Palace of the Vampire Queen (Inactive)

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. |


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male

Let me have a Stealthy stealth roll, to compare to a Perception check, please


hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

stealth: 1d20 + 16 ⇒ (18) + 16 = 34


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Hal is staying behind the door frame while the scouting happens, but just in case it's needed, he'll take 10 on Stealth for 15.


male

Perception, bad: 1d20 ⇒ 4
Perception, good: 1d20 + 4 ⇒ (13) + 4 = 17

Mixz:
There is a large room. Straight across from the door is an altar of some kind, with a large, white marble slab rising behind it which looks to be carved with an image of a goblin spider/deity of some kind. To the left and right of this altar, some 10 feet away on either side are small metal cages, and inside each of these, there are three in total two on the left one on the right, there is a single dwarf prisoner, two males and one female. Standing by the cage on the right is a huge skeleton, with four arms, and short legs. The form of the skeleton does not resemble any sort of living creature you know of, and it appears as if it is rather a construct of some kind instead of an actual undead abomination. The skeletal creature does not notice the door was opened, nor do any of the dwarven prisoners.


hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

Without closing the door, Mixz looks back at Hal and the others and whispers a brief description of what she saw. "We be rescue party?"


Witch 6 / HP: 41/41

With a grin, Chuffer responds "I don't see how we could be anything but."


hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

Mixz flashes Chuffer an answering toothy grin and puts a hand on the door, ready to push it open.... "We be ready?" IF the answer is yes, she pushes the door open and slips into the shadows.

stealth: 1d20 + 16 ⇒ (5) + 16 = 21


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Hal nodded, letting Mixz move in, and then bursting through the door and charging straight at the creature.

Letting Mixz have one round to go in and get in a hidden position, then going in guns blazing.


male

Standing as still as the darkness by the crack in the door, Mixz quietly whispers the description of the room beyond to her new friends.

Then when everyone seems ready, she pushes the door open a bit further and tries to sneak around the stone door to get in a position behind it.

Perception: 1d20 ⇒ 15

and then, Hallister charges in

Hallister gains Surprise on the Large Skeletal creature - allowing him to complete a move into Melee range with the monster without triggering an AoO - Everyone should roll for initiative

Initiative: 1d20 + 6 ⇒ (9) + 6 = 15


hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

init: 1d20 + 6 ⇒ (4) + 6 = 10


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7


Witch 6 / HP: 41/41

Init: 1d20 + 2 ⇒ (13) + 2 = 15


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Init: 1d20 + 5 ⇒ (6) + 5 = 11


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

Round 1…

Hallister’s charge, headlong into the room, catches Miagnik and Mixz a bit by surprise, while Chuffer follows to the door ready to act as soon as she knows exactly what she is up against.

Hall manages to rush the towering bone creature before it realizes it is under attack, but it is quick to turn and bring its huge forearms around in a swinging motion hoping to drive Hall away

Melee Slam 1: 1d20 + 14 ⇒ (16) + 14 = 30
Melee Slam 2: 1d20 + 14 ⇒ (4) + 14 = 18

Hallister is not flat footed, he gained enough surprise to approach the monster without being subjected to an AoO, he can use Snake Style to try and negate the blow that Hits AC 18 against him

One bony arm strikes Hallister, with the second coming in close behind
Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

Damage tracker:
Round 1
Hallister - takes 10 damage (26)

DM Notes:
Bone Golem perception +0 | AC 21 t 11, ff 19 | hp 90 (11d10+30) f +3, r +5, w +3 DR 5/adamantine and bludgeoning | s 30, Bite +14 (d8+4), 2 slams +14 (2d6+4), space 10, reach 10 | Bone prison Ranged touch +12 | CMB +16 (+20 disarm or grapple), CMD 28 | healing magic slows the golem for 1d4 rounds, raise dead, resurrection, or true resurrection negates DR for 1 minute


Witch 6 / HP: 41/41

Chuffer will mutter a phrase in Goblin. Gathering up the silver fox that has been following her around, Chuffer tucks it into a pouch in her shirt. Lifting into the air, Chuffer flies into the far corner of the room, hoping to distract the monster while her allies attack it.

Moving to P,-22


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

The bone golem was for whatever reason more terrifying to Miagnik. It reminded him more of the giants they had faced rather than the flesh golem from earlier. He blinked as Hal moved in striking at it, only to be struck back. Staying back from melee combat, Miagnik began casting the familiar spell to cause a rolling ball of fire to appear right on top of the large skeletal figure.

"Dhalkec Taagaan"

Flaming Sphere, Dc. 15 reflex: 3d6 + 3 ⇒ (1, 1, 1) + 3 = 6

Oh no! Clearly the sphere bouncing off the shoulders of the Skeleton was extremely ineffective placement to begin with.


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Instead of using Snake Style, I will spend a point of Panache to activate Dodging Panache as an Immediate action. That gives me a +1 AC bonus, and is enough to negate the attack.

I'll use the 5' step from Dodging Panache to move in a way that helps me flank with Mixz.

Hal just barely slipped bast the second bony fist and brought his fists into the creature as hard as he could.

Flurry 1: 1d20 + 6 ⇒ (8) + 6 = 14
Bludgeoning damage: 1d6 ⇒ 4

Flurry 2: 1d20 + 6 ⇒ (14) + 6 = 20
Bludgeoning damage: 1d6 ⇒ 5


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

Round 1…

Cuffer rises into the air, and drifts into the room.

Hallister, undaunted by the odds, strikes out at the monster’s bony frame and finds his fists cannot damage the monster.

Miagnik summons a flaming sphere, but the monster is unharmed by it.


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

Round1, wrap up

Mixz runs across the room , being careful to go well out of the monster’s reach, to come into position behind the creature.

Round 2…

The monster seems oblivious to the danger of being surrounded and with a shake of its body it hurls a bone at Hallister, provoking attacks from the dwarf and goblin flanking it.

Ranged Touch Attack, vs Hallister: 1d20 + 12 ⇒ (15) + 12 = 27

Hallister can attempt a Snake Style Sense Motive attempt to try to improve his Touch Armor Class

DM Notes:
Bone Golem perception +0 | AC 21 t 11, ff 19 | hp 90 (11d10+30) f +3, r +5, w +3 DR 5/adamantine and bludgeoning | s 30, Bite +14 (d8+4), 2 slams +14 (2d6+4), space 10, reach 10 | Bone prison Ranged touch +12 | CMB +16 (+20 disarm or grapple), CMD 28 | healing magic slows the golem for 1d4 rounds, raise dead, resurrection, or true resurrection negates DR for 1 minute


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27 Sigh. Not quite good enough to beat it's attack.


hp 45/45; AC 17, t15, f12, fort +3, refl +9, will +2, bab 4, melee 5/8, ranged 8, cmb +5, cmd 19, init +6, ki 4/4 ; goblin ninja/6
skills:
acro 18 (incl +5 magic), bluff 10, disguise 7, disable 13, escape 13, intim 12, know local 7, perc 8, ride 8, slt of hand 13, stealth 18

Mixz takes her provoked attack of opportunity...

to hit: 1d20 + 7 ⇒ (11) + 7 = 18 guessing it can't be flanked, but if it can, +2 more to hit
dmg if hits: 1d4 + 1 ⇒ (4) + 1 = 5 plus 3d6 ⇒ (3, 2, 1) = 6 precision dmg if it is subject to it


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Oh, right. AoO.

Hal swung his axe at the monstrosity.

Attack, flanking: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Slashing Damage: 1d8 + 9 ⇒ (7) + 9 = 16


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

I’m not altogether sure why Hallister passed up the magic hand axe, and Mixz passed up the magic gauntlet (cestus) in the previous room, but for the moment I’ll have to assume they did.

Round 2…

There is nothing but a flash of a moment before the bone thrown at Hallister erupts into dozens of exact copies of itself, forming a cage that crashes down upon him, and in that moment Hallister strikes at the monster with a hand axe. The blow strikes the bone but Hallister can tell it is not simply an animated corpse as the weapon rebounds doing minor damage.

Mixz tries to punch the monster from behind but comes only within inches of striking as the monster shifts its feet.

The golem is susceptible to Precision damage, and can be flanked

Hallister has gained the grappled condition. On the Golem’s next turn it will make a CM, using its +16 CMB to deal slam damage to him. Hallister can attempt to break the grapple by making a CM or Escape Artist Skill Check against the Golems CMD of 28. If Hallister does not escape, he will still be able to attempt to avoid the attack damage by making a Sense Motive Skill Check, using Snake Style against the Golems roll

Chuffer and Miagnik have Round 2 actions to take?

Damage Tracker:
Round 2
Golem – takes 10 damage (80)
Hallister – trapped in a bone cage

DM Notes:
Bone Golem perception +0 | AC 21 t 11, ff 19 | hp 90 (11d10+30) f +3, r +5, w +3 DR 5/adamantine and bludgeoning | s 30, Bite +14 (d8+4), 2 slams +14 (2d6+4), space 10, reach 10 | Bone prison Ranged touch +12 | CMD 28, CMB +16 (+20 disarm or grapple), CMD 28 | healing magic slows the golem for 1d4 rounds, raise dead, resurrection, or true resurrection negates DR for 1 minute


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

I can't make that CMD check even if I roll a 20. I'll have to try the Sense Motive check.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

Seeing that his fire had no effect, Miagnik seemed to be at a loss as to what to do until he saw Hal being grabbed by the bone creation. Even as he watched Hal struggle it did not look like the Dwarf was going to be able to get away.

"Hold on Hal, I'll help you! Just... uh close your eyes!"

Miagnik reached into his bag while moving around to get a better angle, then he began tossing oil onto Hal.

Moving to (V, -18) while drawing a vial of oil and then covering Hallister with oil to hopefully up his CMD.


Witch 6 / HP: 41/41

Chuffer will fly around the golem's head, seeking to divert its attention from Hallister.

"YAAAAHHH! BOOGABOOGABOOGA!"

Traditional goblin battle cries.


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

Miagnik splashes oil onto Hallister, hoping the slippery coating will protect him from the cage

Hallister can gain a +2 to his Sense Motive Skill check which can be used in place of his CMD value

Chuffer glides through the air above the creature making noises in an attempt to distract the monster

This will give Mixz Flanking, allowing her to apply precision damage if her round 3 attack is a hit

Round 3…

The bone cage around Hallister shakes and rattles as parts and pieces shift striking out at the dwarf trapped within

Combat maneuver vs CMD, Hallister: 1d20 + 16 ⇒ (5) + 16 = 21

We will compare this roll to Hallister’s Sense Motive Skill Check +2, to determine if damage will be rolled

And then the monster turns and attacks Mixz
Slam: 1d20 + 14 ⇒ (8) + 14 = 22
Slam: 1d20 + 14 ⇒ (4) + 14 = 18

The small ninja is hit twice
Damage1: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Damage1: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Round 4 party actions (including Hallister's attempt to avoid taking damage from the cage), are up

Damage Tracker:
Round 2
Golem – takes 10 damage (80)
Hallister – trapped in a bone cage[
Round 4
Mixz – takes 23 damage (16)[/ooc]

[spoiler=DM Notes]Bone Golem perception +0 | AC 21 t 11, ff 19 | hp 90 (11d10+30) f +3, r +5, w +3 DR 5/adamantine and bludgeoning | s 30, Bite +14 (d8+4), 2 slams +14 (2d6+4), space 10, reach 10 | Bone prison Ranged touch +12 | CMD 28, CMB +16 (+20 disarm or grapple), CMD 28 | healing magic slows the golem for 1d4 rounds, raise dead, resurrection, or true resurrection negates DR for 1 minute


HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

Sense Motive: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Nope. I'm stuck. This might be it for Hal.


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

"No! HAL!" Miagnik could only shake his head in denial and rush forward, desperately trying to climb and rake at the hands holding the gruff, surly, but ultimately wise Dwarf he'd come to see as a friend.

"LET GO OF HIM!!"
Grapple: 1d20 + 1 ⇒ (14) + 1 = 15 but for all his efforts, Miagnik realized that he was not strong enough to make a difference here. Sometimes the world was not fair no matter how one struggled.


Witch 6 / HP: 41/41

Chuffer flies down to try and help Miagnik. Realizing that might turn out poorly, she speaks a few words and tries to heal Hallister's wounds.

Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12

maybe a little longer? If we can get Hal out, let's run


male

Initiative Order:
Golem – 15
Chuffer – 15
Hallister – 11
Mixz - 10
Miagnik – 7

Round 4, wrap up

The bones of the cage surrounding Hallister pummel him mercilessly.

Slam Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Mixz? you can take an action before we move to round 5, please

Chuffer swoops through the air, staying out of the golem's reach and reaching through the bone cage heals the poor dwarf, giving him some health back. While Miagnik shakes the bones of the cage to no affect.

Damage Tracker:

Round 2
Golem – takes 10 damage (80)
Hallister – trapped in a bone cage
Round 4
Mixz – takes 23 damage (16)
Hallister - traped, takes 9 damage (17)
Hallister - healed for 12 damage (29)

DM Notes:
Bone Golem perception +0 | AC 21 t 11, ff 19 | hp 90 (11d10+30) f +3, r +5, w +3 DR 5/adamantine and bludgeoning | s 30, Bite +14 (d8+4), 2 slams +14 (2d6+4), space 10, reach 10 | Bone prison Ranged touch +12 | CMD 28, CMB +16 (+20 disarm or grapple), CMD 28 | healing magic slows the golem for 1d4 rounds, raise dead, resurrection, or true resurrection negates DR for 1 minute


NPC: F Dwarf Ranger/4 | Init +2, P +0 | HP 36/36 | AC 19, T 13, FF 16 | F+5, R+7, W+1 | CMD 18 | 14 arrows

With its back turned toward them, the monster doesn’t notice that another dwarf has run into the room.

Moralane, who seemed to have disappeared for a brief moment, suddenly returns. In her right hand she is wielding the slim, long handled axe from the table in the previous room, while in her left she is carrying the metal cestus.

She tosses the cestus through the air toward Mixz

Mixz! Do you think this might help? she yells

Mixz can make a Reflex Save, on a 14+ she can catch the cestus and put it on in Round 4

Charging at the monster, Moralane attacks with the axe

Melee attack: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16

But she is not well trained in the use of such weapons and her strike is inches too far to the side.


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HP 38/38 , AC 15*, CMD 18, Fort +5, Ref +2, Will +4, Init +0, Per +0

"Go!" Hal barked. "It's got me, it aint gonna kill me! It's just gonna throw me in a cell! Better me than the rest of you."


Male Goblin
Active Spells:
Mage Armor, 6 hours/ Resist Energy-Cold, 1 hour / Shield 6 minutes, / Resist Energy Cold- Moralane, 1 hour.
Sorcerer (Draconic) lvl.6, (Hp. 3/31, Ac.17 [25], Touch. Ac. 15, Flat Footed Ac. 14 [22], Fort. +3, Refl. +6, Will. +7, Perception +7)

At Hal's command, Miagnik's hands let go of the Golem and he backed away. Hallister was more experienced than he was in the order, perhaps he knew more about these things than him.

"Fine, come on. We should go!

Hal, we'll come back for you!"


male

Mixz catches the adamantine gauntlet, but before she can slide it over her knuckles, the golem begins to turn in place.

Realizing it is now or never, the small goblin ninja leaps forward, tumbling past the monster, and takes Moralane by the arm, shouting

You heard what the dwarf said, we’re out of here!

Moralane stumbles and tries to break free but finds herself being dragged toward the door.

Chuffer follows Miagnik as he bolts for the exit, with Moralane and Mixz right behind them.

Running as fast as they can the four head for the double wide stairs to the second level, and then at the top of the stairs turn right, remembering that it is just a straight passage to the south which leads to the small stairs up to the first level.

Once on the first level the exertion begins to catch up with them and their headlong sprint slows into a regular run down the central corridor of the first level, Miagnik begins to wonder what sort of help he can get from Galinea and her followers. With a sizeable goblin force, backed by Galinea and whatever magic Chuffer might still have available, he was sure they would be back there in no time to free Hallister.

Stumbling out into the afternoon sun, the group is greeted by a gruesome sight.

Small fires burn all around to the left of the entrance where the goblin tents once stood. There are bodies of goblin soldiers strewn here and there; most are pierced by small arrows. All is quiet, and there is no sign of Galenea or the Demoness Luelleschia.

A dark hawk flies overhead. A small white cloud hangs in the eastern sky. The faint sounds of the smoldering remains of the goblin camp seem to be muffled by the face of the mountain.

There is nothing here. There is nothing left to do but find a safe place for the rest of the day, far from the Palace of the Vampire Queen.

The End?

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