Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

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Tristan's last two slices both hit and are enough to finish off the last of the screamers. The silence in their wake is a relief and only broken by a particularly loud snore from Groff.

Combat is over.

9:20 PM on Sistersdag, the sixth of Eostre, 3517 I.R.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"ZZZZZZZ"


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

A question, did these things do Charisma Drain, or Charisma Damage? If it's drain, we will need to find diamond dust for me to fix it. If it's just damage, we're good (for now).

Khoran pokes Groff with the butt of his longspear from 10' away "You really shouldn't fall asleep like that in the middle of a fight ya lazy butt, it's not healthy."


This was charisma drain.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

drain? Ouch!

wasn't there a tale a with a sleepy dwarf in it? If not I'll have to make one up. Sounds like the start of a good drinking song

there once was a dwarf named Sleepy... When he drank too much he got weeepy........


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"huh? Whuh?" in a more monotonous tone than usual then he grabs his weapon, then stands. "They gone?"


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Khoran looks at Groff and Helgash's injuries and pronounces his diagnosis: "Nothing I can do right now, I would need diamond dust to fix this. Maybe we can get some at the camp? I guess we go back to sleep... and hope we have no more surprises tonight."

Let's hope we make it to morning... And we'll need to sleep in a bit to recover spell slots.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"Damned screeching spirits" - Helgash growls, shaking the nerves from his bones then settles down again, offering some cheese to calm Coal down.

I guess they found the trapdoor to the Silvan Hideaway... Though if it is an extraplanar space, can it just be accessed like that? Aren't we, like... Actually in another plane only accessible if they open the trapdoor? Or something like that? :P


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Yes, we are in an extraplanar space, but the trapdoor is camouflaged and lockable (and the door is given HP and hardness) for a reason... Presumably anything that comes through the door's space crosses the planar boundary.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Well HELL! That's the last time I sleep soundly in the shadow of a tomb with undead lurking inside. Hideaway or not. That's a s&@%ty way to wake up.

Looks like the plan is to sleep in and recover spells and then look for diamond dust in the tomb ;p


Hidden Dice Rolls:

1d20 + 10 + 13 ⇒ (20) + 10 + 13 = 43
1d20 + 11 ⇒ (6) + 11 = 17
1d20 + 15 ⇒ (3) + 15 = 18
1d20 + 10 + 13 ⇒ (16) + 10 + 13 = 39
1d20 + 11 ⇒ (5) + 11 = 16
1d20 + 15 ⇒ (16) + 15 = 31
1d100 ⇒ 41
1d6 ⇒ 2
1d20 + 10 ⇒ (7) + 10 = 17

The rest of the night passes without anything of interest interrupting your rest.

The new day starts with you still inside the sylvan hideaway.

8:00 AM on Thingsdag, the seventh of Eostre, 3517 I.R.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Well, Khoran sleeps in to make sure he gets his full 8hrs and can prepare spells…

After that, over breakfast ”Ok guys, I’m preparing based on the assumption we’re going in…”

Khoran’s Preparation:

Spirits: Life, ancestors

Hexes: Silkstring Snare, Ghost blade

L0 (DC 14, 4) : Guidance, Detect Magic, Create Water, Stabilize
L1 (DC 15, 5): Burning Disarm, Tears to Wine, Bless, Chill Touch, {open Slot}
L2 (DC 16,4) : False Life , Burst of Radiance, Burst of Radiance, {open Slot}
L3 (DC 17, 3) Daylight, Magic Circle Against Evil, Sylvan Hideaway
L4 (DC 18, 2) Anti-Incorporeal Shell, Ball Lightning


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

That's the plan IF we can get in with a Knock spell

At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion
Lucky Number, Grimm: 1d20 ⇒ 12
Lucky Number, Groff: 1d20 ⇒ 10
Lucky Number, Helgash: 1d20 ⇒ 19
Lucky Number, Khoran: 1d20 ⇒ 12
Lucky Number, Tristan: 1d20 ⇒ 19


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Thriceborn Charm: 3d20 ⇒ (15, 8, 5) = 28

False Life, Extended: 1d10 + 7 ⇒ (2) + 7 = 9


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

"Ok, we have a map for the complex, thanks to yesterday's scouting, and we know there are 11 human sized critters running around - which I'm figuring to be undead; how else are they in there without food for what looks like a couple of centuries... Something killed the bat, so I'm suspecting incorporeal undead of some sort, but that may have been last night's visitors. So the plan is march up to the door, pre cast Daylight, Tears To Wine, Protection From Evil 10' radius on Me. Use knock. We advance down the corridor as a unit. Groff and Helgash in front, then Me and Tristan, then Grimm last as artillery support. If incorporeals show up, I drop Anti-Incorporeal shell, and we nuke them from inside it..."


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff grunts his agreement.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan is much more eloquent but agrees with Groff


The party gathers around the hidden door that you found yesterday and Grimm reads the knock spell from his scroll. You can hear something click and something else slide from inside or behind the door so the spell has done something. Sadly the door doesn't seem any more inclined to open than it did yesterday.

8:05 AM on Thingsdag, the seventh of Eostre, 3517 I.R.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Break it?" he says while hefting his weapon.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"Why didn't it open though..? Could it be blocked?"

I know we already checked this one, but Helgash is going to give it another pass - Take 20 for a 35. Trying to understand why the door did not open. Is it blocked from the other side?


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Voice of Solid things:

Voices of Solid Things (Disable Device)
Source Legacy of the First World pg. 3
Category Region
Requirement(s) Witchmarket
You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.

tldr: Tristan has a weird trait that allows him to talk with and charm locks. Any chance he can charm this one into revealing how to open this door Not sure if a new day entitles him to another dd roll but posting it if relevant

1d20 ⇒ 14
if diplomacy is more relevant, gather info +19
if dd is more relevant +25


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13
Groff the glib wrote:
"Break it?" he says while hefting his weapon.

The annoyance is evident on Khoran's face, as he replies with a single word "Yes!".

When Groff sets to work, Khoran will cast Heroism on Groff...

Also, assuming you lot took some wine (Tears to Wine), remember you are +2 on all int and wis skills.


Helgash discovers nothing new about the door and why it won't open.

@Tristan, that trait, despite the fluff, is just letting you use your charisma modifier for disable device instead of dexterity and giving it as a class skill. The locks won't actually talk with you and you can't charm them. Further, you still don't have anything to roll disable device with as you've not detected any devices to disable.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Do you need me to roll for breaking down the door? It's an adamantine weapon, so no hardness is allowed for the target so it will bust through eventually. I'm using a rather small wrecking ball.


Let's roll for breaking down the door, yes. The noise and time it takes to break through might make some difference, and even if it doesn't this time, it's best to be in the habit of it. You can go ahead and roll a few rounds of attacks at once to get it done.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

As Groff breaks down the door, Khoran readies an action to cast a spell (Burst of Radiance), if there is a cluster of say 7ish enemies on the far side of it when it comes down...


You can't really ready an action outside of combat; if the door comes down and there's something on the other side, both sides of he conflict will have been alerted that something's happening by the noise and we'll roll initiative; neither side gets to preempt the other's actions with readied actions until that initiative order has been determined.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"This is a bad idea..." - Helgash grunts, consuming a concoction from his belt. Once he does, his features become more sharp, animalistic...

Drinking Mutagen = +4Dex, -2 Wis, +2 Nat AC. Lasts 60min

As Groff begins hammering at the door, Helgash imbibes from another flask, and draws his rapier.

Shield. Lasts 7 minutes.

"This is a bad idea..." - he repeats.

Coal squeaks his agreement.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

round 1
power attack
to hit: 1d20 + 12 ⇒ (8) + 12 = 20 damage: 1d10 + 17 ⇒ (8) + 17 = 25
to hit: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d10 + 17 ⇒ (1) + 17 = 18

round 2
power attack
to hit: 1d20 + 12 ⇒ (16) + 12 = 28 damage: 1d10 + 17 ⇒ (7) + 17 = 24
to hit: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d10 + 17 ⇒ (1) + 17 = 18

round 3
power attack
to hit: 1d20 + 12 ⇒ (16) + 12 = 28 damage: 1d10 + 17 ⇒ (6) + 17 = 23
to hit: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d10 + 17 ⇒ (9) + 17 = 26

round 4
power attack
to hit: 1d20 + 12 ⇒ (1) + 12 = 13 damage: 1d10 + 17 ⇒ (5) + 17 = 22
to hit: 1d20 + 7 ⇒ (15) + 7 = 22 damage: 1d10 + 17 ⇒ (9) + 17 = 26

round 5
power attack
to hit: 1d20 + 12 ⇒ (8) + 12 = 20 damage: 1d10 + 17 ⇒ (6) + 17 = 23
to hit: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d10 + 17 ⇒ (8) + 17 = 25

round 6
power attack
to hit: 1d20 + 12 ⇒ (1) + 12 = 13 damage: 1d10 + 17 ⇒ (8) + 17 = 25
to hit: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d10 + 17 ⇒ (9) + 17 = 26


8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Groff pounds on the door which had until now remained so stubborn in its refusal to open, and on his fifth blow it cracks and falls apart. Peering though the pieces you see a corridor leading off into the dark, apparently empty of any creature, living or otherwise.

At this point we should be moving you on the map of the area in the Maps and Handouts. If anyone would like permission to edit the document (and thus move your avatar,) do be sure to send a request. Also, what is the party doing for light sources; the corridor ahead is lit only a little ways in by the light from outside, and it's quite dark beyond what that dim light illuminates.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

In response to the door shattering, Khoran mutters a spell and says "Let's do this, after you gentlemen...".

Khoran casts Bless - 7 minute duration

I have put a proposed formation for 10X10 corridors on the slide, with a single file order (for where neccessary) in the upper right.
Light Source - a pre-cast daylight spell (and tears to wine and protection from evil 10' radius, as mentioned)

WRT to the single file order, Helgash is in front because a) Groff's weapon has reach, and b) he can find traps...


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash is no frontliner...


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Investigator may not be a dedicated frontliner but you are the most capable character at filling the point role. Your perception is higher than Groffs. Investigator is a hybrid of Rogue and alchemist so your character is the best equipped out of all of us to fill the Rogue role at point thanks to your class abilities int to perception, trap sense, trapfinding


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

re: Light sources

Tristan is human and uses his Ioun Torch as well as Dancing Lights cantrip which he will keep recasting as it expires

Dancing Lights:

Dancing Lights
School evocation [light]; Level bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Sorry guys. I have said since day one I am not interested in the point or scout role. That is simply not the way I would like to play this character in this game. I have been upfront about it from the get go, so hope that is ok.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm casts mage armor on himself and follows the others in.


The order you want to go in for cramped/single file spaces is something you'll need to sort out at some point, but it's not a huge issue just now, so we're going to move forward.

Moving into the building cautiously, but aware that the magic you've used has a timer, the first thing you discover is the locking mechanism for the door. The door is designed to open from the inside with an obvious lock as well as two iron bars that can be slid out to reinforce it. The knock spell seems to have unlocked it and moved one of the bars, but the other still remained engaged until Groff made it obsolete.

Moving past the door and into the first chamber four squat, brass-skinned humanoids appear in a cloud of smoke and brimstone in your midst. Their heads and shoulders blaze with a mane of fire and all are clad in scale mail and heavy shields and wield warhammers. Three take advantage of their surprise appearance to make attacks while the fourth runs to the east, into the darkness.

Blue Enemy Attacks Khoran: 1d20 + 12 ⇒ (8) + 12 = 20 miss
Damage B: 1d8 + 2 ⇒ (7) + 2 = 9 + 1 fire

Green Enemy Attacks Groff: 1d20 + 12 ⇒ (4) + 12 = 16 miss
Damage B: 1d8 + 2 ⇒ (7) + 2 = 9 + 1 fire

Yellow Enemy Attacks Helgash: 1d20 + 12 ⇒ (7) + 12 = 19 miss

These creatures are not evil so the protection from evil does not matter. Everyone can now roll initiative for the first round.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Init: 1d20 + 10 ⇒ (17) + 10 = 27


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

init: 1d20 + 2 ⇒ (10) + 2 = 12


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Init: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
+3 dex +1 ioun stone

K Planes: 1d20 + 7 + 3 + 2 + 2 ⇒ (7) + 7 + 3 + 2 + 2 = 21
7 ranks +3 trained +2 int+2 Tears to wine

PS. Blue first guys, he's the one giving them a flank to work with...


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Also,
Spellcraft: 1d20 + 7 + 3 + 2 + 2 ⇒ (15) + 7 + 3 + 2 + 2 = 29
7 ranks +3 trained +2 int+2 Tears to wine

As a player, I think summon monster trap...


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Init: 1d20 + 5 ⇒ (4) + 5 = 9


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

knowledge: 1d20 ⇒ 18

+18 religion everything else +14


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

init: 1d20 + 13 ⇒ (16) + 13 = 29


These creatures are Azers, outsiders from the Plane of Fire. They are immune to fire and vulnerable to cold. They also have spell resistance.

They have indeed been brought in by some sort of summoning spell that seems to have been tied to the room they appeared in.

Azer Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round One Initiative Order

Grimm
Tristan
Azers
Khoran
Groff
Helgash

Grimm and Tristan may act.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm will use his wand on the blue enemy.

Magic Missile damage: 4d4 + 4 ⇒ (2, 1, 1, 1) + 4 = 9


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan strikes at the nearest enemy

Starknife 5bab +6Cha +1Starknife, (PA-2,+4)
attack #1: 1d20 + 10 ⇒ (16) + 10 = 26
damage #1: 1d4 + 11 ⇒ (4) + 11 = 15


Grimm's bolts of force strike the Azer closest, throwing it off guard so that Tristan's starknife can also find it's way through its defenses.

The wounded Azer responds by striking out at the offending target it can that hit it.

Blue Azer attacks Tristan: 1d20 + 12 ⇒ (8) + 12 = 20 miss
Damage B: 1d8 + 2 ⇒ (6) + 2 = 8 + 1 fire
Blue Azer attacks Tristan: 1d20 + 7 ⇒ (17) + 7 = 24 hit
Damage B: 1d8 + 2 ⇒ (8) + 2 = 10 + 1 fire

The other two Azers in combat focus their attacks on Groff, raining a series of blows on the sturdy dwarf. Once this is done the one to Groff's north shifts it's position slightly to the west.

Green Azer attacks Groff: 1d20 + 12 ⇒ (11) + 12 = 23 miss
Damage B: 1d8 + 2 ⇒ (7) + 2 = 9 + 1 fire
Green Azer attacks Groff: 1d20 + 7 ⇒ (3) + 7 = 10 miss
Damage B: 1d8 + 2 ⇒ (6) + 2 = 8 + 1 fire

Yellow Azer attacks Groff: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 hit, no crit
Damage B: 1d8 + 2 ⇒ (1) + 2 = 3 + 1 fire
Critical Confirmation: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Damage B: 2d8 + 4 ⇒ (3, 7) + 4 = 14 + 2 fire
Yellow Azer attacks Groff: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 hit
Damage B: 1d8 + 2 ⇒ (2) + 2 = 4 + 1 fire

The remaining Azer that ran to the west continues to a swirling vortex of red mist in the center of the next chamber only to touch it in passing with his warhammer before running back to the battle shouting in a language no on in the party understands. At his touch the red cyclone immediately slows its spin and dissipates, releasing four bulbous creature consists of many tangled legs, bulging bodies of puffed flesh, and mouths filled with sharp fangs. These creatures float in the air and seem to be orienting themselves to the situation.

Creature Initiative: 1d20 + 5 ⇒ (8) + 5 = 13

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round One Initiative Order

Grimm - cast magic missile
Tristan - attacked Azer
Azers - attacked/moved
Creatures - arrived/oriented
Khoran
Groff
Helgash

Round Two Initiative Order

Grimm
Tristan
Azers
Creatures
Khoran
Groff
Helgash

The entire party can act.


I couldn't find the language spoken on anyone's characters at this point, so for this battle we're going to assume none of you speak it (unless you can point to something that I've missed for languages known on your character sheet now.)

@Helgash, you've still got Druidic listed under your languages which you don't have access to as a non-druid, so that should get replaced with something.

@Khoran, you have the number of languages you know listed, but haven't selected them that I can find. If you could select them after this fight that would be great!

@Tristan, you don't seem to have languages known that I could find. Again, if you could select them after this fight that would be great!


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Zorblag, you didn't roll a confirm for your second crit with yellow

Khoran speaks while he delays for a heartbeat, "Azers, Spell resistant and fire immune, cold vulnerable."
as he assesses the situation...
Delay to 8 on the init, so that Groff & Helgash can hopefully scratch my back...

Also, Knowledge check on the new arrivals

K nature or planes: 1d20 + 7 + 3 + 2 + 2 ⇒ (15) + 7 + 3 + 2 + 2 = 29
7 ranks +3 trained +2 int +2 tears to wine

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