The 6 Seasoned Pathfinders, Episode 10 - The Night March of Kalkamedes (#4-19) (Inactive)

Game Master GHembree

Maps and Handouts


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Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Grapple: 1d20 ⇒ 5
"We can't let Kalkamedes just walk into these places. He might make some of the less friendly inhabitants of this place aware of out presence, which wouldn't be a good idea. We have to try to control him here!" Starling exclaims and tries to stop Kalkamedes without any success.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord examines the inscriptions, his eyes glowing with lust for power. He says "This reads, 'Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.'"

He takes a deep breath. "We must tread carefully, my friends."

The wizard casts detect magic in the room and specifically on the statue.

Grand Lodge

Game map | Icons: ◆◇↺

Starling tries to grapple Kalkamedes, but he slips out of her grasp as he continues to head towards the iron doors.

After reading the inscription, Dusklord detects magic only from the wand in the statue's hand and the iron doors.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani moves up to the door and tries to detects evil.

Grand Lodge

Game map | Icons: ◆◇↺

Stephani don't detect any evil coming from the door.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

She opens the door to look inside. "Let's see what he's after. But I agree, let's be cautious."

Grand Lodge

Game map | Icons: ◆◇↺

While the door is not locked it is a old massive iron door that is not easy to push open.

To open the door requires a strength check

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Str check: 1d20 + 3 ⇒ (16) + 3 = 19

Grand Lodge

Game map | Icons: ◆◇↺

Upon stepping on the dias that the doors rest upon, Stephani feels weaker as if her strength was suppressed. It is difficult for her to move under the weight of their armor and gear as she pushes against the doors to no avail in her weakened condition.
(Effective STR check was: 11 with reduced STR)

Stepping off the Dias Stephani's strength immedently returns to normal.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"Wow, that was weird." Stephani explains what happened.

"Perhaps we just need the weakest of us to give it a try?"

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"An astute observation," Dusklord says. "I should point out that while I may not be as physically strong as some, my mind is certainly not the weakest!" the wizard says somewhat defensively.

He moves to the door and pushes on several times.

str check: 1d20 - 2 ⇒ (10) - 2 = 8
str check: 1d20 - 2 ⇒ (9) - 2 = 7
str check: 1d20 - 2 ⇒ (2) - 2 = 0
str check: 1d20 - 2 ⇒ (18) - 2 = 16
str check: 1d20 - 2 ⇒ (4) - 2 = 2

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

Lyrio wraps his arms and observes. He shakes his head in agreement when Dusklord advances to try the door - strong arms only take you so far, and the arcane master certainly could go beyond that with his mind. Nevertheless, now was the time for the druid to wait.

Grand Lodge

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Oddly enough Dusklord feels stronger as he step up onto the dais, but even with his enhanced strength he fails to budge the doors. He comes to the conclusion that he will need help to open the door or somehow increase his strength even more.

The still statue from long ago seem to mock your efforts.

Best STR check was adjusted 19

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord examines the statue to see if the wand will come from its grasp.

any movable parts?

Grand Lodge

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Yes, the wand easily slides out of the statue's grasp.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"What do we have here?" Dusklord asks as he examines the wand with the help of his spells.

spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30

Grand Lodge

Game map | Icons: ◆◇↺

With a quick detect magic Dusklord determines in his expert opinion the wand can cast ray of enfeeblement {link} each spell only last a short round, but it can be used 16 times before it is depleted.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord uses a charge of the wand on himself, then pushes against the door again.

"One of the least strong assist me in pushing!" he implores.

str check: 1d20 - 2 ⇒ (15) - 2 = 13

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

Probably Starling could help... - says Lyrio, immediately discarding himself and Stephani. He didn't even consider Radagosa.

Grand Lodge

Game map | Icons: ◆◇↺

GM rolls for further wand and STR checks:

enfeeblement: 1d6 + 1 ⇒ (1) + 1 = 2. Effective STR check 17
enfeeblement: 1d6 + 1 ⇒ (5) + 1 = 6 str: 1d20 ⇒ 13 Effective STR check 17
enfeeblement: 1d6 + 1 ⇒ (5) + 1 = 6 str: 1d20 ⇒ 11 Effective STR check 15
enfeeblement: 1d6 + 1 ⇒ (4) + 1 = 5 str: 1d20 ⇒ 12 Effective STR check 15
enfeeblement: 1d6 + 1 ⇒ (2) + 1 = 3 str: 1d20 ⇒ 20 Effective STR check 23

The first use of the wand weakens Dusklord, until he returns to the dais where it translates into even more strength , but his stance for pushing the door was off causing him to fail again. Not one to quite, Dusklord repeats the attempt several times with varying results until on the fifth time he prefects his door pushing stance forcing the door open revealing at hallway.

At the other end of the short deadened hallway the heroes find the following. Suspended by thick chains, a massive metal cage shaped like a demon's head hangs over a dark shaft with no bottom in sight. The cage's door—by all appearances a menacing maw, filled with incisor-like fangs—hangs open to the west. There, a narrow bridge spans the short distance between the ledge and the cage. A small console on the north edge of the bridge bears a single lever. Kalkamedes pull on his rope tether towards the cage.

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"First, let's not let Kalkamedes fall into that chasm, will we?" Starling comments, making sure the Kalkamedes is under control. "Then, the question is who's going to go into that cage..."

Can the level be pulled without getting into the cage?

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani immediately checks for the presence of evil.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"Is this some sort of lift to another level?" Dusklord wonders as he examines the cage.

knowledge engineering: 1d20 + 10 ⇒ (10) + 10 = 20

Grand Lodge

Game map | Icons: ◆◇↺

Starling examining the cage and controls, determines that the levers would have to be operated by someone outside the cage and that the cage would only hold about four man size creatures. The lever in the console presently sits in the middle of three positions.

Stephani does not detect any evil from the cage or else where in the room.

Examining the cage, Dusklord in his expert opinion believe Although it looks foreboding, the Thrallkeepers’ lift mechanism is quite safe. It still appears to be in excellent shape and should functions well, even after being here a millennia, hinting at a level of engineering now lost to the continent.

Unless stopped Kalkamedes walks into the cage and silently waits.

The cage can only hold four at a time, who willing to risk taking the lift?

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

Can the lever be operated with cantrips? Mage Hand and whatnot?

Grand Lodge

Game map | Icons: ◆◇↺

Yes the levers could be moved via Magic Hand.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani enters with Kalkamedes, intent on protecting her charge.

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

So, we're six - Lyrio, Radagosa, Stephani, Dusklord, Starling and Kalkamedes. I'm not sure if Prestidigitation would do the trick with the lever, or if anyone can pull a Mage Hand - so we could just go in two groups of three (Kalkamedes, Stephani and maybe Radagosa first, and the last three of us on a second trip?)

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Works for me.

Grand Lodge

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Works for me too. <insert unsettling evil laugh>

Moving the lever into the down position send the cage down at a stately pace. After about half a minute it reaches the bottom of the shaft about 200 feet down.

There is a another control panel here with lever as well.

A cavern opens up to the south, unless restrained Kalkamedes starts walking to the south.

Kalkamedes str check: 1d20 + 2 ⇒ (2) + 2 = 4 try an beat that! ... oh well.

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Apparently our sleepless friend knows the way. Let's follow him," Starling says dryly and turns south with Kalkamedes.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"Let's get everyone down first."

Stephani holds our friend while she waits for Dusklord to sort out the controls to sent the cage back. (and make sure we can all get out).

Strength: 1d20 + 3 ⇒ (17) + 3 = 20

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord waits to see if the lift comes back up, and once it does, gets in and pulls the lever.

"There is no end to the wonders of this place!" he exclaims, sleep gone from his eyes.

Grand Lodge

Game map | Icons: ◆◇↺

Stephanie easily holds Kalkamedes back as the group gets the cage sorted out.

Dusklord find the lift don't come backup until one of the two leavers are moved into the up position . After that the cage starts to rise at it's stately pace which will take about half a minute to reach the top.

Meanwhile at the lower level Stephani, Kalkamedes and Radagosa hear a small voice cry for help from the south "Is there someone there? Help I have been trapped so long. Please if you have any shred of decency you'll help me! Don't leave me!" it sounds like he is in distress.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani wants to immediately run to aid, but is afraid something could get ugly quickly. While Dusklord helps the others down, she tries to secure Kalkamedes with a rope so he can be left in here for a few minutes.

Grand Lodge

Game map | Icons: ◆◇↺

Grapple & Pinning Rolls:

Kalkamedes grappled
Stephani to pin: 1d20 + 7 ⇒ (19) + 7 = 26. success
Kalkamedes to break pin: 1d20 + 6 ⇒ (17) + 6 = 23 success

Kalkamedes grappled
Stephani to pin: 1d20 + 7 ⇒ (14) + 7 = 21 success
Kalkamedes to break pin: 1d20 + 7 ⇒ (8) + 7 = 15 fail

Kalkamedes pin
Stephani to tie up: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26 success
Kalkamedes's tied up

Stephani wrestles with Kalkamedes for a few moments trying to pin him. Kalkamedes nearly breaks free then Stephani gets the upper hand and loops the rope around him securely.

Does Stephan leave the other end of the rope tied to Radagosa?

The voice continues to desperately plead for help and rescue.

Meanwhile in the time it took for Stephan to tie up Kalkamedes the Lift reaches the top level where Dusklord, Starling and Lyrio are waiting.

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

Lyrio moves in and waits for the "prestidigitation" magic to happen.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Sure, that makes sense.

Stephani, happy that Kalkamedes is secured, moves forward to see what the voice is all about.

Grand Lodge

Game map | Icons: ◆◇↺

Lyrio, Starling and Dusklord enter the Lift. Dusklord uses his magic to activate the lever from afar and the lift starts it slow journey down to the lower levels.
Lift 1 of 4 rounds.

Stephani follows the sound of the voice to the south where the tunnle opens up. Palm-sized shards of jagged steel jut from halfway up the walls of this large cavern, bathing the cavern with a dark green light. A set of natural rock columns support the chamber’s ceiling, which rises to a height of twenty feet. She has entered from the northeast through a small tunnel. Several rounded alcoves branch off from the main cavern.

To the south Stephani sees that the first circular alcove buds off from the larger cavern to the north. An elaborate set of concentric circles inscribed in dull metal of different colors occupies much of the space within the room.

DC 12 Perception check (lower level):

You notice that every surface except those containing a summoning circle is scarred by claw marks of various sizes, a lasting reminder of the hundreds of conjured creatures that built the facility.

Within the summoning circle is a small gnome dressed in threadbare cloths and has an unkempt mane of fuchsia hair. He calls out to Stephani, "Thank the gods! I have been trapped here for so long. Please have mercy and release me from this circle. Centuries ago the Thrallkeepers bound me here in the black edifice to use my fey essence to power their magic. My captors have long since died, but the wards that bind me have preserved me from age and hunger. I just want to be free so I can taste fresh air once more!"

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord happily descends the lift while wondering at this amazing place.

Someday my magic will rival that of the Runelords!

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani starts by detecting evil, as she looks around, specifically not entering the circle.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

"Fey, you say? How much fey magic can one little gnome have?"

"And how, do you suggest, would I go about freeing you from this prison?"

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

I guess just let Lyrio, Starling, and me know when the lift reaches the ground. I'll be around but not posting much until then.

Grand Lodge

Game map | Icons: ◆◇↺

When Stephani detects evil she feels an overwhelming aura of evil force emanating from the gnome, it is so strong it like a physical force assaulting her evil 6th sense leaving her stun for the moment.

The gnome seeing Stephani stunned sighs, "You must be one of those good two shoe types. I suppose you wouldn't believe me, If I said the Thrallkeepers are responsible. Perhaps Illvaster will convince you! Attack my pet!" He yells the last.

Out of the deep stagnate pool that occupies the area to the Northwest a large black dragon emerges from the water, it's skin is rotting in places and some bones showing through in others. It mindlessly and quickly moves towards the stun Stephani, closing enough to bite her once with its cold rotting mouth.

bite: 1d20 + 13 ⇒ (12) + 13 = 25
damage if hits: 2d6 + 7 ⇒ (5, 1) + 7 = 13

The lift reaches the bottom level and opens.

init:

Dusklord: 1d20 + 4 ⇒ (3) + 4 = 7
Stephani: 1d20 + 0 ⇒ (16) + 0 = 16
Lyrio: 1d20 + 2 ⇒ (12) + 2 = 14
Starling: 1d20 + 4 ⇒ (1) + 4 = 5
Illvaster: 1d20 + 2 ⇒ (4) + 2 = 6

lift 2/4, Stephani detects evil, start of combat
lift 3/4, Stephani stunned, Illvaster advances and attacks with bite
lift 4/4 reaches bottom.

Round 1: Lyrio, Dusklord and Starling hear Illvaster attack and can take an action in the lift before it reaches the bottom.
Round 2: Once the lift reaches the bottom Stephani, Lyrio and Dusklord and act before Illvaster attacks again.

Round 2: Inititive bold can act.
Stephani - 13 damage
Lyrio
Dusklord

Illvaster
Starling

Dark Archive

Half-Oc Druid (Lion Shaman) 4 | HP 32/32 | AC 22 TO 13 FF 20 | F +9 R +6 W +9 | CMD 20 | Init +2 | Perc +9 DV
Companion:
HP 25/25 | AC 21 TO 14 FF 17 | F +5 R +8 W +3 Evasion | CMD 19 | Init +4 | Perc +6 LLV Scent

If more than 40 minutes passed, Lyrio will cast his last Barkskin at himself and move. Otherwise, he double moves

The druid hears the sounds of Stephani being attacked and rushes to help, preparing himself on the way. He signs to Radagosa to keep holding Kalkamedes.

Hold and defend him, dear. Keep him in place but don't let any harm come to him. - he says to the lioness.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

I am not sure what stunned Stephani, but just a reminder that she is immune to fear (and everyone within 10' of her gets +4 on saves vs fear.

Stephani uses her swift action to activate her smite ability vs. the dragon, steps in, and swings with her sword, laughing as she confronts the evil.

I am assuming this counts at least as an evil dragon, but possibly also as undead.

Attack, smite, power attack, 2H ignores DR: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24Damage: 1d8 + 10 + 8 ⇒ (8) + 10 + 8 = 26

"Yes, Father. I know what I am doing! Stop helping me!" The skull dangles wordlessly at her hip.

And AC vs Dragon is now 22, although I am not sure that will help too much!

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Hearing the sounds of battle from below, Starling begins singing one of her songs, encouraging anyone who hears her to exert themselves and excel in battle.

Grand Lodge

Game map | Icons: ◆◇↺

Lyrio - yes, can cast the barkskin the round before the elevator reaches bottom. Then double move on his turn in the 2nd round.

Stephani - Detect Evil {link} If you are of good alignment, and the strongest evil aura's power is overwhelming, and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
(yes the "Gnome" is an Overwhelming evil)

round 1:
Starling starts her battle song.
Lyrio recast his barkskin.

round 2:
Lyrio double moves
Stephani easily hits the undead zombie dragon.

Round 2: Inititive bold can act.
Stephani - 13 damage
Lyrio
Dusklord
Illvaster - 26 damage.
Starling

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Wow! I never read that before... in fact, I am not sure I ever read the spell description at all!

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

As they descend, Dusklord hears the sound of combat and casts mage armor from his wand.

"Exciting guardians, I am sure!" he says.

Grand Lodge

Game map | Icons: ◆◇↺

Dusklord uses his wand then delays.

Illvaster mindlessly continues to attack Stephani as the gnome cheers him on. Fortuitously, it misses with the bite, but the slam hits hard followed by the tail strike.

Attack Rolls:

Bite: 1d20 + 13 ⇒ (7) + 13 = 20 to hit
damage if hits: 2d6 + 7 ⇒ (3, 1) + 7 = 11

Slam: 1d20 + 13 ⇒ (20) + 13 = 33 to hit
damage if hits: 1d8 + 3 ⇒ (2) + 3 = 5
Critical Threat:
to confirm: 1d20 + 13 ⇒ (10) + 13 = 23 Confirmed
Plus damage if confirmed: 1d8 + 3 ⇒ (4) + 3 = 7

tail slap: 1d20 + 8 ⇒ (15) + 8 = 23 to hit
damage if hits: 1d8 ⇒ 6

Round 3: Initiative bold can act.
Stephani - 13+5+7+6=31 damage
Lyrio
Dusklord
Illvaster - 26 damage.
Starling

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