GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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Adjusting Zeke's Bomb (Used the wrong spoiler)

Reflex WR4: 1d20 + 6 ⇒ (16) + 6 = 22 Takes half splash from the missed bomb

WR4 - 21dmg + 3(splash) = 24dmg (Staggered.. Prone)


#1 is a shrieker, and all it does is make noise.. it will not be doing an AoO.

#4 will attempt an AoO as you move from his space.

WR4 Bite: 1d20 + 4 ⇒ (20) + 4 = 24
WR4 Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Crit Check Fail

WR4 Dmg: 1d4 + 1 ⇒ (2) + 1 = 3 Dylan must make a DC15 Fort Save vs Disease

With his dying breath, the Wererat lunges out at the cleric as he passes, his teeth digging into an small opening near Dylans ankles. A wicked smile crosses the Wererats face as he falls unconscious and begins bleeding out.

----

*** MAP ***


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

fort save: 1d20 + 6 ⇒ (5) + 6 = 11

Harrow point
fort save: 1d20 + 6 ⇒ (12) + 6 = 18


***TEST MAP***

Try this link.. it looks like the link to the other one is slightly messed up.. It's in there, but it has a paizo web address in front of it for some reason. If this one also fails due to some new linking rules I'm unaware of, then try putting this in manually: http://beta.ditzie.com/46757/56900e385f910

Hopefully its just something I messed up, and not a new rule, I dont want to miss out on my links!


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Round 4
Tullius will swing into the swarm again..
Sword: 1d20 + 8 + 1 - 1 ⇒ (2) + 8 + 1 - 1 = 10 +1 assuming Tullius is still blessed, and -1 for power attack
damage: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14 +2 for power attack
if that attack misses tullius will scream out to his friends "HALP"
-----------

Spells:
Long arms:46 rounds
(Personal Note) LV0-4, LV1-3, LV2-3


Round 4

The Rat Swarm, still fully engulfing Tullius whom failed to kill any of the nasty buggers, continue their assault.

Damage: 1d6 ⇒ 6 (No need to roll for disease again as you failed the first one)

---

The Shrieker continues to be noisy.

--

WR7 Fresh off receiving a heavy crit from Dylan snaps a bite in retaliation.

WR7 Bite: 1d20 + 4 ⇒ (6) + 4 = 10 Miss

He then drops his xbow and takes a 5-foot step while drawing his sword.

---

From the back of the room, you hear Girrigz Bark out a simple order.. "ATTACK!"

From various points in the room, crossbow bolts whizz in Dylans direction.

Stealth Rolls:
Stealths: 5d20 ⇒ (5, 5, 2, 16, 6) = 34 +8 to each except the last (Girrigz has +0)

I'm using your perception roll of 10 as you entered the room

You don't see the bolts coming from 8,9 or 11, but do see 10 as he ducks around the corner to fire. You also see Girrigz ever so slightly in the back. He's difficult to make out, as if he's under some enchantment that makes him difficult to see.

WR8 Attack: 1d20 + 4 ⇒ (14) + 4 = 18 From Stealth (miss)
WR9 Attack: 1d20 + 4 ⇒ (11) + 4 = 15 From Stealth (miss)
WR10 Attack: 1d20 + 4 ⇒ (20) + 4 = 24 (possible crit)
WR11 Attack: 1d20 + 4 ⇒ (18) + 4 = 22 From Stealth (probably hit)

WR10 confirm: 1d20 + 4 ⇒ (1) + 4 = 5 no crit

WR10 Dmg: 1d8 ⇒ 3
WR11 Dmg: 1d8 ⇒ 3
WR11 Sneak Attack: 1d6 ⇒ 3

A hail of bolts comes your direction, only a few find their mark.

---

Pre Movement Map

WR11 drops his bow and draws a sword in anticipation of melee combat.

Girrigz moves into the room with a rapier in hand, his body blurs with every step he takes..

Post Movement Map


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 4

Zeke steps past Ammy (or goes around the rock if necessary) and lobs a bore bomb into the center of the swarm.

Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18 vs DC12 muck
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12 (PBS,Bless)
'Splode: 3d6 + 3 + 1 ⇒ (2, 3, 5) + 3 + 1 = 14 (PBS)
Miss direction: 1d8 ⇒ 4
Splash damage (5’ radius): 6 (DC 15 Reflex save for ½ damage)
No splash damage to Tullius’s square (Precise Bomb)

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 3/5 explosive bombs, 3/5 bore bombs. Blessed (Dylan)

someone will need to update the map for me


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan's shouts out to the others "There is 6 were rats in this room."


Zeke's Movement

The bomb by Zeke just misses the mark (Miss direction may have included Zeke in the splash?) *Edit - No Zeke is fine

Swarm Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

The rats take half the splash damage. A few more keel over, but the bulk is still swarming Tullius.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas rushes to aid Tullius.

Attack: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (20) + 10 + 2 - 2 + 2 + 1 = 33 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (5, 7) + 7 + 3 + 6 = 28 (Rage, Power Attack)

***MAP***


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Crit Confirm: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (8) + 10 + 2 - 2 + 2 + 1 = 21 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (8, 8) + 7 + 3 + 6 = 32 (Rage, Power Attack)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan looks around and takes note of where all the bolts came from.
perception: 1d20 + 3 ⇒ (3) + 3 = 6

Dylan then casts Admonishing Ray at Girrigz

Admonishing Ray: 1d20 + 5 ⇒ (18) + 5 = 23
Non-lethal damage: 4d6 ⇒ (6, 4, 4, 2) = 16

Toppling Spell (Trip): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

percent: 1d100 ⇒ 84

Dylan then heads off to heal the others

Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15

***Map***


Removing the previously unconcious or deceased rats from the list to consolidate space

Order & Damage
Dylan - 0 + 3(WR4) + 6(WR10 sneak) + 3(WR11) = 12dmg
Tullius 18dmg + 6(Swarm) = 24dmg (Diseased)
WR7 - 0 + 18(Dylan) = 18dmg
Rat Swarm - 6dmg + 4(Splash) + OMGAMMYSMASH = Dead
Girrigz
Zeke
Ammy - 3dmg

Round 4 Summary

Dylan moves past WR4, with his silversheen weapon in hand digs deep into WR7's shoulder for 18dmg. But not before WR4 takes a bite out of Dylans ankle for 3 dmg and then falling unconcious.

Tullius fails to knock off any of the swarm

W7 draws a sword and swings in retaliation, but misses Dylan

The Rat Swarm continues biting at Tullius for 6 dmg

You hear Girrigz bark an order to attack and a hail of bolts rush towards Dylan. 2 hit (1 had sneak attack) for a total of 9dmg.

Girrigz moves into the room under the effect of Blur.

Zeke try's to precision bomb the swarm but has difficulty landing a direct shot.. The splash damage (empowered vs swarms) hits for 4 dmg.

Ammy goes to help his friend.. You can see the terror in Tullius eyes as Amendithas takes a gigantic swipe in the direction of the elf. He closes his eyes and awaits the inevitable death from the poorly shaped gigantic blade. A swift gush of air rushes past Tullius and he slowly opens his eyes to find dozens of rats dead and the rest scurrying away.

Round 4 over, Round 5 Begins

Dylan see's all the rats in the room (They did not re-hide from the initial stealth). Despite the blurred Girrigz, his admonishing ray hits true, and drops him prone.

I don't believe this has come up yet (or I forgot about it if it has), but ever since the shrieker has started shrieking, the noise interferes a bit with spellcasting. there is a 20% spell fail chance due to the noise. Spells without verbal components are of course unaffected.


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Round 5
Tullius will look at the Orc and thank him for dealing with the rats and not hitting him.
Tullius will then ask Dylan to heal him before he does anything. Not dyin today!
After he gets healed he will expend 1 point from his arcane pool to give his sword a +1 enchantment bonus for 1 minute, and then he will use another point to give it throwing magus.
After he is done doing so he will say, "I'm ready to slay me some rats"
He will wait for the rest of the group to be ready
---------------

Effects:
Long arms:45 rounds
Throwing magus/+1 enchant:10 rounds
(Personal Note) LV0-4, LV1-3, LV2-3
Arcane points:3/5


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

The map Dylan posted should have looked like this, because Zeke moved up into the north nook:

***MAP***


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 5

Zeke comes back out to the first area via the passage, stops, quaffs a vial from his bandolier, pauses a second, an eyebrow raised, and a mixed look of confusion and panic on his face… his belly gurgles, his mouth opens as he tilts his head back, and an awful, scuttling mass of legs and mandibles scrambles out from his mouth, down his body, and coalesces into swarm in front of him. With a nod, he sends the spider swarm in the direction of the rats to the north.

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 vs DC12 muck
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Vomit Swarm

As the swarm moves off his body, Zeke takes the opportunity to try and not be seen:
Stealth: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 (mutagen) subtract 20 if this is equivalent to sniping

***MAP after Zeke vomits swarm***

The swarm immediately moves towards and surrounds W7 & W11.

Swarm: 1d6 ⇒ 2 DC11 Fort save vs. poison

***MAP after swarm movement*** However the map looks when Zeke's turn is up, he'll try to send the swarm to attack two enemies. If he can't get two, he'll try to get one, while also blocking the passage with the swarm. If he can't do that, he'll send the swarm as far as it needs to go to attack the nearest lone target.

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 3/5 explosive bombs, 3/5 bore bombs. Blessed (Dylan). 5 rounds of swarm starting in round 5 (5 rounds remaining). [/spoiler]


Tulius delays action expecting to be healed.

---
Enimies Round 5 Actions

Before the vomit swarm happens, the two sword wielding wererats move in. They take up flanking positions as any good rogue would.

W7 will attempt to tumble past Zeke (if you don't have a weapon to take AoO's with he wont be tumbling so ignore it) and setup flank for W11 in the opposite corner.
W7 Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

W7 Sword: 1d20 + 3 ⇒ (15) + 3 = 18 (18 hit?)
W7 dmg: 1d6 + 1 ⇒ (4) + 1 = 5

W11 Sword: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 (Flank)
W11 dmg: 1d6 + 1 ⇒ (3) + 1 = 4
W11 sneak: 1d6 ⇒ 1

The three crossbow wielding wererats reload and take fire through the opening at the only target still viable in Zeke. Two of them move to get a clearer shot.

W8 xBow: 1d20 + 3 ⇒ (2) + 3 = 5
W9 xBow: 1d20 + 3 ⇒ (9) + 3 = 12
W10 xBow: 1d20 + 3 ⇒ (3) + 3 = 6

All three miss.

Griggz gets up (move action) and takes a second move to just behind the wall, preparing for his next move.

*** MAP ***

These actions may change how Zeke does his turn. (provoking AoO's for potion use? Direction of Swarm?)


OK, Since i used the wrong map, ignore most of what happened in the previous post...

The movements of all the enemies will remain the same, however, #11 will be attacking Dylan instead of Zeke (I'll use the roll already rolled which will be a miss). And 7 will have moved in and readied to attack anyone who comes into reach.

The ones wielding xbows will have moved into position and will have a readied action to fire should they have a clear enough shot, and Girrigz will have performed his movement as detailed before.

I will resolve any future attacks with new rolls should the need arise.

*** NEW MORE BETTER, MOST IMPROVED MAP ***


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 5 (re-do - ignore previous round 5 post)

Zeke moves a little to the south, into the narrow passage, and uses his Vomit Swarm Extract.
See previous post for descriptive narrative. Where cast, the swarm will cover baddy #7 without having to move.

Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4 vs DC12 muck.

Zeke falls prone, so he'll use his extract from wherever he fell and then move it to #7.

Swarm: 1d6 ⇒ 3 DC11 Fort save vs. poison.

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 3/5 explosive bombs, 3/5 bore bombs. Blessed (Dylan). 5 rounds of swarm starting in round 5 (5 rounds remaining).


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

After striking down the swarm, Amendithas gives his sword a curious once-over. He can't quite believe his attacks are hitting their mark. His fortune is looking up. He makes his way into the square below Dylan.

I'll update the map when I get home tonight unless someone gets to it before I do.

His efforts are now focused on #11. "Ammy smash!"

Attack: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (19) + 10 + 2 - 2 + 2 + 1 = 32 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (4, 2) + 7 + 3 + 6 = 22 (Rage, Power Attack)

Cool! I didn't jinx myself with that blathering about fortune.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

UPDATED MAP

Crit Confirm: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (15) + 10 + 2 - 2 + 2 + 1 = 28 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (2, 7) + 7 + 3 + 6 = 25 (Rage, Power Attack)

Still not sure I need this, but just in case.
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Round 6 Start

Dylan heals Tullius

CMW Wand: 2d8 + 1 ⇒ (6, 6) + 1 = 13


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Round 6
MAP
Tullius will begin with a simple move.
Acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5 if needed....RIP
Tullius then will take a swing at WR #7
attack: 1d20 + 8 + 2 - 1 + 1 ⇒ (19) + 8 + 2 - 1 + 1 = 29 +2 Arcane Pool, -1 Power attack, bless
damage: 1d10 + 3 + 2 + 2 ⇒ (7) + 3 + 2 + 2 = 14 [ooc] +2 Arcane Pool, +2 Power Attack(One-Handed)

-------------

Effects:
Long arms:44 rounds
Throwing magus/+1 enchant:9 rounds
(Personal Note) LV0-4, LV1-3, LV2-3
Arcane points:3/5


Big Thanks to Dylan, whom provided this summary while I was preocupied

Order & Damage
Dylan - 12dmg
Tullius 24dmg (Diseased)
WR7 - 18dmg
WR11 - Decapitated
Girrigz - 0 + 16 (NL Admonishing Ray) = 16(NL)
Zeke
Ammy - 3dmg

Round 5 Summary

Dylan seeing he is out numbered in the room and feeling the pain from the bolts that hit him decides to retreat and help his friends but not before casting Admonishing Ray at Girrigz hitting him for 16pt of non-leathal damage. The power of the spell pushed him over giving the group more time.

Tullius is waiting to be healed.

Wererats gave chase moving to positions getting read to act. W11 gets right behind Dylan.

Girrigz gets up and move to behind wall getting read to advance once he gets his bearings.

Zeke take a 5 foot step and quaffs a vial from his bandolier, pauses a second, an eyebrow raised, and a mixed look of confusion and panic on his face… his belly gurgles, his mouth opens as he tilts his head back, and an awful, scuttling mass of legs and mandibles scrambles out from his mouth, down his body, and coalesces into swarm in front of him. With a nod, he sends the spider swarm in the direction of #7 (Swarm: 1d6 ⇒ 2 DC11 Fort save vs. poison)

Amendithas seeing the wererat on Dylans heels, moves up in an effort to protect his friend and swings his large sword decapitating the unhurt rat in the process.

Round 6 Summary so far

Dylan heals Tullius for 13 pts with Cure Moderate Wounds wand. (24-13=11dmg)

Tullius will move into the muck and fall prone. Good rolls for attack and damage but all for not. Although, 7 is covered in a swarm and I don't think he will try to do anything to Tullius.

****MAP****


Round 6 Enemies

Girrigz barks out a quick order to his comrades, "Let the pink skins come to us! FIRE AT WILL"

He then reaches to a small vial on his belt, pops the stopper with a clawed thumb, and tilts back a potion.

The three with crossbows load up bolts and fire. Two at Ammy, and the third at Tulius (#10 does not have line of sight on Ammy),

W8: 1d20 + 3 ⇒ (17) + 3 = 20
W8 dmg: 1d8 ⇒ 2

W9: 1d20 + 3 ⇒ (19) + 3 = 22
W9 Confirm: 1d20 + 3 ⇒ (12) + 3 = 15 (No confirm)
W9 dmg: 1d8 ⇒ 2

W10: 1d20 + 3 ⇒ (17) + 3 = 20 (Prone target gets +4AC)
W10 dmg: 1d8 ⇒ 6

--

W7 suddenly becomes overwhelmed by a swarm of biting spiders. Particularly troublesome given they crawled through a river of disease ridden sludge to get to him.

W7 Fort: 1d20 + 2 ⇒ (17) + 2 = 19

In a full panic, the wererat try's to vacate the area and meet up the rest of the pack. He provokes an AoO from Amendithas as he does so.

** MAP **


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 6

Zeke concentrates on his swarm (standard action) to send it chasing after Warerate #7. The swarm with movement 20 can’t quite catch #7, but it does make it as far as Girrigz.

Nasty Creepy Biting Spider Swarm Damage: 1d6 ⇒ 5 (DC11 Fort save vs. poison.)

Zeke moves to the east, following his swarm along a parallel path, past Dylan and Ammy, making his best effort to pantomime a spider as he passes, right up to the mouth of the next cavern, stopping directly behind the swarm. (Avoiding the muck entirely??)

Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12 vs DC12 muck, if necessary??
Perception: 1d20 + 12 ⇒ (7) + 12 = 19

***MAP***

--------------------------------------------------------------
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (4 rounds remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 3/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
--------------------------------------------------------------


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

The crossbow bolts do indeed hit Ammy.

Amendithas catches sight of W7 trying to scamper away and takes his attack of opportunity.

Sword: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (9) + 10 + 2 - 2 + 2 + 1 = 22 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (7, 6) + 7 + 3 + 6 = 29 (Rage, Power Attack)

Through his fog of rage he notices a few arrow shafts sticking out of his body. How long have those been there?

Acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16

He makes his way through the sludge to get a better aim at Girrigz. As he approaches he sees a blanket of spiders heading the same direction.

Ammy hesitates a moment, not wanting to walk through the skittering mass, but he also doesn't want to allow Girrigz any additional time to regroup.

Stepping through the writhing bugs, he gives a small shudder. This is similar to the spider swarm he encountered while scavenging in the Sanos Forest in his younger days. Their poison nearly killed him and it took him ages to recover. He lived in constant fear of being attacked while he was in such a weakened state.

His grip is so tight on his beloved sword, he can feel the grooves of the hilt digging into his palms. He slices downward at Girrigz, hoping to cleave the smug little bastard into halves all while thinking of something clever to say.

"Gah! Die!" Damn, messed it up.

Sword: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (10) + 10 + 2 - 2 + 2 + 1 = 23 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (5, 2) + 7 + 3 + 6 = 23 (Rage, Power Attack)

***MAP***

_____________________________________
Effects: Rage: +4 to Str/Con, +10 Temp HP, -2 AC. Power Attack: Take a -2 To attacks but gain extra damage, +6 Two-Hand, +4 One-Hand, +2 Off-Hand. Furious Focus: Remove -2 penalty to attacks from Power Attack effect. Bless: +1 Att, +1 Saving throws vs Fear.

Stats: AC 16; T 10; FF 14; Init+7; Per+6.
Status: HP 62/69 | Rage rounds 14/19.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Percent: 1d100 ⇒ 4

Of course it's a 4.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan moments after he heals Tullius, starts to turn around to face the danger behind him and sees Ammendithas's sword slice through the R11, and moments later slicing through R7. Dylan mutters under his breath "Dam you Ammy!" He calls out "Lay down your arms or more heads will roll, I can't control the half-orc"

Dylan runs to the Aid of Tullius again and uses the wand once more. Dylan says the wands trigger "heilen mäßig" and in a flash of blue light electrical arcs around the gem of the wand, Dylan touches it to Tullius.
Cure Mod Wounds: 2d8 + 1 ⇒ (1, 7) + 1 = 9

Once the wand touches the skin of Tullius, his wounds start to close up and bleeding subsides.

***MAP***

__________________________________________________

Effects: Bless: +1 Att, +1 Saving throws vs Fear (44/50), Bull Strength +4 enhancement bonus to Strength (64/70)

Stats: AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Status: hp 44/56; 2/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5


For Zeke:
With Zekes perception check, you notice the area to the south which leads back to the sewers is unusually wet. Even the ceilings have some moisture

Order and Damage
Dylan - 12dmg
Tullius - 24dmg -13(heal) +6(bolt) = 17dmg (Diseased)
WR7 - 18dmg +ZOMG! = Dead
Girrigz - 16(NL)
Zeke
Ammy - 3dmg +2(bolt1) +2(Bolt2) = 7dmg

Complete Round 6 summary

Dylan heals Tullius for 13 pts with Cure Moderate Wounds wand. (24-13=11dmg)

Tullius will move into the muck and fall prone. Good rolls for attack and damage but all for not. Although, 7 is covered in a swarm and I don't think he will try to do anything to Tullius.

The Wererats in the other room (8,9,10) take aim at Tullius and Amendithas, and strike both with well placed shots.

The Wererats covered by a swarm (7) panics as he runs by Ammy. Ammy quickly decapitates him.

Girrigz shakes his head in disappointment. He Barks out some orders while quaffing a potion.

Zeke directs the swarm towards Girrigz. They bite at him, but he seems unconcerned.

Ammy musters up the strength of a thousand Oxen as he braves the swarm in an attempt to destroy Girrigz. He swings a mighty blow just as Girrigz body shimmers. His cleaving blow lands harmlessly to the ground below, slicing a spider in twain.

Round 6 is over, Round 7 Begins

Dylan utters the German equivalent to "HEAL MODERATELY!" as he activates a wand to help Tullius recover some of the damage he's taken. (Tullius: 17-9(heal) = 8dmg


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will begin by Standing up, after standing up he will look down at his pants and when he sees all the muck he will mutter something along the lines of, "Oh I have had about enough of this place"

He will proceed to start walking towards the fight to get in range to start throwing his sword.
Tullius moves right up behind the raging orc.
***MAP***

Effects:
+2 arcane enchantment(8 rounds left)
Long arms +5 feet range(43 rounds left)
Throwing magus: throw weapon 10ft away, gain 1 pool point back for a
hit(Max 4)

Stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Status:
HP 31/37 | Spells/day; LV0-4, 1st-3, 2nd-3 | APP 3/5 | HRW 3/4


Girrigz looks menacingly at Ammendithas with a scarred eye before posturing up with his rapier. He attacks with everything he has. (full attack action)

1st Attack
Girrigz Rapier: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 (Power Attack)
Rapier Damage: 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (Power Attack)

2nd Attack
Girrigz Rapier: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 (Power Attack)
Rapier Damage: 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (Power Attack)

Secondary
Girrigz Bite: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 (Power Attack)
Bite Damage: 1d6 + 2 + 4 ⇒ (6) + 2 + 4 = 12 (Power Attack + Disease)
Roll Fortitude DC14

Landing several successful attacks, Girrigz takes a five foot step back, hoping to keep defensive posture within the corner...

-----

The other three rats, with a clear shot at Ammy, load up and fire once more.

W8 att: 1d20 + 3 ⇒ (17) + 3 = 20
w8 dmg: 1d8 ⇒ 8

W9 att: 1d20 + 3 ⇒ (7) + 3 = 10 miss

W10 att: 1d20 + 3 ⇒ (16) + 3 = 19
w10 dmg: 1d8 ⇒ 4

-----

*** MAP ***

I believe Ammy is still up, but certainly took a significant beating


Small adjustment to the damage.. The secondary bite damage under power attack should have been 1d6+2+2. Ammy only takes 10 from the bite. (52 damage in the round total)


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 7

Zeke concentrates on his swarm (standard action) and sends it across the chamber toward creeps 8 & 9.

Nasty Creepy Biting Spider Swarm Damage: 1d6 ⇒ 3 (DC11 Fort save vs. poison & distraction)

Zeke then climbs up the cavern wall along side / above Ammy to get a better look into the next room. Climb speed 10 from Mutagen; I added a little green arrow by Zeke's marker to remind us he's climbing up on the wall.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

***MAP***

----------------------------------------------------------
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (3 rounds remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 3/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
----------------------------------------------------------


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Fort Save Disease: 1d20 + 12 ⇒ (9) + 12 = 21
Fort Save Curse: 1d20 + 12 ⇒ (14) + 12 = 26

Amendithas takes blow after staggering blow. Somewhere in the midst of all this damage, he wonders why he thought it was a good idea to rush into this side of the cave. He shakes his head in a futile attempt to clear his thoughts. In a daze, he lumbers back to the other compartment of the cave.

As he passes Tullius, Ammy mutters an almost incoherent, "That went poorly."

***MAP***

He slumps against the damp cave wall.

_____________________________________
Effects: Rage: +4 to Str/Con, +10 Temp HP, -2 AC. Power Attack: Take a -2 To attacks but gain extra damage, +6 Two-Hand, +4 One-Hand, +2 Off-Hand. Furious Focus: Remove -2 penalty to attacks from Power Attack effect. Bless: +1 Att, +1 Saving throws vs Fear. Silversheen. Ring of Protection +1AC.

Stats: AC 17; T 10; FF 14; Init+7; Per+6.
Status: HP 10/69 | Rage rounds 13/19.


For Zeke Update:
From this perch you can clearly see the telltale sign of another Otyugh tentacle slithering about near the passage to the south. He doesn't appear to be able to enter the chambers himself, but his long reach could certainly snag any unsuspecting victim should they get too close. You can also tell from the rats reactions, that the spiders don't seem to be having much effect.

Order and Damage
Dylan - 12dmg
Tullius - 17 - 9(CMW) = 8dmg (Diseased)
Girrigz - 16(NL)
W8 - 0
w9 - 0
w10- 0
Zeke - 0
Ammy - 7dmg + 40 (Girrigz) + 12 (Bolts) = 59dmg

Round 7 Summary

Dylan utters the German equivalent to "HEAL MODERATELY!" as he activates a wand to help Tullius recover some of the damage he's taken. (Tullius: 17-9(heal) = 8dmg

Tullius picks himself up out of the muck and moves into range

Girrigz unloads on Amendithas dealing heavy damage. However, Ammy's high fortitude allows him to shake off the disease and curse from the bite.

With Ammy as the only real target, the other three rats fire at Ammy, 2 of them hitting. (Ammy is in some serious pain)

Zeke moves his spiders again and moves into get a better view of the room (see spoiler)

Ammy decides to take a tactical retreat while he can still stand.

Round 7 over Round 8 Begins


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Round 8

Dylan seeing Amendithas come back out of the other chamber as bloodied as he is, moves closer to him and decides to augment his shielding and Amnedithas' before proceeding. Before he starts to cast he says to Ammy "Take a heeling potion."

He then proceeds to cast grabbing a small parchment from a quick access pouch from his back, moving his arm in a diamond pattern, starts his incantation. "Schild des Glaubens schützen mich.
Dylan repeats the phrase till he feels enough energy has built up and can see a magical bright white pattern from his movements and touches himself. Immediately creates a shimmering, magical field around the target that averts and deflects attacks.

A lot of the visual descriptions I am giving I assume can only be seen by characters that have made a spellcraft check and passed.
__________________________________________________

Effects: Bless: +1 Att, +1 Saving throws vs Fear (43/50), Bull Strength +4 enhancement bonus to Strength (63/70). Silversheen, Enhanced Diplomacy (8/10), Shield of Faith +2 to ac (50/50)

Stats: AC21+2; T13+2; FF18+2; F+6; R+3; W+6; Init+3; Per+3

Status: hp 44/56; 2/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will move within range of girrigz and will throw his sword aiming for girrigz's head.
attack: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 i see its going to be like that then
damage: 1d10 + 5 ⇒ (6) + 5 = 11
***MAP***

Effects:
+2 arcane enchantment(7 rounds left)
Long arms +5 feet range(42 rounds left)
Throwing magus: throw weapon 10ft away, gain 1 pool point back for a
hit(Max 4)


Stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8


Status:
HP 31/37 | Spells/day; LV0-4, 1st-3, 2nd-3 | APP 3/5 | HRW 3/4


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

between rounds free action:
From his vantage point up on the wall, Zeke warns the others about the danger to the south.
"Otyugh in the passage to the right - stay clear of his reach!"


Dylan quaffs a potion as he gives instruction to Ammendithas to quaff a potion as well. Tullius Throws his weapon towards Girrigz but misses the mark. (weapon to return at the start of Tullius turn)

Girrigz see's an unarmed (currently) Tullius and takes a 5ft step towards him making a full attack.

1st Attack
Girrigz Rapier: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 (Power Attack)
Rapier Damage: 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19 (Power Attack)

2nd Attack
Girrigz Rapier: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 (Power Attack)
Rapier Damage: 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (Power Attack)

Secondary
Girrigz Bite: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 (Power Attack) (MISS)
Bite Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5 (Power Attack + Disease)

Rat #10 drops his xbow and draws a shortsword making a single attack as he draws closer to Tullius.

W10 Shortsword: 1d20 + 4 ⇒ (8) + 4 = 12 (MISS)
W10 dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Rat's 8 & 9 see Girrigz and the other Rat attacking Tullius and decide to direct their attacks at the gnome crawling along the ceiling.

W8 crossbow: 1d20 + 4 ⇒ (3) + 4 = 7 (MISS)
W8 dmg: 1d8 ⇒ 5

W9 crossbow: 1d20 + 4 ⇒ (16) + 4 = 20
W9 dmg: 1d8 ⇒ 3

*EDIT - Adding the *** MAP *** . Otyugh shown to the south, but unless you roll a perception, assume you cant see him yet.


Looking at Tullius's health. Not good for him

You see Tullius slump over as Girrigz rapier pierces his abdomen.

(40dmg) from 31/37 = -9 health. Tullius will need to roll next round to stabilize in order to stop the bleeding (unless he receives healing) DC10 Constitution check at a -9 from health


Stabilize Rolls:

Rolling dice for each round since they went unconcious. (DC10 target, +3 con, subtract health below zero to roll)

WR5: 6d20 ⇒ (18, 4, 20, 13, 5, 11) = 71 Stabilized at 26 damage
WR4: 4d20 ⇒ (9, 14, 2, 12) = 37 Stabilized at 26 damage
WR6 was mostly non-lethal, and does not need to stabilize. (9dmg+17nl)

For Dylan: Looking back at the damage done, there is risk of WR's 4, 5 and 6 of being healed by a Channel Energy Burst. The others (7,11 and the dire rats) sustained damage enough to outright kill them.

** MAP ** updated to show where these enemies lay.

In the future I will leave the unconscious on the battlefield with a semi-transparent look.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 8

Zeke lobs an Explosive bomb at Girrigz:
10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28 (PBS,Bless)
vs 20% miss chance: 1d100 ⇒ 81
'Splode: 3d6 + 3 + 1 ⇒ (4, 4, 3) + 3 + 1 = 15 (PBS)
Splash damage to Rat #10: 6 (DC 15 Reflex save for ½ damage)
No splash damage to Zeke or Ralof’s squares (Precise Bomb)

...and then moves away from Girrigz along the ceiling/wall back around by Ammy. Climb speed 10 from Mutagen

...and the spiders continue to mildly annoy the rats in the corner.

***MAP***

_____________________________________
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (2 rounds remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 2/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Ammy continues his efforts to hold the cave wall up. He can hear the battle raging in the next chamber, but the noises are a bit muffled by his distance from them.

Thankfully, Dylan's directive to take a healing potion helps to focus his thoughts. Fighting through the pins of light swimming in his vision, he reaches for his potion. Pulling the stopper out with his teeth, he drinks it down in one gulp.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

_____________________________________
Effects: Rage: +4 to Str/Con, +10 Temp HP, -2 AC. Power Attack: Take a -2 To attacks but gain extra damage, +6 Two-Hand, +4 One-Hand, +2 Off-Hand. Furious Focus: Remove -2 penalty to attacks from Power Attack effect. Bless: +1 Att, +1 Saving throws vs Fear.

Stats: AC 16; T 10; FF 14; Init+7; Per+6.
Status: HP 19/69 | Rage rounds 12/19.


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18 possibly?
I believe that sums up what tullius can do for the current time...
--------

Effects:
+2 arcane enchantment(6 rounds left)
Long arms +5 feet range(41 rounds left)
Throwing magus: throw weapon 10ft away, gain 1 pool point back for a
hit(Max 4)


Stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8


Status:
HP -9/37 | Spells/day; LV0-4, 1st-3, 2nd-3 | APP 3/5 | HRW 3/4


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan moves next to Ammy and starts an incantation. "Schild des Glaubens schützen mich. As the shimmering light starts to build he touches Ammy on the arm and the turns into a field surrounding Ammy.

Once finished, he turns around and goes to a defensive stance waiting for someone to come through the opening.

**MAP**


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

I just noticed Zeke's last attack threatened a crit.

Confirm the crit:
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23 (PBS,Bless)
'Splode: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 (PBS)


W10 Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 (Saves for half)

Order and Damage
Dylan - 12dmg
Tullius – 6dmg + 40 (Girrigz) = 46 (dying – dead @ 49)
Girrigz - 16(NL) + 22 (Bomb) = 38dmg (16NL)
W8 - 0
w9 - 0
w10- 0 + 3 (splash) = 3dmg
Zeke - 0 + 3 (bolt) = 3dmg
Ammy - 59dmg – 9 (CLW) = 50dmg

Round 8 Summary

Dylan shouts an order to Ammendithas to take a healing potion, while he casts shield of faith on himself.

Tullius uses his sword throwing technique to launch an attack at Girrigz, failing to connect

Girrigz and one of the rats (W10) seizes the opportunity to attack a weaponless Tullius striking hard. Tullius falls over unconscious from the blows and begins to bleed out.

The two other wererats fire at a crawling zeke one of them (W9) finds the mark

Zeke launches a bomb at Girrigz finding a soft spot under his armor. He recoils from the pain as the bomb singes both him and his friend.

Ammendithas takes his healing potion recovering a small amount of the massive damage done to him just 6 seconds earlier.

Round 8 over Round 9 Begins

Dylan casts shield of faith unto Ammendithas hoping that he wont get hit quite so hard next time.

Tullius attempts to stabilize but fails, losing 1 hitpoint .

Stabilizing requires a DC10 constitution check 1d20+(CON MOD)-(Negative Damage). In Tullius’ case that would be 1d20+1-9 for the previous round (I used the roll with the proper numbers so no need to re-roll)… It will be -10 for his upcoming round. Once you hit a negative 12, you will be officially dead.


DM ROLLS:
A: 1d20 ⇒ 13
B: 1d20 ⇒ 8

You hear Girrigz bark an order to his wererat buddies "Hold Steady!
Do not advance!"

He then directs his snarling voice towards the east cavern. "Drop your weapons or I end your friend here!"

You can hear Tullius's body being picked up from the muck.


*Correction. Because he's on fire from the bomb, he does not pick up Tullius, but rather he tries to put himself out while barking the orders.

reflex: 1d20 + 5 ⇒ (13) + 5 = 18

He successfully puts out the fire.

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