DM Joseph Rauel's Price of Immortality

Game Master Dm Joseph Rauel

Kassen's Tomb Map

Marching Order:

1x1
1. Perri Purrun
2. Brandark Ironhame
3. Roya Tani
4. Joras Iggins
5. Miron Belodor
6. Conrad Mendelson

2x2
Perri, Brandark
roya, miron
Joras Conrad

Nightly Watch:

20:00 – 22:00: Conrad Mendelson, Miron Belodor
22:00 – 01:00: Brandark Ironhame
01:00 – 04:00: Perri Purrun
04:00 – 07:00: Roya Tani, Joras Iggins


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Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Well, I doubt the coins have rotted. Do let us know what you found in there


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

The refrain drops away as the dramatic scene closes. Joras looks around the recent carnage wondering how much more they can take. "Now what, I'm fresh but have little of my store of mystic tricks left. I can't swim and the water would drown me." Joras shudders at memories best forgot, and then steadies himself.

Continuing, he says, "The rest of you are worse off, can we even face another challenge today?"


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Miron looks over the ring using Detect Magic. The ring radiates a faint aura of transmutation.

K-Arcana DC17:

This is a ring of swimming. +5 competence bonus on Swim checks.

Pulling the coin pouch free you see that it has been soaking in this water for too long and pulls apart where the thread had sewn the leather together, but the coins are still good. They are golden coins that match the same style and design found on the corpse that was beside the Gray Lake when you were on your way to the tomb.

You’re all up! What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

"I-I'm not even sure," Conrad concedes, though it looks like it pains him to admit it. "Maybe if R-Roya could heal us some more..."


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"I...I do have some healing left, but you don't look that hurt anymore? Do you need more healing now?" Roya looks at the small wound on him, surprised at Conrads words.

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

"I meant, we can't p-push further without healing, if that's what we d-decide to d-do," Conrad explains.


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Still available for Miron

K-Arcana DC16:

This is a ring of swimming. +5 competence bonus on Swim checks.

Collecting their bearings, the group sees a second waterlogged door beside Miron that could be equally easy to remove. You also have the path that led south opposite the door that entered this chamber. The final spot would be the south path from the initial entry onto this level of the tomb

You all remember that Roldare’s sister, Dimira, is still out there. Possibly still alive. You know what you have faced together through this tomb. What is it that she is facing alone?

What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

It's hard to check a waterlogged door for traps, though Conrad tries to do so anyway before opening it. Perception: 1d20 + 5 ⇒ (19) + 5 = 24 If everyone is ready to move along...


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

I am going to continue moving forward. If there is anything in this chamber that your PCs would have done, please still feel free to do so before moving on.

Still available for Miron

K-Arcana DC16:

This is a ring of swimming. +5 competence bonus on Swim checks.

Conrad checks the door for traps, he doesn’t see any. Unfortunately the door is damages that the binding holding the planks together come free revealing a hallway. The hall way shows an opening into the chamber to the west, and to the south it opens to a larger room, but you can only see part of it from where you are.

Walking into the hall way
As to leave the chamber with the frogs, you notice that the level of the floor begins to raise and it is only difficult to travel through for those who are small sized or smaller.

The chamber you come across first is roughly 20-ft square chamber with four vertical pillars. The Light or torches reveals a strange blue fungus covering the walls, ceiling, and pillars in this waterlogged chamber. Its whispy strands stretch out from the wal like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses. From the entry you can tell they three are large rats, and one is a giant frog. Each with strange burn marks all over their bodies.

K-Nature DC17:

The strange blue fungus is called Azure Fungus and is extremely dangerous. It is known to build up electricity within it and will burst into its surroundings. You know that in its typical surroundings it is not in water, and that it would enhance its normal building surge.
For ever 5 that you beat the DC by (22, 27, 32, 37, etc.) you may ask 1 question.

What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Joras thinks then sighs. "I've gone as far as I can guys, the water would either drown me. Otherwise I'd only hamper you trying to keep me above water. Don't have much left for today anyway and little I have affects the mindless creatures. Guess I'll just stay here and watch the back. If anything show I'll shout about it."

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

"The water's not as high in this r-room, Joras," Conrad calls out from the adjacent chamber. "If we p-push forward, we might reach a drier p-place. You have to k-keep faith."

He narrows his eyes at the floating corpses. "M-maybe they activated a trap." He looks around the room warily.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Knowledge arcana: 1d20 + 4 ⇒ (7) + 4 = 11

Miron stares at the ring "The ring is magic, but I don't know what it does. I guess it probably doesn't do much against frogs. The coins look the same as the ones we found on that guy near the lake. Wasn't he dead a couple of months too?" he wonders.

--

Looking at the room with the stangely burned corpses.

"Do you think it's the blue stuff on the walls? If it can burn, then it might match up with the pattern on the bodies? We could push one of the frogs we just killed into the wall to see what happens?" he suggests.


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

At Conrad's words Joras looks warily at the water line on the other's body estimating just how deep the water really is. Is it safe for him to go forward or just create more of a burden.

Joras replies, "I have faith in the gods, Conrad just not in my ability to breath water. Remember I'm less than 3 feet tall even on my tippy toes."

Just how high is the water and does it look to be getting even deeper as they go forward?


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

I moved you guys in marching order with Conrad in the lead continuing from the 2nd door on the frog chamber.

Conrad looks from the opening to see if there are signs of traps. He doesn’t see anything that would produce the burn marks on their bodies. Miron wonders if they pushed the dead frog into the wall if something would happen.

As the group enters the hallway, Joras sees that he can walk but it is difficult.

What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Unless someone stops him, Miron wades off to fetch one of the frogs to test his theory.


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Joras leaves his mandolin and coat behind before being carried to less wet ground. He wades in water to his waist with obvious fear expecting more to water to come. After one look back he knows without help he's not getting out of here. Squaring his shoulders he shuffles along, trying not to fall behind but helpless to keep up.

"It's slow going for me, guys." Joras somehow keeps his voice from cracking, years of performances paying off.

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

"You're d-doing great. You too, R-Roya," Conrad says in a way that was probably meant to be reassuring, but comes off as a little distracted as he rushes forward to catch up with Miron. "Wait. Let me do it. In case something g-goes off."


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Once we find an area where we can rest and dry out, I suggest we take it.

know nature: 1d20 + 6 ⇒ (12) + 6 = 18

Brandark cautions everyone about the blue fungus

Azure Fungus, Stay away from it. It builds up a shock, then releases it. But water isn't its usual hunting grounds

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Conrad stops dead in his tracks. "D-do you think they c-could have stepped on some? Can it g-grow underwater? " He makes his way to the frog to test Miron's theory very cautiously. Perception: 1d20 + 5 ⇒ (2) + 5 = 7


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Its looking like they got to close. So please find us a route that doesn't get to close to this fungus


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"Doesn't this way just circle back to the corridor outside the frog room, anyway? I don't think we need to get close to this fungus? And what do you mean, a shock? They were burnt. You mean, like a lightning bolt or something? Can fungi do that?"
Roya does not seem entirely convinced, but then, she had seen a lot of things in the past 48 hours that she was convinced about, but clearly wrong - so she was more than willing to err on the side of caution when it came to strange underground mushrooms near corpses.


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

As Brandark mentions the fungus you see that the tendrils reach far from the walls feeling out towards anything that might be moving within the water. The murkiness of the water doesn’t allow you to see below the surface.

As Roya said, you do not need to pass through this chamber to get to the other side.

What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

I've heard tell of these fungi hitting full grown adults with a shock solid enough to kill.
The burns from those shocks are both on the feet and where the shock hits. Don't ask me why it works that way


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"Well, I trust you. Then lets stay away and keep our distance from them. Onward?", she inquires, shyly pulling Conrad back from the Fungus Room.

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Conrad is all too happy to get away from the floating corpses without touching them. "Let's g-go the longer way around then."


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Joras miserably says, "Yep, the longer way is what we need to do. It seems as though the fighting beetles and walking dead is not enough. The tomb itself seems against us. It will be a while getting there."


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Do you have an idea on how to deal with these things. But Joras, be glad that the water was going down. It should be at a level where you can walk once we are there.


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Miron abandons his plan once its clear Brandark knows about the strange fungus.

"Doesn't look like there'd be anything in there, let's keep going."


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

As you wade through the two foot deep water, (difficult terrain for small sized PCs) you see this chamber open up. This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that raise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.

It doesn’t matter who takes the first step in.
Once Brandark takes his first step into this chamber, eight creatures rise up from the water. Skeletons, each one holding a scimitar and wearing a chain shirt.

One appears from the recesses in each corner, two near the wheel on the far side and two in the middle of the room.

The two in front of the wheel move forward but fall below the water again. (gray circles are where they went under.) The ones in the corners step forward 10-feet and the skeletons in the middle draw in closer to Barndark. Two slash out at Brandark with their scimitars. Each one deflecting off of the dwarf’s scale mail.

Initiative: Round 1
Skeletons
All of You

You’re up! What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR

DM Screen:

Skeleton Scimitar: 1d20 + 2 ⇒ (5) + 2 = 7
DMG: 1d6 ⇒ 2
.
Skeleton Scimitar: 1d20 + 2 ⇒ (8) + 2 = 10
DMG: 1d6 ⇒ 1

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

"C-Careful!" Conrad cries out to Brandark as the skeleton on his left brings down his scimitar. Fortunately, the dwarf is fast enough to par the blow.

Shield high in front of him, the fighter makes his way past Brandark, striking at the undead threatening the ranger's flank.

Acrobatics?: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 If needed to avoid an AoO

Regular Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Grunting slightly as both scimitars are turned by his mail, Brandark pushes a step into the room, and brings his Urgosh around in downwards strike to try and take the skeleton out.

attack: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
BAB, STR
damage: 1d8 + 3 ⇒ (3) + 3 = 6 Slashing


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Channel Energy to Harm Undead: 1d6 ⇒ 6

"More undead...", Roya offers a short prayer to Erastil, grasping his Holy Symbol before presenting it in an attempt to sever the unnatural energies animating the corpses from the bones.

I would ready to channel on one of us being attacked by a skeleton on it's own turn(not as AoO) - hoping that some may get closer and within burst range before another strikes again.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Well, these things just keep popping up from under foot.


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Miron looks forward as those in front cry out, but he can't see much. Before Perri can rush past, he touches the fighter's bill and channels cold into it.

He then rummages in his pockets and draws the wand.

using cold steel, grants Frost (+1d6 cold) for one round


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Round 1
Conrad moves through Brandark and dodges the swings of the skeletons. Using his flail, he destroys one of the skeletons. Brandark’s attack misses, deflecting off the armor of the skeleton. Roya readies an attack with her Channeling. Miron uses his arcane powers to enhance Perri’s bill.

Perri moves forward to attack out at one of the skeletons further in the chamber. The skeleton besides Brandark attacks out seeing the perfect opportunity and lands a blow with his scimitar. (-5 HP) Perri attacks out with his bill, but the attack misses.

Initiative: Round 1
Skeletons
All of You

Joras, You’re up! What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex | Roya -3 STR | Perri -5HP

DM Screen:

Skeleton AoO: 1d20 + 2 ⇒ (13) + 2 = 15
DMG: 1d6 ⇒ 5

Perri Bill: 1d20 + 4 ⇒ (1) + 4 = 5
DMG: 1d8 + 4 ⇒ (7) + 4 = 11


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Sorry my internet has been wonky.

Joras is split between feeling more terror at more horrors arising and vindicated at the same time. He then splashes up to Roya and draws his pathetic blade and adopts a guarding position that seems more like a bedraggled walking mop than any image of a heroic adventurer.

"I'll try to slow down anything that comes your way Roya, not much else I can do anyway."

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Sensing that he's having a bit of a momentum, Conrad moves on to the next skeleton, ready to bash a skull in in a powerful strike.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

I'm currently on a work-related trip and can't move my token on the map. Please move Conrad to the nearest undead accordingly. Will be back to normal in Monday!


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Round 1
Joras moves forward and draws his weapon.

Round 2
The skeletons begin to move forward which sets off a chain reaction. Perri gets an AoO on the skeleton that moves up on him but the attack goes wide. Roya’s readied action goes off. It looks effective on all four that are close by, but only causes two of them to crumple.

The remaining two skeletons drop their blades with the wave of energy that flows through them and attack out at Brandark & Perri with two claw attacks, both attacks on each of them land. (Brandark -12 HP & Perri (Crit Confirm) -14 HP)

Perri’s wounds drops him to the ground and he falls under the water, Brandark (at 0 HP) is standing wavering on his feet, anything could make him fall unconscious at this point.

Conrad attacks with his flail, but the attack misses.

Initiative: Round 2
Skeletons
All of You

Joras, Miron, Brandark, Roya, You’re up! What does your character do?

Character Status: | Conrad -2 HP | Brandark -2 Dex, -12 HP | Roya -3 STR | Perri -19HP
.

DM Screen:

Perri AoO Bill: 1d20 + 4 ⇒ (10) + 4 = 14
DMG: 1d8 + 4 ⇒ (7) + 4 = 11
.
Clockwise order
S1 Will: 1d20 + 2 ⇒ (18) + 2 = 20
S2 Will: 1d20 + 2 ⇒ (1) + 2 = 3
S3 Will: 1d20 + 2 ⇒ (2) + 2 = 4
S4 Will: 1d20 + 2 ⇒ (11) + 2 = 13
.
Claw Brandark: 1d20 + 2 ⇒ (14) + 2 = 16
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
.
Claw Brandark: 1d20 + 2 ⇒ (13) + 2 = 15
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
.
Claw Perri: 1d20 + 2 ⇒ (20) + 2 = 22
DMG: 1d4 + 2 ⇒ (1) + 2 = 3
.
Claw Perri: 1d20 + 2 ⇒ (16) + 2 = 18
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
.
Crit Confirm: 1d20 + 2 ⇒ (16) + 2 = 18
DMG: 1d4 + 2 ⇒ (3) + 2 = 5
.
Perri: 1d20 ⇒ 12


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Joras watches as disaster even greater than he imaged occurs. Fear fades before an acceptance of an inevitable fate. He drops his blade as splashes forward to Perri easily reaching underwater to fumble about for he head. Sliding his arm under Perri's head and shoulders, he tries lifting him up enough to be able to breath at least. "Roya! Do I heal Perri or are you going to try to do so for all?" Joras is as protective of Perri as possible knowing that the blow from a skeletal horror is about as certain as anything in this world.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"Erastil, lead us through this dark hour and grant us your protection",
Roya had not even let go of the Holy Symbol, as another burst of energy flows forth from her, this time healing her allies.

Channel to Heal: 1d6 ⇒ 5


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Thanks Roya, lets back up and take them in a narrow opening Joras take conrad back. Perri, cover our backs.

Brandark goes full defensive to allow the others to pull back.

I will be between Conrad and you until perri can get to his feet. Lets go


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Round 2
Joras rushes forward and stands over Perri as he pulls the fallen warrior up from the water. Timing was excellent as water rushes from his mouth. (I moved you up over Perri. Double move, 30-ft, gets you there exactly. Free action to pull him up.)

Roya channels a burst of energy that completely heals Conrad and gives Brandark the energy to continue fighting. Perri is still unconscious but stabilized.

Brandark hunkers down in a total defense.

Initiative: Round 2
Skeletons
All of You Miron

Miron, You’re up! What does your character do?

Character Status: | Brandark -2 Dex, -7 HP | Roya -3 STR | Perri -14HP


Male N Human Sorcerer 2 | HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1 | Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Miron moves up until he can see the skeleton in the alcove, then flicks the wand, sending a blast of force crashing into it.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Round 2
Miron lets a Magic Missile fly and it causes the skeleton in the alcove to crumple.

Round 3
The skeleton that attacked out as Perri attacks at Joras and the one by the wheel moves up towards Conrad and attacks. All three attacks, two claws on Joras and one scimitar on Conrad, miss.

Initiative: Round 3
Skeletons
All of You

Everyone, you’re up! What does your character do?

Character Status: | Brandark -2 Dex, -7 HP | Roya -3 STR | Perri -14HP

DM Screen:

Skeleton Scimitar: 1d20 ⇒ 11
DMG: 1d6 ⇒ 6

Claw: 1d20 + 2 ⇒ (7) + 2 = 9
DMG: 1d4 + 2 ⇒ (2) + 2 = 4
.
Claw: 1d20 + 2 ⇒ (11) + 2 = 13
DMG: 1d4 + 2 ⇒ (1) + 2 = 3

Grand Lodge

M Human Barbarian (1) HP 19/19, AC 16/ T 14/ FF 12/ Saves: Fort +5/ Ref +2/ Will +1 (+3 vs charm and compulsion effects)/ Perception +5/ Ini +2/ Rage 4/7/ HF: 1/1

Keeping his guard up, Conrad attempts to destroy the skeleton attacking him in a swift move. "B-Brandark, cover Joras!"

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Critical confirm?: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Crit Damage?: 1d8 + 3 ⇒ (3) + 3 = 6

If the group is attempting to retreat, he'll take his 5ft step move to get closer to the door.


HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Roya retrieves the Wand of Healing, then infuses Perri with more magic, taking note of the fact he is still breathing, at least - which meant there was hope yet.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
I'll have to re-do the tally, sorry, but I am absolutely certain there are charges left.


Male Halfling: HP: 15 | AC:16/T:14/FF:13 | Fort:+1,Ref:+7, Will:+5| CMB:-1, CMD:12| Init:+3, Per:+8

Joras is very lucky and the first attacks by the horrors miss, he keeps Perri from drowning while the others try to deal with the attacks. He starts to pulls Perri back while withdrawing from the fighting line as much as possible. "As I move to deeper waters I can't go further than when the waterline reaches about two feet. At the point I'll need someone else to carry Perri and me beyond as we retreat. Unless of course we win this fight by the grace of the gods."

At least that's what Joras wants to do, unclear if there is any route to an unthreatened area, sliding by the others. We are in a very tacticly poor position.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

You can use the withdrawl action, should get you clear
Edit, you can also pass through friendlies, but you cannot end your move on one.
From CRB Page 188
Withdraw
Withdrawing from melee combat is a full-round action.
When you withdraw, you can move up to double your speed.
The square you start out in is not considered threatened by
any opponent you can see, and therefore
visible enemies
do not get attacks of opportunity against you when you
move from that square. Invisible enemies still get attacks
of opportunity against you, and you can’t withdraw from
combat if you’re blinded. You can’t take a 5-foot step during
the same round in which you withdraw.
If, during the process of withdrawing, you move out of
a threatened square (other than the one you started in),
enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for
which you don’t have a listed speed.
Note that despite the name of this action, you don’t
actually have to leave combat entirely.
Restricted Withdraw: If you are limited to taking only a
standard action each round you can withdraw as a standard
action. In this case, you may move up to your speed.


Male
Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;
Dwarf Ranger 2
General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;

Aye, cover Joras, will do

Brandark shifts his stance slightly and lashes out with a strike at the skeleton
Shifting to fighting defensively, and readying to attack a skeleton if it follows Joras after he withdraws

attack: 1d20 + 1 + 2 - 2 ⇒ (10) + 1 + 2 - 2 = 11
BAB, STR, Fighting Defensive
damage: 1d8 + 3 ⇒ (1) + 3 = 4

But still shaken by the lightheadedness from the last attacks, he isn't quite sure of his strikes.

AC 17, HP 5/12


M Human Cleric/Bard

6th of Neth – 4709AR
Tomb Map

Round 3
Conrad destroys the skeleton besides him, leaving nothing but floating bones.

Using the wand she received from the Great Feast room, she heals Perri and his eyes open and gasp for air.

Joras can withdraw without an AoO Seeing that Perri is able to hold himself out of the water, Joras withdraws back into the corridor

Brandark stands strong waiting for other skeletons to appear and threaten those who are less armored.

Perri, seeing that his Bill has floated away, draws out his flail (move action) and attacks out while prone. But his attack goes wide as he has just regained consciousness and isn’t surefooted.

Initiative: Round 3
Skeletons
All of You Miron

Miron, you’re up! What does your character do?

Character Status: | Brandark -2 Dex, -7 HP | Roya -3 STR | Perri -5 HP
.
Heavy Flail: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9 -4 prone
DMG: 1d10 + 4 ⇒ (1) + 4 = 5

(I moved out all of the fallen skeletons to clean up the grid. They are just floating around anyway.)

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