Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"We should move on, if we are to make the next camp by nightfall."

He turns to the foreman and workers.

"Phrasama guard and protect you," he says with a respectful nod of his head.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

As the party move on up the path Erik keeps his eyes peeled for any sign of where the masked men might have made their way in to the forest.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Survival: 1d20 + 7 ⇒ (13) + 7 = 20 assuming human.


You travel for one hour covering about three miles on the road when Erik finds the tracks of four humanoids heading into the forest.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander remains on the edge of camp as the party moves in to investigate, and moves around to meet up with them on the other side. Glancing around as he walks, the half-elf draws his bow and nocks an arrow on the string, though he doesn't draw it taut.

When Erik finds the tracks, Lysander frowns and traces them with his fingers. "So, now we track them, eh?"

Survival to track, assisting Erik: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Time may be pressing, but I don't relish trying to track them in the dark. The humans will not be able to see and we will be easy meat unless we luck onto a campsite. I vote we go on to the second log camp and come back in the morning at first light. We should mark the start of the trail, though.".

Achren pulls a backpack out of the lump on his back, rummages around for a moment and then pulls some chalk out. He marks the trees either side of where Erik indicates the trail starts before putting the backpack back.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Though I can see fine in the dark, I agree, since our trackers may not be so endowed... "


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"I can make things out fine by the light of the moon and stars, but I agree that stopping somewhere for the night may be beneficial." Lysander still glances around, arrow nocked. "And you can ask the loggers if they know anything more."


You continue following the trail towards the 3rd camp the one further to the east. Along the way you encounter no other travelers the road. The sun is beginning to set when you arrive at the camp and you don't spot anyone about.


Male Half-Orc Paladin (Divine Hunter) 1

"Hmmph, this is not good. These workers have something to do with it, the undead got to them, or the stone masked people have. Maybe we should go back after all?"


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Keep your eyes sharp." Erik says as he clatters off into the gloom scout the camp. He searches the camp, looking for anything suspicious, but stuggles in the dim light.

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Survival: 1d20 + 6 ⇒ (18) + 6 = 24


The camp features a small log cabin for taking breaks, a watchtower to keep a lookout for treats and a small stable for the horses. On the western side of the camp is a large piles of logs held down by ropes and stakes.

You approach the camp and start looking around you notice right away blood, footprints and drag-marks. With this much blood it's obvious to you someone died here and the body was dragged away towards the forest.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

This is bad. Very bad. OK, We're going to have to follow. I can cast a light spell on some object for the humans. Do you have a weapon or something else you want me to cast it on. Does anybody recognise the creature from the tracks?" Achren pulls out a small jar with a glowing firefly in it and waves Erik and Devyhn over. "It will last 10 minutes, but I can renew it when it dies."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander also moves to the discovered tracks, spending plenty of time studying them and attempting to figure out what happened.

Taking 20 on these checks, assuming that's allowed and nobody objects to the time being taken.

Perception take 20: 20 + 8 = 28
Survival (tracking) take 20: 20 + 7 = 27
Knowledge (nature) take 20: 20 + 6 = 26


Taking 20 would take six minutes.

The only footprints you see are humanoid thought many seem to be barefooted. You follow the drag marks and discover the remains of a mostly eaten human about fifty feet from the camp.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn sets down his pack and rummages through it, retrieving his bull's eye lantern, and one of the flasks of lamp oil. He fills the lantern from the flask, then lights it with flint and steel from his pouch.

Holding the lantern aloft, a strong cone of light projects out before the group (60' cone of full light, 60' of dim light beyond that).

"I mean no offense, Achren, but this lantern will burn for six hours without refilling and will allow me to light our path ahead to a greater extent."

He turns the lantern in the direction of the drag marks, resting it upon the gnawed corpse.

"If undead are responsible for this attack, it would most likely be the work of ghouls. Beware of the ghouls' claws, for they can cause paralysis. I would suggest nocking arrows or readying any weapon that can be thrown at range."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"Already ahead of you," Lysander says, moving quietly forward to the body. Once there, he looks at it... but I know little of medicine. This is neither heads nor tails to me. "Anyone who knows of wounds should investigate this," he says, just loudly enough for the others to hear.

Stealth: 1d20 + 8 ⇒ (2) + 8 = 10


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

[b]"SOrry, healing is not in my skillset... hopefully someone else can tell who or what killed him and how."

Bleyz keeps an eye out for trouble in the area while someone else resolves these issues, but unfortunately isn't as observant as he'd like to be...

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"I am no surgeon. Pharasma grants me the power to stave off death, and the modest ability heal injuries through that same power, but I am not learned in anatomics and the physics of the body."

He moves the lantern in a slow sweep around the area, letting the beam stretch out into the darkening forest.

"Do there appear to be any other tracks moving away from the corpse?"

He looks around cautiously, tensed, as if expecting an attack.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Searching along the camp you think you spot movement in the shadows but it's hard to tell. However when you aim your light at the watchtower in the center of the camp you notice something. A man seems to be hanging from the tower from several ropes. Not tied around his neck but around his arms and legs. You think you saw him move but you cant be sure at this distance, he could alive, swinging or worst...


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Oh that's not good... that's not good at all... do you think he's alive up there... or worse, not alive but still moving?"


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Someone who can see in this gloom should get up there and check him." Erik adds.

"We should take a look in the cabin. If there are survivors, that's where they'll most likely be and if we get attacked it might be easier to defend."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Very well, Devhyn," Achren says, putting away his firefly, "but be aware that a lantern will occupy your hand. My spell will not." He moves cautiously over to the Watchtower, trying to see if there is anything there or if the hanging man is alive.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn moves up with Achren, bur rather than training the light on the hanging man, continues to sweep the nearby woods and buildings.

He holds his left palm outward an intones a prayer.

"Guardian of Souls, reveal those who do not walk the Path of Life."

(casts detect undead , 60' cone)[

Devyhn sweeps holds his left hand, palm outward, parallel with the lantern light. He finishes his sweep on the hanging man.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz, without any hindrances to his vision in the dark, climbs the watchtower to examine the body and perhaps cut it down.

climb: 1d20 + 4 ⇒ (19) + 4 = 23


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander moves quietly toward the body, his arrow trained on the apparent corpse's head. Remember, we're dealing with undead... He keeps his senses sharp for any sounds or sights that bode danger.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19 with low-light vision
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik draws his bow and keeps his eyes scanning the tree line.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


In the meantime Bleyz begins to climb the tower to cut down the man while Achren and Lysander stand in front of the tower and examines him. The man is badly injured but he seems alive.

Erik stand to the side watching the treeline but spots no movement.

Devyhn casts his spell and detects the presence of undead coming from the cabin as he sweeps around he detects more undead hiding behind the pile of logs. Before he can shout a warning the ropes holding the logs in place are cut and several large logs are rolled towards the guardhouse straight towards Devyhn, Bleyz, Lysander and Achren.

Reflex saves:

Reflex: 1d20 + 1 ⇒ (11) + 1 = 12 Achren reflex
Reflex: 1d20 + 2 ⇒ (5) + 2 = 7 Devyhn reflex
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15 Bleyz's reflex
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27 Lysander's reflex


Damage: 1d6 ⇒ 4 Damage from logs to Archen
Damage: 1d6 ⇒ 1 Damage from logs to Devyhn

Lysander easily avoids the logs that knock down Devyhn and Achren before crashing into the guard tower. The support holding up the tower give way and the tower falls forward with a crash. Bleyz just barely manages to jump away in time the poor lumberjack however is lucky enough to be thrown forward but not all the way as his legs are pinned under the tower. He was in bad shape before but now he wont live long without healing. (He is at -7)

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9 Ghouls Initiative

Post reactions + initiative. Once everyone posted we will begin our first battle.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Can someone heal this man, he won't live long without assistance," Bleyz calls out as he jumps free of the falling watchtower. He pulls out his sling and readies to fire a bullet at the closest ghoul.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

init: 1d20 + 4 ⇒ (10) + 4 = 14


Everyone is aware of the ghouls over by the logs even if you cant see them right now however only Devyhn knows about the undead(s?) in the cabin.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

Devyhn winces as one of the logs glances his shins and knocks him to the ground.

"Ghouls!" he shouts to the group. "There are more in the cabin!"

Upon hearing Bleyz's plea to help the lumberjack, Devyhn crawls to the man's side and places his marked palm upon his chest.

"Your road has not yet ended," he intones.

(casts stabilize)


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

Erike readies his bow and faces the cabin.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

Achren stands up and faces the Ghouls, getting ready to attack when they get close.


To move along.
Initiative: 1d20 + 3 ⇒ (13) + 3 = 16 Ausk Init

Perception: 1d20 + 4 ⇒ (17) + 4 = 21 Lysander Init


Surprise round:
Two ghouls climb over the pile of logs and move towards the group. They are 40 feet away at the end of their movement.

Another ghoul opens the door to the log cabin. He is 20 feet from you. A fire-pit separates you and the cabin. You need to go around or over it to get to the door. It is a very minor obstacle and occupies a single square.

You can there is at least one more ghoul inside the cabin behind the one who opened the door.

The logs are to the west of the group and the cabin is to the south.

Order
⇒Lysander 21
Ausk 16 +3
Devhyn 16 +2
Achren 14 +3
Bleyz 14 +2
The Ghouls 9
Erik 7

Lysander is up first


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Hey, sorry about the delay. If I may offer a suggestion, many GMs like to have all the players in an initiative "group" post at once, and then sort out their actions in order. For example, here everyone from me to Bleyz in your list would post, then you would post for the ghouls, then Erik and the rest of us again... Just a suggestion.

Lysander quickly pulls back his arrow and fires it at the ghoul who opened the cabin door, his keen eyes easily placing the arrow into its body. Would've preferred to hit the head, but any hit is nice...

Point Blank Shot Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Point Blank Shot Damage: 1d8 + 1 ⇒ (6) + 1 = 7

He nocks another arrow to his bowstring and frowns on the abominations against the Green and all of nature. "Bring them down quickly from range!" he calls to his allies.


I am fine with going by your suggestion sure anyone going before ghouls can post.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz shoots off a sling bullet at the closest clear target ghoul.

to hit: 1d20 + 2 ⇒ (13) + 2 = 15

dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7


Male Half-Orc Paladin (Divine Hunter) 1

"Erastril guide my aim," Ausk mutters to himself as he takes aim at one of the ghouls climbing over the logs, taking the briefest of moments to sight the more vital of areas, aiming for those over arms or legs.

to hit with Deadly Aim: 1d20 + 3 ⇒ (5) + 3 = 8
damage with the bow plus Deadly Aim: 1d8 + 3 ⇒ (7) + 3 = 10


Alright so round 1 actions:

-Lysander shoots an arrow dealing 7 damage to the ghoul who opened the door of the log cabin. Now known as ghoul 3.

-Ausk shoots an arrow dealing 10 damage to one of the ghouls climbing over the logs. I shall refer to this one as ghoul 1.

-Devyhn crawls to the wounded woodsman and stops him from bleeding out.

-Achren stands up and readies the action to attack the first ghoul to come close.

-Bleyz trows a stone using his sling dealing 7 damage to ghoul 1. Ghoul 1 is down.

Ghoul 2(the other one who climbed over the logs charges Bleyz missing him and biting only air.
Attack(bite)/damage: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 1 ⇒ (6) + 1 = 7

Ghoul 3 move up and attack Lysander and misses.
Attack(bite)/damage: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (5) + 1 = 6

Another ghoul(ghoul 4) comes out of the cabin and moves up to within 5 feet of Lysander but doesn't attack.

Erik can go then everyone else can post their actions for the second round.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

When my turn rolls around...

Lysander drops back from the ghoul's claws, easily dodging its clumsy attacks. He hisses a curse in Sylvan--"Abomination of the Green..."--and steps back, loosing his arrow directly at the ghoul's head, but in his haste it goes wide. (That is to say, 5-foot step away from the ghoul and then a ranged attack.)

PBS Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
PBS Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Male Half-Orc Paladin (Divine Hunter) 1

Unsure of what Lysander said, but taking it as a request, Ausk takes a five-foot step around to get a better, clearer shot at the one menacing the elf. Finding a better point of origin, Ausk again offers up a silent prayer as he lines up with the creature's head.

to hit with Deadly Aim: 1d20 + 3 ⇒ (8) + 3 = 11
damage with Deadly Aim: 1d8 + 3 ⇒ (8) + 3 = 11


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz drops his sling, with the intention of recovering it later, and takes a flurry of blows against the ghoul that charged him ghoul 2

to hit: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10

(assuming that misses)

to hit: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18

dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik is caught off guard by the quick co-ordinated attack of the ghouls. Recovering his composure, he sees Lysander facing off against two of the creatures.

Assuming Erik is close enough and can get to Lysander without provoking an AoO.

Erik drops his bow and rushes to Lysander's aid, drawing his greatsword as he approaches and bringing it down on one of the ghouls.

Quickdraw the greatsword, and power attack ghoul 4 if possible.
To hit: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15


Erik's powerful attack cleaves the ghoul nearly in half. (ghoul 4 is out)

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren runs past Lysander to attack the ghoul that attacked him with a claw made from fine chains.

to hit: 1d20 + 5 ⇒ (3) + 5 = 8

But misses.


Ac 14 hp:13 for the ghouls.

Ghoul 2: 4/13 hp.

Devyhn then I will post ghouls.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devhyn stands, and raises his marked palm towards the nearest ghoul.

Pharasma's Peace take your tainted soul!" he cries, as a beam of light and mist projects from his hand.

Disrupt Undead (ranged touch): 1d20 + 2 ⇒ (14) + 2 = 16

Damage: 1d6 ⇒ 6


Ghoul 2 is wracked with spasms and falls into dust.

Ghoul 3 and 4 focus on Achren attacking him with a desperate fury.

Attack Bite ghoul 3: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (3) + 1 = 4
Attack Claw ghoul 3: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (4) + 1 = 5
Attack Claw ghoul 3: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (4) + 1 = 5

Attack Bite ghoul 4: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (3) + 1 = 4
Attack Claw ghoul 4: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (2) + 1 = 3
Attack Claw ghoul 4: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 1 ⇒ (2) + 1 = 3

Achren is bit and clawed all over falling to the ground a bloody mess.

20 damage drops him to -4.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I thought Ghoul 4 was killed by Erik last round? If so, I would take 4 from ghoul 3's bite, and I will need to save against paralysis and disease.

Fort (paralysis): 1d20 + 1 ⇒ (15) + 1 = 16
Fort (disease): 1d20 + 1 ⇒ (7) + 1 = 8

Achren cries out as the Ghoul bites him, but he continues fighting.

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