OGGM's Fortress of the Stone Giants (Inactive)

Game Master Jeff Przybylo

Having pacified the Hook Mountain region, our heroes learn of an impending attack on the town of Sandpoint, where their adventures began only a year ago...


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Lym Blackhand wrote:
Hey! ^^; I made my Fort. save....

Fort save for nausea, Will save for reduction. I stated that backwards up top, I just noticed. Sorry. What are we doing now?


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

"This is annoying," Lym says as she regards her reduced size with disgust. "Um. No offence intended to you, Aurora, but I am not used to being this size. At least I have my flight spell, so I should be able to maintain my usual pace."

Lym promptly levitates -- and moves herself out of range of anyone who might have had thoughts of hugging her....


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F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim retrieves his arrows from the giant. "At worst, it's a small inconvenience," he says with no hint of amusement or irony in his voice.

He does smirk a bit, or perhaps the geometry of the room is finally getting to him.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

"Ah, well," Lym says in a philosophical tone. "I suppose you might make light of my situation as well. No need to let the gravity of the situation wear us down, just so long as we do not succumb to inappropriate levity." The Half-Orc winks as she floats a little higher.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim simply gives her an arched eyebrow as he pulls his last arrow free.

"Any magic loot here?"


Nothing of any real value, i.e. no magic.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Praxim, you not speak that way to the little lady. My petite beauty will be respected."


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

So...

Aurora hovers in the air like a hummingbird.

When you've finished trading quips in this nightmarish architecture, I'm sure the door would appreciate some attention!

She hovers slightly lower

After all, you're making light of what could be considered a rather unfortunate situation

she sticks her tongue out.


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

"So is this how we plan to defeat the giant, we just mock more him?"


Good lord, I have to intervene here...how are we handling the next room?


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

"Clearly this wizard has done exactly what we feared, and surrounded himself with lackeys and traps," Lym says, trying very hard to ignore the fact that her voice has become noticeably higher due to her change in size. "The chance that there are other snares we might trigger as we go forward is high, so I propose to summon some minor celestials to breach the next chamber and set them off, rather than take the brunt ourselves. It is equally likely that the enemy is shrouding himself. I can see invisible things for a while yet, but we must still beware. Given our enemies' demonstrated proclivities, I recommend summoning at least one Hound Archon to shield us against charms. Thoughts?"


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance

"Your wish, my lady."
Tomaru casts Protection from Evil then Summon Monster V.

Archie, the hound archon appears in a whirl of butterflies and stars. "Hello, friend." Tomaru says. "We need your assistance again against more giants. If you would please go into that next room. And take some care."

Archie smiles back at Tomaru. He takes the time to cast Aid on himself before opening the door.


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)

Earlier. Was just too beat yesterday to throw something out. It was a long day for sure so trying to "catch up" so to speak.

Thordak watches with a wide smile as Aurora zips around like a hummingbird. Getting a kick out of how she buzzes around like a bee and her extremely high pitched voice, "By Torag you are just as adorable even when yer a really wee lass!" he chuckles in glee. It's not until several moments later that what he said finally registers, and he goes red as a beet. "Now, okay, um, what I meant was...; you see, I was sayin' that... um... I'm not sayin' that... you... um..., ya see, I mean, okay, now, ya see, what I mean is..." Why do I keep doin' this to meself?! You've got ta be kiddin' me! You've got ta think, Thordak, think! Sweating profusely as he panics, he looks over at Lym and runs over to her. "By the gods! What happen ta ya, lass! Yer all small and stuff. Boy we need ta fix this or something, I'm pretty sure." He nods, as he mindlessly pats her on the head.

Currently
The dwarf turns to Aurora as she speaks, squinting so as to focus on her more sharply. He then chuckles as he's pretty sure she sticks her tongue out the others. "You tell 'em, lass."

The dwarf does his best to hide a chuckle at Lym's new voice, knowing she'll probably be big again and realizing he'd pay for it. So he just keeps quiet for his own safety.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Aurora laughs at Thordak's words, her voice as mischievous as a pixie's.

She lands on Thordak's shoulder and whispers in his ear

That's a very sweet thing to say Master Thordak, your ability to compliment a lady despite the unfortunate circumstances is noted!

she pats his cheek fondly.


The hound archon pulls open one of the massive doors and takes a step. He looks back, gives a nod, and walks through. The double doors lead down a 60' hallway that opens at the end into a larger room.

Assuming you are following.

You follow the archon down the hall, the light from your spells casting odd shadows on the walls-without-corners. Archie steps into the room, and instantly steps back, look of fear on his face. A quick look reveals this scene.

Runes are carved in bands along the walls of this chamber, which is unnervingly lit by a reddish glow from the slowly burning flames in a shallow firepit in the center of the room. An immense iron cauldron, its side emblazoned with an etching of a seven-pointed star, stands above these flames. Smoke rises from the cauldron’s unseen bubbling contents, and a halo of human bones and scraps of what might be dried flesh lie scattered around the cauldron’s three-pronged base.

Assume the cauldron is where the 'C3' is on the map.

GM Screen:
Praxim: 1d20 + 6 ⇒ (20) + 6 = 26
Lym: 1d20 + 2 ⇒ (10) + 2 = 12
Tomaru: 1d20 + 1 ⇒ (5) + 1 = 6
Aurora: 1d20 + 2 ⇒ (18) + 2 = 20
Thordak: 1d20 + 2 ⇒ (13) + 2 = 15
golem: 1d20 - 1 ⇒ (3) - 1 = 2

ROUND ONE: you guys are first. Tomaru, assume Archie goes on your turn, as we've been doing. Kn: Arcana to identify the big creature. Aurora is placed where she is on the map to represent sitting on Thordak's shoulder.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Knowledge (arcana) 1d20 + 20 ⇒ (10) + 20 = 30
Gimme intel, big guy! :)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Summon Monster V

"What's wrong, Arch? You look worried. You're the one the the Aura of Menace, what are you scared of?" Looks into room. "Oh! Well that's why I summoned you. Now get back in there."
Tomaru then uses Bit of Luck on Praxim.

Hound Archon: Archie
HP 51| AC 21 T 12 FF 21| Fo +10 Re +7 Wi +7, +4 vs poison, +2 resistance vs evil; DR 10/evil; immune electricity, petrification; SR 15| Move 40'| augment summon, diehard, power attack| aura of menace, change shape, magic circle vs evil; spells|
MW Greatsword +11/+6 (2d6+6/19-20) and Bite +5 (1d8+2) or
Bite +10 (1d8+5) and Slam +10 (1d8+5)

Archie goes up to the golem and strikes at it with his mighty sword.
MW Greatsword: power attack
To hit: 1d20 + 11 - 3 ⇒ (5) + 11 - 3 = 13 To hurt: 2d6 + 6 + 6 ⇒ (5, 1) + 6 + 6 = 18


Lym Blackhand wrote:

Knowledge (arcana) 1d20+20

Gimme intel, big guy! :)

Actually, with that roll, you can just go to the slide I put in to the battle map slides. It's the last one. It's a quick reference for me for an encounter. NORMALLY it's eyes-off for you all. But a 30? Go ahead and read it - it's really straight out of the Bestiary.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

The benefit of keeping up with my ranks in Knowledge (arcana) and Spellcraft. ^_^ Thank you!

"It's a stone golem!" Lym shouts, heedless of the higher pitch of her voice. "It is resistant to all weapons except those made of adamantine! Any magic that can be resisted is useless against it, and it has magic to slow down everything within a ten-foot radius! If you know a spell to turn stone to mud, use it! Necromancy and Enchantment are useless against this thing!
Try to take it down from a distance if you can!"

With her warnings given, Lym hurriedly starts to chant a spell.

Lym starts to cast Summon monster VI to bring in 1d3 ⇒ 2 Large earth elementals.

Active:
Detect magic
Mage armour
Overland flight
See invisibility

Spells remaining:
6 - Chain lightning*, Greater dispel magic, X
5 - Ball ice*, Break enchantment, Dismissal, Overland flight, Wall of force*
4 - X, Enervation, Greater invisibility, X
3 - X, X, Fireball*, Haste, Protection from energy, Summon monster III
2 - Communal mount, Knock, Scorching ray*, X, X, X
1 - Burning hands*, X, X, X, X, Shield, Summon minor monster
0 - Acid splash, Dancing lights, Detect magic, Detect poison


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim adjusts his fingers as Lym calls out her intelligence and switches from regular arrows to his durable adamantine arrows. He takes a 5-foot step forward but is still just out of point blank range.

Arrow: 1d20 + 20 + 1 - 2 - 4 ⇒ (15) + 20 + 1 - 2 - 4 = 30
Arrow: 1d20 + 20 + 1 - 2 - 4 ⇒ (11) + 20 + 1 - 2 - 4 = 26
Damage: 1d8 + 2 + 2 + 8 ⇒ (6) + 2 + 2 + 8 = 18

Arrow: 1d20 + 20 + 1 - 2 - 4 ⇒ (1) + 20 + 1 - 2 - 4 = 16
Arrow: 1d20 + 20 + 1 - 2 - 4 ⇒ (17) + 20 + 1 - 2 - 4 = 32
Damage: 1d8 + 2 + 2 + 8 ⇒ (4) + 2 + 2 + 8 = 16

Arrow: 1d20 + 15 + 1 - 2 - 4 ⇒ (15) + 15 + 1 - 2 - 4 = 25
Arrow: 1d20 + 15 + 1 - 2 - 4 ⇒ (13) + 15 + 1 - 2 - 4 = 23
Damage: 1d8 + 2 + 2 + 8 ⇒ (3) + 2 + 2 + 8 = 15

Arrow: 1d20 + 10 + 1 - 2 - 4 ⇒ (5) + 10 + 1 - 2 - 4 = 10
Arrow: 1d20 + 10 + 1 - 2 - 4 ⇒ (20) + 10 + 1 - 2 - 4 = 25
Arrow confirm: 1d20 + 10 + 1 - 2 - 4 ⇒ (12) + 10 + 1 - 2 - 4 = 17
Arrow confirm: 1d20 + 10 + 1 - 2 - 4 ⇒ (4) + 10 + 1 - 2 - 4 = 9
Damage: 1d8 + 2 + 2 + 8 ⇒ (2) + 2 + 2 + 8 = 14


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Nodding at Lym's swiftly delivered pointers, Aurora wastes no time and a spell bursts from her hands, a web of energy bursting amid the party and leaving them energised and moving quickly.

Casting haste

Praxim, the haste would give you extra movement to get you inside the 30 ft needed for PBS, extra to hit and also an extra attack :D

The sorceress plants a swift peck on Thordak's cheek

For luck!

Then zooms upwards to leave Thordak free to engage the creature and not worry about her safety.

Status: hp 74/74, mage armor, positioned as high as the ceiling will allow
Spells: 5th 4/5, 4th 1/7, 3rd 7/8 2nd 6/8, 1st 5/8; Spell tattoo 0/2, Tattoo SLA: 0/1, AC 21 (25 versus giants)


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Unless Praxim went before her. Plus, haste doesn't let you take more than a 5-foot step.


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Ah my mistake, you did say 5 ft step in your post! As for timing, one of the vagaries of pbp, depends how OGGM runs init :)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Aurora, did you include Archie in the spell effect?


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)
Aurora Ulfurdottir wrote:

Aurora laughs at Thordak's words, her voice as mischievous as a pixie's.

She lands on Thordak's shoulder and whispers in his ear

That's a very sweet thing to say Master Thordak, your ability to compliment a lady despite the unfortunate circumstances is noted!

she pats his cheek fondly.

Grinning sheepishly, the dwarf goes beet red as he kicks at the ground in awkwardness. Such a sweet lass.

Aurora Ulfurdottir wrote:

Nodding at Lym's swiftly delivered pointers, Aurora wastes no time and a spell bursts from her hands, a web of energy bursting amid the party and leaving them energised and moving quickly.

The sorceress plants a swift peck on Thordak's cheek

For luck!

Then zooms upwards to leave Thordak free to engage the creature and not worry about her safety.

Grinning fantastically, he watches her as she flies away before turning his attention to the stone golem, his smile instantly vanishing as he glares at the monster. "My my you are gonna be a nasty one. Ya know what they say, though, the bigger they are..." The dwarf never finishes that sentence as his fury takes over and he moves into position for a better vantage point to bring his axe down upon the golem.

Raging 12/31; With haste I've now got 80'(yep, you read that right :)) of movement. Boom! Using Evade Reach 10'(swift)(to avoid those nasty AoO's); Guarded Stance(move action) +3 to AC.

Move action: Thordak will move and can actually make it in flanking position with the dog. It's like 75' so just barely. I will move him but feel free to double check me because sometimes I do tend to mess up. He started in the square directly to the right of Praxim.

AC 25; Hp's 168/196; Elemental Rage: Acid(1d6); Elemental Blood, Lesser: 2/3 used fire(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 12/31; DR 2/-; Guarded Stance(1/8 rounds used)


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

Tomaru, Aurora can target up to 12 creatures so yup would have included Archie :)


GM Screen:
59/107 hp

Praxim's adamantine arrows Really??? :) slam into the golem, wounding it. With the archon and Thordak near, the golem flashes the runes around its head, activating the Slow effect on those two. Then it shifts position and lashes out with it's huge fists at the archon.

att 1: 1d20 + 22 ⇒ (10) + 22 = 32 dmg: 2d10 + 9 ⇒ (6, 8) + 9 = 23
att 2: 1d20 + 22 ⇒ (20) + 22 = 42 dmg: 2d10 + 9 ⇒ (3, 6) + 9 = 18

-41 dmg on Archie

ROUND 2: Thordak & Archie slowed (and Hasted); we go in post order for the most part, so the Haste would not affect Praxim until this round. You guys are up.


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Behind the golem, the air warps, darkens, then brightens. And two large, lumpen shapes erupt from the ground, gemstone eyes flashing murder at the unnatural display of arcane craftsmanship in front of them, which mocks their form. Rumbling, the two large earth elementals swing hammer fists at the golem!

Large earth elemental #1 attacks, two slams: 1d20 + 14 ⇒ (3) + 14 = 17 for 2d6 + 7 ⇒ (3, 3) + 7 = 13 damage, and 1d20 + 14 ⇒ (18) + 14 = 32 for 2d6 + 7 ⇒ (1, 1) + 7 = 9 damage.

Large earth elemental #2 attacks, two slams: 1d20 + 14 ⇒ (20) + 14 = 34 for 2d6 + 7 ⇒ (3, 5) + 7 = 15 damage, and 1d20 + 14 ⇒ (20) + 14 = 34 for 2d6 + 7 ⇒ (2, 3) + 7 = 12 damage.

Large Earth Elementals (2):

N Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
Defense
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +1, Will +6
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +14 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
Statistics
Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 25
Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5

Shoulders still heaving from the exertion of dragging this much elemental might out of the Elemental Planes, Lym focuses her gaze on the golem and considers. She considers. And, cursing, she unslings her heavy crossbow, rams an arrow into the groove and starts turning the crank as quickly as she can.

None of my spells would even scratch this thing, so.... no. I'll ready the crossbow. If anyone has Grease handy, this might be a good time to put it under that thing's feet....


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim takes another 5-foot step closer and fires arrows with even more speed. Alas, only the first is adamantine.

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 4 ⇒ (13) + 20 + 1 + 1 + 1 - 2 - 4 = 30
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (3) + 2 + 2 + 1 + 8 = 16

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 4 ⇒ (19) + 20 + 1 + 1 + 1 - 2 - 4 = 36
Arrow confirm: 1d20 + 20 + 1 + 1 + 1 - 2 - 4 ⇒ (12) + 20 + 1 + 1 + 1 - 2 - 4 = 29
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (7) + 2 + 2 + 1 + 8 = 20
Extra damage if confirmed: 2d8 + 4 + 4 + 2 + 16 ⇒ (7, 4) + 4 + 4 + 2 + 16 = 37

Arrow: 1d20 + 15 + 1 + 1 + 1 - 2 - 4 ⇒ (13) + 15 + 1 + 1 + 1 - 2 - 4 = 25

Arrow: 1d20 + 10 + 1 + 1 + 1 - 2 - 4 ⇒ (9) + 10 + 1 + 1 + 1 - 2 - 4 = 16

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 4 ⇒ (20) + 20 + 1 + 1 + 1 - 2 - 4 = 37
Arrow confirm: 1d20 + 20 + 1 + 1 + 1 - 2 - 4 ⇒ (20) + 20 + 1 + 1 + 1 - 2 - 4 = 37
Damage: 3d8 + 6 + 6 + 3 + 24 ⇒ (5, 3, 5) + 6 + 6 + 3 + 24 = 52

Despite its resistance and stony nature, the first arrow's adamantibe penetrates the stony hide while the other two follow on its heels. Praxim has Clustered Shots, so only apply DR once.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Summon Monster V

First does this count as being on the ground? If so, the elementals get +1 to hit and damage rolls. Also, depending where they end up, they get flanking bonus.

Second, do we get a save v the slow effect?

Tomaru continues to give Bit of Luck to Praxim.

Hound Archon: Archie
HP 51| AC 21 T 12 FF 21| Fo +10 Re +7 Wi +7, +4 vs poison, +2 resistance vs evil; DR 10/evil; immune electricity, petrification; SR 15| Move 40'| augment summon, diehard, power attack| aura of menace, change shape, magic circle vs evil; spells|
MW Greatsword +11/+6 (2d6+6/19-20) and Bite +5 (1d8+2) or
Bite +10 (1d8+5) and Slam +10 (1d8+5)

Archie continues to fight for the cause.
MW Greatsword: power attack, flank, haste, slow
to hit: 1d20 + 11 - 3 + 2 + 1 - 1 ⇒ (19) + 11 - 3 + 2 + 1 - 1 = 29 to hurt: 2d6 + 6 + 6 ⇒ (4, 5) + 6 + 6 = 21

MW Greatsword: power attack, flank, haste, slow
to hit: 1d20 + 6 - 3 + 2 + 1 - 1 ⇒ (7) + 6 - 3 + 2 + 1 - 1 = 12 to hurt: 2d6 + 6 + 6 ⇒ (2, 5) + 6 + 6 = 19

Bite: power attack, flank, haste, slow
to hit: 1d20 + 5 - 3 + 2 + 1 - 1 ⇒ (13) + 5 - 3 + 2 + 1 - 1 = 17 to hurt: 1d8 + 2 + 6 ⇒ (2) + 2 + 6 = 10

If he doesn't get multiple attacks, use just the first one.


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)

Any chance there's a save involved on the Slow? :)

If not, does that mean Thordak is going "normal" speed? Because I'm not sure what Slow and Haste do when they're combined. As long as I've played this game, amazingly enough it's never come up.

Thordak steps over within reach of the golem and swings at it with all the power he can muster.

5' stepped to current location

+1 Dwarven Longaxe w/PA: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 1d12 + 25 + 1d6 ⇒ (6) + 25 + (5) = 36

+1 Dwarven Longaxe w/PA: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d12 + 25 + 1d6 ⇒ (4) + 25 + (1) = 30

+1 Dwarven Longaxe w/PA: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d12 + 25 + 1d6 ⇒ (10) + 25 + (5) = 40

AC 25(24?); Hp's 168/196; Elemental Rage: Acid(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 13/31; DR 2/-; Guarded Stance(2/8 rounds used)


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

With little else she can do, Aurora keeps out of the way, and keeps an eye out for anything else that might use the chaos and confusion of the battle with the golem to sneak up on the party.

Immunity to magic is the worst :s


There's a Will save DC 17, I forgot to put that in there, will roll it for you here. Haste and Slow will cancel each other out. Simplest way to do it.

GM Screen:
36/107 hp; T will save: 1d20 + 11 ⇒ (9) + 11 = 20A will save: 1d20 + 7 ⇒ (10) + 7 = 17

One of the elementals is largely ineffective, and the other does some minor damage.

Praxim's arrows hit hard, and with some assistance from the unslowed Thordak and Archie, the golem is finished. It crumbles back into the pile of rubble from which it was formed.

Combat over, well done. What next?


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

o_o .... Man. I should probably have kept that Summons in reserve. Oh, well. At least none of us got seriously hurt.

"Let's hurry, before the summons ends," Lym says.
The Wizard flies towards the two elementals and chivvies them towards the next door, urging them ahead of the group.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

"Agreed. On to the next room please, Archie."


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)
Old Guy GM wrote:
Haste and Slow will cancel each other out. Simplest way to do it.

Thank you! Man that's a relief. When I clicked on both of them on herolabs I'm like, "Oh crud what a mess. I sure hope they just nullify each other". Totally the best way, I agree.

Seeing the golem collapse into dust, Thordak relaxes and takes a moment to catch his breath as he typically has to. With his hands on his knees, "Yes, let's hurry. On to the next room. Quick quick quick. Cryin' out loud, that's what's wrong with the world today, everyone's in a hurry to get somewhere and there's no time ta take a break. Why does this lot not like breaks? I like breaks. I could take lots of breaks. As a matter of fact, I could take a break right now," the dwarf whines under his breath as he gathers himself up and follows after the others, albeit at a much slower pace.

Rage 13/31 rounds used; 4 rounds of fatigue


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Summon Monster V
Haste (from Aurora)

Forgot to add that Tomaru casts a healing spell on Archie
Cure Serious Wounds: 3d8 + 12 ⇒ (8, 7, 3) + 12 = 30

Hound Archon: Archie
HP 40/51| AC 21 T 12 FF 21| Fo +10 Re +7 Wi +7, +4 vs poison, +2 resistance vs evil; DR 10/evil; immune electricity, petrification; SR 15| Move 40'| augment summon, diehard, power attack| aura of menace, change shape, magic circle vs evil; spells|
MW Greatsword +11/+6 (2d6+6/19-20) and Bite +5 (1d8+2) or
Bite +10 (1d8+5) and Slam +10 (1d8+5)


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

There's high-pitched laughter as Aurora listens to Thordak's grumbling.

Ah come now Master Ironheart, I quite fancy a break now too, but we can't get in the way of our friend's desires to progress quickly. And after all, the quicker we arrive at you-know-who's lair, the quicker we can mete out justice...

She swoops in to sit on his shoulder again, almost weightless.

You and I can have our own private break now as we walk towards the next confrontation, how about that!? she whispers in the dwarf's ear.

So tell me Master Thordak, if you could take us on a picnic, where would we go?


Bachelor number 3, if you weren't a blood-mad raging dwarf warrior, where would you take a young gnome nuke-specialist on a dream date?


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Praxim takes point (behind the summons, and scans for evil ahead).


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)
Aurora Ulfurdottir wrote:

There's high-pitched laughter as Aurora listens to Thordak's grumbling.

Ah come now Master Ironheart, I quite fancy a break now too, but we can't get in the way of our friend's desires to progress quickly. And after all, the quicker we arrive at you-know-who's lair, the quicker we can mete out justice...

Reluctantly he nods in agreement, realizing he can't argue with the logic.

Aurora Ulfurdottir wrote:

She swoops in to sit on his shoulder again, almost weightless.

You and I can have our own private break now as we walk towards the next confrontation, how about that!? she whispers in the dwarf's ear.

Grinning as he nods, "Sounds great ta me, lass."

Aurora Ulfurdottir wrote:
So tell me Master Thordak, if you could take us on a picnic, where would we go?

"A picnic? Hm. I've never thought about goin' on a picnic. Let's see...," he ponders it as they walk and after a bit of thought, he grins. Cutting his eyes toward the others to make sure they aren't listening, he slows just a bit to purposefully fall back. "Well, there's this place in me mountains. Well, not actually in me mountains but on the top of 'em - a plateau I'm guessin' you could call it. I use ta go up there a lot back in the day. I'd always wait 'til around midnight and make me way up there just before the sun would peek over the horizon. Now there are these formations up there, ya see, and they weren't nothin' spectacular ta look at, but, when the sun would hit 'em just right, they would sparkle like diamonds! And dependin' on what angle you were at, you could get other colors as well - blues, oranges, reds, yellows, greens. Ah, lass, it's a majestic sight! But once the sun moves away, they go to being practically dull and lifeless. I've never understood that. Kinda sad in a way." The dwarf loses himself in thought a moment before shaking himself free of his reverie and taking a deep breath. "Anyway, that would definitely be the place for a picnic, it would," he says assuredly and with a peaceful grin.


The chill in this room isn’t quite enough to frost the floors and walls, but it’s certainly enough to frost the breath. The room itself contains several large suits of armor mounted on what appear to be frozen or preserved ogres, trolls, and hill giants, all staged as if rallying for war.

The elementals and the archon surge into the room, and all hell breaks loose. Four of the suits lurch to life and attack. Behind them, they are driven by this creature. Waving two large axes that are rime-frost covered, it casts a spell!

DC 18 Will save or be Feared.

Kn: Religion rolls to identify these things.

GM Screen:

Praxim: 1d20 + 6 ⇒ (18) + 6 = 24
Lym: 1d20 + 2 ⇒ (19) + 2 = 21
Tomaru: 1d20 + 1 ⇒ (12) + 1 = 13
Aurora: 1d20 + 2 ⇒ (12) + 2 = 14
Thordak: 1d20 + 2 ⇒ (19) + 2 = 21
HL: 1d20 + 6 ⇒ (7) + 6 = 13
ZHG: 1d20 - 2 ⇒ (7) - 2 = 5

ROUND ONE: 'surprise round' over, Praxim detected evil in the room as a whole. Without waiting for him to say anything, the summoned creatures triggered the attack. Round order: Praxim, Lym, Thordak, Aurora; HL; Tomaru; armored suits.

This one is going to get very complex, very quickly. I'd appreciate it if you kept track of your summoned creatures stats in your posts. Please pay attention to the map!


Female Half-Orc Evoker 10/Cyphermage 6; Init. +2; Perception +12; Darkvision; Arcane Sight; Fly 40 ft.; AC 23 (+3 Dex*, +1 armour, +1 Deflection, +1 natural, +3 Mage Armour, +4 Shield); HP 91/104; Fort +9, Ref +8, Will +16

Knowledge (religion) 1d20 + 17 ⇒ (3) + 17 = 20. Will 1d20 + 13 ⇒ (3) + 13 = 16. So, am I frightened or panicked?

Lym immediately turns around and flies out of the room at top speed.

Elemental save #1: 1d20 + 6 ⇒ (2) + 6 = 8
Elemental save #2: 1d20 + 6 ⇒ (20) + 6 = 26
Alas, elemental immunities do not include an immunity to fear....

One of the large earth elementals turns as well and charges out of the room at top speed, caring not who it might trample along the way.

This means you guys need to get out of the way! Praxim should be safe because he goes before me and the elementals, but the rest of you either need to let it pass or get out of its way.
Elemental #1 escape overrun maneuver for anyone who tries to block: 1d20 + 16 ⇒ (5) + 16 = 21

The other, however, is undaunted. Rumbling with anger, it swings its mighty fists at the nearest suit of armour!

Elemental #2 attack: Slam #1 1d20 + 14 ⇒ (20) + 14 = 34 for 2d6 + 7 ⇒ (6, 3) + 7 = 16; slam #2 1d20 + 14 ⇒ (15) + 14 = 29 for 2d6 + 7 ⇒ (2, 6) + 7 = 15 damage.
Crit threat! Roll to confirm: 1d20 + 14 ⇒ (18) + 14 = 32

Large earth elemental stats:

N Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
Defense
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +1, Will +6
DR 5/—; Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +14 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
Statistics
Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 25
Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5


Female Gnome Sorcerer 13, hp 80/80, AC 17|T 13|FF 14, F +9|R +9|W +11, Init +2, Perception +16/21/23, low-light vision, darkvision 60 ft, see invisibility
skills:
Bluff +22, Craft (tattoo) +8, Diplomacy +25, Fly +14, Linguistics +3, Perception +16, Spellcraft +17, Use Magic Device +22

will: 1d20 + 11 ⇒ (19) + 11 = 30

Unfazed by the appearance of the animated armor and headless creature, Aurora glares at them

If you can move... you can burn...

her eyes flash red as she notices Archie and Praxim (and potentially Thordak) in the path of her spell... holding back the fire for a heartbeat, she extends her left arm and a different rod slides from its concealed pocket in to her tiny hand, and she waves it in the direction of her friends as she casts her spell.

Quick for Selective rod, standard for intensified, empowered ball of fiery doom, aimed in the middle of the chamber to catch all enemy creatures, using rod to not effect Archie, Praxim and Thordak.

intensified, maximised fireball: 14d6 + 14 ⇒ (3, 3, 4, 2, 5, 5, 1, 3, 4, 3, 1, 3, 6, 6) + 14 = 63 63* 1.5 = 94 damage. Ref save DC23 for half

She flies upwards towards the roof, as far to the back of the cavern as she can manage and easily away from the retreating earth elemental.

Status: hp 74/74, mage armor, positioned as high as the ceiling will allow, tiny
Spells: 5th 4/5, 4th 0/7, 3rd 7/8 2nd 6/8, 1st 5/8; Spell tattoo 0/2, Tattoo SLA: 0/1, AC 21 (25 versus giants)


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +2 resistance
Summon Monster V
Haste (from Aurora)

If it is as the Fear spell, then it is a 30' cone which would only get those actually in the room at the time. Both elementals, Archie, and Praxim. If the save is failed, you are Panicked. You drop everything and run away as best you can for 1 rd/lvl (the earth elemental might use earth meld to effect an escape). You also take -2 penalty on any d20 rolls. Otherwise you are Shaken for 1 round and take -2 penalty on d20 rolls.
Archie has a constant Magic Circle v Evil active and everyone within 10' gets a +2 resistance bonus to saves (assuming the source is evil)

I hope this is an evil effect. If not reduce roll by 2
Archie Will: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Hound Archon: Archie
HP 40/51| AC 21 T 12 FF 21| Fo +10 Re +7 Wi +7, +4 vs poison, +2 resistance vs evil; DR 10/evil; immune electricity, petrification; SR 15| Move 40'| augment summon, diehard, power attack| aura of menace, change shape, magic circle vs evil; spells|
MW Greatsword +11/+6 (2d6+6/19-20) and Bite +5 (1d8+2) or
Bite +10 (1d8+5) and Slam +10 (1d8+5)


F/R/W: +25/+23/+22 AC/T/FF: 33/19/26; CMD: 36; Perc: +22; Init: +9; Max HP: 179; Current HP: 168; Temp 0;

Will: 1d20 + 14 ⇒ (9) + 14 = 23

Praxim tries to ignore the armoured meat shields and sends arrows at the headless thing, first taking a step up and right to avoid the reach of the meat shields. I assume this things counts as undead rather than a giant.

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 2 - 4 ⇒ (4) + 20 + 1 + 1 + 1 - 2 - 2 - 4 = 19
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (3) + 2 + 2 + 1 + 8 = 16

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 2 - 4 ⇒ (15) + 20 + 1 + 1 + 1 - 2 - 2 - 4 = 30
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (5) + 2 + 2 + 1 + 8 = 18

Arrow: 1d20 + 15 + 1 + 1 + 1 - 2 - 2 - 4 ⇒ (14) + 15 + 1 + 1 + 1 - 2 - 2 - 4 = 24
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (7) + 2 + 2 + 1 + 8 = 20

Arrow: 1d20 + 10 + 1 + 1 + 1 - 2 - 2 - 4 ⇒ (6) + 10 + 1 + 1 + 1 - 2 - 2 - 4 = 11
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (5) + 2 + 2 + 1 + 8 = 18

Arrow: 1d20 + 20 + 1 + 1 + 1 - 2 - 2 - 4 ⇒ (5) + 20 + 1 + 1 + 1 - 2 - 2 - 4 = 20
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (2) + 2 + 2 + 1 + 8 = 15


M Dwarf Barbarian(Titan Mauler) 16
Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)

At the sight of the large undead creature, it doesn't take long for Thordak's fury to take over once again as he works on trying to get to the abomination so he can put an end to it. He moves past Praxim and strikes at the nearest armored suit.

Rage 14/31; Evade reach(10')(swift)

+1 Dwarven Longaxe w/PA: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d12 + 26 + 1d6 ⇒ (2) + 26 + (1) = 29

AC 27; Hp's 168/196; Elemental Rage: Acid(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 14/31(1); DR 2/-

I'm guessing the meat shields are giant? If not then: AC = 21; -2 to hit and a -1 on damage.


Sorry guys, super busy this weekend and today, will try to get the next round together asap. This is as the Fear spell, so act accordingly. It is from an evil source so you get the +2 from Archie if you are close enough at the time you make your ssave. The ceiling is 20' for reference. These are all undead, two zombie hill giants, and a headless...something.


GM Screen:
ref save: 1d20 + 3 ⇒ (19) + 3 = 22ref save: 1d20 + 3 ⇒ (17) + 3 = 20ref save: 1d20 + 3 ⇒ (6) + 3 = 9ref save: 1d20 + 3 ⇒ (2) + 3 = 5HL ref save: 1d20 + 9 ⇒ (18) + 9 = 27 ELEM ref save: 1d20 + 1 ⇒ (13) + 1 = 14 FF init: 1d20 + 6 ⇒ (17) + 6 = 23
HL hp 65/126

The remaining earth elemental slams the zombie in front of it, meaty fists bludgeoning the large zombie when...

BOOMMMmmmm!!!

The fireball engulfs the room in flames. The stench of rotting flesh and melted earth is nearly overwhelming. When the smoke clears, all of the zombies are dead, as well as the earth elemental.

Seeing an opening, the archon rushes in.

AoO: 1d20 + 21 ⇒ (3) + 21 = 24 confirm: 1d20 + 21 ⇒ (1) + 21 = 22 dmg: 3d8 + 45 ⇒ (1, 3, 1) + 45 = 50

The Headless Lord slashes at the approaching archon, cleaving from forehead to the waist, killing him.

All of Praxim's arrows save one fail to penetrate the thing's plate armor. Thordak rushes forward, safe from any attack. Now, a question: how many rounds were you fatigued from the last fight? Because you all rushed in here and I don't think you waited long enough for Thordak to rage again. I'm letting it go this time, but this is a detail that we need to watch.

Thordak Will save: 1d20 + 11 ⇒ (2) + 11 = 13

Thordak feels a deep unease as he approaches the Headless Lord, a sense of unnatural evil. His longaxe hacks into the armored form, but lacks the will to get through his armor.

There is an evil aura 20' around the Headless Lord. It's a DC 20 Will save or suffer a -2 to all d20 rolls.

The Headless Lord looks down - or would if he had a head to turn - at where Throdak's axe hit him. An evil laugh emanates from the hole in his torso - a deep, sonorous laugh - more like a stone giant would make. An equally deep voice rolls out from the armored corpse: "How do you like my creation? Rest assured, more awaits you. If I'm not mistaken, it should be arriving soon!"

The runes on the twin rime-encrusted axes flash cyan, and the Headless Lord wades in...

att1: 1d20 + 21 ⇒ (7) + 21 = 28 dmg: 1d8 + 15 + 1d6 ⇒ (8) + 15 + (6) = 29
att2: 1d20 + 16 ⇒ (13) + 16 = 29 dmg: 1d8 + 15 + 1d6 ⇒ (7) + 15 + (2) = 24
att3: 1d20 + 21 ⇒ (15) + 21 = 36 dmg: 1d8 + 15 + 1d6 ⇒ (6) + 15 + (6) = 27
att4: 1d20 + 21 ⇒ (4) + 21 = 25 dmg: 1d8 + 15 + 1d6 ⇒ (6) + 15 + (2) = 23
-103 hp dmg, Thordak

Tomaru is up, then Round TWO. In ROUND TWO, Praxim goes first and then I have something happening, so wait for it after his post.


Pearl of Power:
Lvl 1 1/1; Lvl 2 1/1; Lvl 3 1/1; Lvl 4 1/1; Lvl 5 1/1
Human Cleric 16; HP 156 /156| AC 29 T 15 FF 27| Fo +16 Re +10 Wi +19| Init +2 Percep +26| Channel Energy 9/9

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Haste (from Aurora)

Although Tomaru laments the loss of Archie, he can't take the time to grieve. Instead, Tomaru moves up behind his wounded teammate and uses a Scroll of Heal on Thordak to cure him of up to 110 hit points.

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