All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya scowls. "Why would you drink from anyting down here?" She shakes her head. "Tere's no way we can get help for poison anywhere round here. Which makes me tink te best ting to do is leafe and wait outside tis place. I don' tink it will kill you but you will be fery weak for a while."

Your DEX is high enough that I don't think you'll die from this, but I wouldn't want to be stuck in the dungeon if your DEX has dropped to single digits. I can prepare lesser restoration twice in a day but don't have any prepared now. If you make the first two saves then you will be all right and we can reenter the dungeon, and we could also do that if you have only lost a few points, but if you are too badly weakened then I'd rather camp outside and wait things out.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Quit lecturing me, Catarya. I examined it. It seemed fine. I was trying to be careful. It isn't like I just found a bug on the floor and ingested it, or licked that gross slime we saw.

I just feel sick. I'll be fine.

Grelthe drank something too...

She packs her healing and antidote kits back up into her bag, puts it back on her shoulders, and pretends nothing is wrong. She walks over to the door and casts open.

She casts detect magic over and over like usual... SOP until you say otherwise, GM.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

After Zadira heads to the door, Kayla notices the chocolate she didn't finish, you gonna finish that? no? I can have it then? ok she says but purposefully being quieter to not really be heard.

she grabs the chocolate and goes to join everyone at the door, muching it along the way.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

At hearing Catarya discuss lesser restoration, Grelthe will speak up and share that she has a scroll of that spell if needed, but she doesn't think it cures poison. It might cure after-effects related to the poison, though.
the spell cures ability damage. Also, LMAO @ Kayla and the chocolate :D


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Zadira wrote:
Grelthe drank something too...

Good point!

"You too, Grelte! If you're not sick its you are lucky."

She thinks for a moment.

"Tomorrow I will ready te spell to check for poison in tings. Tat will help."

I am thinking detect poison may be more important than I thought. Also possibly purify food and drink.

"Anyway, let's get out of here before te sickness is too bad."


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

"I brought a potion which should remove the poison, if you all wish to keep exploring. It might be wise to just retreat and treat Zadira before she wanders into a trap and gets us all killed."

Potion of lesser restoration. I agree with the other comment that we should probably save that stuff for real emergencies. Melkar is in no hurry to die here anyway.

Also I have Remove Sickness prepared but I'm guessing that would not apply here, right?


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I am feeling fantastic, actually, never felt better! I think I saw Melkar drink from it too, he doesn't look sick. I think it's just the pool Zadira drank from that is bad. Upon seeing Zadira open the door, Grelthe will draw her weapons.
It seems Zadira is willing/keen to continue, since she just opened the next door, so I am likewise okay following her lead.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Let's save the potion of lesser restoration for the last resort. If you need to repair ability damage in a single round, a potion of lesser restoration is probably the only way to do it (barring higher level magic).

"Are we checking this oter door now?" Catarya gets into position.


The Man. The Myth. The Mask!

What Grelthe saw may change your action

When Grelthe peeks in the room she sees no less than a dozen stirges napping soundly all over the room...

Let me know if you still want to open the old squeaky, creaky door.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira tells everyone to chill. She isn't dead yet, but thanks, and she might need help later if it gets worse.

Ha ha. Always listen to the GM's warning. Oh, nope... don't want to open that door yet. Hmm. How many of them are within 15 feet of the crack in the wall? Could I stick my hands through and cast burning hands and get a lot of them?


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe quickly covers the hole with her shield and turns to whisper to her companions what she found. I have a flask of alchemist's fire, but that won't get many of them, just anger them. Any other bright ideas?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

How many of them are within 15 feet of the crack in the wall? I could stick my hands through and cast burning hands.


The Man. The Myth. The Mask!

Though usually a good idea, the geometry of that tactic makes it less than effective. It would be better used after you open the door and before someone gets drained dry.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

They're all too far away, unfortunately. Well, shall we take up a defensive position, and then trigger the door? I see no alternative to go forward?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Okay, good plan.

Zadira looks around to check that everyone is ready before casting Open. She won't cast until everyone gives her a nod.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Is the hole in the wall coming out of the room with the door, or a different wall? If it is a different one then Grelthe will keep her shield blocking the hole til we see what is in the new room, so we aren't flanked.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Okay. Wait- do any of you know if tese creatures are actually efil?"

I do have one AoE spell but it only does damage to evil creatures.


The Man. The Myth. The Mask!

The hole you're blocking comes from the Stirge nest.
It's known to people who have studied animals that Stirges aren't particularly evil, just very dangerous and generally hungry.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe tightens her grip on her flail, and pushes her weight against the shield on the wall. I think we are ready.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

I don't mind moving forward, but I also don't mind waiting till Melkar and Kayla are ready, so up to you GM. Zadira casts open whenever everyone gives her a nod... we can play that they get a chance to prepare an action retroactively, or just wait.


The Man. The Myth. The Mask!

I have the map set up, but I'll wait for everyone to check in before the swarm descends.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla considers all of her options here.

while I don't think we need to fight these things, I also don't want to be looking for an escape in a weakened condition only to have these things blocking my path.

She backs up and draws both of her blades.

lets do this.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar doesn't like the look of so many stirges. He sighs and withdraws his mutagen. "It's been a pleasure," he toasts and then chugs it.

unstable mutagen: 1d6 ⇒ 5

The penalty that the mutagen applies to the corresponding mental ability score increases by 2. Eh, oh well. +2 natural armor, +4 str, -4 int for 40 minutes.

He clutches his scythe and nods his readiness.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira casts Open.


The Man. The Myth. The Mask!

Inits!:

init bugs: 1d20 + 4 ⇒ (19) + 4 = 23
init Grelthe: 1d20 + 4 ⇒ (2) + 4 = 6
init Zadira: 1d20 + 5 ⇒ (2) + 5 = 7
init Catarya: 1d20 + 5 ⇒ (11) + 5 = 16
init Kayla: 1d20 + 4 ⇒ (7) + 4 = 11
init Melkar: 1d20 + 6 ⇒ (19) + 6 = 25
init Elion: 1d20 + 5 ⇒ (12) + 5 = 17

The door creaks open and a dozen hungry stirges all look at you with beady little eyes...

Melkar Wins init! He gets to act, then the bugs, then the Party!


The Man. The Myth. The Mask!

Stirge stats the same as before. AC 16 (12 when grappling), HP 5


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar swipes at the first ruddy stirge through the door.

scythe+mutagen: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18
damage+mutagen: 2d4 + 14 + 4 ⇒ (4, 4) + 14 + 4 = 26

As it falls to the ground, he steps to the side to allow the others to blast into the room.


The Man. The Myth. The Mask!

8d20 ⇒ (7, 9, 2, 11, 14, 19, 9, 6) = 77
The Stirges rush out of the door before anyone save Melkar can react! He cuts one down mid-flight, but three more are right behind. The pests split up and attack everyone near the door! Only Kayla is left unmolested.

Melkar has two attached Stirges and one flying near him
Zadira has two attached Stirges
Grelthe has one attached Stirge, one flying close by, and two bumping into her shield in an attempt to get at her that way.
Catarya has one attached Stirge and one flying close by.
Party up!


The Man. The Myth. The Mask!

stirges are not clean animals...: 6d100 ⇒ (70, 29, 53, 67, 13, 78) = 310
But nobody has been exposed to anything dangerous... yet.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira walks to a position where she can cast Burning Hands on the most stirges, she makes sure her hands are behind the stirges attached to her, but pointing toward the ones on Melkar... figuring she can get all five of them that way in the 15 foot cone.

She tries not to burn herself too much, or Melkar, but GM call on whether she can succeed at either. Most importantly, she is killing the beasts.

Burning Hands Damage: 4d4 ⇒ (4, 3, 2, 3) = 12


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grlethe keeps her shield up, and uses her flail one-handed to smack at the one attached to her chest.
Flail Attack (strengthened by magic pool): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Grelthe easily brushes the stirge off, not giving it a chance to infect her.

Melkar remember you have +2 to attacks and saves (not that you need it) since you drank out of the same pool as me.
Catarya you have +4 to hit the one between us (if you choose), since we're flanking (from outflank).


The Man. The Myth. The Mask!

Zadira, Concentration please.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Concentration: 1d20 + 8 ⇒ (14) + 8 = 22


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Do we not get an AoO on the Stirges that flew past us? One of my traits makes it so I am never flat-footed, if that was why we didn't.


The Man. The Myth. The Mask!

You didn't because I forgot they have reach of 0. I also didn't get that they can drain blood on the first round (which they can), so I figured it evened out in the end. I think most people would trade an AoO for not losing 6 points of con across the party.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Good trade. Thank you for your mercy, O Mighty GM of Kindness. :)


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

ok are the red X mean attached? or dead?


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Okay, I'm not totally sure how it works when you try to attack a stirge that is attached to you, so apply any modifiers that night apply. If I am able to maneuver so that sneak attack damage will apply or I am able to get a flanking bonus (ideally with Grelthe's +4 for outflank) I will do that.

"Filty blood-bird! Get off!"

Catarya shashes at the stirge trying to drain her blood.

Dagger 1: 1d20 + 11 ⇒ (4) + 11 = 15
Damage 1: 1d6 ⇒ 1
Sneak attack Damage 1 (if applies): 1d8 ⇒ 1
Dagger 2: 1d20 + 11 ⇒ (13) + 11 = 24
Damage 2: 1d6 ⇒ 1
Sneak attack Damage 2 (if applies): 1d8 ⇒ 2

Wow, great damage rolls.

BTW GM: Did I take damage from the Stirge's attack? I do still have defending bone if that helps, but the damage will use up the bone's reserve.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla flips on through to help moving up toward Grelthe.

acrobatics if needed: 1d20 + 11 ⇒ (20) + 11 = 31

attack: 1d20 + 10 ⇒ (10) + 10 = 20
slashing damage: 1d4 + 1 ⇒ (4) + 1 = 5
sneak: 2d6 ⇒ (1, 6) = 7


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Zadira wrote:
Good trade. Thank you for your mercy, O Mighty GM of Kindness. :)

What she said. Also Kayla, the red X's are dead


The Man. The Myth. The Mask!

Melkar: you're going to need to make a DC15 reflex for half of that flaming hands hurt.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Sorry Melkar, but at least not stirges, right?


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Zadira wrote:
Sorry Melkar, but at least not stirges, right?

Yeah, I think that would be a decent trade. Mind you, I have evasion. :)


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

reflex+pool: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Melkar is able to dodge the worst of the flame burst. "Good shot Zadira!"

He maneuvers to the nearest living stirge and slices with his scythe.

scythe+mutagen+pool: 1d20 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
damage+mutagen: 2d4 + 14 + 4 ⇒ (1, 4) + 14 + 4 = 23


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Stirges' turn?


The Man. The Myth. The Mask!

Yes. Day out with family. I'll update in a few hours


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

the striges don't get a turn cause
Kayla is soooo cute
they just can't seem to have the heart to attack us.....


The Man. The Myth. The Mask!

4d20 ⇒ (16, 15, 4, 4) = 39
The two remaining stirges among the party latch onto Cataeya and start to drink. The two left inside the room futily bash against Grethle's shield.

Catarya takes 2 con damage. Party up!


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Stepping toward Cataeya, Kayla slices at the two attached to her.

attack 1 TWF: 1d20 + 8 ⇒ (14) + 8 = 22
attack 2 TWF: 1d20 + 8 ⇒ (13) + 8 = 21

damage 1: 1d4 + 1 ⇒ (4) + 1 = 5
damage 2: 1d4 ⇒ 4

if they can get sneak attack damage...
sneak 1: 2d6 ⇒ (5, 6) = 11
sneak 2: 2d6 ⇒ (1, 1) = 2

if no sneak then only 1 is taken out

EDIT I forgot studied target so that is +1 to hit and damage against that second one so that will kill it... if I can do that.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Looks like there is a group of them bashing against Grelthe's shield, so I am going to stick my hands past her shield and cast burning hands again.

Burning Hands Damage: 4d4 ⇒ (1, 2, 2, 1) = 6

Those are some horrible rolls, but thankfully still high enough to kill them. Think that's it, right?

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Community / Forums / Online Campaigns / Play-by-Post / GM Choon presents All's Well that Ends in a Well: A Rappan Athuk Deathtrap, Table 2 All Messageboards

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