Tomb of Horrors? (Inactive)

Game Master leinathan

The PCs are drawn together to tackle the most impenetrable tomb known. Will they survive its deadly traps and find its incredible reward?


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Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek gives Aviel an approving gesture, then takes advantage of the thinning clouds to prowl the edges of the room. One eye is kept on the figure in the center, the other alert for any unusual stonework.

Perception (general stone): 1d20 + 34 ⇒ (12) + 34 = 46 Add +4 for traps


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Knowledge Religion (in case it's relevant): 1d20 + 14 ⇒ (14) + 14 = 28

Detect Evil


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The undead creature in front of the dungeon-delvers is undoubtedly evil, and as it straightens its shoulders and begins to raise its head, its hair parts to reveal its face. Night-black eyes weep immaterial tears and long, pointed ears hang by fleshy threads off of the sides of its face, and Garret comes to realize exactly what this creature is - a banshee.

Garret Init: 1d20 + 5 ⇒ (13) + 5 = 18
Ferrek Init: 1d20 + 5 ⇒ (12) + 5 = 17
Shadassa Init: 1d20 + 4 ⇒ (5) + 4 = 9
Aviel Init: 1d20 + 2 ⇒ (16) + 2 = 18
Banshee Init: 1d20 + 15 ⇒ (15) + 15 = 30

It opens its mouth, revealing rows of jagged teeth and bleeding gums, and begins to keen loudly, the shriek emerging from its mouth slowly growing in volume and power.

This is the banshee's wail ability. You don't have to make saves until next turn, but that's that.

Initiative:

Banshee - 30

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret's face goes grim. "Banshee." he says tersely, flipping up his hood.

He surged forward, bringing his black axe forward like he was pointing with it, the runes along it's face springing hungrily to life with purple flames.

He knew what this creature was and what its terrible voice would do if left uninterrupted. He knew there was no defense against it, and nothing he could do to save his allies if the abomination's scream continued long. He swung with all his might.

Swift Action, Smite Evil. Standard Action, Charge. Free Action after attack, let go with one hand and activate Force Shield.

Power Attack, Charge, Smite: 1d20 + 14 - 2 + 2 + 3 ⇒ (15) + 14 - 2 + 2 + 3 = 32
Ghost Touch, Slashing Damage, bypasses DR, first smite damage doubled vs. undead: 1d8 + 14 + 8 ⇒ (6) + 14 + 8 = 28
If I remember my banshee's right, I think it needs to make a concentration check to keep up the Wail.

Garret's current AC is only 23. He's sacrificing defense for offense big time right now.

Allies within 10' gain an additional +4 bonus vs. Fear.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Banshee Will save vs. Damage (DC 43): 1d20 + 18 ⇒ (2) + 18 = 20 Failure!

Garret's powerful axe blow disrupts the incorporeal creature's wail mid-note, and the banshee suddenly stops its deadly attack.

Banshee - 133/161

Go, everyone else! :D


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

I am so not equipped right for combat. I keep thinking of things I could have taken to help...

As Garret announces the creature's name, Ferrek pales slightly and goes digging in his beltpouch for something. Pulling out a pair of earplugs, he jams them into his ears, even as the wail cuts off.


Female Merfolk Oracle of Flame/L9

Was Shadassa able to cast Prot From Evil in a non-combat 'round' or surprise round?

Shadassa reaches out a hand to touch Garret, uttering words in Ignan.

Resist Energy (Sonic)


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel looked momentarily shocked, then conceded the point that he was quite thoroughly unprepared for this kind of foe."I see. Well then, an ally for this."

Summon Monster 4


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

A non-combat round. I allowed reactions to the creature before I rolled init, and your reaction was casting the spell.

Aviel begins chanting conjuration, calling into existence a powerful creature from the outer planes. At the same time, Ferrek plugs his ears with wax and cork, trying to keep the sound of the banshee's wail blocked out without realizing that it already had been stopped. Shadassa taps Garret, protecting him from sonic damage.

Acrobatics Check to avoid AoO (DC 29): 1d20 + 11 ⇒ (15) + 11 = 26

The banshee tries to flutter out of Garret's grasp without letting him attack her, but he is tenacious and an experienced fighter, and manages to get in a strike. Despite the creature's agility and quickness, his axe finds its mark and more of the creature's undead essence is disrupted.

Garret AoO: 1d20 + 14 - 2 + 3 ⇒ (17) + 14 - 2 + 3 = 32
Damage: 1d8 + 22 ⇒ (8) + 22 = 30

Still, though, the creature manages to get around him and to his other side, facing Shadassa. The creature growls as it reaches out for her.

Touch Attack: 1d20 + 26 ⇒ (11) + 26 = 37
Negative Energy Damage: 14d6 ⇒ (6, 4, 6, 6, 1, 3, 3, 1, 5, 1, 5, 4, 2, 6) = 53
Shadassa Save vs. Terror (DC 23): 1d20 + 6 + 2 + 4 ⇒ (5) + 6 + 2 + 4 = 17

She barshee reaches her hand inside Shadassa's body, grasping her by her beating heart with its immaterial hand and squeezing the life out of it. Shadassa feels herself turn black, and cold, from the inside, and knows that there is no hope for her in this battle. She crumples to the ground, helplessly, for 1d3 ⇒ 1 rounds.

Initiative:

Banshee - 30 hp 103/161, 20% miss chance against ranged attacks

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9


Female Merfolk Oracle of Flame/L9

I think Shaddy would have gotten another +4 against Fear thanks to Garret, but that still won't cut it

The merfolk thrashes on the floor, weeping in terror and babbling in various elemental tongues.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Oh cool. Missed that part. Well in that case. 1d3 Lantern Archons.

Lantern Archons: 1d3 ⇒ 3 Alright! Aviel is summoning all three above the Banshee.

Realizing there wasn't much to be done about the ethereal nature of their foe, Aviel altered his spell to attempt to bring in multiple allies. As they all arrived, Aviel commandingly spoke to them, another spell already in his mind.

Celestial:
"Hold for my order..."

Casting haste on the 3 Celestials, and the rest of the party.

He then raised his hand.

Celestial:
"Now!

Archon 1: Attack 1: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18
Archon 1: Attack 2: 1d20 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Archon 1: Attack 3: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15
Damage 1: 1d6 ⇒ 2
Damage 2: 1d6 ⇒ 1
Damage 3: 1d6 ⇒ 6

Archon 2: Attack 1: 1d20 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Archon 2: Attack 2: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Archon 2: Attack 3: 1d20 + 3 + 1 + 1 ⇒ (18) + 3 + 1 + 1 = 23
Damage 1: 1d6 ⇒ 1
Damage 2: 1d6 ⇒ 1
Damage 3: 1d6 ⇒ 3

Archon 3: Attack 1: 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14
Archon 3: Attack 2: 1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
Archon 3: Attack 3: 1d20 + 3 + 1 + 1 ⇒ (20) + 3 + 1 + 1 = 25
Damage 1: 1d6 ⇒ 4
Damage 2: 1d6 ⇒ 2
Damage 3: 1d6 ⇒ 6

Archon 3: Crit confirmation: 1d20 + 5 ⇒ (15) + 5 = 20
Damage 3: 1d6 ⇒ 4

Archon 1:
Miss Chance: 1d100 ⇒ 40
Miss Chance: 1d100 ⇒ 21
Miss Chance: 1d100 ⇒ 80
Archon 2:
Miss Chance: 1d100 ⇒ 21
Miss Chance: 1d100 ⇒ 12
Miss Chance: 1d100 ⇒ 39
Archon 3:
Miss Chance: 1d100 ⇒ 55
Miss Chance: 1d100 ⇒ 15
Miss Chance: 1d100 ⇒ 54


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I'm not exactly sure where everyone is, but if Shadassa hit me with a touch spell after I moved and attaked, that would put her right behind me. If that's the case, she gets an additional +2 AC from me, and if she still gets hit, I will take the hit for her with In Harms Way.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

You can't take the hit for her because you need to threaten it and her, and the banshee went all the way around you to being behind her. The attack does still hit her with +2 AC.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Then I use Suicidal instead.

I'd also like to point out how silly it is that if I had a reach weapon in my hand right now, be able to use In Harm's Way. How my choice of weapon makes any difference is beyond me.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Okay! You take the damage, but not the fear, cause you're immune. Shadassa actually gets the action.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Woot!

Garret stepped through the Banshee's arm just as it made contact with the fire-haired mermaid. He picked her up off the floor, the specter's knuckles protruding from his chest.

A muscle in his jaw twitched as he set Shadassa back upright, his eyes glowing with his goddess' power beneath his hood. "You're alright. It's just the fear. Push through it. We need you."

He looked over his shoulder to glare at the Banshee who was buried up to the elbow in his back, bringing both hands back to his axe.

Swift action, Crane Style. Full Attack. Free action, raise force shield.

Power Attack, Defensive, Smite: 1d20 + 14 - 1 - 2 + 3 ⇒ (19) + 14 - 1 - 2 + 3 = 33
Damage, Ghost Touch, Smite: 1d8 + 14 + 4 ⇒ (7) + 14 + 4 = 25

Secondary Power Attack, Defensive, Smite: 1d20 + 9 - 1 - 2 + 3 ⇒ (18) + 9 - 1 - 2 + 3 = 27
Damage, Ghost Touch, Smite: 1d8 + 14 + 4 ⇒ (5) + 14 + 4 = 23

Touch AC is 25.


Female Merfolk Oracle of Flame/L9

Back in the game!

Shadassa sprouts wings of fire and rises out of the banshee's reach.

She then casts Selective Fireball, using her rod. Should do 50% damage--better than nothin

Fireball: 9d6 ⇒ (6, 5, 4, 2, 3, 2, 6, 1, 3) = 32


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Ferrek Crossbow vs. Banshee: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Garret takes the hurt for Shadassa and lets the banshee suck some of the life out of him, but he retaliates in kind, delivering two powerful axe blows of his own to the undead creature with his black axe. Aviel summons a trio of celestial and speeds them up, but despite the shower of multicolored light beams, none of them seem to be able to hit the banshee at all.

Doing what he can, Ferrek draws a crossbow and shoots it at the banshee, but the banshee moves out of the way and dodges the dwarf's feeble attempt at fighting. Then, Shadassa raises into the air and fires an explosive blast at the banshee, eliciting a strangely hollow scream of pain and creating a weirdly-shaped explosion to avoid harming her friends.

Snarling with rage and pain, the banshee reaches out at Garret again, disrupting his life forces with her negative energy touch, though he's immune to her fear effects.

Initiative:

Banshee - 30 hp 39/161

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9

Banshee Melee Touch vs. Garret: 1d20 + 26 ⇒ (6) + 26 = 32
Damage: 14d6 ⇒ (5, 1, 1, 1, 2, 1, 1, 5, 4, 5, 6, 1, 1, 4) = 38 Whoa.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret is at -1

Like a moron, I forgot to Lay on Hands myself as a free action during my last action, and now I'm unconscious because of it. >.<


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Aviel felt a pang of annoyance as the three Archons he had called on failed to the Banshee with any of their attacks, until his cousin was struck by the wailing monstrosity.

He felt his stress levels rising but he knew losing his cool wouldn't do anyone good.

The Archons are not effective against this enemy, so use their other abilities.

Switching tactics, Aviel began to orchestrate the Archons around the room in order to help the group. Pointing to each as he gave orders indicating what it should do next.

Celestial:
"You, Aid the unconscious one! You, aid the Merfolk! You, aid the Dwarf!

Archon Aid Garrett: 1d8 + 3 ⇒ (8) + 3 = 11
Archon Aid Shadassa: 1d8 + 3 ⇒ (1) + 3 = 4
Archon Aid Ferrek: 1d8 + 3 ⇒ (3) + 3 = 6

Aviel will wait for the Archons to use their Aid spell before using his shift ability to get from his position to where Garret is. Then use his Dimensional steps to move himself and Garret 20 away from the Banshee.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

That's the most ineffective I've ever seen lantern archons be... although incorporeal undead is probably the one thing that is protected against them.

Also, for reference, aid is a +1 morale bonus on attack rolls and saves against fear effects, plus the rolled amount of temporary hit points.

Ferrek takes aim with his crossbow and fires it at the evil creature again.

Crossbow: 1d20 + 13 ⇒ (18) + 13 = 31
Miss chance (>50 to hit): 1d100 ⇒ 23
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Interestingly, even if I had a combat wand to use, my UMD check would still result in a 50% chance to do nothing at all.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

That's enough to wake garret up with 10 HP. He's still in dire near of some healing, but he's conscious.

Garret sits up from his momentary bout of unconsciousness, fighting his muscles. He'd been knocked out before. Coming to is always jarring.

The fight was still going on.

He snatched up his axe, flared the spiral barrier, let the power of his Lady close his wounds and stood up in a defensive crouch.

Lay on hands and activate shield as free actions, activate crane style as swift, pick up axe as a move, get up from prone as a move action (with quick runner's shirt). Channel as a Standard action.

Lay on Hands: 2d6 ⇒ (3, 6) = 9
Channel: 1d6 ⇒ 5

Garret is upright at 24 HP and a touch AC of 26


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Lay on hands is a swift action, not a free action. You have to drop activating crane style this round, which is probably fine because it provides no benefit to you when you aren't fighting defensively or with total defense.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Totally fine.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

I've never actually fought a Banshee before in game so I didn't realize it's entire AC consisted of Dexterity, Dodge, and Deflection bonuses. You live and learn, hopefully, I guess. The fact that even hasted with high ground the little guys only have a +5 to attack bonus doesn't really help either. If only we had a bard...
Something else I forgot about, though it almost hardly matters with the Banshees will save, is that she has to make 3 Will saves against the Archons aura of Menace. Sadly a DC. 13, but there's always a chance of a Natural 1.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Right.

Banshee Will 1: 1d20 + 18 ⇒ (17) + 18 = 35
Banshee Will 2: 1d20 + 18 ⇒ (1) + 18 = 19 So there is! What are the penalties?
Banshee Will 3: 1d20 + 18 ⇒ (3) + 18 = 21

Shadassa?


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Right, the Banshee takes a -2 to attacks, saves, and AC for 24 hours or if it manages to actually damage the Archon causing the effect.
Fun fact: as the bonus/penalty is untyped its effect can stack up. So having an army of Archons can be really useful.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Good call! Even if it wastes a round snuffing out the lantern archon to negate the penalties, that's still a boon for us.


Female Merfolk Oracle of Flame/L9

Shadassa drops her selective rod, draws her reach rod, and casts Cure Critical Wounds on Garret, her flaming wings keeping her out of melee.

CCW: 4d8 + 9 ⇒ (4, 1, 5, 2) + 9 = 21


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

45 HP. That's not going to be enough. This thing is probably going to kill Garret with its next hit.

Ferrek, do you have UMD? Might be time for you to grab a wand or scroll from someone and play amateur spell caster.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Garret falls to the banshee's touch, but his cousin is completely ready for that possibility and quickly teleports in and out, buth his cousin in tow, keeping the man out of melee combat. Then, he commands his archons to aid each of his compatriots, which revives Garret.

Ferrek plinks at the banshee with a crossbow, but his bolt passes right through the incorporeal creature's flesh.

Shadassa heals Garret from afar, trying to ensure that their warrior remains upright and fighting.

It might not be enough, however, as the creature shrieks and pursues Garret. None of the warriors are carrying melee weapons except for him, so she charges unmolested, and she reaches out to touch Garret. Even through his fear-immune aura, he can feel hope and potency slipping, and the yawning maw of the Negative Energy Plane opening...just for him.

58 damage to Garret. Everyone's up again.

Initiative:

Banshee - 30 hp 39/161

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9

Banshee Touch Attack: 1d20 + 26 - 2 ⇒ (4) + 26 - 2 = 28
Damage: 14d6 ⇒ (3, 3, 6, 4, 6, 6, 4, 4, 5, 1, 3, 6, 3, 4) = 58


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

At negative 13. Dead in 1 round. We can't win this fight with Garret yo-yoing back and forth. We're wasting resources on the defensive. Aviel, can you port us all out of here?


Female Merfolk Oracle of Flame/L9

Sorry I didn't have bigger healing firepower. :\ Give me earplugs and I can keep wearing it down with Burning Hands, maybe.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Remember that most teleportation spells require touch, and Shadassa is not only last in initiative, but also flying and out of reach. Also, that positive energy can be used offensively.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Right, this is very bad. Time to run. Thankfully I've got my trusty Bonded item ready to go.

Aviel had hoped that one of the others might have been able to draw the Banshees attention, even though the odds had been low. When the creature struck Garrett low again, Aviel wasn't sure if his cousin lived or not. This fight was one he wasn't sure they could win right now. They needed time. He started by hopefully giving his cousin some more.

Celestial:
"All three of you, Aid my cousin!"

"I'm getting us out of here right now! Grab a hold of me."

Archon Aid 1: 1d8 + 3 ⇒ (5) + 3 = 8
Archon Aid 2: 1d8 + 3 ⇒ (4) + 3 = 7
Archon Aid 3: 1d8 + 3 ⇒ (6) + 3 = 9
All going to Garrett. Aviel is holding to cast Teleport until the rest of the party is grabbing him.

Casting defensively: 1d20 + 21 ⇒ (5) + 21 = 26
Whew. Just barely.

Studied Carefully: 1d100 ⇒ 71
And the result is... on target.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Shouldn't your concentration bonus be your CL plus your Int mod, or 9+8=+17?


Female Merfolk Oracle of Flame/L9

Shadassa is out of reach, regardless. Playing nurse today; in case I can't post, Shadassa will move toward the door and seal the banshee in with Wall of Fire, and hopefully, retrieve her selective rod.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Ah, right I had forgotten. In my original design of this character I had chosen Combat Casting as one of his feats. But in the final version I scrapped it for a different feat and boosted my concentration with the Focused mind trait instead for +19. That said, I did actually fail to cast it defensively. Sorry folks.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Flurry of Rolls:
Banshee AoO vs. Aviel: 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44 S+%$, man.
Damage: 14d6 ⇒ (1, 1, 5, 5, 2, 4, 2, 5, 2, 4, 5, 3, 5, 4) = 48
Aviel Concentration: 1d20 + 19 ⇒ (1) + 19 = 20
Will save: 1d20 + 16 ⇒ (5) + 16 = 21
Duration: 1d3 ⇒ 1
Banshee Crit Confirmation: 1d20 + 26 - 2 ⇒ (7) + 26 - 2 = 31
Crit Damage: 14d6 ⇒ (1, 4, 2, 5, 5, 4, 6, 4, 1, 4, 4, 3, 1, 3) = 47
Archon Concentration (DC 19): 1d20 + 3 ⇒ (12) + 3 = 15
Archon Concentration (DC 19): 1d20 + 3 ⇒ (7) + 3 = 10
Archon Concentration (DC 19): 1d20 + 3 ⇒ (7) + 3 = 10
Banshee AoO vs. Lantern Archon 1: 1d20 + 24 ⇒ (20) + 24 = 44
Banshee AoO vs. Lantern Archon 2: 1d20 + 24 ⇒ (13) + 24 = 37
Banshee AoO vs. Lantern Archon 3: 1d20 + 24 ⇒ (20) + 24 = 44
Damage to 1: 14d6 ⇒ (5, 4, 2, 2, 2, 3, 2, 2, 4, 4, 4, 6, 3, 3) = 46
Damage to 2: 14d6 ⇒ (6, 3, 4, 6, 3, 2, 4, 3, 5, 5, 2, 2, 2, 6) = 53
Damage to 3: 14d6 ⇒ (2, 3, 2, 4, 1, 6, 5, 1, 1, 2, 2, 6, 5, 6) = 46

This is all very unfortunate.

Aviel calls the lantern archons to try and help his cousin, Garret, but as they cast their spell-like abilities to infuse him with positive energy, they cannot keep themselves from the reach of the banshee, and it quickly snuffs the life out of each of them with merely a touch. Each of the celestial creatures leaves the Material plane with the tiny chiming of a bell.

Aviel then prepares to cast his teleportation spell, but his concentration is broken by the looming image of the doomed elven woman in front of him, and he opens himself up for an attack. She grins, revealing jagged teeth once again, and lunges forward at him with an incorporeal clawed hand. Her hand passes through him and Aviel's eyes grow blank. The banshee seems to grasp him by the neck, her fingers passing through his flesh like a knife through melted butter, but when she withdraws her hand, she carries something very real - a vision of Aviel, similarly incorporeal and pallidly gray, being ripped out of his body. The mage slumps to the ground as his spirit is stolen.

95 damage to Aviel, due to a crit. Also, the banshee has Combat Reflexes, so unless I'm mistaken (and I did roll failed concentration checks for the three lantern archons) the banshee gets AoOs against them, too, cause they're trying to aid Garret.

Initiative:

Banshee - 30 hp 39/161

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Well, that's that for me. It was fun playing with all you folks. But this dungeon has claimed yet another victim.


Female Merfolk Oracle of Flame/L9

Shadassa casts Wall of Flame to block the banshee in, her eyes full of fury and flame.

Ideally, and have Garret on the party's side of the wall. Aviel, this may be goodbye...:(


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

My UMD is +10, which means 50% chance to successfully use a wand. Fine for out of combat, but not very useful in it. I definitely needed more offensive power...

As the fight continues getting worse, Ferrek has been circling the room towards the doorway and his fellow explorers, firing crossbow bolts and cursing under his breath in Dwarven the whole time.

Last round
1d20 + 12 ⇒ (7) + 12 = 19
Miss: 1d100 ⇒ 76
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

This round
1d20 + 12 ⇒ (7) + 12 = 19
Miss: 1d100 ⇒ 78
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

The cursing is at least as effective as the crossbow. If not more, since the bolts are gone after they're fired.

As Shadassa exits, the dwarf is right on her heels.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Sorry for the wait! I've been having end-of-term and moving stress. I'm back, though, and ready to get back at killing y'all.

First wall of fire damage: 4d4 ⇒ (4, 4, 3, 2) = 13 6 damage.
Second wall of fire damage: 4d6 + 18 ⇒ (4, 2, 3, 5) + 18 = 32 16 damage.

22 total damage, banshee at 17/161 health.

Garret CON check: 1d20 + 2 - 13 ⇒ (13) + 2 - 13 = 2

Ferrek fires off crossbow bolts that all miss, and the banshee ignores his curses as he continues to fail to harm the creature.

Shadassa, however, calls into form a roaring barrier of fire between her compatriots and the creature, searing even its incorporeal form and trying to keep it away from Garret. Unfortunately, even her offensive measures do little to help her dying compatriot. He bleeds out on the ground beneath the banshee. The banshee, however, shrieks and flies through Shadassa's flaming wall, flying straight at Shadassa, reaching out with a hand to suck the life out of her.

Touch Attack vs. Shadassa: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 14d6 ⇒ (5, 1, 1, 5, 1, 4, 5, 1, 3, 3, 3, 2, 4, 1) = 39
Shadassa Will Save (DC 23): 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

She sustains significant harm from the negative energy damage, though its quite a bit less than could have been possible, and Shadassa manages to resist the creature's terrifying fear effect. She steels herself mentally for it and readies herself for what will likely be the last chance to destroy it.

Initiative:

Banshee - 30 hp 17/161

Garret - 18
Aviel - 18
Ferrek - 17
Shadassa - 9


Female Merfolk Oracle of Flame/L9

CCW: 4d8 + 9 ⇒ (7, 2, 4, 2) + 9 = 24

Shadassa cries out in pain and then grips her reach rod. She curses at the banshee in Ignan and Aquan and casts a healing spell at the elven ghost, then prepares for death.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I hope you don't mind, but I'm just going to play out the last few actions here by myself, to expedite things and see if you survive.

Banshee Will Save (DC 20): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23 so, 12 damage.
Ferrek Crossbow Bolt Attack (AC 26): 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 So, 3 damage.

Banshee at 2/161 health.

Ferrek Crossbow bolt vs. Banshee (AC 26): 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damage: 1d8 + 1 ⇒ (5) + 1 = 6 So, 3 damage.

Banshee Touch Attack vs. Shadassa: 1d20 + 26 ⇒ (9) + 26 = 35
Damage: 14d6 ⇒ (2, 1, 2, 6, 2, 2, 2, 4, 1, 4, 1, 2, 3, 3) = 35 So, Shadassa at -1.

The banshee manages to resist the better part of Shadassa's wave of positive energy, though it's disrupted to nearly the point of destruction, especially after Ferrek's crossbow bolt passes through it and actually manages to damage it. It slaps Shadassa again with a negative energy burst-touch attack, and the merfolk flops to the ground, unconscious but not killed.

Ferrek, though, hits the banshee with a final crossbow bolt, and the creature dissipates with a shriek.

With these rolls, the banshee is destroyed, though Garret and Aviel died and Shadassa was knocked unconscious for it.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

As the sole standing survivor, it's Ferrek's job to salvage what he can from this mess. He quickly begins checking for a curing wand of some sort to apply to Shadassa.

I forget who had one?


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Ferrek finds a potion on Garret's corpse which he recognizes as a curing one, and takes it over to force it down Shadassa's throat.

Cure mod: 2d8 + 3 ⇒ (5, 8) + 3 = 16


Female Merfolk Oracle of Flame/L9

Shadassa coughs and opens her eyes.

"I was headed for the deepest waters, Ferrek," she says, wonderingly. "Oh burn and blast, is Garret dead? We should get back to town." She moves to the paladin's corpse, still weak.

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