RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


8,851 to 8,900 of 9,270 << first < prev | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | next > last >>

Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom sends a barrage of arrows at 6

Mutagen, PB/Rapid Shot Bow: 1d20 + 18 + 1 - 2 + 2 ⇒ (8) + 18 + 1 - 2 + 2 = 27 for 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Mutagen, PB/Rapid Shot Bow: 1d20 + 18 + 1 - 2 + 2 ⇒ (6) + 18 + 1 - 2 + 2 = 25 for 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Mutagen, PB/Rapid Shot Bow: 1d20 + 13 + 1 - 2 + 2 ⇒ (18) + 13 + 1 - 2 + 2 = 32 for 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Mutagen, PB/Rapid Shot Bow: 1d20 + 8 + 1 - 2 + 2 ⇒ (16) + 8 + 1 - 2 + 2 = 25 for 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Bo: hit

Boom: miss, miss, hit, miss


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 33 ⇒ (20) + 33 = 53
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 33 ⇒ (7) + 33 = 40
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 28 ⇒ (20) + 28 = 48
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 23 ⇒ (11) + 23 = 34
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 18 ⇒ (17) + 18 = 35

Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 35 ⇒ (2) + 35 = 37
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 35 ⇒ (7) + 35 = 42
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 35 ⇒ (3) + 35 = 38
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 35 ⇒ (3) + 35 = 38
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 35 ⇒ (2) + 35 = 37

Confirm Critical Attack(Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 37 ⇒ (2) + 37 = 39
Confirm Critical Attack(Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 32 ⇒ (13) + 32 = 45

Confirm Critical Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 3d10 + 105 ⇒ (2, 9, 3) + 105 = 119
Confirm Critical Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 3d10 + 105 ⇒ (1, 2, 2) + 105 = 110

VS. 6 - if 6 dies, VS. 5


They both die, combat over.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan reloads.

Damn giants.


Those were Lamias not giants.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"Yeah, damn giants."


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Channel: 9d6 ⇒ (2, 4, 3, 1, 3, 4, 4, 5, 6) = 32


<eye twitch>

What now?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo heals himself with wands..

Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5 cashed wand
Cure Mods: 6d8 + 9 ⇒ (6, 3, 6, 2, 3, 6) + 9 = 35

LoH: 3d6 ⇒ (4, 4, 6) = 14

move over to X11 and X12..


X11:
Two vast double doors, each ten feet in width, stand in the southern wall of this barren chamber. The face of each black stone door is covered with tens of thousands of tiny runes carved in an eerie, spidery script. The runes seem to writhe and slither about when not under direct observation.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Well that is horrible and will probably give me nightmares.. Let's try somewhere else.."

I guess back around to X13.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

So many giants around here.


Anyone else want to try and open the doors? Otherwise I'll move on.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom moves up to the door and looks then over

1d20 + 21 ⇒ (15) + 21 = 36 perception and disable 1d20 + 23 ⇒ (9) + 23 = 32


As soon as you fiddle with the doors, everyone is sucked into an extradimensional space.

This is basically a Maze spell with changes.

DC 20 Int check by anyone and everyone leaves.

However every round you need a DC 16 will, then fort save vs. phantasmal killer.

So first round everyone make the saves, then the Int check.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

will: 1d20 + 9 + 5 ⇒ (2) + 9 + 5 = 16

fort: 1d20 + 16 + 5 ⇒ (9) + 16 + 5 = 30

int: 1d20 + 1 ⇒ (9) + 1 = 10


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 16 ⇒ (3) + 16 = 19 will
1d20 + 20 ⇒ (14) + 20 = 34 fort
1d20 + 9 ⇒ (6) + 9 = 15 int


3d6 ⇒ (1, 6, 1) = 8 damage if you fail the will save.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Will: 1d20 + 26 ⇒ (13) + 26 = 39
Fort: 1d20 + 29 ⇒ (7) + 29 = 36
Int: 1d20 + 3 ⇒ (20) + 3 = 23


I should probably mention that if you fail both you die.

Need saves for Yap and Jan, then Bo's roll gets you clear.


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap Will: 1d20 + 23 ⇒ (8) + 23 = 31
Yap Fort: 1d20 + 19 ⇒ (3) + 19 = 22


Jan Saves: 2d20 ⇒ (5, 7) = 12 not 1s, he passes.

You can now open the door.


The plain stone walls of this long room are lined by a variety of tables, boxes, crates, and cylinders. Some are made of stone, but others appear to be composed of metal. Strange winding cables protrude from some to connect to others. All of this clutter seems to focus upon a large metal framework constructed at the southern end of the room, where strange currents of energy dance and shimmer within a strange ring of stone. Now and then, these currents coalesce into shapes—images startling for their familiarity and yet totally alien. The image revealed is of a massive city of towers and gigantic monuments set in a mountain valley at the foot of a huge peak—Xin- Shalast, as it would appear from this high mountain vista. The city beyond the energy curtain is very different, however, in that its towers and buildings are ablaze with light both magical and mundane and the great central road and surrounding streets teem with tens of thousands of giants and humanoids of all descriptions. The sounds and even the smells of this strange metropolis waft through the image—an image that is, perhaps, trying to be an open window.

There's a dozen things standing around working on the device.

Shrouded in tattered leather robes, this strange humanoid looks more alien and horrific the more one studies its twitching visage.

They pay no heed to your entrance.

Knowledge Planes to identify the critters.

Knowledge Arcana to try and figure out the device.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

arcana: 1d20 + 29 ⇒ (10) + 29 = 39


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Know Planes: 1d20 + 24 ⇒ (17) + 24 = 41
Arcana: 1d20 + 26 ⇒ (14) + 26 = 40


You are both baffled as to it's purpose.

You realize those are Denizens of Leng (mentioned as being trouble by the Leng Spiders you talked to outside, likely this is the device they described).

Denizens of Leng are CE Outsiders
4 questions


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Will Save: 1d20 + 16 ⇒ (6) + 16 = 22
Fort Save: 1d20 + 20 ⇒ (19) + 20 = 39


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Resistances
Immunities
Special Attacks
Special Defenses


Resistances: cold, electricity
Immune: poison
Attacks: dex drain and sneak attack
Defenses: fast healing, crit resistance


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"We will have to sort out the machine after we sort out these fiends.. Let us begin.."

I assume a surprise round since they pay us no attention?


Yes.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo will casts Divine Power in his surprise round.

Yap casts Blessing of Fervor..

Bo Init: 1d20 + 13 ⇒ (11) + 13 = 24
Yap: 1d20 + 12 ⇒ (1) + 12 = 13


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 13 ⇒ (12) + 13 = 25 init


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

In surprise Boom will down another haste/heroism extract


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 11 ⇒ (4) + 11 = 15


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

initiative: 1d20 + 7 ⇒ (8) + 7 = 15


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obidiah drinks a potion of cure moderate wounds.

2d8 + 6 ⇒ (6, 4) + 6 = 16


Jan, need a surprise round action or I will skip you. Nah, screw it, this is 3 days later, I'll skip you.

init: 1d20 + 4 ⇒ (10) + 4 = 14

Order for round 1

Boom
Bo
Jan
Obi
Critters
Yap

Go for round 1.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo 5' steps in and fires at the closest one. Using judgement of justice/destruction as a swift. Using grit too. If it drps switch to the next closest.

Attack: 1d20 + 28 ⇒ (5) + 28 = 33 Steel vs FF
Attack: 1d20 + 28 ⇒ (12) + 28 = 40
Attack: 1d20 + 28 ⇒ (8) + 28 = 36
Attack: 1d20 + 23 ⇒ (5) + 23 = 28
Attack: 1d20 + 18 ⇒ (11) + 18 = 29

Dam: 1d8 + 29 ⇒ (3) + 29 = 32 clusttered shots
Dam: 1d8 + 29 ⇒ (2) + 29 = 31
Dam: 1d8 + 29 ⇒ (7) + 29 = 36
Dam: 1d8 + 29 ⇒ (8) + 29 = 37
Dam: 1d8 + 29 ⇒ (3) + 29 = 32

AC is 46


#1 dead after shot 4. Last shot hits #4


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Working on post now


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 + 1 + 2 ⇒ (15) + 19 + 1 - 2 + 1 + 2 = 36 for 9d6 + 1 + 9 ⇒ (1, 3, 5, 6, 6, 6, 5, 6, 5) + 1 + 9 = 53 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 19 + 1 - 2 + 1 + 2 ⇒ (2) + 19 + 1 - 2 + 1 + 2 = 23 for 9d6 + 1 + 9 ⇒ (6, 2, 2, 6, 1, 6, 6, 6, 1) + 1 + 9 = 46 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 14 + 1 - 2 + 1 + 2 ⇒ (7) + 14 + 1 - 2 + 1 + 2 = 23 for 9d6 + 1 + 9 ⇒ (2, 1, 3, 3, 1, 1, 5, 2, 4) + 1 + 9 = 32 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 9 + 1 - 2 + 1 + 2 ⇒ (14) + 9 + 1 - 2 + 1 + 2 = 25 for 9d6 + 1 + 9 ⇒ (2, 1, 3, 1, 3, 1, 6, 5, 6) + 1 + 9 = 38 splash 10

haste Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 + 1 + 2 ⇒ (6) + 19 + 1 - 2 + 1 + 2 = 27 for 9d6 + 1 + 9 ⇒ (5, 3, 2, 4, 6, 6, 2, 5, 3) + 1 + 9 = 46 splash 10

Boom sends a bunch of bombs at 12, which should splash the two next to it. Ref for 5 fire


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

if it drops shift attacks to 5 to splash others


First two bombs kill 12.

8 reflex saves: 2d20 ⇒ (15, 2) = 17 no, no
3 reflex saves: 2d20 ⇒ (9, 15) = 24 no, no
2 reflex saves: 2d20 ⇒ (6, 4) = 10 no, no
5 reflex saves: 2d20 ⇒ (8, 5) = 13 no, no
7 reflex saves: 2d20 ⇒ (16, 16) = 32 yes, yes

next 3 kill 5

2 reflex saves: 3d20 ⇒ (16, 3, 8) = 27 yes, no, no
6 reflex saves: 3d20 ⇒ (9, 9, 11) = 29 no, no, no
7 reflex saves: 3d20 ⇒ (15, 7, 17) = 39 no, no, yes
10 reflex saves: 3d20 ⇒ (17, 17, 2) = 36 yes, yes, no

#8 -20
#3 -20
#2 -45
#7 -35
#10 -20
#6 -30


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan attacks 4 first then moves clockwise (if it matters).

Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 32 ⇒ (9) + 32 = 41
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 32 ⇒ (3) + 32 = 35
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 27 ⇒ (12) + 27 = 39
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 22 ⇒ (7) + 22 = 29
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 17 ⇒ (12) + 17 = 29

Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 34 ⇒ (1) + 34 = 35
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 34 ⇒ (4) + 34 = 38
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 34 ⇒ (6) + 34 = 40
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 34 ⇒ (1) + 34 = 35
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 34 ⇒ (6) + 34 = 40


First two shots drop #4.

Next two have #3 teetering, then the last blows him into chunky bits.


Obi?


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

PM'd you


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

In a flash of light, Obi's appearance changes slightly. The tree on his breastplate being replaced by a blazing torch. (switched to order of the flame)

Obi pulls out the statue of his wargoat, drops it to the ground as it resumes giant size.

He raises his flametongue over his head in challenge to the denizens of leng.

Billy the goat raises his horns to shield his master or anyone else adjacent via bodyguard from any incoming attacks.

Aid another +5 AC: 1d20 + 16 ⇒ (9) + 16 = 25
Aid another +5 AC: 1d20 + 16 ⇒ (6) + 16 = 22
Aid another +5 AC: 1d20 + 16 ⇒ (17) + 16 = 33
Aid another +5 AC: 1d20 + 16 ⇒ (3) + 16 = 19
Aid another +5 AC: 1d20 + 16 ⇒ (17) + 16 = 33

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