The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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Male Human (mostly) Ex-cleric and Grumpy Cat

I'll correct that, but they have reach, so it doesn't really matter.


Female Elf Alchemist (preservationist) 18

Maybe it will give me soft cover? I'm grasping at straws, here. ;-)


Male Human (mostly) Ex-cleric and Grumpy Cat

It probably will. I'll get it sorted as soon as possible. Moving tomorrow so my life is a pandemonium of boxes right now. Or whatever the Golarion equivalent would be. ;-)


Feres tries again to wound the demonic smoky creature before him.

Full attack belker in squares Q/R-16/17.

First Attack: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Critical Hit Confirm: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Extra Crit Damage to 1st Attack: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Second Attack:1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Buffs in Effect:
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.

Feres' AC: 29
Feres' HP: 80/80

Good luck with the move, BT!


Male Human Sorceror (Stormborn) 18

Focusing intently Vulcan slips into the mist to his left (moving to O17) the air around him crackling as he roars the words of a spell, his voice blending with the explosive crack of thinder as a bolt of lightning tears through the belkers.

Concentration check to cast defensively1d20 + 10 + 5 ⇒ (7) + 10 + 5 = 22 (DC 15+double spell level=21)

Lightning bolt10d6 ⇒ (3, 2, 4, 5, 4, 1, 4, 6, 3, 4) = 36


Male Human (mostly) Ex-cleric and Grumpy Cat

Your combined assault destroys the remaining belkers. Youll get xp whenever I figure out which box my books are in.

There is time to heal up and catch your breath as you emerge in the chamber beyond, but I'll go ahead and post the description anyway.

This tall, temple-like chamber has a forty foot-high ceiling. Carved stone pillars reach up to the ceiling in elegant lines, but strange clusters of spikes stick up from the floor in two distinct areas, like barricades.

Near the doors to the north, south, and east stand carved stone images of tall, elongated humanoid forms. A series of small openings, each about one inch in diameter, festoon the wall between these forms. Beneath these openings are small basins, each about the size of an apple. Strange undulations make the doors and nearby walls seem more like a curtain than a level surface. Twisting runes wind over the walls. The floor has channels carved in it, as if to transport water, but nothing flows there now.

The room is 50 feet wide and 40 feet across. Visible exits are the doors to the north, east and south (you enter from the west).


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim is in the lead as always and he stops the party as they enter the room from the west. His keen eyes scan the room's floor, walls, ceiling and pillars, looking for traps. He also takes a whiff of a piece of Allustan's clothes and sniffs the air, looking all around.

Never trust an empty room in a dungeon! ;) Since Vulcan is down 30+ hps, I will assume Friar will channel, which will heal Valgrim completely since he is only down 9. If Friar does not channel, then Valgrim drinks a potion of cure light wounds.

Survival check to see tracks to determine which way Allustan went, sniffing the air as well:
1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35
Perception check to look for traps in room:
1d20 + 19 ⇒ (16) + 19 = 35...add +2 if it involves stone, +3 if it involves scent, can detect poison with DC 20 roll.

Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim notices a number of suspicious pressure plates, both before the doors and adjacent to the clusters of spikes.

Allustan's tracks turn to the right, through the south door.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim speaks, pointing out the dangers, "Allustan went south, according to the tracks I see. And beware those pressure plates, part of the floor here is trapped."

If possible, Valgrim steps around the plates avoiding them and checking for more. Is it possible to open the southern door without stepping on the trap before the doors? If so, we move on. If not, Valgrim asks Bubba to summon an unseen servant with his wand to open the door, while the rest of us stand 30' back.


Female Elf Alchemist (preservationist) 18

Note that we all have Air Walk going, so pressure plates shouldn't be a problem.


Before leaving the entrance hallway, Feres calls upon the powers of his Goddess and channels a burst of healing energy to mend his companions' wounds.

Channel Energy (Healing): 5d6 ⇒ (4, 3, 2, 3, 1) = 13

Seeing that Vulcan is still wounded, Feres retrieves one of his curative wands and uses its magic to heal the sorcerer's wounds.

CMW Wand - Vulcan: 2d8 + 3 ⇒ (3, 1) + 3 = 7
CMW Wand - Vulcan: 2d8 + 3 ⇒ (6, 5) + 3 = 14 - that should get Vulcan back up to full health

Feres glances at the rest of his companions to assess their health. "Does anyone else need healing?" he asks before storing the wand back in his magical pack.

Once everyone is healed, Feres follows his friends to the next chamber.

Number of Channels used today: 2/7
CMW Wand Charges remaining: 23


Male Half-Orc Bard 11

Bubba does as Valgrim asks and summons a unseen servant to open the door.


Female Elf Alchemist (preservationist) 18

Vug took 27 damage total, so she's still down 14.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Good catch, Vug. With Airwalk, no need to worry about pressure plates. We head south. You can save the wand charge, Bubba.


Male Human (mostly) Ex-cleric and Grumpy Cat

Blasted post monster!

You bypass the pressure plates and open the door. Behind it a ten feet wide corridor leads to a fourway intersection some thirty feet ahead.

This intersection is lit by six flickering orange and yellow lanterns that float around a central statue of grey stone. The statue shows an androgynous Wind Duke wearing robes that seem to be stirred by a breeze. The figure may be a symbol of justice or war, for it holds a glittering sword outstretched in one hand and carries a balance in the other. The statue is eight feet tall and stands on a four-foot-tall pedastal.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

See above comment about empty rooms in dungeons!

Valgrim takes a close look around the room, inspecting the floors, walls, ceiling, and of course, the central statue.
Perception: 1d20 + 19 ⇒ (3) + 19 = 22...add +2 for stone, +2 for evil outsiders, +3 if it involves scent, +4 if it involves undead (been forgetting favored enemy bonus also on perception check vs. them)

If Valgrim does not detect any traps, he walks into the room under the effects of the Airwalk spell towards the central statue.

Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)


Vug Vang wrote:
Vug took 27 damage total, so she's still down 14.

Feres also uses his curative wands on Vug before the party leaves the entrance hallway.

CMW Wand - Vug: 2d8 + 3 ⇒ (2, 4) + 3 = 9
CLW Wand - Vug: 1d8 + 1 ⇒ (2) + 1 = 3

CMW Wand Charges remaining: 22
CLW Wand Charges remaining: 1


Male Human Sorceror (Stormborn) 18

Vulcan enters the room, fascinated with the statue and its connection to the elements.


Male Human (mostly) Ex-cleric and Grumpy Cat

Oops, it looks like I was wrong about the distance. The intersection is only 15 feet away. I don't really think it matters much though. By the way, Allustan's tracks turn right at the intersection.

As Valgrim enters the corridor and moves toward the statue, carefully not touching the floor, suddenly a word of absolute rending stricture rings out. Will 20 to avoid being paralyzed. Even if you make your save you will still be deafened and staggered for a couple of rounds.

Roll for initiative and your Will save. I'll get a map up.


Female Elf Alchemist (preservationist) 18

Will save: 1d20 + 4 ⇒ (19) + 4 = 23, +2 if it's an enchantment (which I doubt)

"Ungggh...did you hear something!?"

Init: 1d20 + 5 ⇒ (2) + 5 = 7, -4 for being deaf


Male Half-Orc Bard 11

Will save: 1d20 + 10 ⇒ (3) + 10 = 13
Init: 1d20 + 1 ⇒ (5) + 1 = 6


DC 20 Will save: 1d20 + 15 ⇒ (12) + 15 = 27

Initiative: 1d20 - 4 ⇒ (13) - 4 = 9 (deafened)

Feres sees Vug's lips move, but can't hear what she says. WHAT?! he exclaims, shaking his head to clear the ringing in his ears.

Buffs in Effect:
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.

Feres' AC: 29
Feres' HP: 80/80


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Sorry guys, I blew that Perception check!

Will save: 1d20 + 7 ⇒ (1) + 7 = 8...add +4 if spell or spell-like ability
Initiative: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
AC: 33
HP: 102/102
Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)

Does FoM help against the paralysis?


Male Human Sorceror (Stormborn) 18

Will save1d20 + 9 ⇒ (5) + 9 = 14
Init1d20 + 2 ⇒ (11) + 2 = 13


Male Human (mostly) Ex-cleric and Grumpy Cat

As you are trying to recover from the wrenching word, the door to the left of the intersection opens and a strange black snake-like humanoid emerges. Flames are dancing along his serpentine body. Behind him there looms a gigantic living fire.

Those of you that aren't paralyzed (Valgrim, Feres and Vug) can act. Map coming up.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim casts Resist:Energy (Fire), giving himself Fire resistance 20.

AC: 33
HP: 102/102
Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)
Resist Energy (80 minutes)


Female Elf Alchemist (preservationist) 18

Vug throws a force bomb at the snake man.

with PBS? 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 195d4 + 6 + 1 ⇒ (4, 1, 2, 4, 2) + 6 + 1 = 20, 11 splash damage, Ref DC 21 or fall prone


Feres murmurs the words to a spell, wreathing his form in cool blue flames as he hefts his scimitar and shield in preparation for battle.

Standard action to cast Fire Shield (Chill Shield) on self (20% chance spell failure for deafened (1-20 fails): 1d100 ⇒ 87 - succes)s. Feres takes only half damage from fire-based attacks; if such an attack allows a Reflex save for half damage, he takes no damage on a successful saving throw. Duration 10 rounds.

Buffs in Effect:
Fire Shield (Chill Shield): Half damage from fire-based attacks; no damage from fire attacks on successful Reflex save; duration 10 rounds.
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.

Feres' AC: 29
Feres' HP: 80/80


Male Human (mostly) Ex-cleric and Grumpy Cat

Vug's bomb strikes the snake-man and he retreats, cursing, back through the fire elemental, hiding behind it. The elemental makes some threatening gestures but does not advance.

You are up.


Female Elf Alchemist (preservationist) 18

What language is he cursing in?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I know Valgrim is deaf. Is he staggered? I will post as if he is not. If he is, please advise so I may change my actions. I will assume snake boy and fire elemental have switched places on map.

Valgrim will look at Friar, put his hands together in a solemn fashion so that his palms and fingertips touch and close his eyes briefly and glance up reverentially and wait for Friar to act. Delays until after Friar acts. Then he moves up to M11, fighting defensively, and strikes at the fire elemental with his frost greataxe with power attack, triggering AoO.

Delayed attack:
I will roll frost damage separately; also I will assume since all elementals are neutral, it is not an evil outsider. Please subtract 1 from attack and damage rolls if Friar does not cast appropriate spell.
Attack: 1d20 + 15 + 1 - 4 ⇒ (11) + 15 + 1 - 4 = 23
Damage: 1d12 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Frost damage: 1d6 ⇒ 3

AC: 36 (+3 dodge bonus b/c I have 3+ ranks in acrobatics)
HP: 102/102
Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)
Resist Fire: 20(80 minutes)


Female Elf Alchemist (preservationist) 18

Oh yeah, I forgot we're deaf. Vug presumably can't read the snake-guy's lips. :-)


Feres nods in agreement with Valgrim's signal and offers a prayer to Sarenrae to bolster his friends while bestowing Her disfavor on their enemies.

Standard action to cast Prayer (20% chance spell failure for deafened (1-20 fails): 1d100 ⇒ 37 - success). All allies receive a +1 luck bonus to attack, damage, saves, and skill checks; enemies receive -1 penalty to all such rolls (no saving throw). Duration 10 rounds.

Buffs in Effect:
Prayer: +1 luck bonus to attack, damage, saves, and skill checks; enemies receive -1 penalty to all such rolls (no saving throw); duration 10 rounds.
Fire Shield (Chill Shield): Half damage from fire-based attacks; no damage from fire attacks on successful Reflex save; duration 9 rounds.
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.

Feres' AC: 29
Feres' HP: 80/80


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Yay! I'm glad we were able to understand each other with non-verbal communication...makes sense, we have been adventuring 10 levels together! With the -1 hit, it gives me an effective AC of 37. Hope that helps keep Valgrim safe. This may be a long fight. Elementals are immune to crits and we have no Haste or Inspire courage or Vulcan's Cone of Cold...aaargh!


If Valgrim and Vug can keep the enemies off me for a round or two, I can Summon some aid.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Cool. I am sure I will be the focus of the elemental and snake boy's attention since I am up in their faces.


No doubt!


Female Elf Alchemist (preservationist) 18

Vug throws a force bomb at the elemental, trying to hit the snake guy in the splash radius.

1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 245d4 + 6 + 1 ⇒ (3, 1, 2, 3, 2) + 6 + 1 = 18, 11 splash, Ref DC 21 or fall prone.

Any chance of identifying the snake man?
Know nature: 1d20 + 19 ⇒ (4) + 19 = 23
Know arcana: 1d20 + 19 ⇒ (19) + 19 = 38


Male Half-Orc Bard 11

Bubba stands motionless, paralyzed.


Male Human Sorceror (Stormborn) 18

Unable to move, Vulcan simply hovers in the air.


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry for the delays. Not having a properly working internet connection is a bummer, especially when the computer at work is an utter pile of crap.

Valgrim is still staggered, which limits his options, but I took the liberty of having him charge. He'll be able to fight defensively next round.

Valgrim cuts into the living flame, and Vug's bomb finds some purchase too. The elemental retaliates for 11 points of damage, and would have lit him on fire if not for his protective magic.

The snake-man slithers up on the side and stabs with his spear, but Valgrim can easily fend him off. He says something that you can't hear.

Valgrim, Feres and Vug are up again. Sorry about the paralysis. It's really a drag in a PBP.

A side annoyance is that I can't update the map properly. We'll just have to wing it for this battle.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Remember enemies have -1 hit and damage too.
Knowledge Planes: 1d20 + 1 ⇒ (4) + 1 = 5..since I am tired of calling him snake-man.

Fighting defensively, Valgrim attacks the Fire Elemental again, as I assume the snake-man has reach with his spear.
Attack: 1d20 + 15 + 1 - 4 ⇒ (15) + 15 + 1 - 4 = 27
Damage: 1d12 + 16 + 1 ⇒ (12) + 16 + 1 = 29
Frost damage: 1d6 ⇒ 4

AC: 37 (+3 dodge bonus b/c I have 3+ ranks in acrobatics and -1 hit due to prayer)
HP: 91/102
Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)
Resist Fire: 20 (80 minutes)
Prayer: 10 rounds


Female Elf Alchemist (preservationist) 18

Vug keeps lobbing force bombs at the elemental.

PBS + Prayer 1d20 + 13 + 1 + 1 ⇒ (18) + 13 + 1 + 1 = 335d4 + 6 + 1 + 1 ⇒ (4, 2, 4, 2, 1) + 6 + 1 + 1 = 21, 11 splash, Ref DC 21 or fall prone.


Feres studies the snake-man carefully as he begins to offer a prayer to his Goddess, requesting Her to send divine aid.

Knowledge (Planes) check: 1d20 + 4 ⇒ (7) + 4 = 11

Full-round action to cast Summon Monster IV.

Buffs in Effect:
Prayer: +1 luck bonus to attack, damage, saves, and skill checks; enemies receive -1 penalty to all such rolls (no saving throw); duration 10 rounds.
Fire Shield (Chill Shield): Half damage from fire-based attacks; no damage from fire attacks on successful Reflex save; duration 9 rounds.
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.

Feres' AC: 29
Feres' HP: 80/80


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry again. Internet is working now but I'm still swamped.

Valgrim and Vug destroy the elemental, which dissipates into nothing. The snake-man hisses in anger and advances on Valgrim, but the dwarf manages to fend off his attacks.

You are no longer deafened or staggered, so give him hell.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I don't know how far Valgrim away is from the enemy but if more than 10', he walks toward the snake-man, incurring AoO. He then attacks with Vital Strike. I will assume he is an evil outsider; if not, subtract +2 from hit and damage.

Attack:1d20 + 15 + 1 + 2 ⇒ (3) + 15 + 1 + 2 = 21
Damage: 2d12 + 16 + 1 + 2 ⇒ (7, 4) + 16 + 1 + 2 = 30
Frost: 1d6 ⇒ 1

AC: 34 (w/-1 hit due to prayer)
HP: 91/102
Buffs:
Bloodhound (8 hours)
Freedom of Movement (100 minutes)
Barkskin (100 minutes)
Shield (?) (8 minutes)
Bless Weapon (?) (8 minutes)
Airwalk (20 minutes)
Resist Fire: 20 (80 minutes)
Prayer: 8 rounds


Male Human (mostly) Ex-cleric and Grumpy Cat

The snake-man has 10 feet reach, so you can full attack him if you like, without an AoO. [/ooc]


Female Elf Alchemist (preservationist) 18

"It's a MIRACLE! I can hear again!" Vug crows as she throws a blinding bomb at the snake man.

with PBS and Prayer 1d20 + 13 + 1 + 2 ⇒ (6) + 13 + 1 + 2 = 225d6 + 6 + 1 + 2 ⇒ (2, 2, 5, 2, 3) + 6 + 1 + 2 = 23, 11 splash damage, Fort DC 21 or blind


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Ok, then damage om first attack was only 26, not 30, since he would not have attacked with Vital Strike.

Second attack: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
Damage: 1d12 + 16 + 1 + 2 ⇒ (9) + 16 + 1 + 2 = 28
Frost: 1d6 ⇒ 4


Feres completes his spell. A canine-headed humanoid appears behind the snake-man and attacks the creature with a vicious bite and a brightly polished greatsword.

Hound Archon appears in flanking position with Valgrim; full attacks with greatsword and bite. Plus Hound Archon has Aura of Menace - snake-man must succeed DC 16 Will save or take a –2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits the archon.

Greatsword Attack #1: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (flanking)
Greatsword Damage #1: 2d6 + 3 ⇒ (5, 6) + 3 = 14

Greatsword Attack #2: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 (flanking)
Greatsword Damage #2: 2d6 + 3 ⇒ (1, 2) + 3 = 6

Bite Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 (flanking)
Bite Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Hound Archon stats:
AC: 19; CMD: 18
HP: 36
DR: 10/evil; Immune: electricity, petrification; SR 15

Feres hefts his scimitar and shield and warily steps forward toward the battle.

Move action to step forward to within 10 feet of the snake-man (don't want to incur AoO); standard action for Total Defense (+4 Dodge bonus to AC until beginning of Feres' next round).

Buffs in Effect:
Prayer: +1 luck bonus to attack, damage, saves, and skill checks; enemies receive -1 penalty to all such rolls (no saving throw); duration 8 rounds.
Fire Shield (Chill Shield): Half damage from fire-based attacks; no damage from fire attacks on successful Reflex save; duration 7 rounds.
Shield of Faith: +3 deflection bonus to AC; duration 10 minutes.
Air Walk: Can tread on air as if walking on solid ground; duration 20 minutes.
Barkskin: +4 natural armor bonus to AC; duration 100 minutes.

Feres' AC: 33
Feres' HP: 80/80

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