The City of Spiders (Inactive)

Game Master Choon

Current Battle Map


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hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Azzra'el casts shocking grasp and takes a 5' step forward.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Calas waited as he listened to the falling foot steps of the enemy as they approached. He considered letting them walk up to the corridor so they could all attack at once, but dismissed the idea.

The hallway is too narrow. Only two of us could fight at a time, and a mage could fry us all in such a narrow space.

The footsteps were getting closer.

Damnit... this is going to hurt, but someone has to draw their attention and cut off their escape. Also, Saeras may need help farther down.

The footsteps were almost to the corridor's entrance.

Calas clicked his boots together, then walked out hurriedly towards the enemy. He hoped that they would be too distracted by his disguise to attack him at first. He wasn't worried about blowing his disguise, all it needed to do was serve long enough for him to get into position.

When he stepped out, Calas saw what he assumed was the mage and two other warriors. He moved quickly and carefully to a position between the two warriors and behind the mage, ignoring any protests they may have.

Then... he let his hunger consume him.

Activated Daredevil Softpaw boots, moved, raged

disguise: 1d20 ⇒ 11

Acrobatics to avoid AOO: 1d20 + 13 ⇒ (16) + 13 = 29 They should be flat-footed, but figured I'd give the roll anyways. I should have just enough movement to get into position, even while moving half-speed for the acrobatics.

Iniative: 1d20 + 2 ⇒ (1) + 2 = 3Figure if they figure me out, then this will be needed.

Daredevil Softpaw Boots:

8 rounds remaining

Boots, Daredevil Softpaws (1400 gp) (1 lb.)
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.

As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Rage:

5 rounds remaining

Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Potion of Mage Armor:

44 minutes 48 seconds remaining

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

From my understanding, this is a surprise round for us? So a single action to move myself into position. Let me know if I can attack though.


The Man. The Myth. The Mask!

This is your surprise round, yes.


Male Human Sorcerer 9(Div)

Choon, would you consider this the same combat for the purposes of Judgement? Doubtful, but figured I would ask to make sure.


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

Vantrag hefts her crossbow, preparing to fire as soon as she has Marisis in her sights.

readied action when I have a clear shot:

attack: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 ⇒ 4


The Man. The Myth. The Mask!

This is a separate combat. :)


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Saeras will not be taking a surprise round. It seems like an idea that would be bad for his health : )


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Surprise round
rapid, point blank 1: 1d20 + 7 + 1 - 2 ⇒ (7) + 7 + 1 - 2 = 13
damage 1: 1d10 + 1 ⇒ (6) + 1 = 7
rapid, point blank 2: 1d20 + 7 + 1 - 2 ⇒ (3) + 7 + 1 - 2 = 9
damage 2: 1d10 + 1 ⇒ (8) + 1 = 9

He fired quickly twice mentally cursing at how errant his shots were when the benobled vampire slid between them . . .


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

An argument could be made that combat has not quite started yet... Also, how are you firing the arrows? There is currently a wall between you and the enemy.


The Man. The Myth. The Mask!

That argument could be made, you're right.


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

I had thought from the description that we were not in a single file hallway, i just looked at the map, hold those rolls then for when i can see tha mage cause im not advancing so sorry


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

Understandable. I just didn't want to have us trapped on top of each other in a two-wide hallway.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

I'm going to take a stab at logic, hallways all measure the same. So if their hallway is 4 squares wide, then so is ours. Makes less sense to me that one hallway connects into a slightly bigger hallway.


The Man. The Myth. The Mask!

Your coming from a servants hall. It's thin. The hall leading up to the matron's chamber is wide.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

.....House Kewadin deserves to fall. Who designs a fortress with so many weak points. Spider kissers, their nuts.


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

You mean a hallway design that makes it easier for guards outside the matron's chamber to hold off attackers trying to sneak about using the servant's routes?

Yeah that seems like a security failure ... :P


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Fortresses are designed to disorient and confuse intruders. They do this by having a uniform appearance and no landmarks inside. This becomes more useful the larger the fortress. Anyways why do you need bottlenecks in a hallway when you have magic wards and traps that are more effective and do not rely on having someone there at all times. That way your own defenses can't be used against you, like this. Die foolish matron die! >:Z


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

It's a pity that this isn't really a proper fortress then and more like a noble estate where people are supposed to live. And traps/wards with conditions sound like a receipt for tampering -> chaos/assassination :P

But yeah, a proper look at the spell list with fortresses in mind would demand everyone of important living on their own demiplane virtually inaccessible by anyone uninvited. But where would the fun be then?


Male Human Sorcerer 9(Div)

I believe we're coming from a smaller, side hallway for servants. Which *sounds* like it's not the main access to the Matron's chambers.


Draegloth (Unique Half Drow/Half Demon) 4th Level Monster (Draegloth)| HP 27/39 | Speed 30ft | AC 16, touch 14, flat-footed 12 (CMD 20) | Fort +7 : Ref +4 : Will +4 | Init +4, Perception +6; Darkvision 60ft | Active conditions:

Call me weird: 1. GM's had the map up a while. 2. What he says goes. 3. Applying logic to anything that a chaos-worshiping race like
Drow do or not do is silly, especially right now. 4. Can we get on with this combat and stop debating the merits/functions of
hallways?


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

1) Your one of the post we are waiting on Hakk, if I am not mistaken. Mine has been made. 2) It's an opinion, everyone is entitled to theirs. 3) We can talk about whatever we want but I do agree it should be done in discussion. :P


Draegloth (Unique Half Drow/Half Demon) 4th Level Monster (Draegloth)| HP 27/39 | Speed 30ft | AC 16, touch 14, flat-footed 12 (CMD 20) | Fort +7 : Ref +4 : Will +4 | Init +4, Perception +6; Darkvision 60ft | Active conditions:
Vicalan Shal'Tludeint wrote:
1) Your one of the post we are waiting on Hakk, if I am not mistaken. Mine has been made.

Nothing I can do really. I'm in the back, helping guard the matron and my mother (and the entire rear flank from wandering enemies), and as I've already stated previously that if I get a glimpse of the enemy (especially the wizard) I'll try and hit him with my wand. Not much else to say there...but I'll state it again.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

If and when an enemy presents in view of the hall and I catch a glimse of them...

Use Magic Device(Wand of Magic Missiles): 1d20 + 7 ⇒ (8) + 7 = 15
Damage(Force): 1d4 + 1 ⇒ (2) + 1 = 3

Which activates and hits if I ever get a target.


The Man. The Myth. The Mask!

I realize that some of this confusion comes from me not being perfectly clear in the RP concerning your environment. I'll strive to do better in the future. I had to move the foes as the readied actions wouldn't trigger until they were where they are now.
1d20 ⇒ 5

Init rolls: 10d20 ⇒ (20, 20, 10, 2, 14, 7, 7, 11, 7, 17) = 115
Baddies win init with a double 20!

Vantrag and Mourn engage as soon as the mage steps into sight. Vantrag's bolt hits, but Mourn has more trouble. Calas as cleverly inserted himself among them in the mean time, and Hakk's wand fizzled menacingly but doesn't actually go off.
One of the soldiers draws his weapon first and is immediately hit with Vicalan's spell.
3d4 ⇒ (4, 4, 4) = 12
He fails to drop the weapon and is badly burned for his sluggishness.

The mage takes a step away from calas and produces a needle with a whisp of thread attached. He locks eyes with Vacalan and flicks the needle in his direction.

Vicalan, DC 16 fort save or:

You suddenly feel that needle plunge into your lips, stitching them together! You take 1d6 ⇒ 4 damage.
A rare spell without verbal components, lipstitch sews the target’s lips tightly together if it fails a saving throw, such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6 points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a distance with a DC 10 Perception check.
The thread created by lipstitch can be burst with a DC 20 Strength check as a standard action or can be sliced open with a piercing or slashing weapon (wielded by the target or an ally) as a full-round action. Cutting the thread provokes attacks of opportunity, while making a Strength check does not. Either option causes 1d6 points of damage and 1 point of bleed damage. The target has a 20% chance of failing to cast spells with verbal components until the bleeding is stopped. The effects of multiple castings of this spell do not stack. Optionally, the thread can be removed more carefully over the course of a minute with a DC 20 Heal check. If the check fails, the target takes damage and bleeds as described above. If the check succeeds, the stitches are removed with no harm. Creatures with no mouths are unaffected by lipstitch. Creatures with multiple mouths lose the use of only one mouth per casting—the particular mouth is chosen by the caster.

One of the guards steps between the caster and Calas and both attack the poorly disguised half-breed!
2d20 ⇒ (3, 3) = 6
but both come up short.

Down the hall, the two remaining guards start running down the hall, clearly expecting Saeras to follow.

Party up.


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Vicalan see's the spell coming.

Fort DC 16: 1d20 + 4 ⇒ (18) + 4 = 22

It has no effect on him. He draws his crossbow and fires, hopefully they listened and targeted him, that way he could conserve his remaining spells.

Crossbow: 1d20 + 4 ⇒ (8) + 4 = 121d8 ⇒ 7


Male Active Conditions: Human (Aasimar) Monk / Rogue (Acrobat Dedication) 13

Nathaniel tenses as the battle begins. He stays back but ready...

same ready action


Draegloth (Unique Half Drow/Half Demon) 4th Level Monster (Draegloth)| HP 27/39 | Speed 30ft | AC 16, touch 14, flat-footed 12 (CMD 20) | Fort +7 : Ref +4 : Will +4 | Init +4, Perception +6; Darkvision 60ft | Active conditions:

Second Verse...same as the first.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Use Magic Device(Wand of Magic Missiles): 1d20 + 7 ⇒ (18) + 7 = 25
Damage(Force): 1d4 + 1 ⇒ (4) + 1 = 5

OK, This time I'm pretty sure it activates. I thought the DC to activate a wand was 15, but the GM is correct. It is a 20 DC!


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

"HALT!" Saeras snarls at his fellow guards. In his best 'intimidate slave' voice he commands - for what where simple soldiers but fancy slaves? "HOLD YOUR POST! You can't leave their matron's chamber unguarded because some corpses are twitching - what if there are more?!"

Intimidate(Give Order?): 1d20 + 9 ⇒ (19) + 9 = 28

Even if they don't comply immediately or completely, it might at least waste them some time :P


Male Drow Fighter 3 / Wizard 1 HP: 18/26 AC 18 | FF 14 | TCH 14 Perception: +5 Fort +3 Ref +5 Will +3

Aware he is very much in a bottleneck and in a magic Killzone but he dropped prone and fired off a single shot torwards the guard that had been burnt by the spell.

point blank,deadly shot 1: 1d20 + 7 + 1 - 1 ⇒ (10) + 7 + 1 - 1 = 17
damage 1: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Any who want to close feel free to walk over me


Male Human Sorcerer 9(Div)

Two quick questions before I post my surprise round action(was at work all day and couldn't easily check the map). 1)Is the blue square Marsis? and if so, if I 5-foot step to the right, do I have clean shot at him? Seems I would but not positive


Female Drow Investigator 3 ■ HP 21/21 | AC 17 (T 11, FF 14) CMD 15 | Init+3, Perception+6, Fort+2 Ref+6 Will+2 ■ Insp. 3/4, Extracts 2/3

Vantrag presses her wrists together, momentarily putting her crossbow under one arm, then taps her heels together as well. This activates an experimental alchemical device she had concocted, and a layer of sticky webbing comes out of the palms of her gloves, making them highly adhesive. She flexes her wrists and climbs up the wall, as easily as a spider, to hang upside-down from the ceiling, crossbow at the ready. After a moment spent adjusting to the change in perspective, she has a clearer line of sight to the enemies.


The Man. The Myth. The Mask!
Phaenox wrote:
Two quick questions before I post my surprise round action(was at work all day and couldn't easily check the map). 1)Is the blue square Marsis? and if so, if I 5-foot step to the right, do I have clean shot at him? Seems I would but not positive

Yes and yes.


Male Dhampir Barbarian 2/ Monk(Martial Artist) 1 | AC 13/11/10 | HP (10)4/(31)| F +8, R +4, W +6 | CMB +7, CMD 23 | Init +2 | Perc +10;Low-light Vision; Darkvision; Light Sensitivity

The guard's swing was pitiful. Calas brings his arm up and smacks the weapon away. Then sneers vehemently at the guard, bearing his large teeth.

"Out of my way weakling. I have business with the coward behind you.

Calas steps around the guard, and smiles as the mage comes into reach. "You'll make an excellent meal," he began before frowning as he looked at the mage closer, "but you're not tender enough."

Five-foot step. Followed by flurry of blows.

Flurry of Blows:

First Fist: 1d20 + 7 ⇒ (3) + 7 = 10
Fist Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Second Fist: 1d20 + 7 ⇒ (3) + 7 = 10
Fist Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Daredevil Softpaw Boots:

8 rounds remaining
Boots, Daredevil Softpaws (1400 gp) (1 lb.)
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas.

As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Rage:

4 rounds remaining

Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Potion of Mage Armor:

44 minutes 42 seconds remaining
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

*blinks* I'm kinda stunned at that dice roll and I'm somewhat miffed by these rolls. Mainly because this is becoming a theme for my rolls. In order of first to last, these are my attack rolls. 4, 4, 20, 3, 3. Someone bless my dice so they are more consistent and hit when I actually need to hit please. I'd like to stop someone from running past me and killing more family members please. /rant


Male Human Sorcerer 9(Div)

Phaenox sidesteps slightly to the right, and takes a shot at the mage 1d20 + 9 ⇒ (2) + 9 = 11 But his aim is off, and the bolt goes wide.


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

is it our inits now? as in all of us? I'm a bit confused as to init order


Draegloth (Unique Half Drow/Half Demon) 4th Level Monster (Draegloth)| HP 27/39 | Speed 30ft | AC 16, touch 14, flat-footed 12 (CMD 20) | Fort +7 : Ref +4 : Will +4 | Init +4, Perception +6; Darkvision 60ft | Active conditions:

Yes. When the GM says "Party Up" then its all of our turns to go.


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

sorry - missed a lot of posts... didn't see 'party up'

Azzra'el moves up and attacks marisis.

to hit: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
dmg if hits: 1d6 + 4 + 4d6 ⇒ (3) + 4 + (1, 5, 2, 5) = 20


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

to confirm: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
addl dmg if crits: 1d6 + 4 + 4d6 ⇒ (4) + 4 + (2, 1, 2, 3) = 16


The Man. The Myth. The Mask!

The mage is magic missiled and shot through the throat faster than anyone expected. Especially him. The rest of the guards are mopped up with no problem.

Spells that can be obtained from the familiar for the next 12 hrs or so:

2nd lvl: Lipstitch, Mad Hallucination
1st lvl: Itching Curse, Interrogation, Cause Fear

Rest to come after my wife's birthday dinner.


Male Active Conditions: Human (Aasimar) Monk / Rogue (Acrobat Dedication) 13

Nathaniel frowns at his lack of punishing drow...


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

"Marvellous." Saeras noted and wiped his blade clean. He had never really thought it, but he could probably grow to like fighting! Assuming they have their backs turned, heh. "Check their belongings quickly; we might have attracted unwanted attention." he suggests and then leads by example, searching the two guards next to the door.


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Azzra'el scans the fallen for magic, and looks for anything of value before heading for the matron's chamber.

happy birthday to your wife from a fellow Leo


The Man. The Myth. The Mask!

The matron's chambers are empty. And not just of people. Your foes have already started carting off your House's wealth and they seem to have started with this room. The bare walls and floors bear marks where heavy furniture was moved and a couple suspicious looking scorch marks near where said heavy furniture was. Someone didn't check for a third layer of traps, apparently. In the end, it honestly just looks like another series of rooms without the Matron's mark. It's a grim reminder of what just happened... as if you needed reminding.

Vantrag leads the way to a clearly unused section of the Matron's complex and goes through a quick but precise ritual to open a very well hidden passage. It's cramped. Nathan as to pass off the matron as the route is designed for single file passage. You wind your way up and around the house so much you lose all your bearings. It seems that the cramped space will never end, then it does. It opens on a dreary, damp tunnel. You're not more than 100 yards from your destination when you hear a shout behind you and men appear. Then more men. Then a couple wizards...

You should probably go now.


Draegloth (Unique Half Drow/Half Demon) 4th Level Monster (Draegloth)| HP 27/39 | Speed 30ft | AC 16, touch 14, flat-footed 12 (CMD 20) | Fort +7 : Ref +4 : Will +4 | Init +4, Perception +6; Darkvision 60ft | Active conditions:

"RUN! DO NOT LOOK BACK!"

Hakk will try and fire off another missile from his wand at the closest target.

Use Magic Device (Wand of Magic Missiles): 1d20 + 7 ⇒ (18) + 7 = 25
Damage (Force): 1d4 + 1 ⇒ (2) + 1 = 3

I believe he gets a +2 on all subsequent checks once he successfully uses the device for the first time...but shouldn't matter here. =)


HP 22 l AC 15/T 14/FF 12 l Fort +4/Ref +5/Will +7 l Init +7 l Perc +13

Vicalan uses a minor spell to detect magic, the proceeds to strip the dead spellcaster while padding him down. He uses some torn off cloth to bind what he could only consider a familiar for easy transport.

Let me know if Vicalan finds anything magical, he will take everything but the guys clothes even if it does not register as magical. He knows how tricky those mage folk are. ;)

Edit- Got ninja'ed
-------------------------------------------------------------------------

As soon as the first shout goes out, he does not even look. He pushes whoever is in front of him. Hissing with a sound that should not be possible for a drow.

"Move."

He swore that if they were found because one of these spider kissers forgot to shut the door behind them. He would take his time with his displeasure, he kept a special spell on his lips should things proceed from bad to worse.


The Man. The Myth. The Mask!

He had something magical, but I forgot what it is and I have misplaced my paper temporarily. I'll get back to you on that. The others were wearing standard gear, nothing fancy.


hp 24/24; AC (21, 14, 17) 17 t14 f13; f 4, r 5, w 3; bab 2, melee 6, ranged 6; cmb 2, cmd 16; sr 14; ap 5/5 drow noble magus/3
skills:
acro 5, fly 10, know arcane 10, know dungeon 8, know nobil 5, perc 5, perf dance 1, splcrft 10, stlth 4

Azzra'el sighs and breaks into a run, probably carrying the matron again if no one else can. "Let's get away... quickly!"


Male Active Conditions: Human (Aasimar) Monk / Rogue (Acrobat Dedication) 13

Nathaniel waits impatiently as the drow search the obviously empty chamber. Once they start down the tunnel, he hands the matron off to Azzra'el.

Damn skinny elves!

Upon hearing the commotion from behind them, Nathaniel winces.

And why would they think to shut a secret door behind them!


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

Hmm, I do think the pile of corpses tipped them off :P A secret door isn't that hard to find once you know where to look...

"On the bright side, no beasts!" Yet! Saeras notes as he accelerates for all what he is worth. There was a simple flaw that most soldiers and wizards shared, but beasts did not; their reliance on sight. With a long drawn out curse the mesmerist fiddled with the pockets to his coat. Eventually, after what felt like far too long, he pulled out a smokestick and quickly ignited it with a tindertwig.

How is the wind situation in our little tunnel? And the distance to our pursuers?

Thinking of either holding on to the smokestick to block vision for as long as possible, but that won't work if we have a strong tailwind (then we get screwed too!). Otherwise he'd simply drop it


The Man. The Myth. The Mask!

It's a cave. Zero wind save what you are producing yourselves by running. :)


HP 11/27 | AC 17/13/14 | CMD 16 | Fort +3, Ref +8, Will +9 | SR 10 | Init +3 | Per +10; Darkvision 120' | Active Effects:

All right, then Saeras will hold on to the stick for a while : )

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