GM Top's Dungeon Delver's (Inactive)

Game Master Pete H.

Current Scenario: 3-21 The Temple of Empyreal Enlightenment

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Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

Grunigon.... sees the battle ahead, with several of his allies in the way, and waits with his light mace in hand. If any of the bags of bones get in his range....

I'll let the warriors go pound on the skeletons!

Grand Lodge

Female Dedication Phantom (Guardian) of Bilos 1 | HP 11/11 | Ecto: AC 16 T 12 FF 14 DR 5/slashing | Incor: AC 17 T 17 FF 15 | CMB+2, CMD 14 | F: +1, R: +4, W: +2| Init: +2 | Perc: +4 (darkvision 60 ft.), SM: +4 | Speed 30 ft. | Incorporeal | Active conditions: None

Jadrin screams a battle cry, then double moves. And since she has to take an AOO from Green regardless, she goes all the way over to where Blue is standing.

The Concordance

active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

Halali barrels past Ander. "One side, Shooter!" she tells him with a wink as she whirls her three-section-staff.

Provokes an AoO from Green via movement

sansetsukon vs green skelly: 1d20 + 5 ⇒ (15) + 5 = 20bludgeon: 1d10 + 4 ⇒ (2) + 4 = 6

"What you need is a good, firm rod."

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz will double move, just to the south of green enemy, which provokes an Attack of Opportunity as he does so.

Would someone be so kind as to move me, please?

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

Don't let me get in your way, my dear... Ander chuckles as he shoves over a bit.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Alright, we'll do this in straight initiative order since we have multiple movements, all indicate willingness for AoO and none are dependent upon other's actions.

The Magi and Grunigon wait to see how things develop, staying back for a moment.

Kaztor moves over, risking his own dang bacon to get into to position! The green skeleton cares not about bacon, but does like killing. So it bring's the rusty blade to bear, chopping at the dwarf.

Green AoO vs. Kaztor: 1d20 ⇒ 1

But if the last swing was slow, this one is at a snail's pace comparatively. Kaztor just keeps moving and the attack misses by a full five feet.

Then Halali zips in, swinging her staff like she knows how to use it. She gives the skeleton a good one, wielding her rod like an expert and smacking it across the undead's face. It seems so embarrassed about the whole deal it just collapses into a pile of shamed bones.

Jadrin strides up to the northernmost skeleton and taunts it, ready to dodge any wimpy attack it might bring at her. Ah it feels good to dust off the old combat skills.

Round 1: I've got a bone to pi... wait, have I done that one before?
Ander
Bilos
Dran
Green Skeleton
Yellow Skeleton (-9 HP & Dead)
Kaztor
Halali
Phantom
The Magi
Grunigon

Red Skeleton
Blue Skeleton

Bold may act!

Normally, I'd do a knowledge check to ID weaknesses. However, these are common low level enemies so instead of making you all roll (it would even be a common knowledge check) I'll give you all the deets. DR 5/Bludgeoning, Immune to Cold, Undead Traits. Have fun! You are welcome to roll anyway if you have a boon, class or special ability that triggers from a successful knowledge check to ID an enemy (DC 5).

Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

Hearing the sounds of battle, and clearly the sounds of smashed bones, Grunigon follows his companions into the room. He almost steps on the collapsed body of one of the skeletons before he stops to look around. One skeleton is still up just ten feet ahead of him. He studies it before closing.

Moving ahead but no enemy is in range to attack this round.

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Magi darts into the room. He looks at the creatures, then uselessly around the room for a weapon. My blasts swill do NOTHING to these things, and I don't even have a dagger! What was I thinking?!?!

I mean, I have Burning Hands, but this is not the time/place.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Grunigon moves into a safe-ish space and plans his next set of attacks.

The Magi strides in as well, but then starts to reconsider his life choices. Will this cause a crisis of faith in himself? Will it lead him to a path of regret? All these questions will soon be answered!

On the other side of this combat, the skeletons are dumb and only want to murder things. So they attack enemies near them, clawing away hard.

Red Claw 1 vs. Dran: 1d20 + 2 ⇒ (10) + 2 = 12
Red Claw 2 vs. Dran: 1d20 + 2 ⇒ (3) + 2 = 5

The sturdy dwarf easily parries the first strike and steps out of the way of the second.

Blue Claw 1 vs. Jadrin: 1d20 + 2 ⇒ (7) + 2 = 9
Blue Claw 2 vs. Jadrin: 1d20 + 2 ⇒ (4) + 2 = 6

This doesn't seem like much of a battle to the experienced phantom. Maybe she should just take a nap?

Round 2: {Insert Skeleton Based Pun}
Ander
Bilos
Dran

Green Skeleton (it is no more)
Yellow Skeleton (also not existing)

Kaztor
Halali
Phantom
The Magi
Grunigon

Red Skeleton
Blue Skeleton

Bold may act!

Grand Lodge

Female Dedication Phantom (Guardian) of Bilos 1 | HP 11/11 | Ecto: AC 16 T 12 FF 14 DR 5/slashing | Incor: AC 17 T 17 FF 15 | CMB+2, CMD 14 | F: +1, R: +4, W: +2| Init: +2 | Perc: +4 (darkvision 60 ft.), SM: +4 | Speed 30 ft. | Incorporeal | Active conditions: None

"I can nap when I am dead!" Jadrin calls out to whoever up above is listening.

"Um, you are dead," Bilos responds, puzzled.

"No matter! Death to our foes!"

"Um..."

"And death to you next, if you do not shut up."

Torag's Targe: 1d20 + 2 ⇒ (11) + 2 = 13
Bludgeoning Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Torag's Targe: 1d20 + 2 ⇒ (13) + 2 = 15
Bludgeoning Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

Dran swings at Red but manages to only catch air. He 5' steps to the south to make room for his allies.

greatsword: 1d20 + 4 ⇒ (2) + 4 = 62d6 + 4 ⇒ (5, 6) + 4 = 15


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The phantom seems annoyed at something and snaps at everyone. Who knows who set her off, but I'm sure they are a wonderful person. :P

She puts her rage into the swings, but finds her foe just barely capable enough to shrug off the strikes (missed both).

Dran waves his sword around in the air in the general direction of a skeleton, but his heart is not in it. Something about the damp cave air is just taking it out of him. He steps aside for a breather.

Round 2: {Insert Skeleton Based Pun}
Dran
Phantom
Ander
Bilos
Kaztor
Halali
The Magi
Grunigon

Red Skeleton
Blue Skeleton

Bold may act!

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

Ander barrels forward and swings a blocky fist at the skeleton with the blue shirt.

attack: 1d20 + 2 ⇒ (11) + 2 = 131d3 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

With a shrug Grunigon decides to step up and swing his mace at one of the skeletons. Blue

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage if that hits?: 1d6 + 1 ⇒ (5) + 1 = 6


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Ander moves up and throws hands at the foe, distracting it just so Grunigon can slip in behind and give it a solid crack on the skull. While it isn't a vital point, the swing was quite hard and the skull shatters, with the rest of the bones following it to the ground.

Round 2: {Insert Skeleton Based Pun}
Dran
Phantom
Ander
Grunigon
Bilos
Kaztor
Halali
The Magi

Red Skeleton
Blue Skeleton (gone but not forgotten)

Bold may act!

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz moves 5’ to the south and swings his hammer at the red tinged skeleton.

Attack 1d20 + 3 ⇒ (10) + 3 = 13
Damage 1d8 + 3 ⇒ (6) + 3 = 9

Could someone move me 5’ south, please?

Silver Crusade

Male CG Dwarf Spiritualist (Priest of the Fallen) 3 | HP 27/27 | AC 17 T 13 FF 14 | CMB +1, CMD 14 | F: +5, R: +4, W: +7 (+1 v. spells, SLAs, poison)| Init: +5 | Perc: +10 (darkvision 60 ft.), SM: +9 | Speed 20 ft. | Spells 1st 3/4 | Reroll 0/1 | Active conditions: None

Bilos moves up to where he can see Red and sends more rubble flying.

Telekinetic Projectile: 1d20 + 3 ⇒ (5) + 3 = 8
Bludgeoning Damage: 1d6 ⇒ 1

And creates some more rubble in the process.

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

The joys of low level combat. :)

The Concordance

active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

Halali steps over the new pile of bones in front of her, staff twirling.

sansetsukon flurry: 1d20 + 5 ⇒ (2) + 5 = 7damage: 1d10 + 4 ⇒ (6) + 4 = 10
sansetsukon flurry: 1d20 + 5 ⇒ (6) + 5 = 11damage: 1d10 + 4 ⇒ (7) + 4 = 11

But misses her footing.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Eeesh...

The pathfinders show their inexperience, or at least just have issues all fighting in close quarters together. The skeleton keeps blocking or dodging their attacks. It's mouth opens in a soundless laugh.

Round 2: {Insert Skeleton Based Pun}
Dran
Phantom
Ander
Grunigon
Bilos
Kaztor
Halali
The Magi
Red Skeleton
Blue Skeleton (gone but not forgotten)

Bold may act!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The Magi is frozen in indecision, unable to think of a way out of this conundrum. If only he had a rock or something to throw, but there is nothing like that in this damn cave.

The skeleton attacks again, clawing at Dran 1, Kaztor 2, Halali 3: 1d3 ⇒ 3 the female dwarf of the group.

Claw 1 vs. Halali: 1d20 + 2 ⇒ (9) + 2 = 11
Claw 1 vs. Halali: 1d20 + 2 ⇒ (1) + 2 = 3

But while Dran was a sturdier target covered in thick metal armor, Halali is nimble. But unfortunately for the foe, just as hard to hit.

Round 3: Someone finish this?
Dran
Phantom
Ander
Grunigon
Bilos
Kaztor
Halali
The Magi

Red Skeleton
Blue Skeleton (gone but not forgotten)

Bold may act!

Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

Emboldened by his success with the first skeleton Grunigon.... moves with all the haste that a dwarf can, and provides flanking for Dran!

Double move to get in position to hit the thing next round if it isn't a pile of bone splinters already!

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz again tries to bash that dastardly skeleton to the south with his hammer. ”Leave the nice lady alone, foul undead!”

Attack 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1d8 + 3 ⇒ (2) + 3 = 5

Kaz pondered buying a new hammer, because this one seemed clearly defective.

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

Nodding at Grungigon in appreciation of his help Dran swings his weapon at the skeleton.

greatsword: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 182d6 + 4 ⇒ (4, 6) + 4 = 14


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Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Kaztor's ethereal hammer does nothing against the very solid skeleton. Perhaps he should not have shopped at Akbar's Totally Amazing Not Broken Weapons Shop.

Dran grunts and puts a bit more aim into his swing, obliterating the skeleton. A good days fight completed, his god smiles upon his kill.

A humanoid lies still in the cot, body just now starting to rot. A large infected wound on his hand appears to have been what did him in. It looks like it was caused by a rusty sword cut that wasn't treated and turned to sepsis.

GM Screen:
2d10 ⇒ (2, 9) = 11

Among the humanoid's things (who was obviously living down here a bit) you find a journal, a really nice light crossbow (w/ 10 bolts) and a really shiny pearl. The crossbow and pearl are magical!

Spellcraft w/ Detect Magic DC 18:
The Crossbow is +1

Spellcraft w/ Detect Magic DC 16:
This is a Pearl of Power (lvl 1)

Perception DC 20:
Oooh, you found it, yay! Stand by for the results.

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Dran inspects the body without getting too close. He looks for gills.

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

Well, that was fun... ander says as he looks arounbd, reloading his gun as he does.

perc: 1d20 + 7 ⇒ (3) + 7 = 10

Everyone good? Halali...you hurt? he asks


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Dran moves over to look at the humanoid, he sees no gills, but the incisors seem a bit pointier than they should be on a human.

Trained K: Local Check to ID the humanoid

While backing away though, his hand leans against the wall and notices a thin but perfectly straight crack. Upon closer inspection it is easily discovered to be a hidden passage.

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

kn. local: 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Hmm...gremlins eat my last post. I moved, but then realized that I had no weapons other than the cold blast (which they are immune to.) So, not far off the mark as far as what he accomplished.

Detect Magic/Spellcraft vs DC 18: 1d20 + 7 ⇒ (10) + 7 = 17

Detect Magic/Spellcraft vs DC 16: 1d20 + 7 ⇒ (14) + 7 = 21

Can Spiritualists use a Pearl of Power?

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

He takes a closer look at the corpse.

Local: 1d20 + 9 ⇒ (13) + 9 = 22

Silver Crusade

Male CG Dwarf Spiritualist (Priest of the Fallen) 3 | HP 27/27 | AC 17 T 13 FF 14 | CMB +1, CMD 14 | F: +5, R: +4, W: +7 (+1 v. spells, SLAs, poison)| Init: +5 | Perc: +10 (darkvision 60 ft.), SM: +9 | Speed 20 ft. | Spells 1st 3/4 | Reroll 0/1 | Active conditions: None

Detect Magic/Spellcraft vs DC 18: 1d20 + 5 ⇒ (16) + 5 = 21

"The crossbow has a bit of magic on it. Just enough to make it work a bit better. Say, +5% accuracy and +12.5% damage."

Hey, it makes as much sense as saying "+1".


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

A pearl of power only works for prepared casters. I like it, Bilos. A nice way of saying it in character using math.

The Magi instantly recognizes this creature to be a Dhampir. Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight. Though this one's pallor is quite evident due to the fact they are dead.

The magical items are identified expertly, but who will take them? Or will the group simply leave them be? Also, what about that secret passage, is it worth exploring or not? And what was the Dhampir doing here? Perhaps he left some sort of crazy written explanation for his actions? Could it perhaps be in the journal you all found? No, that's just too crazy. Probably a cookbook. Better to not even open it. Likely cursed too.

SO MANY QUESTIONS!!!

I'll be busy as usual this weekend, so hopefully this gives you all time to resolve things and pick a route forward or backward.

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

Dran can use the pearl...

Might be we should take a gander inta this secred door in the rock what I found. Dran suggests. But lets have a look inta that book first.

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

Kaz nods at Dran and begins taking a peek at the journal, hoping his reading was better than his hammer swinging. ”Dont think I’ve ever heard of a dhampir before…”

The Concordance

active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

"I'm good, Shooter" Halali grins. "Did you get one? Smashed mine up pretty good! Have I got any bone splinters in my hair?"

"Is that a vampire? Halali makes a warding sign as she regards the hopefully-fully-dead dhampir. "Should we cut its head off or something?"


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Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The Magi knows that a Dhampir is the cursed half-living offspring of a undead vampire and a living female. How this occurs is still up to debate, as is whether Dhampirs are even a race of beings or just cursed offspring. Regardless, perhaps the journal will bring light to some things.

Opening it up, the first page is an excellent recipe for basted and grilled gnome. Gross, it uses pineapple.

The second page begins a personal journal. Entries are dated approximately six months ago and begin with 'I have secured my cave from intrusion and now my work begins.' Future entries shed some light on the current situation, 'I have discovered gillmen frequent this cave. I ambushed one, captured it and tortured it for information. I believe every month or so I will be able to get another.'

Two weeks later one reads, 'Success! My first skeleton has been created! I had an issue with my translated Necronomicon. Eventually discovering the mistake in the original elven. Now my army will rise quickly.'

A month later another reads, 'My army grows now. I have two gillman and two kobolds recruited to my cause. Hah, joke. I have four skeletons now. I shall venture outside to search the countryside for more victims.'

A shaky hand writes the next one, 'Setback. I encountered a minotaur and it demolished half my army. I had EIGHT skeletons!?! How could it do this! LIFE IS SO UNFAIR. And one of my idiots even poked me with a rusty sword. The fool. I need to get this cleaned out.'

And the last entry has no date. The writing is even shakier. It also doesn't make a lot of sense, talking about how to core a pineapple with a femur to drink the happy juice inside. It devolves into some sort of freeform poetry about poking holes into things.

Silver Crusade

Male Paladin 3 (Torag) | HP 34/34 | AC 19/10/19| F+8,R+3,W+7 (+2 to poison, spell, SLA | Init+0, Perc+1(+3 v stonework) | Speed 20 | Darkvision 60’ | CMD 15 (19 v trip and bullrush if on the ground) | Temp:

”Should we let the gillman know about what happened to two of his people? It’s never good to talk about, but I think I’d want to know what happened to two of my friends,” Kaz asked the group.

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

Nope..no bones...yer good. Unlike this...thing here... Ander says regarding the dead dhampir.

What the blazes was that thing...an undead of some sort? Should we sprinkle some holy water on it or something? Stake it perhaps? Looks like he met with a painful end...oh well...considering the pain and suffering he likely caused, too bad... he says dispassionately.

And yes..the gillmen should know of their kin's passing. they deserve closure...

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

'least we can tell 'im that we put down all the skellys so his kin's remains are not wandering about doing people in. Dran interjects. He should 'precciate that at least.

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Magi nods at Dran's suggestion. "Agreed."

Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

Grunigon watches and listens, disgusted at the idea of ki;;ing to create skeletons. Stupid magi! "Wait! What is the book he mentioned? Necronomicon? Sounds like a do it yourself on creating undead monsters!?! If it still exists it should be found and destroyed!"

The Concordance

active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

"Maybe some other explorer has made off with it?" Halali suggests. "Wait a minute, is that a secret door? What if it's the dhampir's treasure stash and the spooky spell book is there?"

Halali sees if she can open the secret door.

perception: 1d20 + 7 ⇒ (6) + 7 = 13


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The journal actually answers that question indirectly. Glued into the back are several pages that had been crudely cut out of someone else's spellbook. A poor translation is scrawled out in the margins, with one section marked off and rewritten.

The group heads back to fill in the gillman, who is happy to hear the answers about his brethren, but saddened to learn they are deceased. Returning to the cave, the dwarves inspect the hidden tunnel, heading down it.

GM Screen:
1d6 ⇒ 2

As you travel down the tunnel, the more perceptive of you notice Janira's voice echoing through the opening ahead, "As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!"

Inspire Courage is up! Not sure what it'll apply to, but it is up. The map is also up and everyone has been placed on it.

Halali leads the group forward to try to figure out if they can help Janira (unless y'all don't want to do this?) The Dwarf Monk's careful eyes recognize the telltale silhouette of a cubic enemy, barely visible but blocking the tunnel forward.

Initiative
Halali: 1d20 + 2 ⇒ (3) + 2 = 5
Dran: 1d20 + 1 ⇒ (4) + 1 = 5
Grunigon: 1d20 + 4 ⇒ (8) + 4 = 12
Bilos: 1d20 + 5 ⇒ (13) + 5 = 18
Phantom: 1d20 + 2 ⇒ (2) + 2 = 4 (-1 if Xev)
Ander: 1d20 + 5 ⇒ (1) + 5 = 6
Kaztor: 1d20 ⇒ 3
The Magi: 1d20 + 3 ⇒ (19) + 3 = 22

Enemy: 1d20 - 3 ⇒ (8) - 3 = 5

Round 1: The Secret of the OOZE!
Group Buffs: Inspire Courage +1

The Magi
Bilos
Grunigon
Ander
Halali
Dran

Enemy!
Phantom
Kaztor

Bold May Act

If Trained, you may roll Knowledge “Dungeoneering”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and at least one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.

The Concordance

active effects:
mage armour, pfe
Female Dwarf UnMonk 1 / Unsworn 2| hp 25/28 | AC 23 T 16 FF 21 (+2 dodge vs flyers) | F:+5 R:+4 W:+6; hardy, +2vs electricity | CMD 25 | Init +2 | Perc +9 (+2 vs flyers), darkvision

"Woah, what's that?" Halali cries. "Nothing good that's for sure, blocking cave passages and waiting for innocent folk to wander into it!"

Halali reaches under her hood and snaps off two of the spikes woven into her hair. Quick as a flash she hurls them at the sneaky blob before stepping into a side tunnel.

"Shoot it, Shooter! I mean, unless it talks to us or something."

shuriken flurry, janira, range: 1d20 + 3 + 1 - 2 ⇒ (2) + 3 + 1 - 2 = 4damage: 1d2 + 3 + 1 ⇒ (1) + 3 + 1 = 5
shuriken flurry, janira, range: 1d20 + 3 + 1 - 2 ⇒ (20) + 3 + 1 - 2 = 22damage: 1d2 + 3 + 1 ⇒ (1) + 3 + 1 = 5

confirm?: 1d20 + 3 + 1 - 2 ⇒ (20) + 3 + 1 - 2 = 22damage: 1d2 + 3 + 1 ⇒ (1) + 3 + 1 = 5

I doubt I can actually crit an ooze, but rolling just in case.

Grand Lodge

Dwarven Vigilante 1 / Brawler 1 | AC 16 (T:13/ FF:13) | HP: 22/22 | Fort: +5 Ref: +7 Will: +3 | Perception: +7 | Initiative: +3 | Spells 1st: 2/2 | Reroll: 1/1

Magi squeezes along the tight passage then levels an arm at the ooze and looses a bolt of energy.

Arcane Blast (cold): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage (cold): 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

dwarf gunslinger(musketeer) 3, HP 31, AC/T/FF 18/14/14, F/R/W +6/+6/+5. Perc +9, lowlight, Init +5

Ok...Ok...hold yer horses... Ander say as he fires a round at the ooze, not sure if his shot will have any effect on it.

bang: 1d20 + 5 ⇒ (1) + 5 = 61d12 ⇒ 4

ugh...fml...

He starts swearing as he works to clear the jam.

Knew I should have tested the new parts more...son of a motherless goat!

Liberty's Edge

Male Warpriest 3| HP 17/28 | AC 21/23, T 11, FF 20 | CMB +5 CMD 16/20 | F: +6, R: +4, W: +6, Note: +3 vs. poison, +5 vs. spells| Init: +1 | Perc: +3 (darkvision 60 ft.), SM: +3 Dwarven Warpriest of Gorum

Unsure what he faces Dran casts Divine Favor and stands his ground.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Halali points out the somewhat hidden enemy, then follows that with a couple whipped shuriken. She learns the pretty reasonable fact that this type of creature has no specific vulnerable points (it can't be crit, flanked or hit by precision damage of any type).

But at least one of her shuriken causes a bit of damage.

The Magi gets just into range and blasts it with cold. It is not immune or even resistant to his favorite element! A chunk of the creature freezes and falls off to the side.

Ander finds that these primitive weapons he has focused on mastering are frankly, prone to failure... about once or twice out of twenty firings. It is a bad time for it to happen though and he curses.

The Priest of Gorum prepares for BATTLE!

Round 1: The Secret of the OOZE!
Group Buffs: Inspire Courage +1

Halali
The Magi
Bilos
Ander
Dran (Divine Favor 9 rds remain)
Grunigon
Enemy (-12 HP)
Phantom
Kaztor

Bold May Act

If Trained, you may roll Knowledge “Dungeoneering”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and at least one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.

Liberty's Edge

Male N Dwarf Rogue (Sylvan Trickster) 3 | HP 27/27 | AC 14 T 12 FF 12 | CMB +3, CMD 15 +4 vs Bullrush or Trip | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (darkvision 60 ft.), SM: +7 | Speed 20 ft. | Active conditions: None

Not wanting to rapidly approach whatever the thing was Grunigon readies his sling and steps ahead of Dran and sends a bullet of his own flying.

Sling Bullet: 1d20 + 2 ⇒ (19) + 2 = 21
Damage?: 1d4 + 1 ⇒ (2) + 1 = 3


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Grunigon unleashes mighty pre-loaded sling stone and happily watches as it thunks into the wobbly creature.

As it has been injured, the slime schloops on down the tunnel at the source of the damage. Picking the first target it arrives at, it attempts to engulf the monk.

Halali, you have a choice. You can take an AoO as it engulfs you OR you can attempt to jump back or to the side out of the way. If you chose to avoid, please make a reflex save and indicate which red x square you retreat too. If you chose the AoO please make an attack.

Rounds 1 & 2: The Secret of the OOZE!
Group Buffs: Inspire Courage +1

Halali (REACTION)
The Magi
Bilos
Ander
Dran (Divine Favor 9 rds remain)
Grunigon
Enemy (-15 HP)

Round 1
Phantom
Kaztor

Bold May Act, I'm going to resolve Halali's reaction before allowing everyone to take their actions.

If Trained, you may roll Knowledge “Dungeoneering”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and at least one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.

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