reach, but misses. Attack d20 + mods = 18

Their attacks against him are ineffectual. Attacks 20, 22

With the speaker dead, Ian's planned actions are invalidated, however with the speaker dead, init just got really simple - everyone goes, then the monks. So everyone is up (including Cormick and Serelina).

Map

Serelina:

You attempt a spell top open the door. The handle jiggles, but the door remains closed, leaving you to retreat to the south end of the room.

The two skeletal figures advance and attack.
Attacks 21, 21. Damage d6 + mods = 4, 4.
Did a Kn Religion roll for you, there are skeletal champions, feel free to crack open the bestiary on these for full stats.

Having retreated to the corner of the room, the handle on the door to the room begins shaking furiously. Something outside is trying to get in.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Does that mean I lost my turn? If so, can I use those rolls for moving to and attacking the nearest monk for the current turn?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Fort vs stunned: 1d20 + 8 ⇒ (8) + 8 = 16
Fort vs 3 wisdom damages: 1d20 + 8 ⇒ (10) + 8 = 18
Fort vs 2 wisdom damages: 1d20 + 8 ⇒ (11) + 8 = 19

Issa is stunned by the blows of the black monk but avoid any damage to his wisdom.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Coming to Issa's aid Cindy moves to the far side of the cleric and, laying a hand on him, Dimension Doors back out in to the hallway with Cindy closer to the doorway and Issa protectively behind the witch. Cindy in J1 and Issa in J0


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Thanks Cindy !


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

GM Ascension:
Cormick attempts to open the door in front of him, so he can move to join the others. If it is locked, he will try to unlock it.
disable device, vest of escape: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31

------------------------------------------------------
Current Effects: dancing lights (lanterns), 8 rds; heroism (Ian), 69 min;


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo delays his initiative (Waiting for Morvae to get hurt, or the undead to approach Leo)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Issa Al'Sadri wrote:
Thanks Cindy !

No problem. Two rounds is a long time to stand stunned next to something with Flurry of Blows, not to mention that steal breath ability...


Ian Marros wrote:
Does that mean I lost my turn? If so, can I use those rolls for moving to and attacking the nearest monk for the current turn?

No, your target was killed before your turn came up, and the black monks moved before you did. So you can use the roll for another attack if you are able to get in range of something to hit - or you are free to do something completely different.


Cormick pushes the door open, and finds himself on the north side of the large chamber where the fighting is taking place. You still have a standard action left if you want to do something.

Morvae begins clawing at one the monks assaulting him.
Attacks 31, 27, 17, 25. Three hits. Damage 16, 17, 18.

Hezrog, Ian, Rilumin, Serelina are still up.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"Where in the hells is Serelina?" Ian shouts above the fray, hurrying towards the nearest black monk and attacking.

34 to hit, 30 dmg


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

gm:

Rilumin continues firing at the enemies on his enormous ally.

will focus one until it dies then the remainder of the shots go to the other.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Having returned to the fray, Cormick moves to Morvae but stops abuot 10' away so he can safely cast a spell next.

------------------------------------------------------
Current Effects: dancing lights (lanterns), 8 rds; heroism (Ian), 69 min;


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog moves to G-7 and attacks the creature on F-6, attempting to bash it into the wall and prone.

(Studied Target, Power Attack)

Shield Bash: 1d20 + 14 + 2 - 2 ⇒ (15) + 14 + 2 - 2 = 292d6 + 7 + 2 + 4 ⇒ (1, 1) + 7 + 2 + 4 = 15

Shield slam adds a bull rush vs CMD at a 29 as well.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Don't forget mirror image Serelina shouts, "Who is at the door" She waits to hear an answer while deciding whether to teleport to the other side.

Talking is a free action, she will make a decision on her action for Round 2 based on what response comes from the other side of the door.


Sorry for the delay, had to rebuild my computer. Mostly done now, though reinstalling everything is a pain...

Rilumin only lands a single arrow, hurting one of the black monks fighting with Morvae and Leo. Cormick moves to join the combatants on that side of the room.

Hezrog rushes towards the other black monk, slamming it with its shield in an attempt to knock if off balance. He scores a hit, but the creature stands sturdy.

The creature retaliates against Hezrog. 22, 25, 20

The other two position themselves to flank Morvae before attempting to bring him down again. 16, 21, 18, 25, 33, 16. A single hit for d8 + mods = 10 damage.

Roland Will save vs Wisdom drain: 21

Everyone may act again, map is pretty much the same as before for positions of enemies.

Serelina:

I did forget the MI's. Two of the 8 images pop.
There is no response at the door, though the handle continues to shake and rattle.

Rest of your action pending


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick casts blur on himself and then moves in to provide a flank for Morvae.

------------------------------------------------------
Current Effects: dancing lights (lanterns), 7 rds; heroism (Ian), 69 min; blur (self), 7min;


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Serelina casts defensively Dimension Door in order to appear on the other side of the door + 5' in, meaning the other side of whomever is jiggling the handle.
Cast Defensively DC23: 1d20 + 14 ⇒ (14) + 14 = 28

She should have a move action remaining and would move towards wherever she thinks the group is located.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog unleashes 3 shield bashes on the black monk adjacent to him.

mainhand1: 1d20 + 14 - 2 + 2 ⇒ (12) + 14 - 2 + 2 = 262d6 + 7 + 2 + 4 ⇒ (2, 6) + 7 + 2 + 4 = 21

offhand: 1d20 + 14 - 2 + 2 ⇒ (1) + 14 - 2 + 2 = 152d6 + 4 + 2 + 4 ⇒ (6, 6) + 4 + 2 + 4 = 22

mainhand2: 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 192d6 + 7 + 2 + 4 ⇒ (4, 4) + 7 + 2 + 4 = 21

Best Bullrush is only a 26


Realized I forgot to account for Ian in the last round. Its more than a double move for him to reach any target though. This round it will be another move action then can attack. Just a matter of which side Ian wants to go to. Help Hezrog, or help Morvae/Leo/Cormick

Serelina:

Leaving the room behind you find yourself in a hallway standing next to a black monk rattling the door.

The door is one of the four with the crude hook locks. The passage runs northwest to southeast, and to the southeast soon intersects a passage running north to south.

The shortest path back to the large chamber would be taking the north-south passage north to reach the door on that side. Going the other direction will lead back to the spiral stairwell.

Moving will provoke an AoO


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Wouldn't he be flat-footed against me? I knew he was there, but he could not have expected me to teleport on top of him. I would say he is likely surprised. Either way Serelina shouting for Ian and is moving back towards the main room. "Ian, to me! I am toward the spiral staircase beset by a monk!"


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian sees that Hezrog looks like he's doing fine, sohe hurries to assist the others.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

gm:
same thing again

RS+DA+PBS: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
dmg: 1d8 + 10 + 4 ⇒ (3) + 10 + 4 = 17

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20


Between Rilumin, Morvae, and Ian, one of the monks goes down. With Cormick moving in to flank, Morvae then turns on the second monk, a whirlwind of arms and claws.
Attacks 26, 20, 19, 25. Damage 21, 15, 16

Hezrog smashes his shield into the other monk only a single time, finding the creature particularly agile. It counter attacks trying to bring the half-orc down.
Attacks 24, 21, 16
It then takes a step towards Rilumin and Master Hast.

The second monk turns against Cormick, seeking a softer target, and stepping away from Morvae.
Attacks: 20, 28, 25. Concealment: 94, 27, 94. Damage 12, 7, 8
Cormick needs to make a DC 18 fort save or be stunned for 2 rounds.
Followed by 3 DC 18 fort saves or lose 4, 3, 1 wisdom respectively.

Everyone may act again. Issa is no longer stunned. That also means I didn't get actions from Cindy, probably due to her travelling.

Cindy moves back into the room, floating near the ceiling.
Map

Serelina:

You begin fleeing from the monk, and it quickly gives chase, attacking from behind. Attack 22. Another image popped, down to 5.

You can hear the sounds of battle faintly.

You have another full turn to be caught up with everyone else in the rounds. Followed by the one everyone else is about to take.

Map


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Seeing the monk tear into Cormick, Ian yells and pulls back his greatsword for a massive arcing swing at the monk's neck--immediately followed by a thrust to impale it on his sword.

P.Atk: 1d20 + 15 ⇒ (12) + 15 = 27
Dmg: 2d6 + 17 ⇒ (2, 4) + 17 = 23
P.Atk: 1d20 + 8 ⇒ (15) + 8 = 23
Dmg: 2d6 + 20 ⇒ (2, 5) + 20 = 27


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Fort: 1d20 + 3 ⇒ (2) + 3 = 5

Will: 1d20 + 8 ⇒ (10) + 8 = 18
Will: 1d20 + 8 ⇒ (15) + 8 = 23
Will: 1d20 + 8 ⇒ (10) + 8 = 18

Shocking Grasp: 7d6 + 7 ⇒ (3, 3, 2, 5, 3, 5, 3) + 7 = 31 When the Monk makes first successful attack, Shocking Grasp is triggered from the Cormick's armor. No Save.

So if the monk doesn't die from the shocking grasp, Cormick is stunned for 1 rd, if I read that all right.

------------------------------------------------------
Current Effects: dancing lights (lanterns), 6 rds; heroism (Ian), 69 min; blur (self), 7min;


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Witdraw action and full move back toward the party. Can you please put a yell from Serelina to Ian once she is close enough to be heard.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Forgot Heroism, +2 to Ian's attacks.


Just 4 fort saves. 1 vs stun, 3 vs wisdom drain. Taking those same rolls in order, adjusted to be all fort saves. You save vs stun, fail the first two checks vs drain (taking 7 wisdom drain) and make the last save. The 5th roll is ignored.

Between Cormick's spell and Ian's attack the monk collapses to the floor, a lifeless husk.

Morvae begins moving back to the west to assist Hezrog with the last black monk.

Hezrog, Cormick, Leo, Rilumin still have actions.

Serelina:

You flee from the monk heading towards the spiral staircase. The creature continues to give chase, it quickly out paces you and moves past you to try and block the path.
Double move action to move to the NW side of you.
You now have your turn that everyone else is on.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog notes the creatures agility and swings more accurately, but with less force (no power attack)

Mainhand1: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 282d6 + 7 + 2 ⇒ (1, 3) + 7 + 2 = 13

Offhand: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 172d7 + 4 + 2 ⇒ (1, 5) + 4 + 2 = 12

Mainhand2: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 252d6 + 7 + 2 ⇒ (2, 2) + 7 + 2 = 13

Best Combat Maneuver roll is a 28.


Hezrog connects twice, but the monk is stable on its feet, resisting Hezrog's attempts to knock it back.

Forgot to include that Cindy also still has an action this round.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Need a map to know how to teleport around this guy, possibly up a spiral staircase.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

GM:
same thing again, i think, but on the closest enemy. is that mostly red/bright red-faced token Master Hast? I cant really tell. I will 5ft step to avoid provoking if that is an enemy.

RS+DA+PBS: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22
dmg: 1d8 + 10 + 4 ⇒ (2) + 10 + 4 = 16

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo walks up to Cormick, now that there is no threat right near him, drawing his wand and hitting him with a charge of it.

Healing for Cormick: 1d8 + 1 ⇒ (4) + 1 = 5

"Feeling okay?" Leo asks, a bit concerned.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Yes, right as rain. I am fit as a fiddle and ready to get back into the middle of this. So what should I do next?."

------------------------------------------------------
Current Effects: dancing lights (lanterns), 6 rds; heroism (Ian), 69 min; blur (self), 7min; -7 Wisdom Drain;


@Rilumin, red token with the golden hair is Master Hast.

Serelina:

Map

Rilumin lands a single arrow in the nearby monk.

Master Hast and Nina both scoot southward, letting the combatants deal with the remaining monk.

Issa and Cindy GM PC'd.
Cindy gets her crossbow out and loads a bolt, "I don't expect this to do much..."

Issa comes back into the room, and finding himself directly behind Rilumin touches him with a spell.
Guidance, Rilumin gets a +1 to his next attack.

The monk takes a 5' step towards Rilumin and lays into him with a flurry of blows. 26, 30, 21. Dmg 12, 8, 13.
Rilumin make one fort save DC 18 to avoid being stunned for 2 rounds. Followed by 3 fort saves DC 18 or lose 3, 2, 2 wisdom respectively.

Map

Entire party is up again.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

fort: 1d20 + 7 ⇒ (3) + 7 = 10
fort: 1d20 + 7 ⇒ (15) + 7 = 22
fort: 1d20 + 7 ⇒ (1) + 7 = 8
fort: 1d20 + 7 ⇒ (9) + 7 = 16

if this is an Enchantment effect, then i make that last save.


5 wisdom drained. Stunned for 2 rounds, dropping your weapon.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa, coming back from his temporary fatigue channel to daze the undead creatures.

May Horus' Light takes hold on the creature of unlife.

Channel (DC21 Will save or Daze): 4d3 ⇒ (1, 3, 1, 1) = 6


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

GM:
Serelina's memory would be better than mine, but my understanding is that the path due east from the spiral staircase is the one that leads to the Monks. If it is not, she would remember which direction she should be heading in and that is the direction she would go.

Action:

Serelina takes a 5' step back from the undead monk, then casts Dimension Door again channeling her arcane bond to appear 50' down the corridor where to the undead monk room where the party is.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy will use her Fortune charm on Urilumin. Luck be with you. she says before asking Has anyone heard from Serelina? Should I go look for her?


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo full moves toward the left side of the room, staying behind Morvae as he moves.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Seeing Cindy on the otherside of the room, Cormick rushes over to her.

"Cindy, Cindy, guess what? I helped kill a monk! What should I do now?"

Run to H8

------------------------------------------------------
Current Effects: dancing lights (lanterns), 5 rds; heroism (Ian), 69 min; blur (self), 7min; -7 Wisdom Drain;


Cormick Egerton wrote:

Seeing Cindy on the otherside of the room, Cormick rushes over to her.

"Cindy, Cindy, guess what? I helped kill a monk! What should I do now?"

Lol, that wisdom score of 5.

As Cindy begins to question the whereabouts of Serelina she appears with a soft pop just outside the doorway.

Morvae moves forward, his large size dwarfing everyone else, and takes a swipe at the black monk with his clawed hands, but is unable to hit the undead. Attack 18

Hezrog's channel catches the creature unaware. Will save 14, it is dazed.

Hezrog is still up, as is Serelina as she was one turn behind.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Looking over the fight, Serelinia says calmly. "One of the monks is likely pursuing me down the hallway, so incoming."

With that she begins to move across the room towards Ian, avoiding the places where enemies lurk.

Double move towards Ian and away from the pursuing monk she expects to come running down the hallway.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Same thing as before

Mainhand1: 1d20 + 16 ⇒ (4) + 16 = 202d6 + 9 ⇒ (4, 4) + 9 = 17
Offhand: 1d20 + 16 ⇒ (3) + 16 = 192d6 + 6 ⇒ (1, 2) + 6 = 9
Mainhand2: 1d20 + 11 ⇒ (15) + 11 = 262d6 + 9 ⇒ (1, 4) + 9 = 14

Hezrog seems to be becoming frustrated with his apparent incompetence against these creatures.


Hezrog lands two blows this time, but the creature remains standing.

Right on cue to Serelina's words a fourth monk comes rushing down the hallway. Will get a map up tonight, based on a speed of 50 it may be inside the room itself, but not certain till I get home.

Party is up, Rilumin is still stunned, though that ends after this round.

Hmm, Ian has not taken an action in the previous, so he will have two actions he can take - most likely spent just moving to get back into combat, with one possible attack.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Yeah not sure of the distances, but Ian will attack the monk that's pursuing Serelina

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