Dungeon Master S's "Shadows at Sundown" (Inactive)

Game Master Chris Marsh

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Default Exploration:

Initiative assumes xxx is Scouting
[dice=Black Dhougal]d20+17[/dice] (Detect Magic)
[dice=Crowley]d20+18+2[/dice] (Search)
[dice=Esme]d20+20[/dice] (E, Search)
[dice=Nakapan]d20+19[/dice]
[dice=Sadlark]d20+20[/dice] (Investigate, Trapspotter (M))
[dice=Tully]d20+19[/dice]

Party Perception:

[dice=Black Dhougal]d20+17[/dice] (DV)
[dice=Crowley]d20+18[/dice] (M)
[dice=Esme]d20+20[/dice] (E)
[dice=Nakapan]d20[/dice]
[dice=Sadlark]d20+19[/dice] (E)
[dice=Tully]d20+19[/dice]

RES·SVB·ROSA: XV


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Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Shall we? Sadlark gestures to the tunnel.


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It doesn't take long for the party to pick up the sounds of conversation ahead. It's in the same language the erstwhile ghouls were using. The conversation is loud, and none of you worry about being heard, but the twisting nature of the tunnel makes it hard to know just how close the conversation is. Slightly more map


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22
Dungeon Master S - 2e wrote:
Doors seem safe...

Nak will open the doors.


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Nakapan backs the party away from the voices in the tunnel, and returns to the double doors. It's a simple matter to open them, these aren't trapped.

It opens to a large hallway that bends back on the left, but leads immediately to an impressive double door on the right.

The face of this sturdy stone double door is inlaid with a series of spiraling runes worked in silver. All around the edges of the door’s frame, deep scratches indicate something tried to claw around the door, The claw marks fade as they near the door, as if the stone itself has healed the damage.


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

This must be the place the ghouls wanted us to go. Sadlark turns to Tully and Esme to see if they have any advice on this Pharasmin door.


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Crowley draws his blade and moves to the corner. "Make sure nothing is going to sneak up behind us."


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19
Sadlark wrote:
This must be the place the ghouls wanted us to go. Sadlark turns to Tully and Esme to see if they have any advice on this Pharasmin door.

Tully looks at the doors, intreagued

Religion: 1d20 + 22 ⇒ (19) + 22 = 41


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Tully looks at the doors. They were once sacred to Pharasma, but not the runes glow with an uninviting red tint.

Crowley looks around the corner. Curved alcoves line the walls of this wide, L-shaped corridor, each bearing neatly stacked, aged bones. Some have been disturbed and scattered across the floor, and most show signs of having been gnawed.

What he sees, he cannot ken. His human eyes can barely make it out in the darkness, but he sees two faces, the size of ogres. At least he thinks they're faces. But... there are two many eyes. The faces turn to look right at him and he steps back involuntarily. The action is quick enough to alert the party that there's something in the hall.

Whatever is in the hall comes racing around the corner. The sound of claws on stone clicks and clacks with too many legs. Once they step into the light, terror turns to horror. Crowley can feel the blood in his body being pulled towards these things!

Round 1:
WTF?: Close
Nakapan: Go
Tully: Go
Esme: Go
Crowley: Go
Black Dhougal: Go
Sadlark: Go

DM:

Foes: 1d20 + 26 ⇒ (13) + 26 = 39
Initiative assumes xxx is Scouting
Black Dhougal: 1d20 + 17 ⇒ (10) + 17 = 27 (Detect Magic)
Crowley: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32 (Search)
Esme: 1d20 + 20 ⇒ (13) + 20 = 33 (E, Search)
Nakapan: 1d20 + 19 ⇒ (18) + 19 = 37
Sadlark: 1d20 + 20 ⇒ (1) + 20 = 21 (Investigate, Trapspotter (M))
Tully: 1d20 + 19 ⇒ (17) + 19 = 36


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Tully hears the chittering, and Crowley's out-of-character gasp of horror. He moves out into the hall to determine what the threat is.

Action 1: stride
Action 2: wtf?

umm: 1d20 ⇒ 5 <--skills are accurate in my profile

Action 3: Shield

Having no clue what this thing (these things??) are, he goes for the safe bet first, wiht a bit of defensive magic


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Tully is at complete loss, so he throws up some defensive magic.

Round 1:
WTF?: Close
Nakapan: Go
Tully: Move and Defend
Esme: Go
Crowley: Go
Black Dhougal: Go
Sadlark: Go


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Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

"I have a plan," Esme says as she moves to stand in front of Crowley.

"Iomedae, reveal to these foes your striking blades," the holy warrior intones, revealing blades of force that form a churning wall where the foes stand.
Blade Barrier (DC 31 Reflex): 7d8 ⇒ (2, 4, 8, 7, 8, 1, 3) = 33
Stride, Blade Barrier


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Esme weaves a potent spell as a churning wall of force-blades erupts in the hall.

Red: 1d20 + 25 + 1 ⇒ (12) + 25 + 1 = 38 PASS
Black: 1d20 + 25 + 1 ⇒ (2) + 25 + 1 = 28 FAIL

Both of the massive red creatures lurch forward, but one is too slow, getting chopped up more than the other, though both seem more than ready to fight back.

All is not well though. She feels the pull of her blood. FORT Save Esme.

Round 1:
WTF?: Close
Nakapan: Go
Tully: Move and Defend
Esme: Blade Barrier FORT Save
Crowley: Go
Black Dhougal: Go
Sadlark: Go

DM:

Red: 16
Black: 33


Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

Fort save: 1d20 + 19 ⇒ (7) + 19 = 26
Fort save: 1d20 + 19 ⇒ (12) + 19 = 31


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Esme feels the pull of her blood. It's near overwhelming. She tries to resist, but can't. Crowley looks over at her as thin streams of blood start streaming from her eyes and into the eyeless pits in the scarlet creature's face. Esme is now Drained 1.


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

Hold a moment, Nak, Black Dhougal says, casting a spell on the ascetic. Cast haste on Nak.

He then moves into the room. What the devil...

Verbal & somatic components to Cast a Spell, Stride.


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Black Dhougal steps up, giving Nakapan a boost of speed. And now owing 1 FORT save

Round 1:
WTF?: Close
Nakapan: Go
Tully: Move and Defend
Esme (Drained 1): Blade Barrier
Crowley: Go

Black Dhougal: Haste FORT
Sadlark: Go

DM:

Red: 16
Black: 33


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark moves in and tries to ID them.

Blind Roll:

Sadlark's Occultism (M): 1d20 + 25 ⇒ (6) + 25 = 31
Hero point if fail:
Sadlark's Occultism (M): 1d20 + 25 ⇒ (20) + 25 = 45

He then performs a lingering Dirge of Doom (or Inspire if he finds out they are immune to fear/m mental).

Lingering Composition Perform Check (DC 30), Greater Persona Mask: 1d20 + 22 + 2 ⇒ (6) + 22 + 2 = 30

Dirge/Inspire for 3 rounds


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Sadlark is shocked. Scarlet Walkers! They're real! he read about them once in Druelethan's Dossiers of the Macabre and Alien. He remembers reading about how just being near them will continually drain one's blood. He also seems to remember that those tentacles will paralyze almost anything they touch!

He immediately begins a dirge to put the horrors off kilter.

Round 1:
WTF?: Close
Nakapan: Go
Tully: Move and Defend
Esme (Drained 1): Blade Barrier
Crowley: Go
Black Dhougal: Haste FORT
Sadlark: Knows things

DM:

Red: 16
Black: 33


"Looks like it is already bleeding." Crowley grits his teeth and aims to remove a few of the creepy spider-like legs.

+2 Striking Wounding Greatsword: 1d20 + 24 ⇒ (19) + 24 = 43
Damage (Rage): 2d12 + 8 + 6 ⇒ (4, 12) + 8 + 6 = 30
On a crit target is FF until end of my next turn.

◆ Rage (+15 Temp HP, +6 Damage, and -1 AC, Darkvision, +10 Speed)
◆ Step
◆ Strike

Status:

HP 191/191
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
(Rage - +15 Temp HP, +6 Damage, and -1 AC, Darkvision, +10 Speed)
Battle Medicine: Crowley
Hero Point 2/3


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Crowley's blade cuts deep, knocking the scarlet walker off balance a bit. Crowley needs a FORT DC 29 or be drained 1 as he loses blood through his eyes!

Round 1:
WTF?: Close
Nakapan: Go
Tully: Move and Defend
Esme (Drained 1): Blade Barrier
Crowley: Crit FORT
Black Dhougal: Haste FORT
Sadlark: Knows things

DM:

Red: 76 (FF until Crowley 2)
Black: 33


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Round 1

The monk is caught off guard by these unspeakable horrors. He surprisingly hesitates...
Black Dhoughal's magic gets Nak moving. He feels his body infused with powerful magic. His body begin quaking with speed. He quickly (more quickly than normal), closes distance to help his fellow warrior bring down the Horror. He alters his timing as he approaches the huge blood spider, he slows and steps, then launches a powerful jumping knee!

Move *
Step *
Attack! *
Flurry *

Attack! 1d20 + 23 + 1 ⇒ (6) + 23 + 1 = 30
Dragon Knee 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (5, 6) + 7 + 1 + (5) + (6) = 30

Flurry 1 1d20 + 19 + 1 ⇒ (10) + 19 + 1 = 30
Wolf strike 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (5, 5) + 7 + 1 + (2) + (4) = 24

Flurry 2 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Wolf Strike 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (6, 4) + 7 + 1 + (1) + (2) = 21 if either Flurry hits, opponent must make Fort vs DC31 or be Stunned1, Stunned3 crit fail


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FORT: 1d20 + 21 ⇒ (9) + 21 = 30 Only one of the monk's hits connects, but he makes it count, slightly stunning the horror.

Round 1:
WTF?: Close
Nakapan: Hits
Tully: Move and Defend
Esme (Drained 1): Blade Barrier
Crowley: Crit FORT
Black Dhougal: Haste FORT
Sadlark: Knows things

DM:

Red: 97 (Stunned 1, FF until Crowley 2)
Black: 33


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

DC ?? Fort: 1d20 + 19 ⇒ (15) + 19 = 34 DC of the walkers should be affected by the dirge...and I hope that helps enough. >.>


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Black Dhougal feels his blood pulled, but he stubbornly holds on to it.


Fort DC 29: 1d20 + 23 ⇒ (5) + 23 = 28 Drained 1

Crowley bleeds from his eyes though he pays little mind to such trivial things when life hangs on a balance.


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

ARE THESE THINGS ALIVE???


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Crowley feels the blood fly forth from his eyes!

The walker on this side of the barrier lays into Nakapan, attacking with claw and tentacle:
Claw: 1d20 + 24 ⇒ (16) + 24 = 40 for DMG: 3d6 + 12 ⇒ (6, 5, 5) + 12 = 28 and 2d12 Persistent Bleed
Tentacle 1: 1d20 + 19 ⇒ (17) + 19 = 36 for DMG: 3d8 + 12 ⇒ (3, 8, 8) + 12 = 31 And a FORT save
Tentacle 2: 1d20 + 14 ⇒ (17) + 14 = 31 for DMG: 3d8 + 12 ⇒ (6, 8, 4) + 12 = 30 And a FORT save. Stunned, ignore this

The attack is as horrible as it is savage.

The other skitters backwards, up the wall, and tries to push through the blade barrier. There is no wall height given for this section. I'm going to rule that the ceilings are 15' high and therefore the barrier goes all the way up.
DMG: 7d8 ⇒ (5, 1, 8, 2, 3, 5, 7) = 31REF: 1d20 + 25 ⇒ (12) + 25 = 37 It pushes through and then skitters into the fight!

Round 2:
Scarlet Walkers: ATK!
Nakapan (116/175, 2d12 Bleed): Go 2 FORT saves
Tully: Go
Esme (Drained 1): Go + FORT
Crowley (Drained 1): Go + FORT
Black Dhougal: Go
Sadlark: Go

DM:

Red: 97 (Stunned 1, FF until Crowley 2)
Black: 48


Crowley continues to hack into the wounded scarlet walker Red as his blade sweeps effortlessly through the air.

Power Attack +2 Striking Grievous Wounding Greatsword: 1d20 + 25 ⇒ (18) + 25 = 43
Damage (Rage): 4d12 + 8 + 6 ⇒ (4, 10, 1, 6) + 8 + 6 = 35 +1d6 Persistent Bleed (1d12 on a crit)
On a crit target is FF until End of my next turn.

+2 Striking Wounding Greatsword: 1d20 + 25 - 5 ⇒ (17) + 25 - 5 = 37
Damage (Rage): 2d12 + 8 + 6 ⇒ (2, 2) + 8 + 6 = 18
On a crit target is FF until end of my next turn.

◆◆ Power Attack
◆ Strike

Status:

HP 191/191 (Temp HP +15)
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
(Rage - +15 Temp HP, +6 Damage, and -1 AC, Darkvision, +10 Speed)
Battle Medicine: Crowley
Hero Point 2/3


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[ooc]FORT Crowley: 1d20 + 23 ⇒ (10) + 23 = 33

Crowley's blade finds the perfect opening, as blood cascades onto the floor. His follow up opens another wound. The creature, clearly and severely wounded, fights on though.

Round 2:
Scarlet Walkers: ATK!
Nakapan (116/175, 2d12 Bleed): Go + 2 FORT saves
Tully: Go
Esme (Drained 1): Go + FORT

Crowley (Drained 1): Crit + Hit
Black Dhougal: Go
Sadlark: Go

DM:

Red: 185 (1d12 Bleed)
Black: 48


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Tully raises his right hand into a claw, as his left touches his raven on its back. It takes a brief moment, but the claw hand begins to glow with eldritch light as he draws power from his familiar, as he slowly cloeses the claw into a fist.

He then hurls that power at the trailing monster.

1 action: drain bonded item (familiar) to regain Blister
2 actions: cast Blister on black Fort DC 31


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FORT: 1d20 + 21 ⇒ (8) + 21 = 29 Tully's spell lands as a disgusting blister forms on the scarlet walker's bulbous thorax.

Round 2:
Scarlet Walkers: ATK!
Nakapan (116/175, 2d12 Bleed): Go + 2 FORT saves
Tully: Eww
Esme (Drained 1): Go + FORT
Crowley (Drained 1): Crit + Hit
Black Dhougal: Go
Sadlark: Go

DM:

Red: 185 (1d12 Bleed)
Black: 48


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Fort 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41

Fort 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Sadlark tries to get a bead on the closest Scarlet Walker.

DaS: 1d20 ⇒ 5

Failing to catch an opening, he casts guidance on Crowley and then steps back.

2nd / 3 rnds for Dirge, which is lingering.


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Haste and Slow cancel each other out, mas o menos?

Round 2

Bleeding from a nasty attack the monk notices the second monster crawling through the bladebarrier and trying to set up a flank. Nakapan dips into his bag of tricks and pulls out a sweet maneuver vs flanking enemies. The monk throws a powerful right kick at the first red walker then uses that force to fling himself back 180 degrees to throw another powerful kick at the other monster. Quick reversal feat Then Nak quickly moves out from between the two blood walkers.

Quick Reversal **
Move *

Attack 1 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40
dragon kick 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (6, 10) + 7 + 1 + (4) + (2) = 30

Attack 2 1d20 + 23 + 1 ⇒ (6) + 23 + 1 = 30
dragon kick 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (9, 4) + 7 + 1 + (5) + (5) = 31


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They don't technically. Slow means you lose your action, Haste gives you one that can me used to stride or strike.

Nakapan does what he can, and he does manage a single solid hit. His reversal is just shy of the target though! It's better than Sadlark's plan, so he simply gives what he can to the party.

Round 2:
Scarlet Walkers: ATK!
Nakapan: Hit
Tully: Go
Esme (Drained 1): Go

Crowley (Drained 1): CRIT
Black Dhougal: Go

Sadlark: Buff

DM:

Red: 127 (FF until Crowley 2)
Black: 33


I already went for round 2.


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

Black Dhougal takes out his staff, tapered at the base and carved into a gem-studded twist at the top. Entirely unsure what will work on these beasties, he tries one of the most potent spells the staff can muster. Cast 1 chain lightning, 2 cone of cold: 1d2 ⇒ 1 chain lightning, DC 31 Refl.

electricity: 8d12 ⇒ (12, 7, 4, 7, 7, 4, 10, 4) = 55

As he finishes, all six gems on the twist fade, their dweomers spent for the day.

Interact to draw, verbal & somatic components to Cast a Spell.


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Red: 1d20 + 25 - 1 ⇒ (12) + 25 - 1 = 36
Black: 1d20 + 25 - 1 ⇒ (8) + 25 - 1 = 32

Dhougal's electricity jumps over the heads of his comrades, and lightly zaps both scarlet walkers!

Round 2:
Scarlet Walkers: ATK!
Nakapan: Hit
Tully: Eww
Esme (Drained 1): Go
Crowley (Drained 1): CRIT
Black Dhougal: Chain Lightning
Sadlark: Buff

DM:

Red: 154
Black: 60


Female Human Cleric 12 | Perc +21 (E) | Speed: 30' | HP: 54/128 | AC: 31 | Fort: +19 Ref: +18 Will: +24 (Resolve) | Focus: 3/3| Exploration: Search | Status: Vital Beacon, Drained 1, Stupefied 1 | Hero Points: 0

"Iomedae, aid me! Send me a warrior who might help slay these creatures and protect those who are vulnerable!"

Her prayer is quickly answered. A burst of white light next to Black Dhougal catches the eyes of all present, and when it fades a hound archon appears in that same place. It delivers a salute to Esme, and then delivers a diligent assault to one of the scarlet walkers.

Greatsword vs Black: 1d20 + 14 ⇒ (6) + 14 = 20
Damage (S): 1d12 + 6 ⇒ (4) + 6 = 10 plus Damage (Good): 1d6 ⇒ 4

Jaws vs Black: 1d20 + 14 ⇒ (20) + 14 = 34
Damage (P): 1d6 + 6 ⇒ (5) + 6 = 11 plus Damage (Good): 1d6 ⇒ 6

Esme and the Hound Archon both have Retributive Strikes available


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Round 2 bleed on Nakapan: DMG: 2d12 ⇒ (8, 1) = 9 and Flat: 1d20 ⇒ 8

Esme's divine reinforcements are a welcomed sight. The archon's blade is off target, but the follow up bite is perfectly placed!

The scarlet walkers both continue to pull on the blood within your bodies. They also continue to attack with reckless abandon.

Red claw v. Nakapan: 1d20 + 24 ⇒ (9) + 24 = 33 for DMG: 3d6 + 12 ⇒ (2, 2, 3) + 12 = 19
Red claw v. Nakapan: 1d20 + 19 ⇒ (4) + 19 = 23 MISS
Red claw v. Nakapan: 1d20 + 14 ⇒ (5) + 14 = 19 MISS

Black Claw v. Archon: 1d20 + 24 ⇒ (6) + 24 = 30 for DMG: 3d6 + 12 ⇒ (6, 4, 2) + 12 = 24 and 2d12 Bleed
Black Claw v. Archon: 1d20 + 19 ⇒ (1) + 19 = 20 MISS
Black Claw v. Archon: 1d20 + 14 ⇒ (13) + 14 = 27 for DMG: 3d6 + 12 ⇒ (2, 3, 2) + 12 = 19 and 2d12 Bleed

Round 3:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 105/175): Go and 2 FORT saves
Tully: Go and 1 FORT save
Esme (Drained 1): Go and 2 FORT saves
-Archon (36/70, 2d12 Bleed: Go and 2 FORT saves
Crowley (Drained 1): Go and 2 FORT saves
Black Dhougal: Go and 2 FORT saves
Sadlark: Go and 2 FORT saves

DM:

Red: 154
Black: 94
TRACKER


Male Elf Wizard (Necro) 11 HP: 105/105 AC 28; Perc 19(E); Focus 1/2; F 18 R 19 W 19

Fort: 1d20 + 18 ⇒ (7) + 18 = 25

Tully pulls his fist toward the lead walker, trying to catch it with the acid-spray of the Blister without harming his companions.

Since there's no board, i"m going by the description that the one in front is "5' up." If that's teh case, I believe i can hit it with a 15' cone originating from the one in back, wihtout hitting anyone else. If that's NOT the case, I'll aim it back so that only the one with the actual blister takes damage. Savvy?

acid damage: 7d6 ⇒ (5, 6, 3, 3, 4, 4, 6) = 31 <--Basic Fort DC 31

Aloysious, Tully's raven, then glows for a flash, which also lights Tully's eyes in the same color. He looks at Crowley and pushes his palm at him, letting his magic flow over him.

Using Bond Conservation to regain & caste Haste on Crowley


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

Fort saves are Black Dhougal's favorite (pt 1): 1d20 + 19 ⇒ (5) + 19 = 24
Fort saves are Black Dhougal's favorite (pt 2): 1d20 + 19 ⇒ (7) + 19 = 26

Reminder to GM that the DC of the walkers should be affected by the dirge. (Not that it will help Black Dhougal at all with those rolls, but it may help his companions.)


Male Investigator 12 | Perc +20 (M) | Speed: 30' | HP: 128/128 | AC: 30 (31) | Fort: +18 Ref: +21 Will: +21 (Resolve, Slippery Secrets, +2 vs Lead) |Spells: Foc: 1/2; 1: 1/1 2: 0/1 3: 1/1 4: 1/1| Exploration: Investigate (Trapfinder +20 (M)) | Planner: 0/1 | Hero Points: 2 | Lead: Living Rune, Aliriel | Status: Mind of Menace

Fort (E): 1d20 + 18 ⇒ (12) + 18 = 30
Fort (E): 1d20 + 18 ⇒ (8) + 18 = 26
Fort (E), Hero Point if that fails: 1d20 + 18 ⇒ (11) + 18 = 29

Sadlark devises a stratagem:

DaS: 1d20 ⇒ 1

He curses before lending Nakapan and Esme some occult guidance.


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

I'll make my Fort rolls, and see what effect there is before I post my round action

Fortitude 1d20 + 21 + 1 ⇒ (13) + 21 + 1 = 35
Fortitude 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Tully detonates the blister even as he feels the blood rip through his tear ducts. So too does blood begin to fly from Black Dhougal's eyes. Sadlark and Nakapan seem to resist though Hero Point used Sadlark.
RED: 1d20 + 21 - 1 ⇒ (14) + 21 - 1 = 34
BLACK: 1d20 + 21 - 1 ⇒ (17) + 21 - 1 = 37
Both creature take a bit of damage from Tully's spell. He then casts a spell to speed Crowley up!

Sadlark's mind can't come up with a good stratagem, so he grants some help to Esme and Nakapan

Round 3:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 105/175): Go
Tully (Drained 1): Magic!
Esme (Drained 1): Go and 2 FORT saves
-Archon (36/70, 2d12 Bleed: Go and 2 FORT saves
Crowley (Drained 1): Go and 2 FORT saves
Black Dhougal (Drained 1): Go

Sadlark: Guidance

Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag (Bleed 2d12), Crowley: Quickened, Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map

DM:

Red: 169
Black: 109
TRACKER


Fort Save 1: 1d20 + 23 ⇒ (1) + 23 = 24 Successes are crit successes.
Fort Save 2: 1d20 + 23 ⇒ (11) + 23 = 34 Successes are crit successes.


Male Human Monk/12th, HP 175/175, AC 31/33, Peception +20, Initiative +22, Fort +21, Ref +23, Will +22

Still have both Haste and Slow1 in effect

Round 3

Nakapan digs deep and tries to finish the Red red walker off. He leads with a strong right kick and then a flurry of wolf strikes.

Attack *
Flurry *
Step *

Attack 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Dragon Kick 2d10 + 7 + 1 + 1d6 + 1d6 ⇒ (5, 1) + 7 + 1 + (5) + (5) = 24

Flurry 1 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27
Wolf Elbow 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (8, 2) + 7 + 1 + (5) + (1) = 24

Flurry 2 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Wolf Hand 2d8 + 7 + 1 + 1d6 + 1d6 ⇒ (3, 5) + 7 + 1 + (5) + (6) = 27


Human (half-orc) Sor12 | HP: 105/116 (wounded 1)| AC: 29 | Fort: +19, Refl: +21, Will: +19 | Perception +18 (darkvision, see invis) | Speed 30 ft | Default exploration: Detect Magic | +2 to initiative rolls (Incredible Initiative) | Focus points: 0/3 | Hero points 2 | Spells 1st 2/4 slots, 2nd 1/4 slots, 3rd 0/4 slots, 4th 0/4 slots, 5th 0/4 slots, 6th 0/4 slots |

Black Dhougal, running out of spell power, tries to focus fire. Cast sudden bolt (H +2), targeting Red if it's still up or Black if it isn't. DC 31 Refl.

electricity: 6d12 ⇒ (11, 12, 3, 2, 4, 11) = 43

The half-orc then pulls out a wand.

Verbal & somatic components to Cast a Spell, interact to draw.


Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

Crowley loses his resolve in a moment, and blood flies forth from his eyes, nose, and ears. It's awful! Drained 2, Sickened 1

Nakapan continues to batter the more injured walker, but it fights on. It seems to ...enjoy the bloodshed and violence.

Bleed: 2d12 ⇒ (2, 5) = 7Flat: 1d20 ⇒ 9 the monk continues to bleed everywhere!

Red REF: 1d20 + 25 ⇒ (13) + 25 = 38 Dhougal's spell does some damage. The creature is clearly only hanging on by a thread now.

Round 3:
Scarlet Walkers: ATK!
Nakapan (2d12 Bleed, 98/175): Hit
Tully (Drained 1): Magic!
Esme (Drained 1): Go and 2 FORT saves
-Archon (36/70, 2d12 Bleed: Go and 2 FORT saves
Crowley (Drained 2, Sickened 1): Go

Black Dhougal (Drained 1): Strike!
Sadlark: Guidance

Location: The Cathedral Catacombs Tracker
Party Conditions: Nakapan: Cold Fe/Ag (Bleed 2d12), Crowley: Quickened, Resist Slash 3
Terrain: Stairs difficult terrain. Closed doors are opened with an Interact Action, UNLIT
Tactical Map

DM:

Red: 215
Black: 109
TRACKER


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Crowley sweeps another powerful blow through the wounded horror, letting the blood drip from his eyes fuel his rage. He screams inot the arkness. "Let them come. Let them all come." His voice echoes down the chamber.

Power Attack +2 Striking Grievous Wounding Greatsword: 1d20 + 25 ⇒ (15) + 25 = 40
Damage (Rage): 4d12 + 8 + 6 ⇒ (4, 3, 10, 4) + 8 + 6 = 35 +1d6 Persistent Bleed (1d12 on a crit)
On a crit target is FF until End of my next turn.

+2 Striking Wounding Greatsword: 1d20 + 25 - 5 ⇒ (12) + 25 - 5 = 32
Damage (Rage): 2d12 + 8 + 6 ⇒ (12, 10) + 8 + 6 = 36
On a crit target is FF until end of my next turn.

◆◆ Power Attack
◆ Strike

Status:

HP 191/191 | Drained 2 (158/167) | Sickened 1
AC 31 (30 w/ Rage)| Resist Fire 5; Slashing 3
(Rage - +15 Temp HP, +6 Damage, and -1 AC, Darkvision, +10 Speed)
Battle Medicine: Crowley
Hero Point 2/3

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