GM Wolf's Carrion Crown the Bard's Epic! (Inactive)

Game Master BloodWolven

Trust 26

Fight Club!

Maps


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Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"Does anyone know what that winch might be attached to? I do not think I have seen anything that it would control yet." Imrik asks as he looks over the guardroom.


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Upon not seeing any immediate threats in the room, Calin scans the room for anything interesting.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Calin replies to Imrik's question. "I assume this winch controls the portcullis further down the hallway we were just in. I suggest we search this room and clear the room across the hall before trying to the winch."


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

I did not think anyone went into the darkness. But yes, if we found it then that is probably the answer.


No one went down the South hall into the darkness. You are now in the East hall. There is a portcullis here as well.

Finding nothing of interest Calin moves to the other door and detects evil, he sees 8 auras.


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

Await them with reach weapons? Ragnar asks as he is 5 feet from the door and draws his crypstone bec der Corbin.

If they outnumber us, chokepoints are in our advantadge.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

"Big weapons are also advantageful," says Lectrum readying the chopper.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik draws his chain and moves to stand behind Calin and nods that he is ready


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

After Calin pauses for a few moments to understand the power and location of the auras, Calin signals to the party what he learned. Once the group takes their positions, Calin notes his agreement with Ragnar.

"We seem to be outnumbered. Forcing the enemies to come to us will help us strike them from a far and use the doorway to slow them down."

Once everyone acknowledges their agreement in that plan, Calin opens the door and signals anyone who has a ranged attack to fire away.


Male.
Vital:
HP: 25/25| AC: 17_T:12_ FF:16_ Perception +8| Sense Motive +12, Initiative: +1, Fort: +5_ Ref: +4_ Will: +5, CMB: +6, CMD: 17, Spd: 30. Channels 2d6, 1/5 left. Spells Bless 1/3. Lesser resto 1/1. Bulls str 1/1. CLW Wand 47/50
Skills:
Acrobatics +6 Climb +6 Craft calligraphy +4 Diplomacy +6 Heal +6 Knowledge engineering +1 Knowledge planes +4 Knowledge religion +9 Linguistics +7 Perception +8. Sense motive +12. Spellcraft +6. Swim +6.

Rai nods in readiness.

"Good plan."


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

"I will keep an eye out for traps, or anyone trying to flank us." Valiard said, moving away from the portcullis and back toward the door.

Valiard kept an eye out as he moved, looking for anything out of place.

Valiard is looking for secret doors/compartments or anything valuable.

perception: 1d20 + 8 ⇒ (16) + 8 = 24


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

As Calin opens the door, Visayn gets ready to shoot with his bow. "I'll got your back."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He sits down playing with glowing red crystals.


You open the door and don't see anything moving...

You look in and see:

U6. Captain’s Office:

This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.

Calin relays that the two significant auras are on the body. The three skulls and three hammers are the minor auras.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik, concerned by all of the undead, sends a bolt at the dwarf's corpse to see if it would react.

Disrupt undead at the corpse.

Touch Attack: 1d20 + 4 ⇒ (9) + 4 = 13

Damage: 1d6 ⇒ 5


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

"Well, sometimes evil auras don't mean living - or unliving - evil."

Calin watches as Imrik attempts to damage the corpse with magic. If the corpse does not suddenly start moving, Calin starts to look around the room to determine what is evil about the corpse, as well as the hammers and skulls.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19


Male.
Vital:
HP: 25/25| AC: 17_T:12_ FF:16_ Perception +8| Sense Motive +12, Initiative: +1, Fort: +5_ Ref: +4_ Will: +5, CMB: +6, CMD: 17, Spd: 30. Channels 2d6, 1/5 left. Spells Bless 1/3. Lesser resto 1/1. Bulls str 1/1. CLW Wand 47/50
Skills:
Acrobatics +6 Climb +6 Craft calligraphy +4 Diplomacy +6 Heal +6 Knowledge engineering +1 Knowledge planes +4 Knowledge religion +9 Linguistics +7 Perception +8. Sense motive +12. Spellcraft +6. Swim +6.

Rai gets ready in case the corpse moves or other threats present themselves.


The ray does not seem to have an effect and still the group remains in the hallway.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

"It's dead." Imrik says as he moves into the room and starts searching around for any clues. He will ask, "Do we think this hammer is another one of the items we need to collect? It seemed to be used to smash a bunch of skulls. That seems pretty horrific."

Perception to search around for anything else of interest: 1d20 + 11 ⇒ (7) + 11 = 18


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

And both the hammers and the skulls have evil auras? Very suspicious, as far as I know they do not persist long after being slain.

The Towering bloodrager states


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin enters the room with Imrik and Ragnar, searching for clues. At first, Calin is most interested in the dead dwarf. "I wonder who this dwarf was. Would they have been friend or foe?" Without touching anything yet, Calin tries to identify the sources of evil on the dwarf's person.

GM: want a re-roll for perception now that Calin is in the room? Or, keep the previous roll from Monday?


A few seconds after Imrik and Calin enter the room...

The three shattered skulls rattle about, then rise up and reform into three solid skulls as they transform into severed heads with the screaming ability. The three undead skulls immediately attack.

Calin, Imrik, Ragnar and Visayn:
Perception DC 21: You get to act in surprise round!

You feel a sudden splitting headache while at the same time noticing the fragments of skull on the table begin rattling and shaking.

Perception checks:
[1d20 + 1 ⇒ (20) + 1 = 21 Calin
1d20 + 5 ⇒ (19) + 5 = 24 Ragnar
1d20 + 11 ⇒ (14) + 11 = 25 Imrik
1d20 ⇒ 17 Rai
1d20 + 7 ⇒ (15) + 7 = 22 Visayn

1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18 Valiard
1d20 - 10 ⇒ (7) - 10 = -3 Drake

Vs. Imrik
bite: 1d20 + 7 ⇒ (2) + 7 = 9
bite damage: 1d4 + 4 ⇒ (3) + 4 = 7

bite: 1d20 + 7 ⇒ (19) + 7 = 26
bite damage: 1d4 + 4 ⇒ (4) + 4 = 8

bite: 1d20 + 7 ⇒ (3) + 7 = 10
bite damage: 1d4 + 4 ⇒ (4) + 4 = 8

The hammers animate as well and swarm around Calin.

bite: 1d20 + 5 ⇒ (5) + 5 = 10
bite damage: 1d6 + 4 ⇒ (3) + 4 = 7

bite: 1d20 + 5 ⇒ (3) + 5 = 8
bite damage: 1d6 + 4 ⇒ (5) + 4 = 9

bite: 1d20 + 5 ⇒ (5) + 5 = 10
bite damage: 1d6 + 4 ⇒ (6) + 4 = 10

Marauder’s spirit seems to rise up from his bones, appearing as a sobbing dwarf wielding a ghostly hammer. A ghostly skull (identifiable as the skull of a female dwarf with a DC 20 Heal check) floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side. The sobbing dwarf swoops at Calin attempting to strike him on the head with the hammer.

hammer vs. Touch: 1d20 + 7 ⇒ (13) + 7 = 20
bite damage: 1d6 ⇒ 6

If it hits, the target suffers a horrific headache as if his skull
had been struck by a hammer—he takes 1d6 points of damage and is staggered by the pain as what appears to be a ghostly fragment of his own skull flies out of his head, attempts to fit into the ghostly skull near the marauder, then fades away into nothingness. Every round thereafter, the victim may make a DC 17 Will save at the start of his turn to recover from the staggered effect; otherwise that effect persists.

DC 20 Perception check:
You find a well concealed door to the south. You do find a lock, a really nice lock.
[ooc]Disable Device DC 30: You unlock the lock and open the door finding a secret alcove.


Initiative:

1d20 + 2 ⇒ (14) + 2 = 16 Lectrum
1d20 + 3 ⇒ (18) + 3 = 21 Imrik
1d20 + 2 ⇒ (7) + 2 = 9 Ragnar
1d20 + 4 ⇒ (5) + 4 = 9 Visayn
1d20 + 9 ⇒ (20) + 9 = 29 Drake
1d20 + 3 ⇒ (15) + 3 = 18 Calin
1d20 + 7 ⇒ (15) + 7 = 22 Valiard

1d20 + 8 ⇒ (1) + 8 = 9 heads

1d20 + 10 ⇒ (4) + 10 = 14 hammers

1d20 + 6 ⇒ (11) + 6 = 17 dwarf

1d20 + 1 ⇒ (8) + 1 = 9 Rai

29 Drake*
22 Valiard*
21 Imrik
18 Calin

17 dwarf
16 Lectrum
14 hammers

9 heads
9 Visayn
9 Rai
9 Ragnar

*Not acting in surprise round


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

perception: 1d20 + 5 ⇒ (10) + 5 = 15

Huh?


Male.
Vital:
HP: 25/25| AC: 17_T:12_ FF:16_ Perception +8| Sense Motive +12, Initiative: +1, Fort: +5_ Ref: +4_ Will: +5, CMB: +6, CMD: 17, Spd: 30. Channels 2d6, 1/5 left. Spells Bless 1/3. Lesser resto 1/1. Bulls str 1/1. CLW Wand 47/50
Skills:
Acrobatics +6 Climb +6 Craft calligraphy +4 Diplomacy +6 Heal +6 Knowledge engineering +1 Knowledge planes +4 Knowledge religion +9 Linguistics +7 Perception +8. Sense motive +12. Spellcraft +6. Swim +6.

Rai attempts to discern what is going on.

perception: 1d20 + 8 ⇒ (18) + 8 = 26
heal: 1d20 + 6 ⇒ (20) + 6 = 26

"Looks like a door over there."


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

The skulls animate and attempt to chomp on Calin's arm but aren't able to pierce through his armor. Unfortunately, Calin is unable to avoid a wound from the undead dwarf's hammer. More painful than the physical damage is the nightmarish vision that Calin sees immediately after - a ghostly skull flies out of Calin's head and moves towards one of the other skulls.

Calin grabs at his head and cries out. "No it can't be real. Not. Possible."

DC 17 Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

GM: that's a save, so is Calin staggered this round?

Calin opens his eyes, refusing to believe the vision he just saw. He attempts to recall some information about the haunted skulls or ghostly hammers.

Knowledge Religion check: 1d20 + 6 ⇒ (20) + 6 = 26

Also, I'm not seeing a slide in the maps doc for U5. How far is Calin from the door that Rai found?


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Perception Check: 1d20 + 11 ⇒ (16) + 11 = 27 I act in the Surprise Round!

Imrik swings his chain hard at the nearest skull attacking him!

18/26 HPs remaining.

+1 Spiked chain: 1d20 + 9 ⇒ (15) + 9 = 24

Spiked Chain: 2d4 + 11 ⇒ (3, 4) + 11 = 18


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

"Don't panic! We knew when we entered this place, that creepy things will happen." Visayn yells while drawing weapon and moving next to animated skulls

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

He notices the secret door, but focuses on danger.


Calin saved from being staggered and will not have to make the save again unless struck by the Dwarven ghost again.

Calin looks over to the southern wall but does not see the door, especially with threats all around him.

[Spoiler=K Religion DC 25 = Calin]You vaguely remember

Each square is 10 feet not 5. So the room is 30 feet by 20 feet. The whole group should be able to get into the room eventually.


K Religion DC 25 = Calin:
You vaguely remember that the Mosswater Maurader was all about using a hammer to smash victim's skulls.

The hammers are likely haunts. Haunts usually have a special trigger to extinguish them.

The flying skulls will need another check.

Surprise Round
Imrik quickly smashes his chain into one of the skulls before they begin to fly. 2 AoO for Imrik as the skulls rise and move to you.

Calin...does get to act in surprise Round.

The dwarf slams his hammer into Calin's head.

Lectrum ... does get to act in surprise Round.

Perception DC 21: 1d20 + 4 ⇒ (18) + 4 = 22

The hammers slam into Calin.

The heads might bite Imrik.

Visayn moves in drawing his weapon. Standing next to Imrik.

Ragnar... does get to act in surprise Round.

☆☆☆

Round 1:

29 Drake
22 Valiard
21 Imrik
18 Calin

17 dwarf
16 Lectrum
14 hammers

9 heads
9 Visayn
9 Rai
9 Ragnar


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 1

Drake shakes his head and waits for an opening to enter the room.

Delay until there is space for him, then he stands and walks over to the room drawing his bow.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

It looks like Lectrum can move along the back wall behind the party-members that are already in melee. Please tell me if that's wrong and I will edit.

Lectrum knows that he is the only one that can hurt the ghost, so he must hurry over to save Calin with the +1 ghost touch weapon.

Decap Caspar: 1d20 + 9 ⇒ (14) + 9 = 23


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

[b]Smash contest? Get rekts[7b]

Ragnar advances and strikes with his 2 handed Reach hammer

attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
damage: 1d10 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Unfortunately he doesnt do the bestesst of jobs


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum has reach, so he should be able to stop moving before he provokes from the Medium-Sized ghost. (I hope)

Ghost Touch Damage: 1d8 + 6 ⇒ (4) + 6 = 10


GM Wolf wrote:

** spoiler omitted **

Surprise Round
Imrik quickly smashes his chain into one of the skulls before they begin to fly. 2 AoO for Imrik as the skulls rise and move to you.

AC 19
+1 Spiked chain: 1d20 + 9 ⇒ (19) + 9 = 28
damage Spiked Chain: 2d4 + 11 ⇒ (1, 1) + 11 = 13

Calin...does get to act in surprise Round.

The dwarf slams his hammer into Calin's head.

Lectrum moves into the room flanking Calin with the ghost.

The hammers slam into Calin.

One head is destroyed before it can get up. One head gets hit and smashes against the wall. One heads gets through to bite Imrik but misses. Imrik has no damage yet.

Visayn moves in drawing his weapon, standing next to Imrik.

Ragnar moves into the room.

Round 1 ...

Lectrum takes a 5 foot step and brings his magical horse chopper down upon the ghost ripping ectoplasm from it before it reforms. 40/50 HP, AC 21.

Ragnar strikes at the ghost and misses.

Map updated.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

Valiard moved out of the way of the group moving into the room. His eyes scaned the hallway, watching for anything out of the ordinary.

"I don't have silver or holy arrows, otherwise I might be of more use." he called out.

"The door is a great choke-point if you need a fighting retreat!" he called, not really certain what was going on inside the room, beyond the sounds of fighting.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Drake pulls out two arrows with a glow to them and blue feathers, they are bladed arrows. He states, "They are not holy but undead bane. Same difference? I need to get holy on my bow. Blue are slashing, green are blunt, and red are piercing. Take as you wish." Once Valiard takes them he moves into the edge of the room drawing two green feathered arrows which look blunt.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Imrik tries to stop the skulls attacking him!

AoO 1 +1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27

+1 Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (2, 4) + 11 + 3 = 20

AoO 2 +1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13

+1 Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (3, 3) + 11 + 3 = 20

Round 1

Imrik continues to whirl his chain at the nearest skull!

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9

+1 Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (3, 2) + 11 + 3 = 19


☆ Round 1 ☆

Initiative:
Drake*
22 Valiard* (More or less)
21 Imrik*
18 Calin

17 dwarf
16 Lectrum*
14 hammers

9 heads
9 Visayn
9 Rai
9 Ragnar*

* Done with actions for the round.

Imrik missed the skull [ooc] critical fail.

The skull bites Imrik, as an AoO

Then on its turn it begins to scream. Will DC 13 - cry that affects all creatures within a 300-foot spread. All creatures in that area must succeed at a DC 13 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves against this effect can’t be affected by the same skeltercat’s scream for 24 hours. The save DC is Charisma-based.

Vs. Imrik
bite: 1d20 + 7 ⇒ (8) + 7 = 15
bite damage: 1d4 + 4 ⇒ (2) + 4 = 6

The hammers continue to swarm around Calin.

hammer: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 4 ⇒ (6) + 4 = 10

hammer: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 4 ⇒ (4) + 4 = 8

hammer: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 4 ⇒ (1) + 4 = 5

The sobbing dwarf swoops at Imrik attempting to strike him on the head with the hammer.

hammer vs. Touch: 1d20 + 7 ⇒ (8) + 7 = 15
bite damage: 1d6 ⇒ 2

If it hits, the target suffers a horrific headache as if his skull
had been struck by a hammer—he takes 1d6 points of damage and is staggered by the pain as what appears to be a ghostly fragment of his own skull flies out of his head, attempts to fit into the ghostly skull near the marauder, then fades away into nothingness. Every round thereafter, the victim may make a DC 17 Will save at the start of his turn to recover from the staggered effect; otherwise that effect persists.

☆☆ Round 2 ☆☆


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 2

He releases two of his blunt arrows at the ghost.
Top 50 to hit!: 2d100 ⇒ (22, 93) = 115

Ranged mwk composite longbow, arrow, FE, DA, RS: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (1) + 11 + 3 + 2 - 1 - 2 = 14
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (6, 2) + 1 + 2 + 2 = 17

Ranged mwk composite longbow, arrow, FE, DA, RS: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (10) + 11 + 3 + 2 - 1 - 2 = 23
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (4) + 2 + (6, 6) + 1 + 2 + 2 = 23

Arrow, undead bane
Special Attacks favored enemy (undead +2)
Deadly Aim
Rapid Shot


Round 2

Drake shoots both arrows whiz through the ghost but the 2nd one rips a hole in the ghost. They both stick into the stone wall next to Lecturn.

29/50 HP, AC 21.


Male.
Vital:
HP: 25/25| AC: 17_T:12_ FF:16_ Perception +8| Sense Motive +12, Initiative: +1, Fort: +5_ Ref: +4_ Will: +5, CMB: +6, CMD: 17, Spd: 30. Channels 2d6, 1/5 left. Spells Bless 1/3. Lesser resto 1/1. Bulls str 1/1. CLW Wand 47/50
Skills:
Acrobatics +6 Climb +6 Craft calligraphy +4 Diplomacy +6 Heal +6 Knowledge engineering +1 Knowledge planes +4 Knowledge religion +9 Linguistics +7 Perception +8. Sense motive +12. Spellcraft +6. Swim +6.

Will save. If enchantment spell or effect, this will be 2 higher: 120 + 5 = 125

Accidently had the D as a capital, it messed up the dice roll. Atempt 2...

Will save. If enchantment spell or effect, this will be 2 higher: 1d20 + 5 ⇒ (18) + 5 = 23

2nd round, as I think I missed the first.

Rai moves into the room and holds his holy symbol aloft, focusing on it.

'Heal!' he utters, channeling positive energy to heal the living.

All those healed by positive energy within a thirty radius of Rai regain this many hit points. After this Rai has 3 channels left, out of 5 total.

2d6 ⇒ (5, 5) = 10


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Round 2:

Lectrum flinches mightily as the hideous sounds assault his ears.
Will Save: 1d20 + 1 ⇒ (16) + 1 = 171d4 ⇒ 4 rounds if failed.

"Annoying" is all he says as he swings again at the ghost.

Ghost Touch Axe: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15 (Two of that is acid.)


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Catching up from the weekend.

Surprise Round

Since so much has past, I'll use knowledge check and relaying that info as Calin's action for the surprise round.

Calin sees the ghostly spirit of a dwarf start moving and he remembers information about the Mosswater Marauder. Calin points at the dwarf as it rises up. "The Mosswater Marauder. These hammers are haunts."

Round 1

Calin focuses on the spirit in front of him. He calls out to Iomedae for guidance and attacks the spirit. "Let my blade ring true!"

Swift Action: Smite Evil on Mosswater Marauder
Standard Action: Attack

Attack w/ Power Att & Smite: 1d20 + 11 ⇒ (8) + 11 = 19
Slashing Dmg: 1d8 + 14 ⇒ (6) + 14 = 20 4 more if spirit is undead (which I assume is true)

Round 2

Calin sees Drake's arrows pierce the spirit and he keeps his attention on the spirit. "Bring down the spirit!"

Attack w/ Power Att & Smite: 1d20 + 11 ⇒ (20) + 11 = 31
Slashing Dmg: 1d8 + 14 ⇒ (5) + 14 = 19 46 if spirit is undead; 38 if not


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Round 2 Addendum

Will Save: 1d20 + 9 ⇒ (7) + 9 = 16


round 2

Calin's miss chance: 1d100 ⇒ 91

Calin's blade strikes the ghost and it dissipates mostly before appearing again before the group... unless the others can get in 6 points of damage.

init:

Drake*
22 Valiard
21 Imrik
18 Calin*
17 dwarf
16 Lectrum*
14 hammers

9 heads
9 Visayn
9 Rai*
9 Ragnar

* Done with actions for the round.

The skull screams again.

Will DC 13 - cry that affects all creatures within a 300-foot spread. All creatures in that area must succeed at a DC 13 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves against this effect can’t be affected by the same skeltercat’s scream for 24 hours. The save DC is Charisma-based.

The hammers continue to swarm around Calin.

hammer: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 4 ⇒ (5) + 4 = 9

hammer: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 4 ⇒ (1) + 4 = 5

hammer: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 4 ⇒ (4) + 4 = 8

The sobbing dwarf moves down the line and swoops at Visayn attempting to strike him on the head with the hammer.

hammer vs. Touch: 1d20 + 7 ⇒ (5) + 7 = 12
bite damage: 1d6 ⇒ 3

If it hits, the target suffers a horrific headache as if his skull
had been struck by a hammer—he takes 1d6 points of damage and is staggered by the pain as what appears to be a ghostly fragment of his own skull flies out of his head, attempts to fit into the ghostly skull near the marauder, then fades away into nothingness. Every round thereafter, the victim may make a DC 17 Will save at the start of his turn to recover from the staggered effect; otherwise that effect persists.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 26/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 3/4

Will Save: 1d20 + 6 ⇒ (1) + 6 = 7

Round 2

Panicked: 1d4 ⇒ 2

Imrik Flees!

Round 3

Imrik continues to Flee!


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

Round 2

will: 1d20 + 5 ⇒ (8) + 5 = 13

Ragnar flips out at the shout, dropping his weapon and 5 foot stepping closer to the foe!

Cuka-Blyad
He snarls some curse in Abyssal

claw 1: 1d20 + 10 ⇒ (4) + 10 = 14
claw 2: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d6 + 9 ⇒ (1) + 9 = 10
bite: 1d20 + 10 ⇒ (11) + 10 = 21
damage: 1d6 + 9 ⇒ (6) + 9 = 15

Fueled by his amulet of mighty fists, he strikes twice with effect!


Ragnar miss chance: 2d100 ⇒ (61, 6) = 67

His claw strikes the ghost, tearing at its form.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Round 1:
will save: 1d20 + 1 ⇒ (20) + 1 = 21

"Remind me, we had items related to these ghosts. Which one used to belong to Mosswater marauder?" Visayn asks while fencing with the ghost

+1 rapier, flank: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
piercing: 1d6 + 4 ⇒ (6) + 4 = 10

Round 2:

+1 rapier: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
piercing: 1d6 + 4 ⇒ (5) + 4 = 9


Round 2

Miss chance for Visayn: 1d100 ⇒ 14

Visayn misses as his rapier pierces right through without any disturbance to the ghost.

Round 3

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