The Price of Immortality+ (E6) (Inactive)

Game Master Brian Minhinnick


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Male Aasimar Cleric 4

Rale mumbles incantations nervously as he invokes divine restriction of the fiend.
Cast Forbid Action (DC14) on Asar


Is that Mind Affecting? If so, it won't work on undead. You might want to drag Tyr to safety or heal him instead if Jelani allows a tap back.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

bloody hell what rotten luck
roll to stabalize 1d20 - 1 ⇒ (19) - 1 = 18
oh good at least I am not going to bleed to death


Okay, this fight is almost definitely going to be a TPK as is. I went back through the module and added up all the XP from all the stuff, including stuff you bypassed or ignored but didn't actually defeat. Including everything you could have possibly gotten, you guys would actually be at 9023 XP each, or fourth level. So instead of killing all of you after all this time put into the game, we're going to level up to 4th level and restart this encounter so that it can have a satisfying finish. Keep any damage you had before you went into this fight, and any spells used will still be used, but then add the HP you would get from leveling and the new spells, abilties etc.

Let me know when you're ready and I'll reset the scene and reroll initiative. We're going to go with Highest PC roller sets initiative for the whole party and then actions occur in posting order. It makes things run a whole lot smoother I've recently discovered.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr is at 30/32 hp going into the next room


The wide brass doors swing open on silent hinges to reveal
a vast crypt. The only light emanates from a torch mounted
above the crypt, flickering with a pale golden fire. Tall pillars
march across the chamber, ending at a dais on the far side, on
which is set a large stone sarcophagus.

A single form rests beside the coffin, that of a comely woman
in tattered clothing. She appears to be asleep or unconscious.

As the doors swing open on the chamber, a dry, mirthless
laugh can be heard from the dark recesses of the tomb.

"So, Kassen’s heroes have come to fight me again. You will
make fine minions in my army of the dead. Come and meet
your fate.”
With that, a wicked-looking skeleton strides into
view wearing polished mail and brandishing a cruel sword in
both hands. A cold blue flame burns in its empty eye sockets.

Initiative:

Rale:1d20 + 3 ⇒ (17) + 3 = 20
Malzuket:1d20 + 5 ⇒ (14) + 5 = 19
Bruden:1d20 + 2 ⇒ (10) + 2 = 12
Tyr:1d20 + 2 ⇒ (8) + 2 = 10
Asar:1d20 + 6 ⇒ (10) + 6 = 16
Skellie:1d20 + 6 ⇒ (3) + 6 = 9

Initiative
Party
Asar
Skellies

Actions will happen in posting order. If you want to go after someone wait for them to post.

Map


Male Dwarf

Bruden takes a quick step in front of Rale as soon as the Blue eyed skeleton starts talking and throws a Javelin at one of the subordinate skeletons.

5 foot step, free action take hand off spear, move action draw javelin, standard action...
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Malzuket says his speech to Bruden again, then says to the others

Move up a bit, but keep your distance from those skeletons. I have something planned for them.

Basically I want to be at the top of the stairs where I can see the enemies, but 10 ft or whatever from Tyr so I'm in dim light. So I'll wait until after Tyr goes.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr moves forward to meet the advancing skeletons pole hammer ready in his hands. He stop near the bottom of the stairs to wait for his foe.

You call four walking sacks of bones an army! It's not going to last long against us!


Male Aasimar Cleric 4

Rale calls upon divinity to aid them and then casts a spell to enhance Tyr.
Cast Bull Strength on Tyr.


Bruden takes a quick step in front of Rale as soon as the Blue eyed skeleton starts talking and throws a javelin at one of the subordinate skeletons. The javelin clatters through the bones, doing minor damage.

Tyr moves forward to meet the advancing skeletons pole hammer ready in his hands. He stops near the bottom of the stairs to wait for his foe. "You call four walking sacks of bones an army! It's not going to last long against us!"

Malzuket whispers to the half elf "Looks like Tyr will draw their attacks. If he and Rale can hold off the big guy for awhile, you could probably go free the girl and get her up the stairs. If he comes for you, I'll help. You up to play the hero?" The gnome then steps forward and says, "Move up a bit, but keep your distance from those skeletons. I have something planned for them."

Rale calls upon divinity to aid them and then casts a spell to enhance Tyr. Touching him, Tyr feels a surge of strength in his tired muscles.

+4 Strength Tyr.

Asar moves up to attack Tyr, who responds by swing at the talking skeleton with his pole hammer as it approaches.

Tyr AOO: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d12 + 9 ⇒ (6) + 9 = 15

Asar shrugs off most of the blow, and brings his sword down in an overhand chop at Tyr.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage (bypasses DR): 1d8 + 5 ⇒ (3) + 5 = 8

The skeletons move forward to attack Tyr, and he smashes two of them with his hammer. The other two move to flank Asar, and try to grab onto Tyr.

Tyr AOO: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d12 + 9 ⇒ (10) + 9 = 19

Tyr AOO: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d12 + 9 ⇒ (9) + 9 = 18

Grapple: 1d20 + 2 ⇒ (14) + 2 = 16
Grapple: 1d20 + 2 ⇒ (18) + 2 = 20

One of the skeletons gets a good grip on him, dragging Tyr into a wrestling match.

Tyr has the grappled condition.

Party is up.

Map


Hmm, I got skipped. Can we say I cast Guidance on Bruden?

The gnome chants a spell, weaving the darkness of the shadows around him and sending them forth, stripping the ground from beneath 2 of the skeletons.

Get Tyr free so he can knock the big guy into the pit!

Tenebrous Spell Create Pit in the square of Asar, the skeleton to his left, and the squares immediately south of them. It's CL 6 and DC 17 reflex save or they fall into the 30ft deep pit. Bruden and Rale, if you can get Tyr free, even if Asar makes his save Tyr can bull rush him into the pit and there's no save.


Whoops, can't use Tenebrous spell with create pit at the moment, so the save DC should just be 16. My bad.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

reverse Grapple 1d20 + 10 ⇒ (16) + 10 = 26
strength check 1d20 + 6 ⇒ (4) + 6 = 10

Tyr breaks the skeletons grip and tries to push it into Asar.

5 foot step backwards


Male Aasimar Cleric 4

Rale holds up his holy symbol with fervor and with a simple incantation , r releases a burst of holy energy upon them. channel: 1d6 ⇒ 5


Guidance is fine. I just did what it said in your post Malzuket.

The gnome chants a spell, weaving the darkness of the shadows around him and sending them forth, stripping the ground from beneath 2 of the skeletons. "Get Tyr free so he can knock the big guy into the pit!"

Asar reflex save: 1d20 + 3 ⇒ (11) + 3 = 14
Skeleton reflex save: 1d20 + 2 ⇒ (3) + 2 = 5
Falling damage: 3d6 ⇒ (5, 6, 6) = 17
Falling damage: 3d6 ⇒ (1, 1, 3) = 5

Asar and one of his skeletons fall into the pit, disappearing from sight. A crash follows as they hit bottom.

Tyr breaks the skeletons grip and steps back from the precipice. Can't take two standards in one turn, so bull rush this round. It's also a CMB check that provokes an AOO if you do want to do one next round.

Need Bruden and Rale's actions.

Map


No worries--I should have specified that I was delaying until after Tyr. Thanks! And ha ha, take THAT you giant skeleton! And no, I am not going to say that IC ;-)


Male Dwarf

Sorry for the delay, Sundays are tough for me sometimes. At least I posted within 24 hours though.

He sees the opportunity to go towards the damsel and takes it. Dropping his spear, which doesn't work that well against skeletons anyway, he pulls his morningstar and heads toward the last standing skeleton. Bruden heads past Rale, giving him a pat on the shoulder on the way through. He advances to the skeleton and whacks it with his morningstar, attempting to bring it down with a two handed chop.

Free action drop spear, move action move and pull weapon.
Standard Attack 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 6 ⇒ (5) + 6 = 11


Male Aasimar Cleric 4

DM see above


Bruden sees the opportunity to go towards the damsel and takes it. Dropping his spear, which doesn't work that well against skeletons anyway, he pulls his morningstar and heads toward the last standing skeleton. Bruden heads past Rale, giving him a pat on the shoulder on the way through. He advances to the skeleton and whacks it with his morningstar, attempting to bring it down with a two handed chop. It explodes into hundreds of dusty shards.

Rale wrote:
Rale holds up his holy symbol with fervor and with a simple incantation releases a burst of holy energy upon them.

Is that healing, or hurting undead? All the skeletons except the ones in the pit are dead, and they are outside the radius of the channel. Since no one is really hurt badly, I'll allow you to change your action.

Asar climb: 1d20 - 2 ⇒ (8) - 2 = 6
Skelly climb: 1d20 + 2 ⇒ (20) + 2 = 22

One of the skeletons begins climbing up the side of the pit. He makes it halfway. This happens after Rale's Rd 1 action.

So need Rale's confirmation of action and then everyone can go again.

Map


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr moves closer to the edge of the pit ready to attack anything that tries to escape.


Rale, you have any of those magic stones left?

Not sure if you memorized Magic Stone again, but if so you can cast it and hand them out to Bruden and Tyr. And keep in mind that when you do channel, it's now 2d6.

Can I see Asar from where I am? For now I'll cast Grease on the bottom of the pit, but if I don't have proper line of sight/effect let me know.


Tyr, the edges of the pit are sloped, that's what the gray thing is on the map. If you stand on that, you might fall in.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

in that case I am probaby close enough


You need to stand on the edge to get LOS into the pit. Thus risking a fall.


Male Aasimar Cleric 4

Honestly, I have already used Magic stone, unless we rested. Then I could use it again. I don't recall resting though.


Nope. So, basically Asar is out for the next three rounds until the pit runs out or until Malzuket dismisses it. You guys should figure out a plan and go for it. Rale, are you channeling healing or just doing nothing in round 1?


Male Aasimar Cleric 4

Rale casts Weapon of Awe on Tyr's hammer.


Okay, so that's round 1. And then the skeleton starts climbing as said above. Need round 2 actions from everyone now.


Male Dwarf

Bruden moves over and picks up the lady, checking to see if she is still alive and breathing.


I will 5 ft move down and to the right one square and cast Grease on the 10 ft square just below the lip of the pit on the wall of the pit where the skeleton is climbing.


Male Aasimar Cleric 4

Rale readies a fire bolt for the first creature out of the pit.


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Tyr waits where he is ready to crush anything that trys to get out of the pit.


The lady is breathing, but knocked out. Tyr takes up position next to the pit, Rale stands ready on the steps to blast whatever emerges with a firebolt.

Malzuket you won't be able to see the skeleton until the next round, or if you move onto the slope. We'll say you do that next round if it succeeds on another climb check.

Skeleton climb check: 1d20 + 2 ⇒ (9) + 2 = 11

The skeleton who was scrambling up the side falls back down. The mortals above hear the scrambling sound stop followed by a crash as it strikes bottom.

Falling damage: 1d6 ⇒ 3

Okay, thats round 2 of the pit. Two more if you want to make any other preparations, or Malzuket can just dismiss it. Asar literally can't make the climb check so he'll be down there until its gone.


Male Dwarf

Bruden will take the time while the bad guy is out of commission to take the lady to the top of the stairs into the hallway and lay her down, propped up against the wall. He pulls his dagger and cuts her bonds, pulling off her gag as well. The half elf whispers to her, "your brother sent us for you," and he stands up, retrieving his spear and getting ready for the inevitable fight.

I figured a little cinematic might be nice for the two rounds we got. Place Bruden behind Rale with the spear and I'm ready to go.


My CL was 6 and the duration is 1 + CL, so the pit actually lasts 7 rounds. That gives us 5 rounds to buff up before the spell ends. I'd rather do that than dismiss, since dismissing takes a standard action (and I don't think create pit is dismissable). I'll cast Grease on Tyr (in case they try to grapple him again), and then I'll cast Guidance on me, then Tyr, then Rale. Then on the 5th round I'll ready action to shoot a Ray of Enfeeblement at the big guy.

Let's back up a bit to give ourselves some room! The pit won't last forever.

Ranged Touch /w Guidance 1d20 + 5 ⇒ (2) + 5 = 7

Strength Penalty, CL 5, Fort Save DC 15 1d6 + 2 ⇒ (4) + 2 = 6


Hero point reroll ranged touch 1d20 + 5 ⇒ (19) + 5 = 24


Undead are "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."

Sure you don't want to ready to grease Asar's blade thus forcing him to make a reflex save to even hold it? ;)

Everyone happy with their positioning on the map for round 7?


That was actually the other move I was contemplating. Whoops, didn't know that about Fort saves. If I can tap back and do the grease thing, I will.


Male Dwarf

5 rounds is a bit different. I think I will go to the other side of the pit where I can 5 foot step and flank the bad monster.


Moved you Bruden.


Male Aasimar Cleric 4

Rale moves back to give himself room to fire after the skeleton emerges from the pit.


Moved you as well Rale. Are we good now?


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

I am ready to fight the badies


Male Dwarf

I think that's everyone


Round 7

After everyone has arranged themselves they tensely wait out the next few moments while Malzuket's pit holds. Suddenly the pit collapses. Asar and his minion are rapidly elevated back to the surface of the floor.

Tyr's readied attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d12 + 12 ⇒ (12) + 12 = 24

Tyr clocks Asar right across the jaw with a powerful two handed swing of his pole hammer, just as the skeletal champion is opening his mouth to speak. Instead of sassy words, teeth and fargments of mandible come flying out instead.

Rale's readied Fire Bolt: 1d20 + 4 ⇒ (7) + 4 = 11

Rale raises his hand and a bolt of fire flies towards Asar. The flaming projectile narrowly misses the skeleton as Tyr's blow knocks it out of the way.

Malzuket incants the last word in a spell he had ready and a thick layer of oily black grease springs into form on the handle of Asar's blade.

Reflex Save: 1d20 + 3 ⇒ (6) + 3 = 9

The blade squirts right out of his grasp like a piece of wet soap, and clatters onto the crypt floor.

Bruden steps up into position for a blow.

You can only ready a single action Bruden and they go before you in the round, so no attack until after them.

Asar roars in fury! "You will not stop me, you worthless meat-sacks! I have been waiting lifetimes for this chance! DIE!" stepping forward Asar raises his hands in a defensive posture and attempts to swat Tyr's hammer from his hands.

Disarm on Tyr: 1d20 + 9 ⇒ (6) + 9 = 15

The young fighter's grip is strong though, steeled by adrenaline and all the horrors he has already faced in these depths. The skeleton next to Asar again tries to grab onto Tyr from over the edge of the staircase. Tyr kicks it's bony fingers away from him.

Grapple on Tyr: 1d20 + 2 ⇒ (15) + 2 = 17

Okay, you guys are up. Everyone can act in posting order.

Map


Male Dwarf

Bruden sees the talking skeleton focus on Tyr, ignoring him in the back of the room, which suited him just fine. He dropped his spear in time with one of the other distractions hitting him from the front and two-handed his mace for an attack from behind.

Power Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage + Sneak Attack 1d8 + 6 + 2d6 ⇒ (5) + 6 + (3, 3) = 17


I'll drop a Grease spell right on the two skeletons but not on Tyr, obviously.


Male Aasimar Cleric 4

Rale calls forth a bright and seering light directed at Asar, but maintaing a radius of 60 feet from Asar's position. Rale casts Daylight


male Human(Taldan) Fighter 3 Barbarian 1, hp 32/32, Hero Points 2, Init +2; Perception +6 Defense 12, flat-footed 10. . (+2 Dex) Armor DR: 7/magic or Large. (+7 armor), Critical Defense:+9. . (+7 DR, +2 Dex)

Maybe you should have waited a few more!Tyr growls. He drops his hammer to the floor and draws his bastard sword. Tyr cuts at Asar.

cleave 1d20 + 9 ⇒ (1) + 9 = 10
Damage 1d10 + 4 ⇒ (8) + 4 = 12
free action drop hammer
move action draws sword
standard action attack
I am going to use a hero point to redo that attack roll if you will let me.
1d20 + 9 ⇒ (19) + 9 = 28
confirm critical hit 1d20 + 9 ⇒ (5) + 9 = 14
double the damage 24 points of damage on Asar
cleave carries through to the next enemy
attack on skeleton 1d20 + 9 ⇒ (2) + 9 = 11
damage to skeleton 1d20 + 4 ⇒ (4) + 4 = 8

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