The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


2,201 to 2,250 of 3,110 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>

Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther channels again, keeping the fighters from falling. The air is full of tinkling bells and keys and the three serpentfolk are untouched by the wave of healing.
channel +ve: 3d6 ⇒ (6, 3, 6) = 15


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 3 - Current AC 25 - Current HP 43

As the healing wave washes over Armitron he smiles at the foe, "Drop your weapon whenever you are ready to surrender".

He attacks -

Longsword Attack (Keen) - 1d20 + 8 ⇒ (2) + 8 = 10
Longsword Damage - 1d8 + 2 ⇒ (7) + 2 = 9

Move action - Detect Evil on the Serpents


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon moves down the barricade and slips over the barrier (Acrobatics roll: 1d20 + 11 ⇒ (16) + 11 = 27) and flanks the serpentfolk with Armitron.

Attack-melee: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 (flanked)
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak Damage: 2d6 ⇒ (4, 2) = 6 (Flanked)

Another 1...I hate this dice roller right back! lol


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |
Symon wrote:
Another 1...I hate this dice roller right back! lol

Yes 1's and 2's not gonna get it done for sure!


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

fort: 1d20 + 12 ⇒ (10) + 12 = 22

unarmed one: 1d20 + 9 ⇒ (5) + 9 = 14 boar style, power attack

unarmed two: 1d20 + 9 ⇒ (12) + 9 = 21 boar style, power attack

damage one: 1d8 + 13 ⇒ (6) + 13 = 19

damage two: 1d8 + 11 ⇒ (6) + 11 = 17


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru enters the room proper and considers the battlefield before her. "Let's see if you're immune to this!" she snarls, casting another spell. She raises one arm and a horde of black spiders crawl up her extended limb, clamoring over one another to form a living whip! Casting whip of spiders.

She whips the living, writhing mass at number 3.

Dru vs. number 3: 1d20 + 5 ⇒ (7) + 5 = 12 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (17) + 5 = 22


Armitron - the serpentfolk all exude auras of evil... there is little doubt in your mind that these are vile creatures...

Even flanking the serpentfolk, it proves difficult for Symon and Armitron to land the blows that they must... Events take a turn for the worse when the serpentfolk, with a ferocious blow, opens up Armitron's armour... Cutting and then, darting forwards, biting as well...

Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, Critical Threat
Confirming Critical: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, Critical Confirmed for 2d6 + 12 + 2 ⇒ (4, 2) + 12 + 2 = 20
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing
Serpentfolk 1, Bite vs Armitron (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27, hitting for 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 plus Poison including a further 3 Poison Damage

Armitron must make a DC16 Fortitude Save to avoid being affected by the Poison.

Towards the south of the room, whilst Luther keeps the group fighting, Brent and Drusllia both attack... and are both foiled by the high barricade...

Slashing once more at Luther, one of the serpentfolk moves to protect the door... Whilst the other, hissing that he will "Tell Sartoss the heretics have returned!!!", cautiously withdraws from the room...

Serpentfolk 2, Scimitar vs Luther (Cover): 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24, hitting for 1d6 + 6 ⇒ (2) + 6 = 8
Serpentfolk 2, Scimitar vs Luther (Cover): 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13, missing
Serpentfolk 2, Bite vs Luther (Cover): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17, missing

Serpentfolk 3, Withdraw

Luther may take an AoO vs Serpentfolk 3

Everyone may take their turn now.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Damn this barricade to nessus!

Brent climbs over the barrier


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

can't you just fly over?


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

The Serpentfolk's strike lays Armitron low -2 Hit Points

Fortitude Saving Throw 1d20 + 9 ⇒ (9) + 9 = 18


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther channels again and he keeps serpents from healing..
+ve: 3d6 ⇒ (6, 5, 1) = 12
aoo: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 1 ⇒ (4) + 1 = 5
"We finish these and run. Once again we are losing."


Armitron - Luther whacked out another channel so you were near full HP when the serpentfolk struck... You're still up at 13HP.

Edit: with further healing, you are at 25HP


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 4

...and Armitron stands back up quickly. Edit: 25 Thanks DM!

He uses Weal's Champion on the evil Serpent:

He attacks -

Longsword Attack (Keen) - 1d20 + 11 ⇒ (11) + 11 = 22
Longsword Damage - 1d8 + 4 ⇒ (1) + 4 = 5


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Trying to angle behind the snake, Symon strikes at an unprotected spot between a set of the serpent's scales.

Attack-melee: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 (Flanking)
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak: 2d6 ⇒ (6, 5) = 11 (Flanking)


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Angered at her missed opportunity, Dru attacks with the whip again, striking at number 2 this time.

Dru vs. number 2: 1d20 + 5 ⇒ (2) + 5 = 7 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (18) + 5 = 23


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength
Luther Lightblade wrote:
can't you just fly over?

What? Oh the fly spell. (facepalm) forgot about that.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

assuming the gm lets me do a slight revision

unarmed attack: 1d20 + 11 ⇒ (1) + 11 = 12 power attack

damage: 1d8 + 13 ⇒ (5) + 13 = 18

Unused to the ability to fly, Brent completely misjudges his attack


Whilst Armitron manages to land a glancing blow, Symon’s ducking and weaving still doesn’t gain him the angle needed to strike…. His rapier fizzes as it is thrust again and again at the Serpentfolk yet, each attempt, is easily dodged…

Whilst, against the other Serpentfolk, things continue to go poorly… Brent lands awkwardly when flying across the barricade and misses with his brutal punching… and Drusellia, whipping with her string of spiders, cannot get the weapon past the barricade…

GM Only:
Serpentfolk 1 = 53/66HP, Serpentfolk 2 = 66/66HP

In return, the serpentfolk continue to slash and thrust…

Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27, hitting for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 1, Scimitar vs Armitron (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18, missing
Serpentfolk 1, Bite vs Armitron (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19, missing

Serpentfolk 2, Scimitar vs Brent (Favored Enemy: Human): 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Serpentfolk 2, Scimitar vs Brent (Favored Enemy: Human): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, missing
Serpentfolk 2, Bite vs Brent (Favored Enemy: Human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing

You folks are having no luck with your dice rolling!!! Hopefully this is the round where the dice roller gives you some love!!!

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther keeps up the healing. The serpents do not benefit as jingling sounds fill the air.
+ve: 3d6 ⇒ (5, 2, 1) = 8


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Again Symon attempts to land the point of his rapier in the side of the serpentfolk warrior.

Attack-melee: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak: 2d6 ⇒ (6, 5) = 11

Well that's it for me!! Another 1!!!!


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Lather. Rinse. Repeat.

Dru again swings her living whip.

Dru vs. number 2: 1d20 + 5 ⇒ (4) + 5 = 9 (ranged touch)
Caster level check: 1d20 + 5 ⇒ (6) + 5 = 11


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent sets his feet to the ground, and attacks with full power.

unarmed one: 1d20 + 9 ⇒ (3) + 9 = 12 power attack, boar style

unarmed two: 1d20 + 9 ⇒ (15) + 9 = 24 power attack, boar style

damage: 1d8 + 11 ⇒ (5) + 11 = 16


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Forgive the delay; had a family member go into the hospital today with probable heart failure. Need to see to her.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"If you can't drop one now, we will need to retreat."

I am running out of channels and they are kicking our a$$


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 5

Armitron grimaces, "Iomadae guide my hand!"

Longsword Attack (Keen) - 1d20 + 11 ⇒ (18) + 11 = 29
Longsword Damage - 1d8 + 4 ⇒ (5) + 4 = 9

Confirm Critical 1d20 + 11 ⇒ (7) + 11 = 18

Longsword Damage - 1d8 + 4 ⇒ (6) + 4 = 10

With Weal's Champion Symon should have another +1 to attack and Damage since I actualy managed to hi last round though I am not sure that helps at this point.


Luther, crouched behind the barricade calls upon Abadar to help his friends... their wounds close and their vigour returns. Brent and Armitron both break through the defenses of the hitherto resilient serpentfolk - and, in return, are stabbed at with beautifully polished weapons.

GM Only:
Serpentfolk 1 = 43/66HP, Serpentfolk 2 = 50/66HP

Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy: Human): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy: Human): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Serpentfolk 1, Bite vs Armitron (Favoured Enemy: Human): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15, missing.

Serpentfolk 2, Scimitar vs Brent (Favoured Enemy: Human): 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy: Human): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, missing
Serpentfolk 2, Bite vs Brent (Favoured Enemy: Human): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21, missing.

Everyone may take their turn now.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther steps back, Summoning the divine badger.

"Armitron, can't you heal yurself?"

treat terrain as normal to 5' step back and full round summon celestial badger.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Ow! damn serpent!

unarmed strike 1: 1d20 + 11 ⇒ (7) + 11 = 18 power attack, flurry, boar style

unarmed strike 2: 1d20 + 11 ⇒ (3) + 11 = 14 power attack, flurry, boar style

damage: 1d8 + 13 ⇒ (6) + 13 = 19


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 6

Swift Action - Lay on Hands 2d6 ⇒ (6, 3) = 9

Armitron continues to try and press the foes.

Longsword Attack (Keen) - 1d20 + 11 ⇒ (2) + 11 = 13
Longsword Damage - 1d8 + 4 ⇒ (1) + 4 = 5

This is some epic bad rolling...


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Oh my dice, oh my dice, why hast thou forsaken me

:)


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Once again, Symon lines up a shot against the snakeman before him.

Attack-melee: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak: 2d6 ⇒ (1, 5) = 6


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

The badger awaits the opening of the portal.

badger:

XP 600
N Medium animal
Init +6; Senses low-light vision, scent; Perception +10

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilities ferocity

OFFENSE

Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Special Attacks blood rage

STATISTICS

Str 14, Dex 15, Con 17, Int 2, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10; Racial Modifiers +4 Escape Artist

Family ties

The Badger is a close relative of this creature.

ECOLOGY

Environment temperate forests
Organization solitary, pair, or clan (3–5)
Treasure incidental

A relentless predator, the violent and territorial dire badger hunts frequently, killing and devouring a variety of easy prey such as rabbits, deer, and occasionally livestock. These creatures are unafraid of attacking creatures larger than they are, drawing upon an almost legendary tenacity that has won them honor and respect among many races, particularly forest-dwelling gnomes.

Dire badgers reside in deep burrows and warrens dug with their monstrous claws—but unlike typical badgers, a dire badger’s claws are capable of tunneling through solid rock. Dire badgers possess little patience for disturbances or interruptions. Utterly fearless creatures, when confronted they attack brutally, and if injured, they violently erupt into a killing frenzy.

Dire badgers stand 4 feet tall at the shoulder, and weigh 500 pounds.


Brent and Armitron, both struck by the serpentfolk, miss with their attacks… their lithe opponents proving to be elusive… but Symon, ignored by one of the reptiles, strikes true – his blade cutting through scales and into flesh…

GM Only:
Serpentfolk 1 = 31/66HP, Serpentfolk 2 = 50/66HP

GMPC for Drusellia

Lashing out against with her whip, Drusellia attempts to catch the serpentfolk being fought by Brent… and, again, her whip is caught by the barricade behind which the serpentfolk is fighting…

Drusellia, Whip of Spiders vs Serpentfolk 2 (Ranged Touch): 1d20 + 5 ⇒ (11) + 5 = 16, missing

The tide of the battle hangs in the balance as it rages on… maybe exhaustion is setting in - as the serpentfolk, who previously had seemed effective fighter, between them can only land a single blow upon Brent…

Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, missing
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, missing
Serpentfolk 1, Bite vs Armitron (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22, missing

Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, missing
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31, Critical Threat
Confirming Critical: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, Critical NOT confirmed, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Serpentfolk 2, Scimitar vs Brent (Favoured Enemy – Human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing

Everyone may take their turn now.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 7

Swift Action - Lay on Hands 2d6 ⇒ (6, 2) = 8

Armitron's arms are exhausted as this may the longest most dire battle he has ever been in for his young career.

Longsword Attack (Keen) - 1d20 + 11 ⇒ (16) + 11 = 27
Longsword Damage - 1d8 + 4 ⇒ (5) + 4 = 9

Critical Confirmation 1d20 + 11 ⇒ (8) + 11 = 19
Critical Damage - 1d8 + 4 ⇒ (5) + 4 = 9


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Seeing his success, Symon strikes at the serpent-man again

Attack-melee: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak: 2d6 ⇒ (4, 1) = 5


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

The badger appears, does he care that the serpentfolk may bite him with poison and put him to sleep? The answer is heck no, the honeybadger, he don't care. From the celestial plane, the honeybadger tries to smite the serpentfolk (only affects him if he has an evil aura) before flanking with Brent and tearing into the serpent.

bite: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 ⇒ (4) + 2 = 6
claw1: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d3 + 2 ⇒ (3) + 2 = 5
claw2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 91d3 + 2 ⇒ (3) + 2 = 5

Luther moves next to Brent and casts a healing spell, sacrificing the saved Bull's Strength Spell for healing.
Healing on Brent: 2d8 + 5 ⇒ (7, 5) + 5 = 17

Badger added to map, Brent has flanking now


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru scowls and snarls, realizing that her weapon will vanish soon. She snaps the whip at serpentfolk number 2 again, only to hit the cursed barricade once more. As it does, the whip disentangles itself, the spiders crawling for cover. The spell has ended.

Dru vs. number 2: 1d20 + 5 ⇒ (10) + 5 = 15 (ranged touch)


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent staggers as another slash slips through his guard.

damn! This thing is good. Time to up my game.

Swift action martial flexibility: improved trip
continuing flurry, dropping power attack and boar style

trip: 1d20 + 15 ⇒ (13) + 15 = 28

unarmed strike: 1d20 + 15 ⇒ (20) + 15 = 35 critical threat

critical threat: 1d20 + 15 ⇒ (15) + 15 = 30 crit confirmed

Damage: 2d8 + 14 ⇒ (1, 2) + 14 = 17

The snake man flinches from an attack at his rear, and Brent sees an opportunity. He suddenly spins a kick at the serpent man, aiming to trip him, then slams in a powerful king hit with a roar, using the power of his momentum. Unfortunately, though the hit connects well it wasn't as punishing as brent wanted due to his wounds. Then he feels luther's healing restore his health.

my thanks


The gods finally smile upon the group as Symon and Armitron both strike true – their attacks combining to force the serpentfolk off-balance and ever close to its end… Brent fares even better, using the distraction of Luther’s summoned beast to trip his opponent – and then following up with a devastating blow…

Drusellia’s whip, that proved to be ineffective across the barricade, finally scuttles away….

GM Only:
Serpentfolk 1 = 15/66HP, Serpentfolk 2 = 33/66HP

Desperate now, the serpentfolk facing Armitron hacks at him – his flurry of attacks yielding a single wound… whilst, standing once more, Brent’s opponent slices upwards – catching the brawler in retaliation for the attack that had put it on the floor…

Serpentfolk 1, Scimitar vs Armitron (favoured enemy – human): 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, hitting for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 1, Scimitar vs Armitron (favoured enemy – human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing
Serpentfolk 1, Bite vs Armitron (favoured enemy – human): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14, missing

Serpentfolk 2 stands, Brent and Luther’s summoned beast may both take an AoO against it.

Serpentfolk 2, Scimitar vs Brent (favoured enemy – human): 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Everyone may take their turn now.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

As the beastie stands, brent slams it
stay down

unarmed: 1d20 + 13 + 2 + 4 ⇒ (18) + 13 + 2 + 4 = 37

damage: 1d8 + 9 ⇒ (8) + 9 = 17


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

With a sigh, Dru draws her rapier and moves forward. She thusts over the barricade futilely.

Dru vs. number 2: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 - 1 ⇒ (1) - 1 = 0


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

badger aoo: 1d20 + 4 + 6 ⇒ (5) + 4 + 6 = 151d4 + 2 ⇒ (1) + 2 = 3
The badger attacks.
bite: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 ⇒ (6) + 6 = 121d3 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (12) + 6 = 181d3 + 2 ⇒ (1) + 2 = 3

Luther channels healing all friends.
+ve: 3d6 ⇒ (6, 5, 3) = 14

2/6 channels badger 3/5 rnds left


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 8

Swift Action - Lay on Hands 2d6 ⇒ (2, 2) = 4

The creature weakening strengthens Gabriel's resolve as he presses his attack.

Longsword Attack (Keen) - 1d20 + 11 ⇒ (12) + 11 = 23
Longsword Damage - 1d8 + 4 ⇒ (6) + 4 = 10


Brent's fists slam into the serpentfolk as it rises... It's not enough to put it back down - but the beast looks especially ragged now... Harried by the badger, blood is spilt across the flagstones where the fight rages...

...and Armitron has equal luck - his blade slashing deep against bone...

GM Only:
Serpentfolk 1 = 5/66HP, Serpentfolk 2 = 13/66HP

Indeed, it seems that the tide of battle has ebbed away from the serpentfolk...

Symon and Brent to act (Brent has only made an AoO thus far).


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent continues to pound the serpent man.

unarmed 1: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 power attack, boar style

unarmed 2: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 power attack, boar style

Damage: 1d20 + 10 ⇒ (8) + 10 = 18


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Seeing his teammates succeeding in their battles, Symon again slashes his foe.

Attack-Melee: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak: 2d6 ⇒ (4, 5) = 9


Finally the resistance of the serpentfolk is broken… Symon, and then Armitron, both landing fatal blows upon their foes… it had seemed unlikely at one stage but, finally, the serpentine creatures are slain and the barricaded room stands conquered… and then, silence… the third serpentfolk, who had shouted that he was running to tell ‘Sartoss that the heretics were here’, is no longer anywhere to be seen…

Examining the corpses of their foes, the party discover that the serpentfolk were each carrying well-crafted scimitars (masterwork quality) and composite shortbows (also masterwork quality)… and, on their belts, each had 2 healing potions (Cure Moderate Wounds).

Well Done!!! Actions?


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"Finish them, loot, and we run. If Sartoss and friend finds us, we lose someone."

Luther summons a celestial dog to sniff out enemies and buy some time.
Full round ms1--plan is make sure we don't fight these guys again, get their stuff, and run


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

righto!

Brent quickly collects up the loot, and moves to the entry point.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"Stay close as we proceed down the hall through the flames".

I will use my special ability to grant everyone a bonus to reflex saves equaling +1 for each adjacent ally so if we all stick together, we should have at least a +3 on our rolls.

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