Sunshadow's Kaer Maga Adventures


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Did any of you plan on searching the room now that we have all the leveling taken care of?


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Absolutely

Filios makes a thorough search of the entire hallway and acloves, paying particular attention to the end of the hallway where the archers stood.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

I will be taking my time and taking 10 at the end of the hallway only for a 19.


You find nothing in most of alcoves beyond some old linen wrapping, as it looks like even the bodies have been raided for the ex-priest's experiments. The farthest west alcove does have a stash of alchemical items, though, hidden under some wrappings. You find 1 acid flask, an alchemist's frost, a thunderstone, a tanglefoot bag, a potion of cure light wounds, and a potion of aid. You smell a lingering hint of perfume around the bottles.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Does anyone want to stake a claim to anything? I will gladly take the tanglefoot bag.


M Human Ftr3

Remembering the unexplorable crypt, Darren asks for one of the vials. "Alchemist's Frost? Maybe this will kill that brown mold."


"That sounds like a good idea, Darren. If no one minds, I'll hold onto the flask of acid."


Male Human Urban Ranger/1

Petvar will rummage through the crypt as well.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

I can carry the thunderstone. I'd like to pay my respects to the creator of the zombie in the last room.


Male Dwarf Empyreal Sorceror (Seeker) 1

@Filios: Did you include the 25 XP for the zombie that did not fight back? That would get you to 5033 :-)

@Solomon: We also have two other 'unclaimed' acid flasks in kitty if you want those too.

@Petvar: We also have a second 'unclaimed' thunderstone in kitty if you want that as well.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

That would do it...thanks Morthos!


Filios is also able to determine that the portcullis in the south exit is trapped.


Male Human Urban Ranger/1

@ Morthos: sure I would take those to use.
@ DM: I now have Trapfinding as well.


Male Dwarf Empyreal Sorceror (Seeker) 1

Morthos stands aside, and waits patiently for Filios/Petvar to disarm the trapped portcullis :-)


I am aware of that Petvar, but Filios is the one that can detect them without thinking about it. Either of you could try to disable it, but he still has a slight edge in detection.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Don't be trying to take my job Petvar - LOL! :-)

Filios will attempt to disable the trap with the assistance of Petvar.

Disable Device: 1d20 + 13 ⇒ (16) + 13 = 29


Male Human Urban Ranger/1

I'm not trying to take your job. I just want to have a second opinion around when traps are concerned. ;)
1d20 + 8 ⇒ (6) + 8 = 14


Male Dwarf Empyreal Sorceror (Seeker) 1

Well, you can still roll to assist Filios - two heads are better than one, after all, provided you make that DC 10 check ;-)


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Just teasing Petvar...your roll will definitely assist! Thanks!

Disable Device w/assist from Pertvar = 31


Due to the trap experts' work, the bone bars of the portculis don't get to turn into a nasty spear that tries to jab you whenever you touch them, and you are free to explore the hallway beyond. From what you can see, it turns west after about going south 10 feet.

100 xp each


"Good job, you two. Shall we go, then?"

Thanks for the reminder Morthos. Im good for now though, as I already had a couple.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Filios draws both his swords.

Lead on Darren, I am right with you!


The hallway is narrow enough to require you to go single file. After turning west for about 20 feet, there is a quick series of turns as it angles back north for another 20 feet. The only things of interest is a 5 foot wide pit on the east side of the stretch going back north that you can't see the bottom of, and the end wall, which Petvar identifies as being a well hidden door. The door is not trapped or locked and leads into the pharasaman crypt off the main cathedral.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Can anyone help with some light down in the pit to see if there is a bottom, or anything of note?


"Oh, right, sorry about that.", Solomon says as he reaches into a pouch to grab a stone. After casting a light spell on it, he tosses it into the pit.


You still can't see the bottom of this pit as the light disappears from view.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Can anyone tell me if that darkness is magical in nature, or are we truly dealing with a bottomless pit?


"Since the light faded from view didnt simply disapear at a certain depth, im bettin its not magical. However..." Solomon mumbles a few words while holding his holy symbol in his left hand. When he reopens his eyes, he...

Cast Detect Magic. Is the pit or anything else in the room (aside from stuff we are carrying) giving off any sort of magical aura?


You don't see anything magical besides yourself in this corridor or the pit. If there's magic down the pit, it's too far down for you to detect.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Thanks Solomon! Are we ready to move on, all? Maybe we should return to the room with the frozen unidentifiable stuff so we can try Darren's new toy?


Male Dwarf Empyreal Sorceror (Seeker) 1

Morthos shrugs.

"Personally, I do not think we should. I am fairly certain that the frozen stuff is not going anywhere, but we do not know what is beyond the illusionary wall in lab. I think we should investigate that first."


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Sounds good to me, Morthos. Darren, shall we?


M Human Ftr3

"I was wondering what happened to that necromancer. With any luck, he'll assume his wall illusion worked and won't expect us to be coming back."

Darren turns around and leads the way back through the winding hall to the lab. He then stands ready with his heavy mace drawn.


Shortly before you get all the way through the secret crypt, you hear someone in the lab followed by a long string of cursing. As Darren steps into the doorway to the lab, a bomb goes off in his face.

Description, battle map and initiative to come later today when I get home. You've found the ex priest turned alchemist and he's not happy.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Whoo Hoo! Here we go!


A CHALLENGER HAS APPEARED!.....AND, FIGHT!


Male Human Urban Ranger/1

Let the fund begin!

You shall pay for your abonomations!


M Human Ftr3

And the bomb in my face!


rolls:
Initiative
Darren 1d20 + 2 ⇒ (20) + 2 = 22
Filios 1d20 + 6 ⇒ (3) + 6 = 9
Solomon 1d20 + 0 ⇒ (16) + 0 = 16
Petvar 1d20 + 3 ⇒ (10) + 3 = 13
Morthos 1d20 + 3 ⇒ (2) + 3 = 5
Skeleton 1d20 + 6 ⇒ (17) + 6 = 23
Zombies 1d20 + 0 ⇒ (13) + 0 = 13
Tripe 1d20 + 7 ⇒ (17) + 7 = 24

Frost bomb damage 1d6 + 4 ⇒ (3) + 4 = 7
tanglefoot bag 1d20 + 8 ⇒ (15) + 8 = 23


Round 1 combat info:
map

Initiative order with pertinent status information
Tripe; bomber's eye
Skeleton
Darren
Solomon
Petvar, Zombies
Filios
Morthos

Svilennius Tripe is a hunchbacked, haggard-looking man in his 30s, with black hair starting to turn gray and an insane look in his eyes. It looks like your destruction of the zombie earlier may have pushed over an edge he had been perilously close to for a while. His first frost bomb catches Darren by surprise, going off in his face, and also gets Filios a bit cold as well. Tripe follows that up with a successful throw of a tanglefoot bag. The unarmed skeleton, which appears to have just arisen from the table it stand beside lurches forward to L8 and slashes at Darren with both claws, but the corner ensures that neither have a chance of hitting. The two zombies that just popped out of the giant vats are standing by waiting for instructions from Tripe.

Darren takes 7 damage from the frost bomb and needs a Fortitude save of 14 to avoid being staggered by the frost bomb, and a Reflex save of 15 to avoid becoming entangled and unable to move. Even if he succeeds the tanglefoot bag saving throw, he can only move at half speed. Filios will take 4 splash damage from the bomb, or half if he makes a DC 14 Reflex save.


M Human Ftr3

Fort: 1d20 + 5 ⇒ (15) + 5 = 20; Reflex: 1d20 + 3 ⇒ (1) + 3 = 4

Darren shakes off the chill of the frost bomb, and he barely notices the goop cementing his feet to the floor as he swings his heavy mace at the skeleton that so thoughtfully closed to the immobile fighter.

Power attack: 1d20 + 6 ⇒ (2) + 6 = 8; Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Round 1, 29/29hp, +2 AC/+2 CMD til the end of my third turn

The words of the prayer spilling from Solomon's lips sound strangely out of place to Morthos, coming from someone with no arcane abilities. When Solomon places a hand on Filios' shoulder, a disc of light appears in front of the elf, moving with him any way he faces, as if it were a shield.

"The power of Torag protects us, necromancer. Surrender now!, Solomon says as a strange glow begins to surround him, extending out to nearly 20ft.

So, Standard action to cast Shield on Filios from my Domain list. Activating my Defense Domain aura (which doesnt say it takes an action, so I assume its free), granting all allies within 20ft +2 to AC/CMD as a deflection bonus. It will last for 3 rounds. Also, ready action to move into the room, if someone drops the skeleton by the door.

Edit: forgot to mention, the deflection bonus does add to Touch AC as well.


Male Human Urban Ranger/1

Rnd 1, 24/24 hp, +2 AC/+2 CMD till end of Solomon's third turn.
@DM SS: Did you remember my +2 to init for being in my favored Community: Kaer Maga? It may not change the Init Order, but it would move me just ahead of the Zombies.

Petvar, infuriated by the abominations standing in the other room and their creator, rushes out past Darren and swings wildly at the skeleton. You shall fall for your abonomation!
This is either going to be spectacular or over very quickly for Petvar. ;) Petvar moves 30' to behind the skeleton at K8 and attacks with his Morningstar.
Morningstar: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
MS Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


I had forgotten the community bonus, Petvar, so you are solidly ahead of the zombies. Darren is stuck for 2d4 ⇒ (2, 1) = 3 rounds and can try to break free with a DC 17 Strength check or by dealing 15 points of slashing damage to the goo.

The skeleton takes a swing at Petvar with his claw as he moves behind the skeleton, but he misses, hitting the table he just got off of instead.

attack 1d20 + 3 ⇒ (5) + 3 = 8

Petvar's swing is solid, and takes the skeleton out in one shot, causing Tripe to moan in pain breifly before ordering his zombies forward. They move to J8 and L8, flanking Petvar as they try to tear into him. The slam from the front misses, but the slam from behind rips into Petvar for 7 hp.

Petvar will get an aoo on the one coming from his side, but the table will grant some cover.

slam 1 1d20 + 8 ⇒ (1) + 8 = 9
slam 2 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 6 ⇒ (1) + 6 = 7


Male Human Urban Ranger/1

AoO (Rnd 1), 17/24 hp, +2 AC/+2 CMD (20 AC/22CMD)

Petvar reacts to the zombie moving beside him.

Morningstar: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
MS Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


Petvar's morningstar slams into the zombie, but it bounces off his tough hide.


Male Human Urban Ranger/1
sunshadow21 wrote:
Petvar's morningstar slams into the zombie, but it bounces off his tough hide.

NOOOOOOOOO! Obviously not your normal zombie. That was such a powerful hit too. Would have dropped a normal zombie. :-p

Knowledge (undead): 1d20 + 2 ⇒ (9) + 2 = 11

Petvar glances at Tripe and points his morningstar at him, Nice. But it won't stop me. I'll shall destroy you for your abominations.


It was obvious to everyone from the get go that these zombies were not your average run of the mill zombies. You don't know what process he used, but these are some tough hombries.


Male Dwarf Empyreal Sorceror (Seeker) 1

Round 1:

On his turn, Morthos double moves to K11 - technically, that should provoke from one of the zombies, but as long as they are 'normal' zombies, insofar as they have the 'staggered' condition, it cannot take an AoO...


If its the same one that took an AoO on Petvar, it may not matter, Morthos, unless they have Combat Reflexes.


These are not staggered, otherwise they couldn't have moved and attacked Petvar on the same turn, and it was Petvar taking the AOO on the zombie, not the zombie taking an AOO on Petvar. Also, as you move around, note that Solomon's defense bonus requires you to be within 20 feet of him.

attack 1d20 + 6 ⇒ (9) + 6 = 15

The zombie reaches out to slam Morthos, but the divine protection from Solomon deflects it at the last minute.


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Round 1; HP: 22/25, AC: 17 (19 w/i 20' of Solomon), No Effects

Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24

Filios moves to M8, into a flanking position with Petvar and attacks the zombie in L8.

LS ATT: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
LS DAM: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (3, 4) = 18

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