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

Game Master BloodWolven

Trust 26

Fight Club!

Maps


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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 offers nonplussed, "By my estimation this will likely be the best path to get to the Southern path without going through the darkness. Assuming that it has an opening. I will go first and see if the blobs have been dealt with." He then walks forward bow in hand.

Quickly shoots at the ooze and then oozes attacking him.

Round 2, "The oozes are acidic. Anyone know what kind of ooze they are?" He then steps back before putting two arrows into the ooze, the arrows sizzling and disappearing.

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 ⇒ (18) + 11 + 3 - 1 = 31
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 - 1 ⇒ (11) + 11 + 3 - 1 = 24
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Round 3, he takes another step back out of the water and the oozes soon follow.
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 ⇒ (12) + 11 + 3 - 1 = 25
damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 - 1 ⇒ (3) + 11 + 3 - 1 = 16
damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Round 4, now bringing the four oozes to the group he steps back and shoots the same ooze again. Who likely eats more arrows literally! The first one finally dies, three more around him.

Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 ⇒ (20) + 11 + 3 - 1 = 33
damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
confirm crit: 1d20 + 11 + 3 - 1 ⇒ (17) + 11 + 3 - 1 = 30
damage: 2d8 + 4 + 4 ⇒ (7, 6) + 4 + 4 = 21

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 - 1 ⇒ (12) + 11 + 3 - 1 = 25
damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

-8 hp, and his wounds continue to rapidly heal.


As Drake moves forward into the water something moves into his path within the water. The blobs follow Drake and strike at him for 4 rounds.

slam +6 (1d6+4 plus 1d6 acid

8d20 ⇒ (9, 17, 20, 8, 12, 14, 15, 18) = 113

3 hits in 4 rounds
3d6 + 12 + 3d6 ⇒ (4, 6, 2) + 12 + (6, 5, 1) = 36

FYI - Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

K dungeoneering DC 14:
Gray ooze

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.


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

Did my breath weapon seem to kill any of them?


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)

Kn. (dungeoneering): 1d20 + 9 ⇒ (5) + 9 = 14

"They're gray oozes. Hard to spot and easy to step on."


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

Hmm, Are these those who multiply? My hammer can do bludgeoning and I got some reach with it, as well as resistance to acid damage from my... condition


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

"I also worry about damage to our weapons and armor from the ooze's acid. Ragnar, you mentioned flying across earlier. Are you willing to see if you can fly above the oozes? Hopefully they can't reach you."


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 can also fly over them if we knock them all off the ceiling. And I believe I could carry at least some of the group over them as well." Imrik says as he glances over his companions and considers how much some of them might weigh.

I believe I can fly as long as I am in a light load, which for me is 266 lbs. If I set my pack down, I can probably carry a big chunk of the group across and then bring any backpacks over after I ferry the players.


You believe you hit at least one of them with your breath weapon seeing the oozes out of the water there is little notice of damage. Even when sliced or splashed just goo/acid is left behind.

Flying might work, it would require a lot of hovering, Fly DC 20. So what do the rest of you do? Back off and discuss?


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

If Lectrum can hit several with his cone, he will breathe fire on them. If they are underwater or too separated he will back off and discuss.


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

"I agree with Drake. This path is our best way forward since I think we all prefer to avoid the magical darkness. I'm not effective at ranged attacks unfortunately, but Drake, Imrik, and Lectrum can whittle them down. Then we can proceed forward. Sound like a plan? Ragnar, Visayn, can you help from afar?"


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)

Visayn looks surprise as Imrik mentions carrying them over oozes. "If you're certain you can do it, then I'll do my best." Visayn nods


Lectrum's fire breath does not seem to have much effect on them either...

Drake continues to play dodge the slime as rounds pass by as you continue to discuss. Moving us forward to Round 5.

Gray Ooze, AC 5, 50 hp. After Drakes arrows, 28/50 hp.


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 announces to the group, "I am running low on arrows. I have slain one of them... help! Someone could go get me more arrows, there were some back in one of the caches? I would sooner run than use my undead bane arrows on them. Sure my pants have holes but that can be mended. My body mends better than my gear."

Round 5

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


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 will race back to get arrows.

I have a fly speed of 50, so I should be able to get theren and back pretty quickly.


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

"Ragnar, Lectrum, stay here to protect Drake from direct attacks. I will follow Imrik to make sure he is safe as well."

Calin is quite a bit slower than Imrik, but he'll do his best to keep Imrik in sight.


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

Fine providing overwatch


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

R 6-10:
Round 6

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Round 7

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13
damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Round 8

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Round 9

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Round 10

He shoots two more arrows.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

54 damage... 11 damage to the 3rd ooze and there is still a 4th one.

He unloads multiple arrows at the oozes, stepping back to be able to release the arrows without AoO.

He is almost out of arrows when Imrik returns with a quiver for the elf.


Drake is almost out of arrows when Imrik returns with a quiver for the elf.

As everyone else remains safely away from the oozes they continue to focus on the elf. Within minutes with the restock of arrows he is able to put the oozes down. End of combat...


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 would take any other arrows offered and then move forward into the waters again looking to see if there are any other oozes.


He does find two more oozes and after about 12 rounds they are put down as well. Losing most of the reclaimed arrows.

Finally the group is able to enter into the secret path with no oozes attacking. Soon you make it through and find another secret door.


Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

The cell you enter has rusty manacles hang from pegs on the wall.

Surprise Round - Perception DC 20:
You notice drops of blood welling up along the walls. You may do something in surprise round.

Will saves:

R1
1d20 + 4 ⇒ (18) + 4 = 22 Drake
1d20 + 9 ⇒ (9) + 9 = 18 Calin
1d20 + 6 ⇒ (14) + 6 = 20 Imrik
1d20 + 4 ⇒ (5) + 4 = 9 Ragnar - 2 Wis
1d20 + 1 ⇒ (10) + 1 = 11 Visayn - 2 Wis
1d20 + 1 ⇒ (20) + 1 = 21 Lectrum

R2
1d20 + 4 ⇒ (11) + 4 = 15 Drake - 2 Wis
1d20 + 9 ⇒ (2) + 9 = 11 Calin - 2 Wis
1d20 + 6 ⇒ (12) + 6 = 18 Imrik
1d20 + 3 ⇒ (5) + 3 = 8 Ragnar - 2 Wis
1d20 + 0 ⇒ (16) + 0 = 16 Visayn
1d20 + 1 ⇒ (1) + 1 = 2 Lectrum - 2 Wis

R3
1d20 + 4 ⇒ (15) + 4 = 19 Drake
1d20 + 9 ⇒ (12) + 9 = 21 Calin
1d20 + 6 ⇒ (17) + 6 = 23 Imrik
1d20 + 4 ⇒ (5) + 4 = 9 Ragnar - 2 Wis
1d20 + 1 ⇒ (4) + 1 = 5 Visayn - 2 Wis
1d20 + 1 ⇒ (6) + 1 = 7 Lectrum - 2 Wis

Round 1 - Ragnar:
You see the letter 'R' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.


Round 1 - Visayn:
You see the letter 'V' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.


Round 1
Visayn and Ragnar likely look like they have headaches. Actions please! Also ask any questions! We will start Round 2 tomorrow evening.

DM notes:
Every round, a living creature within area U11 must make
a DC 16 Will save.

Failure indicates that a letter in his name
(starting at the beginning and working in order to the end)
suddenly appears on a wall near to that character, written
in fresh blood, and the character takes 2 points of Wisdom
damage.

Each round, each character in the room must make
another DC 16 Will save to avoid having the next letter in his
name appear on the wall and to avoid taking another 2 points
of Wisdom damage.

As this continues, anyone whose name
is partially written on the wall is seized with the idea that his
soul or sanity is being “stolen” by having his name appear
on the wall, and that by destroying the bloody words, he can
regain his lost Wisdom.

Once a character’s name is spelled
completely, the haunt merely starts writing his name over
again, continuing until the character is rendered unconscious
from the Wisdom damage or the haunt is destroyed.

---

Weakness

This haunt can be damaged by physical attacks
directed against the letters forming on the walls. Any attack
that deals at least 5 points of damage destroys a letter—at the
GM’s option, area of effect attacks can destroy multiple letters.

Keep track of damage dealt to this haunt in this manner, for
when the haunt’s hit points are reduced to 0, the physical
damage caused can have an additional effect on the room (see
Destruction, below).

A character who destroys a letter from his
own name immediately heals the associated points of Wisdom
damage he took from the letter’s formation.

---

Destruction

When the blood-writ names haunt is reduced to
0 hit points, all of the bloody words immediately fade away,
but at the same point, the spiritual energy that was helping to
hold the walls of this place together fades as well.

At this point,
make a Fortitude save for the walls (the walls have a bonus of
+0), with the DC equaling the total amount of physical damage
that the walls took in the process of ending the haunt.

On
a successful save, nothing happens and the haunt remains
inert for an hour before it can attempt to reset.

On a failed
save, timbers and stones from the walls and ceiling collapse
in the chamber.
This doesn’t cause a complete collapse, but it
does deal 3d6 points of damage to everyone in the room (DC
16 Reflex save halves the damage caused)

and turns all of the
ground in this room into difficult terrain.

Once this partial
collapse happens, the blood-writ names haunt itself is utterly
destroyed and can no longer manifest in this room.


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

"What is it? I don't see anything!"

Lectrum swings at the manacles, not knowing what the threat is.
Adamantine Horsechopper: 1d20 + 9 ⇒ (9) + 9 = 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

My name is mine, RAGNAR SKUGGASON!

In the name of the Lord in Iron, I deny your rights to your name, as to my means, I CHOOSE VIOLENCE!

Bloodrage goes on as the half fiend roars!

Lucerne hammer bludgeoning: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 2d6 + 15 ⇒ (5, 5) + 15 = 25

While not accurate, a wall is easy enough to hit,

he then 5 foot steps and smashes his head into the wall

biteheadbut secondary: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12


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

Going back slightly in time, are there more arrows available that Calin and Imrik could go back for?

Perception: 1d20 + 1 ⇒ (18) + 1 = 19 No surprise round for Calin

Being unsure of what the adversary is, Calin looks around the room for haunted items or other sacrilege.

Knowledge Religion: 1d20 + 6 ⇒ (11) + 6 = 17

Then, he scans for evil in the vicinity. Detect Evil in the cells. Knowing that his longsword is minimally effective against the manacles, Calin draws his mace instead.


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: 1d20 + 11 ⇒ (6) + 11 = 17 Nope. So I just act in the Surprise Round.

Seeing the letters in blood appear and the effect on his companions, Imrik calls upon his innate abilities to channel positive energy and touches one of the bloody letters. As he does so he cries out, "In the name of Omrataji, end this foul evil!"

I am going to use the Cure Light Wounds I get with my aura abilities and try to use positive energy against the Haunt!

Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10

If the Haunt gets a Will Save it would be DC 17.


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)

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Visayn is clearly disturbed by something he saw, but Imrik's courageous action helps him stay calm. He prepares to strike if something concrete shows up. "You seem able to disable the haunt, I'm keeping watch in case we are ambushed."

ready attack:

+1 rapier: 1d20 + 8 ⇒ (19) + 8 = 27
crit?: 1d20 + 8 ⇒ (12) + 8 = 20
piercing: 1d6 + 4 ⇒ (3) + 4 = 7
crit damage: 1d6 + 4 ⇒ (1) + 4 = 5


Lectrum swings and cuts the manacles from the wall... no threat any more?

Ragnar seems to go crazy and hits the wall with his hammer and head. The rocks making the wall are visibly cracked and seem ready to fall. Something magical likely holds them in place.

Yes we will say that you got the three quivers of arrow from the supply cache. Drake now has 60 more arrows to play with. Thanks Calin!

Calin:
The walls are evil!!!

Ragnar:
Having destroyed the blood R, you regain your Wisdom damage.

Round 2

As this continues, anyone whose name is partially written on the wall is seized with the idea that his soul or sanity is being “stolen” by having his name appear on the wall, and that by destroying the bloody words, he can regain his lost Wisdom.

R2 - Drake :
You see the letter 'D' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.


R2 - Calin :
You see the letter 'C' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.


R2 - Ragnar :
You see the letter 'R' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.


R2 - Lectrum :
You see the letter 'L' suddenly appear on a wall near to you, written in fresh blood, and you take 2 points of Wisdom
damage.

DM notes:
Expected Round 3:
All of the bloody words immediately fade away, but at the same point, the spiritual energy that was helping to hold the walls of this place together fades as well. Timbers and stones from the walls and ceiling collapse in the chamber. This doesn’t cause a complete collapse, but it does deal 4d6 points of damage to everyone in the room (DC 16 Reflex save halves the damage caused) and turns all of the ground in this room into difficult terrain.

The ghost rises up from the dark waters of his oubliette and confronts you directly with a hideous shriek. Four other ghosts come up with him and move towards you with flaming weapons.

AC 14, 62 hp (non magical attacks negated, magical attacks only do 1/2 damage)
R3
maximiezed magic missle: 4 missiles: 5 damage each.
R4
empowered summon monster II
spell to summon 1d3+1 dire rats to serve as distractions,

The Splatter Man CR 6
XP 2,400
Male old ghost wizard 8 (Pathfinder RPG Bestiary 144)
CE Medium undead (augmented human, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +10
Defense
AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 62 (8d6+32)
Fort +5, Ref +3, Will +8
Defensive Abilities channel resistance +4, incorporeal,
rejuvenation; Immune undead traits
Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +5 (6d6; Fort DC 17 half)
Special Attacks dream whisper, hand of the apprentice (8/day),
metamagic mastery (1/day)
Wizard Spells Prepared (CL 8th; concentration +13)
4th—maximized magic missile (2), empowered summon
monster II
3rd—fireball, empowered magic missile (2)
2nd—summon monster II (4)
1st—magic missile (6)
0 (at will)—detect magic, light, mage hand, read magic
Tactics
During Combat While the Splatter Man was careful to not
reveal the true scope of his limited but not insignificant
spellcasting when he was a living prisoner, he does not


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

Perception DC 20: 1d20 + 10 ⇒ (18) + 10 = 28

Surprise Round
He looks confused and apprehensive, "Uh guys there is blood welling up along the walls!"

Round 1

He continues to wait for something to happen...

Round 2

He exclaims, "Ow! That stung! Try this on for size!"
He then releases two arrows at the wall and the bloody letter apparently only he can see.

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ranged mwk composite longbow, DA: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14
damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 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

Did my post disappear? I hit the letter L for an amazing 11 points of damage (including 3 acid.) Wow.


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

Sensing that the walls are evil, Calin stares straight ahead, looking for the source. Then, he sees a bloody 'C' start to form and, at the same moment, a sharp pain wells up in his mind. "Gah! What is happening? This place is madness!"

With his mace still in hand, Calin moves forward and tries to smash the wall, hoping to deface the bloody writing.

Mace Attack w/o Power Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 9 ⇒ (4) + 9 = 13


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

Round 2

Imrik tries to push more positive energy into the dark powers in the room.

Cast another Cure Light Wounds.

Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7

Round 3

Imrik continues to try and banish this evil!

Cast another Cure Light Wounds.

Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7


At the end of round 3, timbers and stones from the walls and ceiling collapse in the chamber. This doesn’t cause a complete collapse, but it
does deal 3d6 ⇒ (3, 5, 1) = 9 points of damage to everyone in the room (DC16 Reflex save halves the damage caused) and turns all of the ground in this room into difficult terrain.

Five ghosts rise up from the dark waters of the oubliette and confronts you directly with a hideous shriek. The four other ghosts come up with him and move towards you with flaming weapons, visages of tortured prisoners all of them. The shrieking one is obviously the Splatterman as he releases a magic missile spell which slams into Calin, Drake, Imrik, and Ragnar. You each take 5 force damage unless you have the shield spell active. The four inmates move into melee range of those closest.

Round 4


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

Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21 Saved!

Attack of Opportunity if one came to me:

No power attack declared for the round, so just base on this attack.

+1 Spiked chain: 1d20 + 9 ⇒ (16) + 9 = 25

Spiked Chain: 2d4 + 11 ⇒ (4, 2) + 11 = 17

Imrik tries to destroy the undead monstrosity!

Power Attack and destroy it!

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15

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

Without a flank, that one seems unlikely.


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

Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21

Saved. 31/40 HP after the ceiling collapse and magic missile.

@GM Wolf: is there a map for us to reference on the slide deck?


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)

Reflex save: 1d20 + 8 ⇒ (15) + 8 = 23
Visayn evades the collapsing rubble and attacks closest ghost but his swing if off.

+1 rapier, PA: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
piercing: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


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

Finding himself at the back of the party, Calin doesn't have great vision of the ghosts in the room. He swaps the mace for his longsword, hoping that the magical imbued into the sword will affect the ghosts.

Then he calls out to the group. "Imrik, Visayn, fall back! Use the hallway as a chokepoint!" And, he moves up slightly.

Finally, he readies a strike if a ghost comes with reach.


Round 3
As the ghost moves forward Imrik hits with his spiked chain. Drake's arrows come blasting into the ghost and it dissipates as the flaming sword clatters to the ground.

Round 4

apparently I did not roll init:

1d20 + 2 ⇒ (9) + 2 = 11 Lectrum
1d20 + 3 ⇒ (3) + 3 = 6 Imrik
1d20 + 2 ⇒ (7) + 2 = 9 Ragnar
1d20 + 4 ⇒ (14) + 4 = 18 Visayn
1d20 + 9 ⇒ (18) + 9 = 27 Drake
1d20 + 3 ⇒ (18) + 3 = 21 Calin
1d20 + 7 ⇒ (13) + 7 = 20 Valiard

1d20 + 8 ⇒ (11) + 8 = 19 ghosts

1d20 + 10 ⇒ (8) + 10 = 18 splatterman

21 Calin

19 ghosts
18 Visayn

18 splatterman
11 Lectrum
9 Ragnar
6 Imrik
5 Drake

Calin yells out some orders as he moves forward.

Visayn strikes out and misses the ghost before him.

Imrik swings his spiked chain at the ghost before him and fails to connect. Drake's arrows come blasting into the orange ghost before Visayn destroying it.

The ghosts strike out with their flaming longswords. These swords appear to be blackened and have cracks in them.

DM notes:
AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
hp 35 (4d8+20)
Fort +7, Ref +5, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +5 (4d6, Fort. DC 18 half)

Round 3 and 4 ghost inmate attacks:

R3

Vs. Imrik
flaming short sword: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 1d6 ⇒ (4) + (6) = 10

Vs. Visayn
flaming short sword: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 1d6 ⇒ (4) + (3) = 7

flaming short sword: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
damage: 1d6 + 1d6 ⇒ (4) + (4) = 8

flaming short sword: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
damage: 1d6 + 1d6 ⇒ (6) + (2) = 8

R4
flaming short sword: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d6 + 1d6 ⇒ (1) + (2) = 3

flaming short sword: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
damage: 1d6 + 1d6 ⇒ (5) + (4) = 9

flaming short sword: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
damage: 1d6 + 1d6 ⇒ (4) + (5) = 9


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 3

Reflex: 1d20 + 9 ⇒ (7) + 9 = 16

He gets hit by a few of the timbers and rocks but he evades most of them. 4 damage.

He holds his bow looking for a threat. As the ghosts emerge he waits and shoots at the ghost before Imrik. He draws the red feathered arrows and they smack into the ghost.

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (16) + 11 + 3 + 2 - 1 = 31
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (6) + 2 + (2, 1) + 1 + 2 + 2 = 16

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (10) + 11 + 3 + 2 - 1 = 25
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (4) + 2 + (1, 6) + 1 + 2 + 2 = 18

Round 4
He continues the attack on the ghost next to Imrik.

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (7) + 11 + 3 + 2 - 1 = 22
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (1) + 2 + (6, 3) + 1 + 2 + 2 = 17

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (6) + 11 + 3 + 2 - 1 = 21
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (7) + 2 + (6, 2) + 1 + 2 + 2 = 22


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 is at 15/24.

Round 3

Imrik growls in frustration as the second swing of his chain passes through the ghost. He swings and bites at the creature in retaliation!

+1 Spiked chain: 1d20 + 9 ⇒ (4) + 9 = 13

Spiked Chain: 2d4 + 11 ⇒ (1, 1) + 11 = 13

The bite can't hit, but since it's not going to taste bad Imrik would try and bite it anyway.

Round 4

Imrik, frustrated by yet another terrible miss, tries to strike down the ghost once more!

+1 Spiked chain: 1d20 + 9 ⇒ (13) + 9 = 22

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


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

I'm going to assume that Calin swaps places with Visayn.

Calin moves to the tip of the spear to attack the ghostly figures that had been attacking Imrik and Visayn.

Round 3

+1 Longsword w/ PA: 1d20 + 11 ⇒ (20) + 11 = 31
Slashing dmg: 1d8 + 14 ⇒ (3) + 14 = 17

Round 4

+1 Longsword w/ PA: 1d20 + 11 ⇒ (12) + 11 = 23
Slashing dmg: 1d8 + 14 ⇒ (5) + 14 = 19


Sounds good Calin!

R 3 & 4

Calin and Imrik make their way forward so there are no walls, bars, or other restrictions in the way of their attacks. Many blows land upon the pink ghost.

Round 5:

vs. Calin
flaming short sword: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d6 + 1d6 ⇒ (1) + (4) = 5

flaming short sword: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d6 + 1d6 ⇒ (4) + (2) = 6

The two inmate ghosts swing their flaming swords at Calin. As Calin gets blasted by four magic missiles, 20 damage. The first inmate misses and twirls opening itself to AoOs. The other hits Calin burning him a little.

Round 6:

vs. Calin
flaming short sword: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d6 + 1d6 ⇒ (5) + (3) = 8

flaming short sword: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 1d6 ⇒ (6) + (1) = 7

Will saves: DC 12
1d20 + 4 ⇒ (14) + 4 = 18 Drake
1d20 + 9 ⇒ (13) + 9 = 22 Calin
1d20 + 6 ⇒ (18) + 6 = 24 Imrik
1d20 + 4 ⇒ (2) + 4 = 6 Ragnar - 2 Wis
1d20 + 1 ⇒ (17) + 1 = 18 Visayn
1d20 + 1 ⇒ (10) + 1 = 11 Lectrum - 2 Wis

Lectrum:
You see a bloody letter appear upon Visayn, the letter "L". You feel a massive headache.

Ragnar:
You see a bloody letter appear upon Drake, the letter "R". You feel a massive headache.

The Splatter man does nothing but cackle this turn. Though another apparition appears from the darkness in the North. Incorporeal the body looks like a malnourished figure. The muscles bunch on its form leaving no excess flesh the skin is tightly pulled across its frame. The legs look broken, twisted and one is turned around the wrong way. This does not seem to slow the wraith as a blue glow comes off his hatchet. You believe this must be the last of the Evil Five, the Lopper. His arms are
unusually elongated.


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 5
He asks, "Concentrated fire or should I focus upon the real threat?"

He then will either continue to assist or target the Splatter man depending on what the others say.

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (20) + 11 + 3 + 2 - 1 = 35
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (7) + 2 + (2, 5) + 1 + 2 + 2 = 21

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (20) + 11 + 3 + 2 - 1 = 35
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (4) + 2 + (3, 6) + 1 + 2 + 2 = 20


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

Round 5

Imrik tries to actually strike one of the undead creatures, but his chain strikes the roof and whips to the side!

Attack the most injured creature that I can reach.

+1 Spiked chain: 1d20 + 9 ⇒ (1) + 9 = 10

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

Round 6

Imrik swings again, and this time he strikes true!

Attack the most injured creature that I can reach.

+1 Spiked chain: 1d20 + 9 ⇒ (19) + 9 = 28

Spiked Chain: 2d4 + 11 ⇒ (1, 4) + 11 = 16


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

To Drake's question, Calin quickly decides that focus fire makes the most sense. "Focus our attacks on one enemy, and then the next."

The bolts of magic from the Magic Missile deal significant damage to the paladin and the physical damage totals enough to leave Calin with very little fighting power left.

Calin calls upon Iomedae one last time for the day. "Inheritor, bind my wounds."

Swift Action: Lay on Hands 2d6 ⇒ (3, 2) = 5 11/40 HP now

Round 5

Calin swings his sword at the undead creature when it attempts to move away, and then swings again.

1d1d20 + 11 ⇒ (17) + 11 = 28
Slashing dmg: 1d8 + 14 ⇒ (5) + 14 = 19

1d1d20 + 11 ⇒ (6) + 11 = 17
Slashing dmg: 1d8 + 14 ⇒ (3) + 14 = 17

Round 6

Knowing that he is on attack away from collapsing, Calin switches places with Lectrum or Ragnar. "We could use some help up here.


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)

Visayn slips past Calin and Imrik to attack the purple ghost

+1 rapier: 1d20 + 8 ⇒ (19) + 8 = 27
piercing: 1d6 + 4 ⇒ (5) + 4 = 9


Round 5

The ghosts attack as Visayn moves by.

vs. Visayn
flaming short sword: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 1d6 ⇒ (1) + (1) = 2
flaming short sword: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 1d6 ⇒ (6) + (6) = 12

Visayn pierces the purple ghost as the rest of the group assault it as well dispersing it.

Round 6

Calin retreats from the battle, out of sight of the mage. Ragnar moves up to replace Calin. The ghost inmate before the group attacks Imrik as does the magic missiles. 4d4 ⇒ (1, 1, 1, 1) = 4 +1 12 damage
flaming short sword: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 1d6 ⇒ (4) + (3) = 7

AoO for Imrik on the Lopper.

Then his axe comes for Ragnar.
incorporeal touch: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d6 + 1d6 ⇒ (3, 4) + (3) = 10 (2d6 negative energy plus 1d6 bleed)

crit: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 2d6 ⇒ (6, 2) = 8

Rai summons some of his divine magic and cures Calin as he passes.
cure mod wounds: 2d8 + 3 ⇒ (2, 1) + 3 = 6


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

Round 6

Imrik whirls his chain and lashes out at Looper and cries out as he is struck by a horde of missiles.

Attack of Opportunity +1 Spiked chain: 1d20 + 9 ⇒ (18) + 9 = 27

Spiked Chain: 2d4 + 11 ⇒ (2, 1) + 11 = 14

Did I take 8 or 12 from the magic missiles? It looks like you rolled 4 on the dice only.

I am a bit confused. Where are the Magic Missiles coming from? The red guy?


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 6 Addendum

As Calin retreats from the front line, he calls out to the party. "Retreat to a safe location. Our strength has dwindled. Retreat!"

@GM Wolf: It's hard to tell on the maps, but Calin would lead the party to a location they've recently cleared a little bit away.


Yes Calin, that is why I moved you back. I will make the map longer.

The magic missiles continue to pour from the Splatterman. Who hovers 10 feet above a hole in the middle of the jail cells.

Each of the four missiles does 3 damage to Imrik. As it is a force effect DR does not apply. A total of 12 damage to Imrik.

Round 7


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 6
He continues to hit the ghosts who are in melee.

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (4) + 11 + 3 + 2 - 1 = 19
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (6) + 2 + (5, 6) + 1 + 2 + 2 = 24

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (14) + 11 + 3 + 2 - 1 = 29
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (4, 4) + 1 + 2 + 2 = 17

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