Way of the Wicked (Group 2) (Inactive)

Game Master Whack-a-Rogue

"Lord's Dalliance" Inn
Aldencross
Ambush

Loot Tracker


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Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate nods, still clearly unhappy. "Let's do it. Um, Grumblejack should come, too - we might need him later. There's no hurry though, we can take our time. Remember, no light - and stay away from that mushroom."

Taking 10 on Stealth, for a 12

Actually - are shriekers sensitive to noise? If not, then stealth doesn't matter so much.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

You said it' sensitive to movement. Question is around which radius does it detect it...I figured we need to walk very slowly...so we don't register. Not sure if it's a good idea for Grumble to come along, but sure. What's the worst that could happen? If none of us had darkvision, we'd already have triggered that shroom like a genderfluid foxkin gets triggered on Tumbler


Heh. That made me chuckle, so imma shrink the plant's detection radius so you don't instafail as soon as you enter the room.


Creeping slowly while pressed up against the wall, you gradually traverse the perimeter of the room. Grumblejack elects to stay behind. "You talking about being sneakysneaks. Grumblejack quiet as death! One time, Grumblejack sneak up on farmer to steal sheep. He turned around and looked me straight in the eyes. He so scared, little man make water! Grumblejack asked him if he saw anything. Farmer say no. See ... Grumblejack VERY stealthy. Not like plants though. Smell bad and have bees in them. Grumblejack stay here."

The door of this chamber leads to a short corridor that terminates at another door. "Beware the fallen, for they may rise once more to threaten you." Inside, you find eight battered coffins that are encrusted with salt brine, barnacles, and dried seaweed.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Robin nod's agreement with Grumblejack, then advances with the others. Seeing the coffins, she reaches out to them: 'So...give them a Viking's funeral? I still got some juice left...and am not particularily fond of the idea they may raise and come at us from the back if we simply continue.'

Up to you guys, here. Robin would probably attempt to incinerate most dangers and opposition...as a player, I'm more flexible in my approach :)


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

*Keep away from the coffins is my guess." Saranda says in a hushed tones.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate frowns at the waterlogged coffins, trying to guess what they contain. Undead of some sort, most likely, from the wording of the lesson.

Knowledge (religion): 1d20 + 10 ⇒ (19) + 10 = 29

She, too, whispers. "Um, I think we might need Grumblejack for this one - I don't have any magic that controls undead." Yet.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Rooting around the remains of the seas. Personally I like some kinky things but this isn't my cup of tea," she says keeping a distance from the nearest coffin.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

'You think we need Grumblejack? He doesn't have magic to control the undead, either. The door on the mushroom said it would bring dead. Those are dead. What if it's some kind of alarm? Then we are here, ready to dispose of them. I say we move on, or we burn them.'

Robin's annoyed with your careful approach, Hecate, but don't take it the wrong way, as player, I'm not entirely sure what to do. I just think going back is not going to help...


There's no religious iconography on the coffins.
@Hecate: you don't currently see any creatures, there's nothing to identify. If any undead do appear, I'll use your roll.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

"Ok. Let's move on. Now. And quietly..."


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"How about this, we destroy the enroll and come back, have Grumble come in to do crowd control on the undead."


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Help me out there...I only know enroll in the context of registering for something. What are you suggesting? Thing is, I'm pretty certain as well that these contain undead. I'm also pretty certain we can get a surprise round against them. What if we started dealing with them here, then flee back to Grumble? Until they managed to get out of their coffins, we'd likely have managed to get out of shroom room...and if said shroom was not their alarm clock, but rather triggers something like a nasty trap in it's room, let them trigger it, then come at Grumble through a doorway, one by one, if they survive...?


You creep quietly through the room and exit via the western door. Proceeding down a short hallway, you find that it terminates at a locked door. "Serve thy master well and be rewarded." Hanging on a peg beside the door is an iron key.
To save time, there's no trap, and the key does, in fact, unlock the door.

Before I update further, it's very important for me to know how everyone's positioned in the hall, who opens the door, and what everyone currently looks like (after all, each of you has a variant hat of disguise).


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Tanned voluptuous woman with dark brown eyes and hair. Clothes are colored red and loose of that of someone capable of magical arts. She is more towards the back of the group will move to open the door.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate has played around a bit with the Iron Circlet (because, hey, magic toy) but is supremely unconcerned with her appearance and basically looks like she always does: scrawny and underfed, with a nice dress that hangs a bit too loose on her thin frame. The only thing she's significantly changed about her appearance is using the Circlet's magic to hide the shame of the scarred 'F' on her forearm - she's not a failure, and has no intention of being marked as one.

In terms of positions, Hecate's curiosity will put her closer to the front than is probably sensible. Assuming Grumblejack is still where we left him and not with us, she's likely at the front - there's only 3 of us and Saranda has already said she's at the back.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

She'll move to the front when opening the.door. As well, Saranda also hides the brand, concealing it with a tattoo


What's the tattoo?


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Being in the cellar of their host, Robin felt no need to play dress-up. Not wanting to get her better set of garments damaged or dirtied, she is wearing a simple long-sleeved grey linen tunic. Her blond hair is bound up into a ponytail to keep it from obscuring her vision or getting torched. Not knowing what to expect, but wanting a clean light of sight, Robin will be right up next to Hecate, with her Companion trailing behind the group, watching their back in case the coffins start exhibiting signs of un-life suddenly.

Also, the horse is obviously in the stable, the grooming and shaving kit are in her room, the stuff of the clerics kit, she has with her(to get used to carrying around the gear...minus torches and rations, for obvious reasons.). In one of her hands, half-hidden in the tunic, she holds the darkness orb(and Hecate was made aware of this), ready to "uncover" it if need be.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

A black heart with thorns wrapped around. Disappears when circlet is off


You open the door to reveal a featureless room. Inside is a noble-looking man wearing heavy armor and holding a sword and shield. Around his neck is a Mitran holy symbol - a sunburst of silver and sapphire. When the door opens, the knight is kneeling as if in prayer, but he quickly rises to his feet and assumes a ready position. You recognize him as Sir Balin of Karfeld. He's a moderately-famous member of the Knights of Aleria and has gathered quite the reputation as a hunter of Asmodeans.

Seeing Saranda and Hecate, he gives them a fierce glare. "Begone, evildoers! Tell your dark master that I will not be tempted by his devilry! Your wiles will have no effect on me! Repent and embrace the light of Mitra, and you will be spared!"

He clearly has more fanaticism than brains.

Robin, naturally, doesn't hear any of this, and Sir Balin's beard may make lipreading somewhat difficult. I'm keeping everything unspoilered for the OOC entertainment value. ;-)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I figure I would be in contact with Hecate to warn her if I was to flood stuff in darkness, and guide her away, so possibly she can tell me the gist of it?
Kinda important as I just so happen to have a mitran holy text and holy symbol with me...and we got a room full of suspected undead behind us that could have a field day with mr. fanatic


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

"Whu- what?!" That is not what Hecate was expecting. She's not sure what she was expecting, but that certainly wasn't it.

She rallies quickly, though. "Spared - "spared?!" If by "spared" you mean hauled out to some prison and branded like cattle, then you can keep your "spared," Sir Knight!" She spits the words. This is Hecate full of certainty, surer than she's ever been in her life, no hesitation, no pauses or wavering.

Standing as tall as she ever does, she matches Sir Balin glare for glare. "I reject your Mitra, who has no time for questions or curiosity. If that means fighting you and your kind, then that is what I will do! I didn't start this war, but I will finish it, I swear."

Drawing on her power, by sheer force of will she tears open a rent in the fabric of reality itself, dragging out a fiendish beast of chitin and claw, a twin of the one she called earlier. "THAT is my answer to your plea, you - you fool!"

By all the gods of darkness, she has got to learn to curse. She mentally adds it to the list, somewhere after the golems and the darkvision spell.

Summoning a Fiendish ghost scorpion, behind Sir Balin, so it can flank with Robin's beastie. It can't attack this turn, but it can make AoO's if he provokes one. Standard action done, she will move prudently aside to let Robin's beastie charge.

EDIT: sorry Robin, was typing my post as you posted. Looks like it's Hecate who's being the impulsive one this time! But really, she's not in the mood for running right now. He had it coming with the offer of 'sparing' them...


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Asmodeus. Well, you certainly arent stupid. I myself don't really care, but a deals a deal."

Smiling wickedly, Saranda chants out a sickening spell of evil. As she does, a strange dark aura erupt around her.

Casting Protection from Good


Sir Balin: 1d20 + 1 ⇒ (6) + 1 = 7
Robin: 1d20 - 1 ⇒ (4) - 1 = 3

Sir Balin gives a roar of righteous fury. "Heretics! Blasphemers! I swear by the Shining Lord that I will see this injustice righted! Foul Witch, I smite thee!"

Charging forward (provoking an AoO from the scorpion), he unleashes a powerful swing at Saranda.

Sword: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16 Damage: 1d8 + 7 ⇒ (1) + 7 = 8


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saranda reels from a nasty cut to her arm, blood seeping through the light materials of her clothes, "Bastard."


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I suppose that was our Initiative, with Saranda and Hecate already having acted and thus not rolled. Since we are "us" vs "them", can I simply delay until after Saranda's next action? Right now I would be at -8 to hit(-4 soft cover, -4 melee) with a blast, so would be interesting if you both step away...otherwise I will need to use an area blast and give him a reflex save.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Initiative?: 1d20 + 2 ⇒ (8) + 2 = 10


Robin's correct. The initiative check was to see if she was quick enough to react. Everyone can act normally now - and I'll remind you that the Withdraw action is a thing. ;-)


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

AoO: 1d20 + 2 ⇒ (9) + 2 = 11

The scorpion lashes out at the armoured knight, but its sting doesn't find a purchase in his body, instead scraping across the steel.

Hecate frowns as Sir Balin attacks Saranda; muttering, she conjures a puddle of grease under the knight's feet; at the same time, she fixes him with a glare and curses him. Her fingers tremble slightly as she handles the components: she's most definitely not in the classroom any more.

DC 17 Reflex save or fall prone.

Casting Curse of Ineptitude (swift action casting time): DC 16 Will save or all actions have a 50% chance of failure

Spells used so far today:

Summon Monster I
Summon Monster I
Grease
Curse of Ineptitude


Reflex: 1d20 + 3 ⇒ (8) + 3 = 11
Will: 1d20 + 6 ⇒ (4) + 6 = 10

Sir Balin is caught completely off guard by the slippery grease and falls flat on his face.

Holding on Saranda/Robin


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Yay! Good falls before us! It's a DC 10 Acrobatics check to get up, plus any Armour Check Penalty for all the plate and shield he's carrying.

Don't forget the scorpion still gets to go! Awaiting fiery blasts before pouncing...

Just realised his prone position makes him a harder target - sorry Robin :/


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saranda backs up before smiling wickedly, "How sad,the poor old knight fell. Not as spry I see."

Burning Hands: 2d4 ⇒ (1, 4) = 5

"I'm sorry, did that hurt."

5' step back


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

It makes it harder to hit with ranged. I can also deliver it as melee touch...which gets a bonus(rather, he gets an AC penalty) - since it makes a 8-point difference(5 actually, since I have +4 on ranged and +1 on melee for a 3-point difference), I'll risk being attacked.

Seeing the knight fall down, and Saranda step back, hurt, Robin steps closer, calling in primal fire infused with hell's own power to channel into the downed knight.
Melee Touch Attack + Devil's Mark: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 vs prone for -4 from his Touch AC - I think that may actually hit(effectively hits Touch AC 13)...thus spending one of the +2 profane boni.
Fire damage(spell point): 2d6 ⇒ (4, 1) = 5 DC16 Reflex Save or catch fire
Wild magic?: 1d100 ⇒ 66 Nope

Robins companion also rushes close, biting the man.
Bite: 1d20 + 8 ⇒ (7) + 8 = 15 again, melee vs prone AC=> effective 19 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

While Robin does not actually seem all that threatening, not wielding a weapon except her fire, the snake-like companion next to her only waited for another chance to sink it's teeth into it's victim if the man lets his guard down.
I don't threaten, being unarmed, Companion does. Also, spending another spell point to keep it here without concentration.(so minus 2 spellpoints with 4 remaining, if actions are confirmed.)


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

The scorpion springs across the floor and attacks the prone figure of Sir Balin.

Pounce gives a full attack with charge: +2 to hit, -2 AC

Fiendish creature Smites Good for 2 extra points of damage

Claw (BAB, Prone, Flanking, Charge): 1d20 + 2 + 4 + 2 + 2 ⇒ (19) + 2 + 4 + 2 + 2 = 29
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Claw (BAB, Prone, Flanking, Charge): 1d20 + 2 + 4 + 2 + 2 ⇒ (13) + 2 + 4 + 2 + 2 = 23
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Sting (BAB, Prone, Flanking, Charge): 1d20 + 2 + 4 + 2 + 2 ⇒ (4) + 2 + 4 + 2 + 2 = 14
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Sting has Poison effect: Fort Save DC 13, or take 1 Str damage/round for 4 rounds.


GM Rolls:
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex: 1d20 + 3 ⇒ (8) + 3 = 11
Stand Up?: 1d100 ⇒ 70
Acrobatics: 1d20 + 1 - 7 ⇒ (17) + 1 - 7 = 11
Attack?: 1d100 ⇒ 96
Longsword: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15

@Saranda: don't forget to include your Spell DC
@Hecate: I figure that you don't want your scorpion to enter the greased area and risk falling, so there's no flanking bonus. This didn't change the outcome of any of its attacks.

His clothes smoldering, and his body bloodied, Sir Balin struggles against Hecate's curse. By sheer force of will, he slowly rises to his feet and regains his footing on the slick ground (provoking an AoO). Heroically, he steels himself and strikes mightily at Robin's minion. "Foul devil, in the name of Mitra, I SEND THEE BACK TO HELL!!!" The swing is powerful but poorly aimed. It completely misses.

New Round

Sir Balin: 18pts damage, on fire


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Wild Magic(for letting Companion stay, forgot last post): 1d100 ⇒ 19 Nope
Attack of Opportunity Bite: 1d20 + 8 ⇒ (15) + 8 = 23 1d4 + 1 ⇒ (2) + 1 = 3
Robins companion snake bites the Knight as he stands up, then again after his poorly aimed swing put him off-balance, following up with a slap from it's tail. It seems gleefully happy, in a snakey kind of way.
Regular Bite: 1d20 + 8 ⇒ (16) + 8 = 24 1d4 + 1 ⇒ (3) + 1 = 4
Regular Tail Slap: 1d20 + 8 ⇒ (9) + 8 = 17 1d4 + 1 ⇒ (2) + 1 = 3

Robin, making out only part of what he shouts when his smoldering beard gets in the way, casually touches him again, summoning more fire to engulf the man.
Casting defensively: 1d20 + 2 + 5 ⇒ (16) + 2 + 5 = 23
Melee Touch Attack+another Devil's Mark Bonus spent: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 Another Spellpoint for more FIRE: 2d6 ⇒ (1, 6) = 7
Wild Magic: 1d100 ⇒ 90 Nope
Not only that, she focuses on the fire that already took hold of him, fanning it on with her mind, even as she steps back from the human torch, looking at him with a mixture of curiosity and contempt.
Using Nature Geomancing/Fire to increase the fire on him one size to 2d6 via concentration.

@Cast defensively, I forgot, as well as the wild magic. Added both.


@Robin: Sir Balin isn't flat-footed, and you're in his threatened area. Would you like to try casting defensively?


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"Look at the flaming Mitran. Burn to ashes," Saranda cackles out.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Is he dead?


Nope! He still has a fair amount of HP.

@Robin: by the way, in the future, if you need to add rolls after-the-fact, put them at the end of your post. When you put them before things previously rolled, it changes the numbers.


@Saranda: Unless you intend to hit your allies, you'll need to move before casting that.

Everyone, don't forget that the map is editable. :-)


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saranda, low on magics, decides to take out her crossbow and load it with a bolt.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Yikes. Lots to catch up on. Reading now.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

The scorpion lashes out with its tail at Sir Balin as he rises.

AoO, Sting: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Confirm?: 1d20 + 2 ⇒ (8) + 2 = 10
Too bad

Poison: Fort Save DC 13, or take 1 Str damage/round for 4 rounds

It then attacks him again as he focuses on Robin's Companion. stepping directly behind him to deprive him of the benefits of his shield.

5 ft step, full attack

Claw: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Grr

Claw: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Sting: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Poison: Fort Save DC 13, or take 1 Str damage/round for 4 rounds

It then disappears back to whatever Hellscape it was dragged from, leaving behind a reek of brimstone and scorching smoke.

Drawing from her spell component pouch, Hecate makes the incantation again to summon another. It also appears directly behind the knight.

Standard action, it can't attack this round but can take AoO's.

Her arms tremble as she casts the spell, but with fatigue this time: her magic is almost exhausted, and so is she. Sweat trickles down her brow; her dress is clammy with perspiration, sticking to her thin frame. She shakes her head fiercely, determined to concentrate and see this one through to the end.

EDIT: Just realised the scorpion needs an acrobatics check to move on to the greased area. The summoned one doesn't, I don't think. since it's not moving as such.

Acrobatics: 1d20 ⇒ 15


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Aye aye, will do. I added them in at the proper time sequences, considering that it was not a "final" post before edit time runs out. Afterwards I would have to add it in a new post anyway...alas, I often overlook tiny details, then realise them when I re-read my post. So I figured I'll need to keep sequence and insert the new roll at the proper spots.


@Hecate: no need for that final summoning. The copious amounts of damage + burning did the job.

On fire and mauled by Infernal beasts, Sir Balin slumps to the ground. He won't be getting up again.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"How sad. Guess he's with his excuse for a god now," Saranda says as she grabs the bottle given earlier by her slave and downs it in a few gulps. It took only moments before she realized that it wasn't the potion she needed.

"Of course, of course it isn't a potion of healing. Someone's in a big trouble when we get back."


Hey, darkvision is useful, too. ;-)

Sir Balin's Effects
Potion - cure light wounds
Longsword
Dagger
cloak of resistance +1
MW full plate
Heavy steel shield
Silver and sapphire Mitran holy symbol (worth 250gp)

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