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Starhawk

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_28df7068-b62f-4180-bf91-271603c67a4d.jpeg.3e99c019217305eae354e52a07e24185.jpegCyl Wradom

AC 26, HP 33/33, Fort 4, Ref 3, Will 3, Init 2, Perception 10

 

 

Male LN Half-Elf Fighter,

Level 3 Init 2 HP 33/33 Speed 20'
AC 26 Touch 12 FF 24 CMD 23 Fort 4, Ref 3 Will 3 (Enchantments 7)/(Fear 8) CMB +7 BAB 3

Fauchard +8 (1d10+6, 18-20/x2)  
MW Silversheen, Reach, Trip, Weaponcorded
Cestus +7 (1d4+4, 19-20/x2)
Javelin (1) +5 (1d6+4, x3)

Masterwork Full Plate, Darkwood Full Shield (+11 Armor, +3 Shield, +2 Dex)

Str 18 Dex 14 Con 12 Int 14 Wis 14 Cha 8

Condition None 

Cyl took a moment to take in the situation. The bard's song left him, and his anger subsided. It seemed as if the others were intent on retreating, but it also seemed like the ghouls were on the backfoot, already having played their best hand.

Unsure of the air quality in here, he continued holding his breath, letting the others bark out orders and ideas. Instead, he focused his intent on the door in front of him, striking out with his fauchard at the lower-middle panels, looking to break a big enough piece out to wedge his polearm beneath the bar and lift it free. If they felt they could win this fight, they would have continued their assault, and Cyl was going to press the advantage.

Actions & Intents

Move Action:

Standard Action: Attack the door with Fauchard

Active Effects: Holding Breath (Round Remaining 16/24)

Potential Actions

AOOs/Trips x3

 

Held & Worn

Right Hand: Fauchard, masterwork, Silversheen
Left Hand: Shield, Darkwood, 
Worn: Full-Plate, +1, Masterwork 

Edited by Alterangel (see edit history)
Name
Attack - Door
17
1d20+8 9
Damage - Door
13
1d10+6 7
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Screenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngScreenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngEd Billings - Some Ranger Fella and his Trusty Hound Dog

AC: 18 [16] HP: 33/36 Fort: 6 Ref: 8[6] Will: 6 Init: Perception: 8

Zebediah Edvard Billings IV
Male NG Human Ranger Level 3, Init 4, HP 36/36, Speed 30, AC 18, Touch 14, Flat-footed 14, CMD 19, Fort 6, Ref 8, Will 6, 

CMB +5, Base Attack Bonus 3

MW Composite Longbow (+2) 600gp (40x Arrows / 20x Incendiary Arrows) +9 (1d8+2, x3)
MW Longsword 315gp 8 (1d8+2, (19-20)x2)
Light Mace 5gp 8 (1d6+2, x2)
MW Chain Shirt (250gp) (+4 Armor, +4 Dex)
Abilities Str 15, Dex 18 [15], Con 14, Int 10, Wis 14, Cha 8
Condition (-3 Dex)


Ed hacks and coughs, finally able to relinquish his held breath, as he gathers his senses outside the building. The stench of the foul thing that attacked him from the smoky shadows lingers on him and his stomach roils. Combined with the frigid cold he still feels in his bones from the ghostly creature from earlier, Ed feels less than ideal.

But his wounds are mostly healed, thanks to the priest.

As Heva swiftly beckons for the help from the Goblin Miner, Ed, still fueled by her song, stumbles down the back of the building to the South and immediately goes to work on one of the window coverings on the corner room, with his crowbar, where the rest of the party is trapped.

He starts to pry but is immediately overcome by his sickened feelings and has to gather himself for another attempt.

OOC

Strength Check w/Prybar = 4

Bonuses+Penalties = +1


ACTI

ONS 

Free:

Swift:

Move: Move to nearest window in SE room

Standard: Pry at window w/crowbar

Full Round:

Edited by Eborne1 (see edit history)
Name
STR to pry windows
4
d20+3 1
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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception +2(alertness,familiar +13)

Edwin Arcadia
M   human wizard, Level 3, Init 6, HP 27/27, Speed 30
AC 13, Touch 12, Flat-footed 11, CMD 12, Fort 4, Ref 4, Will 4, CMB 0, Base Attack Bonus 1   
include alchemical reagent bonus Acid splash +3 (1d3+1, 20/x2)
masterwork Haramaki (+1 Armor, +2 Dex)
Abilities Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Condition: +2 trait bonus to will saves vs charm and compulsion
+2 racial bonus to survival checks to avoid getting lost 

 

Prepared spell

cantrips: acid splash, Prestidigitation, detect magic,dancing light

lvl 1: grease(used), mage armor,web bolt, ears of the city(used), (hydraulic push)(used)

lvl 2: create pitx2(used) (fog cloud)

wand of enlarge other charges: 49/50

School power uses: 7/8

 

Thrush familiar(figment archetype)
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size +2 natural armor)
hp 6 (1/4 of edwin hp)
Fort +0, Ref +4, Will +2

Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +13*

*eidolon evolution: skilled (+8 racial bonus to perception)

"it would be arrogant to not admit we're facing a superior foe" he state, flatly "and stupid to stubbornly insist on an unwinnable scenario out of pride" after a pause he point his hand toward Torren and illuminate the path "if someone could get this window open, i would appreciate it"

@Rudra Talking means not holding your breath. Fort Save DC11 please.

action

Edwin:

Standard: cast dancing light(will mark on map with blue square)

Move to ending square

Familiar: move next to edwin

 

Edited by Starhawk (see edit history)
Name
DM rolling Fort Save
15
1d20+4 11
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spacer.pngFather Raziel de' Fatale

AC16 HP 27/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 27/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (7/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 1/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (38/50 Charges) 1d8+1

Scowling when the party is seemingly trapped in the Ghoul-filled manor house with the smoking balls igniting its contents slowly spreading the toxic mess, Father de' Fatale mutters a silent prayer to the gods for salvation and then does what he can to alleviate the situation while some of his colleagues fight the enemy and others attempt to open one of the barred windows of the home.

Pointing his right index finger at the portion of the room which is not wet or muddy and which seems to be emitting the most smoke, once again the Priest of Erastil calls forth divine power from the plane of water saying aloud, "I pray for the miracle of rain to quench these foul fires," which results in a virtual downpour breaking out in the room he is in saturating the area with cool clean water!

Continuing to hold his breath, the holy man says, "I think they are initiating something new. Plus, we need fresh air, so yes, let's get a window open if possible," Raziel adds while taking a single step back away from the barred door into a pocket of the 'least' contaminated air and then watches and listens for the sight or sound of movement or anything unusual in the immediate area, weapon in one hand and curative wand in the other.

@Terran Fort Save means not holding your breath. DC11 Fort Save Please.

Actions for the round

Swift:

Standard: Cast Create Water cantrip in room occupied by Raziel on area creating the most smoke

Move Action:

Free: Hold Breath and Speak (-2 rounds Constitution)

Move: 5 ft. step as shown on map

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes); Hold Breath (7/12 Constitutional rounds)

Edited by Starhawk (see edit history)
Name
Perception
14
1d20+6 8
DM rolling Fort Save
15
1d20+4 11
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 33/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren gags. That is officially the worst smell. Everything else is roses compared to this. It's like dead fish and rotting feet washed with vinegar. "Oh, *hurk* that's awful. Y'all try to get out. I'll hold the doorway here."

Status: Sickened

Standard Action: Total Defense! Current AC 27

 

Edited by Penchant (see edit history)
Name
Fort Save
6
1d20+5 1
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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 1/9 | Active Effects

AC 14 HP 21/21 Fort 3 Ref 5 Will 5 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 3, Init 3, HP 21/21, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 5, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 12
Condition None

Bison :
Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1

Offense

Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft., Reach 5 ft.
Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)

Statistics

Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8


Grinning slightly as Vosh spoke up from right outside the window, Theo nodded slightly as he called back.
"That's right."
Unfortunately, any further attempts at communication were cut short by the eruption of mud caused by Edwin. Fortunately though, the elf managed to duck the worst of it, avoiding getting stuck in the mud. Traipsing through the mud, he moved closer to the window where Vosh had called from, doing what he could to help the miner, or get the window open so the room would vent and the others could escape.

@dhemon Fort Save DC11 please. You can't speak and hold your breath at the same time.

Actions

Theo : Move : 10' W
Theo : Standard : Readied Action to Open Window/Aid Vosh as necessary/possible
Theo : Free : Hold Breath

Elemental is the green square on Roll20
Elemental : Move to get out of melee range, or follow ghouls/find news ones as necessary.
Elemental : Standard : Telekinetic Throw debris at a Ghoul.

If elemental moves less than 30', -5 to Perception DC. If it moves more than 30', -10 to Perception DC.

Aether Elemental - AC 14 - HP 13/13 - Invisible - Blindsense 60' - 23/30 Round Duration 

Small Aether Elemental CR 1

XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force

OFFENSE

Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)

STATISTICS

Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative B, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran

Edited by Starhawk (see edit history)
Name
Theo Reflex Save
16
1d20+3 13
Telekinetic Throw : Attack; Damage
17; 8
1d20+7;1d8+2 [10]; [10,6]
Perception DC to locate Elemental
39
1d20+21 18
DM rolling Fort Save
5
1d20+4 1
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Posted (edited)

Heva begins south to the where she hears Vosk's voice.

Cyl takes a hunk out of the door. Another hack like that and it's kick openable.

Billings moves down the east wall (please move your icon on Roll20) fetches his crowbar and has no time for anything else.

Edwin breathes in the revolting miasma and manages to avoid nausea. He casts another dancing lights, his first dancing lights spell winks out. Torren and Drew can see somewhat again.

Raziel summons water again. This, in combination with Edwin's mud soddens the entire room, keeping things from getting any worse from inside the room. Smoke is still flowing in from the main room.

Theo avoids the worst of the mud from Edwin. He manages to get the gist of what he wants through to Vosk despite throwing up in his mouth on the account of what he what breathed in. Theo is sickened. However, there is a shout of pain from the west ghoul room. Sounds like his elemental is having some success.

Drew manages to keep his lunch down as Ghast stench envelops him.

Torren goes full defence. Despite this he gets bit. He fights off the lethargy in his body and resists the disease as well.

Vosk begins hacking at the window.


Enemy Turn

The west door opens. A ghoul comes out and launches itself at Cyl, attempting to grapple him, while the other one pelts him with foul material. Cyl catches it on the first swing, almost taking it down. He misses with the second swing.

In the north, the ghouls go all in as well. Drew catches the first one as it clear the way for its packmembers to all get inside the barricade. Torren fends off a bite, and then another.. his decision to take a guard posture being the only thing that stopped teeth taking off flesh. The Ghast aids a ghoul's attempt to grapple Drew, but its attempt, even when aided is unsuccessful.


Players's Turn

@Rakle @dhemon @Penchant @Rudra @Terran @Alterangel @dtspurrier @Eborne1

 

Edited by Starhawk (see edit history)
Name
Drew Sickness Roll I'll roll instead of looking for his Fort Save
19
1d20 19
Drew AOO in first encircling ghoul
24
1d20+8 16
Damage
7
1d8+4 3
Ghoul Bite on Torren
23
1d20+4 19
Ghoul bite on Torren
24
1d20+4 20
Ghast aid to Ghoul on Drew
14
1d20+4 10
Ghoul grapple on Drew
9
1d20+6 3
Ghoul aid on attack on Cyl
11
1d20+4 7
Cyl AOO on Ghoul as it closes
22
1d20+8 14
Damage
12
1d10+6 6
Cyl AOO as it attempts to grapple
12
1d20+8 4
ghoul grapple
20
1d20+6 14
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_28df7068-b62f-4180-bf91-271603c67a4d.jpeg.3e99c019217305eae354e52a07e24185.jpegCyl Wradom

AC 26, HP 33/33, Fort 4, Ref 3, Will 3, Init 2, Perception 10

 

 

Male LN Half-Elf Fighter,

Level 3 Init 2 HP 33/33 Speed 20'
AC 26 Touch 12 FF 24 CMD 23 Fort 4, Ref 3 Will 3 (Enchantments 7)/(Fear 8) CMB +7 BAB 3

Fauchard +8 (1d10+6, 18-20/x2)  
MW Silversheen, Reach, Trip, Weaponcorded
Cestus +7 (1d4+4, 19-20/x2)
Javelin (1) +5 (1d6+4, x3)

Masterwork Full Plate, Darkwood Full Shield (+11 Armor, +3 Shield, +2 Dex)

Str 18 Dex 14 Con 12 Int 14 Wis 14 Cha 8

Condition None 

After his successful strike, Cyl's confidence was returning. It reminded him of the border skirmish his unit had fought against the Razortooth Clan. A pack of gnolls had surrounded him and his men, using dirty tactics and sheer ferocity to wear them down. But they'd been victorious then, and they'd be victorious here, now.

Cyl took another step back, using the haft of his weapon to push away from the ghoul's grasp. Capitalizing on his newfound opening, the disciplined soldier raised his fauchard swiftly, swiping the blade across the monster's body, looking to carve the creature from hip to armpit.

His allies just had to hold on a little longer...

1

Actions & Intents

Move Action: 5ft Step diagonally SE onto the rug (or is that a table?), if he can't move there, he'd take a 5ft step directly E from his original location

Standard Action: Attack the Ghoul in front of him

Active Effects: Holding Breath (Round Remaining 14/24)

Potential Actions

AOOs/Trips x3

 

Held & Worn

Right Hand: Fauchard, masterwork, Silversheen
Left Hand: Shield, Darkwood, 
Worn: Full-Plate +1, Masterwork 

Edited by Alterangel (see edit history)
Name
Fauchard Attack
19
1d20+8 11
Damage
16
1d10+6 10
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 26/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren steps back to hold the door and get some cover from the surrounding ghouls.

Status: Sickened

Standard Action: Total Defense! Current AC 27

Free Action: 5' step

 

2

Edited by Penchant (see edit history)
Name
Fort save vs Paralysis
19
1d20+5 14
Fort save vs. Disease
25
1d20+5 20
Damage
7
1d6+1 6
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Screenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngScreenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngEd Billings - Some Ranger Fella and his Trusty Hound Dog

AC: 18 [16] HP: 33/36 Fort: 6 Ref: 8[6] Will: 6 Init: Perception: 8

Zebediah Edvard Billings IV
Male NG Human Ranger Level 3, Init 4, HP 36/36, Speed 30, AC 18, Touch 14, Flat-footed 14, CMD 19, Fort 6, Ref 8, Will 6, 

CMB +5, Base Attack Bonus 3

MW Composite Longbow (+2) 600gp (40x Arrows / 20x Incendiary Arrows) +9 (1d8+2, x3)
MW Longsword 315gp 8 (1d8+2, (19-20)x2)
Light Mace 5gp 8 (1d6+2, x2)
MW Chain Shirt (250gp) (+4 Armor, +4 Dex)
Abilities Str 15, Dex 18 [15], Con 14, Int 10, Wis 14, Cha 8
Condition (-3 Dex)


Ed goes to work with his Prybar (Any-tool) on the window but is, as yet, unable to shake his feeling of sickness and doesn't get far.

 

@Eborne1 Sorry, I had to delete stuff to get the post number in the bottom. I couldn't get the number under spoilers.

OOC

For any wondering, I mistook Ed's action economy last round and so I've adopted the NAT 1 I rolled into this round. So... sorry folks. Bit of a lackluster rescue so far. Hang in there!!

 

3

 


Edited by Eborne1 (see edit history)
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spacer.pngFather Raziel de' Fatale

AC16 HP 27/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 27/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (7/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 1/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (38/50 Charges) 1d8+1

Events on the battlefield seem to be changing faster than the naked eye can even perceive, however since Father de' Fatale is not equipped to help pry open the affixed shutters, no one is in extreme need of healing, and unfortunately the bulk of the Ghoul contingent is in the other room whose walls grant them cover from Raziel's attacks.

Nonetheless, the air was thick with ever-increasing smoke which was primarily emanating from smoldering balls of twine which had ignited the foul mess on the floor near them further increasing its toxicity. The holy man continues to hold his breath as the minister stows his morning star and then moves behind Torren and Drew drawing his light crossbow on the way.

Pointing his right index finger at the main room of the noble's house and which seems to be emitting the most smoke, once again the Priest of Erastil calls forth divine power from the plane of water saying aloud, "I pray for the miracle of rain to quench these foul fires," which results in a virtual downpour breaking out in the room he is in saturating the area with cool clean water!

Actions for the round

DM: Please disregard die rolls below. They were exclusively associated with the deleted post, and no longer of significance.

Swift:

Move Action: Stow Morningstar

Free: Hold Breath (-2 rounds Constitution) and draw light crossbow as part of a move action

Move: 10 ft. step as shown on map

Standard: Cast Create Water cantrip in main room of noble house occupied by bulk of Ghoul forces on area creating the most smoke

Immediate:

CONTINUING EFFECTS: Comprehend Languages (10 minutes); Hold Breath (5/12 Constitutional rounds)

4

Edited by Terran (see edit history)
Name
Temporary Hit Points
5
1d4+1 4
Channel Positive Energy - Will Save DC14 for half
6
2d6+1 3,2
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Heva

AC17, HP24/28, F+4, R+5, W+4, Init +6, Song 2/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer); sickened 5 minutes

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 

 


Heva moves further to the south, and starts singing again to aid Vosh & Ed in their efforts.


Action

 

Inspire Rage Song (): Anyone accepting receives +2 to strength, +2 bonus to trip, reposition and crit confirms.

Song Penalty: Cannot use concentration abilities like cast a spell

 

5

Edited by Starhawk (see edit history)
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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception +2(alertness,familiar +13)

Edwin Arcadia
M   human wizard, Level 3, Init 6, HP 27/27, Speed 30
AC 13, Touch 12, Flat-footed 11, CMD 12, Fort 4, Ref 4, Will 4, CMB 0, Base Attack Bonus 1   
include alchemical reagent bonus Acid splash +3 (1d3+1, 20/x2)
masterwork Haramaki (+1 Armor, +2 Dex)
Abilities Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Condition: +2 trait bonus to will saves vs charm and compulsion
+2 racial bonus to survival checks to avoid getting lost 

 

Prepared spell

cantrips: acid splash, Prestidigitation, detect magic,dancing light

lvl 1: grease(used), mage armor,web bolt, ears of the city(used), (hydraulic push)(used)

lvl 2: create pitx2(used) (fog cloud)

wand of enlarge other charges: 49/50

School power uses: 7/8

 

Thrush familiar(figment archetype)
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size +2 natural armor)
hp 6 (1/4 of edwin hp)
Fort +0, Ref +4, Will +2

Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +13*

*eidolon evolution: skilled (+8 racial bonus to perception)

Edwin evaluate his options and conclude that the best thing he can do is to not cast other spells, the risk to hinder his allies far outweigh the possibility of slowing down the ghouls, he remain near the window and prepare to exit when the opportunity arise

action

Edwin:

Ready action: trigger: Vosh&Co break open the window ->move outside the house, through the window and go west to leave space for others

Familiar: will follow Edwin

6

Edited by Rudra (see edit history)
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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 1/9 | Active Effects

AC 14 HP 21/21 Fort 3 Ref 5 Will 5 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 3, Init 3, HP 21/21, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 5, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 12
Condition None

Bison :
Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1

Offense

Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft., Reach 5 ft.
Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)

Statistics

Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8


Having spoken to Vosh and suffered for it, Theo went back to holding his breath as best he could. Granted, he was already nauseated from the stench, so perhaps it didn't matter all that much, but avoiding smoke inhalation seemed like a good idea. As before he did the best he could with his noodley wizard-arms to help get the window open just a bit quicker, pulling free any boards sufficiently loosened or damaged.

In the other room, his summoned elemental continued doing summoned elemental things, shifting to follow the ghouls as necessary and launching debris at whichever seemed the most injured.

Actions

Theo : Standard : Readied Action to Open Window/Aid Vosh as necessary/possible
Theo : Free : Hold Breath

Elemental is the green square on Roll20
Elemental : Move to get out of melee range, or follow ghouls/find news ones as necessary.
Elemental : Standard : Telekinetic Throw debris at a Ghoul.
Attack Damage

If elemental moves less than 30', -5 to Perception DC. If it moves more than 30', -10 to Perception DC : Perception DC.

Aether Elemental - AC 14 - HP 13/13 - Invisible - Blindsense 60' - 22/30 Round Duration 

Small Aether Elemental CR 1

XP 400
N Small outsider (aether, elemental, extraplanar)
Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities telekinetic deflection; Immune elemental traits, force

OFFENSE

Speed fly 60 ft. (good)
Melee slam +4 (1d4+1)
Ranged telekinetic throw +5 (1d8+2)
Special Attacks telekinetic maneuver, telekinetic throw (DC 12)

STATISTICS

Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative B, Point-Blank Shot
Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
SQ telekinetic invisibility
Languages Aquan, Auran, Ignan, Terran

7

Name
Attack
26
1d20+7 19
Damage
4
1d8+2 2
Perception DC
32
1d20+21 11
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Posted (edited)

Player Turn

 

Cyl chops the ghoul in front of him, the blade chops through arm, through torso. The body drops to the ground in three separate pieces.

Torren, gritting his teeth, having been bitten, moves into the space vacated by Drew's stepping back and continues defending for all he's worth.

Billings, having gotten his tool out, assists Vosk in getting the un-nailed and unbarred.

Raziel holds his breath, then speaks aloud, no longer holding his breath. A Fort DC11 roll please.

Heva sings to give Vosh and Billings strength. Those in the room on other side of the window hear her sing once more.

Edwin waits for the window to open.

Theo already sickened by the inhaled smoke does nothing, while his elemental continues to wreak havoc.

Drew steps back.

Vosh works on the window, weakens it dramatically. It will only resist him for a few more seconds.

 


Enemy Turn

 

The remaining ghoul in the western room, looking very much the worse for wear, shows himself in the door, but keeps his distance.

The ghouls before Torren, working in concert, attempt to take him down and fail utterly.


Player's Turn

 

@Rakle @dhemon @Alterangel @Terran @Rudra @Eborne1 @Penchant

Edited by Starhawk (see edit history)
Name
Ghoul 6 aids with charge
9
1d20+7 2
Ghoul 4 aids
17
1d20+5 12
Ghast Trips Torren needs 24
10
1d20+8 2
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