Mal Malenkirk
First Post
[sblock=DM errata]-5 to stealth when moving more than 2 square, Garrick. vs skull's perception of 21, The check failed.
You can try again next round with your next move action though of course that'll mean you won't be able to move after the attack.[/sblock]
The monk from whom Dagran disengages to hit him in the back
AoO vs AC 27 (includes +2 to AC from second surge) (1d20+12=31, 1d8+4=9)
Barrion suddenly opens the panel and tries to surprise the flaming skull with his powers but fails.
url=http://invisiblecastle.com/roller/view/1919020/]vs perception 21 (1d20+9=15)[/url] no surprise
Eyebite (1d20+9=13, 2d6+6=17) miss
The cultist engaged by Nathan has no choice but to back down ever though the air pressure around him make this painful.
damage (1d6+5=8)
He then cuts loose with a breath of fire.
vs REF 20 (1d20+6=13, 1d6+1=3)
And then the two cultist coordinate a volley of magic missile
vs Ref 20 (1d20+8=11, 2d4+4=9, 1d20+8=9, 2d4+4=8)
Their eyes grow wide as they realize Nathan is unscathed from the onslaught. Either he is very good or they are very bad...
Below, the dark monks engae their preys, Leyra and Dagran.
The first attacks Leyra and brings her on death's door step
vs Ref 20 (1d20+8=11, 2d4+4=9, 1d20+8=9, 2d4+4=8) gloom fist not charged
-2 for being marked, vs AC 24 (1d20+10=24)
damage (1d8+4=12)
The other tries to entangle Dagran by conjuring a dark tentacle.
vs ref 18 (+2 from second wind) (1d20+10=13, 1d6+3=9)
He then moves to engage Garrick.
Perception DC 20, he knew where GArrick was.
The flame skull seizes the chance to get rid of his worst enemy and blasts Leyra.
vs ref 17 (1d20+12=26, 2d6+6=15)
He then flies away to relative safety near the Skull lord to benefit from his Aura.
The Lord then approaches. Two pair of eyes flare, this time. Another cultist rise from the dead and engae Dagran but misses.
(27 AC right, now. Not wasting time on IC)
Another pair flare toward Leyra and brings her down.
vs Fortitude 15, only misses on a 1 (1d20+15=27, 2d6+3=11)
[sblock]Sorry, but there's no way an undead artillery monster not attack the near dead cleric![/sblock]
http://www.4shared.com/file/83307825/e4fb0eff/Ritual8.html
Machine : 62/70
Halfling DC2 : 36/48
Dragonborn DC1 : 32/48 marked (nathan)
Dm1 ; 52/68 marked (Dagran)
Dm2 : 46 / 68
Skull Lord : 25/40
Flying skull : 17/70 (regen 10 last round, 5 from himself, 5 from one of the Lord's three head), cursed, fireball spent
Leyra : -1/49, [0] second wind spent, dying
Nathan : 42 /66 [4] AP spent
Barrion : 41 + 5 /56 [3] AP spent
Garrick : 32 / 52 [2] second chance spent. AP spent
Mirage : 38/49 [6]
Dagran : 56 / 66 [2]
Skull Lord
HP 40; Bloodied 20; x3 skulls
AC 24; Fortitude 21, Refl ex 22, Will 23
Immune disease, poison; Resist 10 necrotic;
Tips from Control : every time you kill 40 hp on the skull lord, you destroy a head. Each head is responsible for one power; one is creating the regeneration aura (that thankfully does not affect the Lord himself) and reanimates minions; as long as that head lives, the ritual might still resume. The other two creates a different blast effect. It's all minor so if he stands still he can do all three effect. If you chip off the remaining 25 hp, one random head blows. 2 out of 3 chance it's the regen + ressurect head or the superstrong +15 vs fort blast.
Nathan has landed himself acid vials from the storage room with a successful Arcana check. That's good. Succeeding in a religion check and IDing the holy water is better.
You can try again next round with your next move action though of course that'll mean you won't be able to move after the attack.[/sblock]
The monk from whom Dagran disengages to hit him in the back
AoO vs AC 27 (includes +2 to AC from second surge) (1d20+12=31, 1d8+4=9)
Barrion suddenly opens the panel and tries to surprise the flaming skull with his powers but fails.
url=http://invisiblecastle.com/roller/view/1919020/]vs perception 21 (1d20+9=15)[/url] no surprise
Eyebite (1d20+9=13, 2d6+6=17) miss
The cultist engaged by Nathan has no choice but to back down ever though the air pressure around him make this painful.
damage (1d6+5=8)
He then cuts loose with a breath of fire.
vs REF 20 (1d20+6=13, 1d6+1=3)
And then the two cultist coordinate a volley of magic missile
vs Ref 20 (1d20+8=11, 2d4+4=9, 1d20+8=9, 2d4+4=8)
Their eyes grow wide as they realize Nathan is unscathed from the onslaught. Either he is very good or they are very bad...
Below, the dark monks engae their preys, Leyra and Dagran.
The first attacks Leyra and brings her on death's door step
vs Ref 20 (1d20+8=11, 2d4+4=9, 1d20+8=9, 2d4+4=8) gloom fist not charged
-2 for being marked, vs AC 24 (1d20+10=24)
damage (1d8+4=12)
The other tries to entangle Dagran by conjuring a dark tentacle.
vs ref 18 (+2 from second wind) (1d20+10=13, 1d6+3=9)
He then moves to engage Garrick.
Perception DC 20, he knew where GArrick was.
The flame skull seizes the chance to get rid of his worst enemy and blasts Leyra.
vs ref 17 (1d20+12=26, 2d6+6=15)
He then flies away to relative safety near the Skull lord to benefit from his Aura.
The Lord then approaches. Two pair of eyes flare, this time. Another cultist rise from the dead and engae Dagran but misses.
(27 AC right, now. Not wasting time on IC)
Another pair flare toward Leyra and brings her down.
vs Fortitude 15, only misses on a 1 (1d20+15=27, 2d6+3=11)
[sblock]Sorry, but there's no way an undead artillery monster not attack the near dead cleric![/sblock]
http://www.4shared.com/file/83307825/e4fb0eff/Ritual8.html

Machine : 62/70
Halfling DC2 : 36/48
Dragonborn DC1 : 32/48 marked (nathan)
Dm1 ; 52/68 marked (Dagran)
Dm2 : 46 / 68
Skull Lord : 25/40
Flying skull : 17/70 (regen 10 last round, 5 from himself, 5 from one of the Lord's three head), cursed, fireball spent
Leyra : -1/49, [0] second wind spent, dying
Nathan : 42 /66 [4] AP spent
Barrion : 41 + 5 /56 [3] AP spent
Garrick : 32 / 52 [2] second chance spent. AP spent
Mirage : 38/49 [6]
Dagran : 56 / 66 [2]
Skull Lord
HP 40; Bloodied 20; x3 skulls
AC 24; Fortitude 21, Refl ex 22, Will 23
Immune disease, poison; Resist 10 necrotic;
Tips from Control : every time you kill 40 hp on the skull lord, you destroy a head. Each head is responsible for one power; one is creating the regeneration aura (that thankfully does not affect the Lord himself) and reanimates minions; as long as that head lives, the ritual might still resume. The other two creates a different blast effect. It's all minor so if he stands still he can do all three effect. If you chip off the remaining 25 hp, one random head blows. 2 out of 3 chance it's the regen + ressurect head or the superstrong +15 vs fort blast.
Nathan has landed himself acid vials from the storage room with a successful Arcana check. That's good. Succeeding in a religion check and IDing the holy water is better.
Last edited: