The Elder Games

Game Master wesF

Lots of casters in one spot. What could possibly go wrong?


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DM notes. Do not read:

Wight

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Wight CR 3

XP 800

LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

hp 26 (4d8+8)

Fort +3, Ref +2, Will +5

Defensive Abilities undead traits

Weaknesses resurrection vulnerability

Offense

Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain )

Special Attacks create spawn, energy drain (1 level, DC 14)

Statistics

Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15

Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight , Skill Focus ( Perception )

Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common

SQ create spawn

Ecology

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure standard

Special Abilities

Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability.

The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.

Brute Wight (CR 5) : Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own.

Cairn Wight (CR 4) : Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack.

Frost Wight (CR 4) : Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.
Vampire Spawn

A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

It gains the blood drain and dominate vampire special attacks.
It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
A vampire spawn gains all of the standard vampire weaknesses.
A vampire spawn is CR 4 .
It does not gain the wight's Create Spawn ability.


DM rolls:

1d20 + 16 ⇒ (15) + 16 = 31

1d20 + 16 ⇒ (2) + 16 = 18


The room has no lights. What are you using as a light source?

if you can see in the dark or make light:

The room is 50' x 30'. The door your coming out of is on the 50' wall essentially in the middle.

There are three coffins in the room parallel with about 10 feet between them.

al:

The ceiling seems to be covered in a strange mist.


Human Summoner 5 / Dragon Disciple 2

Al motions to the others. "We are going to need some light in here. But there is some kind of mist on the ceiling.


Female Tiefling Wizard / 1

"I can see in the dark, let me take a look before we go in."

Circe will walk up beside Al, being careful not to actually enter the room yet. She'll put one hand against the doorframe and the other on Al's arm (more to steady her nerves than her balance) as she peers into the room and up at the ceiling.

"I wonder if those three coffins belonged to the maids?

Spellcraft in case the mist is magical 1d20 + 12 ⇒ (20) + 12 = 32
Arcane Knowledge just in case 1d20 + 12 ⇒ (8) + 12 = 20


Circe Lavaush wrote:

"I can see in the dark, let me take a look before we go in."

Circe will walk up beside Al, being careful not to actually enter the room yet. She'll put one hand against the doorframe and the other on Al's arm (more to steady her nerves than her balance) as she peers into the room and up at the ceiling.

"I wonder if those three coffins belonged to the maids?

Spellcraft in case the mist is magical 1d20+12
Arcane Knowledge just in case 1d20+12

It'll take three rounds of detect magic to do a Spellcraft on the mist. Do you want to take that kind of time?


Female Tiefling Wizard / 1

Since we aren't currently being menaced by anything, yes I would like to take the time. Do you need a new roll for each round?


Human Summoner 5 / Dragon Disciple 2

Al does not mind one bit. FYI


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock will spend a few moments poking through the candles before following behind the rest of the group into the darkened room.

"Hrmmm. I could use my sunrods..." Patting himself down, " ... except I left them back in my room. Damn. It's ok. If we have some time I could probably whip up a few more. They don't take too long to make."


What it says on the tin; Caffiene addict 20
Circe Lavaush wrote:
Since we aren't currently being menaced by anything, yes I would like to take the time. Do you need a new roll for each round?

No. Just wanted to be clear. The mist has a faint transmutation aura.


Female Tiefling Wizard / 1

"Hmmm, there seems to be a faint transmutation aura about the mist."


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

"Um..Right. So this isn't weird or anything. Unless there's another door to go further, I'm not about to go disturbing coffins. Back home that was one of the biggest transgressions among my people." Aky says, staying out of the room currently.


Human Summoner 5 / Dragon Disciple 2

"I am afraid the dead are already disturbed down here." Al said bravely while he noticed that Circe's hand stayed on his arm. "Besides, we are just dropping in for a visit to see if there is any unrest in them. I would like to be out of their territory as soon as we check things out. After all, we did have to find a secret door to get down here, it is quite likely that it is not the only one."


Female Tiefling Wizard / 1

"I really don't want to go in there. Not only is it pretty creep with those coffins, but I'm just not sure what that aura does. Haven't we found enough to go to someone and tell them what we've found down here?"


M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

"I'd rather not put up any beacons for the enemy just yet. Circe and I can see in there just fine so maybe we can take a look and message you if anything goes wrong." Dash walks up and squeezes past Al and Circe to get into the room. He then starts examining the coffins from afar to look for any sort of symbols or signs of disturbance on them.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Female Tiefling Wizard / 1

Circe lets go of the doorframe and is squeezed up against Al as Dash squeezes in beside them to peer into the room. Circe indicates the coffins with her free hand as she speaks to Dash. "See, there seems to be enough coffins for the maids. It would make sense for them to have beds down here of some sort since it's highly unlikely they ever wander the halls above this room. I'm sure someone would have remarked upon their appearance otherwise. Do you think the mist could be some sort of trap?"


M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

As he peers around the room Dash looks up at the fog momentarily. "Well transmutation could very well be dangerous. Could also be something for the 'maids' that wouldn't bother us but there is no way to be sure. For now I'd say we are probably ok since the mist is on the ceiling rather than the floor." At this point Dash realizes that he is pressed right against Circe and coughs a bit as he slides past into the room. "Ahem. Scuse me Circe. Anyway, we should be fine."

At this point Dash is right in the next room, standing beside the door.


Dasheel Kai wrote:

"I'd rather not put up any beacons for the enemy just yet. Circe and I can see in there just fine so maybe we can take a look and message you if anything goes wrong." Dash walks up and squeezes past Al and Circe to get into the room. He then starts examining the coffins from afar to look for any sort of symbols or signs of disturbance on them.

Perception: 1d20 + 7

dash:

The coffins have no dust on them. Also the edges don't seal perfectly. Over time coffins tend to seal themselves. These coffins have been opened recently.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

"I'm with you all on this we should leave...although I am still thinking there is more going on. We never did find the dead girl who was in my morgue...she wasn't down here with the skinless maids who were washing up a ton of blood, probably hers, and for that matter, where are the skins?" The he just mumbles to himself, Would be nice if we knew what they looked like before they were flensed...hrmmm, this could be some gruesome form of doppleganger, wearing someone else's skin, really ingenious, wonder if I could make an elixir to do the same thing.....

"OK, it seems if we don't find those skins, then what we most likely have are three things wandering around wearing someone else's skins. I'd like to think they are in those coffins, and maybe the mist in the room keeps them fresh but whatever, we SHOULD investigate at least one of them to see what is what with it. If you all don't want to go I will but I will need just a little light back here."


The mist Coalesces into two gaunt humanoid forms with glowing red eyes and oversized canines.

Roll initiative.

Bag guys 1d20 + 1 ⇒ (10) + 1 = 11

DM notes don't read:

Wight

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Wight CR 3

XP 800

LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

hp 26 (4d8+8)

Fort +3, Ref +2, Will +5

Defensive Abilities undead traits

Weaknesses resurrection vulnerability

Offense

Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain )

Special Attacks create spawn, energy drain (1 level, DC 14)

Statistics

Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15

Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight , Skill Focus ( Perception )

Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common

SQ create spawn

Ecology

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure standard

Special Abilities

Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability.

The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.

Brute Wight (CR 5) : Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own.

Cairn Wight (CR 4) : Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack.

Frost Wight (CR 4) : Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.
Vampire Spawn

A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

It gains the blood drain and dominate vampire special attacks.
It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
A vampire spawn gains all of the standard vampire weaknesses.
A vampire spawn is CR 4 .
It does not gain the wight's Create Spawn ability.


Female Tiefling Wizard / 1

knowledge arcane what those things are 1d20 + 12 ⇒ (20) + 12 = 32
or you can sub knowledge planes same bonus for the roll

Circe squeals and steps back behind Al, letting go of him so as not to hamper his ability to fight. "See? I knew it was a bad idea to go inside that room."

Circe lets loose a shrill scream at one of the figures.

ear piercing shriek 1d6 + 2 ⇒ (2) + 2 = 4
Fortitude save dc 15


Circe Lavaush wrote:

knowledge arcane what those things are 1d20+12

or you can sub knowledge planes same bonus for the roll

Circe squeals and steps back behind Al, letting go of him so as not to hamper his ability to fight. "See? I knew it was a bad idea to go inside that room."

Circe lets loose a shrill scream at one of the figures.

ear piercing shriek 1d6+2
Fortitude save dc 15

It would be knowledge religion, but even untrained you're pretty sure they're undead.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Init +41d20 + 4 ⇒ (8) + 4 = 12

Hemlock will fling a bomb at one of them as they arent in combat he'll go for a direct shot.

Attack roll +7, +1 more for Point Blank 1d20 + 7 ⇒ (17) + 7 = 24

Damage Roll 3d6 +3 from Int +3 from Throw Anything Feat 3d6 + 6 ⇒ (4, 5, 3) + 6 = 18

"I'll have to say I don't think I have ever heard of these guy but fire usually hurts these sorts of things!"


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

1d20 + 3 ⇒ (8) + 3 = 11 Initiative

"I told you this was a bad idea"


Human Summoner 5 / Dragon Disciple 2

Al steps forward to cut off the creatures' advance toward the rest of the group. His face lost it's playful demeanor and became hard and focused. He recast his ice shield and prepared for the creatures to come and take a shot at him.

Initiative:1d20 + 5 ⇒ (12) + 5 = 17
I am pretty sure three minutes have passed since he cast his shield before, so I figure we can have a go at it again.


Alabaster Boralis wrote:

Al steps forward to cut off the creatures' advance toward the rest of the group. His face lost it's playful demeanor and became hard and focused. He recast his ice shield and prepared for the creatures to come and take a shot at him.

Initiative:1d20+5
I am pretty sure three minutes have passed since he cast his shield before, so I figure we can have a go at it again.

Since you are in Melee range I assume you want to cast that defensively to avoid an AOO. The DC is going to be 17 (15+double spell level). Concentration check is 1d20+caster level + ability score modifer (casting stat). I assume you want to roll that, but if it's ok for me to do so in the future, just let me know.


Human Summoner 5 / Dragon Disciple 2

Woah, I didn't realize they were right there. I thought they might be in the middle of the room or something. Could I cast before I step forward? Or if they can reach me right away, I would probably just full attack first and ask questions later.

Concentration if necessary.1d20 + 5 ⇒ (7) + 5 = 12
Full Attack Option 1d20 + 14 ⇒ (18) + 14 = 32 Damage1d4 + 13 ⇒ (4) + 13 = 17
1d20 + 14 ⇒ (17) + 14 = 31 Damage1d4 + 10 ⇒ (3) + 10 = 13


Alabaster Boralis wrote:

Woah, I didn't realize they were right there. I thought they might be in the middle of the room or something. Could I cast before I step forward? Or if they can reach me right away, I would probably just full attack first and ask questions later.

Concentration if necessary.1d20+5
Full Attack Option 1d20+14 Damage1d4+13
1d20+14 Damage1d4+10

You're standing in the doorway. They materialized in your face with the failry clear intent of tearing you a new one.

So you full attack without casting, right?


Human Summoner 5 / Dragon Disciple 2

That is what I would like to do, yes. Tear them one first.


Everyone is in the other room save Al who is in the doorway and Dash who came into the room. Is that right?

Al strikes the first one visciously twice with clawed hands. It's skin is rubbery and seems to defy some of the power you put behind your claws, though you hurt it quite a bit. Though even as you look at it some of it's wounds seem to close slightly.

Hemlock throws is bomb at the second one and the viscous fluid seems to cling to the creature momentarily. The creature howels in pain.

The first one throws both pairs of clawed hands at Al
slam 1d20 + 4 ⇒ (19) + 4 = 231d4 + 1 ⇒ (2) + 1 = 3 If it hits make a Fort save

It then takes a step backward. It's learned a valuable lesson.

The second one tries to use the same maneuver on Dash
slam 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (1) + 1 = 2 If it hits make a Fort save

Circe's scream echo's momentarily and seems to coalesce and strike the second one.
Fort 1d20 + 3 ⇒ (3) + 3 = 6

It's flesh seems to pull back slightly in the wake and nearly staggers the creature.

The second one too is similarly injured.

First one says to second even as he moves "Flee. We are outmatched. The master will want to know who defiled his sanctuary so he can deal with them later."

DM notes:

VS1:
HP 8/26
(1d4+1 plus energy drain DC 14 Fort)

VS2:
HP 6/26
slam 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (2) + 1 = 3

Vampire Spawn

It gains the blood drain and dominate vampire special attacks.
It gains channel resistance +2, DR 5/silver[b], resist cold and electricity 10, [b]fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
A vampire spawn gains all of the standard vampire weaknesses.
A vampire spawn is CR 4 .
It does not gain the wight's Create Spawn ability.
Wight

The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Wight CR 3

XP 800

LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

hp 26 (4d8+8)

Fort +3, Ref +2, Will +5

Defensive Abilities undead traits

Weaknesses resurrection vulnerability

Offense

Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain )

Special Attacks create spawn, energy drain (1 level, DC 14)

Statistics

Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15

Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight , Skill Focus ( Perception )

Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common

SQ create spawn

Ecology

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure standard

Special Abilities

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability.

The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.

Brute Wight (CR 5) : Giants that are killed by wights become hunchbacked, simple-minded undead. Brute wights are giant advanced wights, but cannot create spawn of their own.

Cairn Wight (CR 4) : Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites. A cairn wight is an advanced wight that fights with a weapon, typically a sword, that channels its energy drain attack and affects creatures damaged by the weapon as if they had been struck by the wight's slam attack.

Frost Wight (CR 4) : Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.
Vampire Spawn

A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

"I don't like the sound of that!"

Hemlock readies another bomb to throw once these guys get out of melee range. If he can get the one he hit before that will be ideal.


Human Summoner 5 / Dragon Disciple 2

"We want to know who your master is, he who defiles souls, so we can deal with him." Al says with a face like ice. Not expecting an answer he tears his claws into the same creature he hit before, cutting through his defenses like his arm through water.

Fort Save: 1d20 + 6 ⇒ (7) + 6 = 13 That doesn't look good...
Attack: 1d20 + 14 ⇒ (19) + 14 = 33 Damage:1d4 + 13 ⇒ (1) + 13 = 14
Attack: 1d20 + 14 ⇒ (17) + 14 = 31 Damage:1d4 + 10 ⇒ (2) + 10 = 12


M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

"So, these two can speak. Maybe we can get them to tell us something." Dash closes with the nearest creature and attacks with his wakizashi.

Initiative: 1d20 + 8 ⇒ (15) + 8 = 23

Assuming I go first and factoring in sneak attack.

Attack & Damage: 1d20 + 7 ⇒ (12) + 7 = 19 3d6 + 1 ⇒ (6, 1, 2) + 1 = 10


Al and dash's simultaneous strikes cause the two forms to fall apart as they scream their last. They fall to the ground as weak bags full of blood.

Dash and Al can roll reflex to avoid being covered in blood splatter by the semi-explosive deaths.


Male Varisian Tattooed Sorcerer(Arcane) 6/Oracle 6(Lore)

Aky actually refuses to attack, as he believes these spirits are the souls of those buried here. Thankfully, the more martial minded of his friends make it so he doesn't have to break a major taboo of his people.

"That was easy. Almost too easy. Hmmm. We learned nothing, other than there is in fact somebody behind all this"


Human Summoner 5 / Dragon Disciple 2

Reflex: 1d20 + 3 ⇒ (9) + 3 = 12

Al takes a look at these to see if they are fixing themselves like the others did.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

"I am not so sure we could convince them to talk. Being undead makes one quite uncooperative. There must be another entrance or a secret door around here somewhere."

Al takes a quick look at his wound to see that it is mostly superficial from his vantage point.


Al manages to avoid much of the blood splatter, but still his upper right shoulder and face have large bloody patches.

They are not regenerating.


Female Tiefling Wizard / 1

"Here Al, let me look at your wound." Circe moves up to Al, trying not look at his blood spattered face, and places her hand over his wound.

casting clw 1d8 + 5 ⇒ (8) + 5 = 13

Edit: A bit of overkill with that healing roll, but what with all that other blood on him too, Circe's not sure how bad he is hurt.


M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

After he and Al finish their assault Dash blinks in surprise at how quickly they dispatched their enemies. He then turns to Aky and says "We just make it look easy."

Reflex to avoid blood: 1d20 + 8 ⇒ (9) + 8 = 17


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

"IF they are actually dead..uhm....DEAD. Hrmm..."

Hemlock sets his satchel down on the ground and pulling out a few alchemical ingredient mixes up another elixir of detect undead and swallows it down mumbling, "I really wish this didnt require rosemary, by the gods, that stuff is vile."

He'll then stand up and look around looking for the glow of undead, he is specifically checking to see if those undead are still around or have run off.


Dasheel Kai wrote:

After he and Al finish their assault Dash blinks in surprise at how quickly they dispatched their enemies. He then turns to Aky and says "We just make it look easy."

Reflex to avoid blood: 1d20 + 8

You're blood free.


Hemmick 'Hemlock' Rand wrote:

"IF they are actually dead..uhm....DEAD. Hrmm..."

Hemlock sets his satchel down on the ground and pulling out a few alchemical ingredient mixes up another elixir of detect undead and swallows it down mumbling, "I really wish this didnt require rosemary, by the gods, that stuff is vile."

He'll then stand up and look around looking for the glow of undead, he is specifically checking to see if those undead are still around or have run off.

The aura of undead lingers, but is quickly dissipating. You know there were undead in the area, but there are not now.


Human Summoner 5 / Dragon Disciple 2

"Thank you, Circe." Al says somewhat awkwardly. He notices that she does not want to look at him for all the blood, which is probably why she healed just a scratch.

In response to Dash he says with a little smile, "That was somewhat easy, but I wish I could make it a little less messy. I could definitely go for a good swim about now."

Al is going to take a look around if someone brings light into the room to see if there are any more entrances or secret doors.
Perception:1d20 + 7 ⇒ (18) + 7 = 25

"Hemlock, did you find any more?"


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

"No....", wanders around the room a little to make sure they didn't flee off in a direction and did in fact just dissipate where they were slain, "I think we got them before they could get away. Whoever was their 'master' though is going to learn what happened here at some time. We should DEFINATELY look around for any information which might tell us who or what theyse guys are up to."

"Mostly because I'd rather NOT be surprised by someone who has no qualms about ripping my skin off and turning me into an undead."


M Fetch Nin3/Sorc3|HP:44/44|AC:15(19w/MA)|T:15(19w/MA)|FF:11(15w/MA)|CMD:16|F+5|R+9 |W+4|Ini+8|Per+7|Res cold & elec 5

Dash smiles back at Al as he says "Well maybe if you were a bit quicker you wouldn't have to worry about the mess." Dash then starts about the room, looking for any clues as to the identity of the creatures' 'master.' (Anything with writing on it or noteworthy items.)


The room is sparse save the three coffins.

Al,
You find no secret doors.


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock will wander over to the coffins to see if there is anything registering as undead there. If he has to he will try to lift one of the lids to see inside.


Hemmick 'Hemlock' Rand wrote:
Hemlock will wander over to the coffins to see if there is anything registering as undead there. If he has to he will try to lift one of the lids to see inside.

The undead aura is the same as the rest of the room, but even fainter as time passes. As hemlock experimentally tries to lift lids 1 and 3 they seem mobile, though he only lifts them a slight crack. The middle lid, however does not move.


Female Tiefling Wizard / 1

Circe watches as Hemlock is unable to move the middle lid. "You know, it would be an interesting place to put a descending staircase. Either you aren't strong enough to lift that lid, which is odd since you moved the other two, or there could be a hidden catch somewhere on it."


M Half-Elf Alchemist|HP:50/40|AC:15|T:12|FF:12|CMD:15|F+9| R+9| W+6|Init+4|Per+10 Half Elf Alchemist 6th

Hemlock will open the two that DO open and look inside, leaving the middle one to stronger and more cleverer heads. "I think I'll let Dash or somebody look at that middle one. Descending staircase inside a coffin...how very gothic!"


Female Tiefling Wizard / 1

Circe nods. "Quite symbolic too. Descending downward towards the depths of hell through your coffin."

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