Samnell's Ziggurat of Worms (Inactive)

Game Master Samnell

Map of Unther & Environs

Present battle map

Loot Spreadsheet


1,201 to 1,250 of 2,097 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

I cannot see in the dark, so when I keep watch I'll need a lantern or a fire to see. And, I don't know how to heal anyone. Usually, the medics at the arena would tend my wounds.


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Ishtar has been known to grant my requests for healing occasionally. Let's see if she's in a good mood...
4 uses of Lay on Hands: 4d6 ⇒ (5, 3, 5, 4) = 17
That went really well! We must be doing something right down here.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

who else needs the lay-on-hands? if Tribim takes the first two that will put him at 17/20 and heal 2 more with rest.

'that makes sense, he's a fighter not a healer.' Tribim smiles at Namtar, nodding in agreement, spinning his dancing lights around the party. "I don't see so well in tha dark either, but I've go a wee bit of magic so I can play with these."

As Regin Ald lays his hand on Tribims shoulder, he moves his legs and arms around, "Ahhh that feels better, Ishtar is truly gracious, thank you."

he then turns the dancing lights into a faintly glowing, vaguely humanoid shape and has it start marching around the camp. Smiling, "To bad I can't keep him moving while I'm resting."


Gay Male Inhuman

Where do you want to camp out?


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

I was thinking down by the water itself, in the hall between the bug food room and the broken statue, but that may be to close to the elemental. Any other ideas?


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

We could also camp out in the bug room, now that all the bugs are gone. Free source of food and all that.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

camping in bug food room is fine with me

Tribim makes sure he doesn't put his bedroll in the orange food on the floor, causing his faintly glowing, vaguely humanoid shape moving outside the door, "I'll take the first watch." Turning to Namtar, "Would you like to join me Namtar?"


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar grins. Of course, Master! It would be an honor to serve next to you!


Gay Male Inhuman

Day 4: Flamerule 22 in the Year of the Worm. (2,090th year of Gilgeam's rule)

The night passed silently, with nothing worse than the skittering of distant bugs to distract the watch. Morning, or as close as can be judged, comes in due course.

Tribim:
During the night you dream that you are walking in a labyrinth. The stone walls, floor, and ceiling all have a strange blue tint, like no stone you know. Even the air seems to carry the hue. You know you must find the heart of this place, but the stone lies: Every time you turn your back, it seems to move. Corners vanish into blank walls, new passages open where there was solid rock. Something growls in the distance.

For an age, you can't make any headway. It feels almost as though you haven't taken a single step, despite your aching feet. Then the labyrinth changes in an eyeblink, becoming a perfectly round chamber with statues evenly spaced along the walls. All are Untheri priests, all the same and all staring directly into your own eyes. They have no faces. The labyrinth appears on the floor, spreading out from Tribim's feet, and the domed ceiling above sags down to become a grinning leather mask with brilliant lapis lazuli eyes.

Then you wake.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

’Back to that.’ Shaking his head, Tribim smiles at Namtar as he chastises his friend, ”I ain’t yer master, ya big lug, but I’m glad ya like my company.” After an uneventful watch, Tribim wakes their replacements and goes to bed, dreaming fitfully.

In the morning Tribim wakes, confused by his dreams. As he eats his breakfast, he asks the team. ”Did any of you have any strange dreams?”

Looking around for any answers he continues. ”I dreamed of labyrinths with a strange blue glow that seem to move and then a round chamber with statues evenly spaced along the walls.”

He shrugs his shoulders, as he chews on some ‘hard tack’ ”It was really odd, the statues were all Untheri priests staring into my eyes. Weirdest thing, the didn’t have any faces. Then the labyrinth appears on the floor, spreading out from my feet, and the domed ceiling above sags down to become a grinning leather mask with brilliant lapis lazuli eyes. “

Looking at his frineds, ”I guess the mask might be weirder.” Looking up as if he had just remembered something. ”No that wasn’t the weirdest thing. The weirdest thing was that something was growling in the distance.”

He looks at the others mid-bite ”Maybe it was just the jerky I ate last night.” Standing up dusting the crumbs from the hardtack off his armor he asks, ”Well, how shall we do this without drowning ourselves.?”

sorry guys, I’m terrible with riddle type stuff, any ideas?


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel frowns when listening to Trib's dream. "I had no weird dreams, nor does yours make the faintest bit of sense to me, beyond being rather unsettling. There is a lot of the Art down here - maybe you are reacting to the latent energy of the place?"

Really really no ideas, sorry

When the topic turns to the task at hand, Arundel joins in. "I could prepare an Enlarge Person spell, which would give one person an advantage in swimming and hitting the damn thing, but would kind of block everyone else. Assuming this is an elemental, my Color Spray spell won't be of much use. I don't have much else that would help, I'm afraid. Do you think there would be any hope of dragging it out of the water somehow?"

Question - is it possible to cast spells with verbal components while under water?


Gay Male Inhuman
Arundel wrote:
Question - is it possible to cast spells with verbal components while under water?

In theory, but you have to roll for it: "A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater)."


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate
Tribim wrote:

’Back to that.’ Shaking his head, Tribim smiles at Namtar as he chastises his friend, ”I ain’t yer master, ya big lug, but I’m glad ya like my company.” After an uneventful watch, Tribim wakes their replacements and goes to bed, dreaming fitfully.

In the morning Tribim wakes, confused by his dreams. As he eats his breakfast, he asks the team. ”Did any of you have any strange dreams?”

Looking around for any answers he continues. ”I dreamed of labyrinths with a strange blue glow that seem to move and then a round chamber with statues evenly spaced along the walls.”

He shrugs his shoulders, as he chews on some ‘hard tack’ ”It was really odd, the statues were all Untheri priests staring into my eyes. Weirdest thing, the didn’t have any faces. Then the labyrinth appears on the floor, spreading out from my feet, and the domed ceiling above sags down to become a grinning leather mask with brilliant lapis lazuli eyes. “

Looking at his frineds, ”I guess the mask might be weirder.” Looking up as if he had just remembered something. ”No that wasn’t the weirdest thing. The weirdest thing was that something was growling in the distance.”

He looks at the others mid-bite ”Maybe it was just the jerky I ate last night.” Standing up dusting the crumbs from the hardtack off his armor he asks, ”Well, how shall we do this without drowning ourselves.?”

sorry guys, I’m terrible with riddle type stuff, any ideas?

Namtar grins and happily sits watch with Tribim. But, he looks confused when Tribim awaks from fitful dreams. No, Master, I slept like the dead.

He shrugs again. Master, If I am large, maybe I can wrestle the water creature away from the opening and let everyone else through? One of us may not be abel to end it, but several?


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

"Do you think you would be able to drag it out of the water? Out of its natural element would make it much easier to deal with."

I'm completely unfamiliar with the rules for grappling and dragging things, would it be possible to drag the elemental out of the water?"


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

I could try Master. I have wrestled many things on the sands of the King of the City. It may be difficult, but I could. Maybe, if you tie a rope to me, and help pull me out with the creature locked in my arms?


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

'Tie a rope, are we thinking about sending Namtar alone?' Tribim rolls his eyes as Namtar insists on calling everyone 'masters' when he realizes what Namtar was recommending, he interrupts, 'Were not thinking about sending Namtar in alone are we?"

"Is there some what we could bait the creature to us?" Tribim then walks over to the water and creating his faintly glowing, vaguely humanoid shape he sends it into the water, keeping it near the edge where he can see. "If it comes close we could blast it."


Gay Male Inhuman
Arundel wrote:

"Do you think you would be able to drag it out of the water? Out of its natural element would make it much easier to deal with."

I'm completely unfamiliar with the rules for grappling and dragging things, would it be possible to drag the elemental out of the water?"

You can grapple underwater and drag people. The elemental is solid enough to hit you so it's solid enough to haul around.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

"Master, that... that might not be safe." Namtar holds a hand out like he wants to pull the halfling back from the water. "I'm a grappler, Master. I've trained for this, and Master I think it's Regin? said that it was too tight for more than one person to fit. If I'm big, I have a good chance of grappling it, and then you can haul me back. I will be fine."


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"It seems like the best plan but, Namtar, understand this - it is almost invisible in the water, because it is water. It is very likely it will land a blow before we can haul you back." Amarekashu rubbed the spot where he'd taken such a blow subconciously. "Perhaps I should swim a few feet behind him to heal?"


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Good idea. I'm aweful in the water, but I'll be here to heal once you get back as well. After we kill the thing we're fishing for, that is.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar nods Tht is very wise, Master


Gay Male Inhuman
Namtar wrote:
Namtar nods Tht is very wise, Master

So Namtar swims in as bait, tethered. Amar swims behind him with heals at the ready. Then we go and hope for the best?


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Yup. This is a good plan, I can feel it.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

It's the best one we have since nuking it isn't an option.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

since it totally ignored Tribims dancing lights, we may as well :-)

Watching Namtar swim in as bait, tethered and Amar swimming behind him ready to heal, Tribim keeps his dancing lights in the water, ready to cast a lighting spell when he sees the water monster.

did we enlarge Namtar before he went in?


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel spends some time preparing, studying his spellbook while the others make their preparations. After some time, he gets up. After checking that the others are ready, he'll begin casting his spell. As he finishes and Namtar grows large, he'll quickly say "good luck" before stepping back and readying his staff.

yup :)


1 person marked this as a favorite.
12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

ya, Namtar swims after being enbiggerated


Gay Male Inhuman

Water ACs: 17, T11, F16

Surprise Namtar & Amar aware
Magically grown, Namtar swam into the cold water with a tether about his waist. Amar swam after him, healing at the ready. It took some squeezing for Namtar to make it through the narrow parts of the submerged chamber. There he found the elemental waiting.

Rules Stuff:

Inits
Water: 1d20 + 1 ⇒ (9) + 1 = 10
Amarekashu: 1d20 + 2 ⇒ (5) + 2 = 7
Arundel: 1d20 + 10 ⇒ (14) + 10 = 24
Dommer: 1d20 + 2 ⇒ (1) + 2 = 3
Namtar: 1d20 + 8 ⇒ (5) + 8 = 13
Regin: 1d20 + 2 ⇒ (15) + 2 = 17
Tribim: 1d20 + 6 ⇒ (14) + 6 = 20

Order is Arundel, Tribim, Regin, Namtar, Water, Amar, Dommer. Namtar is up!


Gay Male Inhuman
Tribim wrote:
since it totally ignored Tribims dancing lights, we may as well :-)

Yes...yes it did.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

can I assume that Tribim cannot see the elemental yet?

'Come on big guy drag that bugger out where we can see him.'Leaving his dancing lights in the water, Tribim watches the water carefully until Namtar drags the creature to where they can see it. He then blasts it with an electric ray.

readied action, when the water elemental moves where Tribim can see it, he will cast 'electric ray' standard move: ranged touch attack, point blank shot
attack: 1d20 + 6 ⇒ (8) + 6 = 14 for damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Rerun stand ready to reel in the catch.


Gay Male Inhuman
Tribim wrote:

can I assume that Tribim cannot see the elemental yet?

'Come on big guy drag that bugger out where we can see him.'Leaving his dancing lights in the water, Tribim watches the water carefully until Namtar drags the creature to where they can see it. He then blasts it with an electric ray.

readied action, when the water elemental moves where Tribim can see it, he will cast 'electric ray' standard move: ranged touch attack, point blank shot
[dice=attack]1d20+6 for [dice=damage]1d6+1+1

Only Namtar and Amar can see the elebuddy. Giving them a chance to punch it or something before bailing.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Amarekashu held off, in case Namtar needed a hand grappling and restraining the creature...or healing.


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar grins and meets the creature with open arms.
grapple, improved grapple, enbiggerated: 1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30


Gay Male Inhuman

Water ACs: 17, T11, F16

Round 1
Namtar grins and meets the creature with open arms. He seized it tightly. The elemental thrashed, but could not escape. Amar waited to see if Namtar would need help or healing.

Above, the rope tethering the huge Namtar to the others tugged sharply.

Rules Stuff:

Water tries to bust out
CMB: 1d20 + 7 ⇒ (7) + 7 = 14 nope

Tugging rules: Since there's a lot of weight on that rope what with Namtar being giant, I'm going to say that a Str DC 18 will move him and the elemental five feet in the right direction. Every 5 above that is another 5 feet. Namtar himself can drag the elemental via combat maneuvers as normal.

Order is Arundel, Tribim, Regin, Namtar, Water, Amar, Dommer. Arundel, Trib, Regin, and Namtar are up!


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

lucky str check: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Regin braces, but he's not ready for the tremendous weight and just barely manages to keep his feet.


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

'Looks like I better do some pulling before I do some blasting.' Seeing the rope going taunt and Namtar not visible, Tribim forgets blasting at the water element and grabs the rope and pulls. Accomplishing nothing, as he is lifted off of the ground. "Bugger, maybe I should kept waiting ta blast it."

str: aid another: 1d20 ⇒ 6


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Seeing Regin struggle with the rope, Arundel will drop his staff, and quickly grab up some of the rope as well. He gives a pull...

str check: 1d20 + 1 ⇒ (6) + 1 = 7

but is just as ineffective as his companions.

An encouraging start!


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

grapple, improved grapple, enbiggerated: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar tenses his mighty thews, trapping the water beast in his arms and squeezes, crushing its life from it.
grapple, improved grapple, enbiggerated, maintain: 1d20 + 7 + 2 + 2 ⇒ (16) + 7 + 2 + 2 = 27


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

There is a +5 bonus to maintain a grapole. As part of that action you may also move the thing in a direction you desire if you choose not to do damage.


Gay Male Inhuman

Water ACs: 17, T11, F16

Round 1
Seeing Regin struggle with the rope, Arundel will drop his staff, and quickly grab up some of the rope as well. He gives a pull, but all his might didn't move the rope at all.

'Looks like I better do some pulling before I do some blasting.' Seeing the rope going taunt and Namtar not visible, Tribim forgets blasting at the water element and grabs the rope and pulls. Accomplishing nothing, as he is lifted off of the ground. "Bugger, maybe I should kept waiting ta blast it."

Regin braces, but he's not ready for the tremendous weight and just barely manages to keep his feet. Namtar's weight and the elemental's struggling were just too much for anyone to budge them.

In the water, Namtar squeezed with his mighty thews. He felt part of the elemental's substance give way and stream off as his grip tightened. Wounded or not, it wriggled free of his grasp an instant later.

Rules Stuff:

Namtar Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Ele tries to escape
CMB: 1d20 + 7 ⇒ (14) + 7 = 21

Tugging rules: Since there's a lot of weight on that rope what with Namtar being giant, I'm going to say that a Str DC 18 will move him and the elemental five feet in the right direction. Every 5 above that is another 5 feet. Namtar himself can drag the elemental via combat maneuvers as normal. You can aid another and team up on the tug.

Order is Arundel, Tribim, Regin, Namtar, Water, Amar, Dommer. Everyone up!


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Amarekashu moved into position to help Namtar grapple the creature, so it could be more easily dragged.

Aid Another (Namtar Grapple): 1d20 + 6 ⇒ (5) + 6 = 11


Male Catfolk Rogue 1
Vitals:
HP 7/9 | AC 16 T 16 FF 13 | F +2 R +5 W +2 fear effects) | CMD 13 PSD 14
Abilities:
Hit Dice 0/1 | Feint + 4 | Sneak attack @1d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +4 | Disable device +7

Dangling from the rope for a moment, his furry feet land back on the wet stones. He braces himself again and yells, "Come on Pull! We gotta get them out of there." His bare feet slipping on the wet cobblestones.

str: 1d20 ⇒ 8


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Lucky Str: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Regin just isn't getting any purchase on this stupid rope.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel continues to pull, but is foiled by the apparently-cursed rope.
str check: 1d20 + 1 ⇒ (5) + 1 = 6


Gay Male Inhuman
Arundel wrote:

Arundel continues to pull, but is foiled by the apparently-cursed rope.

[dice=str check] 1d20 + 1

Namtar?


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

I think Namtar still has the grapple because of his enhanced strength and enbiggeration?

Namtar grunts with triumph and pulls the water elemental and himself along the rope towards the surface, and much-needed air.

grapple, improved grab, enbiggerated, maintain grapple: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29


Gay Male Inhuman
Namtar wrote:

I think Namtar still has the grapple because of his enhanced strength and enbiggeration?

Namtar grunts with triumph and pulls the water elemental and himself along the rope towards the surface, and much-needed air.

[dice=grapple, improved grab, enbiggerated, maintain grapple]1d20+7+2+2

My mistake. Will fix.


Gay Male Inhuman

Water ACs: 17, T11, F16

Round 2
Amarekashu moved into position to help Namtar grapple the creature, so it could be more easily dragged. Above, the others heaved on the rope but found it slipping through their fingers at every tug. Only Dommer got a solid pull in.

Namtar grunts with triumph and pulls the water elemental and himself along the rope towards the surface, and much-needed air. He hauled the elemental further toward precious air. The elemental struggled against him in vain.

Rules Stuff:

Handwaving Dommer.

Ele tries to pop out
CMB: 1d20 + 7 ⇒ (12) + 7 = 19 nope

Tugging rules: Since there's a lot of weight on that rope what with Namtar being giant, I'm going to say that a Str DC 18 will move him and the elemental five feet in the right direction. Every 5 above that is another 5 feet. Namtar himself can drag the elemental via combat maneuvers as normal. You can aid another and team up on the tug.

Order is Arundel, Tribim, Regin, Namtar, Water, Amar, Dommer. Everyone up!

1,201 to 1,250 of 2,097 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Samnell's Ziggurat of Worms Gameplay All Messageboards

Want to post a reply? Sign in.