Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"An even better plan. Erik responds "If your spell works this time that is." he adds, glancing at Devyhn with the smallest hint if a grin.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"It will not work on you, so long as you bear that sword. Ausk and Bleyz are not so burdened. I believe they will remain hidden from the abominations. The Necromancer will still be able to see them, so they will have to move quickly."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"Very well," Lysander nods, happy with Devyhn's plan. "Weave your magic, Pharasmite, and let us destroy these mockeries of life."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Sounds good to me... sorry can't format from my phone so no bold text to indicate speech

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn touches Bleyz, then Ausk, on the shoulder with his marked hand.

"Pharasma hide them from the sight of these abominable spawn."

(casts hide from undead, 2 targets for 20 minutes)


"Ready when you are. Were going straight for the ones keeping those people in line so they can get out of here." says the merc leader and his men nod in agreement.

you get a surprise round then roll Initiative.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz moves right for the necromancer avoiding any physical contact with the undead.

acrobatics if nec to avoid contact: 1d20 + 9 ⇒ (15) + 9 = 24

Not sure if I can actually reach the necromancer in one round of movement, but with the probably size of the pit andthe number of undead, I'm guessing that would be a no, so not rolling to hit.

init: 1d20 + 4 ⇒ (9) + 4 = 13


I posted a map showing you the exact distance. Check the google doc.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

sorry didn't see that map... Bleyz will double move along western edge of the chamber as far as he can,

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn, still somewhat injured from the battle with the fallen knight, calls upon Pharasma to grant him vigor for the coming fight.

casting cure light wounds spell (not wand): 1d8 + 2 ⇒ (4) + 2 = 6


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik waits for Bleyz and Ausk to move up under the cover of Devyhn's spell and then lets fly two arrows at the nearest ghoul.

Rapid shot 1: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Rapid shot 2: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14

damage1: 1d8 ⇒ 6
damage2: 1d8 ⇒ 8

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
DireMerc wrote:

Achren moves up and gets into a flanking position he attacks and strikes with a claw dealing 9 damage to the one shot by Lysander and disrupted by Devyhn. He downs the creature but it sprays acid blood on him. Also moving there provokes two attacks but it's the only way he can get into melee. please check the map next time Achren. Also you cant take a 5 between attacks when making a full round attack. Well not unless you have supreme cleave but that doesn't exist in pathfinder.

attack of op: 1d20 + 4 ⇒ (17) + 4 = 21 1d6 + 3 ⇒ (3) + 3 = 6
attack of op 2: 1d20 + 4 ⇒ (14) + 4 = 18 1d6 + 3 ⇒ (2) + 3 = 5
acid damage: 1d6 ⇒ 2
The acid also carries a disease. Make a fort save vs disease.

Just to remind you that with Mage Armour, my ac is 21 so only the first attack hit, and the acid for a total of 8 damage, reducing my temporary hits to 6.

Do we roll initiative? I will charge up with the mercs.

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander steps out from the corner and sends an arrow deep into the cavern, aiming for the apparent necromancer. In midair, the projectile bursts apart into dozens of tiny, sharp shards of wood and bone and metal, slicing into the man's skin and causing blood to well up in the wounds.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Rounds of Bleed Damage: 1d6 ⇒ 1
Thistle arrows "deal their damage as a bleed effect for 1d6 rounds"


you were gone for a bit there Achren so feel free to post a couple actions that you did to prepared, healing buffing ect. I had indeed forgotten about mage armor being still active so thanks for the reminder. So what I'm going to do for initiative from now on is take the average of everyone's init and have that be the groups initiative so you can all post at the same time. Also zombies have Ac12 and 12Hp, ghouls have Ac14 and 13Hp and festrogs have Ac14 and 9Hp.

Before battle the leader takes out more potions giving one to each of his men. They drink them and become stronger for the coming battle. (bull's strength.) "My last four of those but I think were going to need them" he says and he takes out a wand and gets in position behind his men.

So init order will be:

rolls:

Ausk init: 1d20 + 3 ⇒ (11) + 3 = 14
Devyhn init: 1d20 + 4 ⇒ (13) + 4 = 17
Lysander init: 1d20 + 4 ⇒ (10) + 4 = 14
group average = 11
undead init: 1d20 + 1 ⇒ (17) + 1 = 18
Mercs init: 1d20 + 4 ⇒ (16) + 4 = 20

Mercs, Undeads+Necro, Players.

Erik takes down a the closest ghoul, Lysander shoots the necromancer, Bleyz and Auks move up invisible to the undead.

The merc charge into the fray taking down two zombies. The leader moves up behind them getting ready.

"ATTACK, ATTACK THE INTRUDERS" shouts the masked man bleeding from Lysander's arrow. The undead horde moves in to attack at his command the bulk of them going for the mercenaries who have moved up to the front. Two zombies manage to injure the mercenaries (one takes 4 and the other 9) and the leader reacts by using his wand to heal the one who took the most damage (the one who took 9 heals 7).

The necromancer casts a spell with no visible effect.

The villagers that haven't been thrown into the pit yet make a run for the exit and all make it past you into the tunnel.

The numbers on the mercs is how much damage they have taken. The numbers on the creatures is to help me know which one you are attacking.So when you attack please indicate the creature and the number. Ex: zombie 1, ghoul 2. Check the map much has changed.

Check the map lots has changed.

You can all post.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn draws a deep breath and strides forward towards the nearest target (zombie #5), he swings the magical axe with all his might, hoping that it isn't much different than using a club.

Attack, Magic Axe with two hands (non-proficient): 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6+whatever magic bonuses

Damage: 1d8 + 2 ⇒ (2) + 2 = 4 +whatever magical effects


I guess I'll just tell you it's +1 and undead bane. That would still be a miss.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik cast his bow aside and draws Sir Edwind's blade as he rushes to join the mercenaries. He brings the sword down hard on the nearest zombie, slicing it in two.

Power attack against Zombie 5: 1d20 + 6 - 1 + 1 ⇒ (15) + 6 - 1 + 1 = 21
Damage: 1d8 + 9 ⇒ (4) + 9 = 13

Assuming I interpreted correctly that zombie is out.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz continues on around the western wall of the cavern, depending on his invisibility to undead to carry him by the remaining creatures unimpeded.

(double move toward the masked necromancer, which should take him about to the southern edge of the pit, about 25' from the necromancer).

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Before combat Achren will cast Enlarge person on himself, and rejuvenate Eidolon for Rejuvenate Eidolon, lesser: 1d10 + 2 ⇒ (8) + 2 = 10hp healing (back up to max hp). He now has 10'reach, +2STR, -2DEX and -2AC

Achren moves to the square south of the Merc leader from where he can hit zombie#5 with his 10' reach. If Zombie#5 is dead he will hit Festrog#2

Achren charges up behind the Mercenaries and hits a zombie

attack claw#1: 1d20 + 5 ⇒ (6) + 5 = 11

and misses.Just. I presume I only get 1 attack as I moved

Finally, I get to use my Enlarge person! That means I get an attack of opportunity if they try to close.


Ausk runs up 30 feet uses his smite ability on the necromancer and loses an arrow at him. smite attack: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 2 ⇒ (3) + 2 = 5 dealing 5 damage to the necromancer.

Lysander also fires and arrow at the Necromancer but he misses this time. attack: 1d20 + 6 ⇒ (8) + 6 = 141d8 ⇒ 3

The mercenaries attack the undead taking down 3 of the zombies in front of them while their leader gets ready to heal anyone who gets injured again.

The undead horde attacks again, the top mercenary is injured badly by a festrog (takes 14) and the leader heals him for 7 and then he takes another 6 damage from a ghoul and luckily isn't paralyzed. However a pair of festrogs jump on the bottom merc and tear him apart...(he is at -25 and quite dead)

The undead surrounding Auks notice him and attack. One of them hits dealing him 5 damage.

Two ghouls, a zombie and a festrog attack Devyhn. He takes 8 damage. Fort save vs paralysis dc 13.

rolls:

ghoul 3 attacks: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (3) + 1 = 4
ghoul 4 attacks: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (2) + 1 = 3
festrog 4 attacks: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 3 ⇒ (2) + 3 = 5
zombie 5 attack: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 4 ⇒ (2) + 4 = 6

A ghoul attacks Achren but misses.
ghoul2 attack: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (5) + 1 = 6

The necromancer heals himself back to full health.

you can all post again.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz charges the necromancer without regard to his own safety, lashing out at the masked caster with a solid (hopefully) kick.

to hit: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18

dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21

Devyhn feels Pharasma's presence, steeling his body against the ghoul's paralyzing touch. He steps back (5' step) and calls on his goddess to grant him the endurance to carry on the fight in her name.

casts cure light wounds (not wand): 1d8 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I meant to place myself 10' away from the nearest opponents, but forgot I was now 10'x10'. nm.

Achren swings at the ghoul that attacked him Ghoul#2

attack:Bite: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 4 ⇒ (3) + 4 = 7
attack:Claw#1: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 4 ⇒ (5) + 4 = 9

That should kill the Ghoul. Achren's remaining attack will be against Zombie#5

attack:Claw#2: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 4 ⇒ (3) + 4 = 7

Bleyz, you have a clear run to the necromancer - go for it!

Three hits! Am I good or what (Now watch me get mowed down, lol)

Just a reminder: Any opponent that moves into the dead mercs or dead ghouls space will give me an attack of opportunity


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik spins after downing the zombie and thrust hard into an oncoming ghoul.

Ghoul 3

Power attack: 1d20 + 6 - 1 + 1 ⇒ (17) + 6 - 1 + 1 = 23
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

The ghoul gurgles as it slumps to the floor, slipping of Sir Edwind's blade.

That should be ghoul 3 out.


I will tell you when you get an Aoo Achren. In this case you don't because they are tacking 5 foot steps

Bleyz's attack is deflected by somekind of magical barrier. (you would have hit but missed because of his spell)

Lysander seeing ausk in trouble takes a shot at the Festrog next to him dealing it 3 damage.
Lysander shoots: 1d20 + 6 ⇒ (14) + 6 = 201d8 ⇒ 3

Ausk moves away from the undead surounding him provoking attacks getting hit by zombie for 7 and then attacks the festrog with his bow.

rolls:

festrog aoo: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 3 ⇒ (5) + 3 = 8
zombie aoo: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 4 ⇒ (3) + 4 = 7
zombie aoo: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 4 ⇒ (1) + 4 = 5
Ausk attack: 1d20 + 4 ⇒ (17) + 4 = 211d8 + 2 ⇒ (2) + 2 = 4

The merc leader heals and his men go on the offensive.

The mercenary leader heals the most wounded of his men for 9.

The first merc Kills festrog 5. (top merc takes another 3 from acid)

The second kills festrog 1 (takes 1 from acid damage)

The third takes a swing at festrog 2 but misses.

The undead horde attacks.

The top merc avoids the ghoul but takes 9 damage from the zombie. (Top merc is at 1 hp, he doesn't look so good.)

The bottom merc avoids the zombie but gets mauled by the two festrogs. Bottom Merc is down at -3 (not dead).

Achren is attacked by a ghoul and a zombie. The ghoul barely manages to land a scratch on Achren (dealing 2 damage) while the zombie misses. Achren Fort save vs paralyze dc 13.

rolls:
ghoul attacks: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (2) + 3 = 51d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6
zombie slam: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 4 ⇒ (6) + 4 = 10

Ghoul 4 and festrog 4 attack Erik. Eriks is bitten by the Festrog and clawed by the ghoul. Takes 14 damage.

rolls:

festrog 4 attacks: 1d20 + 4 ⇒ (7) + 4 = 111d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (17) + 5 = 221d6 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (2) + 3 = 51d4 + 4 ⇒ (1) + 4 = 5
ghoul 4 attacks: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (4) + 1 = 5

Festrog 6 moves and attacks Ausk, followed but the two zombies who cannot get into position to attack. Ausk takes another 7 and has 7 hp left.
festrog attack: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (4) + 3 = 7

The necromancer moves back 5 feet (5 foot step back) and draws a mace. He cast another spell causing his mace to begin to glow with magical energy.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn touches Erik with the healing wand in an attempt to keep the fighter on his feet.

Wand of cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

that said, is it our turns again?


Yes you can post again


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz takes a 5' step toward the necromancer to close the gap between them and attacks with a flurry of blows.

to hit: 1d20 + 3 ⇒ (14) + 3 = 17
dmg if hits: 1d6 + 3 ⇒ (4) + 3 = 7

to hit: 1d20 + 3 ⇒ (18) + 3 = 21
dmg if hits: 1d6 + 3 ⇒ (3) + 3 = 6


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik stumbles under the onslaught but recovers a little with Devyhn's help.
He swings viciously at the ghoul in front of him but it dodges with little effort.

Ghoul 4
Power attack: 1d20 + 6 - 1 + 1 ⇒ (1) + 6 - 1 + 1 = 7
Damage: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Before the Ghoul attacks, Achren reaches out with his superior reach and attacks

attack of opportunity: 1d20 + 5 ⇒ (6) + 5 = 11

but misses

The rolls show the ghoul getting a 4, a 5 and a 10. Does it show something different to you, 'cos those are all misses. also none of the damages listed is 2. I am officially confused. Even the Zombie misses at 17, 'cos my ac is now 19 (+4 Mage Armour, -2 from Enlarge)

Assuming that I am not mistaken

Achren concentrates on the Ghoul Ghoul#5]

Attack: Bite: 1d20 + 5 ⇒ (10) + 5 = 15
Attack: Claw#1: 1d20 + 5 ⇒ (6) + 5 = 11
Attack: Claw#2: 1d20 + 5 ⇒ (8) + 5 = 13

Damage: Bite: 1d8 + 4 ⇒ (5) + 4 = 9

If I am mistaken

Save vs. Paralysis: 1d20 + 1 ⇒ (13) + 1 = 14

seems I get my attack in either way. We only need to agree whether or not I have taken damage. I will post it anyway, since 2 hp is nothing.


I distinctly remember the second claw attacks having a result of 21 and a damage roll of 1+1=2. Somehow the numbers must have changed from me editing the post a few times. Strangely the rest seems unaffected or at least I don't see any difference. Well since the dice rolls were changed I'll call it a miss. Also I will repeat that taking a 5 foot step doesn't provoke attacks. Nobody provoked an attack for you that round.

Bleyz misses his first attack but manages to land a kick to the necromancer's gut. dealing the necromancer 6 damage.

Ausk Takes a 5 step back and shoots at the Festrog chasing him but the creature is hot on his heels and he misses in his rush.
Ausk attack: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 2 ⇒ (3) + 2 = 5

Lysander shoots at the festrog attacking Auk trying to help him but it's a difficult shot even for him and he misses.
Lysander attack: 1d20 + 6 ⇒ (4) + 6 = 101d8 ⇒ 6

The merc:

The leader hesitates between the downed man the one in a bad way and heals the one who is still standing (healing him for 6)

The top merc kills ghoul 1
The middle merc kills zombie 9
the bottom merc tries to stabilize but fails and bleeds to -4.
stabilize: 1d20 - 2 ⇒ (4) - 2 = 2

The undead
Zombie 1 hits the top merc for 6 damage bringing him back to 1hp.
Zombie 8 attack the middle merc but misses.
Festrog 2 and 3 along with ghoul 5 and zombie 5 attack Achren...He defends himself well and only two attacks make it trough dealing him 9 damage, a claw from festrog 2 and a claw from ghoul 5. Fort save paralyze dc 13.

rolls:

festrog 2: 1d20 + 4 ⇒ (14) + 4 = 181d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (2) + 3 = 5
festrog 3: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (12) + 5 = 171d6 + 3 ⇒ (5) + 3 = 81d4 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (1) + 3 = 4
ghoul 5: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
zombie 5: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 4 ⇒ (4) + 4 = 8

Festrog 4 attack Erik. Erik is bitten and clawed and takes 13 damage.
festrog 4: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (20) + 5 = 251d6 + 3 ⇒ (6) + 3 = 91d4 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (1) + 3 = 4

Ghoul 4 attacks Devyhn. Devyhn is clawed and takes 3. [fort save dc 13 vs paralysis.[/b]
ghoul 4: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (2) + 1 = 3

Festrog 6 attacks Ausk
festrog 6: 1d20 + 4 ⇒ (20) + 4 = 241d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (2) + 3 = 51d4 + 3 ⇒ (1) + 3 = 4

The necromancer steps back once more chanting "I call upon the power of the living deity to guide my strikes." he begins to glows all over and the glow disipates but he seems more confident and his grip on his weapon tightens. "Now I'm ready to strike you down." he says to Bleyz.

Updated map

You can all post again.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz steps forward and attacks the necromancer again...

to hit: 1d20 + 3 ⇒ (10) + 3 = 13
dmg if hits: 1d6 + 3 ⇒ (1) + 3 = 4

to hit: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9

this time obviously missing badly twice in a row.

sigh, bad time for low rolls...


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik is clearly heavily injured after the Festrog's attack, his left arm hanging limp at his side. Still, he throws his weight behind his sword and cleaves the nearby ghoul's head off.

Ghoul 4 down.

Power attack: 1d20 + 6 + 1 - 1 ⇒ (14) + 6 + 1 - 1 = 20
Damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

you're right about the 5'step...my bad

paralysis save: 1d20 + 1 ⇒ (20) + 1 = 21

Phew! One of these days I am gonna fail bad

Achren attacks the Ghoul again Ghoul#5

attack:Bite: 1d20 + 5 ⇒ (3) + 5 = 8
a miss!
attack:Claw#1: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 4 ⇒ (5) + 4 = 9

That should kill ghoul#5. If so his last attack will be against Festrog#4 with his 10' reach

attack:Claw#2: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9 Sigh...of course..

Devyhn seizes up, as the venom in the ghoul's claw rushes to his heart, then out to his extremities.

Sweat rolls down his forehead as he watches, frozen, as the carnage continues around him.

Pharasma protect us, for I cannot.


Achren's claw is burned by the acidic blood of the festrog taking 2 acid damage. Achren acid splash: 1d4 ⇒ 2

Devyhn Paralyzed for rounds: 1d4 + 1 ⇒ (3) + 1 = 4

Lysander takes another shot at the festrog attacking Ausk but misses again.
Lysander attack: 1d20 + 6 ⇒ (3) + 6 = 91d8 ⇒ 4

Ausk takes a step back and fires at the one chasing again but misses.
Ausk attack: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 2 ⇒ (5) + 2 = 7

Mercenaries

The merc leader heals the badly injured merc for 5.

One merc kills zombie 1.
The other move to flank frestrog 2 with Achren and kills it.

The down merc tries to stabilize.
stabilize: 1d20 - 4 ⇒ (20) - 4 = 16

Undead

Zombie 8 attacks and misses.

Festrog 4 attack Erik! He manages to keep his guard and avoid the creatures attacks.
festrog 3: 1d20 + 4 ⇒ (8) + 4 = 121d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (4) + 5 = 91d6 + 3 ⇒ (4) + 3 = 71d4 + 3 ⇒ (3) + 3 = 61d4 + 3 ⇒ (1) + 3 = 4

Festrog 3 and zombie 5 attack Achren. Achren takes a beating this time getting bitten clawed and slammed. Taking 13 damage.
festrog 3: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (9) + 5 = 141d6 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (4) + 3 = 7
zombie: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 4 ⇒ (5) + 4 = 9

Ausk is attacked by festrog 6 and is badly mauled.
festrog 6: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (5) + 3 = 81d4 + 3 ⇒ (1) + 3 = 41d4 + 3 ⇒ (4) + 3 = 7

Ausk is down and near death!

The zombies that were coming for him turn and come towards the larger group instead.

The necromancer comes forward and takes a swing at devyhn with his mace. Devyhn blocks the blow with his arm but it hurts quite a bit. 5 damage.
Mace attack: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 3 ⇒ (2) + 3 = 5


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz again strikes at the necromancer...

to hit: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d6 + 3 ⇒ (3) + 3 = 6

to hit: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

are you sure the necromancer's attack was on Devyn - Bleyz was the one in his face attacking him - let me know so I can track damage if it's really on Bleyz


ohh my bad I meant Bleyz. Also seems I made a mistake on the damage for Achren that should be 8 damage not 13.

Bleyz manages another strike on the necromancer and there is an audible gasp at that hit. He is hurting but still capable of fighting.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik is breathing heavily and blood drips from his left hand.

He steps towards the nearest zombie and swings his sword, but hits nothing but air.

Zombie 5

Power attack: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9
Damage: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

The acid sears Achrens Eidolon and the festrog shreds it, but he is still standing. he launches another attack on the festrog that is fighting Erik festrog#4

attack:Bite: 1d20 + 5 ⇒ (7) + 5 = 12
His teeth sna empty air as the creature dodges
attack:Claw#1: 1d20 + 5 ⇒ (10) + 5 = 15
damage:Claw#1: 1d8 + 4 ⇒ (8) + 4 = 12
That should take care of festrog#4
But his claw slices it nearly in two!
Achren spins round and lunges at the remaining Festrog Festrog#3 - I think Festrog#2 is dead from Merc attacks if I read that right. If it is not, I will attack Festrog#2
attack:Claw#2: 1d20 + 5 ⇒ (15) + 5 = 20
damage:Claw#2: 1d8 + 4 ⇒ (2) + 4 = 6

2 lots of acid damage to come...Ouch! that will mean using my life link to keep the Eidolon up.


acid on Achren: 2d4 ⇒ (2, 2) = 4 so 4 acid damage.

Lysander takes another shot at the festrog standing over Ausk. He hits the creature taking it down before it can finish him off.
attack: 1d20 + 6 ⇒ (7) + 6 = 131d8 ⇒ 3
He is however to late as Ausk bleeds to death from his wounds.
stabalize: 1d20 - 14 ⇒ (4) - 14 = -10

Mercenaries

The merc leader comes around and heals Erik using his wand.
healing: 1d8 + 1 ⇒ (3) + 1 = 4

One mercenary move up and attacks zombie 8 taking the creature down in one swing.

The other moves in position to flank festrog 3 and attacks aiming for the vitals and killing the creature.

Undead

Zombie 5 attacks Achren but he avoids the hit.
slam attack: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 4 ⇒ (6) + 4 = 10

The two other zombies move up provoking an attack for Achren on zombie 7.

The necromancer attacks Bleyz again swinging his mace and landing a solid blow.
attack: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 3 ⇒ (5) + 3 = 8


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

The mercenary leader's spell takes effect and Erik's left arm regains its feeling. He grips Sir Edwind's sword tightly and brings it down on the forehead of the nearest zombie.

Power attack: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 22
Damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

sorry cannot post from computer and phone won't format - will post attacks later, sorry for delay

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren cries out as the acid sears him 1 hp on the Eidolon and 3 on Achren proper

He strikes out at the zombies as they lumber towards him

attack of opportunity on zombie#7attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 4 ⇒ (3) + 4 = 7

Then he launches his attack in earnest to finish him off zombie#7
attack:Bite: 1d20 + 5 ⇒ (6) + 5 = 11
but his bite again snaps in thin air
attack:Claw#1: 1d20 + 5 ⇒ (9) + 5 = 14
damage:Claw#: 1d8 + 4 ⇒ (5) + 4 = 9
That should be enough to finish off Zombie#7
but his claw rips through rotting flesh, eviscerating the abomination. he turns to the next ZombieZombie#5

attack:Claw#2: 1d20 + 5 ⇒ (10) + 5 = 15
damage:Claw#2: 1d8 + 4 ⇒ (6) + 4 = 10


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

dm - still can't post - will you bot my attacks for me please, I cannot seem to post from my computer for some reason... 2 attacks: +4 to hit, d6+3 for dmg.

Bleyz takes another flurry of attacks on the necromancer, trying to bring him down before he returns the favor.


Zombie 5 goes down as well.

Bleyz attacks: 1d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (19) + 4 = 231d6 + 3 ⇒ (6) + 3 = 91d6 + 3 ⇒ (6) + 3 = 9
confirm crit: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (3) + 3 = 6

well dam that was surprisingly effective.

Bleyz lands two spectacular hits. The necromancer goes down in a heap.

Battle is over.

The merc leader goes over to heal his guy on the ground before he bleeds out.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Bleyz, how's Ausk?" Erik shouts, with a grim feeling.

He moves to the pit, looking for survivors.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10 Looking for anything of interest in and around the pit, but particularly if anyone is alive.


Everyone inside the pit is alive but slowly dying. However without the undead guarding the edges some have already climbed out on their own.

The mercenaries take a moment to heal their injuries and check on their fallen comrade who they confirm is dead and then start helping folk out of the pit.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik pulls the rope from his pack to help the villagers out of the pit.

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