The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

This assumes there’s still a swarm alive after Devan’s last bomb...

Rahaal steps forward, shuddering. Master of the First Vault, please don’t let those spiders crawl all over me!

Calling up Abadar’s stern rebuke, she channels it out around her, being careful to shield her allies as best she’s able.

Channel: 1d3 ⇒ 2*1.5= 3 damage
Will save (DC 17): 1d20 ⇒ 20
Will save (DC 17): 1d20 ⇒ 20 *sigh* lets hope that was enough to finish at least one of the swarms 'cause they sure aren't dazed.

Move 15’ fwd & then Channel.
Excluding Throndrir & Devan. I *think* everyone else is 30’ back from her current position but she can exclude one more, if needed.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

I'm definitely out of range ^_^ I'm even out of the map!


Tris just makes sure she's well back of those who have equipment and capability to deal with the swarm.

Just staying out of Rahaal's range, delaying.


Summary of first combat

Esaul and Light retreat further away from the entrance, letting the others deal with this delicate task.

Devan throws another bomb into the swarms before retreating a short way.

Rahaal steps forward, shuddering. Master of the First Vault, please don’t let those spiders crawl all over me! Calling up Abadar’s stern rebuke, she channels it out around her, being careful to shield her allies as best she’s able.

The swarms disperse, because I'm sick of swarms and this part of the combat. And the giant spiders hiding in the webs evaporate.

Cautiously moving through the webbing and stepping on many spiders, you enter the main hall of the dwarven crypt revealing a large central chamber with four rows of sarcophagi at the center, and small antechambers on each corner of the room. The northeastern corner of the room has been collapsed by the earthquake.

At the farthest end is a large ornately detailed sarcophagus, upon which is a woman fighting against restraints that are holding her to the lid. Above her floats a large cloud of black vapors, from which extend numerous boney arms that are stretching forth to caress her face. Skulls ebb and flow through the vapors, a stream of cacophonous babble emanating from them. This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature's claws manifest from the darkness.

A small robed figure, wearing a bloody bone mask standing behind large ornately detailed sarcophagus looks up from the captive girl with knife in hand. He calmly orders his undead horde surrounding the coffin to form a barrier between the coffin and you.

But the commotion disturbs the vaporous entity which briefly envelops the sarcophagus and the girl as it descends into the floor, its incorporeal form disappearing beneath the stone tiles. ”No! No! No! Look what you’ve done!” he screams in a rage.

The skeletons move and attack.

Map

Initiative rolls:

skeletons: 1d20 + 6 ⇒ (16) + 6 = 22
zombies: 1d20 + 0 ⇒ (7) + 0 = 7
dark slayer: 1d20 + 5 ⇒ (1) + 5 = 6

Arend: 1d20 + 1 ⇒ (15) + 1 = 16
Esaul: 1d20 + 5 ⇒ (16) + 5 = 21
Devan Steed: 1d20 + 3 ⇒ (2) + 3 = 5
Tris: 1d20 + 3 ⇒ (12) + 3 = 15
Rahaal: 1d20 + 1 ⇒ (15) + 1 = 16
Thondrir Baradorn: 1d20 + 1 ⇒ (19) + 1 = 20

skeleton 1 on Tris: 1d20 + 2 ⇒ (17) + 2 = 19 hit
skeleton 2 on Thondrir: 1d20 + 2 ⇒ (20) + 2 = 22 hit can't confirm
skeleton 3 on Esaul: 1d20 + 2 ⇒ (13) + 2 = 15 miss
damage to Tris: 1d4 + 2 ⇒ (4) + 2 = 6
damage to Thondrir: 1d4 + 2 ⇒ (3) + 2 = 5

large cloud of black vapors, Knowledge (religion) DC 13:
This creature is an allip, the spectral remains of someone driven to suicide by madness. This result reveals all undead and incorporeal traits.

large cloud of black vapors, Knowledge (religion) DC 18:
Though it can cause no physical harm, an allip's touch can drain away a victim's willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly.

large cloud of black vapors, Knowledge (religion) DC 23:
It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip's mind is so tortured as to damage any other mind that touches it.

small robed figure: Knowledge (local) DC 21 or Knowledge (dungeoneering) DC 11:
Dark slayers are relatively rare sub-race of the dark folk imbued with malign energies that grant them a suite of deadly spell-like abilities beyond those normally accessible to their kin. They are usually encountered leading small bands of dark creepers, and seethe with barely concealed envy of the dark stalkers, ever scheming to displace them and claim a dark folk tribe of their own. Dark stalkers direct the slayers for their own ends, grooming them for use against enemies, ever ready to sacrifice a slayer in battle for an advantage, however temporary.

Unlike other dark folk, dark slayers embrace their evil impulses. Their pleasures extend more to murder and pain than to theft or mayhem. Dark slayers are obsessed with magical trinkets, covering them above all else. Sadly, their obsessive need to fiddle and tinker often leaves their pretties broken or depleted.

Dark slayers stand just short of 4 feet tall and weigh 50 pounds. Most have a persistent tremor visible in their hands, stilled only when fondling a newfound magic item. Their skin is dead white, dry, and hot to the touch; their eyes are dark and narrow. Dark slayers wear salvaged rags like dark creepers do, but they discard the rags when they grow too tattered or foul-smelling.

Everyone but Devan!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Thanks gods! I specially like the Hentai picture...

I need one extra information, does the Robed figure have cover?


yes Cover +4


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Not having a clear shot, Esaul draws his greatsword, invokes the spirit of the bull, which makes him stronger, and brings his weapon down upon the skeleton in front of him, trying to put it down immediately, but his strike seems childish for the skeleton's ability!

Without enough space to attack, Light delays.
__________________________
Move Action: Draw Greatsword
Swift Action: Activate spirit of the Bull 1/10 rounds +2str
Standar Action: Attack Skel 3

Greatsword: 1d20 + 5 ⇒ (1) + 5 = 6! Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11


"Oh, great, boneheads," Tris mutters. But at least she can hit them.

She drops her rapier and draws her stout cudgel (an adapted belaying pin), taking a swing at the skeleton before her (#1).

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 ⇒ 5

If possible Tris will 5 foot nw, but not sure it is a legal 5 foot step with the corner.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Round 1

Know (religion): 1d20 + 4 ⇒ (3) + 4 = 7

"What in Golarion are those things? Nothing I ever studied in Absolom, but I bet they're evil!...And I know that with the weight of Justice behind us, in the name of Civilization, we will surely prevail!"

Raising her hands toward the sky, she calls out "Abadar, if it be your will, blind these evildoers with the radiance of your golden vault."

With that a burst of golden light floods the back of the room, searing the evil doers.

stnd Cast Burst of Brilliance centered on i5 (between the two zombies) reaching skeleton #4 and all N of her.

Blinded (if missed DC15 save): 1d4 ⇒ 4
Dazzled (if made save): 1d4 ⇒ 2

Damage to evil creatures (no save): 3d4 ⇒ (4, 4, 2) = 10

Tracking:

HP 27/27
10/11 rounds sermonic performance left
3/7 channels left
Spells spent today: n/a


Yes, you can 5-ft step there.

Rahaal, please roll your own saves. Stats are posted above. Your targeting is off. You get 12 squares with a 10-ft radius burst, because the center is a cross-hair, as per this link. Please redefine. Cheers


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Ahh, thanks for the link, I didn't realize that's how AOE targeting worked! She'll adjust to hit the northern crew but not the skeletons. And I looked for stats and somehow missed them. Doh.

Zombies reflex: 1d20 + 0 ⇒ (7) + 0 = 7
Zombies reflex: 1d20 + 0 ⇒ (14) + 0 = 14
Dark slayer reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Allip reflex: 1d20 + 4 ⇒ (3) + 4 = 7 guessing this based on the pfsrd because I don't see it listed...unless I really have gone daft
woman?: 1d20 ⇒ 4 Guessing here too. She wouldn't take damage (unless she's evil) but she will still get blinded.

Well, those were some nice rolls! all are blinded for 4 rounds

The shadowy necromancer and his dark servants sizzle briefly in the searing golden light and then clutch at their eyes, unable to see.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan grimaces at the sight of the evil creatures. "Poor woman!" he exclaims, drawing the components of a bomb. He flings the explosive device at the rearmost skeleton, hoping to soften the "boneheads" up for his friends.

Ranged Touch on #4 (PBS, throw anything): 1d20 + 4 + 1 + 1 ⇒ (10) + 4 + 1 + 1 = 16
Fire Damage to #4: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Numbers 1-3 take 4 points of splash damage.

Arend meanwhile waits for a space to push through the others and go after the necromancer.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Knowledge Religion: 1d20 + 4 ⇒ (10) + 4 = 14

Thondrir mutters quietly ". . .an allip?" His train of thought interrupted allows an opening for one of the lesser undead. Its attack jostles Thondrir hard, and the dwarf refocuses and growls. "Careful o' tha black foggy'n! No tellin' wha vileness be accompanyin' its touch!"

His eyes locked on the minion that landed a worthwhile strike, Thondrir growls out a prayer to Angradd. The dwarf's axe begins to glow a soft white, runes along the axe's crescent head flaring a deep orange as the wrath of the forge channels through the weapon.

Using the holy strike blessing (+1d6 damage versus evil opponents for 1 minute). I can't recall off the top of my head if that provokes, but I'll roll just to be safe (assuming a 20 is required, as per above).

1d20 ⇒ 5
1d20 ⇒ 3
1d20 ⇒ 17


Summary of Round 1

Not having a clear shot, Esaul draws his greatsword, invokes the spirit of the bull, which makes him stronger, and brings his weapon down upon the skeleton in front of him, trying to put it down immediately, but his strike seems childish for the skeleton's ability! Without enough space to attack, Light delays.

"Oh, great, boneheads," Tris mutters. But at least she can hit them. She drops her rapier and draws her stout cudgel (an adapted belaying pin), taking a swing at the skeleton before her (#1).

"What in Golarion are those things? Nothing I ever studied in Absolom, but I bet they're evil!...And I know that with the weight of Justice behind us, in the name of Civilization, we will surely prevail!" Raising her hands toward the sky, she calls out "Abadar, if it be your will, blind these evildoers with the radiance of your golden vault." With that a burst of golden light floods the back of the room, searing the evil doers. The shadowy necromancer and his dark servants sizzle briefly in the searing golden light and then clutch at their eyes, unable to see.
Zombie 1 & 2 have 10 damage and are blinded for 1 of 4 rounds
Dark slayer has 10 damage and are blinded for 1 of 4 rounds
Allip is gone. Disappeared through girl and sarcophagus.

Devan grimaces at the sight of the evil creatures. "Poor woman!" he exclaims, drawing the components of a bomb. He flings the explosive device at the rearmost skeleton, hoping to soften the "boneheads" up for his friends. Instead, the skeletons burn into ash.
All skeletons are destroyed.

Thondrir mutters quietly ". . .an allip?" His train of thought interrupted allows an opening for one of the lesser undead. Its attack jostles Thondrir hard, and the dwarf refocuses and growls. "Careful o' tha black foggy'n! No tellin' wha vileness be accompanyin' its touch!" His eyes locked on the minion that landed a worthwhile strike, Thondrir growls out a prayer to Angradd. The dwarf's axe begins to glow a soft white, runes along the axe's crescent head flaring a deep orange as the wrath of the forge channels through the weapon.

The two zombies scratch at there eyes and stumble around.

The dark slayer rages at his blindness and casts Darkness on the sarcophagus.
Inside the black circle is at least dim light with 20% concealment for those without darkvision. Please mark out your light sources, because the dark slayer may have total concealment from humans.

Everyone go!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Unless you houserule it, darkness takes the current natural light on a said place, simply ignoring torches and cantrips, and drops it one level, to a maximum of regular Darkness. So, if you are inside a cave, as the natural light is darkness, the spell simply surpasses cantrips and torches, so it would be completely dark.

Darkness is a tough thing to deal with, but not for a hunter and its companion. "Light, attack!" Esaul invokes the spirit of the wolf, and along with Light move forward to find their prey, hacking a large piece of a disgusting zombie they cannot see!
________________
Swift Action: Change spirit to Wolf (Scent 10 feet) 2/10 rnd
Free Action: Command companion to attack.
Move action: Approach forward, until I can pinpoint the creature through Scent.
Standard Action: Kill it!!

Greatsword: 1d20 + 4 ⇒ (16) + 4 = 20! Damage: 2d6 + 1 ⇒ (3, 4) + 1 = 8
Concealment: 1d100 ⇒ 80


HP 16/21 +3NL | Spirit: Frog! | AC 17/13/14 | Fort +5 Ref +6 Will +2 | Init. +3 | Perc. +5 | CM +5(4)/18(17)

Btw my lighted arrow is at the floor back there, in the yellow sun.

Light flashes forward and avoids his partner's smell, finding two creatures at his current position, but he strikes the one to the left, hacking and slashing the since they hunt in pack!
____________________________
Move Action: Move inside the darkness
Standard Action: Attack!
Free Action: Trip if hit!

Attack!: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16! Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Concealment: 1d100 ⇒ 57
Free Trip: 1d20 + 5 ⇒ (5) + 5 = 10


Esaul wrote:
Unless you houserule it, darkness takes the current natural light on a said place, simply ignoring torches and cantrips, and drops it one level, to a maximum of regular Darkness. So, if you are inside a cave, as the natural light is darkness, the spell simply surpasses cantrips and torches, so it would be completely dark.

Ouch. My group always considered non-magical sources as natural light creators. I just read the FAQ on the spell and found that we are wrong.

Well OK then. Everything in the black circle is now pitch black for anyone without darkvision.

I think there's a rule that being blind only allows you to half move when you're blind and prevents 5-ft steps. A GM just mentioned them to us in another game. So Esaul, recount Light's move. And declare that low mischance misses, next time to remove any questions. Cheers


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

I've already accounted for it. Esaul moved a regular square, and then two at double cost (5 total - can move 6). Light moved two regular squares, then two at double cost (6 total - can move 10). Freaking fast wolf ^_^
Yes I'll declare the miss chance next time, but I believe it's usually better if the gm to do that (since I could simply preview the result and use the one I like). Anyway, the player always want high numbers, do we not?


Cool. Never thought about the preview thing. OK high always hits!


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Round 2

"Throndrir, Arend: I know your eyes can pierce that darkness, as mine can. May Abadar guide your strikes!"

stnd inspiring command to Throndrir and Arend.
.
So now Throndrir and Arend get a +2 insight bonus to Attack, AC, CMD, skill checks for this round only.

Tracking:

HP 27/27
11/11 rounds sermonic performance left
3/7 channels left
Spells spent today: burst of brilliance


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend runs forward to a zombie, and bites it's head (nearly?) off.

Bite on Zombie #1 (IC, Power Attack): 1d20 + 6 + 2 - 1 ⇒ (16) + 6 + 2 - 1 = 23
Piercing+slashing+bludgeoning damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan pulls out his pom-poms and begins doing a cheer routine for the rest of the Samaritans.

No actions this turn.


"Bugger this," Tris mutters as darkness overwhelms most of the room. Deprived of any target she can see, the sailor stands ready with her cudgel, prepared to brain anything that steps out of the darkness that isn't one of her friends.

Readied attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 5


waiting Thondrir


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Chugging forward into the black orb, Thondrir's weapon continues to glow with Angradd's favor, and the dwarf lets lose an unintelligible battlecry as the clink-clank of his plated boots carry him past Light and into the midst of the zombies. All of the color in the room is muted to shades of black, gray, and white, but that's all the dwarf needs. His axe sings as it cleaves through first air, then rotten flesh and bone. The glowing runes burn with divine light as they pass through the zombie's flesh, leaving a sizzling trail of disintegrated flesh where they pass.

Attack vs. Zombie 2: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Damage: 1d10 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13


Summary of Round 2

Dark slayer and zombies have 10 damage
Darkness round 2

Darkness is a tough thing to deal with, but not for a hunter and its companion. "Light, attack!" Esaul invokes the spirit of the wolf, and along with Light move forward to find their prey, hacking a large piece of a disgusting zombie they cannot see!

"Throndrir, Arend: I know your eyes can pierce that darkness, as mine can. May Abadar guide your strikes!" Rahaal inspires

Arend runs forward to a zombie, and bites it's head off.
Zombie 1 is destroyed

Devan pulls out his pom-poms and begins doing a cheer routine for the rest of the Samaritans.

"Bugger this," Tris mutters as darkness overwhelms most of the room. Deprived of any target she can see, the sailor stands ready with her cudgel, prepared to brain anything that steps out of the darkness that isn't one of her friends.

Chugging forward into the black orb, Thondrir's weapon continues to glow with Angradd's favor, and the dwarf lets lose an unintelligible battlecry as the clink-clank of his plated boots carry him past Light and into the midst of the zombies. All of the color in the room is muted to shades of black, gray, and white, but that's all the dwarf needs. His axe sings as it cleaves through first air, then rotten flesh and bone. The glowing runes burn with divine light as they pass through the zombie's flesh, leaving a sizzling trail of disintegrated flesh where they pass.
Zombie 2 is destroyed

The spots in the eyes of enraged dark slayer disappear allowing him to see his impending doom. He casts a spell causing his dagger and hand to glow blue and steps into the corner avoid flanking.

Spellcraft DC 16:
Chill Touch

Everyone go!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Attack the last one Light!" Esaul takes a step forward, sensing the woman's scent, and tries to make contact with her after stabilizing her health. "Are you all right my lady? We're here to save you, be at ease!"

________________________
Move Action: Move 5 feet forward
Standard Action: Cast stabilize on the woman.


HP 16/21 +3NL | Spirit: Frog! | AC 17/13/14 | Fort +5 Ref +6 Will +2 | Init. +3 | Perc. +5 | CM +5(4)/18(17)

The wolf, in turn, moves ahead of the Hunter, scenting its next target, and finally finds the small creature cowering in the corner, which he attacks, but fails to hit.
____________________
Move Action: Move at half speed 9 squares around the altar.
Standard Action: Attack!
Free Action: Trip if hit!

PA Bite!: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21! Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Concealment: 1d100 ⇒ 16 Meh...
Free trip attempt: 1d20 + 5 ⇒ (16) + 5 = 21


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Once again Rahaal draws on the just might of Abadar to guide Arend and Throndrir's attacks. Then she comes up beside Esaul and the bound woman, getting ready to unbind her.

Stnd: inspiring command.
Move: to Thromdrir's position, assuming he moves to attacks the darkling.
.
Throndrir and Arend get a +2 insight bonus to Attack, AC, CMD, skill checks for this round too.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir strolls around the altar, his boots scuffing the stone floor with each step. His axe continues to shed divine energy as it arcs into the masked villain's torso, hissing and popping as it burns out the very malignance of the wicked thing's soul.

Attack: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage: 1d10 + 3 + 1d6 ⇒ (8) + 3 + (2) = 13


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend moves up as close as he can to the necromancer and tries to bite it around the corner. The wall is in the way, and Arend can't find an angle to get around it at the little creeper.

Bite: 1d20 + 6 - 1 - 4 ⇒ (13) + 6 - 1 - 4 = 14 Miss


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Is it still blinded? If so then I think you hit. BTW, you have +2 from IC again (though I don't think that's enough to hit if he's no longer blinded...and I think you'd hit without it if he still is.)


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Damage?: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11


"Let me know if there's something I ought to be doing!" Tris yells, still avoiding plunging into the blinding darkness. "Sounds like you lot have it in hand!"

Delay.


Summary of Round 3

Dark slayer has 10 damage and is blind for 3 of 4 rounds
Darkness round 3

"Attack the last one Light!" Esaul takes a step forward, sensing the woman's scent, and tries to make contact with her after stabilizing her health. "Are you all right my lady? We're here to save you, be at ease!"

The wolf, in turn, moves ahead of the Hunter, scenting its next target, and finally finds the small creature cowering in the corner, which he attacks, but fails to hit.

Once again Rahaal draws on the just might of Abadar to guide Arend and Throndrir's attacks. Then she comes up beside Esaul and the bound woman, getting ready to unbind her.

Thondrir strolls around the altar, his boots scuffing the stone floor with each step. His axe continues to shed divine energy as it arcs into the masked villain's torso, hissing and popping as it burns out the very malignance of the wicked thing's soul.
Dark slayer has 23 damage

Arend moves up as close as he can to the necromancer and tries to bite it around the corner. The wall is in the way, and Arend can't find an angle to get around it at the little creeper.
Dark slayer has 34 damage

"Let me know if there's something I ought to be doing!" Tris yells, still avoiding plunging into the blinding darkness. "Sounds like you lot have it in hand!"

The enraged dark slayer blindly slashes out with his dagger.
attack Thondrir: 1d20 + 11 ⇒ (3) + 11 = 14

Dark slayer is blind for 3 of 4 rounds. His current AC is 14

Everyone go!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul moves after the creature, but hits the wall at one side of Light, and the sarcophagus at the other. So he delays.
____________________
Move action to get behind the wolf.


HP 16/21 +3NL | Spirit: Frog! | AC 17/13/14 | Fort +5 Ref +6 Will +2 | Init. +3 | Perc. +5 | CM +5(4)/18(17)

Light keeps trying to put the thing down, and aside from a nice gash at its tight, he trips the poor diabolic monster!
____________________
Standard Action: Attack!
Free Action: Trip if hit!

PA Bite!: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14! Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Concealment: 1d100 ⇒ 56
Free trip attempt: 1d20 + 5 ⇒ (18) + 5 = 23


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Seeing that the battle is well in hand, Rahaal once again extends Abadar's guidance to Arend and Throndrir.

Meanwhile she turns to the woman and says "We will have you free momentarily. Meanwhile, you must not be able to see in this darkness but I am Rahaal, Cleric of Abadar. My allies and I are here to help. Who are you, and what happened here?"

Rahaal looks the woman over, trying to make sense of what's going on here? Does Rahaal recognize her from Fairhaven? How does she look? What is she dressed for? Can she read her expression?

sense motive: 1d20 + 7 ⇒ (18) + 7 = 25
diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Amid a chorus of huffs and growls, Thondrir continues raining blow after blow of righteous axey fury on the cornered creature. His swings are the regular interval of a smith at work, and each blow produces the clarion call of a hammer on steel and anvil—Angradd's favor and fervor made manifest in the form of the silver bearded dwarf that is bringing the wrath of his dwarven God to bear against the shriveled thing before him.

Attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12


Tris continues to hang onto a stick and prepare to bean anything ugly that comes out of the darkness. Delay etc


Summary of Round 4

Dark slayer has 34 damage and is blind for 4 of 4 rounds
Darkness round 4

Esaul moves after the creature, but hits the wall at one side of Light, and the sarcophagus at the other. So he delays.

Light keeps trying to put the thing down, and aside from a nice gash at its tight, he trips the poor diabolic monster!
Dark slayer is prone

Seeing that the battle is well in hand, Rahaal once again extends Abadar's guidance to Arend and Throndrir. Meanwhile she turns to the woman and says "We will have you free momentarily. Meanwhile, you must not be able to see in this darkness but I am Rahaal, Cleric of Abadar. My allies and I are here to help. Who are you, and what happened here?" Rahaal looks the woman over, trying to make sense of what's going on here? Does Rahaal recognize her from Fairhaven? How does she look? What is she dressed for? Can she read her expression? The girl looks familiar, but Rahaal can't place her. She is an old teenager and dressed as a tomboy. Her clothes are well muddied. Your words seem to have no affect on her blank expression of fright, but she starts to awake with your touch. Then, she starts hysterically screaming for help.

Amid a chorus of huffs and growls, Thondrir continues raining blow after blow of righteous axey fury on the cornered creature. His swings are the regular interval of a smith at work, and each blow produces the clarion call of a hammer on steel and anvil—Angradd's favor and fervor made manifest in the form of the silver bearded dwarf that is bringing the wrath of his dwarven God to bear against the shriveled thing before him.
Dark slayer has 46 damage and is dying

Tris continues to hang onto a stick and prepare to bean anything ugly that comes out of the darkness.

Combat over!

After a couple of minutes, the Darkness dissipates along with the girl's hysterical screaming. The girl says that she is Cherish Brayburn, the sister of Madam Ava and Cara from the Hammer’s Rest. She was exploring the fissure, against her sister’s advice, when Mr. Bones (the dark slayer) abducted her. She’s been held here for three days. She’s thankful to be alive and will take her chances climbing out of the fissure (it connects with the tunnel toward Q1). She’s a capable climber and won’t have trouble making her way slowly to the surface.

She mentions a curious creature she met when Mr. Bones would leave in search of the allip. On her first day of imprisonment, the creature came out of the wall over there (secret door), to explore the room. It took great care not to attract the attention of the skeletons and zombies. On subsequent visits, it worked up the courage to bring her some meat it had picked off a dead rat. When it brought her food, she noticed the bloody bands around its wrists and ankles. She asks the you to treat it gently should they chance upon it later.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Did it had a name? And what Mr. Bones said he was doing to you? It looked like some kind of ritual, but what for?"


"Did the allip have a name? That's what Mr. Bones called it. No, Mr. Bones never reveled in my despair to explain what and why he was doing to me, like some dastardly villain in a story."


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"Did yer Mr. Bones e'er 'ave any visitors other'n corpses?" Thondrir asks, his gruff voice sounding a bit hollow from the confines of his full helm.


"A... creature?" Tris asks skeptically, picking up her rapier again. "Can you describe it further-- did it have fur, or scales, or... walk on four legs like a beast, or more like a man? We'd hate to accidentally kill something that doesn't mean any harm, if we don't have to."

Tris moves to the body of the little creature. Strange to think that something so small could be capable of magics so dangerous. She shrugs away this philosophical thought and starts checking to see if the little corpse had anything of value on it.

"Sounded like you were cleanin' house, Grampa'," she teases Thondrir.


"Just the allip that he's been working to get in here," Cherish replies to the dwarf while rubbing the marks on her wrists.

"The creature had small, clawed hands that were kind of scaly," Cherish replies to Tris. "It's been pitch black in here, so I couldn't see anything." Her eyes have finally adjusted to your light sources.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul tries to identify the creature with what he heard.
Knowledge Geography/Nature: 1d20 + 5 ⇒ (10) + 5 = 15


No creatures feels right to identify for Esaul. Probably not Knowledge (nature).


Tris thinks about the description with her brows furrowed. "Somethin' what lives in caves and has small, clawed, scaly little hands?" she echoes.

Kn Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15
Kn Local: 1d20 + 5 ⇒ (13) + 5 = 18


Might be a deep gnome, kobold, or ratfolk. Tough to tell with the blind description.

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