DM Delmoth's Planescape

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Adventure stage: 3


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CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Nikrir motions to one of the many crossbows lying around and shrugs.


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There are two Balistas on top of the tower but they are outward facing so you can't aim it at the combat taking place. If you just want to pelt them with bolts I will narrate what happens in my post tonight.


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Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 5/7, 1:8/8

Poop I got distracted and forgot to finish stealing that other one.


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The hobgoblins and the spellslinger face off against the lissome elemental, it looks like the hobgoblins might have the upper hand with a few devastating blows from some of their larger weapons. But that's when the party begins to fire on them. Soon the invading fire feline has set all of them on fire, their bodies and gear slagged and reduced to cinders. The elemental hisses like freshly cut wood thrown over a fire and it begins to approach the tower.


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Forgot to mention you have Skellington back.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 5/7, 1:8/8

Rinika points at one of the water barrels and says "Might that be of some handy, gents?", still half asleep.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht calls to mind his ice cantrip that he fortuitously had prepared today and nods at Rinlka, "Indeed it might. Jek's spear as well, should it breach the gate."


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

maybe -5 ish bolts from the lewt for narrated help? :3
Oh, and I think Nik can get one shot off before it arrives... right? :3

"Why don't we just ambush it after it opens the doors?"
Nik points his heavy crossbow out the arrow slit.


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

It looks like we have Liquid Ice in the party loot which could help with Ray of Frost

One by one, Jek carries three of the 75 gallon (680 lb) barrels to the main level, sets them on their end, removes the lids (depending on the type of wooden water barrel), and sets a bucket (or whatever's available) at its side.

"If anyone's on fire, please put them out. Does anyone know if it can be doused?"

"The frost spear should be useful, but it's cramped in here. I need to keep my distance to use it. If it makes it in here, can someone stand between me and it?


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn looks at the sad state of affairs. The druid shakily stands amd grins.
Perhaps, it will just go away if we don't answer.

The druid begins casting Creat Water. Every 6 seconds, 4 gallons of water drench the floor.


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Arkynn finds that every time he casts create water the spell fails. He now feels that magic works differently here.

Sure 5 bolts each for those firing, you have a round before it arrived at the door.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Most unfortunate.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Looking out the window, Vaascht attempts to cast a ray of frost at the elemental, somewhat discouraged at seeing Akrynn's failure to create water.

might using the liquid ice to coat a weapon or two be useful as well, I'm not sure casting an ice spell will work on the plane of fire... about to find out anyway

Attack, ranged touch: 1d20 + 4 ⇒ (17) + 4 = 21
Damage, cold: 1d3 ⇒ 3


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Hearing Jeks comments Vaascht turns to Nik, "Might your skeleton stand by the door? Give Jek room to work?"


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Vaascht is met with similar results. He is unable to conjure enough cold energy to support the spell. The words of power and arcane symbols drawn in the air do nothing.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Cursing as his spell disapates not unexpectedly and draws his katana.

"Guess we are doing this the hard way, hopefully those hobgoblins hurt it some.". He then moves toward the door and waits for the thing to come through.

"I'll help buy you room to use that spear Jek, please strike true. I don't feel like burning today."

sadly I assume my spell resistance won't help against elemental flames.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 5/7, 1:8/8

Rinika frowns at all the failed spellcasting and trots up behind Jek and attempts to cast guidance on him.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Do we have any Cures left? Having only 4hp makes even me nervous...lol.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

I was hoping we would find our gear here, I had a scroll of Infernal Healing


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 5/7, 1:8/8

If you die, maybe Nik can raise you and Rinika can heal you? Just a thought.


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CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

He could become an unintelligent undead if I were willing to let go of Skellington...

"Isn't Skellington already...?" looking around, Nik sees his pet undead standing guard by the wrong door.

"Oh for- Skellington! Not the closet, the FRONT door! The one next to Vaascht! Attack the fire cat after the door isn't in the way.
Always have to be specific with shamblers..."

Turning back towards the cat, Nik gets off one final shot.
Xbow vs cat: 1d20 + 4 ⇒ (6) + 4 = 10
Damage (P): 1d10 ⇒ 3

Then he travels downstairs towards Skellington.

SA: shoot a useless bolt
MA: move 30' towards Skellington who should be able to move to the front door with a 60' double-move...


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Nice pep talk!

This could be dangerous; so let's put on our mean faces..


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Looking back at the wounded druid, the Gith offers his sling as he waits at the door.

"it looks big enough to shoot it while we distract it. Wasn't there some liquid ice in the store, maybe dump it on the elemental from above? Or coat some bolts and stones?"


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Initiative:

Arkrynn: 1d20 + 2 ⇒ (19) + 2 = 21
Jek: 1d20 + 2 ⇒ (5) + 2 = 7
Nik and friend: 1d20 + 2 ⇒ (11) + 2 = 13
Rinika: 1d20 + 3 ⇒ (7) + 3 = 10
Vaascht: 1d20 + 5 ⇒ (20) + 5 = 25

Firecat: 1d20 + 9 ⇒ (17) + 9 = 26

Slam: 1d8 + 2 ⇒ (5) + 2 = 7
Plus burn: 1d8 ⇒ 6

With a banging that could wake up Skellington the fire cat slams the old iron door.

Round 1
Firecat
Vaascht <---------
Arkynn <---------
Nik and friends <---------
Rinika <---------
Jek <---------


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"Ready everyone? Skellington! Open the door and chop up the fire-cat!"

Ready an action to launch a blob of acid at the cat when the door opens


| conditons: Appearance of Life (DC 20)

It's just a move action to open a door, right? :3
Skellington's stats (probably the important ones?):
AC 18
DR 5/bludgeoning
HP 6/6

Skellington dutifully sheathes his axe and opens the door.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Nik lobs a blob of acid at the cat.
Ranged Touch vs fire-cat -into melee (+ac for soft cover?): 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Acid damage: 1d3 ⇒ 3

He then notices that his loyal minion decided to put away its shiny new axe to open the door, and slaps his forehead with his palm.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn says, Perhaps, the iron door will hold and it gets bored...


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

"The die is cast..." Vaascht mutters as he steps forward to engage the elemental, somewhat surprised the mage decided to open the door. Focusing his magic the instant before striking, Vaascht slashes downward in a two hand strike.

Attack, +1: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage, S, Two handed: 2d6 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11

5' step, swift to enhance my blade, strike


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

Jek sighs angrily at Skellington.

"Pike it"

Using Tactician: Allies count as having Escape Route for the next 4 rounds: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space

"Look, block their advance but not my only shot. Here. Let me show you how we can help each other move into a better position without creating an opening."

Jek gently nudges Skellington back and forth with the side of his longspear.

"If we all move like this, we can help one another."


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn shrugs. The Payryn traces a Rune in the direction of Jek.
Guidance.


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The blob of acid splashes harmlessly against the wall that is blocking Nik's view. Despite the cat's nimbleness it's size works against it and the greensteel katana carves a bit of fire from the cat. The fire dissipates almost instantly when cut from it's source. DR 5

Acrobatics, threatened square vs 20, 16: 1d20 + 14 ⇒ (5) + 14 = 19
Jek AoO, MW: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

The cat leaps away suddenly, but Jek sees the ruse and thrusts his longspear in the direction of the elemental, only to be met with air.

Slam vs Vaascht, spring attack: 1d20 + 12 ⇒ (2) + 12 = 14

The elemental swipes at Vaascht claws of shooting flame but it's off balance from its recent maneuver and Vaascht dodges the blow. I backs up further into the citadel to the foot of the stairs heading up.

Round 2
Firecat
Vaascht <---------
Arkynn <---------
Nik and friends <---------
Rinika <---------
Jek <---------


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

Push or close the door?


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

tough call. Looks like you could line up a nice charge, but it also might just wander away now that we roughed it up some


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn steps to the door; ready to shut it.


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

Setting up a charge is pretty tough. Can't charge through allies, lots of obstacles, limited to a straight line, etc. Plus, without a lance or armor it could do a lot more harm than good.


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

If we wait, Tactician will wear off, and at least we can fight in the open now. Let's try for it.

Jek pursues it carefully, positioning himself so that his team mates can approach safely. He jabs at the elemental:

Frost Longspear (MW,Guidance): 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Frost Longspear Piercing: 2d6 + 7 ⇒ (5, 2) + 7 = 14
Frost Longspear Ice: 1d6 ⇒ 5 => 7 Vulnerability for 50% more

"Ok, stay close everyone!"


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Yeah I meant if me and the skeleton moved out of the way first. I ran a mounted cavalier in PfS a bit and got off exactly one mounted charge, but it was a crit and was glorious

Vaascht charges out after the horseman, carefully sliding in and slashing again with his blade.

Attack, +1: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage, 2 hand, +1 magic: 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8

+1 8/10


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 74/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 5/7, 1:8/8

Rinika casts guidance on Jek.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn traces a Guidance Rune on Vaascht.


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As Jek's spear is thrust into the elemental it takes on pale blue cast and the heat it gives off is noticeably lower. It doesn't seem to affect its reflexes as it dodges out of the way of Vaascht's blade.

Round 2
Firecat
Vaascht
Arkynn
Nik and friends <------
Rinika
Jek


| conditons: Appearance of Life (DC 20)

I figured we'd do best if we could all just go in the same block :3
Couldn't figure out any way that keeping the door shut helped; you know, unless we don't mind losing the door...

Skellington draws his axe and follows the cat.

AC 18
HP 6+1


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Nik follows and touches the skeleton and the light illuminating it seems somehow less bright.
"I think it's scared of the ice, Jek. If you can chase it away, I just remembered a fun trick I can use on fire that might convince it to run faster..."

Bolster Undead

Spells etc:

before this post

Supernatural Abilities
. 6/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 5/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Grease (DC 15), Infernal Healing [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


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Slam 1 vs Jek: 1d20 + 12 ⇒ (1) + 12 = 13
Slam 2 vs Jek: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Plus Burn: 1d8 ⇒ 5
Jek Ref vs Burn DC 14: 1d20 + 2 ⇒ (14) + 2 = 16

The fire cat slaps Jek ignoring the other closer opponents, at least his fur only briefly catches on fire.

Round 3
Firecat
Vaascht <---------
Arkynn <---------
Nik and friends <---------
Rinika <---------
Jek <---------


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht keeps the pressure on, stepping forward and again slashing out with his blade in a long horizontal cut.

Attack, +1: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

sigh


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

Wincing from the cat's powerful slap, Jek steps up for another attack.

Frost Longspear (MW,Guidance): 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
Frost Longspear Piercing: 2d6 + 7 ⇒ (4, 2) + 7 = 13
Frost Longspear Ice: 1d6 ⇒ 2 => 3 Vulnerability


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The elemental collapses into a smoldering pile of coals and ash.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn holds out his tattooed hand at Jek.
I am Akrynn. I have your Lead!

The Patryn explains that in the Labyrinth; the words he spoke mean honor and fellowship.
Taking the lead refers to being out in front of a hunting party--as the bait.


CG M Bariaur│Cav 11 Brwl 1│HP 50/99 (111)│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: 2 Con Drain
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 2/3; Martial Flexibility 4/4

Jek raises a perplexed eyebrow at Akrynn.

"Vaascht and Skellington were the front line and gave me cover a couple times. I'd be a pile of ash without them. Speaking of which, if anything survived its fire it may be worth checking those piles. Not me though, I'm hitting the hay.

With a hand pressed to his new wound he groggily stumbles back to where he was sleeping and collapses.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht grins fiercely as the elemental drops, then turns to Jek. "Well struck big man, well struck. Raiding party immolated and the elemental defeated, perhaps we can finally get some rest and get out of this gods forsaken plane."

With that, he ceremonially wipes his blade on his sleeve and sheathes it, still admiring the wonderful.beauty and balance of the greensteel.

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