Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Knowledge Nature anyone?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Sadly, it's not one of the things Wodin has.

If it's tasked with a "sacred duty," do you think Knowledge (religion) might work?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Oh and adding 10 sunrods to personal inventory. They proved useful before.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

@ Eldred's sidetrek: Daamn! I've read some other recruitment threads for this adventure and perused the first couple chapters of gameplay for one or two, and a common trap players seem to fall into is not actually being very evil. You my friend, do not have that problem.

Re gear: I've added a +1 heavy mace to Johan's gear. He will carry one of the scroll's of lesser restoration. Sidious can carry the other, plus the scroll of restoration and new wand of CLW. Agrippa, want to carry the oil of daylight - you're likely to be the most tactically positioned if things go so bad that we need to use it.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

If things go bad enough that you want Agrippa to bail you guys out.....he's probably already halfway off the island at that point.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

yes but he'll need to see where he's going to get the rest of the way off


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

I've updated grumblejack sheet.

Here it is:

Grumblejack the Ogre
Male ogre fighter1
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 22, touch 8, flat-footed 13 (–1 Dex, +5 natural, –1 size)
hp 45 (4d8+15+ 1d10) currently at 18
Fort +8, Ref +0, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Melee Earthbreaker smash +8 (3d6+7)
Space 10 ft.; Reach 10 ft.
TACTICS
During Combat If given the chance to hurt someone (especially guards), Grumblejack takes it. Intelligent for an ogre. Grumblejack has a very simple plan in a fight – hit it until it stops moving.
STATISTICS
Str 21, Dex 8, Con 15, Int 10, Wis 10, Cha 9
Base Atk +4; CMB +10; CMD 19
Feats Iron Will, Toughness, Weapon Focus (Earthbreaker), Power Attack
Skills Climb +7, Knowledge (nature) +2, Perception +2, Stealth -1, Swim +3
Languages Common, Giant

Gear: Fullplate, Earthbreaker, Food for 10 days.

Also, sorry, I had forgotten about him until the tree appeared.

Just power attack for him on each attack +7 to hit and 3d6 + 10 damage but we need to get him a big arse sword.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Fullplate!? what was he doing while we were gone?

Also, I'm guessing that 18 current hp is not right?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

With power attack the Ogre would be +8 to hit and 3d6+13

BAB+4 +5STR +1 Weapon Focus -2Power Attack= +8
Str*1.5= 7+6Power Attack= 13


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I think power attack is only +2 for one handed and +3 for two handed...not sure about the +6 you have there.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

The above italicized statement is how.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Damn. I thought wordy tree was going to come at us, which is why I popped Defensive Stance. Now I get to be Fatigued for two rounds while I unroot and try and fight normally. :/


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

Eldred takes a 5ft step backwards and again looses three arrows.

[dice=Arrow 1]1d20 + 12 + 1 - 2 and 2d6 + 5
[dice=Arrow 2]1d20 + 12 + 1 - 2 and 2d6 + 5
[dice=Arrow 3]1d20 + 7 + 1 - 2 and 2d6 + 5

You already acted this round.

I'm waiting on Sidious to finish your turn and begin the next one.


As Sidious kindly reminded my,

the Ogre hit it's first attack, since it has a +4 bonus from the treant being prone.

Thanks Sidious.


You are welcome. Seems like we may need every advantage against this tree guy. I noticed that when I was trying to follow the action. For a moment I thought Eldred did manage to trip the Treant with the bow shot. :)


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Are you telling me Agrippa needs to do something other than cower in fear for the next however many rounds....because he doesn't really want to.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

You can, if you want, remake your actions.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm off to sleep.

Back in some hours.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Aku wrote:

Atk 1: 1d20 + 19 ⇒ (19) + 19 = 38

Dmg: 2d6 + 11 ⇒ (5, 1) + 11 = 17

Critical Confirmation: 1d20 + 19 ⇒ (8) + 19 = 27
Dmg: 2d6 + 11 ⇒ (5, 1) + 11 = 17

Okay, I know I'm often wrong on rules stuff, but don't natural attacks have a crit range of 20? Or do we have a treant with improved crit feats? In which case - uh oh


It does seem to be an advanced Treant. Look at what it rolled on Sense Motive and on Acrobatics. And yes, I agree, uh oh.

Perhaps we must stop fihging. It keeps giving us a chance to stop. Not sure it will let us leave with our gear if we do though.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

It does seem like sort of a bad idea to keep fighting them, but I think if we take care of the talking one, the other two won't be nearly as dangerous.

Thankfully, Wodin isn't down for the count yet (and he'll Defensive Stance up again next round) so he's not done yet. If any of you have any way to heal him, though, it'd be VERY appreciated. D:


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Wodin

The tree used a 5ft to enter your area no AoO was provoked. You were attacked three times, so your current hp is 9.

In addition, I appreciate if you tell beforehand, things such as the elemental moving and describe its movements during your turn actions.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Also, because I had forgotten to do it before, I added Wodin's DR to his little spoilers under his name. Just to make sure it's easy to note in the future. :)

DM Aku wrote:

@Wodin

The tree used a 5ft to enter your area no AoO was provoked. You were attacked three times, so your current hp is 9.

In addition, I appreciate if you tell beforehand, things such as the elemental moving and describe its movements during your turn actions.

Sorry about that, I kind of forgot Magmaheart existed for the first two rounds. D:

And for the tree (the north one, not the talking one), I seem to recall it being significantly further away, so I'm a little shakey on how this went.

As far as my HP goes: I got hit with an AoO for 14 (17-3), then took three hits for 14 (17-3), 14 (17-3) and 15 (18-3). This totals 57 damage, which leaves me with 12 HP. As I stated above, this is my bad, I should have had my DR somewhere easier to see. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You took two hits from the talking tree, one being critical, so the DR applies only once.

And for the north tree, it just moved on round two, that and coupled with you moving north and the tree reach 15ft, makes it only a single 5ft step to hit you.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Okay, fair enough. Changing that now.

I also probably didn't hit the north treant, anyway, so we can just say that AoO didn't happen at all.


Johan Hale wrote:

Fullplate!? what was he doing while we were gone?

Also, I'm guessing that 18 current hp is not right?

Cardinal gift, and yes, that hp was wrong :D


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Johan Hale wrote:
Okay, I know I'm often wrong on rules stuff, but don't natural attacks have a crit range of 20? Or do we have a treant with improved crit feats? In which case - uh oh

Improved critical (Slam).


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll give about one more hour, if Sidious don't update, I'll bot him and continue the game.


Hmm. I could not see any updates to the game until now. I have been on-line and even PMing you Aku. I try hard to let you know when i will not be around.

That said, I am pretty surprised that you would play my character after so short a time. Is this the new standard? 16 hours and you will bot? If this is consistent I am fine with it.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

It's not really a new standard. We are in combat so one post holds up everyone.


So, how long do we wait?

For the record, my plan was to cast Prayer last round, now that more targets can be de-buffed by the spell. Of course with the dwarf down those 7 points might be keeping him alive. No big deal. I was just surprised.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

At work on a break can't post for another 6 hrs or so


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Sidious

As usual I waited a bit more than 2 hours since your last game play post.

-Posted with Wayfinder


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Wodin Earthbreaker wrote:

[dice=Stabilize check]1d20+9

Wodin stabilizes and stops bleeding out.

It does not make any difference, because you would have stabilized anyway, but it's not a fortitude check, but a CON check.

Dying:

A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

@Sidious

As usual I waited a bit more than 2 hours since your last game play post.

I just saw it now, I meant: 24 houns since your last gameplay post.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]
DM Aku wrote:
Wodin Earthbreaker wrote:

[dice=Stabilize check]1d20+9

Wodin stabilizes and stops bleeding out.

It does not make any difference, because you would have stabilized anyway, but it's not a fortitude check, but a CON check.

** spoiler omitted **

Yep, my Con modifier is +3, and Stoneblood gives me an extra +6, on top of light fortification.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh, my bad then, it matched exacly your fortitude, that's +9 :D


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Stonelord is built for taking damage. If only I hadn't Defensive Stance'd in the wrong place, though. :/

Live and learn. And I've got plans for this damn tree. Oh, I've got plans.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm pretty sure you'll have to compete with Agrippa for it.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Then he's going to have to pry the dwarven waraxe out of my cold, dead hands, because we are NEVER going to run out of firewood again when I'm done with this jerkface.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Man, I get a few hours sleep and you guys go nuts and post a buncha stuff.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Dont feel bad about being down Wodin. Being critted by the GM is a rite of passage with this group.

Also these things have insane attack bonuses - defensive magics wont count for jack. We just have to put them down the hard way and be prepared to eat damage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Good thing about criting against Wodin, is that I have 25% of chance of not feeling guilty!


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Part of the problem is that Wodin is too stubborn to listen to the advice he was given. Using his dorn-dergar over his waraxe was probably a bad choice on a list of bad choices.

It's cool, if he survives long enough, he'll get even more fortification. I think Stunning Irruption is #1 on his list of things to get, though. ;)


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
DM Aku wrote:
Good thing about criting against Wodin, is that I have 25% of chance of not feeling guilty!

No, no, 3 crits in 3 rounds all on the new guy . . . you can still feel guilty :> Well, Wodin, I did warn you!


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Notes for future reference.

If the enemy is more interested in talking? Buff. Shooting it with a bow probably isn't a good idea.

Use the right weapon for the job, hell, even having the right weapon will help. 3 of us have used at one time or another, the wrong weapon. Knowledge checks help. Talking about it helps more.

Grease is still a good spell :)

That said we've also had some bad luck to offset our bad tactics.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

We tried buffing - as soon as he saw spell casting he attacked. We used knowledge - good checks too - no info about right or wrong weapons was forthcoming.

Talking to each other would be good though. Splitting our strength between all three targets and getting split up all over the map and eating a gazillion AoOs has proven to be an unsound tactic. Definitely not our proudest moment.

Time to run away?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Since I'm not sure how it works in this game, does healing start me at 0, or at my current negative HP?

Also, I want to get up, but I'm almost positive he'll smack me down again (since it provokes an AoO). Can I activate Defensive Stance while prone, so I can at least have a chance of surviving that AoO? Because my other option is to lay on my back and be a waste of space.


It’s not like that.

Aggripa made the check and got some information about it’s weekenes:

“You are sure it's a treant, big, strong, likes to trample, to throw things, and as almost every plant, dont like fire.”

Okay, I forgot about the DR here, but Agrippa had a good call, telling you to use an ‘axe’ for the job.

==//==

Sidious bluffed: Bluff: 1d20 + 7 ⇒ (19) + 7 = 26
The Treant had his SM: SM: 1d20 + 11 ⇒ (18) + 11 = 29

I rolled it open, so you could see the results, not really my fault if he beats the DC and know that Sidious is lying.

==//==

Combat starts, and the treant don’t do nothing on his first action, giving you a chance to leave and plan, no one thought of that.

Also, no one beat the Perception check to see that there was others ‘trees’ about.

Johan makes a knowledge check: Read Agrippa spoiler, more than that, you know that a treant can animate others trees to fight for it.

I ask him to read Agrippa spoiler and add that the treant can animate others trees. And that's pretty much all a treant can do.

==/==

On the first round of combat, I make Grumblejack take a free AoO, just to show that the treant reach is 15ft.

The rest, as always, was pure backstabbing plot from the dice roller, I’m innocent! >.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Eldred

Sure, you can retake your point.

@Wodin

Starts at your current negative hp.
You can activate stone stance before betting up.

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