The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Karthan would already have the finger since he used last to scry on the Kevin

Not finding anything more worthwhile and not having time to investigate it properly Jorzan slips the belt and broach into his haversack. He is very careful not to touch the broach itself though.

As Red begins to move closer Jorzan stands and moves forward but out of the way of the open doors and calls out authoritatively "Stop! That's close enough! Come any closer and I shall consider you an enemy and act appropriately!"

As he moves he picks up his bow and draws and knocks an arrow. At the moment though the shaft is pointed at the ground. But he is ready on a moment's notice to aim and release it. Readied action to fire a puncturing arrow if the old man Red makes any suspicious moves

DRA:

Sorry 'bout my unclear terminology. The Shadow doesn't have earth glide of course. But it is incorporeal and has the qualities as indicated here

"An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect."

My understanding of that has always been that an incorporeal creature could then move through the ground (or wall or surface or whatever) as long as it remained near the exterior. So for example just an inch within the surface and so unable to be seen but it can still sense objects within 5' of it. Since the ground is more than 5' thick, it can't go all the way through the ground to somewhere else (pass through it, but it can enter it. But to see and attack the old man in this circumstance it would have to emerge at least slightly above the surface. (it doesn't say how much it must emerge to see and attack normally). So for that, I should have included a stealth roll, which I will now. If you think a bonus should be appropriate for something which is only sticking out an inch or so above the ground cool, if not no worries. And of course if you have a completely different take on all of this just lemme know. S'all good.
Shadow Stealth: 1d20 + 8 ⇒ (4) + 8 = 12 (+ or - 4, depending on if the light is dim or bright)

Also, in thinking further about how to consider the Shadow I'm still a bit unsure, because it's called a 'companion', but it shares half it's master's HP and base attack and saves, which is more like a familiar. I wish they'd be a bit more clear about it in the description.


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan rubs at his temples. "Red, what have they done to you?"


Jorzan:
Ah, thanks for the clarification. Yeah, saying your shadow "glides through the earth" maybe wasn't the best choice of words. Totally threw me off. XD

Anyway, no worries. New thing: can you take a look at the map and tell me what square you're in? I ask because there is a lot of stuff in your way so I don't want to assume where you are. :-)


Male Human Fighter 8, Ranger 3

At the moment, Red put Kelne in mind of that cursed bard, just waiting to get close enough to mesmerise them. The old man had simply been one of Ormir's minions for too long for there to be any hope he'd simply be able to walk away now. Everyone in this place was going to be an enemy, and it was time Kelne started treating them accordingly.

"I would have settled for you staying out of our way," he said, stepping forward to meet the old jester halfway, "but that's a lost cause, isn't it?" Somebody ought to be serving as the front line of defense, and it might as well be him.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Sure. Let's put Jorzan at I-5, 10' up the H-5 wall. The Shadow (I'm thinking of calling him Zan, but not 100% sold yet) behind Red at X-9

DRA:

Also, based on some of the proposed changes/improvements to the Shadow I going to have to post to you later (as I'm on my way out) it's stealth should have the same base as it's master. So would end up being +13 (+15 if traits count as Base and +18 if Feats count as Base) and then with the +/- 4 depending on the lighting. I say this now just because Red will likely get a Perception check against it. More to come when I get home!


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

With some hesitation, Sir Justahl does as asked and dismounts to frisk and bind the guards. Not that he had the skill to actually find something if there was something to be found.

At the appearance of the jester, the knight warily looked on the apparently unarmed man.
Detect Evil at a glance on the Jester.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

I've been missing Cassandra lately, is she alright? Just being quiet and hanging out on Justhal's back? What's she up to? And how about Snowy?


@Justahl:
As the Light of the Inheritor guides your eyes to see past the physical forms of things, and into their true essences, you see no colors you associate with evil swirling around the old jester. Indeed, there does not appear to be any evil in him at all, or at least not enough to register with your divine powers.


At Karthan's words, Red suddenly stops where he is. He notes Jorzan's new shadow-companion floating towards him and Jorzan himself running up the wall. As Kelne steps forward, the old man stops walking, stops shuffling his cards, and just looks down. "Ah me. I don't...Karthan, young fella, I don't know what I'm thinking half the time, or where I am or even what day it is. I'm afraid I'm mad as a hatter these days. HAHAHAHA!" His sudden shrieking laugh is jarring, and seems even to scare Red himself. He sighs. "Now, Mr. Kelne, what is it you're really after? I can't help you topple no tyrant, and the Baron's always been a fair master to me -- fair as any a crazy old harlequin like me can expect, leastwise -- and I'm no traitor. But you've got...you've got shadows, and beasts, and men, and swords, and I'm a comedian. So you've the best of me, m'boy. Tell me what you're here for and if I can help I will, but only if I can do so without betraying Ormir."

DC18 Sense Motive:
As far as you can tell, Red is speaking nothing but truth here. Nonetheless, his intentions are not good.


Gray ONLY:
As you kneel, head bent in fervent prayer, the darkness of your closed eyes suddenly gets darker. You feel yourself pitch over, but never feel the ground strike you. Instead you are floating in an impossible blackness that is more than dark -- it is the shadow of unlife, nega-being, not the opposite of good or evil or life or death but rather the complete absence of all. You are frozen with awe and terror.

There is a flash, and you are again standing in the Promenade. The statues are gone, your new companions are gone. Red is gone. All is silent, all is still. The Promenade is flooded with cold, terrible white light that gives no warmth, only illuminance. You are facing one of the two giant tapestries; the one depicting a hirsute and muscular Ormir single-handedly conquering hordes of assailants. In the background of the tapestry is a depiction of the entry to Ormiria, the city in whose castle you are currently seeking Cassandra's brother. You realize, suddenly, that the doors in the tapestry are a disguised spell, and lead to a small pocket dimension.

You are certain the boy is in that dimenstion.

Certain as the grave.

You fell briefly unconscious for this vision from Pharasma to wash over you, and are now conscious again. I'm going to describe you falling over, but you can describe how you come to. If you have questions, just put 'em under a spoiler or text me or something.


As Red finishes talking, Gray Moribund, the cleric of Pharasma who has been bent over in fervent prayer this whole while, suddenly keels over with a groan and lands in a heap on the marble floor. His strong plate mail lets out a resounding *CRRRASSHHHH!*


Male Human Fighter 8, Ranger 3

Sense motive: 1d20 + 13 ⇒ (11) + 13 = 24

Kelne observed Red through narrowed eyes, not turning to see what the crash was. He hadn't seen any movements from the jester to suggest he might be responsible, and would rather not turn his back on him. At best, the man was severely unhinged.

"Very well, Red," he said at length, "Ormir sent me a message not long ago, demanding my presence on pain of a young boy's life. Well, here I am. I thought I'd see to the boy's safety before announcing myself. I'm sure you understand, given the circumstances. If you could tell me whereabouts nearby Ormir might have hidden such a boy, then point me in the direction of the Baron himself, I'd appreciate it."

It was, fairly obviously, a half-truth, and Kelne clearly wasn't playing by any rules Ormir might have laid down, given the bloodied guards at his back. Nevertheless, Kelne's presentation of the facts ought to allow Red to justify cooperating with them to himself if he so chose.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Sense Motive:1d20 + 13 ⇒ (9) + 13 = 22

Jorzan briefly glances in the fallen cleric's direction but keeps the entirety of his concentration on Red and now his bow and arrow are pointed directly at the old man's heart. Speaking quickly he says "Kelne, Karthan we don't have time for conversation, and this old man is definitely not on our side. Get him to leave or I'm taking him out." and as he speaks, the shadowdancer smoothly switches to one of his blue whinnis arrows, some part of him perhaps feeling pity for the old man's madness and wanting to take him out as peacefully as possible.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

"He seems free from the taint of Evil in any case." Sir Justahl commented.
He glances around, wary of being flanked while the conversation with the Jester remained the center of attention.


"Boy? Yeah...yeah I know the boy you're talking about. You...okay. Okay I'll take you to him. You gotta come into this ballroom, though; he's in the alcove above the Promenade. There's a door up there, and a pocket dimension in that. The boy is there, assuming I really am thinking of the same sprat as you."

DC15 K(Local):
There really is an alcove above the promenade you're in, and it really can only be accessed from the west ballroom.

DC18 Sense Motive:
Red is clearly lying about some part of this, but you can't tell what.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

K (local): 1d20 + 11 ⇒ (8) + 11 = 19
Sense Motive: 1d20 + 13 ⇒ (2) + 13 = 15

Having a good understanding of castle structure in general and having caught a glimpse of something that could very well lead to an alcove in the promenade, Jorzan realizes the crazy old man could be telling the truth about that part. But the man's evident madness makes it very difficult for the normally discerning rogue to get a proper read on him as to the truth or falsehood of the rest of it.

Still though, he in no way trusts the man and his fingers are twitching to release his arrow while his Shadow hovers poised behind the twisted jester, also ready to strike. Gritting his teeth he growls "Why are we still listening to this fool! He's not here to help us!"

I really don't understand how people can regularly go four or more days with posting in this awesome, awesome game. Sigh...oh well, Game On!


Male Human Cleric 9 (86/86HPs AC26 [domain spells used 0 and Normall spell used (one 1st&5thlvl). 0/10 channels used.)

Gray's eyes flash open as he pushes himself up from the floor with a grunt. his head pounding and still a dizzy from his vision. he speaks as he weakly points to the giant tapestries hanging from the wall. "The Tap-tapestries. Are the key to finding the boy. there is spells woven into them. hiding the boy. The doors on them lead to us Kevin."

Gray collects himself fully as he starts to walk closer to Red. Staying about 15' feet away he asks the old man while he points to the walls. "Which one will take us to the boy? and how do we activate them?"


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Watching Gray rise and hearing his statements is enough more than enough for Jorzan and he lets fly with his sleep arrow while his Shadow simultaneously reaches out to almost gently touch the old man.

Notching arrow to bow bow again, to any looks or comments he explains unapologetically "Anything he might have told us would likely be a lie anyway, better to take him out quickly before he brings help"

Shadow Touch Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Dexterity Damage: 1d6 ⇒ 1

Arrow surprise Attack: 1d20 + 11 ⇒ (6) + 11 = 17 vs flat-footed, lowered AC
Damage: 1d8 + 3d6 ⇒ (2) + (2, 3, 3) = 10
Blue Whinnis Poison: DC14 — 1/rd. for 2 rds 1 Con/unconscious 1d3 hours 1 save


Jorzan's arrow hits Red square in the center of the chest. The old man is of course not wearing any armor and so the shaft burrows deep as the jester uselessly grabs at it with his left hand. At the same time, the shadowdancer's new shadow companion touches him with its mystical life-draining strike. Red's eyes go big and he lets out a horrid little gurgle, then pitches forward and falls face-first onto the floor, his battered and ancient deck of cards clutched in his right hand.

DC35 Sense Motive ONLY:
There is no blood coming from the wound at all, and it looked like Red sort of grabbed the arrow and helped push it in. It really looked like he exaggerated the arrow strike and his fall.


Per Gray's comments; the tapestries are represented by the peach-colored squares on the latest version of the map. They are 55' wide and 40' high, stretching from the floor to just 10' shy of the ceiling.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Can't beat it but...Sense Motive: 1d20 + 13 ⇒ (3) + 13 = 16

'Well, that seems to have done the trick...' the young rouge thinks grimly to himself. Yet at the same time he is struck by a sudden brief pang of guilt, as he certainly hadn't meant to kill the old man who Kelne and Karthan seems to know fairly well. Somewhat concerned, and thinking he may have overestimated Red's ability to take an arrow hit, he begins to make his way over to check the old man's pulse. He was also quite curious about the deck of cards and intended to take a closer, but quick, look at them.

Always vigilant, and somehow being intuitively aware that his newfound Shadow companion could not actually kill anyone with it's touch, yet instead merely paralyze them, he commands it to touch the old man a few more times, just to safe, and ensure that the mad jester wouldn't be going anywhere, calling for help, or be interfering with their rescue plans.

Passing Gray he asks the Pharasmian Priest "I didn't kill him did I?"

Jorzan Perception: 1d20 + 14 ⇒ (3) + 14 = 17 (on deck of cards and Red in general)
Heal Check: 1d20 + 3 ⇒ (14) + 3 = 17 (to find pulse and make sure he's not dead)

Shadow Touch: 1d20 + 11 ⇒ (15) + 11 = 26
Shadow Touch: 1d20 + 11 ⇒ (16) + 11 = 27
Shadow Touch: 1d20 + 11 ⇒ (12) + 11 = 23
Shadow Touch: 1d20 + 11 ⇒ (20) + 11 = 31
Shadow Touch: 1d20 + 11 ⇒ (7) + 11 = 18

Dexterity Damage: 5d6 ⇒ (3, 3, 2, 1, 6) = 15
Don't know if that enough but basically, if possible, I want Zan to keep touching until it senses there's no more 'Dexterity energy' left to drain


Male Human Cleric 9 (86/86HPs AC26 [domain spells used 0 and Normall spell used (one 1st&5thlvl). 0/10 channels used.)

Gray says with a chuckle. "I would be surprised if an arrow like that could kill him. And if thats true we lucked out."

Following behind Jorzan. Gray also bends down and preforms a quick heal check on Red. Knowing the chances are slim that the jester maybe dead. He is checking to see if something else could have happened.

heal check1d20 + 16 ⇒ (5) + 16 = 21


Male Human Fighter 8, Ranger 3

Knowledge (local) 1d20 + 12 ⇒ (13) + 12 = 25
Sense motive (first) 1d20 + 13 ⇒ (20) + 13 = 33
Sense motive (second) 1d20 + 13 ⇒ (10) + 13 = 23

Well, Gray's insight certainly made it obvious which part Red was lying about. The fact that his information clashed with Kelne's own conclusions and he was indeed transparently lying meant the deception wouldn't have worked in any case.

"No, he wasn't here to help us, Jorzan," he put in, "We have learned things from him nevertheless. Firstly, that he wanted us out of this room. Secondly, I suspect there really is a pocket dimension in that alcove which he wanted to sucker us into. Some manner of trap to be avoided in any case."

With both Jorzan and Gray giving Red a look-over, he left them to it, heading over to investigate the tapestries. With luck, the extra-dimensional space would be reasonably straightforward to get into. Merely a matter of twitching the tapesries aside. If not, he was sure they could find a way in between all of them.


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan looks a little more closely at the wound.

"Grey, shouldn't there be more blood?"

Karthan pulls out a flask of holy water and dribbles a little bit next to the arrow wound, fighting off a suspicion. He also clips the wand of true strike to the bottom of his crossbow.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

When Karthan mentions blood something finally clicks in Jorzan's mind and he suddenly stops in his tracks, putting out an arm to block Gray as well then quickly backs up. Before anyone can get any closer he calls out "Wait! Everyone back away! What the hell were we thinking! Most of the beings in the damn place are probably vampires! I'm surprised the guards weren't! Let's make sure Red isn't one first before we get any closer. Justhal, were you sure about that reading on him you got?" as he moves back he drops the arrow he had in his hand and whips out a daylight arrow instead.


M Human Summoner 8
Jorzan wrote:
I really don't understand how people can regularly go four or more days with posting in this awesome, awesome game. Sigh...oh well, Game On!

I'm almost always following along. I tend not to post when people are having long conversations or engaging in detailed planning. Sort of a rut I've written myself into with an adolescent character raised in the wilderness who doesn't talk.


M Outsider (Eidolon) Eidolon

"Mrrrrgh?" the monster looks on as the jester appears, converses with the party and is quickly dispatched by Jorzan's arrow and shadow companion.


M Human Summoner 8

The boy shrugs at his furry friend and shakes his head.

Then he turns and examines the picture blankets hanging on the wall. The man in the strange clothes had said they were special, and would lead them to Kevin.

Concentrating, he imagines seeing their secrets, and runs along the walls, examining them in detail.

Detect magic

Perception 1d20 + 3 ⇒ (3) + 3 = 6

If the boys sees any magical auras, he will examine them more closely, and point them out to the group.


Male Human Fighter 8, Ranger 3

For somebody who so prided himself on his stealth and subtlety, Kelne reflected, Jorzan had a distressing tendency to shout his inner thoughts to the world. Of course Red might be a vampire. He would have expected Justahl to spot such a blatant concentration of evil, but recalling the constructs, a disguise was not out of the question. He also wouldn't have expected Jorzan's arrow to punch its way into Red's chest if he was a vampire. It might not have bounced off, but it wouldn't have bitten very deeply either. Not unless it was silvered, which it hadn't been.

The sneaky thing to do would have been to have a hammer and stake poised over the man's heart while he was lying still with his eyes closed while somebody else confirmed his suspicions one way or another. Such an action would have required no words to convey his suspicion. Kelne resolved to have a little chat with Jorzan about non-verbal signals at some point.

For now, Kelne turned his head away from the tapestry momentarily to see if Red leapt at anyone's throat. If Jorzan was right, all hell was about to break loose.


Male Human Cleric 9 (86/86HPs AC26 [domain spells used 0 and Normall spell used (one 1st&5thlvl). 0/10 channels used.)

Gray stops quickly as Jorzan puts his arm out to stop him. Then takes 5 steps backwards.

Answering Karthan "Yes... from what I can tell there should be more blood but I cant be to certain unless I look more closely. As Jorzan says, it maybe a bad idea to get to close. I however will try to see if he is of the undead before we get closer."

Reaching into one of his many pouches he pulls out a small handful of Grave dirt and whispers "Pharasma give me sight to see the ones who cheated you of their death." Gray casts Detect Undead.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

At the sudden attack on the Jester, Sir Justal hurries forward...
"What is WRONG with you all? Is tying up and gagging an old man suddenly beyond you?" He roars out.

Jorzan wrote:


Justhal, were you sure about that reading on him you got?

"What? Vampire? That isn't possible, I sensed no taint of Evil in him." He looks on the Jester doubtfully, suddenly wondering if they might possibly be right to attack first.


@Feral Boy:
As you move along the giant strange picture-cloth, you suddenly realize that the picture of a door, actually IS a door! You don't know where it goes, but you know it's there. The big stern man behind you is watching, seemingly waiting to see if you find something.

Gray casts a spell and within seconds his eyes widen. "He's definitely undead!" the cleric intones. As if he had been waiting for that cue, Red suddenly lets loose a horrid, screaming laugh that batters everyone's ears and causes hearts to quail. He then shouts something in a foreign tongue that causes the skeleton statues to once again spring to life, their lead-covered joints squealing gently as they seek targets.

If you speak Infernal:
Red said 'Guards! Attack! Code Harlequin!'

Karthan and Gray drop what they're carrying (if anything) and, their eyes rolling wildly, immediately make to run for it. Jorzan also prepares to run for his life, but at least hangs on to his weapon.

Kelne, the Boy, Monster, and the stout Sir Justahl all somehow stand fast in the face of this terrible sonic assault from beyond the grave.

Surprise Round:
DC22 Will saves vs. Fear Cackle
Kelne: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Boy: 1d20 + 10 ⇒ (17) + 10 = 27
Karthan: 1d20 + 8 ⇒ (4) + 8 = 12 = Panicked for 1d4 ⇒ 1 rounds and you (1d100 ⇒ 5) drop what you're carrying.
Jorzan: 1d20 + 6 ⇒ (11) + 6 = 17 = Panicked for 1d4 ⇒ 3 rounds and you (1d100 ⇒ 65) do not drop what you're carrying.
Gray: 1d20 + 11 ⇒ (2) + 11 = 13 = Panicked for 1d4 ⇒ 4 rounds and you (1d100 ⇒ 12) drop what you're carrying.
This is a mind-affecting Fear effect, so Sir Justahl and Zan are both immune.
The Monster is outside of the 60' effect radius
Those who are Panicked, you can NOT take any actions other than to run away from the source of fear as fast as possible and using any means possible.

Initiative Rolls:

Kelne: 1d20 + 3 ⇒ (5) + 3 = 8
Feral Boy: 1d20 + 4 ⇒ (15) + 4 = 19
Karthan: 1d20 + 8 ⇒ (20) + 8 = 28
Jorzan: 1d20 + 6 ⇒ (17) + 6 = 23
Gray: 1d20 + 3 ⇒ (3) + 3 = 6
Monster: 1d20 + 1 ⇒ (17) + 1 = 18
Justahl: 1d20 + 1 ⇒ (8) + 1 = 9
Zan: 1d20 + 2 ⇒ (4) + 2 = 6
Red: 1d20 + 8 ⇒ (7) + 8 = 15

Initiative Order:
Karthan: 28
Jorzan: 23
Feral Boy: 19
Monster: 18
Red: 15
Justahl: 9
Kelne: 8
Gray: 7 (DEX 16)
Zan: 6 (DEX 14)

Map is updated.

Red the Old Jester:
HP75, AC: 24/14/20, Saves: F/R/W 5/9/11, CMD27

Round 1:
Karthan and Jorzan both have gained the Panicked condition and run away at top speed, putting them about at the doors of the west ballroom. That means Feral Boy and The Monster are up! Fight!


DC20 K(Religion):
Red is a powerful type of undead known by a few different names: Crimson Jester, Red Jester, or Red Harlequin are common ones. He has the usual Undead Traits and in addition has DR10/magic and SR21. Attempts to read his mind or communicate telepathically could result in madness due to his Unassailable Mind and he has Channel Resistance +4. Getting hit with his mace could have disastrous effects to your mind and spirit, and his deck of cards is even a dangerous weapon, having the capability to impart devastating magics on its victims.


Male Human Fighter 8, Ranger 3

Knowledge (religion) 1d20 + 7 ⇒ (10) + 7 = 17
Including the favoured enemy bonus for undead.

Swearing quietly to himself at the mayhem Red had just unleashed, Kelne resolved to put him down quickly before he attracted more attention. He doubted the guards would so easily stand down this time. No doubt Red's orders took priority over those of some random person with a northern accent. Best to put Red down first, then either countermand the guards' orders or put them down hard.

Waiting on Red's actions before declaring an action. Where do the guards fall in the initiative order? With Red, or on a separate initiative?


M Human Summoner 8

Round 1 - Initiative 19
HP 31/53 AC 21

The boy draws his sling, loads a stone bullet, and swirls it over his head for several rotations before letting the stone fly toward the jester, with a second following in short succession.

Both stones fly true, and their enchanted nature causes them to strike Red with surprising force.

Ranged attack vs red
1d20 + 11 ⇒ (17) + 11 = 28
1d20 + 6 ⇒ (19) + 6 = 25
Damage
1d4 + 2 ⇒ (4) + 2 = 6
1d4 + 2 ⇒ (2) + 2 = 4


M Outsider (Eidolon) Eidolon

Round 1 - Initiative 18
HP 57/70 AC 18

"MRRRRAAAAAAA! SMASH BONES!" the monster shouts as he brings both clenched fists down on the construct before him.

His blow crumples the skeleton, shattering the marble floor below it, but the creature is unfazed by the damage and rises nearly as quickly as it was smashed down.

As it stands, the monster takes hold of its arms, one in each hand, and leans close, roaring. Drops of spittle drip from the construct's face as the monster's yell subsides, but it is still not slippery enough to escape his grip.

slam vs skeleton 1 1d20 + 13 ⇒ (16) + 13 = 29
damage 2d6 + 12 ⇒ (5, 5) + 12 = 22
grapple 1d20 + 15 ⇒ (20) + 15 = 35


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

I don't recall exactly how many, but Feral Boy should have 20-30 Daybreak bullets on him.


Kelne wrote:
Waiting on Red's actions before declaring an action. Where do the guards fall in the initiative order? With Red, or on a separate initiative?

I'm just gonna have them go on Red's turn, since he "awoke" them.


When the Boy's bullets hit red, a big chunk of his face flies off and lands with a disgusting splat, revealing bare jawbone and tissue underneath. "Why you little brat!" the old thing screams "I'll have your eyes for that! Oh! Hey! Look at me! I'm a poet and I don't know it! HAAH!" He then takes a smooth step over and peers beadily at Sir Justahl. "Ohhhhh my handsome, bonny bonny boy, do you take a treat, do you take a toy? Do you bring me sadness or bring me joy? Ohhhhhhh my handsome bonny BOY! HA! Here, oh fearless paladin! Pick a card! WAIT! I'LL PICK ONE FOR YOU! HOO-HOO-HOOO!" The jester-thing that once was Red flings a card at Sir Justahl. The flimsy little paper rectangle barely bumps into the Paladin's foot, but as soon as it does, he vanishes, as does Nouhves. Cassandra, who had been in the sling on his back, is suddenly several feet in the air with nothing supporting her. She lets out a surprised squeal of fright and crashes to the ground with a resounding "OOF!"

Red's eyes get huge. "oh-ho-ho-HO! What do we have HERE! WHY! Would you be the girl jolly old Mr. Baron-too-big-for-his-pants Ormir is a-seekin'? Would you? I BET YOU WOULD! Hey! Little girl...would you like to pick a card?" Cassandra whirls around to look at Kelne. "Mean man! Help! Please! I'm so frightened!"

Unfortunately, one of the skeleton statues has come up behind Kelne and bashes him in the back, bruising him. Another comes up behind Gray and gives the cleric the same treatment. The last two are dealing with the Monster, one trying but failing to break his mighty grasp while the other pummels him in the back.
Round 1, Initiative 15
Red - 65/75HP, AC24:
5' step to T-8
SA: ranged touch attack against Sir Justahl (AC11): 1d20 + 15 ⇒ (10) + 15 = 25
Sir Justahl is now Imprisoned, as the spell of the same name.
Lead Skeleton 1 - 24/75HP, AC24
SA: DC26 CMB check to break Grapple: 1d20 + 16 ⇒ (8) + 16 = 24 - fails
Lead Skeleton 2 - 75/75HP, AC24
FAA: Attack Monster (AC18):
1d20 + 16 ⇒ (5) + 16 = 21
1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d8 + 12 ⇒ (4, 6) + 12 = 22
Lead Skeleton 3 - 75/75HP, AC24
MA: to N-5
SA: Attack Kelne: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Lead Skeleton 4 - 75/75HP, AC24
MA: to L-7
SA: Attack Gray: 1d20 + 16 ⇒ (20) + 16 = 36
Confirm Crit: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Initiative Reminder:
Karthan: 28
Jorzan: 23
Feral Boy: 19
Monster: 18
Red: 15
Kelne: 8
Gray: 7 (DEX 16)
Zan: 6 (DEX 14)

Map is updated.

Justahl is no longer on the map, so Kelne is up!


Male Human Fighter 8, Ranger 3

"Stay behind me, kid," Kelne said firmly, stepping to cover Cassandra with his shield. One of those damned constructs could easily squash her in a moment. He was damned sure they weren't smart enough to distinguish non-combatants. Of course, now he was tied down protecting Cassandra, which left Red free to deal out all sorts of mayhem.

"I'll pick a card, Red. Let's see what else you've got." One of those cards had disposed of Justahl, but if Red could do that reliably every time, they were all dead anyway. Kelne was willing to act as a lightning rod and whisper a prayer for Callistria's intervention. She was, among other things, a patron of chance, who might smile on a gamble taken in the hopes an enemy's weapon would turn on him. At the very least, let the next card not leave Cassandra undefended again.

On his own, with nobody to look out for, he ought to be able to take down one of the constructs, given time. With Cassandra to guard and two of the damned things bearing down on him, he had no chance of that. Better to put all his energies into defense and hope somebody else was able to intervene. Speaking of which...

"IF YOU TWO DON'T GET BACK HERE RIGHT THIS MINUTE, I SHALL BE VERY ANGRY!" he shouted at the fleeing pair. Maybe it would cut through their magically-induced fear, maybe not. Meanwhile, he tried to catch Gray's eye and jerk his head in Red's direction. As a cleric, he was about the only candidate left to take the fight to the undead. Hopefully he'd be able to accomplish something while he and Cassandra were out in the open taunting everybody, he reflected as he launched a guarded strike at the nearest skeleton.

5-foot step to Q7 so as to protect Cassandra. Using combat expertise and vital strike. AC is now at 26.

Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14


Sir Justahl ONLY:
It is dark, and you are pretty sure you're naked. You touch your chest -- yup. Definitely naked. No armor, no weapons. You reach tentatively up with your mind, looking for the strong silver thread that connects you to Iomedae and lets you work your magic and cast your spells. You feel for it with your mind and spirit, but there is nothing there. Nothing.

You are naked, alone, and in the dark.


Male Human Cleric 9 (86/86HPs AC26 [domain spells used 0 and Normall spell used (one 1st&5thlvl). 0/10 channels used.)

Hero point use to re-roll will save! 7hero points left.
1d20 + 11 ⇒ (14) + 11 = 25
K-Religion 1d20 + 10 ⇒ (8) + 10 = 18

AC28 HPs:63/70

As the feelings of fear effect slowly wash over him. Gray begins to chant softly. To keep his mind at ease.

Looking around the room he seems content with his allies conditions.

Knowing the only way he has a chance to damage Red who his the prime target in his mind. Gray will need to attack him head on. Knowing most of his spells are worthless at the moment Gray will test fate.

Gray moves to T-9
Grinning sadistically Gray's voice raises to the loudest anyone has heard the soft spoken man speak, yet he is still not yelling.

"My fate is in Pharasma's hands. You will not enjoy this unlife of your's much longer you Abomination."

1d20 + 9 ⇒ (3) + 9 = 12
Casting Heal critical wounds on Red
Gray tries place his hand on Red's chest. Just misjudging the distance to his foe. A quick surge of holy energy flash in the palm of
his hand then fizzles out.

With a sigh Gray mutters "you work in mysterious ways dark lady" Gray braces for the incoming attack.


Jorzan's shadow companion, Zan, is up!


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan's LOADED gigantic crossbow is on the floor; perhaps Kelne might find it useful.

[Hint: -1 to hit with it, and if you use Vital Strike, it's 4d8 damage]

Karthan will run - on his next round, he's coming back. He'll have that Rod of Extend spell in his hand when he comes back...


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Understanding that he can do little against any of their current foes, Zan turns and floats at full speed after his master.

Double move, 80'


Male Human Fighter 8, Ranger 3

Nope, not useful at all. It requires two hands to use, so he'd have to put down his sword and shield to use it. Not going to happen. Also, Zan the shadow is now on the VERY ANGRY list.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Hmm, had been thinking that since he could hurt any of them that he was useless in combat against them. But now suddenly occurs to me that Zan could still at least provide a flank bonus, correct? If you'll allow the retcon DRA I'll have him do that with Kelne instead. Apologies and all that.


That's fine, retcon away. Just let me know what square you want him in.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Thanks. The only skeleton he can reach this round to flank is #4, so put him in P-9 please


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

DM:

Sir Justahl reaches for his warhammer but grasps nothing. He feels frantically around for something else, but finds nothing. He reaches for Cassandra, but she's gone. He is a little relieved that she isn't stuck here with him. Then he realizes that he's cut off from his comrades, right when they need him the most! When Kelne spoke of this place, he mentioned more than one vampire...
.
Concentrating, he tries to see using his Darkvision. He tries to summon the light his ancestry granted him to wield. He had to find a way back!
Being naked and in the dark was unnerving enough, but the sudden loss of the silver fire of the Inheritor... That was appalling beyond measure; a frantic prayer spills from his lips as he tries to feel around for walls or bars.

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