DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Surprised as he barely managed to keep his footing through sheer stubbornness in his ridiculously unsuited full plate, the Dwarf looked on in despair at Addie and Valeron as they fell.

You al'right?! he asked as he made his way down slowly and steadily, concerned.

1d20 + 8 ⇒ (8) + 8 = 16 Fort


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fortitude save: 1d20 + 4 ⇒ (18) + 4 = 22

"Och! Phew!" Kev comments with a grimace as he reaches the bottom, helping Addie to her feet. "This is beyond nasty."


"Awww... YUCK!" Addie exclaims, sitting up in the muck where she fell. The young witch attempts to wipe some of the filth from her face and flings her hands to the side, send the vile sludge flying.

"This is almost as bad as some of the places where I had to stay in Rego Cader," she quips weakly as she takes Kevorin's hand, nodding in thanks for his assistance.

DC 14 Fort save: 1d20 + 3 ⇒ (20) + 3 = 23
DC 12 Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
DC 16 Fort save: 1d20 + 3 ⇒ (13) + 3 = 16

"Well, that wasn't too bad," she says, casting her Prestidigitation cantrip to clean herself and her clothes once safely to her feet. "Valeron? You okay?" she asks, using the same magics to clean the priest as well.

Grand Lodge

Map Update


Male Human Cleric 5 / Inheritor's Crusader 1

DC14 Fort: 1d20 + 7 ⇒ (14) + 7 = 21
DC12 Fort: 1d20 + 7 ⇒ (13) + 7 = 20
DC16 Fort: 1d20 + 7 ⇒ (14) + 7 = 21

Sitting in the much, Valeron looks at his gloved hands in disgust before glancing back at Kevorin and Morghrim.

"Here, let me help..." he attempts to offer to Addie, striving to recover some semblance of a gentleman as he watches the filth disappear with the witch's spell.

"We might need more of that spell in a minute," he suggests as he nods ahead at the muck.

Shaking off the last of the ick, Valeron shrugs. "I guess it's harmless. Looks like a breeding ground for disease, though..."

While he's standing in it, he figures he might as well wade his way to the island.

Grand Lodge

DM Rolls:

VP:1d20 + 3 ⇒ (1) + 3 = 4
VI:1d20 + 0 ⇒ (14) + 0 = 14
AP:1d20 + 7 ⇒ (8) + 7 = 15
AI:1d20 + 2 ⇒ (18) + 2 = 20
KP:1d20 + 6 ⇒ (19) + 6 = 25
KI:1d20 + 2 ⇒ (17) + 2 = 19
MP:1d20 + 12 ⇒ (6) + 12 = 18
MI:1d20 + 5 ⇒ (6) + 5 = 11
EI:1d20 + 2 ⇒ (14) + 2 = 16

Valeron begins to slog his way through the waste when Kevorin notices something beginning to rise from the sludge.

Knowledge (Planes) DC 15:
This appears to be some sort of variation on a water elemental, though this one seems to be moving slower due to the viscous nature of the liquid. (Speed 30 vs 90).

Heal DC 15, if you make the Knowledge (Planes) check:
There is a risk of disease everytime this creature hits you, as it is made of the foul sludge.

The sludge is about thigh deep and therefore considered rough terrain, no charging, every square counts as 10 feet of movement.

Initiative Order (Surprise Round):
Kevorin - 19
Creature - 16

Even though Kevorin goes before the creature, I am going take its action anyway as there is little other than move Kev is going to be able to do in the surprise round.

The foul creature rises from the muck, swinging a heavy, arm-like appendage at the Iomedian priest, nearly knocking Valeron over from the force of the blow.

Val, takes 9 damage and needs to make a DC 17 Fortitude Save

Valeron is in square (BN,30), the creature is in (BM,BN,27,28)

DM Rolls:

Attack:1d20 + 12 ⇒ (18) + 12 = 30 vs FF AC
Damage:1d8 + 5 ⇒ (4) + 5 = 9

Initiative Order (Round 1):
Addie - 20
Kevorin - 19
Creature - 16
Valeron - 14
Morghrim - 11

I will need a DC 14 Fortitude Save at the beginning of every round while in this room. Failure means that you are nauseated for the round.

I need a surprise round action from Kev, followed by Round 1 actions from Addie and Kev. Map update coming this evening.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Valeron! Watch out!" Kev shouts, slogging forward as best as he is able to BO30, readying his axe.

On his actual turn, he rages and steps forward to BO29 and swipes at the thing.
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d12 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Kevorin wrote:

"Valeron! Watch out!" Kev shouts, slogging forward as best as he is able to BO30, readying his axe.

On his actual turn, he rages and steps forward to BO29 and swipes at the thing.
Attack: 1d20+6
Damage: 1d12+4

DM Talomyr wrote:
I will need a DC 14 Fortitude Save at the beginning of every round while in this room. Failure means that you are nauseated for the round.

Please give me a DC 14 Fort save.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Right, sorry. Assuming he has to make that before he starts his rage...
1d20 + 4 ⇒ (7) + 4 = 11 Can you rage when throwing up? Maybe by RAW, but it's not very practical, so he doesn't rage yet. Instead he shouts out, "Valeron. Wat-!" and hurls into the yellow mass, adding to the lovely smells.

Grand Lodge

Kevorin wrote:

Right, sorry. Assuming he has to make that before he starts his rage...

1d20+4 Can you rage when throwing up? Maybe by RAW, but it's not very practical, so he doesn't rage yet. Instead he shouts out, "Valeron. Wat-!" and hurls into the yellow mass, adding to the lovely smells.

Nauseated still leaves you with a move action should you like to take it. Will you be staying in (BO,30) or moving? Keep in mind it is difficult terrain and every square counts as 10 ft (therefore no 5 ft steps)


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron hesitates for a moment during his trudging through the sludge.

"What...?" he begins a question as he turns back towards Kevorin, his eyes widening at the sight of the brackish appendage aimed at him.

"...oh, that."

What in the Inheritor's name is THAT?

Knowledge Planes (DC15): 1d20 + 4 ⇒ (2) + 4 = 6

No idea...

"Oomph," Valeron grunts as the watery appendage connects. The cleric's eyes go wide, but he manages to keep his grip on his sword and illuminated shield.

Fort DC17: 1d20 + 7 ⇒ (12) + 7 = 19

Status:

AC: 21
HP: 23/37
Already Cast: Lesser RestorationX3, Shield of Faith, Prot f/Evil
Channels Used: 2


Male Human Cleric 5 / Inheritor's Crusader 1

With the sheer amount of Fort saves required in this room, Valeron is more than willing to make a strategic withdrawal to discuss options...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
DM Talomyr wrote:
Kevorin wrote:

Right, sorry. Assuming he has to make that before he starts his rage...

1d20+4 Can you rage when throwing up? Maybe by RAW, but it's not very practical, so he doesn't rage yet. Instead he shouts out, "Valeron. Wat-!" and hurls into the yellow mass, adding to the lovely smells.
Nauseated still leaves you with a move action should you like to take it. Will you be staying in (BO,30) or moving? Keep in mind it is difficult terrain and every square counts as 10 ft (therefore no 5 ft steps)

Staying for now.

Grand Lodge

Map Update (Beginning of Round 1)


Round One:

DC 14 Fortitude save: 1d20 + 3 ⇒ (11) + 3 = 14

DC 15 Knowledge (Planes) check: 1d20 + 11 ⇒ (17) + 11 = 28
DC 15 Heal check: 1d20 + 8 ⇒ (7) + 8 = 15

"Some type of sludge water elemental!" Addie announces. "Each blow may cause disease!"

Addie then focuses on the creature, and calls upon the power of The Gentleman to curse the creature's fortune as she begins to cackle madly.

Standard action to use Misfortune Hex on the sludge elemental: for 1 round, any time the creature makes an ability check, attack roll, saving throw, or skill check it must roll twice and take the worse result; Will save DC 16 negates this effect. Move action to use Cackle Hex to extend the Misfortune Hex for an additional round.

Addie's AC w/Mage Armor: 18
Addie's HP: 33/34

Grand Lodge

DM Rolls:

Will Save:1d20 + 2 ⇒ (9) + 2 = 11 - Fail
Slam 1:1d20 + 12 ⇒ (17) + 12 = 29
Slam 1:1d20 + 12 ⇒ (12) + 12 = 24 - Worse Result - Hit
Damage:1d8 + 5 ⇒ (3) + 5 = 8

Slam 2:1d20 + 12 ⇒ (7) + 12 = 19 - Worse Result - Miss
Slam 2:1d20 + 12 ⇒ (14) + 12 = 26
Damage:1d8 + 5 ⇒ (8) + 5 = 13

The foul elemental swings both of its arms at Valeron, landing one blow with a second seeming to miss at the last moment due to unseen forces.

Val take 8 damage and give me another DC 17 Fort save.

Initiative Order (Round 1):
Addie - 20 (acted)
Kevorin - 19 (nauseated)
Excremental? - (acted)
Valeron - 14
Morghrim - 1

Valeron and Morghrim are up to finish out Round 1, followed by Addie and Kevorin in Round 2.


DM Talomyr wrote:
Excremental? - (acted)

Ha! I just spewed my drink! At least you didn't say that it 'moved'!


Male Human Cleric 5 / Inheritor's Crusader 1

Round 1

Fort DC17: 1d20 + 7 ⇒ (10) + 7 = 17

"Guhmph..." the cleric grunts as he continues to be pummeled in surprise by the creature.

Stumbling backward, Valeron's eyes narrow at the sludge elemental and he begins to mouth words back at the creature, his courage growing with each he speaks.

5ft step back to BO,31 behind Kevorin.

Cast Summon Monster III to call a lantern archon into BM,26 - full round casting time of course.

Assuming it gets off, don't forget the Aura of Menace! (and of course the ranged touch attacks that bypass DR :)

Status:

AC: 21
HP: 15/37
Already Cast: Lesser RestorationX3, Shield of Faith, Prot f/Evil
Channels Used: 2

Grand Lodge

Difficult terrain makes a 5ft step impossible. Moving to (BO,31) will provoke an AoO, is that still what you would like to do?


Male Human Cleric 5 / Inheritor's Crusader 1

I certainly don't want to gamble with casting defensively on a 3rd level spell, so it looks like that's my best option. Since I need to take a move action, Valeron will use his full 20ft move to cover 10ft back to BN,32 and pray that the Misfortune Hex protects him in this case.

Once in a "safe" position, he'll use his standard action to begin a full round cast - same net effect, it just takes an action next round to complete the summon.

AC21. Fingers crossed.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Feeling even his stalwart guts struggling against the horrible fumes, Morghrim slowly moves to BN32, Shelyn's Kiss held in his hands as he stubbornly moves through the sludge, not slowed at all by his full plate but struggling with the excrement instead; both with walking through it and with the nauseating scent.

1d20 + 8 ⇒ (4) + 8 = 12 (If it counts as a poison effect or something Hardy protects against, Morghrim saves and moves to BM31 instead)

I think a minute has passed easily. No more Shield of Faith. DM the stats in my parentheses are being updated and will reflect Morghrim's 'default' stance of Glaive fighting without a buckler.

Grand Lodge

I would say Hardy applies in this case, Morghrim will be in (BM,31)

DM Rolls:

AoO:1d20 + 12 ⇒ (17) + 12 = 29
AoO:1d20 + 12 ⇒ (2) + 12 = 14
Damage:1d8 + 5 ⇒ (3) + 5 = 8

As Valeron backs away, the creature hurls another arm-like appendage at the priest, again missing due to the power of the witch's hex.

That's two hits the hex has spared you (21 points of damage total). That wraps up Round 1, Round 2 begins with Addie and Kev.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort save: 1d20 + 4 ⇒ (4) + 4 = 8

Sigh. Kev continues to vomit as the smell permeates his whole being. Seeing Valeron in danger casting his spell, however, Kev attempts to interpose his body between the priest and the excremental.

Can't see map at the moment. Please move him somewhere appropriate if possible to block the thing's advance on Valeron.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Oh, something I meant to declare but somehow didn't type- Morghrim will use Judgement to heal 2 points of damage.


Round Two:

DC 14 Fortitude save: 1d20 + 3 ⇒ (19) + 3 = 22

Addie fixes the sludge elemental with a piercing glare, causing an inkling of nagging doubt and despair to begin to worm through its alien mind as the young witch continues to cackle madly.

Standard action to use Evil Eye Hex on the elemental: the creature takes a -2 penalty to attack rolls for 7 rounds; Will DC 16 reduces this to 1 round. Move action to use Cackle Hex to extend Misfortune Hex through Round Three, and to extend Evil Eye Hex for 1 additional round.

Addie's AC w/Mage Armor: 18
Addie's HP: 33/34

Grand Lodge

DM Rolls:

Will Save:1d20 + 2 ⇒ (5) + 2 = 7

Slam 1:1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Slam 1:1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 - Worse Roll - Miss
Damage:1d8 + 5 ⇒ (2) + 5 = 7

Slam 2:1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13 - Worse Roll - Miss
Slam 2:1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Damage:1d8 + 5 ⇒ (6) + 5 = 11

Addie continues her mad laughter as she glares at the foul creature again, Kevorin steps in front of the retreating priest, exposing himself to two swings from the beast, both missing their target.

Valeron begins to cast his summoning spell.

Ok, Addie has nerfed the hell out of the thing. Now it's up to the rest of you to kill it. Morghrim is up to finish up round 2, followed by Addie and Kevorin in Round 3.

Map Update


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1d20 + 12 ⇒ (7) + 12 = 19 (Hardy +4 from Steel Soul)

Morghrim steps up to BM30 and immediately goes on the offensive, switching his murmured prayer to providing a dangerous sheen to his already magical weapon. His first swing is cautious and wary, lacking his usual abandon.

+2 attack rolls. No power attack.

1d20 + 10 ⇒ (8) + 10 = 18
1d10 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Morghrim's attack cuts into the watery creature, obviously damaging it, but not as much a Morghrim would have initially thought.

Long drawn out way of saying you hit, but DR ate some of your damage.


Round Three:

DC 14 Fortitude save: 1d20 + 3 ⇒ (6) + 3 = 9 - knew it was too good to last...

Addie finally succumbs to the sickening stench, struggling not to vomit as she continues to cackle madly.

Nauseated for 1 round, and only able to take a single move action. Fortunately Cackle Hex is a move action, so Addie cackles to extend the Misfortune Hex for another round (through the end of Round Four) and the Evil Eye Hex (-2 to attack) for another round.

Addie's AC w/Mage Armor: 18
Addie's HP: 33/34


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
DM Talomyr wrote:

Morghrim's attack cuts into the watery creature, obviously damaging it, but not as much a Morghrim would have initially thought.

Long drawn out way of saying you hit, but DR ate some of your damage.

Yeah. Everybody knows excrementals have DR 15/bleach.

Fort save: 1d20 + 4 ⇒ (17) + 4 = 21

Hooray! Kev rages and attacks the thing. 1d20 + 6 ⇒ (3) + 6 = 9

Never mind.


Male Human Cleric 5 / Inheritor's Crusader 1

Round 2

Fort DC14: 1d20 + 7 ⇒ (13) + 7 = 20

Valeron's spell completes, and the fabric of the universe distorts and twists as a graceful orb of light blinks into existence behind the elemental.

The cleric looks admirably at this creature, unused to such complex prayers of his being answered by his goddess.

I... I cannot believe it! We are all truly blessed.

Knowing the name of the creature he sought to contact, Valeron directs it to assist in their attacks on the elemental.

"Gali'thronial! Attack the watery creature!"

Ray #1 (ranged touch, ignores DR): 1d20 + 3 ⇒ (20) + 3 = 23 for 1d6 ⇒ 4
Ray #2 (ranged touch, ignores DR): 1d20 + 3 ⇒ (9) + 3 = 12 for 1d6 ⇒ 2
Ray #1 (crit confirm, ranged touch, ignores DR): 1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 ⇒ 3

Don't forget the Aura of Menace. DC13 Will or the elemental is -2 to it's rolls.

As Valeron required his standard action this round to complete the Summoning, he continues to stand behind Kevorin at the moment until the next round. The lantern archon will last 5 rounds, acting it's last action in Round 6.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1d20 + 12 ⇒ (9) + 12 = 21 Fort

Ha, a blessed sight in this Infernal hellhole Valeron! Morghrim cries as he presses the attack.

1d20 + 10 ⇒ (8) + 10 = 18
1d10 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Addie continues to cackle maniacally in between fits of vomiting.

Kevorin finally controls his stomach long enough to make an attack on the elemental, landing a hit, but much like Morghrim not harming the creature as much as he normally would.

DM Rolls:

Slam 1:1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27 - Worse Roll - Hit
Slam 1:1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Damage:1d8 + 5 ⇒ (2) + 5 = 7

Slam 2:1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Slam 2:1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 - Worse Roll - Hit
Damage:1d8 + 5 ⇒ (7) + 5 = 12

Will Save (after Valeron's archon arrives):1d20 + 2 ⇒ (17) + 2 = 19

The element lashes out twice at the half-orc, being the closest target, and despite Addie's efforts, lands two clubbing blows to the ribs of Kevorin.

Kev takes 19 damage. Give me two DC 17 Fort saves please.

DM Roll:

Slam 1:1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Slam 1:1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12 - Worse Roll - Miss
Damage:1d8 + 5 ⇒ (5) + 5 = 10

Valeron's summoned archon comes into being, blasting the elemental twice with rays of light and gets swatted at for its efforts. Fortunately for the archon, Addie's hex seems to take hold again as the elemental misses its target. Unfortunately for the group, the elemental seems to shrug off the archon's menacing aura.

Finally, Morghrim slashes at the creature another time with Shelyn's Kiss, further wounding the elemental.

That gets us through Round 3. Round 4 Begins with Addie and Kev.

Map Update Top of Round 4


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Ouch! Poor Kevorin...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort 1: 1d20 + 6 ⇒ (16) + 6 = 22
Fort 2: 1d20 + 6 ⇒ (20) + 6 = 26

Nausea save: 1d20 + 6 ⇒ (11) + 6 = 17

Kev shakes off the hits, stands his ground, and slashes back at the thing.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d12 + 4 ⇒ (1) + 4 = 5


Not to nitpick, but the excremental needs to make two Will saves vs. the archons aura of menace due to Addie's Misfortune Hex.

Round Four:

DC 14 Fortitude save: 1d20 + 3 ⇒ (11) + 3 = 14

Addie manages to regain her composure enough to offer words of encouragement to her companions while continuing to cackle madly.

Standard action to begin Bardic Performance (Inspire Courage), granting all allies +1 competence bonus to attack and damage, and +1 morale bonus to saves vs charm and fear effects. Move action to use Cackle Hex to extend Misfortune Hex for another round (through the end of Round Five), and to extend Evil Eye Hex (-2 to attack) for another round.

Rounds of Bardic Performance used today: 3/6

Addie's AC w/Mage Armor: 18
Addie's HP: 33/34

Kev, add +1 to hit and damage due to Inspire Courage

Grand Lodge

Spoiler:
Will Save:1d20 + 2 ⇒ (3) + 2 = 5

Addie continues to cackle, while beginning a bardic performance.

Meanwhile, Kevorin strikes the elemental, causing only the most minor of damage to the creature. The element swings its arms at the half-orc again, battering Kevorin's already bruised ribs.

Kev takes another 15 damage, and I need two more DC 17 Fort saves.

Spoiler:

Slam 1:1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19 - Worse Roll - Hit
Slam 1:1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
Damage:1d8 + 5 ⇒ (1) + 5 = 6

Slam 2:1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23
Slam 2:1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18 - Worse Roll - Hit
Damage:1d8 + 5 ⇒ (4) + 5 = 9

Valeron and Morghrim are up to finish out Round 4.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1d20 + 12 ⇒ (12) + 12 = 24 Fort

Letting Addie's magical inspiration bolster his martial prowess, Morghrim channels forces potent against such planar creatures into his glaive, the glowing metal end of his polearm doing greater harm to the elemental despite a mere glancing blow; hoping to attract the creature's attention or overcome it before Kevorin is slain.

1d20 + 12 ⇒ (14) + 12 = 26
1d10 + 11 + 2d6 ⇒ (1) + 11 + (3, 2) = 17

Not even my Bane dice wanted to roll average, let alone my treacherous D10...


Male Human Cleric 5 / Inheritor's Crusader 1

Round 3

Fort DC14: 1d20 + 7 ⇒ (16) + 7 = 23

Valeron continues to mostly hold his breath while considering what next action he can next take to help defeat the wretched water beast.

Realizing Kevorin's wounds are severe, he acts quickly to stem the half-orc's injuries.

"Let Morghrim get it's attention, Kev!"

Lose Magic Weapon (1st) for Cure Light: 1d8 + 5 ⇒ (4) + 5 = 9

The cleric watches as the glowing orb continues to orbit and launch beams of light at their adversary.

Ray #1 (ranged touch, BEFORE inspire, ignores DR): 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 ⇒ 3
Ray #2 (ranged touch, BEFORE inspire, ignores DR): 1d20 + 3 ⇒ (19) + 3 = 22 for 1d6 ⇒ 5

EDIT

Looks like I'm missing a round of actions somehow... everyone else has gotten 4 rounds of actions in except Valeron!

Round Summary:

1 --
Add: Misfortune Hex
Kev: Nauseated
Ele: Hits Val once for 8HP
Val: Moves away (provoking AoO), using standard to begin casting Summon III
Mor: Moves into melee

2 --
Add: Evil Eye Hex (std), Cackle (move)
Kev: Nauseated
Ele: Misses Kev twice
Val: Finishes casting Summon III. Archon attacks first time.
Mor: Hits AC18 for 12HP

3 --
Add: Nauseated. Uses Cackle (move)
Kev: Misses (Hit AC9)
Ele: Hits Kev twice for 19HP
Val: Cast Cure Light on Kev. Archon attacks second time.
Mor: Hits AC18 for 13HP

4 --
Add: Inspire Courage (std), Cackle (move)
Kev: Hits AC19 for 5HP
Ele: Hits Kev twice for 15HP
Val: ??
Mor: Hits AC26 for 17HP

Assuming that's all correct, here's Round 4 to catch up...

Round 4

Fort DC14: 1d20 + 7 ⇒ (11) + 7 = 18

Valeron reaches out to heal Kevorin a second time while the archon continues to assault the elemental.

Lose Cause Fear (1st) for Cure Light: 1d8 + 5 ⇒ (1) + 5 = 6

Ray #1 (ranged touch, inspire, ignores DR): 1d20 + 4 ⇒ (16) + 4 = 20 for 1d6 + 1 ⇒ (4) + 1 = 5
Ray #2 (ranged touch, inspire, ignores DR): 1d20 + 4 ⇒ (5) + 4 = 9 for 1d6 + 1 ⇒ (3) + 1 = 4

Total for catch-up: +15HP to Kev.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Fort: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Valeron's archon blasts the elemental twice again, but yet the creature is barely phased by the attack. While the archon strikes, Valeron does his best to heal Kevorin's battered body.

Morghrim continues his attack, cutting away a significant amount of the sludge-like creature's body with the strike.

Addie and Kev are up.


Round Five:

DC 14 Fortitude save: 1d20 + 3 ⇒ (15) + 3 = 18

Managing to resist the godawful stench for a few more seconds, Addie continues to offer words of encouragement between fits of mad cackling. As she does so, she reaches into her magical haversack to retrieve a scroll.

Free action to maintain Bardic Performance (Inspire Courage), so allies continue to receive +1 competence bonus to attack and damage. Move action to use Cackle Hex to extend Misfortune Hex for another round (through the end of Round Six), and to extend Evil Eye Hex (-2 to attack) for another round. Standard action (actually another move action) to retrieve Scroll of Glitterdust from haversack.

Rounds of Bardic Performance used today: 4/6

Addie's AC w/Mage Armor: 18
Addie's HP: 33/34


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort: 1d20 + 6 ⇒ (12) + 6 = 18
The idea of going down into this disgusting muck reviles Kev, but he keeps at it anyway.

Attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14

Grand Lodge

While Addie retrieves her scroll and continues cackling, Kevorin takes another sizable chunk out of the elemental's body.

DM Rolls:

Slam 1:1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Slam 1:1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10 - Worse Roll - Miss
Damage:1d8 + 5 ⇒ (6) + 5 = 11

Slam 2:1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17 - Worse Roll - Hit
Slam 2:1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23
Damage:1d8 + 5 ⇒ (5) + 5 = 10

The sludge-like creature continues to pound away at Kevorin, with one of the strikes by passing Addie's hex and slamming into Kevorin's already injured ribs.

Kev takes 10 damage, plus another DC 17 Fort Save.

Valeron and Morghrim are up to end the round.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1d20 + 12 ⇒ (7) + 12 = 19 Fort

Barely bothered by the stench now he has gotten used to it, Morghrim keeps swinging as some of the magic on his weapon becomes more destructive in nature...

1d20 + 10 ⇒ (17) + 10 = 27
1d10 + 13 + 2d6 ⇒ (7) + 13 + (1, 1) = 22

Oh give me a break Bane dice...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Morghrim channels divine wrath into Shelyn's Kiss one more time, driving the blade into what would be the chest cavity of the creature if it actually had such anatomic feature. As the inquisitor withdraws his blade, the elemental slowly disperses back into the rest of the muck in the room.

That's it for that combat. Other features of room are another exit to the west and the island of debris in the middle of the lake of filth.


DC 14 Fortitude save: 1d20 + 3 ⇒ (6) + 3 = 9

Addie places her scroll back in her magical haversack, and then vomits into the muck. Wiping her mouth with the back of her hand, she retrieves her healing wand from her pack.

"Here... Kev..." she begins, struggling to keep from disgorging more from her already empty stomach. Mumbling the activation word for the wand, she channels healing energy into the half-orc's battered form.

Kev - CLW Wand Charge 1: 1d8 + 2 ⇒ (3) + 2 = 5
Kev - CLW Wand Charge 2: 1d8 + 2 ⇒ (4) + 2 = 6
Kev - CLW Wand Charge 3: 1d8 + 2 ⇒ (7) + 2 = 9
Kev - CLW Wand Charge 4: 1d8 + 2 ⇒ (4) + 2 = 6

"There... How're you feeling?" Addie asks Kevorin.

"Valeron? Are you hurt?

8 charges remaining on our CLW wand.


Male Human Cleric 5 / Inheritor's Crusader 1

"I am, but first let me try this before we use too many charges of the wand."

Valeron nods his thanks to Gali the archon as it winks out of existence and bows his head in reverence to his goddess.

He would have Addie wait before she uses all the wand charges to see how this fares.

Channel (after we finish off the elemental): 3d6 ⇒ (6, 6, 4) = 16

That takes Valeron up to 31/37 which is solid. Up to you and Kevorin for how many charges are used on him?

"Now, about this island in the middle of the sludge..."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Valeron's channel puts Kev at 11 out of 34 once he stops raging (I'll add an extra round to keep him going until the healing hits).

Then he waits patiently, occasionally dry heaving, as Addie fixes him up.

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