GM Mason's Queen of the Dead (Inactive)

Game Master Eminem80

Pathfinder Eberron (Module/Hombrew mix) Campaign

FORGE Map | Treasure Spreadsheet


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Uriah Lewis wrote:

Uriah is so stunned by the idea of a halfling in his bed, for the first time in a long time he is speechless....

Ahh gods, I need a drink. he hears Adir call out but ignores the man.

Sweet smiles. "I'll take that as a yes. She you later tonight stud."


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |
Uriah Lewis wrote:


Ok, Uriah IS coming, but he's not happy about it. He mostly feels pity for Servitor and Adir, naive as they are in the ways of the Houses in his view. He figures he can somehow work this to his advantage and if not, he has a knack for escaping trouble.

Aye, you thought it, but never said it, so I wanted to play off that. By the way, I'm REALLY looking forward to us finding out she manipulated us and Uriah gets his 'I told you so!' moment.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah smiles weakly and begins drinking, not finding a cup he just drinks from the bottle.....Fade to black.


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

"If they know where this forge is, why has no one gotten to it before now? Maybe there is a lack of unity in House Cannith. Perhaps Uriah is right and we should be wary.".

Father never said much about the marked houses. I wish I had asked about them while he lived. Smile, Father, your son is well despite what it may look like now. This last is said as if a mantra; it is more in the hope of convincing his departed father than out of actual belief.

Halfling sex? Ye gods no!


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |
Tierney Quade wrote:

"If they know where this forge is, why has no one gotten to it before now? Maybe there is a lack of unity in House Cannith. Perhaps Uriah is right and we should be wary.".

I believe the journal that we brought is what revealed the location. Regardless, we...," Adir rubs Ghost behind her ears, ...have given our oath. We hope you will join us, friend Tierney. Your keen mind and knowledge will be most welcome."


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

At an opportune moment to get Tierney aside, Jarot seeks him out.

Mr Quade, it would seem that you may have misunderstood part of my plea. I do not consider you one of those that are a threat to humanity. You are a a specimen of exceptional qualities that may be instrumental in aiding in humanities superiority. I indicated you simply as one who would know the dangers of demonic, devilish and daemonic invaders.

So you see the misunderstanding? I can not abide confusion.


Bridge Map

You all wake the next morning, pack, and head to the common room. Sweet is up early cooking a hearty breakfast. After having time to talk and plan (Feel free to start posting from here), you head off following the map. The first major stop is the trade district...

Dura is the largest and oldest district of Sharn. It is regarded to be dangerous and dirty by many, perhaps because it has been left behind to stagnate as the rest of the city grows and flourishes. That is not to say that Dura is abandoned, however. Quite the opposite. The crowd you soon encounter at the Bazaar is absolutely maddening.

The largest commercial district in all of Sharn, the Bazaar sprawls across a dozen towers, nearly covering the plateau. Those lucky enough to be born to long-established mercantile families enjoy permanent, albeit oddly shaped, shops arranged along the edges of the towers. In the open spaces between, makeshift stalls and tents anchored to pillars and bridge-supports create a sea of commerce and the only way to navigate it is to push and shove your way through the throng. You must shout with each other to be heard above the cacophony of haggling and commerce, and you soon learn that to make eye contact with a merchant is to invite a sales pitch bordering on assault.

Aside from the hubbub that is the Bazaar, you may also be surprised at a diversity that simply does not exist in the Upper City. Here, all manner of peoples from all over Khorvaire (and beyond) congregate.

You spot ogre laborers probably from Droaam, (more) halflings leading along large, colorful, bipedal lizards, dapper gnomes from Zilargo, fierce-looking elves from distant Aerenal with their faces painted to resemble their undead elders, peaceful warforged that have given up the sword to eke out an existence as tradesmen, orcish artisans from the Eldeen Reaches, tengu performers, and animal-like shifters, all rubbing elbows with their human counterparts without one batting an eyelash at the other. On more than one occasion, you see a goblin disappear into the crowd after lifting a purse, reminding you to keep a much tighter grip on your belongings. It is also worthy of note that many of the people here have a harder edge than those above. Robes and coats of office are traded for leather smocks and armors, and many are the men and women who bear the physical scars of the Last War. Some, such as the Cyrans you meet, even proudly sport the tattered uniforms of their lost nation. Regardless of who you do business with, no one pries about your business. They are just happy to make a transaction, accepting your coin graciously...

Feel free to make purchases here.

Please roll perception checks and let me know what you are doing.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah wakes with a groggy sense of "What the hell did I do?".

Uggh he splashes some water on his face, takes his last swig of whiskey and heads out to meet the crew.

Later, silently nursing his hangover, Uriah looks around at the sights of Sharn.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Bridge Map
Uriah Lewis wrote:

Uriah wakes with a groggy sense of "What the hell did I do?".

Uggh he splashes some water on his face, takes his last swig of whiskey and heads out to meet the crew.

Later, silently nursing his hangover, Uriah looks around at the sights of Sharn.

[dice=Perception] 1d20+4

The loud sounds of trade beat against Uriah's hungover head like a blacksmith's hammer on an anvil. "Step right up"! "We have all your alchemical needs!". He is not as perceptive as he would normally be.

A gnoll brushes Uriah's shoulder as he passes. "Hey watch it bub!"


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Having had very little sleep as images of Uriah's disgusting rutting fill his head, Jarot is rather ill tempered and scowls at Uriah, "Sweet" and all the filthy demi-humans that keep bumping in to him. He doesn't pause to shop and has one hand on his purse and the other openly on his dagger.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Bridge Map

Merchants paw at Jarot, definitely making him feel uncomfortable. He is able to protect his valuables, but sees very little else.


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15
Jarot Tennet wrote:

At an opportune moment to get Tierney aside, Jarot seeks him out.

Mr Quade, it would seem that you may have misunderstood part of my plea. I do not consider you one of those that are a threat to humanity. You are a a specimen of exceptional qualities that may be instrumental in aiding in humanities superiority. I indicated you simply as one who would know the dangers of demonic, devilish and daemonic invaders.

So you see the misunderstanding? I can not abide confusion.

"I have never seen any of the kind and I do resent the implication that I am of their likeness. My father was a Brelish man... here he trails off for a moment. When he continues he says But... I am aware that I have their blood. That is fact that I cannot deny. I accept your apology, if that is what you offer, though.

Jarrot is getting more and more interesting.
--------------------------------------------------------
At the Trade District

Perception
1d20 + 4 ⇒ (9) + 4 = 13

The activity of the marketplace makes Tierney a bit uncomfortable. The press of the shoppers' ranks and the myriad opportunities for misdeeds here pull at his senses more than he would like. However, they do inspire him with an idea. Tierney pulls back his hood and removes his hat. Then he pulls his hair back behind his ears as much as he can in order to expose the prominences at his temples. This might dissuade some measure of unwanted attention he thinks. If he notices someone taking excessive note of him he smiles with his perfectly straight, square teeth. Then he retracts them to expose the second, inhuman looking set behind them.


Bridge Map

Adir? Servitor? Purchase anything? If not, I'll move on.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

The Night Before

Adir stays up longer than the rest, long enough to see peace made between his two new companions. He spends a great deal of time staring into the fire and thinking of the night of his initiation. At some point, at Ghost's urging, they go out into the night. They don't walk far, just enough to stretch their muscles and so she can take care of business. Finally, they turn back, and turn in, with a sigh of longing for the wilderness they won't see soon.

In the Morning

The smell of breakfast cooking wakens the pair. After washing up, they head downstairs to meet everyone. Adir's appetite is as healthy as always. It feels as if the plan is to forge ahead and follow the map to the Foundry. Adir has no further insight to offer in the way of precautions.

Once the group hits the marketplace, Adir looks around curiously at first, but soon is overcome by the dinginess and volume. It is apparent that he would like to be out of there and does not stop to make any purchases.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

Tierney looks for a place to buy caltrops and urea. While he suspects that Jarrot can synthesize the latter, it is doubtful that he has any available at the moment.


Bridge Map

That is fine Tierney. Servitor can retcon purchases if he needs anything. I'll move on.

With your business done and your preparations taken care of, you begin your descent to Lower Dura. Outside of the Bazaar, the "streets" of this part of the city are dark as night and if not for the cracked, yellowed, and mismatched lanterns hanging where paths meet, there would be no light at all! No more than seven blocks from the tenements of Tumbledown, graffiti becomes more common and trash clogs the gutters, causing large pools of water to gather in the streets. Rough and dirty people crowd the narrow corridors and the smell of mold, sweat, and sewage permeates the air. Hobgoblin mercenaries out for a bit of drink glower at you as you pass while beggars call to you from dark doorways... until they see your weapons, anyway. More than once, you catch a glimmer of a steel blade beneath their rags and you figure they fall silent, electing for easier prey. An occasional window slit looks out upon the crowded walls and foundations of other towers, and infrequently placed torches sputter here and there, giving off pallid pools of light and clouds of smoke. At one point, a harpy descends upon you, her wings beating fiercely as she dives between the narrow spaces above, hocking a large wad of spit which narrowly misses Uriah! You get the distinct feeling that you are not welcome here, but you press on, approaching every blind turn cautiously and treating every passerby with suspicion.

An hour passes as you delve lower and lower into the city and the condition of the tunnels and corridors of the lower levels beneath Dorasharn Tower continues to get worse. In this part of the city, there are no lifts or bridges, only honeycomb-like paths through ancient foundations laid on top of more-ancient foundations, creating a massive bed of stone and mismatched masonry to bear the weight of the spires that reach miles into the sky. An occasional window slit, from which the inhabitants peer down with glowing red eyes, mark the crowded walls above and irregularly shaped doors dot the lower ones. Torches are far and few between, as many of the inhabitants of these levels do not require light. As such, the rough and filthy beings that you meet squint into the light or withdraw into the shadows as you pass, watching you go with more than a little passing interest. It is not often that they see such well-dressed visitors... and if you were not so well-armed, you cannot help but imagine that some of these encounters would end with more than stares.

Another hour passes as you descend farther and farther. You follow the map as closely as you can, but you find that some streets are completely obstructed by fallen rubble or collapsed masonry and many of the streets are little more than tunnels burrowed through piles of stone.

What is your source of light as you descend into the darkest parts of Sharn? I need a Survival Check or Knowledge Local DC 15 to stay on the right path identified on the map. Everyone gets one roll and can choose either skill. It takes two successes to navigate correctly.


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

Untrained survival check
1d20 ⇒ 5

Tierney has darkvision

The magus slows his pace so that those who depend on illumination catch up to him. "It just occurred to me that she probably has no idea if those directions are accurate or not. No doubt she never came here."


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

As the group descends into the squalor of Lower Dura, it is taking its toll on Adir's mood. He even snarls at a couple of street toughs that venture too close. When he observes how much effort it is taking for the normally sure-footed Uriah to pick his way, he asks the group to wait a moment.

He says something over his staff and the wolf-head at the top begins to emit a silvery glow, reminding one of bright moonlight. Cast Light

Survival check: Take 10 if possible: 10+6=16, if not:
Survival: 1d20 + 6 ⇒ (2) + 6 = 8


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Darkvision as well

Survival: 1d20 + 1 ⇒ (4) + 1 = 5


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Kn:Local: 1d20 + 5 ⇒ (8) + 5 = 13

Well we are good and lost....


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

"In a place like this, trying to ask for directions or hire a guide would probably invite an ambush. I think we should double back and start over."


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Sorry for the delay guys, and if possible, I'd like to have purchased a whetstone. And Servitor's clueless enough to not have thought to bring a lantern (The mine did not expect Servitor to provide his own light source), so I'll go off of Adir's light spell.

Servitor's not much of one for navigating the streets, but when the party seems distressed at the caved in roads, he asks. "Adir Bloodmoon? I thought this was the correct path, why are we turning away?" Walking over to the wall of rubble, Servitor examines it for a moment, then surprisingly, kicks at the wall, driving its metal toes into the rockface with a crack, then brings the hammer down, attacking the hairline fractures that appear. It's a messy bit of work, but the warforged begins pushing through the rubble with a rather intense speed.

Profession: Mining: 1d20 + 4 ⇒ (1) + 4 = 5
Kn. Engineering: 1d20 + 7 ⇒ (4) + 7 = 11

Lovely dice, that's great. Regardless, Servitor's a miner, and a cave in is just something to dig through again! I'm going two weapon fighting with my natural Slam attack and the Sledge (Assuming I can say I'm making the Slam Attack with my feet, otherwise, just the sledge). On average should do about 16 damage with the sledge and 7 with the Slam attack, but with the Slam bypassing Hardness due to being an adamantine weapon. So in a round, I should do 15 damage against the rubble if it has the standard 8 hardness of stone. Using the "Masonry Wall" example in the core book's rules for breaking objects, Servitor should be able to clear through about 1ft of masonry every 36 seconds or so, if the party would like to wait for Servitor.

The above rolls are Servitor's attempts to not just cause a worse collapse on himself as he goes. Hopefully not being forced to take detours will maybe lower the DC for successfully navigating this? ...And with that reminder to myself.

Survival: 1d20 ⇒ 6


Bridge Map

The whetstone is fine!

As the group loses its way, Servitor acts as a wrecking ball. He is able to easily move the stone in your way. It appears the work is useless though since you don't know which direction to head. Working away in a dead end, you all hear laughing behind you. You turn to see the outline of three large half man/half hyena creatures. "Hehe...Looks like you guys took...hehe...a wrong turn...hehe...scary place these caverns...hehe...could you use a guide...hehe?"

Their bright red eyes shine through the darkness. They appear armed, but not currently wielding weapons. "hehe...where you heading...hehe...?"

GNOLLS


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

With a decidedly unfriendly smile on his face, Jarot turns to them and pulls a pair of knives.

Indubitably, and I take it you good Samaritans that seek to help us on our way? looking to his companions, Which one do you think is the smart one? These things always go so much faster if you kill the stupid ones first.

In Goblin:
In case you are too ignorant to understand a civilized tongue, that means you are going to give us a bit of information. As you are inbred, slack-jawed flee ranches, I imagine this is going to be quite unpleasant for you.


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

"They all look kind of stupid to me." Tierney replies to Jarrot with a childish ebullience, as if joining in on an adults' joke.

"Let's just skip the talking" Tierney says to the gnolls in a composed manner as he draws his sword.


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Initially, Servitor merely looked over its shoulder and said. "No, we are fine." The sledge hammer cracked down on the debris again, hoping against hope that the newly opened path will lead somewhere they want to go. But then as its companions begin to draw weapons, Servitor turns around, sledge still in hand. "More brigands? There are more of these than I was lead to believe." With Tierney's suggestion to skip the talking, Servitor nods. "Agreed."

The agreement is sealed as the hulking warforged sets itself into motion charging in familiar fashion to wreak death upon the Gnolls.

Charge: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

Servitor is tired of bandits and their wanting his stuff! He's probably in the red back in the mine right now!


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |
Servitor wrote:
The agreement is sealed as the hulking warforged sets itself into motion charging in familiar fashion to wreak death upon the Gnolls.

"Servitor, stop! They have not threatened us!"

Adir will try to interpose himself between the gnolls and any more attacks.


Bridge Map

Initiative:

Adir: 1d20 - 1 ⇒ (15) - 1 = 14
Jarot: 1d20 + 6 ⇒ (12) + 6 = 18
Servitor: 1d20 + 1 ⇒ (3) + 1 = 4
Tierney: 1d20 + 7 ⇒ (7) + 7 = 14
Uriah: 1d20 + 3 ⇒ (16) + 3 = 19
Harmless Gnolls: 1d20 + 2 ⇒ (17) + 2 = 19

Order:
Uriah
Harmless Gnolls
Jarot
Tierney
Adir/Ghost
Servitor

"He called us all stupid." Their eyes get big as the group threatens violence.

No surprise round since you were all talking. Uriah is up and then the Gnolls.

Sharn Tunnels Map


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah drwas his blade Move action and then drops into a defensive stance Total defensive. He edges forward slowly. 5'step North You should definitely go find someone else to bother bub...things won't end well for you.

I'm not 100% on the drawing a weapon as part of a move action and 5' stepping. If you won't allow the 5' step north I understand.


Bridge Map
Uriah Lewis wrote:

Uriah draws his blade Move action and then drops into a defensive stance Total defensive. He edges forward slowly. 5'step North You should definitely go find someone else to bother bub...things won't end well for you.

I'm not 100% on the drawing a weapon as part of a move action and 5' stepping. If you won't allow the 5' step north I understand.

This is all fine. Total Defense is a standard action. If you do not move during your turn, you can always take a 5 ft step. Or you could use the 5 foot step as your move action and draw the blade during that action since your BAB is +1. If I am wrong, someone correct me ;)


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Nope, you're both savvy! :)


Bridge Map

The main gnoll moves up. "We'll teach you smart asses a lesson...hehe!" He attacks Tierney, but swings wide due to his fury.

The second and third gnolls attack Uriah. "Yeah...hehe...you are the lost ones...hehe...that makes you the stupids!" Their attacks miss as well.

Flindbar versus FF AC w/PA: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Flindbar w/ PA: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Flindbar w/ PA: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9


Order:
Uriah<
Harmless Gnolls<
Jarot
Tierney
Adir/Ghost
Servitor

Everyone else up. Anyone except Uriah can post at this point.


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Servitor pushes forward with the aggressive action of the Gnolls.

Moving to L5 to attack the Gnoll at K5. And should I use my new rolls, or use the ones above?


Bridge Map

Servitor rushes up to defend his companions. (21 to hit/-2 to attack since no charge) He hits the gnoll hard, but it is still standing. The gnoll is rattled though as his blood sprays his companions. He stops his laughing.

Yep. I wouldn't steal your good rolls just because the jerk of a GM didn't give you a surprise round!


M Tiefling Magus Kensai 3 | Init +5 | HP 24/26 | AC 18 FF 12 T 17 | Saves +4/+3/+2 | Perception +5 | BAB +2 CMB +5 CMD +15

Although Servitor's hulking form blocks him from advancing into the fray, Tierney sees enough of an opening to strike at the gnoll to his right. L5 Anxious to try a new technique, he intones a spell and focuses it into the blade of his wakizashi.

Spellstrike option with Touch of Fatigue

First attack
1d20 + 3 ⇒ (13) + 3 = 16

second attack
1d20 + 3 ⇒ (13) + 3 = 16

I copied the code for the first attack and pasted it for the second. Apparently, this gives the same result for both which I think is dishonest to keep. Therefore, I will roll the second attack again without copying the code.

Attack 2 re-rolled
1d20 + 3 ⇒ (8) + 3 = 11

Damage for first attack, if it hits
1d6 + 1 ⇒ (1) + 1 = 2
DC 13 Fort save or become fatigued


Bridge Map

Both attacks miss as the gnoll ducks behind the cover the wall provides.

I think it was just luck. I copy and paste all the time and it rarely does that.

Normally, the gnoll would get an AOO while you cast since you didn't cast defensively. Since you have cover against him, he is unable to this time!

So you used spell combat and spell strike to get the spell added to your first attack plus a second attack with the weapon only ie. attack w/ touch of fatigue, normal attack=both at -2?)


Order:
Uriah<<
Harmless Gnolls<
Jarot
Tierney<
Adir/Ghost<
Servitor<

Adir and Jarot up and then Uriah.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Adir watches in horror as the scene devolves into violence.

No action.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Round 2
Uriah says It's your funeral. Rapier: 1d20 + 7 ⇒ (9) + 7 = 16 Uriah's blade flashes out, quick as a striking snake! Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Uriah decides to parry the first attack directed at him Parry: 1d20 + 7 ⇒ (1) + 7 = 8 if the parry is successful he ripostes Riposte: 1d20 + 7 ⇒ (17) + 7 = 24.

But he basically just wastes a panache if someone attacks him because that parry roll aint blocking crap.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

Jarot Moves to L3 and shiv the filthy mongrel.

attack: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Bridge Map
Jarot Tennet wrote:

Jarot Moves to L3 and shiv the filthy mongrel.

[dice=attack]d20+4
[dice=damage]d4+2

You are squeezing there -4 attack and AC


Bridge Map

The first Gnoll attacks, hitting Jarot and then steps back. The next one takes the first one's spot and hits Jarot as well."hehe...not so funny now...hehe...is it...stupid."

Attack/PA: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Attack/PA: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Jarot -18 HP

The last one five foot steps up and misses Uriah.

Attack/PA: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16

Order:
Uriah<<
Harmless Gnolls<<
Jarot<
Tierney<
Adir/Ghost<
Servitor<

Everyone is up.


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Servitor moves quickly and recklessly and steps out of the corner the party was backed into wheeling around behind the Gnolls.

Moving to J5. Totes provoking to give Jarot more room to maneuver.

Pinching the Gnoll between himself and Jarot, Servitor continues his work on the beast.

Power Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15


Bridge Map

Previously damaged Gnoll or a new one?

Attack/PA: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Attack/PA: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6

Both Gnolls miss on their AOOs.


Warforged Armor Master 3| AC 19 T 11 FF 18 | HP 37/37 | F +7 R +2 W +1 | CMD: 17 | Init +1| Perc +0

Previously damaged. Which I think is the one at K4, flanking with Jarot. I could be wrong though.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

When Adir sees Jarot get hit, he moves up M-4 with the intention of healing him, but he is unable to harness the energy. He freezes for a moment in shock. With urgency, he reaches into his bag and carefully pulls out his newly acquired wand. Haunted curse makes it a standard action.


Bridge Map
Servitor wrote:
Previously damaged. Which I think is the one at K4, flanking with Jarot. I could be wrong though.

Servitor drops the gnoll. The other two gnolls start to panic.


Bridge Map
Adir Bloodmoon wrote:
Action

Ghost going to attack?

Order:
Uriah<<
Harmless Gnolls<<
Jarot<
Tierney<
Adir/Ghost<<
Servitor<<

Jarot and Tierney are up...then Uriah


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah shifts over to flank with Servitor Rapier: 1d20 + 9 ⇒ (5) + 9 = 14 but his blade fails to find its target.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |
GM Mason wrote:
Adir Bloodmoon wrote:
but he is unable to harness the energy.
Any reason or just flavor text? Ghost going to attack?

Nothing from Ghost for now. Re: reason or flavor text, it is supposed to be a nod to powers not manifesting when not acting 'good'. I sent you a message asking about that.


Daelkyr Half-Blood Alchemist(Vivisectionist) 3|HP 27/22|AC:15 TCH:12 FF:13|CMD:16|Fort +4, Ref +5, Will +2|Init +6|Perception +9

You filthy creatures!
Shift to L4 and two weapon on the one in between servitor and uriah.

attack1: 1d20 + 2 ⇒ (14) + 2 = 16
damage1: 1d4 + 2 ⇒ (1) + 2 = 3

attack2: 1d20 + 1 ⇒ (6) + 1 = 7
damage2: 1d4 + 2 ⇒ (2) + 2 = 4

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