Shadows of Gallowspire

Game Master Shadow_Fox

Book 6 of Carrion Crown


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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

Where are the trees on the map? Likely I'll just end up double moving towards them.


The trees are flanking the entry. Zed double moves into melee range invisible.

Round 1:
The massive 20' doors fly open, as if of their own will, and standing there is an 18' tall tusked giant wielding a scythe in 1-hand. A gangly third arm sticking out of its side makes its appearance truly bizarre. The giant yells, "You intrude on holy ground that I am sworn to protect in the name of Urgathoa and you will die for your transgressions!"

He moves around the evil tree and walks within 20' of Zed, unfazed by his invisibility, and takes a swing at him with its scythe but misses poorly!
Attack:1d20 ⇒ 1 --- miss

Updated Map

Everyone except Zed is up - remember squares are 10'.


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 moves 40' closer (speed enhanced by haste) and activates both her sacred armor and her sacred weapon (swift action with a point of fervor). Then she throws her dagger at the giant.

+5 dagger, second range increment: 1d20 + 25 - 4 ⇒ (6) + 25 - 4 = 27 (+4 vs followers of WW, +2 vs followers of Urgathoa)
+5 dagger damage: 1d10 + 16 ⇒ (8) + 16 = 24 (+4 vs followers of WW, +2 vs followers of Urgathoa)


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

"Anybody knows, what these are?" What knowledge checks? Nature and Local? Same trees as at the first gate?

Aja flys upwards in an incline to a distance of about 70 feet of the giant. "They're definitely big and fall easily!" A buttery puddle appears under the giant's feet. Casting Grease, DC 18 Reflex


The giant deflects Sister's dagger to the side with its scythe and gnarls at the warpriestess. The giant fails to fall under the grease conjured under its feet.

Yes, Knowledge local and nature are the relevant checks. Different trees from before.

All enemies you will face in Renchurch are members of the WW - this is their home base that you are invading!

Reflex save: 1d20 ⇒ 18..success!

Gaelan and Dame are 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

It sounded like the giant might also be a follower of Urgathoa as well as the Whispering Way. I figure that like ranger favored enemies Zephra's bonuses shouldn't stack, but if you rule differently I thought I'd put it out there. :)


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 above, and just slightly behind, Gaelan as he advances. As they move forward she begins another rousing tale of the victory of good and life over evil and undeath.

I'm guessing he'll double move? I'll do the same and activate performance. That will put the two of us at +1 from Lastwall phalanx and everyone else at +0.

Current AC: 30
Active Effects: passive buffs, inspire courage (+3), sharing Lastwall phalanx


Sister Zephra wrote:

It sounded like the giant might also be a follower of Urgathoa as well as the Whispering Way. I figure that like ranger favored enemies Zephra's bonuses shouldn't stack, but if you rule differently I thought I'd put it out there. :)

Got it. Actually, he is a follower of both but only your highest bonus applies.


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

Why do I need to double move? Base speed 30 + 30 from haste = 6 squares which is the distance I count. Dame, I believe GM said you're surprised this Round so no actions for you. Sorry.

Round 1:
Gaelan as a swift action invokes a smite evil on the giant, then with his move action, he moves up to the giant and swings, most likely provoking AoO.

Power Smite attack+haste+IC+: 1d20 + 20 - 4 + 1 + 5 + 3 ⇒ (17) + 20 - 4 + 1 + 5 + 3 = 42
Threat confirmation+haste+IC: 1d20 + 20 - 4 + 1 + 5 + 3 ⇒ (15) + 20 - 4 + 1 + 5 + 3 = 40
Damage if confirmed: 1d8 + 20 + 3 + 1d8 + 20 + 3 + 24 ⇒ (5) + 20 + 3 + (5) + 20 + 3 + 24 = 80
Smites left: 3/4
AC: 27+1haste+5smite+1move 10'=34


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

When I was moving, I counted diagonals as 15' instead of 10', otherwise I would have moved into melee as well in the hopes of keeping the Lastwall Phalanx bonuses and the protection against fear. :)


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, I’m sorry... I thought the surprise round was over because everyone was posting whole rounds worth of actions (you only get a move or standard in a surprise round). Also, like Zephra I was counting diagonals as 15’ when I assumed you’d double move.


Sister Zephra wrote:
When I was moving, I counted diagonals as 15' instead of 10', otherwise I would have moved into melee as well in the hopes of keeping the Lastwall Phalanx bonuses and the protection against fear. :)

Rule says: You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. The first diagonal counts as normal. 5,10,5,10...etc. Same with 10' squares first one is 10, second is 15', then 10, then 15. I can move you up but then your movement would have provoked AoO. You ok with that?


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
Whispering Tyrant wrote:
I can move you up but then your movement would have provoked AoO. You ok with that?

Sure thing! Bring it on, evil giant!


AoO on Sister: 1d20 ⇒ 14...miss!

Gaelan rushes in after Sister and lays a devastating blow on the 3-armed giant! Critical confirmed.

Round 1: Trees
As standard actions, the two trees invoke fear auras. Aja and Solanis are out of range. Sister and Gaelan are immune.

Zed must make 2 DC 20 Will saves or be panicked.

Panicked condition: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.


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

Will: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 291d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 +2 is for vs mind affecting

Zed is not so easily frightened.


Zed's action is up at start of Round 2.

Updated Combat Map


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

Tetsubo Attack (IC, Haste): 1d10 + 18 + 3 + 1 ⇒ (1) + 18 + 3 + 1 = 23
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (5) + 12 + 2 + 3 + 9 = 31

Tetsubo Attack (IC, Haste, PA): 1d10 + 18 + 3 + 1 - 3 ⇒ (5) + 18 + 3 + 1 - 3 = 24
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (6) + 12 + 2 + 3 + 9 = 32

Tetsubo Attack (IC, Haste, PA): 1d10 + 13 + 3 + 1 - 3 ⇒ (9) + 13 + 3 + 1 - 3 = 23
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (9) + 12 + 2 + 3 + 9 = 35

Zed unleashes a trio of attacks against the tree closest to him, then moves down 5 feet closer to his allies.


2 of Zed's strikes land inflicting 63 damage.

Round 2:
The wounded giant screams in pain, as the elven paladin smites him! You see a small part of the gash starts to close. The servant of Urgathoa rears back his scythe and full attacks him, but the grace of the paladin deflects away all blows harmlessly!
Power Attack with scythe: 1d20 + 19 ⇒ (4) + 19 = 23
Power Attack with scythe: 1d20 + 14 ⇒ (4) + 14 = 18
Power Attack with scythe: 1d20 + 9 ⇒ (2) + 9 = 11
Power attack with claw: 1d20 + 17 ⇒ (9) + 17 = 26
Bite: 1d20 + 17 ⇒ (4) + 17 = 21
Wow...such awful rolls! Betrayed by the dice.

Party is up! Poor giant may not live to see another round.


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 blocks and ducks the giant's attacks and then he full-attacks it in return, "You picked the wrong goddess, giant! Iomedae finds you unworthy of life!"

Power Smite attack+haste+IC: 1d20 + 20 - 4 + 1 + 5 + 3 ⇒ (13) + 20 - 4 + 1 + 5 + 3 = 38
damage+fire: 1d8 + 20 + 3 + 12 + 1d6 ⇒ (4) + 20 + 3 + 12 + (2) = 41
Power Smite attack+haste+IC: 1d20 + 20 - 4 + 1 + 5 + 3 ⇒ (12) + 20 - 4 + 1 + 5 + 3 = 37
damage+fire: 1d8 + 20 + 3 + 12 + 1d6 ⇒ (4) + 20 + 3 + 12 + (2) = 41
Power Smite attack+haste+IC: 1d20 + 15 - 4 + 1 + 5 + 3 ⇒ (8) + 15 - 4 + 1 + 5 + 3 = 28
Power Smite attack+haste+IC: 1d20 + 10 - 4 + 1 + 5 + 3 ⇒ (20) + 10 - 4 + 1 + 5 + 3 = 35
damage+fire: 1d8 + 20 + 3 + 12 + 1d6 ⇒ (5) + 20 + 3 + 12 + (3) = 43
Threat: 1d20 + 10 - 4 + 1 + 5 + 3 ⇒ (7) + 10 - 4 + 1 + 5 + 3 = 22


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

Aja notices that her allies are landing blows left and right and follows with fire. One ray of fire shoots at each of the targets.

attack vs touch: 1d20 + 10 ⇒ (10) + 10 = 20
fire damage: 4d6 + 8 + 2 ⇒ (5, 6, 5, 1) + 8 + 2 = 27
attack vs touch: 1d20 + 10 ⇒ (5) + 10 = 15
fire damage: 4d6 + 8 + 2 ⇒ (2, 6, 2, 4) + 8 + 2 = 24
attack vs touch: 1d20 + 10 ⇒ (3) + 10 = 13
fire damage: 4d6 + 8 + 2 ⇒ (4, 5, 6, 3) + 8 + 2 = 28


Three of the elven paladin's attacks strike the giant, inflicting grievous blows. The giant collapses dead, as the elven curve blade slashes his legs and abdomen. Upon the giant's death, the massive doors swing back, closing.

Does Aja wish for her scorching ray to apply to the trees?


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:

Three of the elven paladin's attacks strike the giant, inflicting grievous blows. The giant collapses dead, as the elven curve blade slashes his legs and abdomen. Upon the giant's death, the massive doors swing back, closing.

Does Aja wish for her scorching ray to apply to the trees?

yes, ofc. two at the left tree, one at the right tree.


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 steps to her right, concentrates a moment to pray for Pharasma's favor, and throws them at the left tree. (If she kills it, she'll throw at the right tree with her remaining attacks, with an additional -6 penalty for the additional range increments.)

+5 dagger (bonus attack from haste), flagbearer, inspire courage, WW, divine favor, haste, second range increment: 1d20 + 23 + 2 + 3 + 4 + 4 + 1 - 2 ⇒ (8) + 23 + 2 + 3 + 4 + 4 + 1 - 2 = 43
+5 dagger damage, flagbearer, inspire courage, WW, divine favor: 1d10 + 16 + 2 + 3 + 4 + 4 ⇒ (2) + 16 + 2 + 3 + 4 + 4 = 31

+5 dagger (first attack), flagbearer, inspire courage, WW, divine favor, haste, second range increment: 1d20 + 23 + 2 + 3 + 4 + 4 + 1 - 2 ⇒ (4) + 23 + 2 + 3 + 4 + 4 + 1 - 2 = 39
+5 dagger damage, flagbearer, inspire courage, WW, divine favor: 1d10 + 16 + 2 + 3 + 4 + 4 ⇒ (6) + 16 + 2 + 3 + 4 + 4 = 35

+4 dagger (first attack), flagbearer, inspire courage, WW, divine favor, haste, second range increment: 1d20 + 22 + 2 + 3 + 4 + 4 + 1 - 2 ⇒ (9) + 22 + 2 + 3 + 4 + 4 + 1 - 2 = 43
+4 dagger damage, flagbearer, inspire courage, WW, divine favor: 1d10 + 15 + 2 + 3 + 4 + 4 ⇒ (3) + 15 + 2 + 3 + 4 + 4 = 31

+5 dagger (second attack), flagbearer, inspire courage, WW, divine favor, haste, second range increment: 1d20 + 18 + 2 + 3 + 4 + 4 + 1 - 2 ⇒ (3) + 18 + 2 + 3 + 4 + 4 + 1 - 2 = 33
+5 dagger damage, flagbearer, inspire courage, WW, divine favor: 1d10 + 16 + 2 + 3 + 4 + 4 ⇒ (4) + 16 + 2 + 3 + 4 + 4 = 33

+4 dagger (second attack), flagbearer, inspire courage, WW, divine favor, haste, second range increment: 1d20 + 17 + 2 + 3 + 4 + 4 + 1 - 2 ⇒ (15) + 17 + 2 + 3 + 4 + 4 + 1 - 2 = 44
+4 dagger damage, flagbearer, inspire courage, WW, divine favor: 1d10 + 15 + 2 + 3 + 4 + 4 ⇒ (10) + 15 + 2 + 3 + 4 + 4 = 38


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

Tetsubo Attack (IC, Haste): 1d10 + 18 + 3 + 1 ⇒ (1) + 18 + 3 + 1 = 23
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (2) + 12 + 2 + 3 + 9 = 28

Tetsubo Attack (IC, Haste, PA): 1d10 + 18 + 3 + 1 - 3 ⇒ (4) + 18 + 3 + 1 - 3 = 23
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (8) + 12 + 2 + 3 + 9 = 34

Tetsubo Attack (IC, Haste, PA): 1d10 + 13 + 3 + 1 - 3 ⇒ (3) + 13 + 3 + 1 - 3 = 17
Tetsubo Damage (IC, PA): 1d10 + 12 + 2 + 3 + 9 ⇒ (2) + 12 + 2 + 3 + 9 = 28

Full attack against the tree if possible, if that foe has dropped move to next closest foe and attack once. Sorry for the minimal post, very busy this weekend.


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: --

Continuing her story, Sola flies forward and tries to stab the injured tree.

longspear (ic/haste): 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28 +2 if undead
for: 1d8 + 10 ⇒ (8) + 10 = 18 plus 2d6 ⇒ (4, 1) = 5 if undead

Sorry for the delay (weekends are proving tricky for posting right now).


Aja's three rays of fire strike the trees, but they seem to have no effect. However, Sister's daggers and Zed's attacks destroy the two trees remaining, leaving no enemies for the party and only a pair of closed doors in front of them. Combat over.


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

Spellcraft, why did my spell have no effect?: 1d20 + 7 ⇒ (15) + 7 = 22


The spell went off as intended - perhaps the trees had SR or something else was afoot, Aja.


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 detects traps on the double doors.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Disable Device: 1d20 + 22 ⇒ (17) + 22 = 39


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 ceases her tale and lands next to Gaelan. “Stay close,” she advises the others, “we don’t want to attract undo attention, plus if we’re close we can protect each other if there is a trap.”


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:
The spell went off as intended - perhaps the trees had SR or something else was afoot, Aja.

should I alway roll for spell resistance, just in case?


Aja. wrote:
Whispering Tyrant wrote:
The spell went off as intended - perhaps the trees had SR or something else was afoot, Aja.
should I alway roll for spell resistance, just in case?

No need. No one in the party has K. Nature so you can't learn the answer in game, but to ease your mind, those trees are immune to fire.


What and where are Zed, Aja, and Sister doing?


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 remains adjacent to the others for safety, but examines the fallen giant for clues about what awaits them inside while they search the doors for traps.


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 checks for traps, magic, and undead on the doors. If none are present he attempts to open them.

Perception: 1d20 + 25 ⇒ (6) + 25 = 31


Zed's uncanny keen eyes detect a very subtle trap engineered into the structure of the door and he stops Gaelan from touching the door and setting it off. Now aware of the trap, the elf's dexterous hands feel over the door and he is able to subtly disarm the blades that were about to pop out and cut all in front of the door. The doors swing open and you feel the sense of evil emanating from this unholy cathedral.

The crumbled remains of a collapsed belfry litter the eastern side of the once-fine tessellated floor of this ruined processional, the shards of broken bells protruding at sharp angles from the rubble. A half-collapsed archway reveals a massive congregational chamber in the darkness beyond. The faint hint of whispered murmurs pervades the stale air like leathery bat wings.

In the middle of the room, hundreds of skulls decorate carved stone columns in macabre arrangements, casting their dead gazes over this empty chamber. High overhead, intricate buttresses like crooked, bony fingers support a massive vault, and the walls alternate between rich panels of aged wood and collapsed stonework piled floor to ceiling.

At the far eastern end of the room, cracked stone steps descend steeply into this dedicated choir, which holds a long table covered in the eviscerated remains of obviously humanoid corpses. A once-opulent bishop’s throne overlooks the choir from the east, its jewels and gold sheeting long plundered.

Map

Scratch off 4 more rounds from Haste. What do you do? The view you see is for the characters with Darkvision. The inside of the church is dark. Each square inside is 5'.


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

Aja glided back down to the others, enjoing once again the encouraging aura of their paladin. After Zed so skillfully handled the trap.
Gazing into the dark room, Aja presents her buckler: "There shall be light!" The radiant magic of her shield increases the visibility to at least dim, so she can make things out eventually.

1 hour Daylight spell. ~4 rounds left of Haste


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

"Hmm. I suggest we stay together, no scouting ahead here. Be ready for traps and ambushes."

Zed places himself close to the front, willing to lead but also willing to follow right behind another.

Perception: 1d20 + 25 ⇒ (14) + 25 = 39


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: --

”Alright,” replies to Zed with a nod, ”if we’re sticking together, let’s stay close and move as a unit. We don’t want to let anything get behind or may end up in a pincer, so let’s move to that first door on the left first and check that out.” When everyone is ready she moves with her companions over to the first door and keeps her eyes fixed on the remaining entrances while the others examine the door.


Will update tomorrow - the daylight reveals enemies!


Aja's Daylight spell illuminates the room and with Zed's Perception check, you see enemies revealed, who were hiding and planning an ambush. You see six voracious, bloated ghouls in the sacristy near the barbed devil with a bow, and four more bloated ghouls in the choir, led by an emaciated humanoid about 10' tall with the head of a jackal.

Bloated Ghoul
Barbed Devil
Jackal humanoid

Combat Map

Initiative:
Barbed Devil: 1d20 + 6 ⇒ (1) + 6 = 7
Ghouls: 1d20 + 7 ⇒ (15) + 7 = 22
Jackal: 1d20 + 6 ⇒ (19) + 6 = 25
Aja: 1d20 + 10 ⇒ (15) + 10 = 25
Gaelan: 1d20 + 6 ⇒ (16) + 6 = 22
Sister: 1d20 + 8 ⇒ (18) + 8 = 26
Solanis: 1d20 + 8 ⇒ (19) + 8 = 27
Zed: 1d20 + 7 ⇒ (7) + 7 = 14

Aja, Sister, and Solanis are up first!


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 ⇒ (1) + 17 = 18
what resistances, immunites, weaknesses do the Bloated Ghouls have?


Channel resistance and basic undead traits. Their main natural attacks (claw, claw, bite) paralyze, as all ghouls.


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

"CHAIN LIGHTNING!" Aja shouts producing a zapping flash of electricity that first hits the ghoul that is straight in front of her and then travels to every other enemy except for the Jackal humanoid and the ghoul furthest to the south.

electricity damage: 13d6 + 13 ⇒ (4, 6, 4, 6, 3, 3, 6, 1, 5, 4, 6, 5, 5) + 13 = 71
DC 24 Reflex for half for the primary target, DC 22 for everyone else

"Ou, I missed one. Take that!"
Quickened Searing Light at the ghoul furthest to the south
touch attack: 1d20 + 10 ⇒ (4) + 10 = 14 add +3, if Solanis Inspires Courage
damage: 10d6 + 10 + 2 ⇒ (1, 6, 3, 4, 6, 2, 6, 3, 1, 2) + 10 + 2 = 46 add +3, if Solanis Inspires Courage


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) for bloated goal: 1d20 + 10 + 4 + 3 ⇒ (19) + 10 + 4 + 3 = 36
Knowledge (planes) for barbed devil: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Knowledge for jackal humanoid: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13 That's the result for local or dungeoneering, if it's arcana/planes/religion then 2 higher, if undead than an additional 3 higher. I don't have nature trained


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 resumes her story recalling Iomedae's great victories over the undead hoards. She flies upward high enough that her longspear will reach the vile creatures but their arms will not reach her, and she prepares herself to follow after Gaelan if her advances.

Activate performance (swift), fly upward 15 or 20 ft (move), and ready an action to move forward with Gaelan if he does (standard).

AC: 27, 29 vs undead
Currently Providing: passive buffs, inspire courage (+3), Lastwall phalanx


Aja. wrote:

"CHAIN LIGHTNING!" Aja shouts producing a zapping flash of electricity that first hits the ghoul that is straight in front of her and then travels to every other enemy except for the Jackal humanoid and the ghoul furthest to the south.

electricity damage: 13d6 + 13 ⇒ (5, 6, 1, 1, 4, 2, 5, 3, 2, 6, 1, 2, 5) + 13 = 56
DC 24 Reflex for half for the primary target, DC 22 for everyone else

"Ou, I missed one. Take that!"
Quickened Searing Light at the ghoul furthest to the south
touch attack: 1d20 + 10 ⇒ (15) + 10 = 25add +3, if Solanis Inspires Courage
damage: 10d6 + 10 + 2 ⇒ (2, 1, 2, 4, 6, 2, 2, 5, 5, 6) + 10 + 2 = 47 add +3, if Solanis Inspires Courage

Aja unleashes her blast of lightning and surprisingly, some of the bloated ghouls display supernatural reflexes that allow them to evade the lightning bolt completely, something normal ghouls are incapable of!

Reflex saves:
Ghoul: 1d20 ⇒ 4 --- fails - 71 damage
Ghoul: 1d20 ⇒ 19 --- saves, no damage
Ghoul: 1d20 ⇒ 12 --- saves, no damage
Ghoul: 1d20 ⇒ 15 --- saves, no damage
Ghoul: 1d20 ⇒ 4 --- fails, 71 damage
Ghoul: 1d20 ⇒ 6 --- fails, 71 damage
Ghoul: 1d20 ⇒ 19 --- saves, no damage
Ghoul: 1d20 ⇒ 18 --- saves, no damage
Ghoul: 1d20 ⇒ 4 --- fails, 71 damage

Aja, need an SR check for the barbed devil. In case you make it, Reflex save: 1d20 ⇒ 1 - fails! 71 damage.

The Searing Light spell hits the 10th ghoul thanks to Solanis' buff, inflicting 49 damage.


Zed Ulmin wrote:

[dice=Knowledge (religion) for bloated goal]1d20+10+4+3

[dice=Knowledge (planes) for barbed devil]1d20+10+4
[dice=Knowledge for jackal humanoid]1d20+8+4 That's the result for local or dungeoneering, if it's arcana/planes/religion then 2 higher, if undead than an additional 3 higher. I don't have nature trained

Knowledge checks:

Corpulent Ghoul: Same as Aja spell check with the following additions: These are dread ghouls, who command other ghouls. Creatures slain by these ghouls will rise the next midnight as ghouls. Finally, when they die, their bloated bodies explode, possibly inflicting you with disease.
Barbed Devil: Evil outsider, immune fire and poison, resistant to acid and cold, spell resistance, and striking them in melee combat subjects you to being impaled on their barbs.
Jackal: No idea.


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

Spell Resistance: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22


Aja's spell pierces, gravely injuring the Barbed devil.
Waiting on Sister to act.

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