[Name Redacted] (Inactive)

Game Master Shadowtail24

Pharast 6, 4707 A.R.
Ranks (WaW): Thrune->Charthagnion->Henderthane->Jeggare->Narikopolus->Ler oung->Sarini

Fight Map


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Map Female Aasimar Inactive

Ziera shoots again.

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human NG Vigilante(Warlock) 7 | HP 56/56 | AC 18 T 13 FF 15 | Fort +6 Ref +10 Will +7 | CMB +4 CMD 17 | Init +4 Perc +7

Antonio steps up to the salamander, moving to interfere with it's attacks against Gray.

Aid Another: 1d20 + 2 ⇒ (9) + 2 = 11

+2 AC for Gray on the next attack.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

The acid (cold) arrow continues to chill the salamander do 2d4 ⇒ (3, 2) = 5 Damage.

Edmund sends a simple acid splash at the creature.

Touch attack: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage: 1d3 ⇒ 3 acid


Human (Taldan) Fighter 3/Ranger 2 HP (25/49) AC 20| F+7 | R+8 | W+4 | P+6 | Init+4

Vince eagerly strikes against the exposed back of the Salamander.

attacks and damage:

atk f: 1d20 + 10 ⇒ (12) + 10 = 22 hit
atk k: 1d20 + 9 ⇒ (19) + 9 = 28 hit
atk k: 1d20 + 9 ⇒ (7) + 9 = 16 crit not-confirmed

damage: 1d4 + 1d8 + 8 ⇒ (2) + (4) + 8 = 14


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Gray hissed as the creature wounded him, the heat from the thing turning his cheeks an angry red color. Still, he couldn't help but grin at the pain, his leer turning wider as Vince's weapon hit home on the salamander. When Antonio shouted and their foe's attention was diverted ever so slightly, the inquisitor struck again with his chain, but the surprise that came with the invisibility was gone and the creature was expecting it.

Spiked Chain, Flank, Aid: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15 Oh boy...here we go again.


Male Half-Elf Slayer (Sniper) 5 HP (22/34) AC 20|F+4|R+9|W+1|P+8|Init+7

Payk, now focuses intently on the salamander, streaks two arrows deep into its flesh.

attacks and damage:

atk 1: 1d20 + 14 ⇒ (17) + 14 = 31
atk 2: 1d20 + 14 ⇒ (12) + 14 = 26

dam: 2d8 + 14 ⇒ (3, 7) + 14 = 24


The salamander wilts under Payk’s arrows, and then cools under Edmund’s acid. The flames cool, and then it disappears back to its own plane.


Map Female Aasimar Inactive

Ziera casts Cure Light Wounds on herself.

CLW: 1d8 + 5 ⇒ (5) + 5 = 10

Is anyone else hurt?

She then walks over to the Pedestal, taking a look.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Male Half-Elf Slayer (Sniper) 5 HP (22/34) AC 20|F+4|R+9|W+1|P+8|Init+7

Payk drinks a potion. “I should be good.

cmw: 2d8 + 2 ⇒ (7, 7) + 2 = 16


Human (Taldan) Fighter 3/Ranger 2 HP (25/49) AC 20| F+7 | R+8 | W+4 | P+6 | Init+4

Vince nods, feeling at his ribs and wincing. “Yeah, that tail was faster than i thought. I got a potion though. ” He pulls open his pack and starts digging through it. After a moment he curses. “What kind of idiot doesn’t have potions with him. I must have forgotten all my training before i lost my memories.

He looks back to Ziera. “I, uh, could actually use some healing.


Map Female Aasimar Inactive

CLW on Vince: 1d8 + 5 ⇒ (8) + 5 = 13


Vince nods in thanks.

Ziera:

It looks identical to the other pedestal’s, and you don’t see any traps.


Map Female Aasimar Inactive

Ziera retrieves the contract, and unless she blows up or something from doing that, she hands it to Edmund.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund will check it out, though since that wasn’t an animagi, he’s pretty sure it’s a fake. If it is, this time he rolls it up and keeps it.

”Might come in handy to have a convincing fake on us,” he suggests.


NO traps spring when you grab the contract scroll.


Male Human NG Vigilante(Warlock) 7 | HP 56/56 | AC 18 T 13 FF 15 | Fort +6 Ref +10 Will +7 | CMB +4 CMD 17 | Init +4 Perc +7

"Whew. Still, we can never be too careful. On to the next, then?" Antonio asks.

"That's a fine idea, Edmund. Of course, we'll have to rely on if the fakes we've been picking up are even similar to the real thing - they could be very different."


Map Female Aasimar Inactive

When they leave the room, they make sure that all of them are not on the bridge at the same time, and cross to the next door. Ziera marks it with acid only once, but way up at the top, so it is clearly different than any of the other doors.

Then she casts Open.

On the map, this should be door 1.

Resetting the map for this door. :)


The door opens and a long corridor greats you. This one, though, stretches into the darkness. You have found either the tunnel you cane in from, or an exit. Judging by the disturbance of the dust it is likely the way you came in.


Map Female Aasimar Inactive

This looks like the way we came in. Remember what this door looks like for when we want to go home.

They go back (if everyone agrees) and ride the carousel bridge again.


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Gray followed Ziera and the others mutely after the brief fight with the salamander, disliking the game that was being played with the whirling bridge. Still, it seemed as though there was no other way to gain access to the contract the group was looking for, so the inquisitor proceeded along with the rest, nodding his agreement with Ziera when she mentioned remembering the way back out.


With everyone on and holding tight the bridge rotates again. When it finishes, you are left facing doors 4 and 8.


Map Female Aasimar Inactive

Ziera again marks the door she is facing uniquely, and proceeds to cast Open on the door when everyone is ready.


That’s door 8.

The door opens to almost the same scene. This room has the corridor and seemingly opens into a larger room, but there is no light inside. The sconce is in the same place as all the other rooms, but there is no torch present.


Map Female Aasimar Inactive

Ziera activates her halo.

Functions as a light spell centered on her head


Ziera wrote:

Ziera activates her halo.

Functions as a light spell centered on her head

With the light the corridor looks the same.

are you entering the room?


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund will bring back the dancing lights and send them spiralling into the corridor and beyond.


Because of the angle the view is still just of a straight line back to the wall, but everything you can see makes this look like the other rooms.


Map Female Aasimar Inactive

I guess I'll be first if no one burlier is volunteering. :)

Ziera walks up to the end of the hall and looks inside the room.


Vince and Payk follow. The light doesn’t quite stretch to the other side of the room, it it looks barren for what you can see.

Once Edmund extends his lights to the other side of the room you can see another pedestal, though this one does not have a scroll inside. There appears to be nothing else in the room, creature or objects.


Male Human NG Vigilante(Warlock) 7 | HP 56/56 | AC 18 T 13 FF 15 | Fort +6 Ref +10 Will +7 | CMB +4 CMD 17 | Init +4 Perc +7

I'm going to bet on traps. Definitely traps." Antonio notes. "Or something invisible. Gray, could you sweep the room?"


Map Female Aasimar Inactive

Paranoid as ever, Ziera says Maybe the contract is invisible.


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Gray nodded to Antonio's request, the lack of a scroll puzzling. Surely they hadn't already been in this room? The inquisitor crept forward, testing carefully for pressure plates as he swept his keen eyes about.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Map Female Aasimar Inactive

I moved people on the map. If I moved you too far, feel free to correct.

Ziera moves after Gray.


Gray:

You scan over the room but are not able to find anything of note, be It trap, hidden object, secret lair, etc.


Map Female Aasimar Inactive

If she sees nothing, Ziera will pull up Detect Magic, to see if there is something she is missing. If the Pedestal has a cover, she removes it, in case it is blocking their senses.


Ziera:

There are no magic traces in the room or on the pedestal.

The case on the pedestal opens as easily as the rest but a quickly check ensures it is empty.


Map Female Aasimar Inactive

It seems wrong to her paranoid senses, but

Um, could it be possible that there just really isn't anything here? I am not getting any magical auras at all. Nothing has come to kill us--there isn't anything in this room. It seems very strange. Any ideas? Or should we just go to the next room?


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

”I would suggest that we probably have very little to lose by trying the other door and, if there is another decoy, returning here to find whatever has been hidden. It is possible, however, that the designers of this complex did in fact leave an empty room in the hopes that any invaders would expend valuable resources to find out nothing.”


perception Payk: 1d20 + 8 ⇒ (16) + 8 = 24

Perxeption Vince: 1d20 + 6 ⇒ (9) + 6 = 15

Payk and Vince help with the search bit of then come up with anything.


Map Female Aasimar Inactive

Oh, didn't roll Perception...

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Not that it does any good, of course.


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

As the others come and thoroughly search the area, Gray has the good grace to not be irritated by their unspoken assertion that his keen eyes might have missed something. He listened to some of the arcane members of the party discuss why the room might be empty, and shrugged as Edmund offered that the room might just be a decoy. It was a possibility, for sure. Unless anyone had anything else to add, the inquisitor followed the others and proceeded across the bridge to the opposing door, waiting for Ziera to scorch a unique mark upon it and then open it before proceeding through.


Map Female Aasimar Inactive

Ziera scorches a unique mark on it and casts Open.


This is door 4 on the map

Stop me if you’ve heard this before, the door opens to reveal a corridor to a larger room. This room does have a torch in a sconce. Because I’m psychic, i know they Edmund will send lights into the room. The lights reveal nothing additionally, though once again the angle into the main area of the room isn’t great.


Map Female Aasimar Inactive

Feeling a sense of deja vu, Ziera walks to the end of the hall and looks around the corner.

Reset the map


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Gray followed closely behind the aasimar woman, keeping his weapon out and his eyes sharp.


Vince and Payk rush in as, and you are just in time to see three earth elementals burrowing into the ground.

init rolls:

EE: 1d20 - 1 ⇒ (11) - 1 = 10
Ziera: 1d20 + 2 ⇒ (7) + 2 = 9
Gray: 1d20 + 8 ⇒ (1) + 8 = 9
Payk: 1d20 + 7 ⇒ (8) + 7 = 15
Vince: 1d20 + 4 ⇒ (10) + 4 = 14
Edmund: 1d20 + 3 ⇒ (1) + 3 = 4
Antonio: 1d20 + 4 ⇒ (5) + 4 = 9

Init: Payk, Vince, EEs, Gray, Antonio, Ziera, Edmund

We'll count round one as everyone entering and the earth elementals burrowing. Begin round 2: Payk and Vince are up ahead of the elementals.


Vince and Payk rush in further, with Vince keeping his back to the near wall.

Five elementals rise up out of the ground, with one of them coming near Ziera.

Payk nimbly dodges out of the way of two attacks, but Vince gets smashed by both of the elementals.

attacks:

P1: 1d20 + 11 ⇒ (8) + 11 = 19
P2: 1d20 + 11 ⇒ (8) + 11 = 19
V1: 1d20 + 11 ⇒ (19) + 11 = 30
V2: 1d20 + 11 ⇒ (17) + 11 = 28

V dam: 2d8 + 14 ⇒ (4, 4) + 14 = 22

Damage Tracker:
Vince: 22

the party is up


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund casts acid arrow and flings it at the elemental approaching Ziera. He takes extra time to cast the spell, adding a bit of extra power to extend its duration. The acid slams into the elemental, dissolving aspects of the rock that bind its essence.

Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 ⇒ (2, 2) = 4 Round 1 of 4


Map Female Aasimar Inactive

Ziera draws her sword as she takes a step out of the way so that Gray will have room to swing his chain.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8

Calling upon the Dark Lord for his guidance and inspiration as he sees the greater number of foes this room has to offer, Gray smiled grimly as Ziera stepped aside to allow room for him, rushing forward and whipping his wicked chain at the animated pile of earth with relish.

MW Spiked Chain, Justice: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5

Swift to initiate Judgment, move, then attack

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