Wrath of the Righteous for Paladins (Inactive)

Game Master trawets71

WotR with all paladins.

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LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

The Dwarf smiles to Petsha, then stands up with weapon in hand, ready to attack if something appears. He positions himself around 10 feet away from each ally.

Ya' bunch of scared insects! We fought roaches more dangerous than ya. And braver. - says the stonelord, trying to challenge the creatures to engage.

Ready:

Attack: 1d20 + 5 - 1 + 1 ⇒ (18) + 5 - 1 + 1 = 23 PA, Bless
Damage: 2d6 + 4 + 3 + 1 ⇒ (2, 5) + 4 + 3 + 1 = 15


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fley will try to listen to see where the quasits are.

Perception: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

"I don't hear anything. Perhaps they left."

He'll keep his kukris out just in case they surprise him.

Ready:

Ready, kukri attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
kukri damage: 1d3 + 2 ⇒ (3) + 2 = 5


Seeing Petsha aid Donnen in taking care of the actor, Ian draws his sword and turns his attention to the direction he heard the voices, searching for evil. Turning to the others he asks, "Shall we try and hunt these Quasits down, or continue with our journey?"

Not sure what to do here, so using Detect Evil in a cone the direction of where he heard the voices.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Once again, Leothar will ready to strike.
Invisible foes are pretty much an exercise in frustration without Faerie Fire or a similar effect. RotR also has a very early encounter with a Quasit...

Readied Action:
Attack, Bless, PA: 1d20 + 6 + 1 - 1 ⇒ (13) + 6 + 1 - 1 = 19
Damage: 1d8 + 6 ⇒ (5) + 6 = 11


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Ardriel continues scanning the street, waiting for the quasits to appear, bow at the ready.

Readied Attack: 1d20 + 5 ⇒ (9) + 5 = 14 -4 if in melee
Damage: 1d8 ⇒ 2
Arrow Recovery: 1d100 ⇒ 10


As the party prepares to attack Ian tries to see evil and senses some in front of him. All of the sudden every gets the feeling of being scared. The three quasits appear surrounding the party as the feeling begins. "What was that?" Aravashnial yells. Anvenn answers "Quasits!" and Aravashnial begins casting. Petsha takes off running down the street.

Will Petsha: 1d20 + 4 ⇒ (2) + 4 = 6 Duration: 1d4 ⇒ 1
Will Horgus: 1d20 + 5 ⇒ (10) + 5 = 15
Will Anvenn: 1d20 + 0 ⇒ (18) + 0 = 18

Invisibility breaks when the cause fear effect goes off. Everyone needs to make DC 11 Will saves: Leothar 3, Ardriel 1, everyone else 2. It is an AoE for them. Make the save and shaken 1 round. Fail and frightened for 1d4 rounds. If you save you can go as the only ready action that will go is Ardriel's arrow, they made sure to stay out of melee range.

Round 6
Party up


will: 1d20 + 7 ⇒ (19) + 7 = 26will: 1d20 + 7 ⇒ (9) + 7 = 16

"There your are!" Seeing the quasit appear, Ian begins to move forward and feels the fear rush over him. Pushing himself past it, he nerves himself to approach and swing his longsword at the demon.

AC 20 move action: moves to nearest quasit attack: coldiron longsword: PA Blessed, celestial crusader, shaken
attack: 1d20 + 5 - 1 + 1 + 1 - 2 ⇒ (9) + 5 - 1 + 1 + 1 - 2 = 13 for damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Is this a (Sp), like Cause Fear as an SLA, or a (Su) ability like most auras? Makes a difference for my saves.

Will: 1d20 + 5 ⇒ (1) + 5 = 6
Will: 1d20 + 5 ⇒ (1) + 5 = 6
Will: 1d20 + 5 ⇒ (11) + 5 = 16

Or not. Oh well. Immune to fear next level.

Leothar takes off running.


It is an sla not that I think it matters here. Roll 1d4 twice and use the longer duration.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

1d4 ⇒ 1
1d4 ⇒ 2
Frightened 2 rounds. At least not Panicked, so I don't drop Radiance I think.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Will: 1d20 + 4 ⇒ (6) + 4 = 10
Will: 1d20 + 4 ⇒ (14) + 4 = 18

Rounds: 1d4 ⇒ 4

"Ack! Didn't realize how terrifying those things areLet's get outta here."

Frightened for four years. Double move away.


You don't drop your weapons, in fact you can fight with penalties while frightened if you can't escape."


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Will: 1d20 + 5 + 2 + 1 ⇒ (12) + 5 + 2 + 1 = 20 vs. SLA, vs. Fear (Bless)
Will: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 vs. SLA, vs. Fear (Bless)
1d4 ⇒ 2

Donnen gets frightened as well, and moves with Fley and Leothar.


Fley, you forgot your bless bonus which would mean you passed the DC.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level
DM Trawets wrote:
Fley, you forgot your bless bonus which would mean you passed the DC.

Oops - completely forgot! Thanks for reminding me.

Fley shakes off his fright and moves up to attack the green quasit. But still Shaken for 1 round.

Cold Iron Kukri attack, bless, shaken, vs. Evil Outsider: 1d20 + 5 + 1 - 2 + 2 ⇒ (8) + 5 + 1 - 2 + 2 = 14
Kukri Damage: 1d3 + 2 ⇒ (1) + 2 = 3


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Will, bless: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Ardriel takes aim at one of the quasits and fires a cold iron arrow at him.

Attack, bless: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 ⇒ 5


Fley moves up and attacks but misses the quasit. Ardriel shoots at the quasit next to him and the arrow sinks deep. "That HURT!" the quasit shouts as it and the rest take a step back and disappear. Aravashnial completes his spell and a creature appears shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace. Hes says something to it:

Celestial:
"Kill the demons!"

He then casts another spell and says "That should do!"

Spellcraft DC 16:
Mage Armor

Round 7
Party Up
You know what squares they are in but they are invisible so don't forget your 50% miss chance, low misses


'Not surprising, the cowards disappear.' Watching as the quasit disappears, Ian tries to focus where the thinks the demon was. "You just stay right there."He swings his sword in the general vicinity smiling when he feels his blade make contact.

AC 20, full attack: coldiron longsword: PA, Blessed, celestial crusader
attack: 1d20 + 5 - 1 + 1 + 1 ⇒ (15) + 5 - 1 + 1 + 1 = 21 for damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
1d100 ⇒ 76


Ian moves forward and his sword stops mid swing as it contact on of the creatures causing blood to appear on the ground and a help to be shouted.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fley officially shakes off his fright. He'll move up to where he saw the quasit disappear.

Cold Iron Kukri attack, Bless, +2 vs Evil Outsider: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Miss?: 1d100 ⇒ 95


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar continues fleeing for a second round.
With the Bless, against an SLA, he had +9, so would only fail on a 1... and he rolled 2 1's on 3d20.
I did not move the icon but it will be 2 rounds moving back to the fight.


Fley moves up and stabs the air and sees drops of blood falling to the ground and feels the kukri hit paydirt.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Similar to Leothar, Donnen also keeps fleeing.

Second and last round, hopefully


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Ardriel fires a follow up cold iron arrow at the area he knew the quasit had been previously.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 ⇒ 1
Miss Chance: 1d100 ⇒ 77


Ardriel fires again and sees the arrow go down the street.

You hears shouts of something from the invisible beasts:

Abyssal:
"Get the one with the longsword" "No, the little one!" "No the one with the bow! He can't get us."

Then the quasits appear. One next to Fley, one next to Ian and one next to Ardriel. Fley gets hit with two claws and a bite, while Ian only get's clawed once as does Ardriel.

Claw 1 Green: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d3 - 1 ⇒ (1) - 1 = 0 1 Nonlethal
Claw 2 Green: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Bite Green: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Claw 1 Red: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Claw 2 Red: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Bite Red: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Claw Blue: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Sorry for the delay. Life has gotten busy. Please make a DC 13 Fort save vs. poison for each claw that hit. If you fail take 1d2 Dex damage for each one and roll every round until you get two saves in a row. Ian and Fley get a AoO after each attack as they move back.

Round 8
Party up


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Finally free from the fear effect, the Dwarf looks at the outsiders with very angry eyes - and then moves towards the closest one, aiming to hit it with his giant-picker.

Attack: 1d20 + 5 - 1 + 1 ⇒ (15) + 5 - 1 + 1 = 20 PA, Bless
Damage: 2d6 + 4 + 3 + 1 ⇒ (5, 5) + 4 + 3 + 1 = 18


Donnen, you spent two rounds fleeing it will take 2 rounds to get back.

I forgot the summoned creature.

Round 7

Seeing Ian strike the demon the summoned creature attacks where he did with two beams of holy light one of which stopped in the demon's space.

Ray attack 1: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 ⇒ 1 Miss: 1d100 ⇒ 10
Ray attack 1: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 ⇒ 5 Miss: 1d100 ⇒ 73

Round 8

As the demon attacks Ian it drops to the ground unconcious. The summoned creature then fires rays at the creature attacking Ardriel hitting it twice.

Ray attack 1: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 ⇒ 1
Ray attack 1: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 ⇒ 2

Kn: Planes 12:
It is a lantern archon

GM:
Blue 6, Green 3


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar slaps himself in the face and then begins running back towards the fight.


fort: 1d20 + 8 ⇒ (6) + 8 = 14

Seeing the wounded quazit materialize, Ian smiled until the thing scratches him, "Ow!" seeing the summoned creature fire rays causing it to fall, he turns and nods, smiling "धन्यवाद"

Hearing his friends may be in trouble, Ian calls out, "Watch out Fley! Watch out Ardriel!" He then charges the quazit attacking Fley, Swinging his longsword at the things wings.

charge AC 17, attack: coldiron longsword: PA, Blessed, celestial crusader, charge
attack: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (20) + 5 - 1 + 1 + 1 + 2 = 28 for damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
crit: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (6) + 5 - 1 + 1 + 1 + 2 = 14 for damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Celestial:
"Thanks"


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Shoot, I forgot Bless on my last roll.

Fort: 1d20 + 3 ⇒ (9) + 3 = 12

Ardriel feels the wound burn, and his movements begin to grow sluggish. Pulling out the morningstar, he swings it one-handed at the Quasit.

5-foot step if needed.

Attack, bless: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

The burning in his muscles doesn't help matters.


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fort: 1d20 + 6 ⇒ (8) + 6 = 14 ; Fort: 1d20 + 6 ⇒ (3) + 6 = 9

Dex Damage: 1d2 ⇒ 2 Ouch!

The claws swing at Fley and dig in deep. One manages to poison Fley and his body stiffens a bit.

AOO Cold Iron Kukri Attack, Bless, Dex Damage, +2 vs Evil Outsider: 1d20 + 5 + 1 - 1 + 2 ⇒ (8) + 5 + 1 - 1 + 2 = 15
Kukri Damage, +2 vs Evil Outsider: 1d3 + 2 ⇒ (3) + 2 = 5

Knowledge (Planes): 1d20 + 8 ⇒ (19) + 8 = 27

"Thats a lantern archon! Watch out! And they're speaking Abyssal!

As Fley watches Ian charge in and attack the creature, Fley wills stab at it.

Cold Iron Kukri Attack, Bless, Dex Damage, +2 vs Evil Outsider: 1d20 + 5 + 1 - 1 + 2 ⇒ (11) + 5 + 1 - 1 + 2 = 18
Kukri Damage, +2 vs Evil Outsider: 1d3 + 2 ⇒ (3) + 2 = 5


Fley swings at the quasit after it attacked him but missed. Ian charged and hit the quasit and Fley was able to hit it as well. Ardriel tried to hit his with the mace but was unable to.

Ian you forgot your AoO on the one that attacked you.

The quasits try to disappear again giving the hereos a chance to disrupt them. The one on the ground disappears again.

Ardriel gets an AoO on Blue, Ian and Fley on green. I'll do the lantern archon after the AoOs


sorry, not sure what caused the AOO's. I thought red attacked me, and was down, so here is an AOO on red.
AOO coldiron longsword: PA, Blessed, celestial crusader
attack: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (12) + 5 - 1 + 1 + 1 + 2 = 20 for damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Now and AOO on Green?
AOO coldiron longsword: PA, Blessed, celestial crusader
attack: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (9) + 5 - 1 + 1 + 1 + 2 = 17 for damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


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M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
Fley Flaxon wrote:

"Thats a lantern archon! Watch out! And they're speaking Abyssal!

Perhaps I am mistaken about what Fley is saying, but it sounds like he sees the Lantern Archon as an enemy and as speaking Abyssal. In fact, our ally Aravashnial summoned the Lantern Archon, and it is attacking the Quasits. It is the Quasits I think who are speaking Abyssal.


Tiny creatures attacking you casued the AoO. They have no reach and need to step into your square and are forced out after their attack, cause two AoO. The first didn't happen since they were invisible. The quasit is down but not dead and the amount of damage matters. Leothar as the right of the Lantern Archon and quasits.

The quasit on the ground is still visible. Ian spears the quasit next to him and it drops on the ground as well.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

Attack of Opportunity: 1d20 + 4 ⇒ (2) + 4 = 6

Ardriel whiffs on his attempt to hit the quasit, his muscles burning from the poison.


As Ardriel swings at the quasit it disappears and he misses it. The group then hears "You'll pay for this!" from a little down the road from Ardriel. The two quasits on the ground seems to be bleeding less as their wounds heal.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

GM, please let me know when we're back/close to them. Would it be obvious for us that they're regenerating somehow?


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fley stabs at the Quasit the same moment Ian does. Let's make sure it stays down.

AOO Cold Iron Kukri Attack, Bless, Dex Damage, +2 vs Evil Outsider: 1d20 + 5 + 1 - 1 + 2 ⇒ (13) + 5 + 1 - 1 + 2 = 20
Kukri Damage, +2 vs Evil Outsider: 1d3 + 2 ⇒ (1) + 2 = 3


Round 10
Donnen and Leothar arrive back and see the two quasits laying on the ground, there is no sign of the thrid one.

Perception DC 10:
Their wounds seem to be closing up and healing.

Heal DC 15 or Kn: Planes DC 15:
The quasits are healing quickly they are not regenerating. (Fast Healing not Regeneration)


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

The quasit poisoned Fley once. Need to make two saving throws in a row to be cured.

Fort: 1d20 + 6 ⇒ (14) + 6 = 20

One save down, one more to go.

Fley's muscles tense up a bit, but the poison seems to be working its way out of his system.

Knowledge (planes): 1d20 + 8 ⇒ (12) + 8 = 20

The quasits have fast healing! Their wounds can heal up. If we don't kill them, they'll be back at full health before we know it.

Fley, remembering that quasits have fast healing and can heal up, goes in towards the green quasit. Need to kill it. Can't let it to come back to life.

Cold Iron Kukri Attack, Bless, Dex Damage, +2 vs Evil Outsider: 1d20 + 5 + 1 - 1 + 2 ⇒ (3) + 5 + 1 - 1 + 2 = 10
Kukri Damage, +2 vs Evil Outsider: 1d3 + 2 ⇒ (3) + 2 = 5


perception: 1d20 + 1 ⇒ (20) + 1 = 21
knowledge,planes: 1d20 + 2 ⇒ (4) + 2 = 6

'Quasit's have fast healing?' Looking from his friend Fley towards the downed demon, Ian watches as Fley stabs at it. Shaking his head, he says "Let's be sure." He then aims carefully and swings his cold iron longsword at the creatures exposed neck. Then stepping back admiring his work.

Full round action: Coup de grace green coldiron longsword, 5 ft step
crit damage: 2d8 + 6 + 4 ⇒ (4, 8) + 6 + 4 = 22


Ian cuts off the head of the quasit and blood flows freely from it until none is left in it's body.


M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On

Leothar will finish the other one off with Radiance, crushing its skull.
Coup de Grace: 3d8 + 18 ⇒ (5, 2, 5) + 18 = 30

"I beg your pardon for fleeing the battle. Cursed fiends and their magic. I pray that it will not happen again."


Leothar turns the remaing quasit's head into soup and all is quiet in the street.

Those poisoned need to make saves untill they make 2 in a row or 6 rounds passes and roll the dex damage please. Everyone can level to 3rd level now as well.


Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6

My notifications for Gameplay got turned off. Fortunately, they did not for Discussion, and I saw Ian's level up post.

Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11 Dex Damage: 1d2 ⇒ 2
Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23

Ardriel feels his body finally fight off the poison, but not before his muscles became even more sluggish. He felt clumsier, too.

"Let's hope we can get to our destination without further incident. Their poison made things difficult."


LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level

Fort Save #3: 1d20 + 5 ⇒ (5) + 5 = 10

Dex Damage: 1d2 ⇒ 1

Fort Save #4: 1d20 + 5 ⇒ (5) + 5 = 10

Dex Damage: 1d2 ⇒ 1

Fort Save #5: 1d20 + 5 ⇒ (2) + 5 = 7

Dex Damage: 1d2 ⇒ 1

Fort Save #6: 1d20 + 5 ⇒ (18) + 5 = 23

I think that's six rounds. 5 Dex damage in total.... ouch!

Fley's muscles start to tense up. Might be my old age, but I don't think so.. He hobbles over to a piece of rubble and sits down. Care to help an old gnome out? Can someone carry me away? the gnome will say with a laugh.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I'll gladly carry you, mate, if you so need it. - says Donnen, with a smile, as he approaches Fley - These things got'ya, huh?

He drops his weapon on his shoulder.

I am sure Torag will bless us to never run again, me' brother. - he says to Leothar, then turning to the others - How are ye' lads feeling, huh? Shall we push or do you need some rest? We might want to think on bringing these poor folks with us, somehow. - he completes, pointing to the "actors".


Wiping the blood of the dead quasit off of his sword onto the creatures wing, Ian smiles when Donnen offers to carry Fley, answering. "I'm ready to carry on, we still need to report to the Eagles Watch."

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