The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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Oh I see, of course. 22 is safe.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3
DM Grimmy wrote:

Moved token Jerrid.

@Leo: Jerrid's acrobatics roll implies a good point. How does that elemental know who you want it to attack? It does not speak common! (maybe it speaks celestial though).

Good point, I suppose it chooses a enemy at random if not directed directly by the summoner


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Oh Jerrid, you didn't...Damien is basically a meat grinder when it comes to skeletons. Depending on how many got passed the grease, I could have had up to three AoO's, two-handed bludgeoning damage at that. Oh well, I suppose I can back Kev up.

DMG, in his current position, Nazelgub occupies the corner square over the pit, yes? Meaning Damien threatens him now? Or is he squeezing?


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Rnd 2 Sam
Sam moves to get another shot. He reposition and hides.
stealth: 1d20 + 13 ⇒ (3) + 13 = 16


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Believe me, Kev needs your help sooo much more.


Moved Sam's token. Fixed Nazalgub's token. Damien is threatening.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Alright, his motor function returned, Damien moves closer to the paladin and their fiendish opponent, "Janna, Deputy, blast those damn acolytes if they try to cast! Need to keep them preoccupied!"

There Damien's not stuck in the way anymore. Have at it guys! Just watch the AoO's if you step out of the passage.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

OK great, thnx

Round 2, continued
Kevezyat frees up a hand, then with a quick prayer to Freya, that hand becomes outlined with a pale white fire. Quickly, Kevezyat places her hand over the wound opened by the demon's strike...

lay on hand, swift action: 1d6 ⇒ 3

-Posted with Wayfinder


Vhillish and Janna are up.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 2

Not wishing to argue the tactical point with his lieutenant, Vhillish merely allows a twitch of his 'tache to display his irk.

Allows us to gird our loins too whot-whot!

The veteran presses through his gathered comrades before him, stopping in-front of Janna and kneeling into firing position (crossbow was already loaded) afore letting fly at the acolyte before him:

Buffs: Arcane Strike

Ranged: MW Arbalest: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Small Heavy Crossbow Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Welcome back deputy! Don't forget the +1 from Leo's Bless :)


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Did indeed forget! Attack shifts to a lofty 18 :)


No line-of-sight to any acolyte from that position deputy... remember, the one by the pit has been pushed in by Damien.

Ready for Janna, and revision from Vhillish.


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To keep things moving, I am putting Janna down for a delay, and changing Vhillish to a double move to put him one 5'-step away from a good shooting position with LoS on the enemies.


Round 2 - Acolytes

The two acolytes mumble and chant. A glove of purple translucent film highlights each of them momentary and the recedes to the faintest glow.

Spellcraft DC 17:
protection from good

The skeletons try to get good footing in all that grease.

Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Round 2 - Nazalgub

The fiend bares down on Kev once again with it's falchion.

Falchion: 1d20 + 11 ⇒ (20) + 11 = 31 crit
Confirm: 1d20 + 11 ⇒ (3) + 11 = 14 no
Falchion: 1d20 + 6 ⇒ (6) + 6 = 12 miss

Damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15


Round 2
Sam (reposition)
Vhillish (move)
Damien (paralyzed)
Leo (elemental, bless)
Kev (attack fiend)
Janna (delay)
Jerrid (daring-do)
Acolytes & Skeletons
Nazalgub

Round 3 Go

Janna can go twice I guess?


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 3

The earth elemental double move (his only option to reach the enemies). Leoven wait for the rest, I can't heal Kev without healing NAzalgub.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round 3

Jerrid steps back five feet, pulling free his magical sickle as he does then the gnome takes out a potion of reddish liquid and sucks it down. Momentarily he glows red and then that fades down his body and into his eyes.

Five foot step, free action to draw weapon, move action to pull out potion and then drink protection from evil. AC23 and saves increase by 2 vs. evil. Blur lasts 9 more rounds.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 3

Vhillish shifts forward (5ft Step), afore bringing his trusty arbalest to shoulder and letting fly at the fiendish foe engaging Mistress Faen;

"Damned infernal scum! Have at ye!"

Buffs: Arcane Strike & Bless: (+1 to hit; +1 damage; attack treated as Magic for overcoming DR)

Ranged: MW Arbalest: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Small Heavy Crossbow Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9


As Nazalgub looks with surprise at the elemental burrowing up before him, he catches a quarrel to the eye.

No AoO vs elemental because of burrow.


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 3

As the fiend reels from the Deputy's bolt, Damien slips under it's guard, his magically infused hammer driving hard into the creature's ribs. He calls back down the hall, "Leo, get up here and deal with these damn skeletons!"

Swift Action : Arcane Strike
Standard Action : Attack Nazelgub

Lucern Hammer: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 3

Leoven hears the lieutenant and hurries to obey, he moves and

Channel energy to harm undeads, DC 11 for half: 2d8 ⇒ (2, 3) = 5


Will: 1d20 + 2 ⇒ (10) + 2 = 12
Will: 1d20 + 2 ⇒ (5) + 2 = 7
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Will: 1d20 + 2 ⇒ (12) + 2 = 14

The skeletons wither under the blast of light, but they remain standing.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 3

Kevezyat manages to turn one of the vile beast's blows but the other slides down her side, scoring a burning wound.

Gasping, through gritted teeth Kevezyat entreats Freya to guide her hand and protect her so that she can rid the world of this taint...

Smite Evil, Swift Action

Attack , Power Attack: 1d20 + 7 + 4 - 1 + 1 ⇒ (5) + 7 + 4 - 1 + 1 = 16
If that doesn't hit...Burn 1 action point to re-roll
Attack , Power Attack: 1d20 + 7 + 4 - 1 + 1 ⇒ (12) + 7 + 4 - 1 + 1 = 23

Damage: 2d6 + 4 + 4 + 3 + 1 ⇒ (5, 1) + 4 + 4 + 3 + 1 = 18

Status: Bless, Smite Evil: AC:23


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

round 2

SR check: 1d20 + 3 ⇒ (3) + 3 = 6

Janna moves into the room taking stock of the situation. the pack quarters prevents her from delivering a large shock to the bony men unless she injures an ally as well.

she instead attempts to hurl some arcane power at the demon to bring that thing down. but the bolts of energy simply dissipate upon impact with no effect

magic missile at the demon failed SR check

seeing her magic is ineffective against the demon she turns her attention back to the skeletons.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

round 3

I'm sorry mr. rock man but this might come as a shock.

Janna rubs her hands together and builds up a charge. as the blue electrical arcs circle around her hands she flings them toward the skeletons.

burning hands converted to electrical, all three skeletons in the grease needs to make a DC 16 reflex for half, but so does the earth elemental

electrical damage: 3d4 + 1 ⇒ (4, 1, 4) + 1 = 10


Nazalgub has AC 17 so Kev will need the action point to score the hit.

Skeleton Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Skeleton Reflex: 1d20 + 2 ⇒ (7) + 2 = 9

Three skeletons explode into bits.

Leo can you roll the elemental's reflex save and track his HP please.


Round 3 - Acolytes

The acolytes see their skeletons being blown into bits but they continue mumbling and chanting.

Spellcract DC 17:
Bull's Strength

Down in the pit the fallen acolyte who has been suffocating and dissolving mid-air suddenly rolls over in the air and falls the rest of the way to the ground with a thud.

Reflex: 1d20 ⇒ 20


Round 3 - Nazalgub

The fiend roars and a wave of greasy, cloying miasma seeps from it's nostrils and eyes, streaming out to fill the chamber.

Spellcraft DC 19:
[i]unholy blight

Kevezyat, Damien, Janna, Jerrid, Leo and Vhillish are subsumed in the inky, malodorous emanation.

Rules guys, double check if Vhillish and Leo are in fact in the AoE please. It is a 20' burst emanating from Nazalgub.

Effect
Damage: 3d8 ⇒ (1, 2, 5) = 8
Rounds Sickened: 1d4 ⇒ 4
DC 14 Will for half damage and no sickened.


Round 3
Sam (delay)
Vhillish (shot demon)
Damien (knocked naz in head)
Leo (elemental, channel)
Kev (atack naz)
Janna (burning hands)
Jerrid (potion)
Acolytes & Skeletons (bulls strength)
Nazalgub (unholy blight)

Round 4 GO


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Rnd Sam
Sam follows the gnome up to the action holding two daggers.
fast stealth 2x move: 1d20 + 13 - 5 ⇒ (10) + 13 - 5 = 18

move 40' to get close to acolytrs.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

If you center the spell in the middle of Nazelgub's space, it will miss both Leo and Vhillish. Centered at the top left of him it gets both. Note that Jerrid should only take half damage, being C/N.
I believe Nazelgub still needs to cast defensively to avoid provoking from Kev and myself.

Round 4

Will: 1d20 + 5 ⇒ (19) + 5 = 24

Damien coughs as the caustic vapor makes it's way into his lungs but powers through his gag reflex, "I've trudged through worse hell-holes than the one that spawned your ugly ass. You'll need more than bad breath to slow us down!", his words are punctuated by another hard hammer blow ringing off the fiend's skull.

Lucern Hammer: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Buffs: Bless, +1 atk, +1 vs fear
Arcane Strike : +1 Dam, magic


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 4

Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Elemental ref: 1d20 - 1 ⇒ (20) - 1 = 19
Leoven will: 1d20 + 8 ⇒ (3) + 8 = 11

Elemental slam against naz: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 4 ⇒ (4) + 4 = 8 -+2 if that count as flanking with kev

Elemental Hp:8


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Will save: 1d20 + 5 ⇒ (5) + 5 = 10


Concentration: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 Fail

Unholy Blight fails. No damage or sickened.


Wow nazalgub has 1 hp after Damien hammer, and I think the elemental slam kills him.. Sam can go again, he never went in round 3.

The fumes from Nazalgub's eyes and nostrils dissipate as Damien's hammer and the earth elemental's fists drive the fiend off it's feet and to the ground.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

round 4

Janna steps closer toward the remaining skeleton (and priest dudes)

ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22

looks like they're in for the storm of the century... and Janna hurls a bolt of lightning at the remaining skeleton.

electrical damage: 1d6 + 3 ⇒ (5) + 3 = 8


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Round 4 Sam
Sam takes out a vial of acid and hurls it at the closest acolyte or skeleton.

acid attack thrown vs touch (no range penalties applied): 1d20 + 6 ⇒ (10) + 6 = 16
damage if hit: 1d6 ⇒ 4
scatter if miss: 1d8 ⇒ 7 >># squares to the right of target square = to range increment
1 hp to adjacent squares

Draw acid, throw acid


Janna's lightning toasts the last skeleton and Sam's flask singes both acolytes.

Ready for Jerrid, Vhillish, Kev.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round 4

Jerrid mentally prepares a spell to hit the nearest acolyte if he dares to stay and cast himself, hoping to disrupt his spell. Then changes his mind and simply dismisses the greased area. The pit edge returns to normal.


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 4

Kevezyat watches the demon expire before her, then steps up , onto and over the steaming body.

As she does so, she frees a hand and with a muttered impreciation to Freya once again lays her hand , limed with white on one of her wounds.

Swift Action , Lay on hands

Lay on Hands: 1d6 ⇒ 5

Stepping down from the demon's body, she makes her way towards the cultists, her face betraying no mercy for those that would raise the dead and have dealings with one out of the abyss.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 4

As their demonic foe is vanquished, Vhillish does not dwell on the small victory, instead stepping forward for better vantage (5ft. Step), then reloading (Move Action) and drawing a bead on the cultists to his right.

The serjeant-depute curses them afore letting fly with another bolt:

"Bounders! Demon Binders! All round bad eggs whot-whot! Have at ye!"

Buffs: Arcane Strike, Bless (+1 to hit & +1 damage)

Ranged: MW Arbalest: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
Small Heavy Crossbow Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Round 4 - Acolytes

The cultist chokes on blood as the quarrel brings him to the edge of death. Gritting his teeth he walks forward, arms outstretched, eyes gazing somewhere far off.

His companion follows suit. They raise their unholy symbols and a flash of negative light floods the room, from first one, then the other behind him.

The negative energy withers the cultists themselves, killing the first but leaving the second standing.

Everyone in the room feels it's enervating effect wash over them.

Channel to Harm Living: 2d6 ⇒ (5, 2) = 7
Channel to Harm Living: 2d6 ⇒ (2, 6) = 8

DC 11 Will for half damage


Round 5 Go


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Will 1: 1d20 + 2 ⇒ (14) + 2 = 16
Will 2: 1d20 + 2 ⇒ (3) + 2 = 5
10/21hp


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

ROund 5

Leoven twist when the cultist's foul energy reach him, and prepares to counter it with his own channeling

Will: 1d20 + 8 ⇒ (3) + 8 = 11
Will: 1d20 + 8 ⇒ (13) + 8 = 21
Channel: 2d8 ⇒ (6, 3) = 9 - (I delay this one until everyone else have acted)

Elemental willWill: 1d20 + 3 ⇒ (18) + 3 = 21
Elemental will: 1d20 + 3 ⇒ (2) + 3 = 5 - THe elemtnal dies

Leoven HP: 10/17


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 5
Will 1: 1d20 + 5 ⇒ (15) + 5 = 20
Will 1: 1d20 + 5 ⇒ (1) + 5 = 6

Damien shivers as the unnatural energy courses through him, a look of disgust fills his face at the cultists fanaticism. Abandoning all desire to question any of these cultists, the half-elf charges past the others, driving his hammer towards the survivor. His lapse in discipline fouls the veteran's usual precision however.

Lucern Hammer: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d12 + 4 + 1 ⇒ (11) + 4 + 1 = 16


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 5

Will DC 11: 1d20 + 6 ⇒ (6) + 6 = 12
Will DC 11: 1d20 + 6 ⇒ (10) + 6 = 16

Kevezyat blinks as the acolytes forsake their own life essence to hurl thier burst of hate and evil. Shrugging off the stinging pain of the icy fingers of death that passes over her, she strides forward, Valkyria gleaming in the fetid air...

Attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 Crit threat!
Crit Confirm: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 Hmmm, a success methinks

Damage: 2d6 + 4 + 1 + 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 + (6, 4) + 4 + 1 = 23

Oh, DM i guess they have to beat SR 9 to affect Kevezyat...

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