Shadows of Gallowspire

Game Master Shadow_Fox

Book 6 of Carrion Crown


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Since you're not rolling a Stealth check, I will assume that Gaelan quickly pops his head out for 1 sec and takes a glance at his surroundings. Despite the lack of time to notice any details, Gaelan does swear he saw something large moving around in the belfry tower, but he could not identify it.


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

Sola nods to Aja and replies, “that’s why I was looking for a way to fly up on the inside instead of going outside and doing it. Although, now that you mention it, perhaps it would be better if I carried Zed up and let him do the scouting.”

Assuming he consents, She wraps her arms around the Pharasman’s chest and, with a flap of her snow-white wings, takes flight and climbs up to the ceiling. When they reach it, she releases him to climb through the hatch and look around while she waits inside the tower to bring him back down.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed slips up, a bit more carefully.

Perception: 1d20 + 25 ⇒ (11) + 25 = 36
Stealth: 1d20 + 15 ⇒ (9) + 15 = 24


Zed slithers on the roof of the tower to take a look around. In the bell tower, he notices a large creature, about 7' tall, covered in barbs from head to toe, wielding a flaming bow that he recognizes as a barbed devil or Hamatula. Unfortunately, just as he notices him, he sees the fiend look right back at him, his eyes wide in recognition that Zed is an enemy.

Initiative:
Barbed Devil: 1d20 + 6 ⇒ (20) + 6 = 26
Zed: 1d20 + 7 ⇒ (5) + 7 = 12

This a surprised round - partial or standard actions only for Zed and the devil.

Surprise Round:
The flaming devil sees the white of Zed's eyes and quickly brings up his flaming bow and shoots the inquisitor!

Attack: 1d20 + 17 ⇒ (17) + 17 = 34...hits even with the tower's cover taking into account Zed's FF AC.
Damage: 1d8 + 7 + 1d6 ⇒ (6) + 7 + (6) = 19...1d6 is fire in case Zed has resistance.

Zed is up in surprise round.


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

so, an arrow flying 450 ft?


Aja. wrote:
so, an arrow flying 450 ft?

LOL...good catch Aja! I just went by the module that said that the devil covers the grounds with his bow.

Surprise round (Take 2):
Upon seeing Zed, the barbed devil moves below and out of sight. You believe the creature may have gone down the stairs that lead inside the cathedral.


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

A regular longbow can fire upto 1,000 ft (450’ would be into the 5th range increment and take a -8 range penalty), and a composite longbow can fire upto 1,100 ft (with 450’ still in the 5th increment). Also, iirc, can’t barbed devils teleport?


It’s not going to take -8 penalty. Witchgate in your tower would direct all teleportation/dimension door etc. there. Effect hinders bad guys and good guys equally.


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

Well at least we can re-form the party before taking him on?


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

Oh man, I never thought I’d be excited about those gates, lol. If/when Zed comes back to the hatch I’ll fly him back down to meet up with everyone else.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed ducks back down, shouting to the others. "Bearded devil, it knows I'm here, it's coming!"

Move to get back down to the rest of the party.


It takes Zed and Solanis at least 2 rounds to come back down to the ground floor. When he does, you hear a chilling sound, as the cathedral's bell tolls, reverberating through the courtyard. What's the plan?


Male Elf Paladin 12|AC 27, Touch 16, FF 21|HP 96/100 | F +17, R +18, W +15 (+2 vs death)| Init +6| Perc +13|Smite Evil per day: 2/4|Divine Bond: 1/2|LoH: 11/13|Immune: Blindness, Charm, Dazzled, Disease, Fear

"Time to stop hiding...they know we're here. It's time to bring the fight to them." Gaelan stands by the gate leading to the outside. If the party agrees, he makes his sword holy and disrupting for the next 12 minutes and starts walking toward the entrance to the cathedral.


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

"Indeed, let's prepare and find a good position!" Speaking several arcane words, Aja first casts communal protection from evil on the party, and then multiplies herself by means of a mirror image spell.

1d4 + 4 ⇒ (1) + 4 = 5


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed casts greater invisibility on himself, vanishing from view.


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

"Do we know what's coming?" Zephra murmurs. (She wasn't there when Zed said it was a barbed devil, but also she doesn't necessarily know what a barbed devil can do.)

She casts ironskin and shield of faith on herself.

(Is invisibility purge still active? Presumably it is? Sorry, Zed!)


Invisibility purge is still active - 6 minutes used up.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Once I move out of the range I'll be invisible again. No worries.


As you open the gate fully and you step outside, you see 8 humanoids wrapped from head to toe in ancient strips of moldering linen, moving with a shuffling gait and moaning, seemingly stirred to life by the tolling bell. Their wrappings drip wet with a foul-smelling liquid.

Knowledge religion check is appropriate.

Initiative:
Enemies: 1d20 + 4 ⇒ (18) + 4 = 22
Aja: 1d20 + 10 ⇒ (7) + 10 = 17
Dame: 1d20 + 8 ⇒ (12) + 8 = 20
Gaelan: 1d20 + 6 ⇒ (11) + 6 = 17
Sister: 1d20 + 8 ⇒ (17) + 8 = 25
Zed: 1d20 + 7 ⇒ (1) + 7 = 8

Sister is up first. Everyone here is ally of WW.

Combat Map

Each square is 10'. Couldn't post your pic, Sister so picked one with a dagger - you are right behind Gaelan and in front of Dame.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Knowledge (religion): 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 +3 vs undead


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

Knowledge Religion: 1d20 + 17 ⇒ (7) + 17 = 24
Lore (The Whispering Way): 1d20 + 15 ⇒ (4) + 15 = 19


These are Corpsewater Bog Mummies - variants of Bog Mummies who appear in the swamp. They are undead, have an aura of despair (fear effect), vulnerable to cold, and inflict swamp crumble upon striking you - a form of curse/disease similar to Mummy Rot.


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

I'm sorry, I thought I posted on Friday and apparently didn't. If it's not too late...

As the water-logged mummies shamble towards them, Sola reminds her companions of the plan to watch each other's backs that they had discussed previously. Considering their surroundings for a moment she calls out, "Gaelan, fall back into the doorway so they can't surround you. The choke-point will negate their numbers."

(If possible) I will have activated squad commander to grant everyone the Lastwall phalanx feat for 4 minutes.


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

Oh shoot, we're waiting on me. Sorry!

Zephra steps forward to stand beside Gaelan in the doorway. She utters a quick prayer that surrounds her with a smokey mist that causes her to look larger and more menacing (deadly juggernaut, cast as swift with fervor).

She stands with her daggers ready, stabbing at the first mummy that comes into melee range.

Readied action:
Dagger attack, inspire courage, WW, undead: 1d20 + 20 + 3 + 4 + 1 ⇒ (1) + 20 + 3 + 4 + 1 = 29
Piercing/slashing/magic damage, inspire courage, WW: 1d10 + 13 + 3 + 4 ⇒ (6) + 13 + 3 + 4 = 26


The mummies advance, double moving coming into melee range of Gaelan and Sister, who misses her readied action. The mummies' aura of fear would normally risk paralyzing the party, but Gaelan's 20' fearless aura makes you all immune to fear as long as you stay within 20' of him. As there are 4 squares in front of the tower, 7 of the 8 mummies move up forming a line.

Party is up!


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

"HASTE!" Aja casts the party's favourite spell as quickly as she could.

She then slowly glides upwards behind the party line and aims some sunlight at the first mummy she sees.

Quickened Searing Light
touch attack: 1d20 + 10 + 2 + 1 ⇒ (6) + 10 + 2 + 1 = 19
damage: 10d6 + 10 ⇒ (2, 4, 3, 3, 5, 3, 5, 4, 3, 4) + 10 = 46


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

Sola begins a rousing new story, about an ancient mummy king finally laid to rest in far off Osirion, as she positions herself above and slightly behind the front line. As she orates, she stabs at whichever mummy is within her reach.

longspear1 vs undead (PA/IC/haste): 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23
for: 1d8 + 24 + 2d6 ⇒ (1) + 24 + (4, 5) = 34

longspear2 vs undead (PA/IC/haste): 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39
for: 1d8 + 24 + 2d6 ⇒ (4) + 24 + (1, 4) = 33

longspear3 vs undead (PA/IC/haste): 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
for: 1d8 + 24 + 2d6 ⇒ (4) + 24 + (4, 5) = 37

longspear4 vs undead (PA/IC/haste): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
for: 1d8 + 24 + 2d6 ⇒ (2) + 24 + (2, 4) = 32

I know positioning is tricky in PbP (especially when we're at least partly using theater of the mind) but as long as we all stay within 10' cube (which shouldn't be hard if we're congregating at the door) then we all get +4 AC and +4 to saves from the teamwork feat. I also get an extra +2 AC against undead, so I'm at 31 AC is any of them have reach/ranged attacks.

Active Effects: passive buffs, inspire courage (+3), sharing Lastwall phalanx


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed unleashes hits magic-fueled assault, granting himself judgement to gain even more power. He attacks whatever mummy is closest to him, focusing one down at a time before moving onto the next.

Activate greater bane to get bane against undead.

Tetsubo Attack (Sola Aura, IC, Haste, Bane): 1d10 + 18 + 2 + 3 + 1 + 2 ⇒ (6) + 18 + 2 + 3 + 1 + 2 = 32
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (2) + 12 + 2 + 3 + 9 + 1 + 2 + (3, 2, 4, 2) = 42

Tetsubo Attack (Sola Aura, IC, Haste, PA, Bane): 1d10 + 18 + 2 + 3 + 1 - 3 + 2 ⇒ (6) + 18 + 2 + 3 + 1 - 3 + 2 = 29
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (5) + 12 + 2 + 3 + 9 + 1 + 2 + (3, 5, 2, 2) = 46

Tetsubo Attack (Sola Aura, IC, Haste, PA, Bane): 1d10 + 13 + 2 + 3 + 1 - 3 + 2 ⇒ (8) + 13 + 2 + 3 + 1 - 3 + 2 = 26
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (10) + 12 + 2 + 3 + 9 + 1 + 2 + (6, 2, 6, 3) = 56

Active Buffs:

Greater Magic Weapon (12 hours)
Magic Vestment (12 hours)
False Life (12 hours)
Freedom of Movement (2 hours)
See Invisibility (2 hours)
Greater Invisibility (suppressed right now) (11 rounds)
Haste (11 rounds)
Sola Aura
Inspire Courage
Greater Bane (until dismissed, 1 round used)
Lastwall Phalanx (increases AC and saves vs evil depending on number of adjacent allies)


Male Elf Paladin 12|AC 27, Touch 16, FF 21|HP 96/100 | F +17, R +18, W +15 (+2 vs death)| Init +6| Perc +13|Smite Evil per day: 2/4|Divine Bond: 1/2|LoH: 11/13|Immune: Blindness, Charm, Dazzled, Disease, Fear

I couldn't put holy and dispruption since both are +2 so put disruption and flaming.

Gaelan tries to let his agility land the blows instead of strength in order to allow the disruption part of his blade hopefully take effect. he swings at multiple targets, never the same twice.

Attack: 1d20 + 20 + 1 + 2 + 3 ⇒ (14) + 20 + 1 + 2 + 3 = 40
Damage: 1d8 + 10 + 5 + 1d6 ⇒ (8) + 10 + 5 + (6) = 29
Attack: 1d20 + 20 + 1 + 2 + 3 ⇒ (17) + 20 + 1 + 2 + 3 = 43
Damage: 1d8 + 10 + 5 + 1d6 ⇒ (7) + 10 + 5 + (1) = 23
Attack: 1d20 + 15 + 1 + 2 + 3 ⇒ (20) + 15 + 1 + 2 + 3 = 41
Damage: 1d8 + 10 + 5 + 1d6 ⇒ (8) + 10 + 5 + (1) = 24
Attack: 1d20 + 10 + 1 + 2 + 3 ⇒ (3) + 10 + 1 + 2 + 3 = 19
Damage: 1d8 + 10 + 5 + 1d6 ⇒ (7) + 10 + 5 + (3) = 25

DC 14 Will save on each or be destroyed.

2 threats:
1d20 + 20 + 6 ⇒ (3) + 20 + 6 = 29
1d20 + 15 + 6 ⇒ (16) + 15 + 6 = 37


Summary of PC actions:
Aja's Searing Light strikes.
Dame's 1st 2 strikes down the mummy wounded by Aja. His last 2 strikes wound one mummy for 38 damage.
Zed's first 2 strikes down the wounded mummy. He wounds another for 51 damage.
Will saves:
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 9 ⇒ (17) + 9 = 26
2 fresh mummies are destroyed by Gaelan's disruption, as they crumble to dust under the paladin's weapon. He wounds 2 others for 18 and 17 damage respectively. They are not harmed by his fiery blade.
4 mummies are down.
1 wounded for 51.
1 wounded for 18.
1 wounded for 17.
1 fresh in the back.
Sister is up!


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

Sister Zephra activates her sacred weapons and throws or stabs at the mummies that have clustered around her and Gaelan. She starts with the injured ones, as her deadly juggernaut spell becomes more effective the more enemies she drops.

+5 dagger bonus attack (2W), flagbearer, inspire courage, haste, WW, undead: 1d20 + 23 + 2 + 3 + 1 + 1 + 4 + 1 ⇒ (12) + 23 + 2 + 3 + 1 + 1 + 4 + 1 = 47
+5 dagger piercing/slashing/magic damage, flagbearer, inspire courage, WW: 1d10 + 16 + 2 + 3 + 4 ⇒ (6) + 16 + 2 + 3 + 4 = 31

+5 dagger attack (2W), flagbearer, inspire courage, haste, WW, undead: 1d20 + 23 + 2 + 3 + 1 + 4 + 1 ⇒ (2) + 23 + 2 + 3 + 1 + 4 + 1 = 36
+5 dagger piercing/slashing/magic damage, flagbearer, inspire courage, WW: 1d10 + 16 + 2 + 3 + 4 ⇒ (4) + 16 + 2 + 3 + 4 = 29

+4 dagger attack (2W), flagbearer, inspire courage, haste, WW, undead: 1d20 + 22 + 2 + 3 + 1 + 4 + 1 ⇒ (1) + 22 + 2 + 3 + 1 + 4 + 1 = 34
+4 dagger piercing/slashing/magic damage, flagbearer, inspire courage, WW: 1d10 + 15 + 2 + 3 + 4 ⇒ (3) + 15 + 2 + 3 + 4 = 27

2nd +5 dagger attack (2W), flagbearer, inspire courage, haste, WW, undead: 1d20 + 18 + 2 + 3 + 1 + 4 + 1 ⇒ (9) + 18 + 2 + 3 + 1 + 4 + 1 = 38
+5 dagger piercing/slashing/magic damage, flagbearer, inspire courage, WW: 1d10 + 16 + 2 + 3 + 4 ⇒ (10) + 16 + 2 + 3 + 4 = 35

2nd +4 dagger attack (2W), flagbearer, inspire courage, haste, WW, undead: 1d20 + 17 + 2 + 3 + 1 + 4 + 1 ⇒ (7) + 17 + 2 + 3 + 1 + 4 + 1 = 35
+4 dagger piercing/slashing/magic damage, flagbearer, inspire courage, WW: 1d10 + 15 + 2 + 3 + 4 ⇒ (2) + 15 + 2 + 3 + 4 = 26

At first deadly juggernaut is only a +1 luck bonus to melee attacks and damage, increasing by 1 for each enemy dropped, +6 max.

For each enemy she can melee attack with her +5 dagger, she will include her Repose minor blessing (Gentle Rest) using its conductive property. This staggers the creature for 4 rounds.


You can only do the Conducive attack once per round, Sister - scratch off 2 uses of that ability.

The first 2 attacks down the severely wounded mummy. The 3rd misses. The fourth and fifth land, staggering the mummy.

Round 2:
The staggered mummy tries to punch Sister.
Attack: 1d20 + 15 ⇒ (18) + 15 = 33 --- hit
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Sister must make DC 17 Fort Save or de infected with Swamp crumble.

The other wounded mummy attacks Zed
Attack: 1d20 + 15 ⇒ (9) + 15 = 24 --- miss.

The fresh mummy attacks Gaelan.
Attack: 1d20 + 15 ⇒ (5) + 15 = 20 --- miss.

After Fort save, party is up! 3 mummies are left.


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

Zephra actually has a much higher AC because of all of her buffs. Her base AC is 27, +6 natural armor from ironskin, +4 deflection from shield of faith, and a +4 sacred bonus from Lastwall Phalanx. That's 41 total, 26 Touch, and 33 flat-footed. Sorry I didn't calculate all that in my status line!


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Whap!

Full attack!

Tetsubo Attack (Sola Aura, IC, Haste, Bane): 1d10 + 18 + 2 + 3 + 1 + 2 ⇒ (5) + 18 + 2 + 3 + 1 + 2 = 31
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (4) + 12 + 2 + 3 + 9 + 1 + 2 + (3, 6, 1, 4) = 47

Tetsubo Attack (Sola Aura, IC, Haste, PA, Bane): 1d10 + 18 + 2 + 3 + 1 - 3 + 2 ⇒ (3) + 18 + 2 + 3 + 1 - 3 + 2 = 26
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (7) + 12 + 2 + 3 + 9 + 1 + 2 + (1, 2, 5, 4) = 48

Tetsubo Attack (Sola Aura, IC, Haste, PA, Bane): 1d10 + 13 + 2 + 3 + 1 - 3 + 2 ⇒ (6) + 13 + 2 + 3 + 1 - 3 + 2 = 24
Tetsubo Damage (Sola Aura, IC, PA, Undead, Bane, Bane): 1d10 + 12 + 2 + 3 + 9 + 1 + 2 + 4d6 ⇒ (5) + 12 + 2 + 3 + 9 + 1 + 2 + (2, 1, 3, 5) = 45


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors

"I hear you hate the cold!"
Aja grabs in her bag and retrieves the lesser elemental (cold) rod. But this took so long that she doesn't find the time to apply it yet.

"Stop now!" she shouts aggressively.
channel casting to cast Halt Undead on three unhurt mummies: DC 20 Will


Male Elf Paladin 12|AC 27, Touch 16, FF 21|HP 96/100 | F +17, R +18, W +15 (+2 vs death)| Init +6| Perc +13|Smite Evil per day: 2/4|Divine Bond: 1/2|LoH: 11/13|Immune: Blindness, Charm, Dazzled, Disease, Fear

Gaelan continues using his disruption effect on the undead, attacking all 3 and one of them twice.

Attack: 1d20 + 20 + 6 ⇒ (4) + 20 + 6 = 30
Damage: 1d8 + 10 + 5 ⇒ (4) + 10 + 5 = 19
Attack: 1d20 + 20 + 6 ⇒ (3) + 20 + 6 = 29
Damage: 1d8 + 10 + 5 ⇒ (4) + 10 + 5 = 19
Attack: 1d20 + 15 + 6 ⇒ (9) + 15 + 6 = 30
Damage: 1d8 + 10 + 5 ⇒ (1) + 10 + 5 = 16
Attack: 1d20 + 10 + 6 ⇒ (17) + 10 + 6 = 33
Damage: 1d8 + 10 + 5 ⇒ (5) + 10 + 5 = 20
Threat: 1d20 + 10 + 6 ⇒ (4) + 10 + 6 = 20
Damage: 1d8 + 10 + 5 ⇒ (4) + 10 + 5 = 19


Zed's 3 attacks destroy another mummy and wound another.
Will saves vs. Halt Undead vs. DC 20:
1d20 + 9 ⇒ (3) + 9 = 12
1d20 + 9 ⇒ (3) + 9 = 12
1d20 + 9 ⇒ (10) + 9 = 19
All Halted!
Will saves vs. Disruption vs. DC 14:
1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 9 ⇒ (8) + 9 = 17
All save!
Gaelan's attacks destroy another.
2 Mummies left
One is -42 damage
Another is -28 damage.
Halt Effect over for both!
Dame and Sister are up!


Sister Zephra wrote:
Zephra actually has a much higher AC because of all of her buffs. Her base AC is 27, +6 natural armor from ironskin, +4 deflection from shield of faith, and a +4 sacred bonus from Lastwall Phalanx. That's 41 total, 26 Touch, and 33 flat-footed. Sorry I didn't calculate all that in my status line!

No problem. Please keep the AC current on your tabs or in your posts so we do not have to retcon.


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

Wow, you guys were off to the races today.

Sola continues to tell her tale of the mummy's demise while continues thrusting her longspear at the crowd of undead still attacking them.

longspear1 vs undead (higher/PA/IC/haste): 1d20 + 19 + 1 + 1 ⇒ (10) + 19 + 1 + 1 = 31
for: 1d8 + 24 + 2d6 ⇒ (3) + 24 + (3, 3) = 33

longspear2 vs undead (higher/PA/IC/haste): 1d20 + 19 + 1 + 1 ⇒ (20) + 19 + 1 + 1 = 41
for: 1d8 + 24 + 2d6 ⇒ (8) + 24 + (4, 3) = 39

longspear3 vs undead (higher/PA/IC/haste): 1d20 + 14 + 1 + 1 ⇒ (14) + 14 + 1 + 1 = 30
for: 1d8 + 24 + 2d6 ⇒ (1) + 24 + (4, 6) = 35

longspear4 vs undead (higher/PA/IC/haste): 1d20 + 9 + 1 + 1 ⇒ (16) + 9 + 1 + 1 = 27
for: 1d8 + 24 + 2d6 ⇒ (3) + 24 + (3, 3) = 33

confirm? attack2: 1d20 + 19 + 1 + 1 ⇒ (2) + 19 + 1 + 1 = 23
for another: 2d8 + 48 ⇒ (7, 6) + 48 = 61

Current AC: 32
Active Effects: passive buffs, inspire courage (+3), sharing Lastwall phalanx


Dame's longspear skewers the last 2 mummies and they collapse to the ground, destroyed. Combat over - now what?


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

"That devil is very likely still on his way over here," Sola remarks, "and who knows what it'll bring with it... this doorway is easily defensible if we want to meet their attacks here? Or, we could hurry to the accursed cathedral; we'd sacrifice our position but might be able to avoid unnecessary fighting by not leaving time for our enemies to conjure or animate more forces?"

"Whichever we decide to do, we need to decide quickly and act decisively."


F N Tiefling Cleric 3 // Fighter 3 | HP 31/31 | AC 20 T 15 FF 15 | CMB +3 CMD 18 | F +5 R +5** W +7 | Init +4 Per +6 (darkvision) SM +4 | channel 4/4 stamina 5/5 TtSW 7/7 | spells 1st 3+1/3+1 2nd 2+1/2+1 | effects/conditions deathwatch 20m

Zephra's eyes blaze with religious zeal. "I think we should push ahead!" she says with empty-headed conviction.


Human Sorceress 5 / Soul Warden 7 | HP: 94/108 | AC: 26 (16 T, 23 FF) | CMD: 20 | Fort: +10, Ref: +9, Will: +11 | Init: +10 | Perception +15 | | Channel 9/10| Active conditions: none |
Spells:
1st: 4/8, 2nd: 4/8, 3rd 2/8:, 4th: 4/7, 5th: 3/6, 6th: 2/4
Buffs:
Flight, Heroism, Mage Armor, PfE, 2 Mirrors
Whispering Tyrant wrote:


Will saves vs. Halt Undead vs. DC 20:
1d20+9
1d20+9
1d20+9
All Halted!

lovely!

"With haste still on for a good minute, we should use the speed and bolt now!" Aja shoves the others in front of her forward.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

"Onwards, as Aja says let us not waste our magic resources while they are active." Zed pushes on and goes out a bit to the side, getting far enough away from his fellow Pharasman for his invisibility to become active.


Male Elf Paladin 12|AC 27, Touch 16, FF 21|HP 96/100 | F +17, R +18, W +15 (+2 vs death)| Init +6| Perc +13|Smite Evil per day: 2/4|Divine Bond: 1/2|LoH: 11/13|Immune: Blindness, Charm, Dazzled, Disease, Fear

"Agreed, let's strike while the fury is hot!" Gaelan leads the party to the entrance of the cathedral.


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

Sola flies forward with her companions, staying just above them so that they can continue to protect one another.

With Zed moving out to become invisible he loses the bonus from Lastwall phalanx and the rest of us have it drop to +3.


Okay to be clear that means Zed is more than 60' away from Sister in order to benefit from Invisibility and he will be out of Gaelan's immune to fear aura.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Correct!


female, tiefling, sorcerer 1 | HP 8/8 | AC 14 (t13, ff11) | Fort +1, Ref +3, Will +6 | perception +0, sense motive +0; +3 initiative | active effects: --

At that range he’ll be out of all my passive buffs too.


The party rushes over to the entrance. As you approach, you see the cathedral’s exterior walls are constructed in grand gothic style and appear ruined and even collapsed in places. The outer walls incorporate tens of thousands of broken blades from fallen foes and siege engines into their construction, making climbing them precarious. Renchurch Cathedral is entirely windowless. As you get closer, you feel a palpable sense of evil emanating from within that makes Zed's skin crawl. Everyone else, within the fearless aura, feels the evil but is not creeped out by it.

As you come within view of the entrance, say 60', you see two massive iron doors constructed from hundreds of broken blades and ancient weapons form the sole entrance into the windowless abbey. Two withered and gnarled oaks flank the stone steps leading up to the doors, their bare branches hosting several desiccated corpses whose rusted armor bears the faint remnants of crusader heraldry.

Each square on map is 10' so I have everyone except Zed all bunched up in 2 squares.

Map

Perception checks vs. DC 14:
Aja: 1d20 + 10 - 6 ⇒ (16) + 10 - 6 = 20
Gaelan: 1d20 + 13 - 6 ⇒ (13) + 13 - 6 = 20
Sister: 1d20 + 16 - 6 ⇒ (7) + 16 - 6 = 17
Solanis: 1d20 + 1 - 6 ⇒ (13) + 1 - 6 = 8
Zed: 1d20 + 25 - 9 ⇒ (14) + 25 - 9 = 30

The party on edge regards the trees suspiciously and for a brief moment notices the images of sinister faces peeking out from its dark gray barks! Only Solanis is surprised in Round 1 when the sinister huge trees come to life.

Initiative:
Trees: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy: 1d20 + 5 ⇒ (20) + 5 = 25
Aja: 1d20 + 10 ⇒ (6) + 10 = 16
Dame: 1d20 + 8 ⇒ (12) + 8 = 20
Gaelan: 1d20 + 6 ⇒ (12) + 6 = 18
Sister: 1d20 + 8 ⇒ (11) + 8 = 19
Zed: 1d20 + 7 ⇒ (19) + 7 = 26

Zed is up first.

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