The Thaleniel Throne

Game Master GM Netherfire


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Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Mot stumbles as the hall is plunged into darkness. His night vision non-existent as the magical illumination turns out...

...like a light.

Mot will follow Olp as best able.


Dungeon Master

no looking:

5d10 ⇒ (3, 4, 4, 2, 3) = 16
1d8 + 3 ⇒ (8) + 3 = 11
1d20 + 15 ⇒ (3) + 15 = 18

Rasping whispers and soft padding footsteps escape from the dark of the dining hall.

The goblin prince ducks, and Nme’an warhammer slams the stone wall, scattering small grey chips of rock. The little warrior gasps as claws and teeth dig into his thin frame.

Perception 1d20 + 3 ⇒ (12) + 3 = 15
Gixard growls in anger when Themp’s arrow pierces his side. He lets go of the vine, but it is already too late, as it coils and twists around his arms and legs. In one quick movement, the open green hand rips a second tiny blade from a sheath in the small of his back, pivoting on his back leg and arcing a swing up at the paladin.
Entangled Kukri 1d20 + 10 - 2 - 2 ⇒ (2) + 10 - 2 - 2 = 8 for 1d3 + 3 ⇒ (3) + 3 = 6

Nme'an easily shifts his stance and the small blade whiffs through the air. When Gixard lands from his spin, he is further up the stairs, no longer between the fearsome tiger and the stern knight.

Reflex 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
After a reflexive shudder, the goblin squirms out of the writhing vine in the blink of an eye. At his feet, the green weapon already twists and rolls to ensnare his muddy boots.

You guys are up!


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an moves to head off the goblin before taking another swing at him.

1d20 + 7 ⇒ (13) + 7 = 20 for 1d8 + 3 ⇒ (8) + 3 = 11


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

Seeing his companions down the short flight of stairs, Mot comes to a halt and once more attempts to break the bonds that hold him.

STR 1d20 + 1 ⇒ (5) + 1 = 6


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Shark side-steps up the stairs, following the goblin.
Bite: 1d20 + 5 - 1 + 1 + 2 ⇒ (20) + 5 - 1 + 1 + 2 = 27 for 1d6 + 2 ⇒ (4) + 2 = 6, confirm Bite: 1d20 + 5 - 1 + 1 + 2 ⇒ (7) + 5 - 1 + 1 + 2 = 14 for 1d6 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 5 - 1 + 1 + 2 ⇒ (6) + 5 - 1 + 1 + 2 = 13 for 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 5 - 1 + 1 + 2 ⇒ (6) + 5 - 1 + 1 + 2 = 13 for 1d4 + 2 ⇒ (1) + 2 = 3

Beorae shifts slightly to watch the flank at the top of the stairs. "The guy in the skull mask up there is casting a lot of spells. I don't know what they are, but I don't think he's summoning rainbows and daisies." She draws the first healing wand and channels its final spell into her abdomen, drawing a sharp breath as the magic spreads across her wounds. CLW: 1d8 + 1 ⇒ (6) + 1 = 7 (at 25 HP)

She shoves the dead stick into her bag and grabs the charged one from her pocket.


Dungeon Master

Smacked hard by the heavy blow from the warhammer, Gixard suffers a bite from the grey tiger. He staggers back, accidentally avoiding Shark's claws. His weapons remain in his little green hands, but his many wounds leave him sluggish. Realization of defeat plays over his bloodied face.
Gixard is staggered.

It is still Themp's turn, then baddies turn.


Male Human Rogue lvl5 (AC 20; HP 28/37)

Gotta hand it to him, little fella is pretty resilient, Themp thinks to himself, letting go another arrow.

Stealth: 1d20 + 18 ⇒ (16) + 18 = 34 Concealment
ATK: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
DMG: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Sneak Attack: 2d6 ⇒ (4, 1) = 5


Dungeon Master

More hushed incantations echo from the darkness, as do the clinking of chains.

Ranged touch 1d20 + 8 - 10 ⇒ (19) + 8 - 10 = 17 for 1d6 ⇒ 3 fire damage
A glass flask flies high from the shadows in the corridor, and shatters against Mot’s webbed breastplate. Its contents ignite and explode all over the highlander, and even Olp hisses in pain from the flash of fire. The flames travel over the piper’s burly form, burning hot at the webbing and the Urlghain entangled underneath.

Normally, a target would get a Perception check to oppose Themp’s Stealth roll, but since the most he could roll would yield 23, I’m not going to bother. He is denied his Dex to AC for Themp’s attack and the sneak attack is a success!

A rasping gurgle escapes Gixard’s bloody lips as Themp’s arrow sinks deep into his neck. The shot whips his body against the wall before he flops limply onto the stairs. In the blink of an eye, the wriggling vine on the ground fastens around him firmly.

Perception or Heal DC 10:

The goblin prince is unconscious, and bleeding out. So grievous are his wounds, he may perish in the next few seconds.

After the initial blast, Mot realizes he is shedding light again, only now it is because he is on fire! The flames sizzle and snap the white strands that bind him, but the webbing also makes the chemical fire burn hotter.

Mot took 3 fire damage and is no longer Entangled. However, the burning webs will make the fire more difficult to put out. Mot can attempt to extinguish the flames as a full-round action by passing a DC 16 Reflex save. Otherwise, the alchemist fire will burn him for one more round. Olp took 1 splash fire damage. You guys are up!


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

With a grunt and an intake of hot air Mot sets to patting at his body trying to extinguish the flames. Seeing that it's not having much effect the Highlander tumbles forward and attempts to roll to damp down the fire, as he was taught when just a young child.

Reflex 1d20 + 5 ⇒ (3) + 5 = 8


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an watches as the life drains from the Gixard's eyes but then sighs in sadness at the further pain he is about to inflict on the vile creature.

"My apologies, but we are not quite finished with you..." the Knight Lieutenant whispers to the goblin as he reaches out and places a hand on the worst of Gixard's wounds. The goblin's body twitches once ever so slightly but then begins to take in slow, labored breaths once more. (Nme'an uses Stabilize on Gixard. Infinite uses remaining.)

Turning back towards the stairs and his friends, Nme'an calls out for Olp, saying, "Olp, Zu'u praag hi wah dein daar Gogil! Dein mok tahriik ful mu vis laan mok laan mindin mu sent voth vorey!"

As he calls out to the dragonkin, Nme'an also retrieves sets down his warhammer and retrieves his sword and shield? from where they were pulled from his grasp.

Draconic:
Olp, I need you to guard this Goblin! Keep him safe so we can ask him questions after we deal with the others!"


Dungeon Master

Olp scampers away from the highlander's hot mess and rounds the corner to guard the unconscious goblin. The vine continues to writhe and wrap around Gixard's small green form. Wary of the druid's magic, the kobold cautiously snatches up on the goblin's small blades that he dropped on the stairs. His draconic yellow eyes meet Nme'an's and he nods affirmatively.

(bump for Beorae and Themp)


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beoare moves up the opposite stairs toward Mot. Upon reaching the Highlander, she reaches out and tries to heal some of his wounds.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human Rogue lvl5 (AC 20; HP 28/37)

"We need to light this place up. They're attacking us from the shadow! How many of them even are there?"

Certain that Beorae will exclaim anything if they attack from within the room, Themp keeps an eye out across the staircase, in case the assassin returns.


Male Human Rogue lvl5 (AC 20; HP 28/37)

Readied ATK: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
DMG: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Dungeon Master

From the dark, the summoner continues to chant.
From where she currently stands, ff Beorae can pass a Perception DC 20, she can make out the incantation well enough to roll this Spellcraft spoiler:

Spellcraft DC 17:

The spell being cast is summoning another creature!
Summon Monster 2

Another raspy voice utters an incantation in the darkness. Even though Themp watches the stairway closely, nothing shows itself from the shadow.

no looking:

UMD DC 21 1d20 + 8 ⇒ (19) + 8 = 27

Spellcraft DC 16:

The other voice is reciting an incantation that covers the caster’s hand in bluish light, icy cold and weakening to those it touches.
Chill Touch

1d6 ⇒ 5 fire
The fire roils over Mot’s body, burning highland flesh before slowly dying out.

You guys are up! Mot takes 5 fire damage.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Perception: 1d20 + 16 ⇒ (6) + 16 = 22
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22

"I don't know. There are at least two of them casting spells, and then there's the guy who shot me. So I'd say at least three."

Beorae reaches out to Mot and channels more healing into the barbarian.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 "Mot, come down out of the hallway. And where's your sword?"

She turns back to the group. "Okay, one of them is summoning another creature, and another one is casting Chill Touch, so don't let them get too close to you."


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Another creature? Which was the first one? Also, we need to light up these corridors. They can't hide in the shadows if there are no shadows."


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

"I'm trying to create light! They're… they've cast some sort of spell to create Darkness, though."


Male Human Rogue lvl5 (AC 20; HP 28/37)

"Spells? What happened to good old fire?" Themp playfully mocks, indicating downstairs.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

As the healing energy washes over him Mot lets out a sigh of contentment. With the flames finally dying out on their own the Highlander climbs to his feet drawing his often neglected shield and flail from where they've long been strapped to his kit, leaving his pipes where they lay on the floor.

"Mah thank's Beeoray, but ye shoold save yoor minestraysheons fer tha lad strahped tae tha bed!" He nods to the room holding the tortured prisoner. "Like lee hea needs et moore than Ah!" A pained smile fights for right of place on his face. Though for moment he looks confused before answering the Druid. "Mah sword? Et's rahgt there on mae back!" The Highlander casts a glance over his shoulder to make sure that the blade of his fathers was indeed still secured in it's hoop and brace.

Weapons in hand, the warrior of Casns slams flail against shield and takes in a massive breath of air, preparing to roar out in song yet again.

Okay, so I think with two move actions he can stand up and draw both shield and flail. Preparing to start up Bardic Performance again next turn. Also, Mot's AC is now 19


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae nods, ”You get me to that room, and I’ll see what I can do for him.”


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"A summoned creature? If you two let me lead I have a spell that can keep the creature away," Nme'an says."Where are we heading"

(Double move to finally get up the stairs.)


Dungeon Master

A low, bestial growl comes from the darkness, and for a moment, one incantation pauses before the chanter begins anew. After a vicious snarl the sound of nails scratching on stone scrape through the dining hall. Bouncing yellow eyes glow from the gloom, bounding closer and closer, with them comes ragged and bloodthirsty snarls!

Suddenly a wolf black as night springs from the shadows, landing just in front of the Casns! Glowing yellow eyes roll and foam gathers around the sharp fangs, this dark-furred canine seems like a twisted cousin to the common predator of Vyren.
Beorae does not need to roll the below spoiler to know that this wolf seems to be summoned from the same place as the spider summoned earlier. But if she can make the Kn: (arcana) DC, she might get a little bit more info.

Knowledge (arcana) DC 13:

This is no ordinary wolf. This creature is a lurker from lesser planes of the Abyss, and is more resistant to magic, fire, and the cold. Such a Fiendish monster can only be summoned by those evil of heart and purpose. It’s resistance to magic might interfere with spells that normally ward against summoned evil creatures.
In game-mechanics: Protection From Evil can be overcome with Spell Resistance, if the warded creature rolls poorly on a caster check when the creature with Spell Resistance attacks.

Spellcraft DC 18:

A spell was cast onto the summoned wolf to drive it into a reckless bloodthirst.
That spell is called Rage.

The sound of heavy, metallic footsteps thud down the darkened corridor watched by Themp, along with the soft clinking of chains. A bone-chilling, menacing laugh booms along the stone walls. Metal creaks and scrapes on metal, like one bearing the heavy armor of a knight. The laughter methodically approaches, not quite to the corner where Themp has his arrow trained. By the weighty and iron sound of the slow and deliberate march, the one who approaches in the dark must be very big -perhaps as big as the highlander…

Will save DC 12:

The sound of the laughing, heavily armored figure is an illusion, a magical figment that tricks the ears.

Calling it out as an illusion allows allies who failed their save to reroll with a +4 bonus to the Will save!

You guys are up! Nme’an, if you end up casting PFE and moving to a spot where the wolf could attack you, please roll a caster check (1d20 + 1) at the end of your turn. Thank you!


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"Mot, step back and I can deal with the wolf," Nme'an says to the highlander.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

"Shark, guard!" Beorae commands to her companion, indicating Nme'an.

Beorae peers around the corner at the wolf. Her eyes squint at the beast's unnatural appearance before she pulls her head back around the corner.
Knowledge (arcana): 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
"I'm pretty sure that wolf is resistant to magic, fire, and cold. Completely unnatural. You ward might not completely work, Nme'an. And he cast a spell on it to make it more aggressive."

Will: 1d20 + 8 ⇒ (17) + 8 = 25
Just then, the druidess hears the sounds coming from the other hallway, but is completely unfazed. "And that sound is just a trick, there's nothing there." (You guys get +4 to your Will saves)

Shark Will: 1d20 + 3 ⇒ (19) + 3 = 22

The druidess reaches into her bag and pulls out the potion of Sanctuary. The intensity of the moment is such that she barely even notices the smell of honey and vinegar as she downs it in one gulp.
(Sanctuary for 3 minutes)


as NPC'd by GM Netherfire

Will save 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9

Mot frowns down the stairways, across to the dark end of the other corridor. He trusts his allies, especially the wise Beorae, but he cannot ignore what he hears with his own ears. The metallic footsteps and harsh laughter sound ominous, and he worries the tales of his ancestral foe are true.
“Nae, lassie. ‘Tis teh souund of Craig! Blaggard es back froom teh deed! Agaen!”

Acrobatics 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
Staying behind his shield, the highlander backs away from the rabid wolf. Big blue eyes meet Nme’an’s, and he gestures vaguely in the direction of the black-furred creature. “Teh magic pup es oll yerrs, boyo. Ah gots me a begger curr tah put daown!”

His determined gait shuffles past his traveling companions, until he begins striding up the other staircase. “Couldnae stand tah stey awey!” he taunts into dark, from which the iron clanking and cruel laughter ring out.

“Yoo can quet yer hidin' in teh darrk!” his rich Urlghain brogue echoes off the stone. With a frustrated grunt he wags his shield arm. “Shoo yerself!”

Suddenly, amber energy bounces and springs from his arm and sets the wooden shield aglow. Light bathes the top of the stair, where no one yet stands. Still the metallic marching continues ever closer to the corner above.


Dungeon Master

AoO Bite 1d20 + 3 ⇒ (8) + 3 = 11 for 1d6 + 2 ⇒ (1) + 2 = 3
At Mot's retreat, the black wolf lunges at his boots, but is a second too late. Sharp teeth snap closed but remain bared at the other prey the predator can see.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an watches as Mot propels himself towards the approaching sound and is tempted to go with the big man, but not at the expense of leaving the others exposed to the powerful summoned creature approaching from their right.

"Help Mot," Nme'an orders, "I will keep this one where it is."

Nme'an asks the heavens for protection then advances to within striking distance of the meanicing unnatural animal. (Nme'an casts Protection From Evil. +2 to AC and +2 to saves and summoned creatures cannot physically touch Nme'an unless they beat him in a full game of Riskopoly or whatever. Last 60 rounds or 1 minute... which ever comes first.)

"You shall not pass," Nme'an tells the dark wolf as he levels his shield against it and any unseen foe beyond. (Nme'an is fighting defensively for this turn. Another +2 to AC in exchange for -4 to attacks. Nme'an's AC is now 27.)

Caster Check: 1d20 + 1 ⇒ (19) + 1 = 20


Male Human Rogue lvl5 (AC 20; HP 28/37)

Will Save: 1d20 + 1 ⇒ (3) + 1 = 4

"What do you mean trick? How would there be nothing there?" Themp exclaims, rushing off in Mot's aid, though in a sneaky fashion.

Stealth: 1d20 + 18 ⇒ (7) + 18 = 25


Dungeon Master

Nme’an Will save 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Shark pads up the stairs and crouches warily behind the knight. The tiger’s eyes are on the wolf, but his ears flit at every sound of a possible threat to Nme’an.

no looking:

1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 7 ⇒ (17) + 7 = 24

Thundering footsteps and maniacal laughter gets closer and closer; Themp and Mot expect to see the big source of the noise round the corner at any second!

Glowing yellow eyes, frothing at the mouth, the bristling black wolf lunges at Nme’an! Sharp fangs smack into what appears to be nothing. The wolf snaps again and its snout is rebuffed by an invisible wall. The summoned creature cannot get any closer than one foot to the warded paladin, but by the bloodthirst in its eyes it gives no indication of relenting.

More prayers echo down from the dining hall, but over the growls of the wolf and the clanking of footsteps, the incantation is difficult to discern.

Spellcraft DC 16:

Someone in the dark called on foul gods to grant them favor in battles against their foes.
They cast Divine Favor.
Protip: the more time spent not engaging the enemy, the more time they will have to buff themselves!

You guys are up!

if anyone rounds the corner at I23:

The hallway, as far as the light shows, is empty. The sound of marching and laughing still echoes out from the area directly in front of the corner, but nothing is there.
If you failed your Will save against the Ghost Sound, you may now disbelieve the illusory noise without rolling a save.

if anyone with a light source moves up to I18 (or further up the corridor):

The light carried by the adventurer reveals a bed of caltrops laid across the hallway (in I14). A scattered mess of sharp metal points threaten a careless footfall.
You can pick your way through a bed of caltrops by moving at half-speed without being harmed by them.


as NPC'd by GM Netherfire

The Casns' long legs take a couple stone steps with each stride until he reaches the top. Grimacing, he grits yellow teeth as he rounds the corner, only to find nothing there. Big blue eyes narrow as he casts about for any source of the trickery, though now the sounds of scraping metal and laughter seem hollow in his ears.

Grunting, Mot hefts his round shield and shakes his chained weapon and he advances down the hallway, holding the wood slab to deflect anything that might spring from the darkness. The light from his shield pushes the shadows back with every step. In spite of the deceitful magic, his ears are attentive to what he cannot see, like a hunter on the prowl.
Perception 1d20 + 6 ⇒ (13) + 6 = 19

Fighting defensively (+2 AC / -4 atk), move 40ft. I will update his position on DG asap, but it might be a few days. AC 21 for this round.

Soon he notices a dull metallic gleam on the floor ahead of him. An array of tiny steel spikes lay scattered over the stone, an underfoot danger to anyone who dared continue. Again he bares his snaggled teeth, this time as a grin down at the pitiful trap.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"This wolf cannot move past me or harm me," Nme'an says to Beorae. "But I am exposed here looking down a long dark tunnel. Perhaps you and your Shark can move back a ways so I can take shelter around this corner?"


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

At the paladin's request, Beorae moves back down the steps to make room.

Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
"Shark will stay with you, Nme'an, but we can't just stay here. The longer we wait, the more time they have to cast spells and make themselves stronger. Someone up there just called upon some evil god to grant them favor…"


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

Nme'an moves back around the corner, pushing Shark to move back with him.

"Push ahead then. I will follow," the knight answers. "But I must stay to the back to keep this wolf from you. I will lend support with healing and fire until I can move to the front again"


Dungeon Master

no looking:

1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 7 ⇒ (8) + 7 = 15

Themp quietly pads up the stairway right after Mot, his bow ready for the laughing ironclad giant. Rounding the corner, he is surprised when he sees the hallway has no large warrior other than Mot Casns. Recovering and flashing a smile at the druid, the thief stalks quickly behind the big man. He sees a hiding spot halfway up the corridor, but he will have to hurry to get there before being noticed. Ahead of him, Mot stops and stares down at a bed of caltrops.

Hurried (move faster than half-speed, less than full speed) Stealth 1d20 + 18 - 5 ⇒ (19) + 18 - 5 = 32, Themp is hiding in J18.

Once he is in position, and (hopefully) out of sight from the grey men, Themp hopes that they only notice the light coming from Mot, and not the light that could give away his hiding spot.

The fiendish wolf snaps at Nme’an when he steps back, but is again rebuffed by an invisible barrier. The summoned creature pursues and the snarling lunge is stopped short once more by the paladin’s protective spell.
I’m not sure if the icons on DG are up-to-date for Nme’an, Beorae, and Shark, but the wolf has enough movement to follow Nme’an’s moves from his last turn anyways.

The dining hall continues to echo the chants of one uttering magical words in the dark.

Spellcraft DC 15:

The chanter called once more on evil gods to guide them to victory.
Cast Guidance.

still no looking:

1d20 + 15 ⇒ (13) + 15 = 28

You guys are up!


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Drawing her shield once again (AC 16), the druidess screws up her courage and prepares to force her way past the terrifying wolf. She leans out with her free hand and firmly grabs the back of Shark’s neck, ready to use the cat’s movement to help catapult her forward. ”Defend me,” she says in the cat’s ear, and with one single movement, druid and companion launch forward.

Grapple: 1d20 + 5 ⇒ (20) + 5 = 25 Shark launches at the wolf, a stunning whirl of muscle and claws that slams the evil creature into the opposite wall at the top of the stair. A split-second later, Beorae slides past the two creatures and moves down the hallway, shield at the ready.


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"Bi Sevenstone?!" Nme'an asks in surprise as the willowy Druid sics her tiger on the dangerous wolf then surges forward past them both. If the Paladin ever felt the need to curse, now was it.

"Ambapo kuzimu unafikiri utaenda?" he calls after his companion before giving chase himself. On his second step forward he feels the slightest pop in the air around him and somehow knows that the spell that had been keeping the wolf at bay has been breached. Still, he feels it better to place himself between his companion and the wolf than to allow her to place herself alone between two enemies.

"Kuwa mwangalifu!" he calls out to Beorae as he skids to a heavy stop behind her.

(Nme'an uses Inspiring Word on Beorae giving her +2 to an attack, skill check, ability check, or saving throw for 1 round. 3 uses left.)

Elven:
"Where the hell do you think you're going?"

"Be careful!"


Dungeon Master

AoO Bite 1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 2 ⇒ (6) + 2 = 8

The bloodthirsty wolf snaps at the grey tiger but the canine teeth fail to pierce Shark's thick hide. In the blink of an eye, the striped beast has a firm hold on the black wolf.

Both Shark and the wolf have the grappled condition.


as NPC'd by GM Netherfire

Acrobatics 1d20 + 7 ⇒ (16) + 7 = 23

With a running start, the highlander's long legs launch him up and over the stretch of little metal spikes. His big feet touch down on the other side and his glowing shield casts light on part of the darkened dining hall.

Readied attack 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26 for 2d4 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11
A spiked chain whips out from the darkness just as Mot plants his boots, and although the big man tries to raise his shield, the cruel weapon lashes across his hairy head. The grey man with the skull hooked into his chest grins wickedly at the spatter of Urlghain blood. Clinking heavy chains ring out over the silence.

Growling in pain, the Casns wildly snaps the head of his flail at the shadowy foe.
Power attack Flail 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15 for 1d8 + 2 ⇒ (6) + 2 = 8
But dark mage is quick and avoids the attack.

Mot takes 11 damage and is currently at 15 hp. Something of note: whenever fighting with a building corner partially in the way, both combatants benefit from Partial Cover.


Male Human Rogue lvl5 (AC 20; HP 28/37)

As the Casns launches himself over the traps, Themp hurries ahead covertly, almost following his lead before the grey man lashes out.

Stealth: 1d20 + 18 ⇒ (17) + 18 = 35

Finally a target Themp thinks to himself, not noticing how injured Mot is.

Securing one of the few poisoned arrows in his quiver, he aims at the strange assailant and shoots, point-blank.

ATK: 1d20 + 7 + 1 - 1 ⇒ (18) + 7 + 1 - 1 = 25
DMG: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 2d6 ⇒ (3, 2) = 5

Move from J18 to I15. No clue what I should roll due to the poison arrow, feel free to roll it for me in any case.


Dungeon Master

Just so I can keep track, I’ll leave this here our benefit - Giant Spider poison: Frequency 1/rd for 4 rounds. Effect 1d2 Str damage. Fortitude DC 14. Cure: 1 save.

With rolling, glowing yellow eyes, the black wolf struggles against the big grey cat.
Grappled Raging Bite 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 for 1d6 + 2 ⇒ (6) + 2 = 8
But again, the tiger’s hide is too tough for the wolf’s fangs.

Themp's arrow pierces the grey man’s side!
Fortitude 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20, passes. The poison has no effect :/
Hissing in pain at the unexpected shot, the evil priest glances down the corridor behind Mot.
Perception 1d20 + 7 ⇒ (13) + 7 = 20 to oppose Themp’s Stealth w/ -20 sniping penalty.
His all-black eyes seem to bore into Themp, and the thief sees the dark mage's bared teeth make an unsettling smile at the pain from his oozing wound. He side-steps to directly face the two in the hallway.
One more thing of note: Themp’s arrow dealt one more damage, +1 from Point-Blank Shot and +1 from the Str composite feature. 8 total damage!

“I see you now, archer; you cannot hide. Will you witness the death of this oaf, or will you flee in terror!”
The rasping words chill Themp to his core, and tests his instinct of fight or flight!
Themp must pass a Will save DC 14 or be frightened for 1d4 ⇒ 4 rounds. If he passes his save, he is shaken for 1 round. If he fails, Themp must spend his turn moving as quickly as possible from the source of his fear (the grey man) for 4 rounds.

Spellcraft DC 16:

The voice that threatens Themp used a spell to frighten the thief, to make him run away in fear.
He cast Cause Fear.

no looking:

1d100 ⇒ 77, 1d20 + 15 ⇒ (20) + 15 = 35

Perception DC 35:

The softest sound of steel rubbing against fabric, and a single, muffled clink of glass comes from the dark end of the hallway with Nme'an and Beorae. Someone, or something, is either cleaning a blade or applying a substance to a blade...
Somewhere near Q-R11.

The half-elves advance down the hallway with the snarling scrap of tooth and claw behind them. Nothing assails them from the dark ahead.

You guys are up!


Male Human Rogue lvl5 (AC 20; HP 28/37)

Will: 1d20 + 1 ⇒ (19) + 1 = 20

The priest's words certainly leave Themp shaken, but not stirred enough to leave his now clearly wounded friend behind.

"'Flee'? Who do you take me for, you cheap shaman?" the scoundrel retorts, nocking one of his countless regular arrows and letting it soar.

ATK: 1d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21
DMG: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"Sounds like Themp found one of them in the other hallway. Stay behind me. Let's get to them, but no sense in rushing into an ambush," Nme'an says as he moves up the hallway.

He spots the next doorway ahead of him and pulls it open, forming a half-wall just ahead of him. It might not do much more than slow an opponent down before they slam it closed again, but it's better than nothing!

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Dungeon Master

Nme'an:

The door opens to an unlit room, wafting a faint and strange musk to those near the doorway. By the paladin's shining sword, the room is sparsely furnished with a bed with blankets cast aside, a writing desk littered with parchment, a night stand with small drawers, and a wooden wardrobe in the back corner. A tiny black skull serves as an inkwell on the desk, with a feather quill resting in its underbite jaw.

If Beorae moves up to Nme'an's square she can read the above spoiler.


as NPC'd by GM Netherfire

“Ye callen mea an’ oooaf?!” the highlander sputters. With a hairy face twisted in anger, he circles the flail over his head and steps up to deliver a blow to the dark mage.

PA flail 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8 for 1d8 + 2 ⇒ (4) + 2 = 6
The chained metal ball whiffs the air.


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Evading the wolf’s attacks, Shark shifts his weight and sinks his claws into his foe even further, attempting to completely disable the large dog.
Pin: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26

Beorae follows Nme’an up the hallway. ”Ni nini maana, 'Unakwenda wapi' !? Ulisema kushinikiza mbele!”
Perception: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24

Elven:

”What do you mean, ‘Where are you going’!? You said to push ahead!”


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"Nilimaanisha kifungu nyingine, si zamani mbwa mwitu uchawi wewe alikuwa tu alionya mimi kuhusu!" Nme'an replies.

Elven:
"I meant the other passage, not past the magic wolf you had just warned me about!"


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae glares at the back of the Paladin’s head. ”You mean the one behind us?”


Dungeon Master

Shark's strong legs press the enraged summoned wolf into the stone corner, where the creature cannot move at all. Black fur twitches from the tensed muscles underneath, but the fiendish beast is no match for the big grey cat.

The half-elves take cover behind the door opened by knight, but nothing assails them.

Themp’s arrow strikes true, yet it only brings a crazed smile to the grey man's gaunt face.

“Very well,” the skull-wearer calls out to the archer. He turns a serene, black-eyed gaze to the Casns towering over him. Themp can barely hear him say to Mot, "Cherish these moments..."

The dark priest holds his chains aside to fully display the profane skull-piece hanging from his chest. A blackish-purple energy pulses from the skeletal eyes and washes over everything like unholy fire. The wave of corruption passes over Themp, and the sensation is unlike anything he has ever felt -a horrific mix of sickness and despair and darkness. It felt like death.
Channel negative energy 3d6 ⇒ (3, 4, 5) = 12
Themp and Mot will need to pass a Will save DC 15 to halve this damage.

You guys are up!


Male Half-elf Paladin 5, Cleric 1 (AC: 24, Flat-footed: 23, Touch: 12) (21/43) Good Horse (AC: 16, Flat-footed: 14, Touch: 16) (31/31)(45gp, 7sp 7cp), (75gp - General Fund)

"Hata sasa sisi ni kugawa na wengine wakati sauti kama kwamba wanahitaji msaada wetu," Nme'an says as he again begins moving forward. He pushes past the door, leaving it open flat against the wall as he says: "Mimi nilikuwa na matumaini ya kuweka sisi pamoja!"

Spoiler:
"Yet now we are split from the others when it sounds as if they need our help. I had hoped to keep us together!"

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