GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes, but this time I wouldn't be alone ! said Grimma with a smile looking at Zabivat

Swim (if can't take 10): 1d20 + 7 ⇒ (16) + 7 = 23


indeed..


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"True enough! Let us secure our weapons and attempt the crossing."

Same, take ten for 17, but if I can't, roll below

Swim: 1d20 + 7 ⇒ (6) + 7 = 13

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Fijit seems a bit nervous...again.
"Could someone throw a rope?"
Swim: 1d20 + 1 ⇒ (15) + 1 = 16


Shot Putter Funkmeister

Everyone makes it to the other side except for Finn.


once the rope is set finn will go ahead and make the swim

Swim: 1d20 - 2 ⇒ (10) - 2 = 8


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Come on Finn ! I know you like to take a bath but try to come back here !

Said a smiling Grimma seeing Finn unable to cross the river.


Kof, I am trying, Kof Bloub Really i am bloub


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

If it seems like Finn might start to go under, Zabivat will jump in and try to aid him in swimming

Swim check if needed: 1d20 + 7 ⇒ (19) + 7 = 26


Shot Putter Funkmeister

Finn takes 1d6 ⇒ 2 nonlethal

Zab jumps into the water to try and grab the fluttering Finn, Zab CMB against Finn's CMD 1d20 + 5 ⇒ (14) + 5 = 19, which according to his Character Sheet is a fail.... 16 +10 =26


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

As Finn doesn't made his swim check, he's flat-footed, may be it's change his CMD ?


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Struggling with the blue man, Zabivat gives another tug, attempting to drag him to shore. "A little...help....would be....nice!"

Swim: 1d20 + 7 ⇒ (20) + 7 = 27
CMB: 1d20 + 5 ⇒ (10) + 5 = 15

That's one heckuva CMD there.


my CMD is a gigantic +10


Shot Putter Funkmeister

Normally a high CMD is a good thing except when someone is trying to keep you from drowning. I don't think being flat footed has anything to do with it. I was a lifeguard trainee and they said trying to grab someone who is drowning is one of the hardest things to do because they aren't thinking clearly.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Oh no, I completely agree, helping someone drowning is hard, and not something I'd like to do IRL. I'm just surprised as how high Finn's CMD is, considering it's based on Str/Dex/BAB. Mine's only a 17


my CMD is crappy its only 10...


Shot Putter Funkmeister

Your sheet says +10 which is a bit confusing.

Zab finally pulls the struggling Finn to shore and then you continue on your way south.

Everyone give me a perception check


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Perception: 1d20 + 0 ⇒ (19) + 0 = 19

tks for the help, i am really a terrible swimer

yes i put a plus sign in front of it because it needs to be differentiate from my negative CMB

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Perc: 1d20 + 6 ⇒ (9) + 6 = 15


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


Shot Putter Funkmeister

GM Rolls

Spoiler:
1d20 + 17 ⇒ (9) + 17 = 26 Rd 1d4 ⇒ 3

A circle of electric energy bursts around you from 360 degrees causing 2d8 ⇒ (5, 6) = 11 of lethal damage

Reflex DC14 Finn 1d20 + 1 ⇒ (3) + 1 = 4 fail, zab 1d20 + 2 ⇒ (18) + 2 = 20 pass, Fijit 1d20 + 8 ⇒ (13) + 8 = 21 pass, Grimma 1d20 + 1 ⇒ (9) + 1 = 10 fail. Passed characters take half damage

Grimma and Finn are unconscious.

Initiative: Zab 1d20 + 4 ⇒ (1) + 4 = 5, Fijit 1d20 + 3 ⇒ (13) + 3 = 16, Finn 1d20 + 1 ⇒ (12) + 1 = 13, Grimma1d20 + 1 ⇒ (16) + 1 = 17, Lizards 1d20 + 6 ⇒ (19) + 6 = 25

Round 1

Two lizards that have a pale yellow underside, with bright green scales elsewhere on their 3-foot-long bodies, and weigh about 25 pounds attack,

lizard 1 moves within five feet and attacks Zabivat with a shock 1d8 ⇒ 5 Reflex DC 12 for half 1d20 + 2 ⇒ (1) + 2 = 3 fail

Lizard 2 moves within five feet of Fijit and attacks with a shock 1d8 ⇒ 5 Reflex DC 12 for half 1d20 + 8 ⇒ (16) + 8 = 24 pass

Grimma (unconscious),Fijit, Finn, Zab

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"OUCH!"

Rapier: 1d20 + 2 ⇒ (6) + 2 = 8Dmg: 1d4 + 1 ⇒ (4) + 1 = 5


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Round 1

Stats:

HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 5/6
Effects
Rage

Seeing two of her new friends go down by the electric lizards, Zabivat becames furoius, taking up her hammer and bringing it down upon the one near her.

Rage, standard to smash. If it dies, move to the one on Fijit

Attack w/ PA & Rage: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage w/ PA & Rage: 2d6 + 9 + 3 ⇒ (2, 3) + 9 + 3 = 17


Shot Putter Funkmeister

Fijit misses with her rapier.

Zabivat strikes the lizard true but it is still up.

Finn and Grimma can stabilize

Round 2

Lizard 1 attacks Zabivat with a shock 1d8 ⇒ 4 Reflex DC 12 for half 1d20 + 2 ⇒ (13) + 2 = 15 pass

Lizard 2 attacks Fijit with a shock 1d8 ⇒ 2 Reflex DC 12 for half 1d20 + 8 ⇒ (11) + 8 = 19 pass Fijit is staggered.

Fijit, Zab


stab: 1d20 - 2 ⇒ (18) - 2 = 16

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Frustrated and hurt Fijit renews her attack!
1d20 + 2 ⇒ (17) + 2 = 191d4 + 1 ⇒ (2) + 1 = 3


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Round 2

Stats:

HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 4/6
Effects
Rage

Zabivat continues her assault against her lizard.

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22


Shot Putter Funkmeister

Fijit hits the lizard.

Zab kills the lizard attacking her.

Round 3

Lizard 2 attacks Fijit with a shock 1d8 ⇒ 6 Reflex DC 12 for half 1d20 + 8 ⇒ (9) + 8 = 17

Fijit is unconscious.

Zab


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Round 3

Stats:

HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 3/6
Effects
Rage

Her lizard dead, she immediately moves to the one that just dropped Fijit, a renewed vigor through here.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Ouch. Min damage. Good chance I'm gonna drop after I end rage myself depending on how much that thing does and my save. Here's hoping for the best!


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Does these energy burst is a Spell like ? If it's the case Grimma has +2 to her save

Stabilize DD11: 1d20 + 2 ⇒ (6) + 2 = 8
Stabilize DD12: 1d20 + 2 ⇒ (19) + 2 = 21


Shot Putter Funkmeister

The remaining lizard scurries away.

Combat over

I really don't know how it works... Fijit was brought down by non lethal damage but if all of you are unconscious... I am not sure how it goes... the lizard might come back to its home if it thinks you are not a threat...


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.


Well currently Grimma and I are unconscious but stable so we do stand a decent chance of becoming conscious once gain since Zabivat should still be up even after her rage drops.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

As of right now, I'm still conscious even after dropping rage. I posted the nonlethal recovery for Fijit. She'll heal 1 point/hour.

Nonlethal recovery:
Nonlethal Damage
Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.

Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious: When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Zabivat's rage ends, and she gets to work seeing what she can do to help her fallen comrades. Moving first to Finn, she tries to stabilize their wounds from the electrical attacks. Seeing he's stable, she moves on to Grimm next

Heal: 1d20 ⇒ 13
Heal: 1d20 ⇒ 17 Grimma Stablized

Once all are not in danger, she sets to work about making a litter out of bedroll, rope and some downed branches.


nice damage there on the fights Zabivat... :)


Shot Putter Funkmeister

Give me your rolls


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Recovering DD10: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13

After one hour Grimma regain counciousness. She healed herself praying Ylimancha for her blessing.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Then she healed Finn

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


Shot Putter Funkmeister

XP 150 each

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Recovering from Unconsciousness: 1d10 + 1 ⇒ (3) + 1 = 4
After an hour...
Recovering from Unconsciousness: 1d10 + 1 ⇒ (2) + 1 = 3
After another hour...
Recovering from Unconsciousness: 1d10 + 1 ⇒ (9) + 1 = 10


Recovering: 1d20 + 0 ⇒ (5) + 0 = 5

After Grimma heals finn he will open his eyes:

Man who turned off the lights. I think i got zapped seeing people wounded and Fijit lying on the ground. Channel positive Energy: 1d6 ⇒ 6 and again Channel positive Energy: 1d6 ⇒ 1 and again Channel positive Energy: 1d6 ⇒ 6


Shot Putter Funkmeister

Continue south?

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Sure. Onward

Rubbing her arms, looking very very wary of her surroundings and stuttering a bit,
"Thank you all for your help and even though I did not see most of the slaughter, thank you Zabivat."

"Anyone want a raisin?"


Onward it is. We have to finds stuff.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"I must admit I thought we might have met our match. I'm glad everyone survived the encounter, though I don't think I'll be trusting of lizards anytime soon. And yes, Fijit, I will gladly take a raisin."


Shot Putter Funkmeister

You continue south following the coastline for about an hour, you then see a well worn trail moving up into the jungle to the west. What do you do?


Would that mean there are people? Lets follow it carefully i think


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"Hmm, a moment first. Let's see if there's any tracks first."

Survival: 1d20 + 4 ⇒ (9) + 4 = 13


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I agree. This abandonned village was strange. It could be a trap or something else...

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 + 7 ⇒ (5) + 7 = 12

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