Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


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| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember waits, hoping that either the crowd will move or the skeletons move closer.


Male Human Wizard-3

Alistair looses a bolt of disruptive positive energies, aiming for one of the nearby abominations.

Disrupt Undead, Square AD-32, attack: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Damage: 1d6 ⇒ 6


A killer GM with a killer smile.

The group continues to hold and prepare as the skeletons gather and draw nearer. The elemental summoned by Delia strikes one of the shambling bone men, but it remains upright.

Alistair and Kendra each throw their bolts of positive energy.
Attack for Kendra: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 1
Alistair destroys his target, but Kendra's does not show any appreciable damage.

The skeletons advance, their bones fully bursting into flames.
Two attack Father, though one is reaching around a corner in order to make the attempt.
Attack 1: 1d20 + 2 ⇒ (1) + 2 = 3
Attack 2: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10

Two more attempt to strike the thing of fire in their paths:
Attack 1: 1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (17) + 2 = 192d4 + 4 ⇒ (4, 3) + 4 = 11
Attack 2: 1d20 + 2 ⇒ (1) + 2 = 3
The blows tear through it and its fires fade out and vanish.

The rest continue to advance towards the group (double moves).

As one steps up to Valachi, he tears into it with one clawed hand, ripping it apart. As it falls, it explodes with flames, bathing Valachi and Father.Valachi is currently immune to fire damage. Fire damage to Father; DC 11 for half: 1d6 ⇒ 6

Map repost

Round 2: actions please


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Real quick, sorry I didn't put his stats up, but the elemental still has 4 hp left (thanks to augment summoning)


A killer GM with a killer smile.

Forgot about Augment. Noted. I'll add him back to the map when I get a chance.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Not willing to waste one of his last couple bombs on just a couple skellies, Ried activates the wand of grease covering the 10' square in front of the hallway, hitting only 1 skeleton at the moment (reflex DC 11 or fall).

Others that enter must move at half-speed make a DC10 acrobatics check to move. Failure by 5 or more means falling, failure by less than 5 means can't move + reflex save DC11 or fall.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia fires her loaded sling at the one directly ahead of her, hoping that she doesn't strike any of those before her in the back. Her concern seems to overtake her as her shot thunk uselessly into the ground at her feet, her fear causing her to release too early.

Sling attack on Y34 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Reload sling

Meanwhile the elemental, wounded but not quite dismissed, swings again at the one it had hit before. It swings back with a vengeance at the one that hit it so hard.

Slam attack 1d20 + 6 ⇒ (20) + 6 = 26, confirm 1d20 + 6 ⇒ (19) + 6 = 25
Damage 2d4 + 4 ⇒ (4, 1) + 4 = 9


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father swings now at the skeleton standing before him, ready to hold his position and fight to keep those behind him safe. His focuses much of his attention on protecting, and his swing falls short.

Fight defensively, Slam attack on Z36 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember lifts her holy symbol and channels the power of Pharsma to lay the undead to rest.

Channel to hurt Undead: 2d6 ⇒ (5, 1) = 6; DC 13 save to 1/2 damage


A killer GM with a killer smile.

Round 3:

Save vs. Grease: 1d20 + 2 ⇒ (6) + 2 = 8
The skeleton within the area of Reid's grease spell slips on the slick surface covering the stones, and falls prone.

The Fire Elemental hits and destroys one of the skeletons.

Valachi rakes at the downed skeleton with his claws. Destroying it easily.
1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 241d20 + 5 + 2 ⇒ (10) + 5 + 2 = 172d6 + 4 + 4 ⇒ (3, 6) + 4 + 4 = 17

Alistair and Kendra are unable to see their opponent, and so prepare bolts of positive energy should one come into view.

Saves vs. Channel
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (20) + 1 = 21

Only two skeletons remain. One attacks the elemental before it:
1d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (3) + 2 = 5, snuffing it out and causing it to fade from this plane.

The last moves forward onto the greasy stone floor. Dex save: 1d20 + 2 ⇒ (2) + 2 = 4, slips and falls prone. It moves to stand, drawing attacks from both Valachi and Father.

Valachi's attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Father's attack: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1

Valachi is able to strike it, and crush its skull under the force of the blow. Now, only one creature remains.

Round 4:

Map


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Round 4

Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3

Valachi tries to move carefully across the greased floor, but underestimates how slippery it actually is. With a howl of outrage, he sprawls out on the floor.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried will hold his action and await the others.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father relaxes with only one of them left, and decides to move out and finish it. He makes his way carefully across the greasy spot on the floor, and takes a heavy swing at the thing.

Move from Z37 to X35, Acrobatics 1d20 + 1 ⇒ (18) + 1 = 19
Slam Attack on last skeleton 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d10 + 4 ⇒ (5) + 4 = 9


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia moves up to fill the empty spot towards the front where Father was standing. Her sling ready in case Father does not destroy the thing.

Move, from Y40 to Z37
Waiting to see the outcome before I roll attack roll. I feel like I waste good rolls if I do them and they weren't needed.


A killer GM with a killer smile.

Father moves forward, and with a powerful blow smashes the last of the skeletons to fragments. Fire Damage: 1d6 ⇒ 2. Upon its destruction, it bursts in a fiery explosion, again dousing him with flames. More fire damage: 1d6 ⇒ 3

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes now once again lie on the ground. A soft glow of flickering flames is visible somewhere up the tunnel to the North.

Map

Agnar stumbles forward clutching at his stomach. "I am sorry, but I can't stand it any longer; I'll need to go back. Those damned Werewolf meatballs from the Laughing Demon. I feel like there's a knife in my guts. It seems a crime to be accounted out of action due to something so petty, but I'll be no good to you like this, and I don't want to get anyone killed protecting me. I know time is short, so go on. I'll see the herbalist and try to be back as quick as I can."
With that he moves back through the cave, and to the ladder, stopping once to retch loudly.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

From the center of the room, Ried will use sift to read the plaques before he needlessly sets off more location-triggered haunts or undead.

Watching Agnar leave, he says "I don't think I'd eat anything preface with Werewolf ... As a general rule, of course."


Current Map

Kendra pipes in, "I doubt it was anything Zokar made. Actually, you should try his Corpse Chowder; it's really quite good!"

The Northern branch is labeled North Dungeon, with the word Oubliette inscribed beneath.

To the West the plaque reads West Dungeon, with the name Reaper's hold inscribed there under.

The Southern is labled South Dungeon, with the words The Nevermore written below.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi arches an eyebrow. "I never heard Agnar speak so many words at the same time... he must be feeling off."


Male Human Wizard-3

Hey all, been quite busy this past weekend, beginning of this week, just wanted to post up to check in.

Alistair relaxes as the last skeleton is vanquished. Relieved, the unatural horrors of this place are still a bit too much for him to handle.

As Agnar excuses himself and stumbles away, Alistair is relieved, as he is sure that he is not the only one who doesn't seem able to stomache this place.


A killer GM with a killer smile.
Valachi wrote:
Valachi arches an eyebrow. "I never heard Agnar speak so many words at the same time... he must be feeling off."

Almost as though he's not himself... ;)

I'm just waiting for someone to pick a direction to go, or declare another action.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

North. Ried will lead.


A killer GM with a killer smile.

Ried leads the group northward, towards the passage labeled Oubliette, and from which the flickering light of a flame can be seen. Though moving quietly, there is a sound from up ahead, as if something had moved, just as Ried passes from the room into the hall. Ried didn't see or feel anything different to signify what alerted the creature up ahead, but it is alerted, and comes dashing out.

The skeleton is as a whole, as you have become accustomed to seeing them; completely devoid of flesh, and covered in an aura of flames. From there the resemblance ends. This one wears a guardsman's armour, and carries a massive, gleeming, two handed axe. It also lacks a skull. The neck bones end in a smooth cut, indicating the head must have been severed at the end of his life.

The missing skull somes flying out of the room just a moment later, and unleashes an ear-piercing scream.

The skeleton's feet pound towards Ried in a charge, the axe screaming downwards as the skeleton comes to range.
Attack on Reid: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 161d12 + 12 ⇒ (2) + 12 = 14
I can't remember, do you have any spells on to enhance your AC?
All, make a Will save DC 14, or become Shaken for 1d4 rounds by the sound of the scream.

Initiative:
Skeleton: 1d20 + 3 ⇒ (19) + 3 = 22
Alistair: 1d20 + 6 ⇒ (17) + 6 = 23
Delia: 1d20 + 2 ⇒ (10) + 2 = 12
Ember: 1d20 + 2 ⇒ (19) + 2 = 21
Father: 1d20 + 1 ⇒ (19) + 1 = 20
Kendra: 1d20 + 1 ⇒ (10) + 1 = 11
Ried: 1d20 + 3 ⇒ (1) + 3 = 4
Valachi: 1d20 + 1 ⇒ (5) + 1 = 6

Initiative Order: Alistair, Skeleton, Ember, Father, Delia, Valachi, Ried.

Map - Map is again moveable, just mention your moves please.

Round 1:
Alistair, you're up. After that I'll post for the baddy so the rest can react.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Drank a potion of mage armor before we entered the room with the Piper (duration 1 hour), should still be good I'd guess, +4 AC

Will Save: 1d20 + 3 ⇒ (17) + 3 = 20

Ried will pull his whip and step out of melee range and attempt a trip.

CMB: 1d20 - 1 ⇒ (14) - 1 = 13

EDIT: I think I'm gonna steal some ideas from another campaign and start adding current status info in that little gray sub-title area. I'll see if I can work on that tonight


Male Human Wizard-3

The web browsing software at work is crap, so I can't see or manipulate the where we are on the map, I just see a corner where nothing is happening. Stupid work computer.

Alistair works his way toward the middle of the group, once there he focuses his energies on his protective magics, discouraging attacks from harming his friends.

+1 deflection bonus to AC for all within 10'


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Will Save 1d20 + 2 ⇒ (18) + 2 = 20


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Will save 1d20 + 6 ⇒ (6) + 6 = 12, Shaken for 1d4 ⇒ 2 rounds

Despite having hardened herself against her greatest fears, one will always remain dominant. She is concerned for Father, as two more beings of fire rush out, and she hadn't yet healed him.


A killer GM with a killer smile.

The headless skeleton winds up again with his axe, brining it down towards Ried.
Ried AC 18: 1d20 + 8 ⇒ (16) + 8 = 241d12 + 12 ⇒ (9) + 12 = 21. As Ried is wheeling from the wretched blow, the skull makes a belching sound and a gout of flame spills forth, flying at Delia. AC 16: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 2

Ried can feel the massive heat the creature is putting off, baking and drying his blood before much of it can hit the floor. Anyone ending their turn adjacent to the skeleton will take fire damage from the heat.

Ried has nowhere he can 5 ft step to that is not occupied by an ally or still adjacent to the skeli. To use his whip he will provoke. He can do so if he wishes, use a different weapon, move (and provoke) then whip, or use a withdraw to get to a clear space.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

He will withdraw.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Still protected from the fire, Valachi moves to intercept the skeleton.

Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Move to R-30 and attack.
Claw: 1d20 + 5 + 2 - 2 ⇒ (13) + 5 + 2 - 2 = 18; Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


A killer GM with a killer smile.

Just waiting for Ember. You can post a second action as well if you like Alistair, seeing as you go before the bad guy.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Will Save: 1d20 + 6 ⇒ (4) + 6 = 10
Shaken for 1d4 ⇒ 4 rounds.

Ember remains where she is, and casts a cure upon the badly injured Ried.

Cure Mod Wounds: 2d8 + 3 ⇒ (7, 5) + 3 = 15


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia and Father haven't gone, I was just making their will saves as something I could do before the bad guy went. I will have a post up shortly.


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia tells Father to wait until she gets a chance to heal him. She rushes past the opening to the other side, more afraid of these two monsters than she had from any of the others, and not sure why. Hiding behind the corner, she casts her her next to last spell for the day, in an attempt to bring Father's life back into a safer range.

Move, S31 to S28
Standard, cast Lesser Rejuvenate Eidolon 1d10 + 3 ⇒ (8) + 3 = 11


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father waits for her to heal, about to move into the space beside Reid. He decides instead to wait to see what the others do first. After Valachi moves up, and Reid moves out, Father moves in to fill the gap left by Reid. Instead of attacking the skeleton Valachi went after, he goes after the floating head, hoping a good solid hit will take it out of the fight.

Move, S29 to R29
Slam attack on skull 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d10 + 4 ⇒ (10) + 4 = 14 blunt damage


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried gasps out a "Thank you!" to Ember as the cold healing clashes with the hot pain of the wound.

For Round 2 he will drink an extract of Targeted Bomb Admixture unless one of the 2 creatures is destroyed.


A killer GM with a killer smile.

Round 1:

Initiative Order: Alistair, Skeleton, Ember, Father, Delia, Kendra, Valachi, Ried.

Father steps forward and pounds a fist into the skull, knocking it askew in its flight. Fearful for Valachi, Kendra steps forward, calling his name, and places a hand on his back. With the touch comes a surge of strength and power! (Bull's Strength; +4 Str for 3 minutes). Valachi steps forward and rakes the skeleton with a claw, but cannot pierce its armour (His attack becomes a 20 with the enhanced strength, but it is still a miss).

Round 2:

Insert Alistair's action here when he posts.

The skeleton reacts to the strike upon the skull as if it had hit him as well, and turns his attention on the Eidolon. He winds up with his axe and strikes, hard. 1d20 + 8 ⇒ (6) + 8 = 141d12 + 12 ⇒ (7) + 12 = 19. Fortunately, the attack comes down to the left, as though the skeleton's perspective is skewed. The skull careens backwards, turning the backward momentum from the strike into a withdrawal.

Actions please.

Map


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Father delayed until after Reid moved, so he should be last in the round.

Delia steps out from behind the corner and calls on the assistance of another creature from the elemental plane of fire. She brings it into being near the back where the skull tried to escape. It appeared in a flash of flame, and swung at the floating skull.

5' step, from S28 to S29
Standard, Summon Monster II, small fire elemental in M29
It attacks skull, Slam attack 1d20 + 6 ⇒ (8) + 6 = 14, if it hits 1d4 + 2 ⇒ (3) + 2 = 5


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

WIth his quarry having flown away, Father swings instead at the axe-wielding skeleton in front of him.

Slam Attack 1d20 + 4 ⇒ (9) + 4 = 13, certain it misses, since Val's 20 missed.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Valachi's eyes narrow as he notices the reaction between the skull and skeleton. Growling, he races forward, charging the skull and attacking it viciously.

Charge, will draw an AoO, most likely.

Claw: 1d20 + 7 + 2 - 2 + 2 ⇒ (17) + 7 + 2 - 2 + 2 = 26; Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8


A killer GM with a killer smile.

It's been a day and a half, so autopilot strikes again...

Round 2:

Initiative Order: Alistair, Skeleton, Ember, Father, Delia, Kendra, Valachi, Ried.

Alistair maintains his protective aura and summons up a bolt of positive energy, and unleashes it at the headless skeleton. Disrupt Undead: 1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 2. It misses.

Then the Skeleton takes it's poorly aimed strike at Father.

Ember pulls forth her wand of Cure Light Wounds, and touches Ried. 1d8 + 1 ⇒ (3) + 1 = 4

Father swings at the skeleton and misses.

Delia summons a fire elemental that slams at the floating skull, but the flying thing proves too swift, and moves out of the way.

Kendra throws a bolt of Disrupt Undead at the Skeleton. 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 2. Her's misses as well.

Valachi starts to charge forward, bringing on a reactionary strike from the skeleton. AoO: 1d20 + 8 ⇒ (15) + 8 = 231d12 + 12 ⇒ (2) + 12 = 14. The blow does not go as deep as it might have, but the force of it knocks Valachi aside, a sprays his blood on the old mildew encrusted walls. Valachi however regains his stride and charges down the skull. He lands his claw on the skull and rakes chips of bone from its surface.

Ried pulls a preparation from his coat and imbibes it on the spot.

Round 3:

Alistair prepares another attack, throwing another bolt of mystical energy at the skeleton. Disrupt Undead: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 3. It hits the skeleton with a flash.

The headless skeleton steps forward, ignoring Valachi, and going for his allies instead. It raises the axe up high and swings in an arc. Father: 1d20 + 8 ⇒ (17) + 8 = 251d12 + 12 ⇒ (9) + 12 = 21. The blow hits Father, hard, and then continues on, right into Delia! Cleave attack at Delia: 1d20 + 8 ⇒ (16) + 8 = 241d12 + 12 ⇒ (3) + 12 = 15.

Actions please. If you have big guns you've been saving, it might be a good time.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Ried reaches in for some internal luck, tosses a bomb at the flying skull, taking careful aim.

Swift to activate a round of Archaeologist's Luck, use deadly aim and throw

Touch Attack vs Skull: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20; Damage: 1d8 + 4 + 4 + 2 + 1 ⇒ (8) + 4 + 4 + 2 + 1 = 19; no splash


A killer GM with a killer smile.

What's your range interval? You are at 35 ft from the skull.


Male Desert Elf Crypt Breaker 3 / Archaeologist 1 F:4 / R:8 / W:3 (+2 ench/poison)
Spoiler:
  • AC: 13
  • HP: 12/32
  • Bombs: 7/7
  • Luck: 5/5 rds
  • Bard Spells (1): 1/2
  • Extracts (1): Bomber's Eye, CLW, Tgt Bomb Adm, Shield
  • Wand of Grease (12)
  • Ghost Salt Bolts 6/6
  • Bolts: 20/20

Bombs have a range increment of 20', so I'd need to take another -2 to hit and have edited that above.


A killer GM with a killer smile.

Thanks, it'll hit, but not till the end of the round, as Reid goes last.

I just noticed a mistake up above. Kendra was meant to throw her Disrupt Undead at the skull, not the skeleton, which is why it missed. The skeleton's Touch AC wouldn't be that high.

A reminder for your next actions: Anyone ending their turn adjacent to the skeleton will take fire damage from the heat.

Map


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

Delia is unconscious (-1), Stabilize check 1d20 - 2 ⇒ (14) - 2 = 12
Stabilized
Turn ends, she is adjacent and takes 1d?? fire damage, and unstabilizes.


Male Psychopomp Lesser Eidolon Biped (AC: 15 [T: 11 /F: 14]; CMD 17; HP: 11/11; F+3, R+1, W+2; Init: +1; Perc: +4 [Darkvision 60'])

Father is unconscious (-9), Stabilize check 1d20 - 8 ⇒ (18) - 8 = 10
Stabilized
Turn ends, he is adjacent and takes 1d?? fire damage, and unstabilizes.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember hastily channels to heal, trying to keep her companions alive.

Channel to heal: 2d6 ⇒ (2, 4) = 6


Female Human Unchained Master Summoner 1 (AC: 15 [T: 12 /F: 13]; CMD 13; HP: 9/9; F+1, R+2, W+1; Init: +2; Perc: -1)

So, that would put Father at -3 before the fire damage. Delia at 5/18. I can withdraw at a crawl can't I, moving a total of 10'? If so Delia crawls from S29 to T27.

Ember's healing is enough to bring Delia around, and she drags herself away from this flaming skeleton that seems much tougher than the previous ones. She realizes she can't do anything for Father where he is, just hoping the thing moves away from him.

The fire elemental moves to gain the bebefit of surrounding the enemy that is offered by Valachi's presence.

Move from M29 to M30
Attack, with flank 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Ignoring the severity of his wounds, Valachi continues to tear into the skull.

Claw: 1d20 + 7 + 2 - 2 ⇒ (6) + 7 + 2 - 2 = 13; Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Claw: 1d20 + 7 + 2 - 2 ⇒ (5) + 7 + 2 - 2 = 12; Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Likely didn't hit... grrr!


A killer GM with a killer smile.

Round 3:

Initiative Order: Alistair, Skeleton, Ember, Father, Delia, Kendra, Valachi, Ried.

Ember holds aloft her holy symbol and channels energy out into the room.

Father:
Technically Father should have been banished when Delia fell unconsious.
PFSRD wrote:
If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

However, if you want him around, Delia was out for less than a round so I'm fine keeping him around if you want to. If so, he takes 1d6 ⇒ 2 fire damage from the heat.

Delia, revived by Ember's healing, crawls away from the flaming monster, trying to get some space. Her fire elemental swings at the skull, but is unable to connect.

Kendra, following Delia's example, pulls herself away from the monster, getting some distance. Withdraw.

Valachi slashes and claws at the tiny skull, but it just seems to move too fast for him to land a blow.

Ried reaches back and then pitches forward with a bomb thrown at full force, which slams into the skull. The acid explosion is tiny but intense, blowing apart the bones and teeth, scattering the pieces far and wide. Valachi and the elemental alike flinch as it bursts.

Round 4:

Alistair clasps his hands in concentration, and begins the ritual to summon a creature to help fight this enemy.

The skeleton reacts with confusion. Something seems different, now that the skull has been destroyed. However, it somehow seems to detect the presence of Ember in front of it, and it swings its axe at her. 1d20 + 8 ⇒ (14) + 8 = 221d2 ⇒ 21d2 ⇒ 21d12 + 12 ⇒ (3) + 12 = 15. The blow is fierce, and whistles as it falls. However, the blow is aimed completely wrong, and sails past the woman without connecting.

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