Tome of Righteous Repose (Inactive)

Game Master GM Netherpongo


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Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I'm guessing she shares with the class? Once it's deemed safe Evariel would take 10 on his own Knowledge (planes) for a 20.

"Wow." Evariel's demeanor suggests genuine awe. "It is not every day you see one of these. If only there was a way to take such tremendous energy on our own plane."

I'm for closing it if everyone else is.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
Evariel wrote:
I'm guessing she shares with the class?

Sure. Maybe later Rilia can give Evariel a private lesson. ;)

"As a sacred hetaira of Calistria, I am practiced in all sorts of ritualism meant to expand the consciousness, and enhance one's flexibility." Rilia says with a broad smile.

She stretches like a cat and then draws out her pocket copy of the sacred Kama Kalistria. Form afar it seems to be a sort of illustrated instructional guide on--wrestling, or maybe putting pre-fabricated furniture together. From afar it is hard to tell.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

"The world is wounded enough as it is," Says Angrboda gravely. "The discrimination of self from non-self is a basic function - and prerogative - of all that lives."

She takes a spot a safe distance from the rift (Eniac following close behind her, for moral support if nothing else), and begins working her magic to seal it as best she can.

Spellcraft, +2 from use of cure moderate wounds wand: 1d20 + 10 ⇒ (18) + 10 = 28

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)
Rilia, Sacred Hetaira wrote:
Maybe later Rilia can give Evariel a private lesson. ;)

Well, he can always use some more study time...

Evariel takes up a position with the others, flexes his fingers, and gets to work.

Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran sits down and concentrates as he focuses his energy at the portal. He summons a wave of holy energy to help him in his work.

know religion: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21+2 from expending a channel

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Rilia intones a temple chant to set the mood.

perform (oratory): 1d20 + 11 ⇒ (20) + 11 = 31


Warhammer Game Notes & Maps

I moved everyone to locations where they could perform the ritual.

As the ritual nears its completion, you feel a powerful and malevolent force pressing down on you. "I see you, mortals!" a voice shouts at you in archaic Taldane.

Perception 20 & Initiative 10:
Behind the echoes of the voice, you hear the faint shouts of battle all around you. A haunt is starting.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

perception: 1d20 + 8 ⇒ (6) + 8 = 14
initiative: 1d20 + 2 ⇒ (14) + 2 = 16

"I think we're getting to it." Rilia says optimistically.

sense motive (hunch): 1d20 + 13 ⇒ (2) + 13 = 15

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Initiative: 1d20 - 1 ⇒ (16) - 1 = 15

"Hear that? There was a battle here long ago...and the dead continue to fight it around us. They're heeeeere...."

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

perc: 1d20 + 5 ⇒ (19) + 5 = 24init: 1d20 + 1 ⇒ (3) + 1 = 4

I can almost feel it...be ready...


Warhammer Game Notes & Maps

If you make both of those checks, you can try to do something about the Haunt before it goes off. Or run away.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Sweet! Unfortunately I don't think I can really affect haunts, and Evariel would want to stay and close the rift.

"Do you hear that? It sounds like a battle."

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

My grasp of Haunts is imperfect; what can I do? I know Haunt-specific spells and abilities work against them (of course), and so does Channeling Positive Energy, but of course I can do neither; what else?Would my Spirit Sense help anything?


Warhammer Game Notes & Maps

Haunts: mostly you can run away or deal positive energy damage to them (they are basically undead). After the haunt goes on (usually) initiative 10, there (usually) isn't any point to doing positive energy damage. If you do enough positive energy damage to them before that, though, their 'trap' doesn't trigger. Spirit Sense would be able to detect the haunt like Detect Undead does.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Would my cure moderate wounds wand work, and is there somewhere I can point it this round?


Warhammer Game Notes & Maps

For Cure Moderate Wounds it depends where it comes from. This is a surprise round and you don't have a move action to draw a wand with. If you can get the wand into your hands with a free or swift action, yes. This wouldn't be a problem if you cast it from your own spell slots, but Cure Moderate Wounds is (stupidly) a third level spell for Druids so I'm assuming that isn't it.

In terms of targeting, haunts are VERY not-specific about how to do that. Assume you can cast it anywhere in the area effectively.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Note my previous action, though:

Angrboda Fossey wrote:


She takes a spot a safe distance from the rift (Eniac following close behind her, for moral support if nothing else), and begins working her magic to seal it as best she can.

[Spellcraft, +2 from use of cure moderate wounds wand]1d20+10

Having used the wand to facilitate my Spellcraft, I see no reason why it isn't already in my hand.

assuming you accept that, cure moderate wounds wand: 2d8 + 3 ⇒ (8, 5) + 3 = 16 DC 13 Will save to halve, if it can make one

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran summons a pulse of healing magic and casts it at the haunt.

CMW: 2d8 + 4 ⇒ (7, 4) + 4 = 15


Warhammer Game Notes & Maps

Angrboda: FYI, Haunts don't get a save against positive energy effects, and you destroyed it. Or, rather, you kept it from triggering.

Goran: The haunt would have triggered before your initiative and if it had made it that far, it wouldn't help to cast your spell anymore. Either way, you can keep your spell.

Anyone Religion 15:
This haunt can be permanently destroyed by calming the spirits. You can tell them the battle has ended and that they can rest with a Diplomacy, Knowledge (Religion) or Profession (Soldier) check. (DC 20 for each one) I'm moving us ahead, but each party member (except the slug, I guess) can make one of those skill checks if they wish at their next posting.

A legion of ghostly warriors in armor matching the style of the Shining Crusade appear before you, battling against shadowy figures in the background. Their malevolence has been disrupted, however, and they fade away without doing further harm.

With the evil presence bearing down on you from the other side of the rift, you quickly gather your bearings and complete the ritual. The scroll that Venture-Captain Besnik gave you flares with a holy light as the ritual completes.

"You think you have won this day, mortals, but I have nothing but time. Your paltry efforts will grind to dust and I will have my revenge!"

The portal snaps shut with a satisfying but harmless shock wave and the palpable sensation of hatred ceases to fill the room.

Where would you like to go now?

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

"AND STAY OUT! By the Lady in the Room's lacy lingerie, what just happened?" Rilia prays for guidance.

knowledge (religion, guidance): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 But is shunted immediately to voice mail.

Southward!

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

know religion, guidance: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

Go...be at peace. You can sleep now... Goran tells the spirits.

diplpmacy, guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

This way looks good... he says as he sets off to the south


Warhammer Game Notes & Maps

"The battle is over," one spirit says as he turns to his companions. "Finally it is over," says another. Similar phrases spread among the spirits as they begin to slowly fade away.

I moved Goran a bit further south so he would be in a new area.

The chamber here is covered with inscriptions. It appears that they are names from dozens of cultures and races. In parts of the room, some creature has clawed out the names leaving deep grooves in the wall.

As you continue your exploration, I'll just give a reminder that the cross symbols mean that you have been to an area, not that you necessarily discovered everything there.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

"Nice room. Lot's of space. Someone though needs a manicure" Rilia says running her fingers along the scoring.

"How about we take that next right?"


Warhammer Game Notes & Maps

The room to the right that Rilia suggested has similar features to the last one. I've taken the liberty of moving you ahead to the next room that has something different.

A number of alcoves for laying the dead to rest sit empty in this ossuary, likely meant for officers due to its smaller size and lack of elaborate furnishings. A carving on the wall depicts what might have been a paladin standing with his sword upraised.

There isn't a lot else in this area. Which way do you guys want to go now?

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

For completeness, I think we should backtrack a bit and search those two 20' x 15' rooms south of us.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Rilia takes her time to look about each room.

perception (guidance): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

perception (guidance): 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

"So down the twisting hallway and to the chambers south of the great hall, or back into the depths to see if missed anything to the east?"

Rilia is more for the former and then crossing the hall again back northward to missed rooms, but I'm good either way.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Angrboda and Eniac also help search.

Perception #1, aid: 1d20 + 12 ⇒ (18) + 12 = 30

Perception #2, aid: 1d20 + 12 ⇒ (15) + 12 = 27

The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Eniac's eyestalks stretch until they are near wire-thin....

aid Angrboda's Perception #1: 1d20 + 4 ⇒ (17) + 4 = 21

aid Angrboda's Perception #2: 1d20 + 4 ⇒ (10) + 4 = 14


Warhammer Game Notes & Maps
Evariel wrote:
For completeness, I think we should backtrack a bit and search those two 20' x 15' rooms south of us.

That's east really, but sure.

The northmost of the two chambers has more names engraved with claw marks like two other rooms you've seen. The second room appears to be a shrine to Pharasma. Swirling patterns line the walls of this small shrine. A small placard on the ground reads, "Those who perish fulfill life’s duty."

Atop one of the shrines, you easily spot an ornately carved lamp. A cursory examination of the lamp reveals an engraving that states "In Purity is Our Refuge From Corruption".

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

know religion, guidance: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10to see if any religious signifigance to the saying on the lamp and detect magic as well

Goran examines the lamp with his magicks.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
GM Netherpongo wrote:
Evariel wrote:
For completeness, I think we should backtrack a bit and search those two 20' x 15' rooms south of us.

That's east really, but sure.

The northmost of the two chambers has more names engraved with claw marks like two other rooms you've seen. The second room appears to be a shrine to Pharasma. Swirling patterns line the walls of this small shrine. A small placard on the ground reads, "Those who perish fulfill life’s duty."

That doesn't seem totally Pharasmin (she's the goddess of birth as well as death--two things that totally disinterest Rilia), Rilia takes 10 and guidance to pin the saying on the god (or not). Total result 17.


Warhammer Game Notes & Maps

The reference on the lamp isn't specifically Pharasmin in nature. Rilia recalls an old Tien folk tale that could be related. The moral of the tale is that even in the brightest light, a demon always casts a shadow. It is best, then, that the shadow be cast upon those with the honor and valor to withstand it.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Rilia shrugs and walks on.

Morals aren't really her thing.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran follows Rilia and heads to the next part of the complex.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel inspects the lamp, wondering if there's any significance to its presence here.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
"I should really learn to read auras," he mutters to himself.

So I'm guessing it isn't magical?

"'Refuge from corruption'... Another effective refuge from corruption is having the right spell on hand."


Warhammer Game Notes & Maps

What is your next destination, and which way are you going to reach there? I've moved everyone to the Pharasmin room.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

If there's nothing else to see in here, I've moved Evariel to where I think our next destination should be.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Grand struggles of Good VS Evil and Light VS Darkness, literal and/or metaphorical, aren't really Angrboda's department. She and Eniac move on.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
Evariel wrote:
If there's nothing else to see in here, I've moved Evariel to where I think our next destination should be.

I think we already came that way when we end up here. Rilia said all the excitement was to the south! But would anyone listen? Noooo. And nothing good ever comes of that. After all what did we get? Some weirdly-placed bowling trophy plaques, with fortune cookie engraving on them, and a lantern--which we don't need because some of us gifted people can make light on our own with magic.

Rilia's new proposed path on map.

"You just keep rubbing your lamp, Evariel. Don't wander off. We'll be right back."

Rilia casts dancing lights again to see by--'cause she special!


Warhammer Game Notes & Maps

I'll make Evariel's exploration easy: that is another room with names on the wall, some of which are scratched out.

As the Pathfinders move toward the south and enter the large chamber where they first arrived, they are stopped by the sight of approaching undead creatures. Two are heavily-armed skeletal creatures while behind them is a woman whose face shows signs of Tian heritage.

"So you are the interlopers here. You have defiled my home...I can no longer sense the presence of the master. But no matter: in time, he will return and come for those who remain faithful to him. In return for your transgression, I shall have you join the ranks of those who serve. Minions, kill them all!" The woman raises her katana in your direction.

GM Dice:

Rilia Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Angrboda Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
Eniac Initiative: 1d20 - 1 ⇒ (20) - 1 = 19
Evariel Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Goran Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Akina Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Skeleton 1 Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Skeleton 2 Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Akina Attack (Goran): 1d20 + 8 ⇒ (7) + 8 = 15
Akina Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Skeletal Champion 1 Attack (Goran): 1d20 + 7 ⇒ (1) + 7 = 8
Skeletal Champion 1 Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Skeletal Champion 2 Attack (Angrboda): 1d20 + 7 ⇒ (7) + 7 = 14
Skeletal Champion 2 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Religion 7 (Skeletal Critters):
These creatures are skeletal champions. They are mindless undead that are immune to cold.

Religion 15 (Woman):
This woman is a vampire spawn. As such, she is capable of draining energy from her enemies with a slam attack and resists weapon damage that is not from silver weapons.

Religion 20 (Woman):
Vampire spawn can dominate their enemies and drain blood from those they are grappling with.

Religion 25 (Woman):
Vampire spawn can turn into a gaseous form and have Resurrection Vulnerability. You can also look at the Vampire Weaknesses section of the Bestiary entry, which I won't repeat here.

Seizing the initiative, the undead advance on the Pathfinders. Their initial attacks are uncoordinated, however, and they fail to strike the Pathfinders. After her attack, the woman moves away from Goran. Spring Attack

Party turn!

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
GM Netherpongo wrote:
"So you are the interlopers here." You have defiled my home...

"It was pretty dirty to begin with."

GM Netherpongo wrote:
"I can no longer sense the presence of the master."

"Maybe he found someone younger?" Rilia says licking her lips.

GM Netherpongo wrote:
"... In return for your transgression, I shall have you join the ranks of those who serve. Minions, kill them all!" The woman raises her katana in your direction.

What did I say!?

knowledge (religion, skeletons): 1d20 + 6 ⇒ (6) + 6 = 12

knowledge (religion, woman): 1d20 + 6 ⇒ (15) + 6 = 21

"Honestly for vampire spawn you are probably a '4' tops! No wonder the abyssal Tangerine Lord of Innumerable Tiny Groping Hands abandoned you. And whatever brains your skeletal champions may have had in life have probably desiccated to wall nuts. I can hear them rattling now."

"Don't let her touch you, she's been making out with Wannabe-Great-Old-Ones!"

5-foot out of charge line. The above constitutes the orating performance she begins.

Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Knowledge (religion): 1d20 + 12 ⇒ (18) + 12 = 30

Evariel's eyebrows rise. "Huh. I thought we've been in this room before."

"Madam," he calls out to the female creature, "I can't say I know who your master is or what he plans to do when he gets here. But you've brought the wrong weapons." The elf thumps his staff on the floor, and a wave of necromantic energy sweeps out toward the three undead.

Command Undead, DC 17 Will negates. Can affect up to 8 HD.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer
Evariel wrote:
Command Undead, DC 17 Will negates. Can affect up to 8 HD.

Nice move! Eniac and I will wait for the DM to tell us how it works out before making ours.


Warhammer Game Notes & Maps

GM Dice:

Akina Will Save: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Skeleton Will Save: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Skeleton Will Save: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13

Evariel knows that all three creatures here have resistance against channel effects. Despite that, however, the skeleton that attacked Angrboda seems to fall under his control.

Now that I'm looking at it again, the wording on Control Undead is confusing, Evariel. It says that intelligent undead get a new save every day, but it also says the control effect is based on Control Undead, which only lasts minutes per caster level. In any case, that's likely long enough for your present purposes. The skeleton will obey you if you give it commands.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Yea I've seen whole threads of people arguing about this. The consensus seems to be that since the feat says "as if under the effects of control undead," instead of "this ability otherwise functions as control undead," the duration for mindless undead is permanent. But I don't think there's a FAQ about it.


Warhammer Game Notes & Maps

I can easily imagine an argument for the duration not being minutes/level, but I don't see any text suggesting a permanent duration. It likely was the intent of the feat, to allow evil dudes to have undead long-term, but the feat doesn't say anything about it and NPCs don't really need that stuff because they have GM fiat backing them up.

Lucky for us that it doesn't matter since PFS rules preclude you from keeping this guy into the next scenario anyway. Are you giving the critter commands? At present, it's just going to stand there.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Well the part that suggests a permanent duration is the 1 save/day for intelligent undead, which is a nonsensical statement if the ability is measured in minutes. But you're right, in this situation it doesn't really matter anyway. I wasn't sure if my commands would take effect on its turn or my next.

"Excellent. Now you, make yourself useful and attack the other one."

Opposed Charisma (if it's being controlled already): 1d20 + 2 ⇒ (4) + 2 = 6

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Which one's the one that's been co-opted?


Warhammer Game Notes & Maps

The north skeleton (the one that attacked Angrboda).

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

I was still waiting for something myself, but I forget what now (possibly the consequences of Evariel's Charisma check)...

...taking the liberty of demarcating the 'hijacked' skeleton...

Seizing the moment of confusion brought on by the necromantic power struggle, Angrboda staggers the long way around the party's new 'friend', and afflicts the vampire with a gruesome blight!

melee touch attack, if deemed necessary: 1d20 + 3 ⇒ (18) + 3 = 21 DC is 16.

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