Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

A dark knight:
Which was targeted? The enchanted whip in Gruskorb's main hand or the mundane one in his offhand?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Spoiler:

A dream trap . . . that is a dangerous and dark magic. Illusions are but dreams given breath. They are but shadows of the mind, and shadows are mine to control.

While Niyut is trying to recall the traditional ways to escape a dream trap, she looks for any representational magic that might be binding her here and attempts to change the dream by force of will just as she changes an illusion by concentrating.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party:

Glaring as he considers the undead's stubborn refusal to resort to something other than combat, Garidan decides to oblige the obstinate corpse. Stepping around the tomb, he darts forward and drives his rapier straight for the fleshless grin with an angry shout, hoping that his sudden switch to aggression will put the creature off of its stride.

Garidan uses a move action to move one square up-right and two squares up, followed by a standard action to attack with his rapier. He'll be adding bane and passive Precise Strike to the attack for extra damage.
Rapier Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Rapier Damage: 1d8 + 7 + 2d6 + 4 ⇒ (2) + 7 + (4, 5) + 4 = 22

If the attack is successful, Garidan will follow up with Menacing Swordplay, using his swift action to try demoralizing Mr. Bones with an Intimidate check. The DC is 10 + Mr. Bones' HD + Mr. Bones' Wis modifier, and failure results in Mr. Bones being shaken for 1 round and 1 additional round for every 5 by which the check beats the DC. If the check beats the DC by 10 or more, then Mr. Bones is instead frightened for the 1st round and shaken for the subsequent rounds, unless he makes a Will save (DC 21), which negates the frightened condition; Mr. Bones is still shaken, however.
Intimidate (demoralize) Check: 1d20 + 11 ⇒ (10) + 11 = 21


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Garidan:
The young swashbuckler leaps forward and thrusts his rapier into a particualrly weak joint in the undead's armor. However, much to his surprise his blade is turned away. Looking up at the knight's skeletal face, Garidan would later swear that he saw the grim thing smile at him as it brought its own blade down upon him.

PwrAtk Greatsword: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

But his quick reactions once again proved fortuitous as he nimble dodged the massive blade.

The Guardian and the Tomb - Round 4

Garidan <-- UP
Armored Knight

Status Effects: None

Garidan's Map

Gruskorb:
Didn't realize that you were using two of them at the moment. My description indicated that it was the second attack, so I'm fine with it being your secondary weapon.

Niyut:
Will: 1d20 + 8 ⇒ (12) + 8 = 20

Mustering every ounce of will she has, Niyut feels the walls of the chamber expand and contort. Bits of stone and dust fall from the ceiling as its integrity begins to fail. Then she recoils and releases her hold on the dream world about her, and the room returns to its original shape.

The knight roars in anger and hurls its greatsword at the floating oracle above him.

Thrown Greatsword: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18damage: 1d6 + 3 ⇒ (1) + 3 = 4

I took the -4 penalty for improvised weapons and used the javelin as base damage, not the greatsword's normal damage dice.

The blade flies directly at Niyut. Raising her arms to protect herself, she feels the sharp pain of her flesh tearing. 4 damage The greatsword clatters upon the ground, as the phantom armor prepares to move to retrieve it.

The Guardian and the Tomb - Round 4

Niyut (13/28) <-- UP
Phantom Armor

Status Effects: Levitation

Niyut's Map

Malthazir:

The eagle violently attacks the armored knight but is unable to penetrate its defenses. In retaliation, the knight swings its greatsword at the bird...

PwrAtk Greatsword: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

and sends it back to its celestial realm.

Correct me if I'm wrong, but that hits and destroys the bird... I think.

The Guardian and the Tomb - Round 4
Malthazir <-- UP
Armored Knight

Status Effects: None

Malthazir's Map

Truk'tosh:
Perception: 1d20 + 11 ⇒ (17) + 11 = 28

You would have thought all of those blows should have hit the creature, but it seemed to deflect your slashing attack. It's armor is very heavy and exposes very few vulnerable spots. Your second blow looked to find one of those spots, but the armor seemed to shift and cover the vulnerability at the last moment. You'd wonder if the armor is alive or perhaps magical. The room is completely empty except for the tomb in the alcove to the south. The entrance hall is gone. The metallic, silvryly metal within the stone that creates this chamber swirls and moves in concert with your every action.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
Is the tomb still sealed?


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Truk'tosh:
Yes. The stone lid is still in place.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
If Truk'tosh can't overpower this thing, we'll have to look for other solutions.

When the armored figure climbs to its feet, Truk'tosh lashes out with the butt-end of his axe at its gauntleted hand.

AoO Disarm (studied combat, divine favor, vs prone): 1d20 + 9 + 1 + 2 + 4 ⇒ (19) + 9 + 1 + 2 + 4 = 35 - this will provoke.

After dodging its retaliatory strike, Truk moves away toward the tomb. Finding it sealed, he gives the lid a shove.


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Truk'tosh:
Greatsword: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

As the armored undead knight climbs to its feet, Truk'tosh takes advantage of the situation and slams the end of his axe into the pommel of the sword. The knight reacts too slowly and isn't able to catch the half-orc lunging forward. The chamber echoes as the greatsword clangs off the stone floor.

Str: 1d20 + 5 ⇒ (16) + 5 = 21
Will: 1d20 + 12 ⇒ (18) + 12 = 30

Truk'tosh runs to the tomb and attempts to lift the heavy, stone lid to reveal its contents, but the half-orc doesn't possess the strength to move such an object. With a roar of anger, he shoves the lid one last time before turning to meet the approaching knight. Perhaps it was his fury or perhaps it was something else within him, but the stone lid flies from the tomb and shatters into dust upon the far wall.

The half-orc turns to see the knight charging at him.

The Guardian and the Tomb - Round 4

Truk'tosh (35/47) <-- UP
Phantom Armor

Status Effects: Divine Favor

Truk'tosh's Map


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Spoiler:
Never before has Niyut been so happy that her cleverness has born fruit. She focus her will again in an attempt to flee the dream or take control of it.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
Can Truk see inside the tomb now? What does he see?


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

A dark night:
Damn it!

One weapon down wouldn't normally be that much of an issue, but the rogue really needed to distract his opponenet here.

Withdraw to space on map.

"Have it your way. See if you can keep up!"

The nimble Gruskorb disengaged from his opponent and dashed to another corner of the room, studying his opponent's movement as he inevitably approached.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

GM:
Another eagle appears and begins its' onslaught.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 +1 if evil
Bleed Damage: 1d6 ⇒ 6

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 2 ⇒ (3) + 2 = 5 +1 if evil

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 if evil

Malz stands helplessly by, as his reserve of magic runs extremely low.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party:

Blinking in confusion as he reflexively avoids the return stroke, Garidan briefly examines his weapon, then turns a gaze laden with suspicion upon his target. "Right, that was not the result that I should have gotten. I know I hit you true with that thrust," he says accusingly as he shifts back out of reach again. "Something's definitely not right about this, not at all." With a grimace, Garidan moves to the chamber's far end in an effort to buy some uninterrupted time to consider the situation.

Once there, back to the wall, he takes the time to visually examine the tomb itself, as best as he can given the distance between them; if the chamber provided no clues, and the undead doesn't have anything that stands out--aside from that highly suspect response to attack--then perhaps the tomb holds the key. Warily eyeing the relentless approach of his foe, Garidan is certain that a proper inspection will require time, and that means that his foe will have to be lured over to this end of the chamber.

Full-round action to withdraw, moving one square up-right, one square up, then five squares up-left.

Perception Check: 1d20 + 9 ⇒ (5) + 9 = 14


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Garidan:
Garidan looks about the chamber only to see that the smooth walls show no entrances or exits. The circular chamber is only disrupted by the alcove with the grey stone tomb. The silvery metal flecks within the black stone of the chamber walls and domed ceiling seems to swirl and move in concert with your every action.

The creature slowly lumbers towards you with what you now notice as a sizable limp.

Gruskorb:

PwrAtk Greatsword: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14

The armored undead knight moves quickly towards you and swings his greatsword in a powerful, low attack. The hobgoblin tries to move back to avoid the blow, but the blade catches the back of his thigh. Blood gushes from the open wound as Gruskorb winces in pain.

The Guardian and the Tomb - Round 4

Gruskorb (15/38, disarmed normal whip)<-- UP
Armored Knight

Status Effects: None

Gruskorb's Map

Malthazir:
The eagle flails at the creature without effect.

Niyut:
Go ahead and make a Will check with a +2 bonus and tell me what you're trying to do.

Truk'tosh:
The half-orc looks into tomb and sees the cold, pale body of a dwarf dressed in elegant platemail. Etched upon the breastplate is a clenched fist holding a warhammer. His armored hands rest upon his belly clenching at a masterfully crafted warhammer. Father!?!


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
Truk'tosh glances at the dwarf's remains in confusion. That's impossible. Why would your father be entombed here?

Hoping the warhammer might be the key to defeating the tomb's skeletal guardian, Truk reaches for it.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I will post tonight. Sorry for any hold up.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

A dark night:
The wounds' deep cuts were causing bleeding, and Gruskorb knew from experience he was closer to death than wellness now. I can't take a solid hit from that thing, or I'm gone.

To this end, he sought to negate the being's method of attack by disarming him. He aimed his whip's strike just beyond the hilt...

Disarm: 1d20 + 11 ⇒ (11) + 11 = 22

Is the tomb open? Can anything be seen to lay within?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Spoiler:

Will: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Niyut tries to wrench herself from the dream. This foul magic could not contain her. She reaches deep into herself drawing upon the growing well of energy that she had consumed since the world ended.


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Niyut:

You failed to make your first will save (a few pages ago) and have fallen to sleep under the Symbol of Sleep. You can't force yourself from it, but you can take some control over the dream. This last will check was to try and control the dream. Each action that breaks the rules of 'reality" within the dream would require a Will check. Let me know what you're trying to do, when you take control of the dream. Sorry for any confusion.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

GM:
What the hell are you doing?
Quiet, I'm thinking.
No, you're freezing up! Help them!
With what? I am out of summons.
What kind of bloody wizard are you?!
One that's extremely low on magic.
Get creative!
I thought about levitating them out but I could only save one.
Not good enough, think.
That's it! There's nothing else! I'll have to pick one and-
You're f+~!ing hopeless. Take a chance.
Take a chance...

Malz looks at the pit, knowing it will end soon and raise their attacker. Enough time for this to maybe work... Malz pulls himself down to the floor, floating invisible next to the bodies. Than he whispers a spell, and a silent image of himself appears next to them. He continues focusing on the illusion as the knight raises to see them once more. As he rises, Malz focuses on the illusion of himself, making him mimic what looks like a teleportation spell. As the illusion of himself completes the spell and mouths an incantation, Malz says the words for the incantation he's not nearly powerful enough to cast, and then he quickly changes the illusion to make it look like the entire party has vanished into thin air!

Malz waits quietly, maintaining the illusion as his heart pounds.

Silent image, DC 18 to disbelieve if it’s interacted with.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

And then there was light and it was good . . .:

Only power can break this enchantment. I do not have such power myself, but my gift is in forging connections with those who do.

There are no shadows in this dream, which distresses Niyut. However, to her more than shadow has been given. When Teysura had comforted Niyut, the Sacred Mother had granted her some part of her light. Moreover, Niyut had beheld her radiant form twice in the world of spirit. As a spirit guide, Niyut can forge connection with greater and lesser spirits. She hopes that when she calls the Sacred Mother will answer.

"Sacred Mother, my comforter, I am be-spelled by vile magic. I beg you, spirit of life, to bring me surcease. Teysura, I humbly ask that you come forth. Illuminate me in the darkness of this nightmare. Please free me from the predations of this perversion of life."

Niyut reaches deep within her spirit to where the light that Teysura had graced her with beats like a living heart. She could not force the great spirit to help her. This spirit is beyond her ability to command. Yet, Teysura has protected Niyut since she cleansed the sacred font of her son. Teysura comforted her after she was violated by another spirit. Most importantly, Enasilaor had written that Teysura helps those who ask her when their need is dire.

Sometimes trust and openness are more efficacious than cunning and power, though it pains Niyut to admit this to herself.

The spirit guide grasps the burning heart within her and opens herself to the great spirit . . .


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party:

Growling in annoyance, Garidan makes his move toward the tomb, swinging wide to avoid his armored foe's weapon, then rushing to the tomb. Once there, at corner furthest from the lumbering undead, he uses the light from his ioun torch to look it over more closely. [b]"Something is definitely off about this entire situation,"[/dice] he mutters in frustration while taking occasional looks at the oncoming undead. [b]"Everyone else is gone, the room is sealed, and this bone bastard didn't even blink when I hit him. That last is patently ridiculous, since every other undead I've struck has practically come apart lately. Even with that armor, there's no way I didn't get him with a true hit."[/dice]

Perception Check: 1d20 + 9 ⇒ (5) + 9 = 14

Move action to move one square down, one square down-left, two squares down, one square down-right, one square down. Then a second move action to move one square down-right, two squares down, one square down-right, and two squares right.

How much effort does the tomb's lid look it'll require to move? Does Garidan's examination reveal if he could manage it--i.e., no Truk'tosh levels of muscle needed--on his own before his lumbering interruption butts in again?


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Everyone is now caught up to the beginning of round 5.

Garidan:
Garidan looks about the chamber only to see that the smooth walls show no entrances or exits. The circular chamber is only disrupted by the alcove with the grey stone tomb. The silvery metal flecks within the black stone of the chamber walls and domed ceiling seems to swirl and move in concert with your every action.

The creature slowly lumbers towards you with what you now notice as a sizable limp.

To answer your recent question, the stone lid to the tomb does look heavy. It is 4-5 inches thick. You can certainly attempt to move it. I'm going to assume the move to the tomb above is your move action in round 5. Let me know what standard action you'd like to take.

The Guardian and the Tomb - Round 5

Garidan <-- UP
Armored Knight

Status Effects: None

Garidan's Map

Gruskorb:
PwrAtk Greatsword: 1d20 + 5 ⇒ (17) + 5 = 22

Grukorb's whip lashes out at the undead's blade but the knight was too quick. Lifting his sword high, he briefly exposes a weakspot in his armor that protects his left ribcage before bringing it down upon the hobgoblin. The sword's hilt strikes the rogues right hand, and the whip falls to the ground.

Venturing a quick glance towards the tomb, Gruskorb can see the grey, stone lid remains sealed atop of it.

His disarm attempt provokes an AOO from you.

The Guardian and the Tomb - Round 5

Gruskorb (15/38, disarmed)<-- UP & You get an AOO
Armored Knight

Status Effects: None

Gruskorb's Map

Malthazir:
The elf knows that the magical pit is mere seconds away from rising up from its interdimensional space.

PwrAtk Greatsword: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

The knight swings its sword at the eagle but catches only air. The violent nature of its swing, throws the undead off balance and it drops its greatsword.

The Guardian and the Tomb - Round 5

Malthazir <-- UP
Eagle (rd4) <-- UP
Armored Knight

Status Effects: None

Malthazir's Map

Niyut:
A blinding light appears before the oracle who shields her eyes from the intensity. As it dies down, Niyut sees a shining mace made of pure light floating before her. She can feel the warmth eminating from the weapon and feels its vibration within the harmonic wave of the ether.

Just then she feels the ceiling pressing down upon her. She looks up and sees that the dome above her is drawing towards the ground. Her eyes gaze below and she sees the phantom armor with its hands raised as if it reaches for the young half-orc and the ceiling above her.

The ceiling has lowered and forced you downward. You are now 10' above the creature.

The Guardian and the Tomb - Round 5

Niyut (13/28) <-- UP
Phantom Armor

Status Effects: Levitation

Niyut's Map

Truk'tosh:
Truk'tosh reaches into the tomb and grabs the dwarven warhammer in his right hand. It is heavier than he expected, but it is incredibly well-balanced. Turning back to the undead knight, the druid sees the greatsword slicing through the air in an upward angle.

PwrAtk Greatsword: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

The half-orc shifts his weight back and watches the blade pass harmlessly.

The Guardian and the Tomb - Round 5

Truk'tosh (35/47) <-- UP
Phantom Armor

Status Effects: Divine Favor

Truk'tosh's Map


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party:

Yes, that was my round 5 movement, and it was a double move action. So no standard action left this round. And my Perception check was specifically for the tomb this time around.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
Truk'tosh is surprised by the hammer's weight but not for long as he darts back in time to evade another strike from the skeletal knight. Tapping in to the bestial rage imbued in him by the slain ogre's essence, Truk roars as he rears back for a mighty blow with the hammer.

Hammer: 1d20 + 10 - 4 + 2 + 1 ⇒ (16) + 10 - 4 + 2 + 1 = 25
Damage: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16

Bodyguarding: 3d20 ⇒ (10, 16, 8) = 34

Truk'tosh isn't actually proficient in warhammers. If there's something special going on add +4 to the attack roll to make up for the non-proficiency penalty. Also, I don't know if it's masterwork or what the enhancement on the hammer is. Adjust attack/damage as appropriate.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Question:
Is the mace of light like a spiritual weapon weapon that strikes on its own? Or is it something that she will have to use with her hands?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

A Woman Robed With the Sun:

Will: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

When Niyut opens her eyes she sees the glowing mac and the beckoning undead. She is not afraid. The great spirit of Life is with her. She understands the peril before her. Where there is understanding there can be mastery.

"Thank you, Sacred Mother"

Remembering the words of Dtukk Flamefest and what she saw in the sacred font, Niyut reaches a hand up in a grasping motion, as if she were taking up a great mantle. The light in the room gathers around her form, threaded through with the light of the heart beating within her. She imagines this light as a ward that swaths her, blinding her enemy with the great spirit's light and thwarting its attack.

If the mace acts like a spiritual weapon.

Floating Mace: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Force Damage: 1d8 + 1 ⇒ (7) + 1 = 8

If It doesn't, the mace does its own thing?


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

GM:
Malz will maintain concentration on the spell. The eagle will keep harassing him but I doubt it will do much.


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Malthazir:
Just thought about it but undead are immune to mind effects, so illusions won't work. Would you like to take a different action in round 4?


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Garidan:
Ok.

Garidan looks closely at the tomb to see intricate carvings rise up from the hard, grey granite. Multiple images of a rapier crossed with a mandolin are interspersed with the coiling image of a great wyrm. The seal on the heavy lid is only interrupted by several small openings for the lifting bars to be slipped in to raise or lower the lid.

Feel free to ask questions or commentary. We'll wait for the others to catch up before more actions.

Niyut:
The spiritual mace pulsates brightly as Niyut consumes its light. A burst of radiant energy from the oracle causes the phantom armor to shirk away from her. The mace spins and flies violently at the creature striking its helmet in an explosion of light. The undead's helm splits in two and its skull crumbles to dust. It's empty limp form falls in a heap upon the ground as a blackness overtakes Niyut.

Feel free to ask questions or commentary. We'll wait for the others to catch up before more actions.

Truk'tosh:
Truk'tosh heaves the Warhammer into the chest plate of the armored knight. In a violent explosion of light, the creature is flung across the room into the far wall with the weapon still impeded in its armor. The half-orc, similarly, is flung backwards but maintains his balance. Resting on a knee, trying desperately to draw a breath, Truk'tosh watches with raging delight as the cracks in the undead's armor begin to emit brilliant light rays. Within seconds the cracks widen until the brilliance of the visage over take Truk'tosh senses. He closes his eyes and protects himself with his arms as he hears the creature scream before succumbing to the radiant energy.

As the light subsides, Truk'tosh sees that there mains of the armored knight is no where to be found within the chamber. Turning his head in all directions, the room fades from view as a blackness overtakes him.

Feel free to ask questions or commentary. We'll wait for the others to catch up before more actions.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party:

Any sign of those lifting bars? Could the lid be shifted without them? Finally, on map, Garidan is now tucked into the lower right corner of the chamber, by the tomb.


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Garidan:
The swashbuckler looks down at his feet and sees a steel rod tapered on one end. It looks like it could fit inside the slot quite nicely.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

GM:
Silent image is not a mind affecting spell. It does not even have any effect on a target. Even golems can be tricked by it. It's a figment.


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Mathazir:
Nice! I've never caught that nuance. Thanks, I may have to use that. GO ahead and also make your attack rolls for the eagle. They have a chance of affecting it.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

A dark night:
Thinking better of trying to lash-out at the expert combatant's armor with his bare hands, Gruskorb feinted slightly before dashing back to where his other weapon lay.

Withdraw to space on map.

He stooped to grab the first weapon knocked-out of his hands before turning to face the near-certain onslaught of his adversary.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

GM:
Eagle: 3d20 ⇒ (7, 12, 9) = 28 Nope haha


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GM Screen:
MM: 1d4 + 1 ⇒ (4) + 1 = 5

Garidan:

Garidan looks closely at the tomb to see intricate carvings rise up from the hard, grey granite. Multiple images of a rapier crossed with a mandolin are interspersed with the coiling image of a great wyrm. The seal on the heavy lid is only interrupted by several small openings for the lifting bars to be slipped in to raise or lower the lid.

With a loud shriek, the undead knight turns and lumbers toward Garidan.

The Guardian and the Tomb - Round 6

Garidan <-- UP
Armored Knight

Status Effects: None

Garidan's Map

Gruskorb:

The armored knight spins and follows Gruskorb, slashing at him with the greatsword he wields deftly.

PwrAtk w/ Greatsword: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

Another violent slash buckles the knees of the hobgoblin.

The Guardian and the Tomb - Round 6

Gruskorb (3/38, disarmed)<-- UP
Armored Knight

Status Effects: None

Gruskorb's Map

Malthazir, Niyut & Tru'tosh:
All - please continue to post within a spoiler for the four of us to see until Garidan and Gruskorb join us. Feel free to spoiler a question directly to me if necessary.

PwrAtk w/ Greatsword: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12

Malthazir's attention is drawn to a loud, grinding noise. The pit in front of the tomb fills in magically as it raises the armored knight and a celestial eagle back into the chamber. The knight turns and slashes at the eagle, dispatching it to another plane just as he reaches the surface.

The elf's ears perkup as the gurgling sound of hobgoblin lying on the ground behind him brings concern. He convulses once and spits a mouthful of blood upon the stone floor. Lying next to him, the multiple images of the young oracle suddenly open their eyes and raise their heads from the cold, stone floor. They give a look of surprise and bewilderment as they see Malthazir leaning over the unconscious body of her brother. A grimace emits from the knight as a piece of armor from its left leg falls to the ground with a clatter.

With a violent shake, Truk'tosh goes rigid then rolls to his back with a moan. Opening his eyes, he sees the domed ceiling high above. As his eyes come into focus, he looks upon the relieved face of his elven companion. The knight staggers as the pair of vambraces covering its arms detaches from the breastplate and drops to the ground.

Far to the back of the group Garidan remains unchanged.

@Niyut & Truk'tosh - You are back at full HP, but any resources used in the solo battle are gone for the day. Your pre-fight buffs are back.

The Guardian and the Tomb - Round 6

Malthazir (30/30, Invisible, Levitating) <-- UP
Niyut (28/28, Prone, Blur, Mirror Images 5/5) <-- UP
Truk'tosh (47/47, Prone, Shield of Faith) <-- UP
Armored Knight (-2)

Status Effects: None

Malthazir's, Niyut & Truk's Map


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

The Awakened:
To be clear, Malz is still invisible and he's put a silent image over the rest of the party to make them look like they're gone as well. They probably can't even see themselves.


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Malthazir, Niyut & Tru'tosh:
Correct, Mal is levitating and invisible. And the armor falling off of the undead is just fluff, it still appears very formidable. It does not appear to have been weakened.

Malthazir's, Niyut & Truk's Map


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Happy Magic Fun Time Solo Party: F$&! These Dice Megamix:

It doesn't take much of an inspection for Garidan to figure out the best way to remove the lid, and he can't suppress a broad smile as he spies just the tool that he needs at his feet. Stooping, he snatches up the prybar and works it one-handed into one of the empty slots, then throws all of the strength he can muster into getting the lid moving. Unfortunately for him, the moment he puts his back into it, a feeling of deep dread washes over him, and his eyes snap to the lid and the bar gripped in his whitening knuckles; something very bad is about to happen, and though he knows this, he also knows there's not a thing he can do to prevent it.

Move action to retrieve the bar, followed by a standard action to use it on the tomb's lid. Note that Garidan is using bar with only one hand; the other is still wielding the drawn rapier.

Strength Check: 1d20 + 2 ⇒ (1) + 2 = 3
...... Oh, the words, the words that are bubbling up in response to this utterly, malignantly cocked roll of these never-to-be-sufficiently-damned dice. Well, let's see what glorious disaster arises to blow Garidan into oblivion.


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Garidan:
As Garidan desperately tries to dislodge the lid from the tomb, the undead creature bears down upon him. With the greatsword held high above its head, the armored knight delivers an overhead chop intended to split the swashbuckler in two.

Charging PwrAtk Greatsword: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

However, the lumbering undead collides with the unseen pry bar sticking out from the end of the tomb. Th resulting crash sends the greatsword clattering to the ground while the knight grabs hold of the iron bar is it begins to fall.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
Does Truk'tosh have the hammer still?


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Truk'tosh:
No, you are back in the original chamber lying on the ground were you stood with your companions. You no longer have the hammer, but the axe is lying next to you.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Arisen in glory . . .:
Niyut furiously grabs her mother's wand and levels it at the undead.

Snowball (RT): 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 5d6 + 5 + 5 ⇒ (6, 1, 1, 3, 4) + 5 + 5 = 25

The orb of frost explodes when it comes in contact with the horror that had menaced their dreams.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

GM:
I figured as much. I thought it might be possible he could bring something back with him.

The Waking World:
Truk'tosh grabs for his weapon and scrambles to his feet. He's visibly relieved to see his companions again even if the skeletal monster still threatened them. What was that other place?

Move to grab weapon. Move to stand up.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

A dark night:
Feeling his vitality fading, Gruskorb sought fit to apologize to his partner.

Sorry, Querkus. Looks like you won't be getting to see your home well after all. I might be joining you in this spirit business though...

Taking a step back defensively, the aegean extended his free hand towards his enchanted weapon on the ground nearer the tomb. His quivering arm and desperate will called towards the whip ... and it answered.

He lashed-out at the menace before him once more, knowing he would have to disarm the creature with its accurate slices if he had any hope to survive.

Disarm: 1d20 + 11 ⇒ (12) + 11 = 23

If he could not bring the foe's sword away to buy him some time, there was no way to exploit the gap in his armor.

He watched his lash move towards its target, dictating destiny for him.


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Garidan:
Garidan looks on in bewilderment as the armored knight clings precariously to the pry bar.

The Guardian and the Tomb - Round 7

Garidan <-- UP
Armored Knight

Status Effects: None

Garidan's Map

Gruskorb:

It was but a dream of mine... how I wished it came true...

Gruskorb's whip shaps out and lashes on to the creatures arm. The hobgoblin pulls with all the strength he possess, yet the ship uncoils and slides off the armored knight. A final desperate attempt to disarm the undead knight has failed.

PwrAtk Greatsword: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Confirm Crit: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Gruskorb gasps as he sees the blade coming down at him. He feels the intense pain as it enters body where his neck meets his torso. As he collapses to the ground, the rogue looks up at the undead knight. A warm, wet feeling overtakes him as he begins to drown. Then all goes black.

Now, you're not dead... yet. This was a very real and lethal dream. You had been knocked out by a symbol of sleep. You are now unconscious and dying at -1 Hp. Please join the rest of the group, except Garidan.

Gruskorb, Malthazir's, Niyut & Truk:

Still lying on the floor, Niyut points the Mysterious Bog Oak Wand at the undead knight. With a burst of ethereal energy, ice and frost explode from its tip. The frigid energy strikes the knight squarely in the chest but does not appear to affect the creature in the least. Truk'tosh snatches up his axe and scrambles to his feet.

The creature raises its arms in victory as several dents upon its breastplate repair themselves. The young oracle snaps her head to the left as she hears the breath of Gruskorb leave his body. The hobgoblin contorts violent then goes limp.

Niyut Heal Check: 1d20 + 1 ⇒ (13) + 1 = 14

A quick glance tells her that Gruskorb still lives, but his final breathes are moments away.

The Guardian and the Tomb - Round 7

Malthazir (30/30, Invisible, Levitating) <-- UP
Niyut (28/28, Prone, Blur, Mirror Images 5/5)
Truk'tosh (47/47, Prone, Shield of Faith)
Gruskorb (dying)
Armored Knight (-2)

Status Effects: None

Gruskorb, Malthazir's, Niyut & Truk's Map


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Spoiler:
Niyut will ask her ancestors to keep Gruskorb on this side of the veil. stablize


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

The Waking World:
I believe the eagle was dispatched so Truk has no flank, correct?

Once again armed, Truk'tosh steps up to engage the skeletal monster. He repeats the manuever that served him well moments ago, whipping the weighted tail of his armor at his opponent before bringing his weapon down for two swift powerful blows.

Trip: 1d20 + 9 ⇒ (13) + 9 = 22

Add +4 to these if the trip succeeded.

Primary: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Offhand: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

The Red Pill:
A gentle humming fills the area, and even though Malz is not seen anywhere his voice begins to fill the room. It's not his normal intimidating confrontational voice, but rather one of comfort and sorrow.

"Yénillor mornë
tulintë i quettar
Tercáno Nuruva.
Hlasta...
Quetis Ilfirimain.
Hlasta...
Quetis Ilfirimain:
Corma turien te
Corma tuvien
Corma tultien te
Huinessë nutien.
Tercáno Nuruva.
Tuvien Corma tultien te
Huinessë nutien
Corma turien te Corma..."

Inspire courage!

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