Hells Rebels (Inactive)

Game Master Daniel Penfold 351

In the city of Kintargo, there are those who seek to overthrow House Thrune.

The Proclamations

Treasure List

Notes

Maps

images


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CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"Thank you for sharing with us. That's an awful lot to process. Let's see . . .." Til looks up towards the ceiling over her head for a moment, fingers counting things off while his lips move.

"So, a deflection, no, you said anchor, rune? Anything in particular we should do to disable it? Could it be inside the circle, or would it need to be outside the circle? How close to the circle's edge would it need to be? Since we all normally breath air and not water, yes, we'll need some magics to be able to search for this rune and the necromancer. Though I suppose if we disable the rune, the necromancer will look for us." He stops and ticks off on his fingers, like he's forgotten something.

"Oh, yes! What's a draugr?"

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“Thank you, Athannah,” Adonara says, echoing Tilorean. “With your help, we can set to work thwarting this necromancer soon, perhaps as early as the next tide. As you know, we’ve tangled with some of his creatures before, to their cost.”

She tries to sound reassuring, though privately she worries about where that devil got to, and she’s not sure if Fulk or Valekar are keen on the finer points of abjuration, to dispel this rune. Worst case, could they just magically erase the aboleth’s anchor rune, or – though it pains her to be so crude – destroy whatever it’s inscribed on?

She tries to place the name ‘draugr:’ some sort of servitor she presumes, though not so common that she can immediately pin it down and identify any weaknesses, especially. Though based on what they can guess of their foe so far, she presumes it would be either some sort of undead or devil.

Know (religion): 1d20 + 13 ⇒ (14) + 13 = 27 Or -6 to that if it should be (planes)? Either way, she’s trying to remember any resistances/vulnerabilities in particular.


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

Valekar tries to recall what he knows about Draugr I'm not sure what check that is as well as what he might know about the anchor rune and how to destroy or disable it not sure what to roll for that either

knowledge, arcana, dungeoneering or planes: 1d20 + 13 ⇒ (8) + 13 = 21

knowledge, arcana, dungeoneering or planes: 1d20 + 13 ⇒ (12) + 13 = 25

Spellcraft would get another +3 on top of that


Male High Azlanti DM

"As far as I know, physically removing the anchor rune would restore things, I imagine you would need to enter the circle to remove it. The main danger will be whatever is protecting the circle and therefore the anchor rune."

Adonara you remember that the draugr are a form of undead. They have damage reduction except against bludgeoning or slashing weapons. Their attacks can cause their victims to be nauseated.

Valekar you do not recall anything about draugr, however you do know that if the circle is a protection circle then removing the anchor stone will restore it to its normal state. Removing should be enough to restore things but destroying it would prevent the anchor stone from being used again


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

"I may be able to dispel it, though I'm not as skilled at such things as a wizard."

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Sounds … Skaldish, Adonara thinks vaguely, as the pieces fall into place and she remembers a book she read back home once on the varieties of ghouls and the best ways of putting them down. “They’re like sea-sick ghouls, as it were. Draugr, I mean. Not like lacedons, exactly, but they’re undead whose blows can badly turn one’s stomach, though I don’t think their touch will paralyze.”

“Probably the most obnoxious thing about them, for present purposes, is that they’re resistant to the types of weapons that are most effective underwater. If there are any airy spaces in the Drowning Eye, we might want to lure the draugr there,” she continues.

“With the goddess’ grace, though, we’ll find the stone first and thwart this Menetheguro. There are some abominations that should never have emerged to crawl below the waves,” she says quietly, a gleam of zeal sparking in her eye as she considers the prospect of stopping the plots of creatures that are an age-old enemy of elvenkind, and of all free folk.


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

Valekar tries to remember if he knows how to destroy such an anchor stone.

knowledge, arcana, dungeoneering or planes: 1d20 + 13 ⇒ (6) + 13 = 19

"Removing the anchor stone should be enough to restore the protection to my cousins, but destroying the anchor would ensure it isn't used for such a purpose again."

"We should head out soon. If possible we should do some reconnaissance on the area before we strike."

Maybe with invisibility?


Male High Azlanti DM

What's the plan?


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

was Valekar able to understand how to destroy the anchor?

I believe Adonara outlined the plan in the last paragraph or two of this post, the wise woman hasn't answered her yet

Adonara Strixis wrote:
Tilorean Vashnarstill wrote:

Agreed. An underwater crossbow seems a wise choice.

Til spends some time in whatever social spots he can find, talking up the people present and trying to see what he can find out about the Drowning Eye or this wise woman . . ..

*Insert obligatory Blackadder reference here.* :)

As the Ravens equip themselves with suitable ordnance, Adonara can’t but notice the villagers caginess. Not that she blames them, with the pressures they’re under: even with their scouts newly returned, and with her and Valekar in the mix to provide a connection to other branches of elvenkind, it’s a lot of new faces under less than ideal circumstances.

She accompanies Tilorean to meet with Athannah, to announce the group’s preparations and request an escort to the waters of the Drowning Eye and, if such can be spared, a spell to mitigate the drain of water-breathing magic on the Ravens’ resources.

She explains the plan to anchor off the Eye and dive down, and that while their own spells offer them fairly wide scope for action, depending on what’s down there, it might take more than one trip.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Yep, unless anyone has any objections, I think the plan is basically to deep strike / parachute in and bust that bunker. :)

I’m not sure if we need an escort, but unless Athannah’s providing water breathing by a scroll or such, it’s a bit of a ways out there before we dive. She doesn’t need to stick around, so maybe a couple of the local guards would be able to ferry her out and back? Or we can cover our bases fairly well on our own, but an extra casting would hardly be unwelcome.

That just leaves the question of stealth…

Valekar Duilgelion wrote:

"We should head out soon. If possible we should do some reconnaissance on the area before we strike."

Maybe with invisibility?

“The problem of air complicates matters a bit, but we can certainly do a quick, discreet circuit before inserting ourselves. I think most of us are fairly subtle, and I know a few blessings that can help. I would say especially with the undead, but the one I know works best with simpler brutes than draugr, and it only holds if one doesn’t hold immediate hostile intent,” Adonara floats.

“We also wouldn’t want to leave our scout exposed in a forward position for too long. But it’s worth seeing what we can see when we get there. On the morning tide?”

Sneaking strategy (TL;DR: sure, however we feel like doing it):
I think most of us have invested a decent amount in Stealth ranks, so I’m happy taking our chances with those, mostly. If we want to reinforce that with as many invisibility spells as Valekar and Fulk feel like they can spare, given water-breathing needs, direct combat magic, etc., let’s go for it! IC, Adonara was talking about hide from undead (breaks for everyone as soon as anyone attacks anything, but maybe worth a 1st-level slot), and her warpriest blessings: Charm lets her pass a scaling sanctuary effect around. That won’t work against undead, but it might let us get the drop on any living guards.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

Stealth? Yep. With the Water Breathing problem covered, there is still another problem. "How does this swimming thing work, again?" asks the player whose character has zero ranks . . ..


Male High Azlanti DM

"Yes, we can provide you with an escort to the Drowning Eye, but we are currently too ill to be able to take part in combat."

Valekar, doing enough physical damage, particularly with a bludgeoning weapon will be enough to destroy the rune.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“Of course,” Adonara says gently, “and we appreciate the courage to brave even so much. We’ll do our very best to put things to rights as soon as we can.”

“That is, after all, what some of us are born to do,” she proposes wryly, knowing all too well that she doesn’t quite cut the prototypical figure of a crusading saint or heroine straight out of legends and old stories. Even after all this time, she sometimes feels like she’s in costume – that sort of adventuress playing at the other.

“If there’s nothing else that needs immediate attention in our preparations, I’ll return to my devotions and see what spells the goddess sees fit to grant for the morrow,” she concludes.

OK, adding hide from undead to her preparations, just in case. It will tie our hands until we’re ready to start something, but it might let us infiltrate deeper in, with a bit of luck.

As to swimming, Til, it sounds like the Drowning Eye is a cave or reef or something like that, shallow enough that it’s practical for there to be a runic circle carved around it? Like the flooded lair, we can probably touch down or brace ourselves against a wall or something, and it should be fine. We hope. XD

Anyway, I’m ready to hash out any last details in the background while we move on to the morning and our dive, unless there’s something folks are dying to see in-character.


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Invisibilty doesn't work too well underwater. Just leaves a you-shaped bubble moving around.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Or we will have to get a set of deep water diving bell suits. :)


Male High Azlanti DM

Taking your scout and a boat you head out to sea. A wide trench scars the seabed here. Sprawled along its northern slope is a wrecked sailing ship, while the pit below is covered with seaweed.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Come the morning tide, Adonara greets the day with a certain degree of trepidation, remembering her grandmother’s stories about what lurks beneath the waves, and that her ancestors have fought and her kin still do. Nonetheless, the danger only steels her resolve, combining in turn with her zeal to perform a feat worthy of dedication to her goddess.

As the Eye comes into view beneath the waves, along with a wreck that shows that the place lives up to its adjective, she calls out, “There! Worth taking a look at before we go deeper, do you think? If I were defending this place with undead, I might hide some in the wreckage.”

She keeps one eye out as Ragnar sets about guiding their efforts at making safe anchor and everyone gathers their supplies for the dive. In the meantime, knowing the sorts of other tricks a necromancer might try, she finds one of the things she won’t be taking into the waters below, but brought on board for the purpose.

Opening up a slim volume bound in black leather, over the hustle and bustle Adonara recites one of the litanies of war found within. The imagery is perhaps unusual, but aptly pointed, if not even vicious, as befits Calistria, and she’s sure that even nonbelievers might be inspired. Since necromancy is a school that has a bunch of fear effects, she’ll read from her book of war prayers: everyone gets +2 on their next save vs. fear, if one’s needed in the next 24 hours.

And then, after a suitable pause, when everyone’s physically ready, it’s time to start layering on spells. She turns to Athannah, and inclines her head gratefully, indicating that the adventurers are ready for her water-breathing spell. “Thank you, and we’ll see you back in Acisazi soon, I hope. You should probably return where it’s safest, but this one spell might give us the edge to put things to rights sooner rather than later. If you don’t hear from any of us within a couple of days…”

She lets the winds carry away the obvious implication.

Right, apart from our hosts’ water breathing, let me know if we want Ado to cast hide from undead before we take the plunge, guys. That would mean none of us gets to strike first, so maybe it would best be saved until we assess any resistance. (So we neither waste the slot by blowing through it too quickly, nor leave too much of a screen of undead behind us while we go deeper.)


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

I agree, we should look over that wreckage afore we even attempt a dive.

Ragnar slips off his pack and stows his various weapons on himself, as he gets ready for the swim over to the wreck.

GM, prior to transit, I will be silver blanching 20 bolts, and ghost touching 10 bolts for the crossbow

Thinking we hold off on the hide from undead until we really need it.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

"Since we really don't know where the anchor is, it could be inside the wreckage. Not looking would be almost as foolish as going down there in the first place." He grins as he replies to Adonara's question about exploration.

As Adonara reads, Til almost instinctively responds, even quoting along in short spurts.

As for her trying to leave a shoe undropped, Til just can't avoid attempting a wisecrack. "Well, I'll make sure to tell your hairdresser you won't be back. I know I'm coming back!"


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk says some prayers to Milani as he readies himself for the dive.


Male High Azlanti DM

Diving down into the dark murky waters you can see several sunken ships. One wreck seems to lie closer to the location of the Eye than the others, a Magnimarian merchant vessel called the Mistrunner. It looks as if this vessel went down decades ago. You can see 5 undead figures moving around the remains of the wreck but they don't seem to have noticed you as yet.

You can all have a surprise round action.


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

"Shall we clear them away or use Ado's spell to avoid them?" Valekar asks the others quietly


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

I am thinking that we need to look in the wreck. Thinking we need to get our undersea legs first. There is only 5, and we should be able to clear them with no issues.

Ragnar lines up his crossbow and waits for the word, one way or the other.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

Peering through the shadows of the waters, Adonara nods appreciatively at Ragnar’s aggressiveness. “Sounds like a plan, but if those are draugr, they’ll be resistant to the weapons that work best underwater, so we might want to concentrate on taking them down one at a time.”

Then again, many of the others are much better at the direct application of violence than she is. In any case, she waits until the group is just close enough, and then…

Unless there are any objections, I’m all for Ragnar’s suggestion, and Ado will open with a disrupt undead: DU, sneak attack, vs. ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d6 + 1d6 ⇒ (4) + (2) = 6


Male

When everyone is ready Bachu will move forward (and attack if we are close enough for a charge).

Unarmed Strike Charge UW: 1d20 + 12 + 2 - 2 ⇒ (4) + 12 + 2 - 2 = 16 Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk throws a flurry of acid bolts at the same draugr Ado is firing at.

Ranged Touch Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Acid: 1d6 + 3 ⇒ (2) + 3 = 5

Ranged Touch Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Acid: 1d6 + 3 ⇒ (5) + 3 = 8

Ranged Touch Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Acid: 1d6 + 3 ⇒ (4) + 3 = 7


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

Valekar uses his slumber hex on the nearest one.

DC19. I expect them to be immune but I didn't love any other options


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

About as uncomfortable as he gets, Til tries to line up the new crossbow with one of the undead thingies closer to the group.

Underwater Crossbow: 1d20 + 10 ⇒ (12) + 10 = 22 -2 for each 80'?
Piercing: 1d8 ⇒ 3
sneak dice if w/i 30 feet - I doubt it: 4d6 ⇒ (3, 6, 5, 6) = 20


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Underwater X Bow: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
BAB, Dex, Deadly Aim
Damage: 1d8 + 4 ⇒ (3) + 4 = 7 Cold Iron / Piercing

Ragnar fires at the same one that Til fires at.


Male High Azlanti DM

Adonara's spell hits one of the undead and it howls in pain.

Bachu moves across and strikes the closest one.

Valekar's spell goes off but it seems the draugr are immune to its effects.

Tilorean's crossbow strikes a third creature but it ignores the damage.

Ragnar's crossbow also strikes a creature, but only some of the damage gets through

Anyone else?

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

I think you must have inadvertently skipped over Fulk's mystic bolts? Between Bachu and Valekar?


Male High Azlanti DM

[i]Fulk's bolts blast into one of the draugr, destroying it.

Adonara initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Ragnar initiative: 1d20 + 5 ⇒ (6) + 5 = 11

Tilorean initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Valekar initiative: 1d20 + 5 ⇒ (9) + 5 = 14

Bachu initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Fulk initiative: 1d20 + 5 ⇒ (20) + 5 = 25

Draugr initiative: 1d20 + 0 ⇒ (10) + 0 = 10

Initiative order:
Block 1: You guys
Block 2: Draugr
So back to you.


CG Male Human Unchained Rogue 7 | HP: 40/40 | AC21/T15/F16/CMD21 | F+4/R+11/W+4 | Init:+5 | Perc: +16+ | 30'

I'm starting to feel like combat contribution just isn't something Til's going to excel at. Just how the dice have run, mostly, though.

Til frowns, thinking he had hit the target but seeing no evidence of it. He reloads and looses another bolt at the same target.

Underwater Crossbow: 1d20 + 10 ⇒ (19) + 10 = 29 -2 for each 80'?
Piercing: 1d8 ⇒ 7
sneak dice if w/i 30 feet - shouldn't need this round, anyway: 4d6 ⇒ (3, 2, 5, 5) = 15

! Threat? I should complain about the dice more often!

Confirm?: 1d20 + 10 ⇒ (3) + 10 = 13 Yeah, okay. So, not so much.
Bonus damage?: 1d8 ⇒ 7 Woulda been 14! Oh, well!


Male

After connecting the first time Bachu puts all his might and quickness into taking out the creature.

Unarmed Strike Flurry 1 PA: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 Damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Unarmed Strike Flurry 2 PA: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 Damage: 1d8 + 5 + 6 ⇒ (7) + 5 + 6 = 18
Unarmed Strike Flurry 3 PA: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 Damage: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

do we need to make any swim checks? Is there anything we need to do to keep our current vertical position instead of sinking?

Valekar imbues the crossbow with arcane power, points it at the skeleton he has the cleanest shot at, and fires.

underwater crossbow, arcane pool, deadly aim: 1d20 + 11 + 2 - 2 ⇒ (10) + 11 + 2 - 2 = 21 for cold iron, piercing, magic: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Then he reloads the crossbow


Male High Azlanti DM

Tilorean's bolt flies through the water striking one of the druagr and destroying it.

Bachu punches another draugr, several times pulverising it into dust.

Valekar's bolt strikes a third creature but not all of the damage gets through.

Swim checks not required- Adonara, Ragnar and Fulk your actions.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

It won’t work but half as well underwater, but Adonara gets her whip in hand as she joins the others in pressing their attack diving down to the wreck which the wretched undead are scattered about.

She stays out of reach, just close enough that if she doesn’t get charged next round she can put her whip to good use, and sends another cantrip at the draugr Valekar wounded. Standard to cast Disrupt undead, sneak attack, vs. ranged touch: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d6 + 1d6 ⇒ (5) + (6) = 11


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Seeing the bolt had minimal affect, Ragnar slings it and moves forward while pulling his axe.

Alright you miserable stinking walking pustules of goo. Lets see how you like this.

Swimming closer, but not getting into melee yet.


Male High Azlanti DM

Adonara your spell strikes one of the draugr, doing a small amount of damage


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk keeps flinging acid, concentrating on the Draugr Valekar hit.

Ranged Touch Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Acid Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Ranged Touch Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Acid Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Ranged Touch Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Acid Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

"Are they resistant to cold energy? " Valekar asks the others


Male High Azlanti DM

Fulk's bolts destroy another draugr and damage a second.

One of the draugr swims across and attacks Bachu, the other double moves towards Adonara.

slam on Bachu: 1d20 + 5 ⇒ (10) + 5 = 15

damage: 1d12 + 4 ⇒ (12) + 4 = 16

Back to you guys


Male

Bachu continues his assault against the undead.

Unarmed Strike Flurry 1 PA: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 Damage: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Unarmed Strike Flurry 2 PA: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 Damage: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Unarmed Strike Flurry 3 PA: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 Damage: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

I don't see where I am on the map

Valekar imbues his crossbow with even more arcane energy, and a minor spell (ray of frost) and fires again.

underwater crossbow, arcane pool, deadly aim, arcane strike, spellstrike (ray of frost): 1d20 + 11 + 2 - 2 ⇒ (11) + 11 + 2 - 2 = 22 for cold iron, piercing, magic: 1d8 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12 ray of frost cold damage: 1d3 ⇒ 2

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7
Valekar Duilgelion wrote:
"Are they resistant to cold energy? " Valekar asks the others

“I don’t think so, no,” Adonara offers, sending herself floating back from the nearest draugr, calling a spark of magic to her whip as she goes.

She lashes out as best she can through the water, calling upon her favoured cantrip for this sort of business again like a prayer as well.

5’ step/float back, then a bit of spell combat. Whip attack, arcane pool, power attack: 1d20 + 10 - 6 ⇒ (10) + 10 - 6 = 14 Damage if hits: 1d3 + 3 + 4 ⇒ (3) + 3 + 4 = 10 Halved for being underwater and slashing.

Disrupt undead, ranged touch: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 Damage?: 1d6 ⇒ 4
Disrupt undead, crit confirm?: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 Crit Damage?: 1d6 ⇒ 2


Male HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23) Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Fulk fires off a few bolts aimed to intercept the one headed for Ado.

Ranged Touch Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Acid Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Ranged Touch Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Acid Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Ranged Touch Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Acid Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Male High Azlanti DM

Bachu's three blows pulverise the draugr in front of him.

Valekar then finishes off the remaining one.


Male (Blessings 6/6 per Day DC 17); (Sacred Weapon 7/7 Rounds/Day); (Sacred Armour 7/7 min/day) (Fervour 7/7 per Day DC 15) Dwarf Warpriest 7; AC With/WO Shield 22/21 T 11/11, FF 21/20; CMD 20, Fort 8, Ref 4, Will 10 (+4 Vs Spell/SLA, +2 vs Poison); Perception 11, +2 vs unusual Stonework

Ragnar drifts to halt from swimming to the one going for Adonara.

Well those went down quick. Lets hope everything else does as smooth


Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 | CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments | Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

"That went well. Shall we explore this ship?"

Valekar looks around for any sign of the anchor.

Silver Crusade

Female Elf Warpriest (Wasp Zealot) 4 / Magus (Spire Defender) 1 / Evangelist 2 HP 49/49 | AC 21 | T 17 | FF 16 | CMD 18 | Fort +8 | Ref +5| Will +10 | Init +2 | Perc + 7

“Do let’s,” Adonara nods, as she makes a bee wasp-line (Whatever, she’s underwater anyway, silly witch! ;) ) for the wreck, swimming forward quickly but cautiously as she coils her whip again and readies her crossbow instead.

“We can hope,” she adds, her jaded cynicism prompting her to offer a word of caution nonetheless, “but it was bound to be whatever was pulling their strings that we really have to worry about. Especially if it created them.”

Necromantic aboleth, the courtesan thinks, disgustedly. As if the slimy, megalomaniac things weren’t bad enough to begin with.

As she gets closer to the wreck, Adonara peers through any promising holes in the hull for anything of interest or more lurking undead. Perception: 1d20 + 13 ⇒ (13) + 13 = 26

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