Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.


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Male Elf Alchemist (Crypt Breaker) 5

Round 10

Knowing that it was likely not worth the attempt to free himself from the binding plants... especially not while the dwarves continued to prove so effective at garnering attention, Chitleen slumps to let the vines support him and thinks a few moments. Perhaps an attar with more... crude affect will be prudent on the morrow... Realising there is little for him to do, he stows his blade and retrieves his bow.

Sheathing talwar and picking up shortbow.


Realizing that attempting to walk over the greased stairs would only invite another swan dive into the dump, Lockjaw drops to all fours and rather embarrassingly crawls up the stairs behind Tararr. Karrak casts a spell to be beneath notice and Chitleen sighs resignedly and switches back to his bow.

The gremlins cackle at the crawling dwarf, but wisely retreat into the upper level as Tararr moves forward.

Chitleen is outside the pugwampi aura of unluck now.


R10
Tararr
R11
Lockjaw
Chitleen
Karrak
gremlins


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 11

Status:

HP = 49/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con

Seeing how Tararr has been turned into a pincushion, Lockjaw stands and equips his shield again.

"Stand behaind me Tararr."


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

RD 10 Rage 10/18, Con down 7, Hp19/72, AC15/11 for this round

Tararr roars in fury and defiance hacking the arrows off as he charges in response. One of them shall fall and he is determined it will be his foe.

Axe,charge, reckless abandon druid if possible

1d20 + 13 ⇒ (6) + 13 = 19 or 1d20 + 13 ⇒ (18) + 13 = 31

Going all in on this one, guys. Gremlins shouldn't be working us like this and a barbar gotta do what barbar was made to do.


did anyone ever really expect to check a barbarian in hot pursuit?

Ignoring the paladin's sage advice, Tararr charges after the retreating gremlins. His toes snags something at the top of the stairs and a heavy breastplate full of old blades swings from the roof striking Tararr's chest! Tararr- 19 piercing

Lockjaw stands and holds his shield high.

R11
Chitleen
Karrak
gremlins


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

So who is still slowed from the caltrops? My initial healing got interrupted. And who can I get to this round? And who is in channel range.

(Sorry, got to assess the situation here.)


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

And there we have it, lol. Surprised it took this long to have the bastard hit the floor! I have never been knocked flat before.There are rolls I need to make now that I am zero, right? And now that rage has ended I am at -10/47 HP! Things do not look good for raging hero.

EDIT:Tararr is dead and what a classic way for it to happen. After the Con drain and the ended rage, Tararr is 1 point lower than the -9 nine needed to kill him.....Gremlins. Well played classic DM, well played. :)


Male Elf Alchemist (Crypt Breaker) 5

Round 11:

Escape Artist: 1d20 + 3 ⇒ (20) + 3 = 23

As the dwarves move past him and move up the ramp, Chitleen attempts to slip the bonds of the binding refuse and finds a means of slinking free. With careful restricted step he moves to stand free of the entanglement, though not yet in the midst of the grease if possible.

Move action to free, then move action to move.


I think only Lockjaw and Tararr are suffering from the caltrops.
Tararr- did you apply your DR 2? I think you are at 2 hp, but not sure with all that Con drain.

Tararr falls back upon the stairs after being hit by the free swinging ball of blades. Chitleen finally slips free of the writhing pale tendrils to reach the steps next to Karrak. The priest assesses the situation.

Karrak- you are next to Chitleen and near Lockjaw. You'd have to pass through the grease to get to Tararr.


Male Dwarf 5 Bar Invulnerable Rager :AC 17/15raging, hp 62 (5d12+10) Fort +6, Ref +4, Will +2; DR 2/4non

He was good on the caltrops, but the Con drain and attacks have put him down for the count. Had to readjust an issue with the number of rage rounds I had and my Con is in the negative from the Stirges. Lights out, haha.


Tararr lies unmoving on the stairs. There is a distant snickering sound, but the gremlins have retreated from sight.

anything from Karrak?


R12
Lockjaw
Chitleen
Karrak
gremlins


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 12

Status:

HP = 49/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con

Lockjaw moves to the fallen dwarf and checks him for traps.

Heal: 1d20 - 1 ⇒ (13) - 1 = 12


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Not sure if he can reach his fallen comrade, Karrak channels and prays he is not too late.

3d6 ⇒ (5, 3, 5) = 13

Feeling his own puncture wound healed, he then tries to navigate the grease spot.

Acrobatics 1d20 - 1 ⇒ (18) - 1 = 17

status:

Sanctuary round 2/5. Will save DC 14 to attack me.

CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness
Magic Weapon

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 18


Male Elf Alchemist (Crypt Breaker) 5

Better hope Voodoo's in a kind mood... Karrak doesn't have Selective Channel and we're standing knee deep in about 17 only mostly dead pugwampis...


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Sorry, didn't think of that. Surely Karrak (as opposed to me) would know better. Can I redo trying the climb plus a healing spell?


Karrak Ironhand wrote:
Sorry, didn't think of that. Surely Karrak (as opposed to me) would know better. Can I redo trying the climb plus a healing spell?

sure, just give me a second acrobatics check.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Having second thoughts about channeling around dying gremlins, Karrak rushes up the stairs.

Acrobatics 1d20 - 1 ⇒ (19) - 1 = 18


Karrak and Lockjaw reach the fallen berserker at the same moment. Tararr is dead. At least he died lying across a pile of foes. He would have liked that.

All is quiet in the tower above.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen picks his way cautiously through the grease, attempting to make the ascent without being put on his delicate elven posterior. At the sight of Lockjaw and Karrak crouched by Tararr, he emotionlessly asks "Is he dead?"


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak checks the fallen berserker and finds no signs of life. He nods to Chitleen, blinking back tears, before speaking. "Torag, accept this warrior into your halls."


Male Elf Alchemist (Crypt Breaker) 5

Chitleen sighs and shrugs "A pity... he was useful in his way" before moving slowly into the chamber above and taking stock by ear, eye and nose...
Perception: 1d20 + 12 ⇒ (12) + 12 = 24 +13 for sight and 15 vs traps


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"Aye, he's gone. Damned shame dat. Let us take da fight to da beasties, yeah?"

Lockjaw moves past his fallen companion to wait for Chitleen's scouting report.


Chitleen ducks beneath the dangling ball of blades to inspect the doorway. He finds no more traps. The room ahead is filled with more clutter: debris and parts of broken weapon racks and what looks to be broken ballistae. A broken ladder leads up one more level.

The whole place stinks of gremlins- the mangy dog smell of pugwampi and the nitric smell of the bat-eared ones. Chitleen spots the pug on the big rat leap behind a pile of timbers. He doesn't see any sign of the other gremlins though.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"Aye, let us avenge him. We can mourn later." Karrak takes a moment to treat Lockjaw's foot before readying his crossbow.

CLW 1d8 + 5 ⇒ (2) + 5 = 7 no more hindrance from caltrop

status:

Sanctuary round 2/5. Will save DC 14 to attack me.
CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 1/6 remaining

Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness
Magic Weapon USED FOR CLW LOCKJAW

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 18


Male Elf Alchemist (Crypt Breaker) 5

Chitleen looks at the debris and smiles coldly "Better... let us fire this place and come back to pick through the ash..."


There is the sound of squeaky voiced chanting from across the room as Karrak bends to treat Lockjaw.

Init:

Chitleen 1d20 + 3 ⇒ (14) + 3 = 17
Karrak 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Lockjaw 1d20 ⇒ 18
Foe 1d20 + 5 ⇒ (12) + 5 = 17

Round 1
Lockjaw
Grems
Chitleen
Karrak


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 1

Status:

HP = 56/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con

"We ain't done yet."

Lockjaw moves towards the chanting, wary of the trap he is sure waits for him.

Not sure how far I need to move.


Lockjaw Stoneshield wrote:
Not sure how far I need to move.

sure, I'll get a map up this evening.


Although there is far less organic trash on this level of the tower, it is just as cluttered with shattered weapons, smashed wooden racks, broken timbers and ballista parts. Lockjaw has to step carefully as he navigates across the room. difficult terrain

He finally reaches the pile of boards the vexing druid hid behind, but is immediately jumped by hidden little sneaks. Three of the skinny bat-eared scamps leap upon the paladin. His ponderous armor saves him again though one finds a gap to stick Lockjaw where it hurts. Lockjaw-10 piercing

A wave of rats appears from seemingly nowhere to course over the paladin. The druid takes the opportunity to spur his big rat ride up the ladder.
Lockjaw-3 hp, fort DC 12 or distracted, roll twice for unluck aura.

Round 1
Chitleen
Karrak
R2
Lockjaw
Grems

map


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

I take it my healing got interrupted again. Not sure if my Sanctuary is still in effect. And I guess I still have a caltrop wound.

Karrak fires at a gremlin (or the druid if I can see him) before putting away his bow.

1d20 + 7 ⇒ (20) + 7 = 27 OR
1d20 + 7 ⇒ (2) + 7 = 9

damage 1d8 + 1 ⇒ (7) + 1 = 8

status:

caltrop-wounded

Sanctuary round ??/5. Will save DC 14 to attack me.
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)

Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness
Magic Weapon

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 18


Male Elf Alchemist (Crypt Breaker) 5

Round 1:

Chitleen eyes both the escaped druid and the carpet of rats, and fishes out a resinous attar from his satchel. With a quick dab to his jowls and throat... he begins to float in the air...

Apply levitate extract, then rise to as high as manageable within the room. Hoping to get my toeses free of the ratses.


Karrak- You healed Lockjaw. I'm not seeing that you acted to heal yourself yet. I think you'd be on your third round of Sanctuary, if you wanted to belay the shot. The rat has a climb speed so the pug druid is already up the ladder and out of sight by the time you go if you want to change your action.
Karrak and Chitleen are outside the unluck aura.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 2

Status:

HP = 43/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con, Nauseated

Fort DC 12: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (1) + 9 = 10

Autofail on 1.

Distracted by the rats swarming him, Lockjaw can do nothing but bat feebly at the creatures surrounding him.


Chitleen buoys up from the floor to float near the ceiling ten feet above. Karrak fires his crossbow at one of the gremlins threatening Lockjaw in the swirling swarm. The bolt strikes injuring it. Meanwhile, Lockjaw is pressed to retaliate against the gremlins as rats nip and bite at him from every angle. Lockjaw-3 biting and fort DC 12 or distracted 1 round.

The three gremlins seem unaffected by the swarming rats and keep stabbing at the dwarf with their tiny blades seeking his most vulnerable spots. Lockjaw receives a shallow cut and one deep in his hip by the flanking gremlins. Lockjaw-2 and 11 pierce.

Round 1
Chitleen
Karrak
R2
Lockjaw
Grems


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Keep the action, I will let the Sanctuary fade.

Sensing his luck is better at a distance, Karrak reloads and fires.
1d20 + 7 ⇒ (12) + 7 = 19
damage 1d8 + 1 ⇒ (7) + 1 = 8

status:

caltrop-wounded...half move

CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)

Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 16


Male Elf Alchemist (Crypt Breaker) 5

Round 2:

With no remaining art to expend upon swarms, and his bow likely of limited use against the pugwampis below... Chitleen pulls himself along the ceiling towards the ladder and where the rat borne druid fled...


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 3

Status:

HP = 37/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con, Nauseated

Fort DC 12: 1d20 + 9 ⇒ (3) + 9 = 121d20 + 9 ⇒ (4) + 9 = 13

Lockjaw prepares himself for death, but barely stays his ignoble end. Realizing his companions are content to watch him die, he steps back towards them and swings at one of his harassers.

5' Q1, swing at P1.

MAW PA: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (10) + 7 = 171d8 + 8 ⇒ (5) + 8 = 13

Then swiftly heals himself from the greivous wounds.

LoH: 2d6 ⇒ (4, 5) = 9


Chitleen bobs along above to the trapdoor while Karrak keeps firing on the gremlins attacking Lockjaw. One gremlin goes down after being hit a second time. Lockjaw steps back toward his remaining ally while healing himself. Then he takes a swing at one of the gremlins, but misses as a rat nips his nose at the worst possible time.

A hundred little claws and teeth continue to erode the dwarf as the gremlins skitter after him attempting to flank again, but failing to wound him.
Lockjaw- 4 swarm and fort DC 12 or distracted 1 round.
Chitleen- perception check.

Round 2
Chitleen
Karrak
R3
Lockjaw
Grems


Male Elf Alchemist (Crypt Breaker) 5

Perception: 1d20 + 12 ⇒ (4) + 12 = 16 +13 for sight and 15 vs traps


Chitleen:
The upper level is domed and relatively clear of clutter other than what appears to be bedding piled here and there. The druid sits on its rat nearby and hiss at you as you poke your head up.


Male Elf Alchemist (Crypt Breaker) 5

Round 2:

Rising above the floor of the upper level Chitleen looks to position himself in the dome. Reaching within his satchel... he draws out a crystal vial and holds it threateningly. He barks at the druid in the yipping language of the gnolls.

Gnoll:
"You have seen what my art will do... melt flesh, fuse bone... your screams will echo as you die slowly... unless you yield"

Bluff: 1d20 + 0 ⇒ (6) + 0 = 6 Bah - was worth a shot


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak plugs away at the gremlins with his crossbow.

1d20 + 7 ⇒ (5) + 7 = 12
dmg 1d8 + 1 ⇒ (2) + 1 = 3

status:

caltrop-wounded...half move
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)

Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 15


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 3

Status:

HP = 42/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con

Fort DC 12: 1d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (9) + 9 = 18

Ignoring the rat swarm that is slowly eating him, Lockjaw swings again at the gremlin in front of him.

MAW PA: 1d20 + 7 ⇒ (8) + 7 = 151d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

"Shame 'bout dese rats!"


Karrak fires into the swarm, aiming for one of the darting gremlins, but just plucking a rat from the swarm. The little gremlins just prove too quick as Lockjaw misses his swing as well. The red eyed gremlins keep assaulting the paladin through the swarming rats and Lockjaw feels a shallow wound in a painful place over the nips and scratches. 4 pierce and 3 swarm plus fort DC 12 or distracted 1 round.

In the room above, Chitleen threatens the druid leader, but only receives a chittering snicker in response as three of its skinny bat-headed companions leap from underneath the piles to attack the elf. One hits with a well placed tiny blade. Chitleen-5 pierce

Round 3
Chitleen
Karrak
R4
Lockjaw
Grems


Male Elf Alchemist (Crypt Breaker) 5

Intent was to get high enough to avoid pesky melee attacks - is that possible?


Chitleen Shudra wrote:
Intent was to get high enough to avoid pesky melee attacks - is that possible?

check. change above gremlin attack to xbows and add 2 damage.

Karrak? Lockjaw?


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

The cleric reloads and fires at the gremlins.

1d20 + 7 ⇒ (19) + 7 = 26
dmg 1d8 + 1 ⇒ (5) + 1 = 6
confirm 1d20 + 7 ⇒ (18) + 7 = 25
dmg 1d8 + 1 ⇒ (1) + 1 = 2

status:

caltrop-wounded...half move
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)

Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 14


not quite enough on a rather weak crit. also need a R2 action from Chitleen. only Chit is in the unluck aura.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 4

Status:

HP = 35/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con

Distraction DC 12: 1d20 + 9 ⇒ (3) + 9 = 12

Lockjaw swings again at the creature next to him.

MAW PA: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 8 ⇒ (7) + 8 = 15


Male Elf Alchemist (Crypt Breaker) 5

Round 4: 21/28 HP, AC 20 - plus I'm at higher ground, so the peskies should take a -1 to attacks :)

Chitleen hisses as bolts lance into his flesh. Fumbling within his satchel he retrieves his warding attar and presses the thick liquid to temple.

Use shield extract for +4 AC

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