Kingmaker: Blood for Blood!

Game Master BloodWolven

Tomb!

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

GM, a question about the room. Is the ceiling high enough, and the wizard thus high up enough in the air, to safely throw a 20 by 20 area spell on him, without affecting my allies?


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Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Round 8
Cries of frustration and rage ring up around his fellows. Xandarian is stuck with the bothersome baron, who block the path to the wizard.

"You did a good job, Boffy. Regardless of the consequences of this battle. Thank you for being my mentor and friend."

Boffy touches the paladin's leg, shooting another Lay on Paws on Xandarian.
LoP: 4d6 ⇒ (1, 1, 6, 2) = 10

Xandarian, for all he knows, makes his final stand against the Baron.

Carouser's Retort, smite evil: 1d20 + 13 + 6 ⇒ (16) + 13 + 6 = 35
Dmg.: 1d6 + 6 + 16 ⇒ (1) + 6 + 16 = 23

Carouser's Retort, smite evil: 1d20 + 8 + 6 ⇒ (18) + 8 + 6 = 32
Confiming: 1d20 + 8 + 6 ⇒ (15) + 8 + 6 = 29
Dmg.: 1d6 + 6 + 16 ⇒ (5) + 6 + 16 = 27 x2 if confirmed


Alice Emmington wrote:
GM, a question about the room. Is the ceiling high enough, and the wizard thus high up enough in the air, to safely throw a 20 by 20 area spell on him, without affecting my allies?

Yes indeed it would be safe to throw such a spell. You would likely need to enter the room first or at least be standing in the hallway. The wizard is 35 feet up.

The standard Fleshweep Fort DC is 18 but within a certain aura, which you all are the DC goes up 4: DC 22.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Round 9

Fast heal tp 90 damage taken.

Alice is slightly frustrated that the wizard had been unharmed by fire, as a fireball would have been effective against one.

The best she thought she could do, was try to hamper him, if even for a round or 2.

She flew 5ft to into the doorway, and casts Stinking Cloud on the wizard.
DC 19 fortitude vs nauseated condition. Should he fail, this persists for1d4 + 1 ⇒ (2) + 1 = 3 rounds after leaving the cloud. Should he remain in the cloud, new saves every round.

The hound archon continues against closest target.
Greatsword: 1d20 + 9 ⇒ (13) + 9 = 22Dmg: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Greatsword: 1d20 + 4 ⇒ (11) + 4 = 15Dmg: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Bite: 1d20 + 3 ⇒ (12) + 3 = 15Dmg: 1d8 + 2 ⇒ (3) + 2 = 5

The fire elemental attacks its closest foe.
Slam: 1d20 + 4 ⇒ (16) + 4 = 20Dmg: 1d4 ⇒ 4
On hit, reflex DC 11 vs catching fire.


Round 8

Xandarian strikes the baron twice, both impacting hard. You can see cracks in the Baron's skin, a dark red glow emits from within.

Vandomir releases two arrows up at the deamon above, it's hard to tell if you damaged it at all, maybe they didn't get through those feathers.


Init and spell effects:

Archon's Aura:
–2 penalty on attack rolls and saving throws and to Armor Class
Affected, Will DC 21:
saved Wizard 160/200
saved 23 Baron
Baroness failed
Ero failed

S Deamons . All failed.

---

27 seismadaemon
-
22 Ulricha
21 Jorrast
-
20 Leukodaemon
20 wizard
19 baroness
-
17 Quince
-
10 baron
-
5 Xandarian
8 Alice

Round 9

The baron would strike at Ulricha and Xandarian. As he twirls towards Xan he finds himself stuck in the cage with the barbarian.

Baron attacks
longsword vs. Ulricha: 2d20 - 12 + 17 ⇒ (2, 12) - 12 + 17 = 19
damage: 1d8 + 14 + 4 + 3d6 ⇒ (8) + 14 + 4 + (5, 5, 6) = 42 (/17–20) sneak

longsword vs. Xan: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 1d8 + 14 + 4 ⇒ (8) + 14 + 4 = 26

The flying wizard still unhampered, releases another stream of empowered magic missiles at Ulricha. But they don't make it slamming into a force wall of sorts.

Round 9 - ooze attacks:

vs. Ulricha
2d20 + 14 - 2 + 2 - 10 ⇒ (10, 1) + 14 - 2 + 2 - 10 = 15
2d20 + 14 - 2 + 2 - 10 ⇒ (4, 10) + 14 - 2 + 2 - 10 = 18
2d20 + 14 - 2 + 2 - 17 ⇒ (2, 17) + 14 - 2 + 2 - 17 = 16

beak: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9 d6 is acid and disease,

Yellow
2d20 + 14 - 2 + 2 - 2 - 11 ⇒ (5, 11) + 14 - 2 + 2 - 2 - 11 = 17
2d20 + 14 - 2 + 2 - 2 - 13 ⇒ (2, 13) + 14 - 2 + 2 - 2 - 13 = 14
2d20 + 14 - 2 + 2 - 2 - 17 ⇒ (9, 17) + 14 - 2 + 2 - 2 - 17 = 21

beak: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 d6 is acid and disease,

2d20 + 14 - 2 + 2 - 12 ⇒ (12, 9) + 14 - 2 + 2 - 12 = 23
2d20 + 14 - 2 + 2 - 11 ⇒ (4, 11) + 14 - 2 + 2 - 11 = 18
2d20 + 14 - 2 + 2 - 17 ⇒ (17, 15) + 14 - 2 + 2 - 17 = 29

beak: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 d6 is acid and disease,

2d20 + 14 - 2 + 2 - 10 ⇒ (2, 10) + 14 - 2 + 2 - 10 = 16
2d20 + 14 - 2 + 2 - 8 ⇒ (8, 2) + 14 - 2 + 2 - 8 = 16
2d20 + 14 - 2 + 2 - 11 ⇒ (3, 11) + 14 - 2 + 2 - 11 = 17

beak: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12 d6 is acid and disease,


Round 10 - ooze attacks:

vs. Ulricha
2d20 + 14 - 2 + 2 - 11 ⇒ (11, 7) + 14 - 2 + 2 - 11 = 21
2d20 + 14 - 2 + 2 - 16 ⇒ (16, 8) + 14 - 2 + 2 - 16 = 22
2d20 + 14 - 2 + 2 - 5 ⇒ (5, 5) + 14 - 2 + 2 - 5 = 19

beak: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7 d6 is acid and disease,

Yellow
2d20 + 14 - 2 + 2 - 2 - 13 ⇒ (1, 13) + 14 - 2 + 2 - 2 - 13 = 13
2d20 + 14 - 2 + 2 - 2 - 10 ⇒ (10, 10) + 14 - 2 + 2 - 2 - 10 = 22
2d20 + 14 - 2 + 2 - 2 - 4 ⇒ (2, 4) + 14 - 2 + 2 - 2 - 4 = 14

beak: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 d6 is acid and disease,

2d20 + 14 - 2 + 2 - 17 ⇒ (16, 17) + 14 - 2 + 2 - 17 = 30
2d20 + 14 - 2 + 2 - 16 ⇒ (16, 10) + 14 - 2 + 2 - 16 = 24
2d20 + 14 - 2 + 2 - 20 ⇒ (20, 14) + 14 - 2 + 2 - 20 = 28

beak: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 d6 is acid and disease,

2d20 + 14 - 2 + 2 - 13 ⇒ (1, 13) + 14 - 2 + 2 - 13 = 15
2d20 + 14 - 2 + 2 - 19 ⇒ (2, 19) + 14 - 2 + 2 - 19 = 16
2d20 + 14 - 2 + 2 - 8 ⇒ (8, 8) + 14 - 2 + 2 - 8 = 22

beak: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 d6 is acid and disease,
claw: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 d6 is acid and disease,


Vitals:
HP: 71/171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Round 10

Bloody he appears in the orb with Ulricha, the baron, and the slime deamons, his blade coming down upon the baron... with a Devastating Rush!

Super charge greatsword, PA: 1d20 + 18 + 6 + 4 ⇒ (5) + 18 + 6 + 4 = 33
damage: 3d6 + 16 + 6 + 3d6 + 4d6 + 1d6 + 2d6 + 6d6 ⇒ (4, 4, 3) + 16 + 6 + (1, 2, 5) + (4, 4, 6, 2) + (2) + (2, 1) + (3, 6, 5, 4, 3, 3) = 86 acid damage/sneak/stance/devastating rush/ banes and holy


You can all see the force wall now as it is covered in blood from the inside.

Ulricha:
You only saw Jorne for a moment before the room went black. You can feel the warmth of the wet blood all over you. You still get to act in round 9 and 10 before joins. If you finish off the baron he will just cleave through the slimes.


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Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

1 Con damage (Current Con 24) and 1d3 ⇒ 3 Dex damage (Current Dex 11). Fast healing 1 per round (2hp healed)

The vile effects of the heinous Abyssal magic taking its toll on her battered body, Ulricha's strikes come slower as she takes a step into a better position and swings, yet despite her pain, or more likely because of it, she funnels all of her nearly boundless rage into her attacks, her second strike battering past the Baron's best defence4s, to wedge the blade of her battleaxe deep into flesh and bone.

Round 9

+1 Cold Iron greataxe/Raging/Blessing of Fervor/Bonus vs CE outsider)/Flank: 1d20 + 15 + 2 + 6 + 2 + 2 ⇒ (3) + 15 + 2 + 6 + 2 + 2 = 30
Magic/Cold Iron/Holy/Bane(x2): 1d12 + 10 + 6d6 ⇒ (8) + 10 + (2, 6, 2, 4, 2, 2) = 36

+1 Cold Iron greataxe/Raging/Blessing of Fervor/Bonus vs CE outsider)/Flank: 1d20 + 10 + 2 + 6 + 2 + 2 ⇒ (20) + 10 + 2 + 6 + 2 + 2 = 42
Magic/Cold Iron/Holy/Bane(x2): 1d12 + 10 + 6d6 ⇒ (8) + 10 + (1, 3, 6, 4, 2, 6) = 40

Confirm
+1 Cold Iron greataxe/Raging/Blessing of Fervor/Bonus vs CE outsider)/Flank: 1d20 + 10 + 2 + 6 + 2 + 2 ⇒ (2) + 10 + 2 + 6 + 2 + 2 = 24
Magic/Cold Iron/Holy/Bane(x2): 2d12 + 20 + 6d6 ⇒ (4, 4) + 20 + (5, 1, 6, 3, 5, 2) = 50

She continues her assault with unrelenting fury, seeking to bring an end to her enemies.

Round 10
+1 Cold Iron greataxe/Raging/Blessing of Fervor/Bonus vs CE outsider)/Flank: 1d20 + 15 + 2 + 6 + 2 + 2 ⇒ (4) + 15 + 2 + 6 + 2 + 2 = 31
Magic/Cold Iron/Holy/Bane(x2): 1d12 + 10 + 6d6 ⇒ (5) + 10 + (3, 6, 4, 5, 5, 5) = 43

+1 Cold Iron greataxe/Raging/Blessing of Fervor/Bonus vs CE outsider)/Flank: 1d20 + 10 + 2 + 6 + 2 + 2 ⇒ (2) + 10 + 2 + 6 + 2 + 2 = 24
Magic/Cold Iron/Holy/Bane(x2): 1d12 + 10 + 6d6 ⇒ (6) + 10 + (6, 3, 4, 6, 4, 4) = 43

Current damage status:

1 Con damage /3 Dex damage/ 40/177HP/Fast Healing 1/ 11 rounds of rage left (regain round for attacking Baron)


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Is there a map for this combat?

Where is this force wall? Is it between me and the enemy wizard?


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Vandomir Jarvis wrote:

Is there a map for this combat?

Where is this force wall? Is it between me and the enemy wizard?

There's the link of the Baron's Courtroom top left.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

So the now bloody wall of force does appear to be squarely between Vandomir and the wizard, right?


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Round 8

With the attacks from the Baron Quince is forced to use the wand on himself.

Cure Critical Wounds: 4d8 + 7 ⇒ (7, 5, 5, 3) + 7 = 27

Round 9

Quince turns the wand on to Xandarian again hoping to keep the paladin in the fight.

Cure Critical Wounds: 4d8 + 7 ⇒ (7, 7, 8, 1) + 7 = 30


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Ok, Vandomir is going to take his two shots at the daemon, unless the wizard isn't protected by the wall of force.]

Depending on targets, these rolls would be modified as follows:

Vs Humans: +4/+4
Vs Fey: +2/+2

+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 ⇒ (20) + 8 = 28 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14

+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 ⇒ (13) + 3 = 16 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Crit confirm on the first roll:

+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 ⇒ (20) + 8 = 28 x3
+1 Adaptive Composite Longbow DA Damage: 2d8 + 22 ⇒ (6, 8) + 22 = 36


The force wall is actually a globe and it cuts Ulricha, the baron, and deamon slimes from the rest of you.

Ulricha:
between your strikes and Jorne you are able to take down the baron. His body deteriorates and the red glow is expelled from his body.
The baron's physical body just burns away into ash. Leaving his equipment behind.

The slimes surge at you but within 3 rounds Jorne and you sit back to back to take a break.

Round 10
Vandomir aims high at the Archer demon on the ceiling piercing it's face with one of his bows. The creature shrieks out in pain and returns arrows to Vandomir.

A great horned red glowing spirit leaves the globe and flies up through the ceiling.

An immense crack of sorts can be heard and a lot of glass shattering after.

The wizard vanishes.

Spellcraft DC 20:
Teleport

L deamon, composite longbow: 1d20 + 18 ⇒ (5) + 18 = 23
arrow damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
/×3 plus contagion) Fort DC 23

L deamon, composite longbow: 1d20 + 13 ⇒ (18) + 13 = 31
arrow damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13
/×3 plus contagion) Fort DC 23

Round 11
The deamon on the ceiling vanishes on his turn.

Spellcraft DC 20:
Teleport

With the fire wall down you can see scorch marks on the otherside of the courtroom. Though no bodies can be found. End of combat, no threats... for now.

If you have lethal damage and are within 20 feet of the globe of force you need to make the fort saves vs. Fleshweep. If you fail the disease progresses and damages you each time. Up to 4 saves per round. We can waive these saves but everyone likely takes the damage 3 times then. If you are immune to disease disregard.


Vitals:
HP: 71/171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Ulricha:
As the red glow is expelled from the baron's body, he yells, "And don't you come back! We will come to you! That is a promise!"

He turns his cleaving attentiin to the slimes flanking when possible with Ulricha. With the slimes surge dealt with he sits down in the middle in a meditative pose. He rests his back to yours if you sit behind him. He whispers, "We will have to do this again sometime next week! Maybe not with deamons though!" He laughs at his jest and continues to rest. He also asks, "Do you need some healing?"

If so he heals you with a wand or magical rod saying an Ignan words, "Burn, take mine to heal." He seems to wince as you heal. Cure moderate wounds, enlarged: 2d8 + 10 ⇒ (7, 5) + 10 = 22 33 healing. And likely again:
Cure moderate wounds, enlarged: 2d8 + 10 ⇒ (8, 5) + 10 = 23 34 healing
Cure moderate wounds, enlarged: 2d8 + 10 ⇒ (7, 6) + 10 = 23 34 healing

Round 15

The globe drops, dropping all the blood on those still within. After wiping his face he stands up ready to attack any threats.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

The red glow fleeing the ruined body of the Baron is a welcome sight, as Ulricha turns her rage toward destroying the remaining slime monsters alongside Jorne.

As the enemies all collapse around them she sits, finally allowing herself to release the thundering rage that drove her in battle, her battered body slumping with fatigue and her catalogue of wounds. "Thank you! While in the heat of battle I can ignore almost any wound but now... thank you."

Heal an additional 4 hp from fast healing.

So do I have to make the saves again?


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F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
GM Wolf wrote:

The force wall is actually a globe and it cuts Ulricha, the baron, and deamon slimes from the rest of you.

** spoiler omitted **

Round 10
Vandomir aims high at the Archer demon on the ceiling piercing it's face with one of his bows. The creature shrieks out in pain and returns arrows to Vandomir.

A great horned red glowing spirit leaves the globe and flies up through the ceiling.

An immense crack of sorts can be heard and a lot of glass shattering after.

The wizard vanishes. ** spoiler omitted **

Round 11
The deamon on the ceiling vanishes on his turn.
** spoiler omitted **

With the fire wall down you can see scorch marks on the otherside of the courtroom. Though no bodies can be found. End of combat, no threats... for now.

If you have lethal damage and are within 20 feet of the globe of force you need to make the fort saves vs. Fleshweep. If you fail the disease progresses and damages you each time. Up to 4 saves per round. We can waive these saves but everyone likely takes the damage 3 times then. If you are immune to disease disregard.

GM, had the wizard made his save vs Stinking Cloud i cast at round 9? DC 19 Fort. If he didn't pass, he's too nauseated to cast any spells.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Saves vs "Contagion"

Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12 Failed
Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20 Failed

I don't believe I'm near the globe of force.

I can't wait to hear about this contagion I have!

--------------------

"You all appear to have gotten into quite the fight after leaving me behind. Can someone bring me up to speed, and I gather we could all use quite a bit of healing, and poor Roci here is afflicted with something."


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"Might I suggest a strategic retreat", the battered half-azata said. "..please?"


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Anyone have any channels (or other AOE heals?) to use when we all come together to gain us as many HPs as possible quickly?


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Xandarian ushers everyone together, now that the battle has paused, to hold his holy symbol of the Drunken Hero, and uses his last Channel Energy for the day.

Channel Energy: 4d6 ⇒ (6, 3, 5, 6) = 20
Channel Energy: 4d6 ⇒ (5, 3, 3, 6) = 17

"I'm out. So is Boffy."


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice can innately channel once per day, Heal?: 1d6 ⇒ 4


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Hey, those are 41 HPs for everyone, that doesn't suck. Do any of you have a special "when channeling, it also cures disease" sort of Mercy thing?


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 68/68 | AC: 22/25 T:21/24, FF:16/19 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 7/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 to AC for 80 minutes

Jorrast joins the group when he hears channeling healing. He was using the CLW wand on himself but was still hurt.

CLW rounds 9, 10 & 11: 3d8 + 3 ⇒ (2, 7, 8) + 3 = 20


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Vandomir Jarvis wrote:
Hey, those are 41 HPs for everyone, that doesn't suck. Do any of you have a special "when channeling, it also cures disease" sort of Mercy thing?

I can try using Heal to treat anything, or i'd have to ask my patron for Remove Disease tomorrow.


Alice Emmington wrote:

GM, had the wizard made his save vs Stinking Cloud i cast at round 9? DC 19 Fort. If he didn't pass, he's too nauseated to cast any spells.

The wizard was in a stinking cloud, spellcraft DC goes up 5. He might still be up there.

Vandomir contracts filth fever and leprosy. 1d3 ⇒ 1 Dex damage and 1d3 ⇒ 3 Con damage, 1d2 ⇒ 1 Cha damage.

I am assuming you hunker down, heal and stay away from the globe.

The globe drops... soon after a familiar face walks through the doorway.


She walks in looking to see what is left.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)
Alice Emmington wrote:
Vandomir Jarvis wrote:
Hey, those are 41 HPs for everyone, that doesn't suck. Do any of you have a special "when channeling, it also cures disease" sort of Mercy thing?
I can try using Heal to treat anything, or i'd have to ask my patron for Remove Disease tomorrow.

And Restorations galore! Roci and I are in rough shape!


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
GM Wolf wrote:
Alice Emmington wrote:

GM, had the wizard made his save vs Stinking Cloud i cast at round 9? DC 19 Fort. If he didn't pass, he's too nauseated to cast any spells.

The wizard was in a stinking cloud, spellcraft DC goes up 5. He might still be there.

He might be as far as we know, but skimming back, he hadn't made a save against Stinking Cloud. Unless he is undead.....??

Alice patiently waits for the wizard to come out of the cloud, which lingers 8 rounds.
The griffin might be able to tear into the spellcaster.

If he doesn't, she shrugs, at least glad the caster is not here to bother them right now.


Vitals:
HP: 71/171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Jorne is holding a golden bracelet and asks, "Quince what is this item? We need to learn about it to destroy it."

He looks to Jorrast and then Alice, "So can you extend your hexs indefinitely? Sure it involves a lot of cackling."

Ulricha:
You would have noticed Jorne taking all the items and putting them into his bag.


She walks up to him excitedly she says, "Yes that is my slve collar connection!"


The woman you met earlier on the street walks in behind Arella. She stays at the doorway and waves to Markus.


The rough terrain clears from the room as the spells effects end. The stinking cloud clears showing no more threats.


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Round 10

Quince rushes to Ulricha and begins a prayer.

Casts Lessor Restoration


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
Xandarian Quartermain wrote:

Xandarian ushers everyone together, now that the battle has paused, to hold his holy symbol of the Drunken Hero, and uses his last Channel Energy for the day.

[dice=Channel Energy]4d6
[dice=Channel Energy]4d6

"I'm out. So is Boffy."

"I can heal some more." Quince looks up from helping Ulricha. Offering his wand and a prayer.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"I can also help perhaps with some of the other damage, though possibly not all."

Quince looks to Jorne, "Indeed." He looks closely at the bracelet. "Are you aware of anyway to destroy it or break its enchantment?"


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Quince's hurried prayer floods Ulricha with divine energy, reinvigorating the stalwart barbarian as her breathing resumes it's normal rate, her back straightening as she rolls her powerful shoulders with a groan of relief.

Quince Medvyed wrote:

Round 10

Quince rushes to Ulricha and begins a prayer.

Casts Lessor Restoration

Restores: 1d4 ⇒ 3 Dex damage, Fatigue ends.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Jorne wrote:
He looks to Jorrast and then Alice, "So can you extend your hexs indefinitely? Sure it involves a lot of cackling."

Alice nods. "Only specific kind of hexes, but yes, as long as we maintain focus, we can make it last until we stop."

Quince Medvyed wrote:

"I can also help perhaps with some of the other damage, though possibly not all."

Quince looks to Jorne, "Indeed." He looks closely at the bracelet. "Are you aware of anyway to destroy it or break its enchantment?"

Alice approaches the bracelet.

"May i have a look? I've read up on a lot of topics, and magical items are one of them."

If she is allowed to study it....
Spellcraft: 1d20 + 21 ⇒ (20) + 21 = 41


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"Roci and I are going to need some of that magical disease curing healing at some point."


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"I shall have the ability to heal you of your diseased state on the morrow", Xandarian nods.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 68/68 | AC: 22/25 T:21/24, FF:16/19 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 7/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 to AC for 80 minutes
Alice wrote:
"Only specific kind of hexes, but yes, as long as we maintain focus, we can make it last until we stop."

"And our hexes can stack. So if we both hex the enemy to fumble attacks, it makes it really hard,"


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice rubs her neck a bit.

"Fortunate as i was this time, i should prepare means to prevent being a target. If i want to keep up protecting people, it benefits if i remain unseen."


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"What is the plan? Retreat? Advance? Hold up? If the latter, Roci and I had found a place I think we can defend."


Vitals:
HP: 71/171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He offers the bracelet for anyone to see it, clutching it in hand for all to see.

"Well let's take stock of the situation. Most of the guards are dealt with. I am assuming if any soldiers remain they are loyal to you Amber? We have killed the Baron. The baroness, the wizard and the deamon with the bow got away. The wizard was using magic missiles so it would seem he is down to his last spells. Likely using scrolls and wands as last ditch efforts. Personally I think they have left the premises. We could take some time to search the keep."


Alice:
You identify the item as a slave collar. The physical representation of the magical connection to the slave. Breaking it would take some time but there is likely to be some severe backlash to the current slave. It was made using dragon breath so fire would be a poor method to try to destroy it. There is another enchantment on it as if it were a ring of protection +3.

K Arcane DC 15 with detect magic:
You can see there are many spells put together here in the throne room.

Spellcraft DC 25:
You believe it will be very hard to break apart the whole apparatus. It would be easier to adjust it. Though to adjust it you would need to have access to one of the following spells: Gate, plane shift, or something with similar effects.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 77/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

The half-azata sighs with resignation. "Alright. Let's search this place." Looking down, Boffy has returned to his hare state. Both nod at each other, and start to search the throne room.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"A quick search, or an exhaustive one? If my knowledge of wizards is correct, that fellow is at his weakest right now, and tomorrow he will come back as strong as ever with all of his spells available."

If the answer is a "quick search"...

Perception: 1d20 + 14 ⇒ (16) + 14 = 30 +2 vs Fey, +4 vs Humans, +4 Forests, +2 Underground

If the answer is an "exhaustive search"...

Perception: 20 + 14 = 34 +2 vs Fey, +4 vs Humans, +4 Forests, +2 Underground


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Alice sighs.

"Of all days not to have detect magic prepared. I'm positive i could tell you more tomorrow. All i can figure out right now, is that destroying it would have a strong backlash on the one it is meant for. And i 'think' this was forged with dragonfire, so other means than fire would be ideal. It may still provide some magical protection tbough."


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 68/68 | AC: 22/25 T:21/24, FF:16/19 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 7/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 to AC for 80 minutes

"I agree with Vandomir. But unless someone knows a way to track a teleport, or knows where they went, all we could do would be search this place."

Auto-Aid the search. Does anyone have Detect Magic prepared? I can switch my cantrip but it takes 10 minutes. And my spellcraft isn't very high.

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