Harsk

Karrak Ironhand's page

495 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Thanks for running it. It's been a great ride.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Well done!" Karrak gives a cheer before quickly checking everyone's health.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak continues to pound away at the demon.

attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 2 ⇒ (2) + 2 = 4


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak darts back into close range (J9) and batters with his dorn-dergar.

attack: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 1d10 + 2 ⇒ (1) + 2 = 3


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Fort: 1d20 + 6 ⇒ (17) + 6 = 23

The archon dims only momentarily before striking back one final time.

light ray: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 flanking
damage: 1d6 ⇒ 2

light ray: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 flanking
damage: 1d6 ⇒ 4

status:

round 5/5
HP 2/13
AC 15, T11, FF 15, +2 deflection vs evil
DR 10/evil

The celestial hammer pounds once more at the demon.
light ray: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2

Karrak takes advantage of the lantern archon's distraction to press his attack before withdrawing slightly.

dorn-dergar: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
damage: 1d10 + 2 ⇒ (4) + 2 = 6

5' step back to K8

status:

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 5/5
Lantern Archon round 5/5
HP=35/35

Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

The hammer continues its assault. Karrak calls the lantern archon to approach the demon from the rear (flanking) while he rushes to the front (J9) and lashes out with dorn-dergar.

Hammer round 4/5
attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 1 ⇒ (3) + 1 = 4

Archon round 4/5
light ray: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 flanking
damage: 1d6 ⇒ 4

light ray: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 flanking
damage: 1d6 ⇒ 6

Dorn dergar: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 flanking
damage: 1d10 + 2 ⇒ (6) + 2 = 8


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak judges the distance and retreats to a judicious range (K5) before channeling a wave of healing energy.

Channel Heal: 3d6 ⇒ (2, 6, 1) = 9

His summoned allies turn their attentions to the demon.

Hammer round 3/5
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Archon round 3/5
light ray touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 4

light ray touch attack 2: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 1

status::

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 3/5
Lantern Archon round 3/5
HP=35/35

Channel Energy 5/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Did you note my 15 pts. of healing? Also, I guess the demon is right in front of the first rank?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Seeing the halfling take a brutal blow, Karrak lays a hand on him and prays for healing.

CMW
2d8 + 5 ⇒ (3, 7) + 5 = 15

Meanwhile, his celestial allies continue their assault.
Against the priestess until she goes down.

Hammer
attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 1 ⇒ (4) + 1 = 5

Archon
light ray touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 5

light ray #2: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 ⇒ 1

status:

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 2/5
Lantern Archon round 2/5

enhanced AC: 20, T: 14, FF: 18
HP=35/35

Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Remove Sickness for CMW

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

I forgot, am I supposed to do a concentration check there? Or can I 5-foot step?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"What the--" Karrak cries as he dodges the flail. "She knows all my tricks, but evil versions." The dwarf calls for Torag's ethereal hammer.

Hammer (against the priestess)
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 1 ⇒ (2) + 1 = 3

An orb of light appears to one side of the room, firing beams of holy light at the priestess.

Archon vs. priestess
light ray touch attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 4

second light ray touch attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 2

archon stats:

round 1/5
HP 13/13
AC 15, T11, FF 15, +2 deflection vs evil
DR 10/evil hmm, maybe that doesn't help so much

Karrak status:

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)

Spiritual Weapon round 1/5
Lantern Archon round 1/5

enhanced AC: 20, T: 14, FF: 18
HP=35/35

Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness

Level 3 (1/day + domain)
Sumon Monster III

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

In that case I am prepared to whack him.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Maybe there is a better place to fight from that I'm not aware of but I would think we are in a pretty decent position here. We have a magic circle against evil. Two at a time can hold the door while the weaker or injured stay in the back. Slowed characters can still act if we don't move. I have a some useful spells left (spiritual weapon coming up), but if Lockjaw is too weak maybe we should switch places and let him heal while I fight.

Not sure if I can hurt the demon in melee though. Voodoo, does Karrak know if cold iron will hurt a demon?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Can we get away?


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Just heard the dwarves' song from The Hobbit and got inspired.


1 person marked this as a favorite.
Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak's song for Tararr:

In hollow halls far from his birth
He trod the ground beneath the earth
He had no fear of gnoll or bat
In battles dire he proved his worth.

His furious rage became his doom
There in the shadows' lingering gloom
He fell beneath the hidden snare
And in the deep they made his tomb.

His arm was strong, his blade was true
As many foes his axe did hew
His name will live in dwarven lore
Although his years became too few.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak chants and summons a lantern archon.

status:

MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
enhanced AC: 20, T: 14, FF: 18

HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Ceremony
Bless Water

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Does our Ceremony spell make any difference? +2 sacred bonus against level drains.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

[b']"Demon!" Karrak shouts. "Hard to kill! Need magic weapons."


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Will: 1d20 + 9 ⇒ (16) + 9 = 25
Kn. Planes: 1d20 + 5 ⇒ (12) + 5 = 17 First time I've used that skill!

Karrak gasps in horror for a brief moment before springing back to action. He takes up a position just behind the front line and scatters a quick circle of silver dust, invoking a Magic Circle Against Evil.

10' radius: +2 saves, AC, new saves against charm and compulsion.

status:

HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Ceremony
Bless Water

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III

magical (+1) bolts: 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak fires his readied crossbow over Seamus at the attacking ghast.

crossbow: 1d20 + 7 ⇒ (9) + 7 = 16 not sure about cover
damage: 1d8 + 1 ⇒ (4) + 1 = 5


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Seeing the lurking creatures, Karrak calls for a halt while trying to topple the shelves over on top of the ghasts.

Strength: 1d20 + 2 ⇒ (17) + 2 = 19

status:

HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
USED 1 for Ceremony
USED Bless Water

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III

magical (+1) bolts: 13


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Fort: 1d20 + 7 ⇒ (20) + 7 = 27

Ay, let's be through here quickly!"


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak grimaces and steps inside and aims his crossbow at the double doors, motioning for the warriors to move forward.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Let me have a look." Karrak squints at the door knob and frame, and detects magic for good measure.

perception: 1d20 + 4 ⇒ (4) + 4 = 8

"Don't see anything!"


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

If I can identify that Mason's ring I would wear it.

Mason’s Ring (CL 5)- stone fist on command,stoneshape 1/day (3500)

Spellcraft DC 20: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15 Touch of Good, Guidance

Hmm, maybe Chitleen?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Previous night's healing on Lockjaw, if that is ok:
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CMW: 2d8 + 5 ⇒ (6, 5) + 5 = 16


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

(Earlier...)

Anyone need healing, I have a couple of slots left.

After recovering from his remaining wounds with a good night's rest, Karrak meditates at the anvil while praying for his daily spells.

status/spells:

status:

HP=35/35
Channel Energy 6/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
USED 1 for Ceremony
USED Bless Water

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III

magical (+1) bolts: 13

Karrak offers to cast Light on an item of Seamus' choice.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak stares at the elf for a moment, trying to decide whether to be offended that he was not present at Tarrar's memorial. Deciding to put it down to elven strangeness, he answers.

"I can make a couple each day. I will prepare some."


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Sounds good to me.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

There is no time to set up a proper forge, so Karrak sets up a small anvil and uses it to tap out a rhythm while he chants a song of praise to Torag. He extols the deeds of Tarrar as best he can, inviting his companions to speak if they wish. Finally he says a prayer to Torag. "Father of Creation, accept this brave warrior into your halls. He always had my back and he never backed down from a fight. Tararr Trollsplitter, he was called. I never saw him split a troll but he killed plenty of gnolls and accursed undead. May his name not be forgotten." Karrak holds a torch to the bier to light it.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

I guess I was thinking of the Ceremony spell.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Hold up while I come up with a suitable farewell. Aren't there rules for funerals and other religious ceremonies somewhere? (like magical effects that you can grant for 24 hours)


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"He shall have a warrior's pyre."

Karrak finds some cloths and begins to clean the body of his fallen comrade as best he can. His urgrosh is returned to Aktosh. (He made it, right?)

"He would want this put to good use, killing evil things." When ready, he will seek out wood and a suitable place to build a pyre where the smoke can escape.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak squints at the newcomer. "You're the first thing we've met in days that hasn't attacked us, so let's go with friend. Karrak Ironhand, priest of Torag, at your service."


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Yep, going to the annual meeting next month. What kind of class specifically?

Thanks for running the campaign so far, it's been fun. Let me think about the S&S. I'll get back to you.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak takes his crossbow and follows as rear guard, searching the shadows for signs of trouble.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Agreed, I am nearly spent. My ward will last nearly an hour if we want to make a stand, but if you know a safe route let us flee."

Can we bar the door? Go back up the ladder and block the trap door?

Karrak hands Chitleen a flask of holy water. "You have the skill to throw this better than I."

I've had that in my inventory since I started.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Standing behind his companions, Karrak takes some silver dust and makes a circle around himself while chanting in the dwarven language.

Magic Circle Against Evil

status:

CON 10/12
HP=26/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)

Channel Energy 0/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)

magical (+1) bolts: 13

spell items:

Wand of Remove Fear (in spring-loaded wrist sheath)
Wand of Entangle (in spring-loaded wrist sheath)
Wand of Make Whole
1 potion of Remove Disease
1 Potion of Resist Energy

1 Scroll of Remove Curse
2 Scrolls of Remove Paralysis (was 3)
2 Scrolls of Ghostbane Dirge (50)


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

oh boy...

Fort: 1d20 + 7 ⇒ (8) + 7 = 15

Karrak takes a step back before pulling a scroll of Remove Paralysis from his scroll case and casting the spell on Lockjaw.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

If we have any information on these creatures' abilities feel free to refresh my memory.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

The cleric tosses aside the crossbow to draw his trusty dorn-dergar, still charged with divine energy from the morning's fight, and lashes out.

attack: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
damage: 1d10 + 2 ⇒ (3) + 2 = 5

bonus consecrated damage is half of: : 3d6 ⇒ (5, 6, 6) = 17

target gets will save vs. my channel DC for half again
Consecrated weapon ability

status:

CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is using the charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)

magical (+1) bolts: 13


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Fort: 1d20 + 7 ⇒ (2) + 7 = 9

Gagging as he enters the room, Karrak tries a quick crossbow shot.

Attack: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0

Sickened how long?
These are undead?

status:

CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)

magical (+1) bolts: 13


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Before proceeding Karrak will check the party's health.

Chitleen, what is your HP at?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak is not ready to appraise the items. "We lost a bold and mighty warrior today. Let us bear his body back to safety." He will try to find some way to make a stretcher, perhaps from one of the ladders.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak will see to the wounded, not least of all himself. "I will go back and watch vigil over Tarrar if you want to search the tower."

Cure Serious Wounds on self:
3d8 + 5 ⇒ (8, 7, 5) + 5 = 25 whoa, that's a record

Cure Moderate Wounds on Lockjaw:
2d8 + 5 ⇒ (1, 7) + 5 = 13

not sure what Chitleen is at...

status:

Prot. Evil on:+2 saves, AC
CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)

Channel Energy 0/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)

magical (+1) bolts: 14


The rock tasting thing is great.

Beard braiding

Feats of strength, like you get one blow with an axe to sever the biggest log you can.

Ore to blade: a master smith has to mine his own ore, smelt it, forge it, etc.

Axe throwing, hammer throwing, dorn-dergar swinging

Team contest where your partner swings an axe and you have to jump over it.

Give them a big box of gems and have them identify the most valuable one.

Giant beast BBQ

Musician contest--points for loudest horn or perhaps bagpipes

See who can put on heavy armor and helmet and take the most nonlethal blows to the head.

Bear wrestling?

Summon a rock elemental and see who can ride it

Blindfold some guys in the deepest tunnels and let them find their way out


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Thanks, I should have gone for the pugwampi but I was a little unclear what was what.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Trying to open a path, Karrak turns and swings at the one behind him. (R4)

1d20 + 6 ⇒ (13) + 6 = 19
OR
1d20 + 6 ⇒ (12) + 6 = 18

damage 1d10 + 2 ⇒ (10) + 2 = 12

Reserving my move action pending the results of this. Can I 5' step onto/over a dead body?

AC 20/T 14/FF 18
HP 8

status:

Prot. Evil on:+2 saves, AC
CON 10/12
HP=8/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):

Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 14


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Falling into a rhythm like working a hammer at the forge, Karrak shortens his grip and swings at the vexing druid.

1d20 + 6 ⇒ (14) + 6 = 20
OR
1d20 + 6 ⇒ (3) + 6 = 9

damage 1d10 + 2 ⇒ (9) + 2 = 11

AC 20/T 14/FF 18
HP 20

status:

Prot. Evil on:+2 saves, AC
CON 10/12
HP=20/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):

Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 14