RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

only the first 1d6 is doubled on a bomb crit


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

Although there is a fort save or be stunned with grenadier crits..


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Yeah, I forgot about that

Staggering Blast (Su)

At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

DC 20

1d4 + 1 ⇒ (2) + 1 = 3


dude halfling

from out of nowhere come the words: "Pineapple, 'Snatch!"

still greatly invisible, Tirion will pull the pin on a grenade -- and lob it behind that pair of ratfolk that are a little further away (right on the '0' in 'B-10'):

grenade lobbing check (just BaB + DX bonus, minus range penalty): 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17

he makes a mighty effort to thrust the grenade down his own pants, but I think as long as he doesn't roll a nat '1' he can hit a 5' square with a horseshoe (or a grenade)...

for 5d6 ⇒ (1, 1, 6, 6, 4) = 18 of blasty shrapnel damage
(more likely 9 damage after an easy REFLEX DC=15 -- Bandy better succeed on this one! since Tirion tipped him off, can Bandy get a re-roll if he happens to roll a nat '1' on his save?)

He then takes a 5' step back (west)...


GM stuf:
4d4 ⇒ (1, 1, 3, 3) = 8

So to be clear the northern square has 6 figures in it and the southern one has 10.

Bomb on targets
1d10 ⇒ 10 pops image
Bomb on targets
1d10 ⇒ 5 pops image

Reflex saves for bomb splash 2d20 ⇒ (13, 17) = 30 pass, pass 9 to each

grenade goes off
reflex saves: 2d20 ⇒ (20, 5) = 25 pass, fail

The two northern figures all step back 5' and volleys of magic missiles fly at Bander.
damage: 4d4 + 7 ⇒ (1, 1, 1, 4) + 7 = 14
damage: 4d4 + 7 ⇒ (2, 4, 1, 1) + 7 = 15

The southern ones also focus fire on the near threat (Bander).
damage: 4d4 + 7 ⇒ (2, 1, 2, 3) + 7 = 15
damage: 4d4 + 7 ⇒ (2, 2, 3, 4) + 7 = 18

You also see two trolls heading your way from the southeast. They are both dressed in full plate wielding ranseurs.

Back on the other front, the armored giant lays into Bo.

to hit: 4d20 ⇒ (10, 2, 19, 19) = 50 hit, miss, hit, miss Hmm, shame I don't have improved critical, or that pick would be unpleasant right now
damage: 2d8 + 46 ⇒ (1, 3) + 46 = 50

Yap sees Bo take some serious damage, and flies over to lay on some healing.
cure critical: 4d8 + 8 ⇒ (8, 5, 6, 6) + 8 = 33

PCs are up.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

just confirming that they can see me?


Yes, yes they can.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 14 ⇒ (19) + 14 = 33 UMD

Bander sheathes Snicker and pops his wand of shield out of his wrist sheathe and activates it. Then he takes a 5ft step


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 takes a beating but aims his pistol at the giant all the same.. Burning a grit and taking full defense.. AC will be 38 vs him this round..

Attack: 1d20 + 14 ⇒ (3) + 14 = 17 with steel
Attack: 1d20 + 14 ⇒ (14) + 14 = 28
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 dam 1s gonna get me killed..

Dam 1: 1d8 + 24 ⇒ (8) + 24 = 32 bypasses all DR if it hits..
Dam 2: 1d8 + 24 ⇒ (4) + 24 = 28


Forgot about your smite AC, so he actually missed. Grrr.

You did hit him only once of the three shots.


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

His ac is actually off as well.. I forgot i had 3 ranks in acro so he gets +3 dodge to ac when fighting defensively..

Its 10+12 armor, +3 shield, +4 deflect, +2 luck, +1 nat, +3 dodge, +1 moral, +3 dex = 39 vs the giant for the coming round.

With that heal hes back to full now.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Pull back, and fortify Draingore motions to the empty room the dragons moved into. He drinks an infusion of Haste and moves


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

I have a reach of 15' now Bo, so pull back to in front of me.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Tirion, if you could obscure mist the entrance of the cave draingore entered will help stop mages targeting


dude halfling

as a formality, Bander must check for a nat '1' to save against the grenade Tirion lobbed...

I had that idea too -- but then, half the party are ranged attack types, and obscuration hurts their attacks as well...

Tirion will indeed pull the scroll of Obscuring Mist, and cast it behind himself.

Tirion's UMD check: 1d20 + 26 ⇒ (15) + 26 = 41


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 16 ⇒ (5) + 16 = 21 ref


spellcraft: 1d20 + 14 ⇒ (11) + 14 = 25 They figure out it is shield that you cast. The close mess of ratfolk moves back 5' and casts. The other mess 'o casts as well. A bunch of beams of fire shoot out at Bander.

to hit: 8d20 ⇒ (2, 12, 2, 16, 5, 20, 7, 4) = 68 miss, hit, miss, hit, miss, hit, miss, miss

damage: 4d6 ⇒ (6, 2, 1, 6) = 15
damage: 4d6 ⇒ (3, 3, 3, 1) = 10
damage: 4d6 ⇒ (1, 6, 5, 2) = 14
damage: 4d6 ⇒ (4, 2, 5, 1) = 12

Bander takes 51 and goes down.

Armored guy on Bo.

to hit: 4d20 ⇒ (15, 1, 6, 7) = 29 one hit
damage: 1d8 + 23 ⇒ (1) + 23 = 24

Yap lays a heal on Bo, before heading south to the rally point.
cure serious: 3d8 + 8 ⇒ (7, 2, 1) + 8 = 18

PCs are up.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Whelp! I guess I'll be starting something new!

Guess I should try to stabilize

1d20 + 2 ⇒ (18) + 2 = 20 and I did


before someone points out that there are only 3 hits, I actually did roll to confirm. Lost it in an edit, just noticed. Roll should still be here.
confirm: 1d20 ⇒ 18 there


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

You may be a big fat meany for taking me out but a cheater you are not. Can't wait for the cdg!


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

Once again he burns a grit and fights defensively.. He swift reloads adamantine rounds..

1d20 + 14 ⇒ (3) + 14 = 17 adamantine
1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (7) + 9 = 16

dam: 1d8 + 24 ⇒ (7) + 24 = 31
dam: 1d8 + 24 ⇒ (2) + 24 = 26
dam: 1d8 + 24 ⇒ (5) + 24 = 29


dude halfling

unaware his brother has fallen -- but hearing a lot of spellcasting going on -- Tirion will pull his scroll of Silence as he takes a 5' step forward, and try to cast in about the same square he threw his grenade into:

Tirion's UMD check: 1d20 + 26 ⇒ (5) + 26 = 31 success!


Bo hits once (you and your damned adamantine bullets).

Tirion no longer hears any noise from where he had last seen the casters.


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

Adamantine takes off 20 armor or nat armor right? That should cover the fullplate and most of natural armor bonus he has.. Im surprised 16 didnt hit considering negative dex mod for giants..


You are correct in that it takes that much off, but he is in full plate with a shield.


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

Missed that.. Rolling a total of 12 with 3d20 doesn't usually garner much hits so i suppose its fine.. There's 4 rounds of the +1 moral bonus btw..


Yeah, you've been rolling like me, or he'd be down already.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

lol, I guess we're not regrouping...ok

Wings (Ex):

Prerequisite: Alchemist 6

Benefit: The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Using his insect wings, Draaingore lifts of the ground. He looks back and says come along beasties. Lets pick up the hobitt's.

Double move:
.


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

Regroup to where? We're hemmed in on both sides and have a man down..


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

I guess you haven't been looking at movement on the map. When I told you I had 15' reach, I was waiting in the corridor of the empty room, the one the dragon originally flew to...doesn't matter now.


Just so it is clear (because the map is a touch obscured by the mist). You have moved the dragons adjacent to the trolls. Also, I don't see Drainy on the map.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

draingore icon is between dragons.dragons and drainy are flying and tried to move to with 5' step of bad guys while still concealed


OK, just wanted to know since there's so much piled in there.


The trolls move up and bump into the dragons. They each take a swing. They are in full plate and wielding ranseurs.

to hit: 2d20 ⇒ (5, 8) = 13 miss, hit

dragon 2 damage: 2d6 + 27 ⇒ (1, 5) + 27 = 33 hit chance: 1d100 ⇒ 51 hit

The casters vanish back into the mist.

The armored giant continues to pick on Bo.

to hit: 4d20 ⇒ (7, 11, 5, 11) = 34 whiffs galore Hell, even if I stopped power attacking all those would miss. Bah.

Yap will move over towards Drainy to hope to find Bander and heal him. He eventually does locate him in the mist, but it was a double move.

PCs up again.


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

"BY THE POWER OF GREYSKULL!"

Attack 1: 1d20 + 14 ⇒ (10) + 14 = 24
Attack 2: 1d20 + 14 ⇒ (4) + 14 = 18
Attack 3: 1d20 + 9 ⇒ (2) + 9 = 11

2 hits right?

Dam 1: 1d8 + 24 ⇒ (7) + 24 = 31
Dam 2: 1d8 + 24 ⇒ (7) + 24 = 31

Moral Bonus 3 rds


dude halfling

Tirion moves out of the mist to check on his brother -- seeing the fallen hobbit, the younger brother pulls a potion of Cure Moderate Wounds, and gets ready to administer it next turn...

he is fully visible now...


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

not sure if I am visible or not. not dead so i might still be improved invis.


Bander is still invisible.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Draingore with Dragon 1

Dice=Bite]1d20+17[/dice]
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Hit Chance: 1d100 ⇒ 25

Claw: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Hit Chance: 1d100 ⇒ 36

Claw: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Hit Chance: 1d100 ⇒ 60

Claw: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Hit Chance: 1d100 ⇒ 90

Dragon 1 6/71

Bite: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Hit Chance: 1d100 ⇒ 28

Claw: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Hit Chance: 1d100 ⇒ 50

Claw: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Hit Chance: 1d100 ⇒ 33

Wing: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Hit Chance: 1d100 ⇒ 35

Wing: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Hit Chance: 1d100 ⇒ 78

Slam: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Hit Chance: 1d100 ⇒ 4

Dragon 2 1/71

Bite: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Hit Chance: 1d100 ⇒ 92

Claw: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Hit Chance: 1d100 ⇒ 84

Claw: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Hit Chance: 1d100 ⇒ 71

Wing: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Hit Chance: 1d100 ⇒ 65

Wing: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Hit Chance: 1d100 ⇒ 10

Slam: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Hit Chance: 1d100 ⇒ 3


dude halfling

oh.

also, I suppose Tirion must tumble through that troll's hex to get where he is without provoking:

Tirion's Acrobatics check: 1d20 + 20 ⇒ (19) + 20 = 39


Since you are still invisible, you don't provoke, and don't need to tumble. Muahahahahaha, you wasted a 19!


dude halfling

Tirion's 7 rounds of Greater Invis ran out last round...


Oh sure, rain on my parade.

You make it.


Drainy and his pets tear into the trolls.

to hit: 1d20 + 17 ⇒ (13) + 17 = 30 Since the roll didn't work in your post hit

Drainy does 39 (one miss)

Dragon 1 misses 4 times, and does 18

Dragon 2 hits twice for 27

Trolls attack the dragons.
Troll 1 on Dragon North to hit: 2d20 ⇒ (4, 9) = 13 miss, miss

Troll 2 on Dragon South to hit: 2d20 ⇒ (18, 8) = 26 hit, miss

down it goes, minimum damage is more than enough.

Picky Giant attacks Bo.
to hit: 4d20 ⇒ (1, 19, 10, 3) = 33 miss, hit, miss, miss
damage: 1d8 + 23 ⇒ (3) + 23 = 26

The casters see Yap move to heal the downed shrimp and blast away with magic missiles.

damage: 4d4 + 7 ⇒ (2, 4, 1, 3) + 7 = 17
damage: 4d4 + 7 ⇒ (3, 3, 4, 3) + 7 = 20

damage: 4d4 + 7 ⇒ (1, 2, 4, 4) + 7 = 18
damage: 4d4 + 7 ⇒ (2, 3, 1, 2) + 7 = 15

in his pipsqueak little voice "OWIE!!!"
and he channels, excluding the baddies

heal: 6d6 ⇒ (1, 6, 4, 1, 6, 1) = 19 he has fey foundling, so he heals an additional 12

then he runs like a bard (or flies as the case may be) back into the mist.

PCs are up again.


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 reloads with adamantine and fires away again.. He gets a bit emotional.. "Eat this!"

1d20 + 14 ⇒ (3) + 14 = 17 hits right?
1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (20) + 9 = 29

Confirm: 1d20 + 9 ⇒ (17) + 9 = 26

Dam 1: 1d8 + 24 ⇒ (5) + 24 = 29
Dam 3: 1d8 + 24 ⇒ (5) + 24 = 29
Dam Crit: 3d8 + 72 ⇒ (1, 6, 7) + 72 = 86


Bo drops his target. (Insert grisly description with plenty of splattering blood and chunky bits of flesh decorating the cave walls).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bandy wakes up and picks up his blades then activates Shadow clones 1d4 + 3 ⇒ (1) + 3 = 4


dude halfling

nobody can hear Yap's "Owie!" remark, since Silence extends for a 20' radius around that '0' in the 'B-10' on the map; luckily, channeling does not appear to require any verbalization...

these Magic Missiles are a spell-like ability?


They moved back and shot. They have the range and the room is big enough.


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

After killing the giant Bo moves back towards the others, re-upping power of faith as he moves.. Another 10 rounds of +1 moral to hit/dam/ac/saves vs fear w/in 30'

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