Its "A" Dungeon (Inactive)

Game Master Terquem

Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...


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male

wait a minute...

checks notes, hmm, yep they killed it, so it probably isn't him...


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Paler...the thing, not the wizard.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

They may have "killed" me it... but did they kill me it? ;)


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar grins at Fluffy, Tha's a good kitty. He bends down and gives the cat's chin a little rub, Eat up!
Standing he stretches a bit then looks at his watch.
Wha seems ta be tha hold up? Peering over Teirist's shoulder the dwarf eyes the stack of loot. Oh, will ya look'a tha! Smells like gold eh Teirist! The dwarf gives the Butcher of all creatures great and small a nudge.

Nothing is going to happen if no one goes in. If we suspect something, then lets prepare for it. Ballar's got plenty of acid :)


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

We suspect something, we were going to try the trick with me vanishing and wandering in to take stock of the stuff, plus I get a nice round of ambush off. The wizard seems to be reluctant to use a spell slot on little ole me.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

I said I would cast it if you wanted it and it seems you do so... :)

Keryth notices the expectant expression on Teirist's face and shrugs his shoulders. As you wish. Gesturing carefully, the wizard exclaims Be! Gone! while touching the Butcher, causing him to disappear from sight.

Converting summon monster ii to invisibilty via spell bond ability.

Addressing the apparently empty spot where Teirist last stood Keryth adds, You have 4 minutes... unless you attack something.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy claps at the magic show. "Encore! Encore!"


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Tierist moves around the corner and into the room.

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Invisible Teirist sneaks foreword into the Chamber, and looking left and right he sees…

Teirist:
Two Bugbears stand on either side of the opening, out of sight waiting to ambush the heroes once they enter.

Potion Countdown Clock:
22 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 3 doses, Jim has used 3 as well. Each water skill holds 8 doses in all


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Tierest moves to the one on the left, getting behind it.
stealth: 1d20 + 11 ⇒ (13) + 11 = 24

I assumed ambush could use both.

Attack Main Hand: 1d20 + 7 ⇒ (18) + 7 = 25
Attack Off Hand: 1d20 + 7 ⇒ (2) + 7 = 9
Damage Main Hand: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (5, 6) = 17
Damage Off Hand: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (6, 5) = 14

As he slices down with this swords, he yells. "Bugbears, right and left of door, I am stabbing the one on the left hand side."


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Teirist attacks with Surprise, backstabbing an unsuspecting Bugbear and immediately revealing his position

Initiative time!, round 1, go

Bugbear Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
The other Bugbear initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Damage tracker:
One Bugbear killed

DM Notes:
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

"Is that your left or my left?"

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Initiatve: 1d20 + 2 ⇒ (19) + 2 = 21


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

"Yes!"

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Right. Where?! Confused by the Butcher's directions and Billy's interpretation, Ballar stops to contemplate possible ramifications of choosing one side over the other.


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Initiative Order:
Teirist – 23
Keryth – 21
Bugbears - 16
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3

Round 1…

The bugbear across the opening from Teirist screams and jumps back a step when Teirist suddenly appears and the bugbear that was waiting in ambush falls dead on the floor.

Leering in the near darkness, Teirist plots his next move

Damage tracker:
One Bugbear killed

DM Notes:
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility

Sorry but I have’t gotten a chance to build the map – the weekend destroyed my free time in sheets of ice all over the front of my house from a broken hose bib, what a pain in the ---I’ll try to get that map built and posted tonight


male

Map is updated!


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

"One down, send in the lights! Tierist yells while delaying until he can see. One of these days I need to get darkvision.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Just get blindfight.

-Posted with Wayfinder


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Er...why do you need light? Didn't you say you saw bugbears to the left AND right just a moment ago?


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

I think the GM cheats sometimes. he might forget its dark in there..or there's enough for low light vision.


male
Ballar Fargrim wrote:

Let me see tha thing. Ballar pokes around at the lantern, These things off'n 'ave some sortta round button tha ya can push. Is this a 64 bit? More tinkering resonates.

Blast'd thing! Think its broke. Here, the dwarf hands the lantern back to Jim and speaks Sólas. The outside of the lantern illuminates brightly filling the hallway with light. See wa'ya can do with it.

Ballar casts light on the lantern | REMINDER: Jim's MAGE ARMOR was cast Day 6, turn 68 (approximate time of day, 11:10 am) so he's got 20 min left | SA casts SPIRITUAL WEAPON in the form of a smaller Dorn-Dergar/ Round 1 of 4/ Att. BAB plus Wisdom / 1d8 force damage per hit, + 1 point per three caster levels | MA prepares Dorn-Dergar |

so there is a lantern, and occasionally Ballar casts light upon it, so I was allowing Teirist to see by that light, using his elven low light vision


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

I think we lantern wrong.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Lights? Suddenly Ballar remembers the 'fixed' lantern lying on the floor behind him. Stepping back to retrieve it, the dwarf hurries back to the chamber entrance, How's tha? As the lantern illuminates the room, Jim's shiny invisible field of force disappears.

Retcon: Ballar retrieves the lantern | REMINDER: Jim's MAGE ARMOR was cast Day 6, turn 68 (approximate time of day, 11:10 am (turn 2 of 6)) so...Aaahh cr@p! Sorry mate, time's up. | Only spell active is light cast on the lantern


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth delays until after the bugbears.


male

Teirist, you are up first in round 1!


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Tierest moves across the entrance to face the other bugbear

He then attacks.

One Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, if hits: 1d6 + 2 ⇒ (5) + 2 = 7


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Initiative Order:
Teirist – 23
Bugbears – 16
Keryth – ?
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3

Round 1…

Teirist hustles past the opening in front of the party, but they cannot see what it is that has him so motivated

The Bugbear grimaces, as only a Bugbear can, and lifts his shield to block Teirist’s attack and then swings a heavy weighted flail at the elf’s head

Melee Attack: 1d20 + 5 ⇒ (9) + 5 = 14

But Teirist nimbly dances to the side and avoids the blow

Jim, Billy, and maybe Keryth are up now

Damage tracker:
One Bugbear killed

DM Notes:
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Jim, excited that Teirist has apparently found something to cut, decides it might need to be beaten as well. He rushes in to the elf's side and, as always, attempts to show him up.
IFlail about!: 1d20 + 8 ⇒ (10) + 8 = 18, Damage: 1d6 + 2 ⇒ (5) + 2 = 7


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

"Let's go Fluffy! Sounds like there are baddies to take down!" Billy calls out to his cat companion as he races into the room. He looks left and right as he enters, and continues past the fray as he fires off an arrow. "Duck!"

Move: Move to X7. Standard: Point Blank (+1/+1), Precise Shot, through cover (The Butcher!)

Ping!: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 3 ⇒ (7) + 3 = 10


male

I've updated the map, please let me know if you object to the placement of your Character, it seems we may be waiting on Keryth, or I may delay him further


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth moves to the room entrance but nothing else, confident the others have the fight under control.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Is there a reason Billy does not want to be on X7? I'm ok with either square. If Fluffy is in an attacking mood, with 50' I think she can loop around and get to W4. Having her hang out by Billy is just as good. Whatever Fluffy feels like doing, since Billy didn't suggest anything specific to do.


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Initiative Order:

Teirist – 23
Keryth – 21
Bugbears - 16
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3

Round 1…

Jim slides silently into the room and strikes the Bugbear upside the head with the iflail and moments later Billy and Fluffy race in. Billy turns and plants a killing arrow in the Bugbear’s chest, moments before Fluffy can get the thing’s meaty backside.

Keryth casual approaches the opening in the wall and can see that the physical work is just about done here when suddenly another Bugbear, this one scrawny and wearing a golden robe appears out of thin air raises his hands and lets forth a blast of magical fire,

Burning Hands effects all but Billy, and Ballar – the DC is 16, reflex save for half damage

Fire Blast Hands of the Sorcerer: 4d4 ⇒ (4, 2, 3, 2) = 11

And another Bugbear appears next to Billy just as the monster is swinging a flail at Billy’s back
Billy loses his Dexterity Bonus to AC, and is Flat Footed, sort of, OI get confused about thses sorts of things…AC 14

Melee Bash, from Invisible Condition: 1d20 + 7 ⇒ (5) + 7 = 12

Ballar is up and then it is Round 2

Damage tracker:

One Bugbear killed
Second Bugbear killed

DM Notes:

Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Jim is caught off-guard by the fire and gets notably singed. "Hey, I thought there were just two!"


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy jumps, startled, as the newly appeared bugbear failed to put a dent in Billy's back. "Hey! Ka...uhh...Ki...Wizard guy! They stole your magic trick!"


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Wha tha devil?! Uncertain of what's going on, the dwarf steps a few feet forward and squints into the chamber. Is tha some sort'ta disco bear? Flicking his arm thus, Ballar unleashes a wad of acid at the creature.
Dropping Acid: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d3 ⇒ 1

MA moves to T8 | SA Rngd touch vs. bugbear at Y8


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Ref save: 1d20 + 8 ⇒ (15) + 8 = 23 Evasion! boom, no damage.

Teirist, seeing the magic manbugbearpig, moves over to stop it from hurting everyone but him. W9, if doesn't cause AOO, otherwise, just get me into melee

One Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage, if hits: 1d6 + 2 ⇒ (5) + 2 = 7


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

reflex save: 1d20 + 3 ⇒ (6) + 3 = 9

Keryth is also caught off guard and suffers the gout of flame fully.

Round 2 Init 21

Keryth shoots the bugbear spellcaster a dirty look and readies a spell of his own. (readied action to cast acid dart at spellcaster bugbear when he attempts to cast a spell, using 5' step if necessary)

acid dart (vs touch ac): 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Status & Effects
AC: 12 HP: 21 of 32


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Initiative Order:

Teirist – 23
Keryth – 21
Jim – 13
Billy – 12
The other Bugbear – 5
Bugbear - 5
Ballar – 3

Round 1 wrap up

Ballar hurls a glob of acid just passed the corner of the entrance that catches the newly visibly bugbear on the leg.

Round 2…

Teirist may make an acrobatic check to move through a threatened square as he moves by the other newly visible bugbear, to get to W9, or stop in W8 to attack the Sorcerbear. I am applying thr damage from the attack either way

Quickly, Teirist recognizes the threat of sorcerers who can be invisible, even if it is a sorcerbear, and leaps toward the monster blades flashing.

Having waited patiently for the others to take care of the threat, Keryth finally decides he has waited long enough and when the sorcerbear appears, he doesn’t hesitate to hurl a bit of magic acid himself.

Jim and Billy may take round 2 actions, the sorcerbear and his buddy will go last

Damage tracker:
Jim – takes 11 damage
Keryth – takes 19 damage
The Other Bugbear – takes 8 damage
One Bugbear killed
Second Bugbear killed

DM Notes:

Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

W8 works for me, just thought I'd move over one more if possible. MagicMan bugbearpig is going down either way.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Do I wait for Jim, or can I act now? I forget.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Jim moves towards the sorcerbear and tries to demonstrate his martial superiority by hitting a weak enemy wearing no armor.
IFlail: 1d20 + 8 ⇒ (2) + 8 = 10, Damage: 1d6 + 2 ⇒ (5) + 2 = 7


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy most gracefully steps away from the offending bugbear trying to get into his face as he fires off two arrows and calls out suavely. "Fluffy, a little help here!"

Step away to W7, fire off two arrows with RS, DA and PBS

Ping!: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Ping!: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Crit Check!: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 2d8 + 14 ⇒ (5, 6) + 14 = 25

"Er, I mean, no problem. I got this. May be you should go help against that scrawnybear instead."


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Initiative Order:
Teirist – 23
Bugbears – 16
Keryth – ?
Jim – 13
Billy – 12
The other Bugbear – 5
Ballar – 3

In a selfless attempt to be polite, waiting for Billy to do something important, Jim allows his momentum to come to an end, and all he can do is check his IFlail for recent updates that may be required.

Billy, however, steps lively and plants an arrow directly into the eye of the bugbear that attacked him, and the thing stiffens immediately and then falls dead on the floor.

The remaining, robed Bugbear steps back away from his attackers, and casts a spell, and quickly vanishes!

Damage tracker:
Jim – takes 11 damage
Keryth – takes 19 damage
The Other Bugbear – takes 8 damage
One Bugbear killed
Second bugbear killed
third Bugbear killed

DM Notes:
Bugbears hp 16 | AC 17, t 11, ff 16 | f +2, r +4, w +1 | Melee +5, d8+3 |CMB +5, CMD 16. The Other Bugbear, HP 24 | AC 20, t 13, ff 16 | f +2, r +4, w +4 | spells cast* - 1xMage Armor, 2xInvisibility


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Spell casting bugbear needs to make a concentration check to get that spell off as per Keryth's readied action.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Err, anyone know wha's go'in on? Ballar raises his hands and shrugs sending another small orb of acid flying at the cuddly golden bear just as it vanishes.
Oi! Did ya see tha? Tha one 'ad one o'those Golden symbols on his tummy! Do ya rememb'r those things? Everyone ad ta have one...Bloody nuisance they were.
Rng Touch Att vs. Sorcererbear: 1d20 + 4 ⇒ (11) + 4 = 15
50% to Miss: 1d100 ⇒ 13 - Drat!

SA cast acid splash at last known location of Sorcerer Bear | Is that the end of combat??


male

Well, poopy, yes you did say it was a readied action and I stupidly treated it like a normal action, so yes let me make a Concentration check

Flickering between visible and invisible states the sorcerbear tries his best to concentrate on the spell he is casting while Keryth launches an acid dart at his face.

Concentration Check vs DC 21: 1d20 + 8 ⇒ (8) + 8 = 16

And the spell fizzles spectacularly, allowing Ballar to target the Sorcerbear with impunity.

the sorcerbear has taken 8 damage, from Keryth, but the critical, from Billy I thought was applied to the bear who attacked him, so Ballar's acid will hit the sorcerbear, roll the damage, but he is not down and out, just failed a spell this round!

Edit - oops make that 15 damage, as Teirist hit the sorcerbear as well


Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7

Teirist grins, the blood spatter on his face and the odd light adding to the grin's oddity. Elves shouldn't grin...

His blades flash again.

Attack Main Hand: 1d20 + 7 ⇒ (16) + 7 = 23 Damage Main Hand: 1d6 + 2 ⇒ (2) + 2 = 4
Attack Off Hand: 1d20 + 7 ⇒ (6) + 7 = 13 Damage Off Hand: 1d6 + 1 ⇒ (2) + 1 = 3

Another player in another game thought this format looked better and easier on the DM...thoughts?

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