| Karnog Kegmeister |
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"This is what we've been fighting for, Kalim! Protecting the lands of men and dwarves from the evil hordes of unclean monsters. Fight, all of you, and these horrible creatures will fall before you!"
| Desmond Aeros |
Stealth: 1d20 + 29 - 5 ⇒ (4) + 29 - 5 = 28 Not wearing shadow armor
Perception: 1d20 + 19 ⇒ (12) + 19 = 31 +7 vs traps
| Melissaa Loreman, NPC |
Felic's Scene
Felicitas steps back and then turns invisible. Melissaa grins wickedly, "Two can play that game. Give it back to me and you'll be rewarded with treasure beyond your imagination." Her reddish eyes shift and scan the room beginning right where you were previously located.
I need a Will Save.
She uses her free hand to reach inside a small pouch on her waist.
| Nym Omriwin |
** spoiler omitted **
| Grungsdi |
Grung sits up and clambers out of the hammock. He picks up his pack and starts to rummage for a blanket, meanwhile he looks about.
Someone open a window? Leave the door open? Ridiculous humans can’t handle their liquor.
Just a take 10 on percep for a 25
| baldwin the merciful |
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
This does not effect your actions. You can act normally
It's your turn.
| Desmond Aeros |
Desmond attempts to sneak up behind the menacing foe, both to see exactly what he's doing as well as get into a good position if he needs to be.
Stealth: 1d20 + 24 ⇒ (2) + 24 = 26
| baldwin the merciful |
Desmond and Grung Group:
Desmond you sneak up to the door and yank it open, and you see a towering, night-black giant has demonic features, including a huge pair of ram-like horns. Its arms end in massive blades.
Your female companion loses bladder control as she scramble to get under the bed.
I need you to make Will save
-----
Grung
You see a huge creature with massive horns on hovering over the second floor landing. A door opens behind it but you are unable to see what is beyond the huge creature. The entire room feels as if death has entered.
| Grungsdi |
Grung let’s his pack fall and starts to reach for Croaker and his shield
Well aren’t you an ugly one.
dm on my turn I will just arm myself
| Desmond Aeros |
1d20 + 7 ⇒ (8) + 7 = 15 Minus cloak of resistance not being on. Hard fail regardless.
Desmond joins in his woman's activity of releasing his bladder.
| baldwin the merciful |
DMPC Nym's perception check.
perception: 1d20 + 11 ⇒ (18) + 11 = 29
Nym you see a shadow figure in a nearby alley, Turrand stops and grabs Nym's arm for him to hold up. Just as Turrand tugs on Nym, Nym catches a second figure on another rooftop. Is th...that Felicitas? How'd she get on the roof?
You have a brief moment to try to get her attention BEFORE she disappears per her last post. Felicitas you will have an opportunity to modify your action if Nym chooses to get your attention.
| Nym Omriwin |
You have a brief moment to try to get her attention BEFORE she disappears per her last post. Felicitas you will have an opportunity to modify your action if Nym chooses to get your attention.
Nym does not. And unless the shadows looks like a dwarf he will proceed onward
| Kalim Gudlavaletti |
Scorching Ray1: 1d20 + 10 ⇒ (16) + 10 = 26fire damage: 4d6 ⇒ (3, 5, 2, 2) = 12
Scorching Ray2: 1d20 + 10 ⇒ (12) + 10 = 22fire damage: 4d6 ⇒ (3, 6, 6, 5) = 20
Scorching Ray3: 1d20 + 10 ⇒ (19) + 10 = 29fire damage: 4d6 ⇒ (2, 6, 6, 3) = 17
Kalim unleashes his unearthly power on another undead soldier.
| Karnog Kegmeister |
"Yes, men of Fentonville! Raise your spirits, and drive these abominations out of your land once and for all. Spit in the eye of their fell Lord, and tell him you will not fall to his minions. Not this day, not while Karnog Kegmeister, servant of Torag draws breath!"
Karnog raises his hammer and it floats out towards the enemies, moving ahead of him as he approaches the front line to better reinforce their ranks.
Using dancing weapon ability, move action to approach the front line dead ahead of Kalim.
| baldwin the merciful |
baldwin the merciful wrote:Nym does not. And unless the shadows looks like a dwarf he will proceed onward
You have a brief moment to try to get her attention BEFORE she disappears per her last post. Felicitas you will have an opportunity to modify your action if Nym chooses to get your attention.
thanks, I've got it.
| baldwin the merciful |
Felicitas you pop up on the building notice tow individual in cloaks glancing down am alley, they you recast your dimensional hop. You suddenly appear near the gateway area where you arrived in the city, It looks a bit different then before, there are iron/stone walls erected. You see a battle raging nearby.
| Karnog Kegmeister |
In case it's not clear, Karnog is being decidedly not quiet.
| Kalim Gudlavaletti |
Kalim looks to Karnog as he loudly speechifies and doesn't want to be out-monologued. "Men and women of Fentonville, observe the patheticness of the undead! They harry and annoy, but we shall destroy them! FOR I HAVE ACCESSED THE LIMITLESS POWER OF THE VOID! IRON WALLS APPEAR AT MY REQUEST! AND THAT WHICH I DO NOT LIKE BURNS AWAY TO ASH! ONE DAY ORCUS HIMSELF WILL FEEL MY WRATH AND COWER AND CRY BUT I SHALL SHOW NO MERCY! NOW! SHOW THESE SAD WRETCHES LIKEWISE NO MERCY!"
| baldwin the merciful |
RD 1: Initiative:
Desmond - sneaks up to the and opens the door. He cowers in fear piddling himself.
Menacing Enemy - hovers and attacks Desmond.
Grung - Arms himself.
-----
the nightwalker reaches inside the room and claws at Desmond,
att 1: 1d20 + 28 ⇒ (5) + 28 = 33;damage: 3d6 + 15 ⇒ (5, 1, 4) + 15 = 25;plus cold: 4d6 ⇒ (3, 2, 2, 4) = 11
att 2: 1d20 + 28 ⇒ (15) + 28 = 43;damage: 3d6 + 15 ⇒ (2, 4, 6) + 15 = 27;plus cold: 4d6 ⇒ (4, 3, 1, 4) = 12
"My Master demands your soul."
| baldwin the merciful |
Recap of everyone's location
Karnog and Kalim are at the front gate.
Felicitas has arrived at the front gate via dimensional door.
Nym and Turrand are just arriving at the Front gate.
the enemy at the front gate in in full retreat mode. Essentially ending this part of the battle.
------
Desmond is in fear, Grung is arming himself and there is huge hovering creature (Nightshade: Nightwalker) engaged in battle.
-----
Grimm has not joined the fun just yet.
| baldwin the merciful |
Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)
Essentially you are frozen in place and can take no action for 1 Rd.