GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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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 answers "Growing up I had aspirations of being a cavalier, but a cleric saw me shed light into an object and said my ability was granted by Tulis and asked to train me about the age of ten. They said yes and that was the last time I saw my family. It was there that I learned of all my abilities, most of which came from Tulis. The family farm was raided a couple months before I finished my training. When I went back I learned my siblings were not there and left on their own career path a year or so before."

Fighting back tears as he remembers fondly his childhood he continues. "Now I roam from city to city helping most everyone I can. I do have a particular fondness for the orphans. Even though I lost my parents later in life, I had not seen them since I was 10 so most nights I feel like an orphan. There are some nights I just feel alone. That is when I rely on my friends and do most of my work with the orphans. There are some nights I think to myself, 'it would be nice to just settle down somewhere'. But I have so much good to do in the world yet, and I don't want anyone to get too close if anything should happen to me.
I have seen Inara from the orphanage cast a few glances my way and turn away when I look. I don't want to get to close for I don't know how long I will remain in this town or if I will survive helping to fix this town. It is ironic, you say I have command over people in battle, but most of the time I feel alone. "


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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 looks at his sword and smiles. "It has been in my family for years. Growing up, my grandfather told me it was a gift to one of our ancestors as a reward for some great deed. The details of the story changed with every telling, so I am not sure I ever learned the actual truth."

His smile turns wistful. "My father planned to train me once I was old enough. He didn't get the chance." He pauses, as if reliving some terrible memory. "A group of marauders showed up on our doorstep; decided they couldn't let him live. Being young and weak, they took me along with my mother. One of them took my father's sword.

I grew up--grew stronger. They got drunk one night and let their guard down. They should never have let me live."

He pauses again. "I got my sword back that night."

He rouses himself from his thousand-yard stare. Realizes he may have said a bit much and remembers again why he usually keeps quiet. "I visit Vencarlo's Academy whenever I can in hopes of improving my swing."


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Ralof ignores Trinia's attempt to converse with him... insofar as someone completely oblivious to what's happening is capable of ignoring someone. As he rides alongside the party, he's deep in what can only loosely be described as "thought", staring down at his saddle, while mumbling something about the "inner lightning". Despite his apparent disconnection with the world at the moment, when Trinia mentions the wizardry in his eyes, he looks up, straight ahead, and says, "The eyes!", at which point he spurs his horse with his heels and rides off ahead of the group shouting, "It must come from the eyes! Ah hah hah hah!"


In response to Dylan, "I suppose most great leaders feel alone as you do. The ability to lead tends to require a certain distance from the ones you are leading."

"I'm so sorry to hear about the loss of your family farm. In a way I suppose I'm also orphan. The city I once knew and loved has rejected me." She, again, swallows back some tears before continuing. "Do me a favor, will you? When you get back, don't hold back your chances at love. As we get further from Korvosa, I can't help but think of all the lost opportunities I had to find love over the years. I kept telling myself I need to focus on my career.... And, now.. that's over. In the blink of an eye, it's over. The one thing that stay's true and constant in this world is love."


In response to Amendithas, "I would love to hear the tale as you know it. I love stories almost as much as I love painting. I'm sure it has changed over the years as most stories do, but I would love to hear it sometime."

As you tell the tale of the marauders, Trinia's eyes become wide. She knows that there are some savage parts of the world, but the tale of the marauders and their subsequent demise, shocks even her. All she can muster is a simple "Oh, Dear!"

After you finish, it takes her a few moments to recover. "I'm sure Vencarlo can help to hone your skills. I was wondering why you would stick with such a large weapon, but it all makes sense now."


Trinia finishes up her question to Ralof, only to have him scream something about eyes, and gallop off ahead.

She turns to the rest of you with a combined look of both confusion and panic.. "What?.. What did I say? I didnt mean..."


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

Zeke responds to Trinia's reaction to Ralof, "Yeah, I'm not sure what to make of that one... He seems to be working some things out. Loyal, for sure, so I wouldn't be worried. If he causes harm to any of us, it will be the whole lot of us together, himself included.". Zeke says this all with a crooked grin of amusement while watching Ralof steer his horse back and forth across the road all the while howling loudly.


After Ralof finishes his episode, you get to pushing the horses once again. You do this in a 1 hour on 1 hour off manner to keep up the pace required to meet the rendezvous in time. You pass many other travelers on the roads, most give you a casual nod as you pass by.

Amendithas - Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Dylan - Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Ralof - Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Zeke - Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Trinia- Perception: 1d20 + 7 ⇒ (7) + 7 = 14

As the sun begins to wane, Both Ralof and Amendithas catch a brief glimpse of an animal off in the distance to the west (you are travelling NW). Within a moment the animal is gone from your vision.. Perhaps behind a hill or in some of the taller surrounding grass.

GM1: 1d20 + 2 ⇒ (7) + 2 = 9

Amendithas describes the canine like creature, but does not know exactly what it is he saw. He thinks it may be a wolf or something similar.

---

If you don't decide to investigate, you can press on for another 2 or three miles til your destination.


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

"Do you suppose it could have been one of those Blink Dogs the stableman warned us about?"

As applicable:
Kn Dungeoneering: 1d20 + 8 ⇒ (2) + 8 = 10
Kn Arcana: 1d20 + 8 ⇒ (8) + 8 = 16
Kn Local: 1d20 + 10 ⇒ (20) + 10 = 30


From Ammy's description, you think it very well could be a blink dog.


You know the basic information about blink dogs being MAGICAL BEASTS. And any abilities pertaining thereof.

Trinia: 1d20 + 3 ⇒ (10) + 3 = 13 Successful Assist!

In addition Trinia helps you to recall more information. You remember that Blink Dogs get their name from their signature ability to "blink" in and out of the Material/Etheral planes (per the spell BLINK).


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

Zeke shares his knowledge of the dogs and their Blink-iness with the group, suggesting that they best avoid them and keep moving. "Everyone pick a direction and keep watch for them."


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

As Applicable

Kn: Arcana: 1d20 + 4 ⇒ (17) + 4 = 21
Kn: Religion: 1d20 + 4 ⇒ (3) + 4 = 7

Dylan says "I will watch the northern approach."

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


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 will watch to the west."

Perception: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 (GM boon)


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 turns his attention to the south.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Ralof draws his bow, walking with two bleed arrows in his other hand, and keeps an eye over his right shoulder towards the east.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21


You all keep intent watch as you move down the home stretch.. The sunlight is fading fast, those with low-light and Darkvision can see alright, but Dylan and Trinia are beginning to have issues.

Trinia solves her problem by casting a light spell upon a small bracelet on her left arm.

GM: 1d20 + 7 ⇒ (11) + 7 = 18

While you only catch brief glimpses, you do realize that the creatures are indeed following you on your left, but seem to be keeping a healthy distance.

Trinia then signals to take a small path off the main road to the north. You follow it for a few minutes. The tall grass and waning light are making it difficult to stay on the path. No sooner than Trinia finishes saying, "We're almost there." do you hear a loud scream coming from ahead. Judging by the sounds it's close. "Oh NO!" Trinia exclaims as she spurs her horse towards the sound.


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

If Dylan can stop Triena be for she casts her spell he will let her know about light ability. If not Dylan will still draw his sword and use his spell like ability imbue light into it since the sword has double the light radius of the light spell. For fun Dylan will raise the sword up and say "I have the power!" for a dramatic effect.


She giggles as you lift your sword high and speak the words. "Thank you, Dylan. You've made my day with that." She will still cast her own light spell in case it's needed.

---

The rest previous post still happens and she runs ahead toward the sounds.


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

Zeke draws his morning star (seems appropriate while riding horseback) and spurs his horse after Trinia.

Perception: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 (GM boon)


Ralof howls a "Whoop whoop!" and spurs his horse hard.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


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 charges after the rest of the group.


You all arrive through the thick grasslands towards a small thicket of bushes inside a small clearing. Sitting on a large stump from a tree long since dead is a man hunched over the lap of a woman. You can only guess that it was the woman whom screamed. They appear to be trying to get a fire going in rock pile near the log.

Trinia arrives and quickly dismounts. "Eliza is that you? what happened?"

The woman responds, "Trinia?" Trinia nods her response. "I do not know.. I turned my back for a second to start lighting the fire and when I turned around he was hunched over."

Trinia looks towards Dylan for assistance.

*** MAP ***

When looking at this map, anything outside the grey areas will be considered difficult terrain, as the grass is heavy in those areas.


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 heads over to give aid to the man hunched over.

If Dylan arrives without anything getting in the way, he dismounts and says "Hold still and let me look you over."

heal check: 1d20 + 8 ⇒ (17) + 8 = 25

Once he has an idea of the the mans injuries he looks to see what caused it within the light of the sword.

perception: 1d20 + 3 ⇒ (20) + 3 = 23

***Map***

Dylans light from sword lights up the almost all of the entire area of normal terrain and some of the difficult that is above and below his position.


DM Rolls:

D: 2d6 + 7 ⇒ (3, 1) + 7 = 11
F: 1d20 - 1 ⇒ (20) - 1 = 19

Your Heal check reveals that the man has been bitten. There is a poison running through his veins surrounding the wound. He is unconscious and near death.

The light floods the area.. You don't have the time during your heal check to thoroughly search the area, but a quick glance does not reveal anything of note. Just the arterial spray from the wound demonstrates he was attacked from behind.

--

Armed with the diagnosis from Dylan, Trinia will cast a cure light wounds on the man. (it heals his wounds but the poison remains)

CLW: 1d8 + 5 ⇒ (6) + 5 = 11

The man awakes in obvious pain and says, "What Happened?"

--

I'll need to know what the others will do.. You have this 1 round to act (we'll say you've already dismounted unless you felt the need to remain on the horse)

*EDIT - Nevermind, I just realized the man Nat-20'd his Fort save. He did not get poisoned.. It has been reflected above.


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 will shout in every language he knows "Peace, we don't want to fight!"

And after he performed the heal chech he would have gotten out his shield and taken a defensive posture if we are not on initiatives yet.


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

Zeke will have remained on his horse. He remains back near where they entered the clearing, morningstar in hand.

Perception: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 (GM boon)


Ralof will have gotten off his horse and started walking around the perimeter of the clearing, peering out into the darkness, bow in hand, a thistle arrow knocked, saying, "Here kitty kitty..."

Perception: 1d20 + 10 ⇒ (20) + 10 = 30


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 will also dismount and draw his sword.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Dylan starts shouting in some random languages, but nobody responds.

Not a moment after he finishes in one of his more sinister languages, Infernal, a pair of very large spiders materialize out of nowhere, biting at Dylan and Trinia before de-materializing before your eyes. As quickly as they were here, they are now gone.

The brief glimpses you got of them revealed these are not your typical spiders, their face is almost human-like, and they have a mane of fur around their neck.

SPIDER IMAGE

S1 Attack: 1d20 + 10 ⇒ (1) + 10 = 11 Miss

S2 Attack: 1d20 + 10 ⇒ (13) + 10 = 23
S2 Dmg: 2d6 + 7 ⇒ (6, 2) + 7 = 15

Despite Dylan being Flat Footed, the distraction of his calls create confusion in the creature and he misses, Trinia however, did not fair so lucky

Fortitude: 1d20 + 2 ⇒ (13) + 2 = 15

DC20 Knowledge Arcana spoiler:
These are phase spiders, as large magical beasts they have those traits. They get their name from their ability to ambush prey from the Etheral Plane

Amendithas - Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Dylan - Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Ralof - Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Zeke - Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Trinia - Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Spiders - Initiatives: 1d20 + 7 ⇒ (9) + 7 = 16

Order
Zeke
Spiders
Dylan
Ralof
Ammy
Trinia

*** MAP ***

The Map indicates where the spiders were the last time you saw them. I switched Trinia to a non-numbered token


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

Kn Arcana: 1d20 + 8 ⇒ (5) + 8 = 13 FAIL!

Zeke moves 5 (or 10) feet forward to close his range to the last location of Spidy #1 to 20 ft, and then throws his Morningstar at it.

thrown weapon: 1d20 + 6 + 1 - 2 ⇒ (2) + 6 + 1 - 2 = 7 (PBS, 2nd range increment,
Throw Anything)
Damage: 1d6 + 0 + 1 ⇒ (5) + 0 + 1 = 6 (PBS)


Zeke launches his morning star towards where he saw one of the creatures, Considering how large the creature is, you would have expected the weapon to at least bounce off, however, it sails past the location landing just past the log.

Spider #1 re-materializes in his same location and tries to bite Dylan again.

S1 Attack: 1d20 + 10 ⇒ (14) + 10 = 24 Hits FF
S1 Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18 (ouch almost max)

Dylan needs a fortitude save (DC18)

---

Spider #2 also appears in it's same location and bites not at Trinia, but rather at Eliza.

S1 Attack: 1d20 + 10 ⇒ (13) + 10 = 23
S1 Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
Fortitude save: 1d20 + 0 ⇒ (17) + 0 = 17

---

Again, as quick as they appear, they disappear just as quickly.


From wherever Ralof stands at the time of the first spider attack (since Ralof was working his way around the perimeter of the clearing) he'll draw back on a thistle arrow and aim at the location of the last spider appearance and hold his action and will fire at the first spider to appear (even if elsewhere from where he's currently pointing).

Bow 1: 1d20 + 7 + 1 - 2 ⇒ (3) + 7 + 1 - 2 = 9 (PBS, Rapid Shot)
Damage 1: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (PBS)
Bleed Rounds 1: 1d6 ⇒ 1
Bow 2: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10 (PBS, Rapid Shot)
Damage 2: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (PBS)
Bleed Rounds 2: 1d6 ⇒ 6


Since this is pretty important to the events going on, I'll leave the link on READIED actions here, in case it's not clear on how you can fight these things.

Basically, you can ready a standard action that can in effect, interrupt the actions of another enemy/player. Your action happens the instant before/just as the enemies does, and your new initiative is now right before that person.

Ralof will be firing at the first spider to appear, which will be the criteria in which he will release his action. However, the best way to phrase it so I know exactly what you intend would be similar to this: "Ralof ready's an action to attack the first spider to appear."

Hold action is a bit different in that you are basically waiting to act at a more favorable time.

---

Since only a standard action or less can be used as a readied action, unfortunately Rapid Shot is un-availible, as it can only be used as part of a full attack action.


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 will cast bless.

fort save: 1d20 + 6 ⇒ (3) + 6 = 9 Fail


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 will get as close as he can to Dylan and Trinia's positions. He readies an attack for the next spider that appears and mutters, "Spiders. Why did it have to be spiders?"

Large Bastard Sword: 1d20 + 9 - 2 + 2 ⇒ (8) + 9 - 2 + 2 = 17 (Power Attack, Rage)
Damage: 2d8 + 7 + 6 + 3 ⇒ (4, 1) + 7 + 6 + 3 = 21 (Power Attack, Rage)


I put Ralof in a location around the brush-line (assuming he would be looking for something in there). I moved everyone towards there hangouts suggestions.

Trinia gets out of dodge (moving behind Ammy, but in front of Zeke/Ralof) while drawing a small dagger, and begins telling jokes "Spiders make excellent swimmers, did you know? It's because of the webbed feet!"

You find this behavior strange, but oddly soothing. You get a new sense of courage at her joking in the face of danger.

Bardic Performance: Inspire Courage: +2 attack / damage as well as saves against charm/fear (This will also effect those readied attacks since they haven't gone off yet)

Fortitude: 1d20 + 2 ⇒ (14) + 2 = 16
Poison: 1d2 ⇒ 2 Con damage

Trinia's face grows concerned as she feels the burning poison eating away at her.

***MAP***


Damage Counter
Zeke - 0
Spider 1 - 0
Spider 2 - 0
Man - 0
Elza - 15 (unconcious/dying)
Dylan - 18
Ralof - 0
Ammy - 0
Trinia - 15 (5)

The parenthesis represent lost hp due to con damage.

Round 1 Summary

Zeke Throws a Morning star at the creature, hitting nothing but air

The Spiders dig into Dylan and the Woman (SIDE NOTE: I didn't describe this but the woman went unconscious with that bite. She was hit quite hard. I will roll her poisons at this initiative)

Dylan casts Bless (Everyone gest +1 attack and saves vs Fear, I will account for them in the readied attacks)

Ralof readies a shot

Ammy moves in and readies an attack

Trinia moves away from the area and begins telling jokes.

Round 1 Over, Round 2 Begins


Oh.. And because Dylan and Trinia has the skill too.

Dylan Kn:Arcana: 1d20 + 4 ⇒ (12) + 4 = 16
Trinia Bardic Kn:Arcana: 1d20 + 3 ⇒ (14) + 3 = 17

Well, no luck from the knowledge skills.


Assuming Zeke is likely planning to ready his action or whip up some extract, I'll move ahead with the spiders...

Spider 1 Re-appears and tries to take a bit out of Ammendithas. Both Ammy and Ralof immediately swing at the creature. Ralof Misses the mark (even with bless/inspire courage) But Ammy digs in deep. The spider curses out in a language you don't recognize before biting at Ammy

S1 Attack: 1d20 + 10 ⇒ (14) + 10 = 24
S1 Damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13
Fort save required from Ammy.

Spider 1 disappears from view again
Spider 2 does not re-appear this round.

Eliza Fort: 1d20 + 0 ⇒ (14) + 0 = 14
Con dmg: 1d2 ⇒ 1

Eliza Stabilize: 1d20 - 1 - 7 ⇒ (20) - 1 - 7 = 12 (con mod / - hp)

Eliza's bleeding stops, but she is still in dire straits.

The man rushes to her side, He tries to put her on his shoulders to take her to saftey, but after his own bout with poison, he's struggles to get her up and over..


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

[ooc]i just remembered that I can spend a harrow point to Errol con based check[ooc]

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


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

Zeke readies a bomb to throw at the next/closest spidy to appear, taking a 5 ft step back if it appears adjacent to him.

Bomb (ranged touch): 1d20 + 6 + 1 + 1 + 2 ⇒ (10) + 6 + 1 + 1 + 2 = 20 (PBS,Bless,IC)
'Splode: 2d6 + 3 + 1 + 2 ⇒ (2, 3) + 3 + 1 + 2 = 11 (PBS,IC)
Splash damage: 5 (DC 15 Reflex save for ½ damage)
No splash damage to up to 3 adjacent squares of occupied by an ally.


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 will Channel Positive Energy to heal every up and take a 5 foot step across from where the spider last appeared.

Channel Positive Energy: 2d6 ⇒ (5, 6) = 11


Dylan (retro harrow point fort re-roll) Manages to stave off the poison from taking hold.

Zeke also causes the creature some serious pain as it materializes to hit ammy. The bomb explodes and the creature shrieks out in pain.

As I have it now (for my own benefit...)

Order

--Ralof
--Ammy
--Zeke
++Spiders
Dylan
Trinia

Zeke, Ralof and Ammy are all on the same initiative right before the spiders (will have to ready an action again if they intend to attack.

Dylan and Trinia are still on a separate initiatives but after the spiders..

I'll take Trinias action and then post the round summary.


Trinia finishes her retreat to safety (behind Ralof and Zeke). She see's you all are focused on the one spider, and instead readies to cast a spell (Hideous Laughter) should the second one appear.

She continues telling amusing jokes about spiders. "You know why spiders spin webs? Because, they can't knit!"

*** MAP ***

*EDIT - Fort Save

Trinia Fort: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12 (-1 Con Damage)
Con Damage: 1d2 ⇒ 2


Damage Counter
Zeke - 0
Spider 1 - 0 32 [21 Ammy, 11 Zeke]
Spider 2 - 0
Man - 0
Elza - 15 [unconscious/dying] 4 [conscious]
Dylan - 18 7
Ralof - 0
Ammy - 0 2 [hit for 13 healed for 11]
Trinia - 15 (5) 4 (10) [4 CON Damage]

The parenthesis represent lost hp due to con damage. (only healed by repairing the damage)

Round 2 Summary

As the spider attacks, Ralof, Zeke and Ammy release actions

Ralof misses the creature

Ammy hits him hard

Zeke shoves a bomb down its gullet.

Spider 1 digs into Ammy (Fort save Pending)

Spider 2 does not appear this round

Dylan channels positive energy healing those around him.

Trinia readies to cast on the second spider.

Round 2 Over, Round 3 Begins


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: 1d20 + 9 ⇒ (2) + 9 = 11

Amendithas will ready another swing at whichever creature appears first.

Large Bastard Sword: 1d20 + 9 - 2 + 2 + 1 + 2 + 2 ⇒ (4) + 9 - 2 + 2 + 1 + 2 + 2 = 18 (Power Attack, Rage, Bless, Furious Focus, Inspire Courage)
Damage: 2d8 + 7 + 6 + 3 + 2 ⇒ (3, 1) + 7 + 6 + 3 + 2 = 22 (Power Attack, Rage, Inspire)


Ralof readies another thistle arrow to fire at the next/closest spider to appear (taking a 5-ft step back if necessary).

Bow: 1d20 + 8 + 1 - 1 + 1 + 2 ⇒ (20) + 8 + 1 - 1 + 1 + 2 = 31 (PBS, Deadly Aim, Bless, IC)
Damage: 1d8 + 2 + 1 + 2 + 2 ⇒ (6) + 2 + 1 + 2 + 2 = 13 (PBS, Deadly Aim, IC)
Confirm Crit: 1d20 + 8 + 1 - 1 + 1 + 2 ⇒ (5) + 8 + 1 - 1 + 1 + 2 = 16 (PBS, Deadly Aim, Bless, IC)
Crit Damage: 1d8 + 2 + 1 + 2 + 2 ⇒ (8) + 2 + 1 + 2 + 2 = 15 (PBS, Deadly Aim, IC)
Crit Damage: 1d8 + 2 + 1 + 2 + 2 ⇒ (6) + 2 + 1 + 2 + 2 = 13 (PBS, Deadly Aim, IC)
Bleed Rounds: 1d6 ⇒ 2

Not sure if all that bonus damage gets included in the crit damage or not

Ralof laughs maniacally as he releases the arrow.


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

Zeke readies another bomb to throw at the next/closest spider to appear (taking a 5-ft step back if necessary):

Bomb (ranged touch): 1d20 + 6 + 1 + 1 + 2 ⇒ (17) + 6 + 1 + 1 + 2 = 27 (PBS,Bless,IC)
'Splode: 2d6 + 3 + 1 + 2 ⇒ (6, 5) + 3 + 1 + 2 = 17 (PBS,IC)
Splash damage: 5 (DC 15 Reflex save for ½ damage)
No splash damage to up to 3 adjacent squares if occupied by an ally.


With Ammy and Ralof's shot Spidey 1 drops to the ground in a heap. (Dead)

Spidey #2 appears next to Zeke and tries to take a swift bite, but Zeke takes a 5 foot step out of the creatures range and launches a bomb towards the creature.

Trinia sees the spider appear and casts her spell on the creature

Spider Will: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8 (Creature not similar to caster bonus) HA!

Spider 2 falls to the ground chuckling incoherently.

Trinia Fort: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18 (-2 Con Damage)
She manages to stave off the poison this round.

Eliza Fort: 1d20 + 0 - 1 ⇒ (18) + 0 - 1 = 17 (-1 Con Damage)
Con DMG: 1d2 ⇒ 2

-----

The second spider is now prone. And, in a sense, ROFL-ing. Maybe her spider jokes really resonated with this one.

We have Dylans action left this round, and then it's open season on the prone and completely visible spider.

*** MAP ***

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