Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
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Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Doh! I somehow missed the surprise round part. Have her cast this time. Thanks for checking my work.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel rushes forward.

Can only move 20 feet with a standard action, so that's what I do.


City Map Current Location Map Loot Sheet

Surprise Round Update

Kel dashes forward.

Anevia tries to gain a better position.

Deia casts a spell, causing the demon to glow.

Surprise Round Initiative:
Cultist 2
Lann
Kel
Anevia
Deia
Rex <--- We Are Here
Max - action posted
Q
Cultist Leader
Tina - action posted
Horgus

Tracking: Includes unhealed damage
Kel: +7hp, aid, resistance +1
Max: -2hp
Tina: -8hp
Rex: +9hp, aid
Q: Faerie Fire


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

I'm pretty sure that should be +17 temp HP, not 7.

Edit: Nevermind, I see how you're tracking it.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Surprise Round

Rex continues to try to flank the cultists.

Round Summary

Move Action, Move 0619


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Surprise Round Final!

Rex continues trying to move off in the distance.

Max decides to wait until further events unfurl.

The demon takes to the skies.

The cultist who appears to be the leader casts a spell, causing a shimmering bubble to appear around him.

Spellcraft DC 16:
Protection from Good

Tina moves up.

Horgus stays back by Max.

Surprise Round Over!

Round 1 Begin!

Ausk Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

The cultists, having been caught off guard, rally their defenses.

The woman who had drawn her glaive casts a spell on herself, causing a shimmering barrier to wrap around her as she moves forward to engage Kel.

The other cultists draw glaives and cast similar spells upon themselves.

Spellcraft DC 16 for all:
Protection from Good

Lann moves up beside Kel, drawing his club as he goes.

Initiative Order:
Cultists
Lann
Kel <--- We Are Here
Anevia
Deia
Rex
Max
Q
Cultist Leader
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Kel: +7hp, 17temp, aid, resistance +1
Max: -2hp
Tina: -8hp
Rex: +9hp, 16temp, aid
Q: Faerie Fire


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

Anevia moves up, taking aim and firing at the flying demon, but her shot flies underneath the creature.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13


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Tina, you can roll multiple Spellcraft checks. One for each casting for a total of 5. I just did two spoilers because they were spread across two rounds, even though everyone cast the same thing. You'd just have to treat it as though you only knew what one of them actually cast. But since the spells all looked identical, I'd say it's easy to infer that they're all the same spell.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13

Three of them just cast a spell that protects against goodness!


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel rushed to the prisoner's side, ducking and weaving to avoid attacks, drawing his old longsword from over his shoulder as he moved. He slashed the air angrily as he stepped close releasing a burst of destructive power that ripped at the bindings holding the prisoner captive.

Move in, draw weapon as part of move action, attempting to dodge AoOs with Acrobatics as part of movement.
Acro to prevent AoOs: 1d20 - 1 ⇒ (17) - 1 = 16
If that beats their CMD, I don't provoke. If it does't, I take an AoO from each on I don't beat.

Then, Shatter as a standard action, targeting the bonds around the prisoner's wrists. Spell Like abilities don't provoke.

Finally, if the Shatter successfully destroys the bonds (pretty sure it does, unless the bindings are magic), I hand the longsword to him as a free action. He'll have to get his legs free himself.

"Cut yourself loose, I'll cover you." Kel said to the half-orc.


City Map Current Location Map Loot Sheet

According the the PRD combat actions table, spell-likes do provoke. It's extraordinary and supernatural that don't. Also, did you draw Radiance and your old longsword, or just the longsword?


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

They do? Wonder what I'm thinking of then. Hmm. I guess I take a couple AoOs. Can SLA's fizzle if you get hit? How can you make a concentration check if you have no actual caster level?

Only drew my old longsword. I still have my glaive in my main hand, and I'm not about to hand over Radiance.

Edit: Supernatural abilities. That's what i was thinking of.


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Round 1 Update

Kel dashes in expertly, bobbing and weaving his way through the enemy attacks to reach the bound half-orc. When he gets there, he slashes feverishly at the air, causing the ropes around the man's wrists to burst apart. He then drops the man a sword to finish freeing himself with.
AoO: 1d20 + 5 ⇒ (5) + 5 = 10

Anevia shoots at the demon, but fails to hit her target.

Initiative Order:
Cultists
Lann
Kel
Anevia
Deia <--- We Are Here
Rex
Max
Q
Cultist Leader
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Kel: +7hp, 17temp, aid, resistance +1
Max: -2hp
Tina: -8hp
Rex: +9hp, 16temp, aid
Q: Faerie Fire


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

If Ausk's hands are free during his turn he will attempt to cut his way free using the longsword. Not sure the roll needed, GM you can make that roll for me

Otherwise, if Ausk's hands aren't free he will attempt to break his bonds Str: 1d20 + 3 ⇒ (1) + 3 = 4

If Ausk's gag is removed he will respond to Kel Thanks Friend, these fiends will pay with their lives.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max was delaying his surprise round action to act in the first round before the cultists did. At the beginning of Round 1, he drops Stone Call as shown on the map. This is before they cast Protection from Good (although it doesn't really matter much). He also gets to move to the top of the initiative order for Round 2. Hope that's all okay. (If you decide it's not, Max would've not delayed and would move up.)

A rain of rocks, pebbles and dirt falls from the sky, pummeling some of the cultists! Damage: 2d6 ⇒ (2, 6) = 8 bludgeoning damage, no save.

For the next 3 rounds, the area in blue is difficult terrain.


City Map Current Location Map Loot Sheet

That's fine. I'll include the damage in my next update.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 2

Deia moves up, under the shelter of the gazebo. Assuming, of course that entering or exiting the gazebo doesn't hinder movement.

Hoping she can hinder the cultists, Deia utters a curse. "Stars of the sky, cast doubt into the mind of the cutlist!" Hex: Evil Eye (DC15, Will) targeting attack rolls on the northernmost cultist. The icon looks like a female tiefling.


Action Summary:
Move: E, E, E, E
Standard: Cast hex: evil eye


Daily Casting:
Healing Hex: Kel, Klarah's parents,


Spells cast:
L1: Faerie Fire


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 1

Rex continues to move up to engage the cultists. His pistol is at the ready as he takes position by the broken benches.

Round Summary

Double Move to 1313


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Round 1 Update

Max calls forth a rain of dirt and stone, wounding some of the cultists and turning the ground around them to a field of loose grit.

Deia throws a hex in the direction of one of the cultists.
Will: 1d20 + 5 ⇒ (15) + 5 = 20

Rex dashes forward.

The impish demon flies towards the gazebo.

The cultist leader draws his weapon and casts a spell. A bolt of crackling, unformed energy flies from the unholy symbol on his chest and strikes Kel.
Cast Defensively: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22 Kel Will: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 2d6 ⇒ (6, 3) = 9
As the bolt hits Kel he feels the energy being sapped from his body. Staggered and -1 AC, -1 attack rolls, -1 Reflex saves, half movement speed for 1 round

Spellcraft DC 17:
Shard of Chaos

Initiative Order:
Max
Cultists
Lann
Kel
Anevia
Deia
Rex
Q
Cultist Leader
Tina <--- We Are Here
Ausk - action posted
Horgus

Tracking: Includes unhealed damage
Kel: -2hp, 8temp, aid, resistance +1, staggered(see above) 1rd
Max: -2hp
Tina: -8hp
Rex: +9hp, 16temp, aid
Q: Faerie Fire
Cultist 2: -2 attack rolls 1rd
Cultist 4: -8hp
Cultist Leader: -8hp


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

The imp-like thing was also in the blast range of the stone call (being 20 feet up). I think it should take at least a bit of damage, unless it resisted it all.

Round 2
Max moves forward and draws his crossbow! He fires a bolt at the tiefling that was hexed by Deia.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

With the rubble strewn ground preventing her from flanking with her bombs, Tina double-moves north and east


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Sorry about putting rubble in the way.


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Round 1 Final!

Tina circles around the gazebo.

Ausk grabs Kel's dropped sword and cuts himself free.

Horgus stays away from the action, as usual.

Round Complete!

Round 2 Begin!

Max moves and fires at one of the cultists, but the shot bounces off the woman's armor.

That same woman brings her glaive down on Kel!
Attack: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23 Confirm: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 Damage: 1d10 + 3 ⇒ (5) + 3 = 8

The male cultist beside her brings his glaive down on Lann!
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d10 + 5 ⇒ (6) + 5 = 11

One of the cultists darts up to meet Tina.

The other female cultist steps carefully through the rubble and swings at Lann. Her strike lands true and Lann begins to bleed profusely!
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Lann steps up and swings his club at the first cultist who attacked him
Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Initiative Order:
Max
Cultists
Lann
Kel <--- We Are Here
Anevia
Deia
Rex
Q
Cultist Leader
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Kel: -10hp, aid, resistance +1, staggered(see above) 1rd
Max: -2hp
Tina: -8hp
Rex: +9hp, 16temp, aid
Q: -8hp, Faerie Fire
Cultist 2: -2 attack rolls 1rd
Cultist 3:-4hp
Cultist 4: -8hp
Cultist Leader: -8hp


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

Anevia steps into the gazebo and shoots at one of the cultists attacking Lann, but the shot barely scratches her.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d8 ⇒ 1


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

I don't think you factored my DR into that last attack. Also, I think that I should have gotten some Movement AoOs there. I have a reach weapon and Combat Reflexes. All of them that left squares I threaten should have provoked.

Kel swings his Glaive at the hooded cultist. 5' adjust to 1406, hit the male cutest in front of Lann.

Attack, aid, flanking: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

I am currently threatening 3 cultists. If they move or cast on their next actions, I'm going to make them pay for it.


City Map Current Location Map Loot Sheet

You would get 1 AoO from movement if you wanted to take it, which would be against the woman at the bottom because she's in difficult terrain and so her movement wasn't a 5ft step. The other two moves were either 5ft steps, or they were never threatened by you.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Thanks

AoO, aid: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
1d10 + 3 ⇒ (5) + 3 = 8


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

If Ausk is already standing and assuming his judgement is still available for the day.
Ausk takes a step towards the Cultists threatening Lann while screaming The Sword and the Glory! and swinging Kel's longsword in a wide arc. Longsword 2H Power Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Longsword 2H, PA, Judgement: 1d8 + 9 ⇒ (5) + 9 = 14

If Ausk is still prone, he will get up and intimidate the cultist

Intimidate: 1d20 + 9 ⇒ (20) + 9 = 29 Your judgement and destruction will be swift!

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 2

I don't see Lann in the tracking list, but he took two solid blows last round. Deia is moving forward as if he is rather seriously injured.

Deia shifts to the east. Move 2 squares east.

Starting a chant, Deia calls on the power of the stars. "Lann, may the stars give you life!" Cure Moderate Wounds for CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10


Action Summary:
Move: E, E,
Standard: Cast CMW


Daily Casting:
Healing Hex: Kel, Klarah's parents,


Spells cast:
L1: Faerie Fire
L2: Cure Medium Wounds


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

RD 2
Bab for bombs/thrown +7
Reflex Bonus +7 Will save +1
AC 17/14/13

Tina 5' steps back and chucks a bomb at the cultist 3 squares to the east.

Ranged touch,fire: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 3 ⇒ (6, 1) + 3 = 10


City Map Current Location Map Loot Sheet

Round 2 Update

Kel punishes one of the cultist women for her careless movement before he himself steps and attacks one of Lann's opponents.

Anevia fires into the melee, but just barely scratches her target.

Deia moves forward and pleads to the stars to provide some much needed aid to Lann, but the cultists intend to stop her. One of them lands a solid hit on the witch, causing her healing spell to fizzle away uselessly!

C3 AoO: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d10 + 5 ⇒ (5) + 5 = 10
C4 AoO: 1d20 + 5 ⇒ (2) + 5 = 7
Deia Concentration DC 22: 1d20 + 7 ⇒ (4) + 7 = 11

Initiative Order:
Max
Cultists
Lann
Kel
Anevia
Deia
Rex <--- We Are Here
Q
Cultist Leader
Tina - Action posted
Ausk - Action posted
Horgus

Tracking: Includes unhealed damage
Deia: -10hp
Kel: -8hp, 2temp, aid, resistance +1, staggered(see above) 1rd
Lann: -21hp
Max: -2hp
Tina: -8hp
Rex: +9hp, 16temp, aid
Q: -8hp, Faerie Fire
Cultist 3: -13hp
Cultist 4: -17hp
Cultist Leader: -8hp

Fixed tracking to reflect the damage Lann had taken and adjusted Kel's wounds to account for his DR.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

While we're at it, Max tries to identify the flying creature. Knolwedge (planes?): 1d20 + 12 ⇒ (2) + 12 = 14


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Round2
Rex aims and fires at the nearest cultist 1109.

Ranged, Point Blank, Precise: 1d20 + 1 + 7 ⇒ (17) + 1 + 7 = 25

Pistol Damage: 1d8 ⇒ 4

Round Summary
Standard Action, Attack
Status
HP 30/30
Bullets 45
Powder 19


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

I think Tina has the chance to roll a critical hit on her bomb. As I understand the Alchemist rules, she'd get an additional 1d6+3 damage if she succeeds.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

No crit hits


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Actually, Bombs can crit. The bonus damage isn't multiplied, and neither is the splash, but the base damage (1d6+int) is

Tina, you should roll to confirm. The crit might not be big, but it's something.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Crit confirm: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 3 ⇒ (5) + 3 = 8


City Map Current Location Map Loot Sheet

Round 2 Update!

Max:
It's a quasit.

Rex takes aim and fires at the cultist that charged Tina, hitting him squarely.

The impish demon swoops down on Max, scratching at the wizard! Max begins to feel slightly sluggish.
claw: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d3 - 1 ⇒ (2) - 1 = 1 Max Fort: 1d20 + 2 ⇒ (4) + 2 = 6 Dex Damage: 1d2 ⇒ 2

The cultist leader casts a spell, causing his glaive to transform into a twisted, sinister looking version of itself.

Spellcraft DC 17:
Weapon of Awe

Tina chucks a bomb at the cultist who moved to meet her. The bomb explodes in the man's face and he drops to the ground a bloodied mess!

Ausk gets up off his knees, adjusts into position, and cleaves through one of the cultists!

Horgus fires his crossbow at the demon and quickly fumbles about with reloading as the shot sails wide.
Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Round 2 Complete!

Round 3 Begin!

Initiative Order:
Max <--- We Are Here
Cultists
Lann
Kel
Anevia
Deia
Rex
Quasit
Cultist Leader
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Deia: -10hp
Kel: -8hp, 2temp, aid, resistance +1
Lann: -21hp
Max: -3hp, -2 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -6hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 3: -27hp, dying
Cultist 4: -17hp
Cultist Leader: -8hp


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Spellcraft: 1d20 + 4 ⇒ (8) + 4 = 12

Ausk continues his savage attack with a two handed follow through on the other Cultist threatening Deia and Lann. Die! Longsword 2H, PA: 1d20 + 4 ⇒ (20) + 4 = 24Confirm: 1d20 + 4 ⇒ (9) + 4 = 13 Longsword 2H, PA, Judgment: 1d8 + 9 ⇒ (4) + 9 = 13

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 3

Deia looks at the cultist leader casting a spell. Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13 The effects of the spell being cast elude her. None the less she says, "Use care, that one is casting as spell" as she points to the spellcaster.

Going to wait until after the cultists go before posting an action.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Round 3

Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28. "It is a spell to enhance the deadliness of his weapon." Weapon of Awe.

Max takes a step away from the pesky Quasit and casts a spell to grease the ground beneath one of the cultists! Reflex DC 15 or fall prone.

Status: -2 Dex


City Map Current Location Map Loot Sheet

Round 3 Update!

Max backs away from the quasit and casts a spell that makes the ground slick beneath one of the cultist's feet. The cultist loses her balance and falls to the ground!
Reflex: 1d20 + 1 ⇒ (9) + 1 = 10

As the one cultist falls, the other yells out "Now!" and unleashes a wave of negative energy.
Channel Negative: 1d6 ⇒ 2
Ausk Will: 1d20 + 6 ⇒ (19) + 6 = 25
Deia Will: 1d20 + 4 ⇒ (12) + 4 = 16
Lann Will: 1d20 + 4 ⇒ (7) + 4 = 11
Kel Will: 1d20 + 1 ⇒ (12) + 1 = 13
Cultist4 Will: 1d20 + 5 ⇒ (7) + 5 = 12
Everyone saved. 1 damage to all in the effect.

As the wave bursts from her comrade, the cultist on the ground unleashes one of her own.
Channel Negative: 1d6 ⇒ 6
Ausk Will: 1d20 + 6 ⇒ (13) + 6 = 19
Deia Will: 1d20 + 4 ⇒ (16) + 4 = 20
Lann Will: 1d20 + 4 ⇒ (10) + 4 = 14
Kel Will: 1d20 + 1 ⇒ (15) + 1 = 16
Cultist2 Will: 1d20 + 5 ⇒ (2) + 5 = 7
Cultist L Will: 1d20 + 5 ⇒ (15) + 5 = 20
Everyone but a cultist saved, 3 damage to all but her. She takes 6.

As the second wave passes over Lann, he collapses to the ground!

Initiative Order:
Max
Cultists
Lann
Kel <--- We Are Here
Anevia
Deia
Rex
Quasit
Cultist Leader
Tina
Ausk - Action Posted
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -14hp
Kel: -12hp, aid, resistance +1
Lann: -25hp, dying
Max: -3hp, -2 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -6hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -6hp
Cultist 3: -27hp, dying
Cultist 4: -18hp, prone
Cultist Leader: -11hp


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

Anevia takes her clearest shot and looses an arrow at the cultist leader. Though her aim was impeccable the shot bounces off of the magical barrier that he placed around himself.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

RD 3
Bab for bombs/thrown +7
Reflex Bonus +7 Will save +1
AC 17/14/13

Tina Moves next to Deia and stabds with her spear at the cultist to her east!
Spear: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (2) + 2 = 4


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel stepped in in closer to the cultist leader, swinging his the glaive in a powerful sidelong swing toward the evil priest.

Attack, Aid: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage: 1d10 + 3 ⇒ (9) + 3 = 12

Crit Confirm, Aid: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Crit Damage: 2d10 + 6 ⇒ (2, 6) + 6 = 14

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Seeing Lann fall, Deia screams "No.............!"

Recovering from the shock, Deia does what she can to revive Lann. She calls on the power of her patron, "Stars of the sky, mend the wounds of Lann!"

Healing hex: 1d8 + 3 ⇒ (6) + 3 = 9


City Map Current Location Map Loot Sheet

Round 3 Update

Kel steps into range of the cultist leader and drives his glaive into the man's gut.

Anevia fires at the leader, but her shot is deflected by his magics.

Deia implores the stars to save Lann. The mongrelman groggily opens his eyes as some of his wounds close and he regains consciousness.

Initiative Order:
Max
Cultists
Lann
Kel
Anevia
Deia
Rex <--- We Are Here
Quasit
Cultist Leader
Tina - Action Posted
Ausk - Action Posted
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -14hp
Kel: -12hp, aid, resistance +1
Lann: -16hp, prone
Max: -3hp, -2 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -6hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -6hp
Cultist 3: -27hp, dying
Cultist 4: -18hp, prone
Cultist Leader: -37hp


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 3

Rex takes cover behind the benches as he hastily reloads his pistol. He continues to scan the battlefield looking for targets.

Round Summary
Standard Action, Reload
Move Action, Take cover
Status
HP 30/30
Bullets 45
Powder 19

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