Halls of the Infinite Moment

Game Master tom_thiessen


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Kubi points to the skeletons and calls out, "They're coming this way, and none of my magic is any use against stupid, mindless undead. Maybe this'll help...." She reaches forward to touch Krusk, "A little."

Casting Guidance on Krusk


Loot Sheet

Initiative roll and your action from everyone

Grand Lodge

Male Human Oracle (Spirit Guide) 4
Vital Statistics:
[HP 34] [AC 16 | T 10 | FF 16] [Init +0 | Per +2 (-2 vs Ambush/Traps) | Hero Pts 2] [BAB +3 | CMB +5 | CMD 15] [F +4 | R +2 | W +5]
Weapon Statistics:
[Melee MW Mace +6 | 1d8+2 | 20/x2] [Melee MW Sickle +6 | 1d6+2 | 20/x2] [Ranged Sling +3 | 1d4+2 | Rg 50 | 20/x2]
Spells, Powers and Active Conditions:
[Spell Slots | 0 (DC 14): ~ | 1st (DC 15): 7 | 2nd (DC 16): 4] [Channel Energy (DC 17 Half): 7] [Wandering Spirit: Ancestors (Hex: Ghost Blades)]

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Dellan strides forward, shield raised. He holds his holy symbol aloft, careful not to cut himself with the sickle, chanting a prayer to Pharasma, waiting for the creatures to get close enough to lash out with the Lady of Graves' vengeance.

Move up 20 ft, stopping just behind Spiller, and ready an action to channel positive energy once both the northern skeletons are within the 30ft radius burst, to damage undead. I assume they're not in range now because they're partially blocked by the outcropping there. If The skellies go before me, then I'll do the same thing but not as a readied action, just a regular standard action.

Channel Positive Energy vs. Undead (Will DC 15 Half): 1d6 ⇒ 2

Welp. That was underwhelming.

Grand Lodge

Half-elf Samurai (Brawling Blademaster)/1| HP 12/12 | CG Damage: 0 | AC 17, touch 13, flat-footed 14| CMB 3, CMD 16 | Fort +3 Ref +2, Will +0 | Init +2 | Perception +3, Sense Motive +0

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Spiller moves to block the skeletons from reaching the others and he preparers to strike the the fist skeleton to come close.

Spiller moves 20ft to smallest part of the cave and ready an action to hit the first skeleton to come in range of his unarmed strike. If the skeletons go first he moves to the closest one and attack it.

Unarmed strike: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Loot Sheet

GM notes:
Valentina Init: 1d20 + 3 ⇒ (12) + 3 = 15
Skeleton Init: 1d20 + 6 ⇒ (16) + 6 = 22


Not raging:
AC 14, T11, FF 13 | R+3, F+5, R+3 | CMD +3
Raging:
AC 13, T10, FF 12 | R+3, F+6, R+3 | CMD +4

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Krusk begins recounting Duel at the Falls, using his voice to fill his allies with energy for the fight.

Activating Raging Song, then moving up to the front lines. Any ally who wants can accept the benefits, gaining +2 str and Con and +1 will, but taking -1 to AC and being unable to take certain actions. You can accept or reject as a free action when Krusk starts the song, and at the start of each of your turns.

Raging Song full rules:

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features


URogue (Scout) 1 HP 13/13 | AC 16 T 14 FF 12 | F +1 R +6 W +1 | CMB +1 CMD 15 | Speed 30' Init +6 Perc +6 Low-light vision 60'

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

Realizing his sword isn't ideal against skeletons, he sheathes it and pulls out his mace. He waits to see what the fighters of the group are going to do before following.

I'll delay until after Spiller goes. I'll drop my sword instead of sheathing it if going to move and will follow him but will stay behind him.


initiative: 1d20 + 7 ⇒ (12) + 7 = 19

Kubi stays behind Qilldar and casts Guidance on him. +1 competence bonus to one attack, save or skill check


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

Draxia cracks her knuckles and then wiggles them out. Her mind already sending signals to her hands, reflectively she lets them move into a series of motions preparing her for her spell.

Initative: 1d20 + 1 ⇒ (4) + 1 = 5


Loot Sheet

The two skeletons in the cave area clatter forward, and attack Spiller, both of them slashing with their swords.

Skelo-1 - Atk vs AC 17: 1d20 ⇒ 3 :: DMG: 1d6 ⇒ 3
Skelo-2 - Atk vs AC 17: 1d20 ⇒ 20 confirm Crit: 1d20 ⇒ 9 :: DMG: 1d6 ⇒ 4

Kubi casts her spell on Qilldar.

Valentina huffs, rising to her feet. ”We don't have time for this.”’ She moves forward, wielding her walking stick as a weapon.

Moving closer to the walking undead, Dellan raises his holy symbol, and sends a wave of invisible energy through the mist-shrouded cavern. Each of the two skeletons takes pos energy: 1d6 ⇒ 1 damage. Their bones seem to glow with an inner blackness.

Spiller punches the first skeleton, which crumples under his massive attack.

Qilldar stands at the ready behind Spiller, his mace ready.

Draxia steps out from behind the rock outcropping, releasing a bolt of energy from her fingertips. A bolt made of arcane energy slams into the skeletons chest Magic missile damage: 1d4 + 1 ⇒ (2) + 1 = 3, which then explodes, showering the cave with bone dust.

Krusk starts singing his song, filling the party members with vigor.

There's still one left in the water. The edge is a sheer drop, so it can't get to anyone.

GM notes:
Sk1 Will save vs DC 15: 1d20 + 2 ⇒ (12) + 2 = 14
Sk2 Will save vs DC 15: 1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Half-elf Samurai (Brawling Blademaster)/1| HP 12/12 | CG Damage: 0 | AC 17, touch 13, flat-footed 14| CMB 3, CMD 16 | Fort +3 Ref +2, Will +0 | Init +2 | Perception +3, Sense Motive +0

"Those Little creeps weren't so tough."Spiller says smiling while holding a cut on his left shoulder."I think we should move on quickly the Vultures probably heard all that fighting."


Surprised but happy to see the nasty undead things drop Kubi glances around the area for any more that can reach them. "Right. Which way do we go next?"


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

"Agreed, I prefer my skulls and bones more or less walking about"She says laughing.


URogue (Scout) 1 HP 13/13 | AC 16 T 14 FF 12 | F +1 R +6 W +1 | CMB +1 CMD 15 | Speed 30' Init +6 Perc +6 Low-light vision 60'

Qilldar nods in agreement to Spiller's comment, impressed that they took care of the threat so easily. At Kubi's question, he shruggs, looks over to Valentina and Pevi for an answer, and then begins to look around for the sword marking.

Grand Lodge

Male Human Oracle (Spirit Guide) 4
Vital Statistics:
[HP 34] [AC 16 | T 10 | FF 16] [Init +0 | Per +2 (-2 vs Ambush/Traps) | Hero Pts 2] [BAB +3 | CMB +5 | CMD 15] [F +4 | R +2 | W +5]
Weapon Statistics:
[Melee MW Mace +6 | 1d8+2 | 20/x2] [Melee MW Sickle +6 | 1d6+2 | 20/x2] [Ranged Sling +3 | 1d4+2 | Rg 50 | 20/x2]
Spells, Powers and Active Conditions:
[Spell Slots | 0 (DC 14): ~ | 1st (DC 15): 7 | 2nd (DC 16): 4] [Channel Energy (DC 17 Half): 7] [Wandering Spirit: Ancestors (Hex: Ghost Blades)]

Noting Spiller's wound, Dellan sheathes his weapon and beckons him over. "Let me take care of that." He whispers a prayer under his breath and touches the big man's shoulder, sending ripples of warm, itch-inducing positive energy through his body as his wounds begin to stitch themselves shut.

Casting cure light wounds on Spiller.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7


Not raging:
AC 14, T11, FF 13 | R+3, F+5, R+3 | CMD +3
Raging:
AC 13, T10, FF 12 | R+3, F+6, R+3 | CMD +4

Krusk lets his recitation trail off, and then looks at Valentina with a raised eyebrow. "Are undead naturally occurring here? If so, are there any other hazards we should be aware of up ahead? And if not, do we need to be on the lookout for a necromancer?"

Grand Lodge

Half-elf Samurai (Brawling Blademaster)/1| HP 12/12 | CG Damage: 0 | AC 17, touch 13, flat-footed 14| CMB 3, CMD 16 | Fort +3 Ref +2, Will +0 | Init +2 | Perception +3, Sense Motive +0

Spiller pats Dellan vigorously on the back."Thank you old chap i think we're going to be a great team i get torn to pieces and you sticking me back together."he says chuckling.


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

'Wait I thought the pointy end goes in the other guy, not let them stick you and then get put back together"

Grand Lodge

Half-elf Samurai (Brawling Blademaster)/1| HP 12/12 | CG Damage: 0 | AC 17, touch 13, flat-footed 14| CMB 3, CMD 16 | Fort +3 Ref +2, Will +0 | Init +2 | Perception +3, Sense Motive +0

"I find it's the best way of tiring out the enemy besides the lady's love a man with scars am i right."Spiller says with a wink and smile.


Not raging:
AC 14, T11, FF 13 | R+3, F+5, R+3 | CMD +3
Raging:
AC 13, T10, FF 12 | R+3, F+6, R+3 | CMD +4

Krusk, only half listening, misses the joke. "I've heard of that. There's a Varisian school that calls that 'sheathing the sword', though I didn't think it was typically an opening maneuver in a fight. Where'd you learn that technique?"

Grand Lodge

Half-elf Samurai (Brawling Blademaster)/1| HP 12/12 | CG Damage: 0 | AC 17, touch 13, flat-footed 14| CMB 3, CMD 16 | Fort +3 Ref +2, Will +0 | Init +2 | Perception +3, Sense Motive +0

"It came to me after years of getting stabbed in the rump with pitchforks by anger husbands or fathers who's wives or daughter i might of been entertaining at the time."


Kubi chuckles and rolls her eyes at the half elf. "Rat folk prefer to keep our hides without the markings that you speak of. Such marks indicate a lack of skill at staying out of trouble...."

Grand Lodge

Male Human Oracle (Spirit Guide) 4
Vital Statistics:
[HP 34] [AC 16 | T 10 | FF 16] [Init +0 | Per +2 (-2 vs Ambush/Traps) | Hero Pts 2] [BAB +3 | CMB +5 | CMD 15] [F +4 | R +2 | W +5]
Weapon Statistics:
[Melee MW Mace +6 | 1d8+2 | 20/x2] [Melee MW Sickle +6 | 1d6+2 | 20/x2] [Ranged Sling +3 | 1d4+2 | Rg 50 | 20/x2]
Spells, Powers and Active Conditions:
[Spell Slots | 0 (DC 14): ~ | 1st (DC 15): 7 | 2nd (DC 16): 4] [Channel Energy (DC 17 Half): 7] [Wandering Spirit: Ancestors (Hex: Ghost Blades)]

Dellan grunts a laugh. "Staying out of trouble sounds fatally boring." He turns to Valentina and Pavi. "Shall we continue on? There's no telling how far behind us our pursuers could be, even with the diversion of the sword markings."


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

"Scars are sexy, but cadavers are not...unless you are a necromancer and into that sort of thing...." She shivers and laughs followed by a snort."Don't get me started on Druids"

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