G.M.E.W.'s The Veteran's Vault (Inactive)

Game Master Evan Whitefield

MAP


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The Veteran's Vault: MAP

yup your right. My mistake.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)
G.M.E.W. wrote:


Round 1
Bold May Act:
Kiddrik: 20
Ooze: 15 (6+ hp)
Petrus: 11
Jinkin: 11
Conlaoch: 6
Cirri: 3

Reposted for convenience. So it looks like Petrus is up.

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus orders Tipple to attack the ooze

Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Trip: 1d20 + 3 ⇒ (5) + 3 = 8

Meanwhile he casts a spell on himself to steady his aim for his next attack, (Truestrike) and draws his longbow before commanding Tipple to heel, directing the wolf to behind him so as not to block Conaloch or Cirri from reaching the ooze.

No AoO on Tipple due to Escape Route teamwork feat

-Posted with Wayfinder


The Veteran's Vault: MAP

The foul gremlin ducks behind the wall, most likely reloading its tiny crossbow.

Round 1
Bold May Act:
Kiddrik: 20
Ooze: 15 (6+ hp)
Petrus: 11
Jinkin: 11
Conlaoch: 6
Cirri: 3

Round 2:
Kiddrik: 20

Ooze: 15 (6+ hp)
Petrus: 11
Jinkin: 11
Conlaoch: 6
Cirri: 3

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri will attempt to spin into place past Kiddrik.
Acrobatics to avoid AoO: 1d20 + 2 ⇒ (15) + 2 = 17

Cirri will defensively cast Frostbite...
Concentrate, DC 17: 1d20 + 4 + 3 + 2 ⇒ (6) + 4 + 3 + 2 = 15
fail horn

but the spell fizzles as she slips on some poo and almost loses her balance.

"Ooooooh shoot!"

What is the Jinkins doing, anyway? Hopefully not shooting Cirri.

Silver Crusade

Male Human Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 18/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale),

Conlaoch, assuming his nodachi can handle any creature, steps up and attacks.

Attach: 1d20 + 6 ⇒ (15) + 6 = 21

Damage: 1d10 + 9 ⇒ (5) + 9 = 14

I don't know anything about oozes, so hope a blade damages it rather than just splitting it into two monsters.


The Veteran's Vault: MAP

Conlaoch's blade slices through the disgusting ooze splitting it down the middle and releasing a foul odor which turns everyone's stomach.
DC 13 Fort save for everyone within 5ft of the ooze or be sickened for 1d3 ⇒ 2 rounds

As Cirri moves deeper into the cave she see's that the tiny gremlin is not there and holds off on her spell, not seeing a target.
You can take a different standard action if you want or ready.

Round 2:
Bold may act
Kiddrik: 20
Petrus: 11

Jinkin: 11
Conlaoch: 6
Cirri: 3

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
"Ewww!" The stench of the ooze breaks Cirri's concentration, but she is able to hold onto her breakfast.

Cirri was aiming for the Ooze, so she would try to cast anyway and waste the spell in the process.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

fort, DC 13: 1d20 + 1 ⇒ (1) + 1 = 2; DOH!

When the ooze dissolves, wracking Kiddrik with distracting nausea, he tries to move to find their tiny ambusher.

I've moved Kiddrik on the map, he'll be looking for the thing as he goes.
Perception: 1d20 - 1 - 2 ⇒ (1) - 1 - 2 = -2

If he finds it along the way, he'll try to distract it with his longspear, trying to grant his AA bonus to the next person who makes an attack roll against it.
longspear, AA, DC 10: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19; success grants a +5 to the next attacker that attacks the little guy.

If he doesn't see it along the way, he'll activate Detect Magic, directing it for this round back between himself and Cirri ... hoping to fish out an Invisibility aura.

Current effects/conditions: sickened (rd 1 of 2; -2 atk, damage, saves, skills, ability checks), Light on longspear
Current acp/encumbrance: -2 (Light)


The Veteran's Vault: MAP

As Kiddrik pushes forward he finds the cave ends at what looks like the back of a worked stone wall. There are now obvious opening in the wall and no signs of the gremlin.

Combat over, for now...

A search of the cave turns up nothing useful or of value.

Perception DC 15+:

The wall seems to once have been a secret door, swinging away from the cave into the adjoining room. Unfortunately years of disused and shifts in the surrounding earth have caused the door frame to collapsed, sealing the door permanently. The only way to open it now would be to spend hours digging and shoring up the wall.

Perception or Survival DC 20+:

The tacks from the gremlin seem to just stop just around the corner. There doesn't seem to be any indications that it climbed the walls or escaped through any secret passages.

Perception DC 22+:

There is a crack along the side of the secret door just big enough for a tiny creature to squeeze through. It was particularly hard to find due to it being cleverly concealed with a piece of dark cloth and loose stones. From the collection of dirt on the cloth it appears to have been place there at a day or so ago ruling out the possibility that the gremlin used the crack to escape.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Survival: 1d20 + 0 ⇒ (10) + 0 = 10

"Ugh. That smell was worse than the rest of the sewers!" Cirri takes a quick look around. "Hmpf. Where did that other Jinkins go? It dove around the corner and...hmm."

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus slides his bow back over his shoulder, then moves to the end of the cavern and takes out his greatsword again and casts Detect Evil, hoping to be able to pinpoint the creature's location.

Perception : 1d20 + 11 ⇒ (5) + 11 = 16

"Looks like an old secret door here. Doesn't seem likely to be of much use to us now unless any of you happen to be experienced masons and feel inclined to spend the day tunneling through the rubble."

Silver Crusade

Male Human Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 18/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale),

Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

"Sorry folks."

Perception: 1d20 + 0 ⇒ (7) + 0 = 7
"So, where did that nasty like creature go? Through the secret door? I didn't hear anything collapse while we were here..."

Conloach remains ready, fearng the creature is simply hiding in wait somewhere.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Just keep moving, I guess." He looks around, "Everyone alright?"

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"I'm good." Cirri stretches a bit. "Let's keep going, then."


The Veteran's Vault: MAP

The sewer continues on for a little bit before terminating at an iron grate. To the right Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

The notes on your map indicate that this door is trapped but gives not real advice on how to find or disable it.

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus stands at the bottom of the stairs and carefully inspects the door to see if he can discern the nature of the trap.

Perception, take 20: 20 + 11 = 31

-Posted with Wayfinder


The Veteran's Vault: MAP

you find it. It looks like a javelin will fire out at anyone trying to open the door.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Oh! I didn't see that javelin."

Anyone with ranks in Disable Device? If not Cirri will cast Shield and be a guinea pig. Her AC will be 18 after casting.

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus nods at Cirri as she steps forward and points out where the trap is. He lays a hand on her shoulder and intones a brief blessing, then stands aside as she approaches the door.

Cast Guidance on Cirri.

-Posted with Wayfinder

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Not sure how else to help, Kiddrik simply watches, muttering, ”Be careful.”


The Veteran's Vault: MAP

Moving up to the door Cirri grasps the handle and gives it a hard pull. The is a click and the javelin launches from behind the door slamming hard into the Magus's abdomen. Cirri can feel the wound burn as something on the tip of the weapon starts to seep into her blood.

Attack: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Please make 6 DC 11 Fort saves w/ 1 save to cure or take:

Con Damage:

Round 1: 1d2 ⇒ 2
Round 2: 1d2 ⇒ 1
Round 3: 1d2 ⇒ 1
Round 4: 1d2 ⇒ 1
Round 5: 1d2 ⇒ 1
Round 6: 1d2 ⇒ 1

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Don't worry Kiddrik! I'm always care- YEEOWCH!"
Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16

Luckily Cirri's fortitude fends off the poison.

"Hehe...can you help me with this wound?"

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik steps anxiously forward … only to have Cirri totally fight off the javelin’s effects. He looks up with surprise, ”Uh … yah, definitely.”

He fishes out his wand, which once again tries to snake out of his fingers as if it had a life of his own, and—finally– touches it to her bleeding stomach.

You took one for the team, so I’ll pick up the healing. :D
Wand of CLW, x1 charge: 1d8 + 1 ⇒ (7) + 1 = 8

He steps back, his face showing a mix of respect, relief, and surprise, "Uh .. good job!" He seems ready to move on.

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus says nothing, but you can read the respect in his eyes as he moves forward again. He pauses at the door, draws his greatsword, and mutters the same incantation again, then another which causes a faint aura of bright light to shimmer around him. Having prepared himself for whatever may lay ahead, he pushes the door open and moves through.

Cast Guidance, and Divine Favor on self.

He casts a wary eye around the area as he moves forward.

Perception: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik waits for Conlaoch to move through after Petrus, then follows.

Perception: 1d20 - 1 ⇒ (12) - 1 = 11

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Thanks Kiddrik. It went right past my shield- I didn't stand a chance there."

AC 32, wow! Shield lasts for 2 minutes, so tell me if something happens before it expires. Otherwise I'll assume it wore off by the time someone targets Cirri's AC again.

Silver Crusade

Male Human Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 18/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale),

Conlaoch, noticing Kiddrik's pause, jumps to and moves to follow Petrus, nodachi at the ready.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Friendly bump. :)


The Veteran's Vault: MAP

Sorry, having trouble getting on Paizo. Posting from phone. Will have new post up first thing tomorrow morning. Start end battle.


The Veteran's Vault: MAP

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.Each door in these halls opens into a cramped cell although 3 of the doors appear to be locked.

Following the instructions on you map you come to a short flight of steps leading down into a large room. The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and
nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor.

GM rolls:

Initiative:
Cirri: 1d20 + 1 ⇒ (16) + 1 = 17
Petrus: 1d20 + 5 ⇒ (3) + 5 = 8
Conlaoch : 1d20 + 3 ⇒ (6) + 3 = 9
Kiddrik: 1d20 + 1 ⇒ (20) + 1 = 21
Mifra: 1d20 + 6 ⇒ (2) + 6 = 8
Gremlin: 1d20 + 4 ⇒ (14) + 4 = 18
DM: 1d20 + 6 ⇒ (1) + 6 = 7

Perception:
Cirri: 1d20 + 0 ⇒ (18) + 0 = 18
Petrus: 1d20 + 10 ⇒ (9) + 10 = 19
Conlaoch : 1d20 + 0 ⇒ (7) + 0 = 7
Kiddrik: 1d20 - 1 ⇒ (5) - 1 = 4
Stealth:
Mifra: 1d20 + 18 ⇒ (19) + 18 = 37
Gremlin: 1d20 + 16 ⇒ (13) + 16 = 29
DM: 1d20 + 10 ⇒ (18) + 10 = 28

As the party starts to move down the steps suddenly from behind you can hear the twang of a tiny crossbow. From with in the room a shill voice starts to chant, it sounds like the chanting is coming from behind the large table on the other side of the room. Final as you all start to realize you are being ambushed there is movement on the ceiling. What you at first thought was a fungal growth starts to move and you realize it is a octopus like creature. The monster starts to ooze a dark inklike cloud but Petrus's daylight pulses and disperses the darkness.
Surprise Attack on Cirri.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 1d6 ⇒ (2) + (1) = 3

Round 1
Bold May Act:
Kiddrik: 21

Gremlin: 18
Cirri: 17
Conlaoch: 9
Mifra: 8
Petrus: 8
DM: 7

@Cirri,
Shield is still up.
@Petrus,
You have about 5 rounds left on daylight.
@All,
The Strange octopus creature is on the ceiling 15ft up.


The Veteran's Vault: MAP

Knowledge Arcana for the octopus thing

DC 11+:

It is a darkmantle, a small magical beast known for creating darkness

DC 16+:

They can only create darkness once per day.

Spellcraft on the chanting:

DC 17+:

Summon Monster 2

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Huh. I thought this vault would be full of treasure. Not..." Cirri shudders at the thought.

An arrow flies at Cirri's head, but her magical shield intercepts and deflects the projectile. "Whew. go shield." Cirri motions to pat it, before remembering how the spell works.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Knowledge (Arcana): 1d20 + 5 ⇒ (2) + 5 = 7; Nope
Spellcraft, DC 17: 1d20 + 5 ⇒ (18) + 5 = 23

"The one behind the table is summoning a monster! Interrupt him if you can!" Kiddrik wheels on the gremlin behind them. ”CONLAOCH! LET’S GET THIS ONE FIRST!”

He takes two steps forward and drives a distracting jab at the little creature.

Move two squares east. Standard to AA to Conlaoch’s next attack against that gremlin.
longspear, DC 10: 1d20 + 4 ⇒ (11) + 4 = 15
SUCCESS! That's a +5 to Conlaoch's next attack against this guy.

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Knowledge Arcana: 1d20 + 6 ⇒ (19) + 6 = 25

"Watch out for the darkmantle on the ceiling. Luckily it can only play its favorite trick the one time. "

-Posted with Wayfinder

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

How much cover does the chanting Gremlin have? Cirri may be able to shoot it if the dice gods like me.


The Veteran's Vault: MAP

The gremlin curses as its bolt misses Cirri. As Kid tries to distract it it throws down its crossbow, draws a short sword and rushes at Cirri.
@ Kid,
AoO from it leaving its square.
@Cirri,
The Gremlin actual enteres your square. this provokes if you have Combat Reflexes.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 ⇒ 5 +1 Nonleathal

Round 1
Bold May Act:

Kiddrik: 21
Gremlin: 18
Cirri: 17
Conlaoch: 9

Mifra: 8
Petrus: 8
DM: 7

Creature behind the table has total cover.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik has Combat Reflexes, so he actually gets 2 AoO's. The first one with his longspear, the second one with his armor spikes.

Kiddrik will use his first AoO to attempt a trip on the Gremlin. Success would mean it fell down in its original square.
Trip, vs CMD: 1d20 + 4 ⇒ (1) + 4 = 5

And the second to trip, as well, I guess. Success would mean it would fall prone in the square to Kiddrik's north-east corner.
Trip, vs CMD: 1d20 - 1 ⇒ (15) - 1 = 14

Hopefully that second one lands, meaning that the little guy has to waste his second action to stand up from prone. :D

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri finally pays attention to what's going on. "Oh my gosh, ambush!"

Cirri lacks Combat Reflexes, so no AoO from her. The attack will hit unless Kiddrik managed to trip it. Her next move relies on this resolving.

Silver Crusade

Male Human Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 18/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale),

Conloach hears Kiddriks call, and attacks the gremlin, prone or not.

Attack: 1d20 + 6 + 5 ⇒ (6) + 6 + 5 = 17 (does not include prone advantage)
Damage: 1d10 + 6 ⇒ (6) + 6 = 12


The Veteran's Vault: MAP

@Kid,
Only 1 AoO. The Gremlin only provokes from Cirri when he enters her square and he only provokes once for moving.

PRD wrote:
Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.

Kid tries to the trip the running gremlin but the creature just ducks under the spear point. Just as the maniac creature reveals in dealing a nasty blow to Cirri, Conloach moves into position and slices the tiny monster in half.

Round 1
Bold May Act:
Kiddrik: 21
Gremlin: 18
Cirri: 17
Conlaoch: 9
Mifra: 8
Petrus: 8
DM: 7

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"OW! Thanks guys!" Cirri nods as she double moves up to the casting Gremlin.

Cirri will be within 25 feet of the darkmantle during this. I don't know if that will provoke.

Sylvan:

"Did I see you back there with the slime? Why are you attacking us?"

Cirri questions the gremlin, holding her quarterstaff at the ready.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)
G.M.E.W. wrote:

@Kid,

Only 1 AoO. The Gremlin only provokes from Cirri when he enters her square and he only provokes once for moving.

Hey, I didn't know that. Cool. You learn something new every day.


The Veteran's Vault: MAP

While similar to the gremlin that got away this one seems to be more important, draped in rags and an assortment of trinkets. Hissing at Cirri it steps back and continues chanting, holding a loft a scrap of paper. As the gremlin finishes the writing on the scrap of paper comes to life, curling off the page and forming into a disgusting creature with a long low body, hundreds of legs, and grasping pincers. The monster instantly snaps at Cirri.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6 miss

Round 1
Bold May Act:
Kiddrik: 21
Gremlin: 18
Cirri: 17
Conlaoch: 9
Mifra & Monster: 8
Petrus: 8
DM: 7

Dungeoneering DC 10+:

This is a medium sized centipede. They are mindless vermin.

Dungeoneering DC 15+:

Centipedes are know for being poisonous and, due to thier hundreds of legs, can not be tripped.

Planes DC 16+:

This creature seems to have fiendish blood making it resistant of cold and fire damage.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Knowledge(Dungeoneering), Max 10: 1d20 + 3 ⇒ (6) + 3 = 9

Cirri scratches her head as it continues chanting, and squeaks when she feels the pincers close by her midsection. "Eeek!.. Well, if that's the way you want to play it."

Grand Lodge

Male Aasimar Petrus: Inquisitor (Sacred Huntmaster) Lvl 3 HP 30/30, AC: 16 (FF: 14, Tch: 12), Perception + 11, Initiative +5, F+5, R+3, W+6
Tipple:
Tipple: Wolf Lvl 3 HP 22/22, AC: 19 (FF: 17, Tch: 12), F+5, R+5, W+2

Petrus moves forward into the room (W W NW W W W) and shouts a silent (to everybody else) rebuke at the gremlin who screeches and clasps its hands over its ears as it is forced to endure the sonic assault.

Cast ear piercing scream.
sonic damage: 1d6 ⇒ 6 and daze for one round.
Fort 14 save halves damage, negates daze.

Then he orders Tipple to attack and the wolf races to try and lay into the malicious fey.

Bite: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d6 + 1 ⇒ (1) + 1 = 2

trip: 1d20 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Know (Dungeoneering): 1d20 + 5 ⇒ (13) + 5 = 18
Know (Planes): 1d20 + 8 ⇒ (2) + 8 = 10

"Centipede!" Kiddrik shouts, sounding like he's relaying information, "Mindless! Poisonous! And what was the last? ... .and untrippable."


The Veteran's Vault: MAP

Fort: 1d20 + 6 ⇒ (19) + 6 = 25

Petrus and Tipple rush into the room and bombard the gremlin with spell and tooth. Unfortunately the creature is able to shrug off most of the spell and dodge the attack.

With Petrus so close now the darkmantle finally reacts, slowly letting go of the ceiling and clumsily flying down to the inquisitor where it lashes out at him with a scaly tentacle.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4 miss.

Round 2
Bold May Act:
Kiddrik: 21
Cirri: 17
Conlaoch: 9

Mifra: 8 (3hp)
Centipede: 8
Petrus: 8
DM: 7

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik rushes in to help Petrus, jabbing his longspear wildly at the thing's center mass.

Move to flank with Petrus, then stab the darkmantle (including flank bonus).
Longspear: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
damage: 1d8 + 3 ⇒ (1) + 3 = 4
Crit confirm: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
add'l damage: 2d8 + 6 ⇒ (7, 2) + 6 = 15

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri quickly enchants her quarterstaff, then swings it two handed at the centipede.

Quarterstaff+1,Combat Expertise: 1d20 + 1 + 1 + 3 ⇒ (10) + 1 + 1 + 3 = 15
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Cirri's AC is now 19 due to Combat Expertise. Because of Threatening Defender, she ignores the -1 Combat Expertise penalty.

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