GM Crunch, Before the Dawn (CORE) (Inactive)

Game Master Saving Cap'n Crunch

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Sovereign Court

Bandits of Immenwood | Before the Dawn

Alaric can just barely make out shapes at the far ends of the widened hallway. One open-lidded sarcophagus lies at each end, made of the same glossy substance as the statues. Piles of sand, recently disturbed, sit at the feet of both. It is only when they stir that it becomes obvious you aren't alone. Unearthly screeches break the silence as ragged, translucent humanoid shapes fade into view!

Knowledge (religion) DC 15:
These creatures are wraiths, dead souls with enough emotional attachment to the Material Plane to remain or return there. That bond is often twisted over a long existence as such an abomination. These ones don't looks as sapient as most.

Plus questions!

Initiative:
Tere: 1d20 + 5 ⇒ (2) + 5 = 7
Alaric: 1d20 + 3 ⇒ (17) + 3 = 20
Ēoswulf: 1d20 + 3 ⇒ (3) + 3 = 6
Two Blades: 1d20 + 7 ⇒ (7) + 7 = 14
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18
Wrigsolar: 1d20 + 2 ⇒ (4) + 2 = 6

Ghosts?: 1d20 + 3 ⇒ (6) + 3 = 9

Round One:

Alaric
Khellek
Two Blades

Ghosts?
Tere
Ēoswulf
Wrigsolar

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Oh my..." sighs the scholar, quite taken aback by the wraiths.

"I don't think wraiths are going to help in this battle..not at all."

Immunities/resistances/weaknesses. Takes 10 for his religion result.

"Rest assured my students, what fell once, will fall again! The shining crusade is an example of where this truth can be seen."

Inspire courage, +2 to hit and damage

Then leaning forward to Esowulf, he whispers "Unleash your inner hero"
Casts heroism on Eoswulf

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Alaric asks, "Ok, these aren't good. Can someone start using my wand of mage armor on me and Shredder? They could use it on themselves afterwards... "

Sovereign Court

Bandits of Immenwood | Before the Dawn

Khellek knows that as undead, wraiths are immune to a wide variety of traditional tactics like pain and poison. They only exist partially on the Material Plane, rendering them immune to mundane weapons. Magic blades can but don't always leave a mark, necessitating special enchantments.

Wraiths can be made almost entirely useless by natural sunlight. They cannot fight under its glare, only crawl back under the cover of darkness.

Alaric, are you delaying? If so, I'll bot Two Blades; otherwise I'll wait for him.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Shredder, heel!" calls out Alaric, as he steps back, drawing his scimitar.

Readied action if a wraith comes in melee range:

+1 scimitar, PA, IC: 1d20 + 10 - 2 + 2 ⇒ (18) + 10 - 2 + 2 = 28 magic slashing, PC, IC: 1d6 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14
crit confirm?: 1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13 extra crit damage: 1d6 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

How far does the natural light from the doorway extend? Can we retreat into it? Are we currently in it when in the line from the door?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

The sunlight stops partway down the stairs.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yeah, the light stops entirely about twenty of the 25-30 feet down.

Two Blades steps forward and calls for Desna's aid against these foul undead. The pair you have seen fly forward, as does another set from the next opening in the hall. Each swipes mindlessly at its own soul-bearing morsel.

Alaric preemptively slices through his foe, but it takes the hit and strikes back all the same. He can feel his vitality being drained. Two Blades is treated to an even stronger dose of negative energy.

Rolls:
High Hits: 1d100 ⇒ 80

Blue Touch vs. Alaric: 1d20 + 5 ⇒ (15) + 5 = 20
Negative Damage: 1d6 ⇒ 6 Con Drain: 1d6 ⇒ 1

Green Touch vs. Two Blades: 1d20 + 5 ⇒ (15) + 5 = 20
Negative Damage: 1d6 ⇒ 4 Con Drain: 1d6 ⇒ 5

Orange Touch vs. Shredder: 1d20 + 5 ⇒ (6) + 5 = 11
Negative Damage: 1d6 ⇒ 1 Con Drain: 1d6 ⇒ 3

Red Touch vs. Tere: 1d20 + 5 ⇒ (7) + 5 = 12
Negative Damage: 1d6 ⇒ 1 Con Drain: 1d6 ⇒ 1

Round One/Two:

Party Buffs: Inspire Courage +2, Bless

Alaric -6 (-1 Con)
Khellek
Two Blades
-4 (-5 Con)
Wraiths (blue -14)
Tere
Ēoswulf
(heroism)
Wrigsolar

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek keeps up the advice."While a tactical retreat would have been preferable, I suspect concentration of power against one at a time would be out most effective strategy now."

He taps Alaric with their own wand.
UMD DC20m faction pin: 1d20 + 6 + 1d4 ⇒ (19) + 6 + (1) = 26

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

[]ooc]Slightly revised.[/ooc]

Khellek pulls back up the stairs, waiting to tap Alaric with the wand if the druid manages to reach him.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Do we get a save against the drain?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere withdraws, retreating back up the stairs. "We'll have to take them a few at a time. Wrig, do you have magic that will affect them?"

Sovereign Court

Bandits of Immenwood | Before the Dawn

I don't believe there's a save, usually a DC is listed along with the trigger if so. That's what makes this fight a killer.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

waiting to see if our strategy changes based on the result of the saves

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Fort save: 1d20 + 6 ⇒ (18) + 6 = 24
Two Blades was able to fight off the touch of the wraith.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Clarification, there is definitely a save, sorry. Should have double-checked with my bestiary a few feet away. That should leave you more liberty to whale on 'em.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

so are we retreating up the stairs or staying to fight? Ēoswulf will do whatever the group decides but it's not clear to me what that is

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Fort: 1d20 + 8 ⇒ (6) + 8 = 14 Lovely.
”Let’s fight a retreat to the light! Then be ready to strike back!”

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

Wrigsolar books it up the stairs as far as he can.

double move

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Shredder, Heel!" calls Alaric, as the two withdraw back to relative safety.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

With the party clearing a path to the doorway, Two Blades made his way to the stairs.
Move action withdraw and then use standard as another move.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h
Two Blades in the Shadows wrote:

With the party clearing a path to the doorway, Two Blades made his way to the stairs.

Move action withdraw and then use standard as another move.

Withdraw is a full round action where you can move twice

Sovereign Court

Bandits of Immenwood | Before the Dawn

The party retreats slightly to better prepare. Not entirely in the safety of sunlight, however, the wraiths give chase. They phase through and float above each other to swipe ethereal talons at Ēoswulf and Two Blades.

Ēoswulf, I'll need a save against 4 points of Con drain. Remember you heroism bonus.

Rolls:
Blue vs. Ēoswulf: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 1 Con Drain, DC 17 Fort negates: 1d6 ⇒ 4

Green vs. Two Blades: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 ⇒ 2 Con Drain, DC 17 Fort negates: 1d6 ⇒ 1

Orange vs. Two Blades: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 6 Con Drain, DC 17 Fort negates: 1d6 ⇒ 5

Red vs. Ēoswulf: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 ⇒ 5 Con Drain, DC 17 Fort negates: 1d6 ⇒ 2

Round One/Two:

Party Buffs: Inspire Courage +2, Bless

Alaric -6 (-1 Con)
Khellek
Two Blades -4
Wraiths (blue -14)
Tere
Ēoswulf -1 (heroism)
Wrigsolar

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek keeps up his words of wisdom. "We should all step back slightly after making our attacks to bring them into the light."

Inspire courage +2 to hit and damage and sves vs fear

He then reaches out and whispers some words in Dwarven. "A little trick I picked up in a sky citidel.."

Magic weapon on Tere's bow

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere looses an arrow at the blue wraith, but it narrowly misses.

Arrow to wraith, incl. IC, cover, and melee modifiers: 1d20 + 10 + 2 - 4 - 4 ⇒ (11) + 10 + 2 - 4 - 4 = 15

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

And don't forget +1 from magic weapon!

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

Wrigsolar pulls out the wand of mage armor and hustles out of the cave.

"G-g-g-ghosts!"

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

The bow is mw, and I didn't think that the bonus for magic weapon stacked with that.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Only the damage bonus stacks, unfortunately.

Tere's arrow harmlessly bounces off one of the statues in the corner.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h
Wrigsolar wrote:

Wrigsolar pulls out the wand of mage armor and hustles out of the cave.

"G-g-g-ghosts!"

”Great. Guess we are not getting any help from him. ”

With the wraiths piled up like they are, Alaric sheaths his scimitar and drops a flame strike on them

7d6 ⇒ (3, 5, 6, 1, 3, 6, 5) = 29 half fire, half holy, DC17 reflex for half.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

is there a reason Ēoswulf couldn't have retreated up the steps last round?

fortitude, Heroism: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Ēoswulf bellows and slashes at blue with his magic longsword

longsword, attack, rage, power attack, heroism: 1d20 + 10 + 2 - 2 + 2 ⇒ (17) + 10 + 2 - 2 + 2 = 29
cold iron, magic, slashing: 1d8 + 6 + 2 + 4 ⇒ (2) + 6 + 2 + 4 = 14

AC is now 2 lower. But fort saves are now 2 higher

Sovereign Court

Bandits of Immenwood | Before the Dawn

At least two people wouldn't have gotten to safety last round, and your Fortitude is higher than others, sorry.

The wraiths are singed to varying degrees by Alaric's primal fire. Ēoswulf follows up, tearing some ethereal matter from the most damaged opponent.

Rolls:
Blue Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Green Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Orange Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Red Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

Round One/Two:

Party Buffs: Inspire Courage +2, Bless

Alaric -6 (-1 Con)
Khellek
Two Blades -4
Blue -23
Green -14
Orange -7
Red -7
Tere
Ēoswulf -1 (heroism)
Wrigsolar

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

I forgot to add inspiration so that should be net 1 more damage

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Trying to work on taking them out as quickly as possible, Two Blades drove his blades into the one that Ēoswulf attacked before moving up the stairs a bit.

+1 rapier: 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 301d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
+1 Short sword: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 291d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Nimble Moves to move up the stairs. Argh! Both could have crit a normal creature

Sovereign Court

Bandits of Immenwood | Before the Dawn

Two Blades lands a pair of light stabs as he retreats. Unfortunately, you haven't entirely broken away - the wraiths try to keep at their soul-sucking for as long as possible.

Alaric and Two Blades, Fortitude saves. I really hope the drain doesn't double on a crit, anyone know about that?

Rolls:
Blue Touch vs. Ēoswulf: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 ⇒ 1 Con Drain, DC 17 negates: 1d6 ⇒ 5

Green Touch vs. Alaric: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 ⇒ 6 Con Drain, DC 17 negates: 1d6 ⇒ 5

Orange Touch vs. Two Blades: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (18) + 5 = 23
Critical Damage: 2d6 ⇒ (1, 4) = 5 Con Drain, DC 17 negates: 1d6 ⇒ 2

Red Touch vs. Ēoswulf: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 5 Con Drain, DC 17 negates: 1d6 ⇒ 3

Round Two/Three:

Party Buffs: Inspire Courage +2, Bless

Alaric -12 (-1 Con)
Khellek
Two Blades
-9
Blue -29
Green -14
Orange -7
Red -7
Tere
Ēoswulf
-1 (heroism)
Wrigsolar

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek keeps up his words of advice.
"Step back up into the light friends, slowly but surely is the way forward. Or, backward in this case."

+2 to hit and damage, and vs fear

Seeing the brave two blades fighting, he fumbles for a little rod, adding
"No paladin from the shining crusade has fought more bravely than you!"

Extended heroism on Two blades as well, which should help with the saves and the two-hit

He then takes his own advice, stepping backward to give a little more space for his allies.

The Exchange

Male NG Human (Ulfen) Barbarian/Rogue 4/1 | HP 44 | AC 24 T 14 FF 21; never flat-footed; +1 vs. traps | CMB +9, CMD 23 | F: +7, R: +7; +1 vs. traps, W: +3; +2 vs. charm and compulsion | Init: +3 | Perc: +7; +1 vs. traps, SM: +8 | Speed 30ft | Rage: 17 rounds | Sneak Attack: 1d6 | Rage powers: Knockback, No Escape

for those of us with Heroism, it does not stack with bless

longsword, attack, rage, Heroism, inspired, power attack: 1d20 + 10 + 2 + 2 + 2 - 2 ⇒ (17) + 10 + 2 + 2 + 2 - 2 = 31
cold iron, magic, slashing: 1d8 + 6 + 2 + 2 + 4 ⇒ (4) + 6 + 2 + 2 + 4 = 18

Ēoswulf swings at blue again.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I thought that the CON drain was doubled on a crit, but I can't find a reference. What I was remembering, I think, is that energy drain caused by a spell that requires a roll to hit is doubled on a crit.

Since Tere is on the stairs above Two Blades and the wraith in front of him, does the wraith get cover from Tere's arrows?

Arrow to green, incl, inspire courage and melee penalties: 1d20 + 10 + 2 - 4 - 4 ⇒ (5) + 10 + 2 - 4 - 4 = 9

Tere shoots again, with a similar lack of effect.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Fort save: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
GM reroll+1: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Oh well,close but not quite after adding in for Heroism.
Pg 184, Core book. Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Appendix 1), the damage or drain is doubled on a critical hit.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Two Blades feels a dangerous amount of vigor sapped by the grave-like cold.

Ēoswulf tears another chunk from his target. It begins to flicker, as if barely holding itself together.

Round Two/Three:

Party Buffs: Inspire Courage +2, Bless

Alaric -12 (-1 Con)
Khellek
Two Blades -9 (-4 Con, heroism)
Blue -38
Green -14
Orange -7
Red -7
Tere
Ēoswulf -1 (heroism)
Wrigsolar

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

Wrigsolar uses his wand of mage armor on himself, and pulls out his wand of magic missle in his other hand.

"Dual wands, baby!"

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

+1 Rapier: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 141d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
+1 Short Sword: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 211d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Two Blades stabbed at one of the wraiths that was in front of him and continued his advance up the stairs.
Stab at Orange

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

fort save: 1d20 + 7 ⇒ (17) + 7 = 24 Saves!

"What are you all doing? Wrigsolar, that mage armor would help us in melee more than you at range."

He swears in Polyglot, throwing his shield to the ground, and transforms into a dinosaur, while commanding Shredder to attack.


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

Shredder pounces on green.
Magic bite, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (20) + 9 + 2 + 1 - 2 = 30
magic teeth, IC, PA: 1d6 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14

Magic talon, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (15) + 9 + 2 + 1 - 2 = 25
magic teeth, IC, PA: 1d8 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12

Magic talon, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (9) + 9 + 2 + 1 - 2 = 19
magic teeth, IC, PA: 1d8 + 5 + 2 + 4 ⇒ (8) + 5 + 2 + 4 = 19

Magic claw, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (1) + 9 + 2 + 1 - 2 = 11
magic teeth, IC, PA: 1d4 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12

Magic claw, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (16) + 9 + 2 + 1 - 2 = 26
magic teeth, IC, PA: 1d4 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15

If he managed to finish off green, he continues to blue

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

handle animal if needed:

handle animal DC25: 1d20 + 15 ⇒ (19) + 15 = 34

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I think Alaric has mage armor on him round round 2 - or maybe that was the round we re-worked. If he doesn't I have my pin back!

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

not sure, looks like that was the plan. If so, I have an incorporeal touch AC of 16

Sovereign Court

Bandits of Immenwood | Before the Dawn

Shredder is pushed to overcome the strange discomfort these creatures cause. He tears into the nearest wraith, stripping away its entire chest cavity. But still it floats, though its damage prevents it from retaliating as effectively as its fellows.

One save needed from Alaric, two for Ēoswulf.

Rolls:
Blue vs. Ēoswulf: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 ⇒ 5 Con Drain, DC 17 negates: 1d6 ⇒ 3

Green vs. Shredder: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 1 Con Drain, DC 17 negates: 1d6 ⇒ 4

Orange vs. Alaric: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 ⇒ 4 Con Drain, DC 17 negates: 1d6 ⇒ 2

Red vs. Ēoswulf: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 2 Con Drain, DC 17 negates: 1d6 ⇒ 3

Round Three/Four:

Party Buffs: Inspire Courage +2, Bless

Alaric -16 (-1 Con)
Khellek
Two Blades -9 (-4 Con, heroism)
Blue -38
Green -43
Orange -11
Red -7
Tere
Ēoswulf
-8 (heroism)
Wrigsolar (mage armor)

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 1/1;music available 22/22; Spells avail:L1 6/(5+1)L2 4/4;L3 3/; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CMW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +7; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek continues to wield Alaric's wand, this time trying to use it on Shredder.
Assuming that is what you want?
UMD, magical tinkerer DC20: 1d20 + 15 ⇒ (9) + 15 = 24

"Magic is the key to the wraiths destruction, both in protecting ourselves, and in harming them." he says, continuing his scholarly advice.

And still +2 to hit and damage

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Holding up the back of his right hand, a strange birthmark in the shape of a butterfly starts to glow as Two Blades called down Desna's divine presence to harm the wraiths.

Channel Positive harm undead: 1d6 ⇒ 3
DC 10 Will save for half

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