DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

Loot Tracker

The Seven's Sawmill


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Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Oh! Well Tunder is going to the basement.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Moving towards the hole in the ground, Mirela looks anxiously towards Selena as she inspects the mold. "Is it dangerous Selena?"

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Sticking her tongue out in disgust at the mold, Mirela quickly averts her eyes and moves towards the mummified monkey head. "What do you think this gruesome thing is?" Instinctively, Mirela reaches out to tug the bellpull, yet manages to battle her own curiosity, batting her own hand away "Thaaat... is probably not a good idea."


Selena's divination for magical effects returns one from a surprising location, the mummified monkey's head. Just as Mirela stops herself from touching it, Selena recognizes the artifact as a hungry decapitant, which gives out a loud screech if the bellpull is pulled. The effect is similar to the Alarm spell.

Strong necromantic magic radiates as well from the mold on the floor, but the effect is unknown to the budding wizard. Her knowledge of plants and nature leads her to believe this mold is likely harmless, but that is far from clear.

Looking down into the hole in the floor, you can see that it does lead into the Misgivings basement. Specifically, this room holds piles of broken stone, dirt, and a few ruined pickaxes which line the edges of the room. The floor in the middle of the room has been torn up to reveal an ancient set of stone spiral stairs, obviously of much older construction than the surrounding house, winding deep into the bedrock below. A foul stink, like that of rotten meat, wafts up on a cold breeze from the darkness below.

The room has a short flight of steps that wrap around to a door set in the west wall about 1o' above the disturbed ground. There is no sign of the revenant who jumped through the hole a few minutes before.

Mirela Perception DC 15:
When you hit the dug up floor in this room, you notice the smell of rotten meat grows even stronger than it was looking down from above. In fact, it becomes overwhelmingly strong for a brief moment.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Gagging for a brief moment, Mirela covers her mouth and nose with her right hand. "I think I'm going to be sick, that smell is awful... it smells like spoiled meat, and it's getting worse."

Grabbing some rope from her backpack, Mirela sets about tying off one end to something secure. Grabbing an old tapestry or carpet from the front hall, she tosses it on top of the mold to clear a path to the hole. "I don't know if that stuff is dangerous, but I'm not taking any chances." Placing one foot on the carpet somewhat gingerly, Mirela grabs the loose end of the rope looks impatiently towards the others "Ready?"


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek nods. "Ready. Let's find this sonofab%$@+ Foxglove and end this." He is ready to follow Miri down the rope, but looks for Tunder to go next.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena takes the intricate monkey alarm but makes sure not to pull its bellpull and set off the alarm. Turning to the others, Hey, it's something different and unique. Besides if we get separated I just have to activate it and you guys can find me.

She then returns to the task at hand and follows the rest down the basement. Taking a strip of cloth she ties it around her nose at Miri's warning of the smell hoping that it will make a diffences and keep her from gagging.

After you Tunder.


Using the rope for support, Tunder drops down into the basement room without incident. While the smell is bad here, its nothing like Mirela indicates.

One by one the others drop into the basement also.

I already described the room since you looked in from above. Do you want to open the door and explore the basement, or go down the ancient stairs to see "what lies below"? Either way, give me your approximate marching order, if possible.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I am assuming that the creature opened this path down to find Aldern. If we are wanting to follow it then we should hurry down as well. I am not sure what we will find though once we get down there. the fact that the mold had traces of necromantic magic instilled within it gives me pause. What that may indicate I don't know but i don't like it at all. Still i doubt we have much choice at this time.

Possible marching order: Tunder in the lead, Miri, Barek, Selena, and Seldon in the back?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder goes down the creepy looking stairs into the darkness that houses evil.


The broken pickaxes, and piles of dirt and stone look like they have been then longer than just today. They were likely NOT made by the revenant like the hole in the ground floor was.

Tunder and the rest start down the sub basement stairs. As soon as Mirela, second in the order, ets foot on the stairs, she begins to jerk and thrash around as if she were shaken by a mob. Suddenly deep red claws and bite wounds appear on her flesh.

Mirela:
As your foot hits the first step, you experience a sudden vision. You see a sweaty, filthy, wild-eyed Aldern Foxglove digging away at the stone floor of this room with a pickaxe. With each swing, he grunts out two words, growing in volume with each down stroke. "for you... for you...FOR YOU!. You somehow know that Aldern is speaking to you.. Suddenly his pick breaks through the stone floor into the room beyond, and a horde of ravening shrieking ghouls rises out of the hole, pulling Foxglove into the darkness before they turn their lambent eyes on you.

Mirela DC 16 Will, protection from evil: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Mirela Dmg: 6d6 ⇒ (1, 1, 5, 3, 6, 2) = 18

Mirela takes 18hp dmg from this haunt and also needs to make a DC 16 Fort save or contract ghoul fever. You can still use the Magic Circle's +2 resistance bonus on this save. I show her at 12/37 hp after that attack. Additionally, the haunt earns all the PC's 300 xp. This takes you to 10938/15000 or about 19% to level 6.


Gathering themselves after the latest attack on a party member, the group continues down the stairs which end in a limestone cavern. The walls drip with moisture, and swaths of black and dark blue mold grow in spiraling, tangled patterns on the floor, ceiling and walls. Rubble and broken bones clutter the floor, and a rhythmic sound -- like breathing of some immense creature -- echoes through the cave from three tunnels, one to the north and two to the west. Of the two western tunnels, the southernmost one seems to be a relatively new creation.

It is pitch dark down here. What do you use for light sources?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

My eyes.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena refreshes light as need be.

She looks to Miri and the damage that is apparent on her body. Not knowing what else to do Selena looks to Seldon. Can you help her at all? These afflictions are getting stronger. We must hurry before they kill one of us.

Tunder can you tell if there are any tracks that were left that you can follow to tell us where to go?


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Fort Save: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Not even close. Yikes.

Completely unprepared for the shocking vision, Mirela screams in horror as her skin is clawed by unseen forces. Finally falling over from the intensity of the tormenting haunt, Mirela tries in futility to choke back her sobs of fear and pain. After a moment or two, Mirela drags herself to her feet and leans against the closest wall while trying catch her breath and regain her wits. In a weak voice, she quietly adds "Seldon, I.. I don't feel... very well."

Completely lost in anguish, Mirela covers her eyes and adds in an eerily quiet voice "I'm going to die down here."


The onset time for ghoul fever is one day, so you have some time to act before you start feeling poorly.

There are no visible tracks on the floor of the limestone cave. There are three passageways that could be taken by the group, once they tend to Mirela's situation.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Cure Light Wounds (converting Bless): 1d8 + 5 ⇒ (4) + 5 = 9
Channel Energy: 3d6 ⇒ (3, 1, 6) = 10

Seldon rushes to Mirela's side to try to restrain her and looks on in horror as wounds begin to manifest on her from some unknown force. "ed' desna fallana sina harwe andir." he intones, closing the wounds as quickly as they manifested and pulling Mirela into a comforting embrace before helping her to her feet.

"You're not going to die, Mirela. Not if we have anything to say about it, mellonamin." he says, casting a light spell on his holy symbol, casting the light down the southernmost passage. "This tunnel seems relatively new. Let us try this way, shall we?"


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Indeed that sounds like a wise course of action Seldon. thank you for aiding Miri. Forall my experiences and knowledge I envy your ability to mend the wounded and restore what was damaged.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"Don't you worry. We're going to kill them before they kill you."

Does this count as tunnels and underground for Tunder?

Tunder does a quick inspection and chooses the tunnel he feels that the revenant most likely went down or the newest one.
Perception:: 1d20 + 10 ⇒ (19) + 10 = 29 +2 v goblin, +4 v giant, +2 underground
Survival:: 1d20 + 9 ⇒ (9) + 9 = 18 +2 v to track, +2 v goblin, +4 v giant, +2 underground


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Tunder's right. We need to find Foxglove and kill him, otherwise this will just keep taking a toll on Miri. Once we finish him, it'll all be over."


Yes, this counts as underground for Tunder's favorite terrain.

The southernmost of the western tunnels is by far the newest creation. Tunder estimates the work was only done days ago, a week at most, while the other tunnels are far, far older.

I wasn't going to give you a hint as to where the revenant went, but that roll is just too good to leave you hanging...especially with the favored terrain added

Nearly impercetible footprints on the limestone floor, lead the keen-eyed dwarf to believe the revenant creature did not take the new tunnel but instead went down the center.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Center tunnel it is then.


Gm Roll:
1d20 + 7 ⇒ (5) + 7 = 12Tunder: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

As Tunder leads the group through the central tunnel, he pauses raising a fist to signal a stop to those behind him. Sniffing and listening carefully, he whispers back, "There's something ahead." Moving ahead more carefully, the group avoids an ambush as three undead ghouls appear in the chamber beyond the tunnel.

Initiatives:

Tunder: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Barek: 1d20 + 2 ⇒ (2) + 2 = 4
Selena: 1d20 + 2 ⇒ (2) + 2 = 4
Seldon: 1d20 + 5 ⇒ (14) + 5 = 19
Mirela: 1d20 + 5 ⇒ (2) + 5 = 7
Purple Ghoul: 1d20 + 2 ⇒ (2) + 2 = 4
Red Ghoul: 1d20 + 2 ⇒ (1) + 2 = 3
Green Ghoul: 1d20 + 2 ⇒ (20) + 2 = 22


Ghoulish Guardians - Round 1

22 Green Ghoul
19 Seldon
8 Tunder
7 Mirela
4 Barek
4 Selena
4 Purple Ghoul
3 Red Ghoul

Green Ghoul moves quickly, stepping forward and trying to bite the dwarf leader.

Green Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg, Tunder: 1d6 + 1 ⇒ (1) + 1 = 2

Hit on Tunder gives chance for Paralysis (DC 13) and Disease (DC 14) Both are Fort saves. Don't forget your terrain bonus. After that, all the heroes are up.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

not that it matters as Selena and Barek are at the same time but Selena's init modifier is at +6 currently.

Just at the edge of the light where shadows can play tricks on the eyes Selena sees that there is indeed 2 of the creatures. Being confined in the middle Selena does what she can. Grabbing a few strands of bull hair from her component pouch she reaches out and places a hand on Barek. Speaking a few short syllables of arcane power Barek's already impressive physique bulks out even further. End this quickly please Barek as we need to get moving for Miri's sake. This will last about 5 minutes allowing you to hit easier and harder.

bulls strength on Barek 5 minute duration

Mage armor on Selena ??? of 4 hour duration remaining


I keep forgetting it changed. Can you, perhaps, add Init to your tagline? When did you cast Mage Armor and I can give you an estimate of how much longer its in play.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

will do for the init. The mage armor was back after I attacked Miri. I realized I hadn't cast it yet and if I attacked her then Barek could attack me. That would not be a pretty sight.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Fort: 1d20 + 7 ⇒ (19) + 7 = 26 v Paralysis
Fort: 1d20 + 7 ⇒ (6) + 7 = 13 v Disease


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek feels his muscles bulge and he grins. "Lass, we'll make short work of these beasties." He winks at Selena, and rounds the corner to come at the ghouls from behind.

Double Move


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Eleni sílar antalyannar!" Seldon prays, casting a blessing on his companions and nocking an arrow, gliding past Barek and Selena. "Our quarry at last! We're almost through this yet, my friends. Hold fast!"

Elvish:
May the stars shine upon your faces!


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Grabbing one of her throwing daggers, Mirela looks somewhat weakly upon the ghoul attacking Tunder, hesitating slightly before finally throwing.

Attack roll: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Some dismal rolls right there.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder responds to the ghoul's attack with a swipe from Rumilda.
Rumilda (Waraxe): 2H
To Hit: 1d20 + 8 ⇒ (9) + 8 = 17 To Hurt: 1d10 + 4 ⇒ (1) + 4 = 5
He takes a step to the side so others may get a better shot.


Ghoulish Guardians - Round 1

Seldon stops for a moment and casts a blessing over all the party, giving their weapons a little more power, and giving Desna's protection against fear. Once the spell is cast, he readies his bow for a shot at any ghouls who survive the first onslaught.

After fighting off the paralysis from the ghoul touch, Tunder rips into the ghouls around him with his war-axe. The whirling blade cuts the offending ghoul, and then Tunder side steps providing better lines of sight for his mates.

Seeing the lane open, Mirela throws a dagger at the ghoul, but she is still shaken badly enough that the throw is wildly off line.

Barek, thinking tactically, moves to circle around behind the ghouls. To his surprise, another ghoul awaits him there.

As he goes by, Selena passes on a strength spell to Barek, his muscles now bulging with arcane power.

As the now muscle-bound Barek runs right into Purple Ghoul, the undead devourer hardly needs to move to attack him. But all the attacks are weak and inept, each easily dodged by Barek.

Red Ghoul takes a small step forward and slices at the dwarf with fangs and claws. One claw slips past Tunder's defense, scratching his face for 5hp damage.

End of round 1

Purple Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Purple Claw 1: 1d20 + 3 ⇒ (3) + 3 = 6
Purple Claw 2: 1d20 + 3 ⇒ (3) + 3 = 6
Red Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Red Claw 1: 1d20 + 3 ⇒ (1) + 3 = 4
Red Claw 2: 1d20 + 3 ⇒ (19) + 3 = 22
Claw 2 dmg, Tunder: 1d6 + 1 ⇒ (4) + 1 = 5

Tunder hit again needs Fort save vs paralysis (DC 14). I have him at 53/60 hp, the only one hit by ghouls so far. On to Round 2.


Ghoulish Guardians - Round 2

22 Green Ghoul (7hp dmg)
19 Seldon
8 Tunder (diseased)(paralyzed?)
7 Mirela (diseased)
4 Barek
4 Selena
4 Purple Ghoul
3 Red Ghoul

Don't forget that Bless is still active. Add +1 to your attack rolls, if you like.

Green Ghoul, wounded in the previous round, savagely attacks Tunder with bite and claws again this round, but the robust dwarf is able to avoid them all.

Green Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Green Claw 1: 1d20 + 3 ⇒ (11) + 3 = 14
Green Claw 2: 1d20 + 3 ⇒ (12) + 3 = 15

All the party is up before the ghouls act again. Tunder still needs the DC 14 Fort save or be paralyzed.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Fort: 1d20 + 7 ⇒ (13) + 7 = 20

Attack the Green Ghoul again.

Rumilda (Waraxe): 2H, bless
To Hit: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 To Hurt: 1d10 + 4 ⇒ (7) + 4 = 11


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek lashes out with both fists. His first is a bit off, but he follows up with a nasty hit straight to the ghoul's jaw.

Attack (TWF, DS, Bless, BS): 1d20 + 10 ⇒ (3) + 10 = 13
Damage (DS, BS): 1d6 + 17 ⇒ (3) + 17 = 20

Attack (TWF, DS, Bless, BS): 1d20 + 10 ⇒ (19) + 10 = 29
Damage (DS, BS): 1d6 + 11 ⇒ (2) + 11 = 13

If that first one does connect and drops the ghoul, I'd like to retcon to have Barek move.


Ghoulish Guardians - Round 2 - continued

Tunder continues to shake off the paralysis, and let his war-axe do the talking. Whistling through the air, Rumilda cuts down Green Ghoul.

Barek gives the ghoul only a glancing blow with his first swing, causing now damage. However, it appears he was just setting the undead creature up for his second swing which rocks the monster back on its heals looking quite the worse for wear.

Waiting on Seldon, Mirelan and Selena. Hopefully they can post something tomorrow or I'll take their turn to keep the fight moving.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

sorry was waiting for results of Barek and Tunder.

Selena moves after Barek and once she sees that thereis a ghoul there as well she releases a it of disruptive energy from her hand. This energy is indivisible to living creatures but for the undead it seems as if it is a direct burst of positive energy.

Disrupt undead ranged touch attack 1d20 + 5 ⇒ (11) + 5 = 16 for 1d6 + 1 ⇒ (3) + 1 = 4 damage


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Longbow (Soft Cover, Bless, Point Blank): 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Seldon sends an arrow soaring over Tunder's head in the cramped hallway at the remaining ghoul (red, I believe?).


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Moving swiftly behind Tunder in order to get position, Mirela stabs at one of the remaining ghouls.

Attack Roll, Bless: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Ghoulish Guardians - Round 2 - concluded

Seldon fires from the rear, over the head and chopping axe of Tunder, but the shot stays high, missing the target.

Mirela moves behind Tunder, slipping past the ravening ghoul, and then turning her rapier on him. Her first attack catches the undead monster, and wounds him slightly.

Selena turns and follows Barek. Seeing him locked in mortal combat with a ghoul, she fires a ray of positive energy that catches the undead beast full in the chest. The power of good is too much for the ghoul to bear and it dies, screaming in agony.

Red Ghoul keeps his attention on Tunder, striking out with fangs and claws once again. The foul creatures noisome bite is able to catch the wary dwarf on the neck and shoulder for 6 damage. The sturdy dwarf once again fights off the paralytic agent in the ghoul's touch.

End of Round 2

Mirela Acrobatics to avoid AoO: 1d20 + 11 ⇒ (15) + 11 = 26
Red Ghoul Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Red Ghoul Claw 1: 1d20 + 3 ⇒ (10) + 3 = 13
Red Ghoul Claw 2: 1d20 + 3 ⇒ (16) + 3 = 19
Tunder Fort DC 13 vs Paralysis: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg, Tunder: 1d6 + 1 ⇒ (5) + 1 = 6

Tunder has been having it rough. He is at 47/60hp.


Ghoulish Guardians - Round 3

19 Seldon
8 Tunder (diseased)
7 Mirela (diseased)
4 Barek
4 Selena
3 Red Ghoul (3hp dmg)

All the heroes are up against the one remaining ghoul. Please be gentle...


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Longbow, Point Blank, Bless, Rapid Shot: 1d20 + 3 ⇒ (6) + 3 = 9
Longbow, Point Blank, Bless, Rapid Shot: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Once he's certain Tunder has not succumbed to the ghouls paralysis, Seldon fires two shots in quick succession. One of them finds its mark with a thud, barely audible over the scrapes and shouts of combat. "ie' tella!" the elf says, with an exasperated sigh, lowering his bow. "Another blow should do it. Drive it home, Tunder!"

Elvish:
At Last/Finally!

Arrow Recovery:
1d100 ⇒ 7
1d100 ⇒ 71

Arrows Remaining: 58


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder tries to give better than he gets.

Rumilda (Waraxe): 2H, bless, power attack
To Hit: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20 To Hurt: 1d10 + 4 + 6 ⇒ (10) + 4 + 6 = 20


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek round on the last ghoul, adding his attack to Tunder's mighty swing.

Attack (DS, Bless, BS): 1d20 + 12 ⇒ (11) + 12 = 23
Damage (DS, BS): 1d6 + 17 ⇒ (4) + 17 = 21


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I am pretty sure that 48 damage to a wounded ghoul will kill it. Nice job guys.

Selena moves quickly up to gather with the group as to not be in the back by herself. Nice job everyone. Are you ok though Tunder? It looks like that ghoul got you a few times. Are you ok to continue on or should we take a small break to let you recoup a bit?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"I'm good. Let's keep moving." Tunder pauses just long enough to be healed before continuing down the tunnel.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Channel Energy: 3d6 ⇒ (4, 4, 3) = 11

"Let's press on, my reserves run low. I cannot cast another blessing."


Ghoulish Guardians - Round 3 - concluded

Seldon fires twice at the remaining ghoul, scarring it once, but not putting it all the way down.

Tunder's axe swings are true and his chops are enough to bag the last ghoul which cries a strangled moan as it falls.

End of Combat

Killing three more ghouls adds a few more XP's to the group. Each player gains 300xp from the fight, making the new total 11238/15000 or about 25% to level 6.


After defeating the ghouls, the group re-composes itself, Seldon channeling more of Desna's healing power to the group.

Soon they are ready to proceed once again. Moving down the passage, the group finds themselves at a junction. One passage seems to open into a huge cavern room, while the other, just bends to the west.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Try the cavern.

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