GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

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Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess is still confused as to what occurred.
So, the doppleganger disguised as a merchant stabbed the innkeeper? I wonder why he would have done this?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Well, we are a threat to some bad guys. We should find them and make them pay. The question is, tomorrow at first light or now?"

He thinks a bit and adds.
"Probably shouldn't go at night."


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"If there's more of them though, they might get away if we wait for morning. Besides, if they were waiting for him, they don't know we defeated him. Her. It? We could get the jump on them! I can mix an extract to make me look like the merchant. I won't be able to fool 'em if I start talking though."

I do have disguise self, though without training that's really only a +10 on the disguise check. And no bluff.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin nods"We can always turn it into a probe if things go poorly. We have not consumed many resources today."


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan winces, "Just blood, sadly." Still down 30 -- though I thought Justin was missed earlier, so can I have his? ;)


I think you were the only one who took damage in the fight Kilthan. Go ahead and take that 30 she gave him

Tobar, you don't think Galopin would be able to tell the difference, unless you had one of their items of clothing to go off of.

Assuming you decide to check it out right away....

You get your gear on after getting Kilthan healed up and head out.

You know that these warehouses are on the water of Varisian Bay. As you get closer, you talk to some of the locals for directions you learn that most of those warehouses have been sold off and rebuilt.

When you get to Rag's End where the warehouses used to be, you see new warehouses and taverns, and one old stone warehouse.

Lurking at the water’s edge like a rotten log washed ashore, the warehouse marked “Sodden Hold” is built mostly of stone with a wood shingle roof thick with long, ropey moss. The entire building has a green hue, owing to the large patches of moss and mold that grow on its walls. About a third of the building overhangs the harbor itself.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Anala looked to Aarakess and filled her in on what happened, "Actually the creature disguised itself as you, walked downstairs and stabbed the owner there. He then walked back up the stairs and took the form of the merchant and returned down to the barroom only to try and get the other patron to rise up and take matters into their own hands against all of us. He nearly succeeded if not for Tobar turning the rsbles on him. That and Kilthan's help in figuring out it was the merchant and not you. The thing then attacked."

"Quite the plan against us, Aarakess blamed for assault if not murder and I am sure the rest if us would have been arrested as well. We have only been here a few days and already someone has enacted a bold plan," the cleric considers aloud.

"With so many witnessed and the authorities involved I am sure word will spread quickly as to this creature's failure. Whomever it works with will know soon enough that we are not so easy to deal with. We need to be more careful," Anala adds.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Back to full. Much better.

Kilthan says, "I'm going to get Jagdbach, maybe he can track where this "merchant" came from..... and my axe and armour as well -- that was unpleasant."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess frowns as Anala tells her story:
So, it was not the innkeeper, it was us that they were after. The innkeeper unfortunately was merely an instrument to their plan.

Well, lets go and find out who is leading this deceit. Aarakess then looks down and realizes that she is still in her nightclothes and holding only her spell components in her hand.

Um, perhaps I should change first.

With that, she heads upstairs, taking one of the other women with her, to change back into her adventuring outfit.
--------
Once to the warehouse, she looks up at the roof. She then glances at the tiny dragon perched on her shoulder nibbling a pretzel it appears to have absconded with from the inn.

Can you fly up and see if there is anything on the roof or through the windows?

The dragon nods and then shoots up into the sky, a storm of pretzel crumbs trailing behind it.

Stealth: 1d20 + 17 ⇒ (5) + 17 = 22
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Cieslx has 100' telepathy and will remain within that range if possible.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin looks at Sally. It is obvious he is disappointed she can't fly.


Aarakess:
Nothing on the moss covered roof and there are no windows


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan returns looking much more confident, though it's not clear whether it's the presence of his waraxe or his furry companion that has changed his mood. He quietly asks people to stand back and brings the badger over to smell the merchant, and he asks, gently (in Dwarven), "Track?", and pointing at various marks on the floor that were clearly done by the merchant... or "Aara".

Kilthan will aid another, which with his +11 modifier, is an autosuccess. Can't take 10, but I can sure take 0.

Jadbach, Survival: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 He's not as good as I am, but scent is probably way more useful here.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin approaches, looking for evil auras coming from the building. He knows he needs to be closer than sixty feet, so he approaches as only a lizardman with marginal agility in full plate armor can.
stealth: 1d20 - 6 ⇒ (16) - 6 = 10
Actually, he makes a lesser racquet rather than a greater racquet.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan asks, "Do you want me to go rustle the bushes and see what comes out?"


Kilthan despite the abandoned appearance that this warehouse gives off, you can tell that there has beenfrequent traffic in and out of the front door. That and the door is very well maintained and has a good-quality lock on it (DC 30 disable device). It appears that they key would work on it however.

No evil auras are detected by Justin. Whether because of the walls or that there isn't any evil who can be sure


Not in use

Tobar holds up his hand as Galopin capers between his shoulders "So... are we barging in or trying to do this quietly?"

Galopin has scent, a climb speed, fantastic stealth and decent perception. Send him for a whip round the building to peer in what windows may be available first?


Sorry, I spoilered the fact there is no Windows.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan asks, "Can anyone see if it's warded? I'm good for spotting traps, but I'd hate to get blasted to ash while I'm looking the wrong direction."


A detect magic shows no magic on the door. A caerful search reveals no trap


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin mounts up:
"Well, I'm hoping I can ride into a warehouse. Aarakess, get the enchantment that speeds us up ready. Better to strike quickly and decisively."

I envision warehouse doors as big like in the movies.


The door to inside are double doors so should be big enough to get in and out with the house

You use the key found on the doppleganger and it slides in easily unlocking the doors. You open the double doors and peer inside.

The doors open into a large space dominated by dozens of crates and barrels of various sizes. Lit by a number of faintly flickering torches above, a thick layer of dust covers much of the cargo stored here. A catwalk on the east side of the room is 15 feet above the floor. There are numerous ways out of this chamber, including two doors on the south wall, a door on the north wall, and a door up at the level of the catwalk that runs along the east side of the room.

Sodden Hold Storage Room


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan whispers, "Up might be the best place to get a full view.", and steps into the shadows, looking to find crates and other purchase to allow him to climb to the catwalk without using the ladder.

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22


GM Blood:

Perception #1: 1d20 + 15 ⇒ (7) + 15 = 22
Perception #1: 1d20 + 15 ⇒ (18) + 15 = 33

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Dryn'taka Devilschild: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative Tobar Pannell: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Justin D'Rite: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative Anala Sahar: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Monster: 1d20 ⇒ 1

Kilthan advance stealthily into the room. As he approaches the stack of crates to re-arrange them into steps to get up the walkway, a pair of crates come to life and grows long, glistening tentacles and a number of sharp teeth.

Surprise Round

Slam Crate #1: 1d20 + 10 ⇒ (4) + 10 = 14 VS FF 20
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Slam Crate #2: 1d20 + 10 ⇒ (9) + 10 = 19 VS FF 20
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Knowledge (dungeoneering) DC 14:

This seemingly normal object is actually a mimic, a clever ambush predator. It is a shape changing aberration.

Knowledge (dungeoneering) DC 19:

A mimic is an amorphous creature that can assume the shape and outer appearance of nearly any inanimate object. These creatures usually pose as innocuous objects like chests or furniture. No matter what shape it takes, however, a mimic is always hard and rough to the touch. Mimics are intelligent creatures that speak Common.

Knowledge (dungeoneering) DC 24:

Mimics wait for unwary victims to come near — or even touch them — before striking. When they attack, they quickly sprout pseudopods and flail at their victims, beating and crushing them to death. They are immune to acid.

Knowledge (dungeoneering) DC 29:

A mimic secretes a strong adhesive slime. Creatures or weapons that strike the mimic are stuck fast as are those hit by a mimic. Alcohol dissolves the adhesive slime, and it breaks down naturally within moments of the mimic’s death.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Knowledge (Dungeon): 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 {Favored enemy}

Kilthan curses, "Bloody Mimics. Watch your weapons, these lot are sticky."


Quote:

Round 1

Initiative Order - Dryn'taka, Kilthan, Justin, Anala, Tobar, Aarakess, Crates

Crates AC 16 T 11 FF 15 CMD 20


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Knowledge(dungeoneering): 1d20 + 7 ⇒ (6) + 7 = 13

Once more not having a clue what these creatures are, Aarakess attempts to confuse one of them while Cieslx flies above it and breathes a cone of gas.

Aarakess:
Standard: Misfortune Hex @ #1 - DC19 Will or must make all d20 rolls twice and take worse roll.

Cieslx: Breath Weapon (euphoria) @ #1: DC12 Fort or sickened, staggered and immune to fear for 1d6 ⇒ 6 rounds. Must make 2 saves if Misfortune stuck.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

The cleric moves into the large room giving a strange look to Justin who is still mounted and comments to him as she passes by, "Not sure why you brought your horse, my friend." The woman takes up her crossbow as she moves.

She the calls for a blessings of Sarenrae, "May the Everlight grant us her blessings..."

Move to B-2 drawing crossbow
Cast Bless. (7 minute duration)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan throws his weight and shield at the mimic to the north of him, hoping to use his own weight to keep the klar moving instead of sticking on the beast.

Klar: 1d20 + 11 + 2 + 1 ⇒ (3) + 11 + 2 + 1 = 17 {Favoured Enemy, Bless} for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Reflex to keep the weapon: 1d20 + 7 ⇒ (17) + 7 = 24 Shield Slam, so free bull rush

He smiles at his success and takes a small step back, trying to put what he hopes is a real crate on a side to prevent being flanked again while drawing one of this throwing axes, chuckling, "I bet you run out of innards before I run out of weapons."

In a defensive stance, he wills his skin to harden and calls back in Dwarven, "Jagdbach, hold."

Small retcon: Kilthan would have also said they're immune to acid based on his knowledge. Would edit that post, but it's too old.

Status:

Standard: Attack with Klar
Move: Draw Weapon + 5' step (C4)
Free: Direct Companion
Swift: Adaptation

HP: 82/82; AC: 22/13/22


Kilthan, you trying a bull rush?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin draws one of his spare greataxes as he rides forward.
Move to C4 attack C5 w/ normal greataxe
Power attack/damage: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 161d12 + 13 ⇒ (1) + 13 = 14
His higher position allows him to hit the creature.
Higher ground vs med targets
His horse bites savagely at the creature too while charging.
Sally bite w/ charge: 1d20 + 8 ⇒ (1) + 8 = 91d4 + 9 ⇒ (4) + 9 = 13


Justin, you need to make a Reflex DC 17 or the weapon sticks. If stuck you either have to leave it or try a strength check to free it as a standard action

Kilthan, Nevermind, your attack roll is your shield bash too. I was sleepy or something.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 1

Stats:

HP 65/65
AC 18 FF15 T13 CMD19 +2 from blessing
F/R/W 8/9/3 +2 reflex from blessing
Bombs 6/11
Mutagen Dexterity
Bora Beads 1 1/1
Extracts
1st - Cure Light Wounds, Shield , Bomber's Eye, 2 open
2nd - Cure Moderate Wounds, See Invisibility, 2 open
3rd - Cure Serious Wounds x2
Ammo Tracker
Normal - 19
Silver - 20
Cold Iron - 20
Effects
Bless

Dryn sends a bomb towards one of the mimics. She watches as it sails and lands a direct hit on the creature, "Take that you tentacled mobile crate of weapon stickiness."

Move to C2, Standard to bomb Mimic 1. Explosive and Precise, omitting squares for Justin, Kilthan and Sally. Also I forgot to update bomb damage, should be 4d6 now.

Attack+PBS-Cover: 1d20 + 10 + 1 - 4 ⇒ (15) + 10 + 1 - 4 = 22
Damage: 4d6 + 7 + 1 ⇒ (2, 6, 6, 4) + 7 + 1 = 26

Mimic 1 takes 26 fire damage, Mimic 2 takes 11 fire damage, DC17 for half


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

As I go last in the Init, please switch my hex/euphoria to mimic #2.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

reflex: 1d20 + 5 ⇒ (12) + 5 = 17


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Reflex Save Mimic #2: 1d20 + 5 ⇒ (16) + 5 = 21

Will Save Mimic #2: 1d20 + 7 ⇒ (15) + 7 = 22

Fort Save Mimic #2: 1d20 + 6 ⇒ (12) + 6 = 18

Well you managed to force me to make one of each!

Tobar is up last before the mimics!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Stupid Mimic.

Aarakess and Cieslx will attempt the same maneuver on the other mimic next round if it is up. If not, then I will post another action later today.


Not in use

Tobar slows his motion to allow events to transpire before launching himself into action...

Delay till post Mimics


Mimic #1 slams into Kilthan but he is ready for it and dodges easily

Mimic #1 Slam: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Mimic #2 slams into Sandy Justin's horse, but Sandy barely keeps it at bay.

Mimic #2 Slam: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Another mimic that looked like a crate, comes alive and moves in. It attacks Dryn'taka and hits, leaving the mimic attached to her Dryn, you are grappled

Mimic #3 Slam: 1d20 + 10 ⇒ (17) + 10 = 27 *Hit*
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Yet one more mimic comes out and attacks Jagdbach attaching itself to him Grappled

Mimic #4 Slam: 1d20 + 10 ⇒ (17) + 10 = 27 *Hit*
Damage: 1d8 + 6 ⇒ (1) + 6 = 7


Quote:

Round 2

Initiative Order - Dryn'taka, Kilthan, Justin, Anala, Tobar, Aarakess, Mimics

Mimic AC 16 T 11 FF 15 CMD 20


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 2 Justin
In hands normal greataxe--prayer, higher ground---Full health and one smite evil expended
Justin is glad he brought plenty of big axes.
Note Sally charged and was hit due to -2 AC
Justin attempts to hit the mimics many times with his big axe.
hit/damage/reflex to remove axe: 1d20 + 14 ⇒ (16) + 14 = 301d12 + 13 ⇒ (3) + 13 = 161d20 + 5 ⇒ (19) + 5 = 24
hit/damage/reflex to remove axe: 1d20 + 14 - 7 ⇒ (13) + 14 - 7 = 201d12 + 13 ⇒ (3) + 13 = 161d20 + 5 ⇒ (13) + 5 = 18
The axe is hitting so hard it is not sticking. Justin lunges if necessary to hit another mimic.

Sally tries to bite mimics too.
bite: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 9 ⇒ (3) + 9 = 12
hoof1: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 7 ⇒ (2) + 7 = 9
hoof2: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 7 ⇒ (1) + 7 = 8
Note: Sally is grappled, but attacking naturally anyway. No adjustments for grapple included. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.

Ride: 1d20 + 10 ⇒ (13) + 10 = 23


Thanks Justin, forgot about that. Then you can try a Ride Check DC 24 to avoid the hit, if not Sandy takes damage and the mimic is stuck to her (grappled)


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

FYI: Anala moved to B-2 last round.

Round 2

As the new mimics make their appearance the woman lets out a quick yelp of surprise. She steps closer to Kilthan and Justin before she loads her crossbow and tries to take careful aim to avoid her freind and fires on the creature that has Dryn.

5-foot step to C-3
Reload Crossbow
Attack Mimic 3 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 for 1d8 ⇒ 5 damage


Not in use

Boxed in at the entrance, Tobar settles for a speculative stab around the door frame...
Dagger: 1d20 + 10 ⇒ (4) + 10 = 14
...and misses.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Round 2

Kilthan lashes out in a flurry, trying to push back and beat down the mimic he struck earlier, planting his foot solidly for extra leverage to his blows.

Throwing Axe (PA): 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24 {Favoured Enemy, Bless} for 1d6 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Throwing Axe (PA): 1d20 + 1 + 2 + 1 ⇒ (19) + 1 + 2 + 1 = 23 {Favoured Enemy, Bless} for 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9 Reflex: 1d20 + 7 ⇒ (2) + 7 = 9 ..and loses the weapon...

Losing the hand-axe on his second attack, Kilthan swings out with the Klar to damage and push the thing back, trying to make some space to draw another weapon.

Klar: 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24 {Favoured Enemy, Bless} for 1d6 + 1 + 2 + 2 ⇒ (6) + 1 + 2 + 2 = 11
+ Bull Rush (via shield slam) -- hoping I can slam it into a wall... Reflex: 1d20 + 7 ⇒ (18) + 7 = 25 ...and keeps the shield...

Unhappy with being attacked, Jagdbach snarls and allows his fury to overtake him, lashing out with claw and fang at the thing holding him.

Jagdbach (bite): 1d20 + 9 + 2 + 1 ⇒ (18) + 9 + 2 + 1 = 30 {Favoured Enemy, Bless} for 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9 {Favoured Enemy}
Jagdbach (claw): 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20 {Favoured Enemy, Bless} for 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9 {Favoured Enemy}
Jagdbach (claw): 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24 {Favoured Enemy, Bless} for 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11 {Favoured Enemy}

Status:

Kilthan:
AC: 22/13/22
HP: 82/82
Adaptation active: +2 natural AC, 99 rounds remain, 5/7 uses remain
Weapon in hand: Klar

Jagdbach:
AC: 21/11/18
HP: 70/77 (raging)
Raging: 11 rounds remain


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Tobar, would that miss? The mimic should have -4 dex as well for being in the grapple, right? Or am I missing something?


Kilthan, you need to make a reflex save for Jag for each natural attack that hits or else it will stick.


Dryn is right it will have -2 to AC, but around the door frame will give it cover for +4


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 2

Stats:

HP 56/65
AC 18 FF15 T13 CMD19 +2 from blessing
F/R/W 8/9/3 +2 reflex from blessing
Bombs 6/11
Mutagen Dexterity
Bora Beads 1 1/1
Extracts
1st - Cure Light Wounds, Shield , Bomber's Eye, 2 open
2nd - Cure Moderate Wounds, See Invisibility, 2 open
3rd - Cure Serious Wounds x2
Ammo Tracker
Normal - 19
Silver - 20
Cold Iron - 20
Effects
Bless

Dryn bites and flails at the Mimic grappling her, trying in the end to pull away from it.

Gwah, grapple rules!! Drive me batty. So does the mimic grappling me have a CMD of 18 then because of the -4 dex, or is that just against outside attacks? Not sure if I escaped or not.

CMB: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
GM Blood wrote:
Dryn is right it will have -2 to AC, but around the door frame will give it cover for +4

Obviously the door frame is a mimic too. GET IT QUICK!!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Jagdbach's already stuck, isn't he?

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