The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


151 to 200 of 1,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel shifts to that of a humanoid shaped Air elemental Per Elemental Body III

Fly 60 Perfect, Darkvision 60, whirlwind.
+2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus

It'll last an hour if no further steps are taken to extend it. ;-)


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"Throw a rope down when ya get up there, Jaedoom."::

As Sparel transforms into an Air elemental, ::"Show off."::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

As they manage their way inside, ::"Alright, we're in. Now, let us find this seed."::

Looking at their predictament, ::"Crap.":: Darnak scratches his head, wondering how they are all gonna make that climb. ::"Any o' you fellas have a spell for this?":: He nods towards the insane climb. ::"I've got a couple o' draughts o' spider climb, but that's only two o' us."::

;;As we cannot see each other my abilities are limited. ;;

He says as he shifts in his new air elemental body resembling that chick from Chronicles of Riddick. Mostly human, but with a shifting capricious form. Not that you can see him. ;-)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

::"Throw a rope down when ya get up there, Jaedoom."::

As Sparel transforms into an Air elemental, ::"Show off."::

Unless you've moved ten feet from me you're all still invisible and we can't see each other, though since I have see invisibility I can see you. Just remembered that last bit..


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"I'll take a drought of that potion. Too bad we need to use them so early, but I don't see much choice."::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

If anyone can think of a huge animal with a climb speed I could turn into that and carry everyone up.

Edit: Got it!

::Eureka!:: Sparel thinks. ::I'm going to turn into a huge beast and help everyone up. Don't panic and just climb on back if you can.::

Per beast shape IV Sparel's body lengthens and grows until it becomes a slithering multi legged blue reptile with two large curling horns crowing it's head.

A Behir is large enough with a climb speed that it should be able to help those who fall and let a couple ride if they are entirely inept. Not a perfect solution, but It'll probably get the job done.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

A dragon? they can fly, and many have a climb speed too


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
A dragon? they can fly, and many have a climb speed too

Size Large is the biggest dragon I can turn into. Cool, but not entirely helpful for what we're doing.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak pulls out one of his potions and hands it to Akor. ::"Here, take it just in case. But hold off on using it right now. Let's see if Malak can find a firm hold with his rope, if not, then we'll climb on Sparel's back an' let 'im carry us all up as whatever."::

Check ooc. ;)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

:;I'm surprised more of you haven't invested in flying carpets or something. Gravity is a hell of a thing if you cannot otherwise defy it.:: Sparel adds offhandedly.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;Also remind me to memorize wind walk next time we're going traipsing across the country side. It'll save us a lot of headache, well me anyway. ::


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

::That's not a bad idea. Flying Carpets are so nice. My uncle had one. He got so fat, they needed one just to get him places because a horse couldn't hold him any more. Or did he get it and then get fat... Yes that's probably what happened. ::

Thaddicus looked thoughtful for a moment and jumped on the lizard with lightening speed and a smile.

::Well don't just sit there. You'll get fat. Up the spout you go. I'm only concerned for your health. ::


Sparel turns into a behir and carries some of the party upward, who then secure a rope for everyone else to climb up. It takes about two minutes for everyone to work out what they are doing and how to climb up.

The passage opens into a wide wooden cavern. Thick, gnarled columns run form floor to ceiling. Here and there, shallow pools of water stretch across the floor. A single, jagged strip of dry land provides a path through the chamber. A steady stream of water drips from the domed ceiling 20 feet above you.

Across the chamber you can see the entrance to another passageway.

Four minutes of time have passed since characters buffed.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Looks like there's only way across. This whole trip so far has definitely been a new experience.":: He thinks as he wipes some water off his face.

How big is the strip of land? Do we need to single file across it, or what?


The room is 50 feet wide and 60 feet long. The dry strip is about 10 feet wide and snakes to the other passageway. But the water in the pools is not deep, an inch or two at most. The squares don't even count as difficult terrain. However, the splashing will reveal your position despite the Invisibility Sphere.


Male Human Cleric 3 - Unholy Barrister

::Looks to easy. I'd say we're walking into a trap but hey, you all already knew that. It is what we do best...:: ~ he said with his hansd held out wide.

Despite his misgivings message, Malak was grinning pointy ear to pointy ear and almost bouncing on the balls of his feet.

::Dont forget to be quiet fellas.::

He was ever alert as he started across the dry strip of ground.

Stealth - 1d20 + 48 + 22 ⇒ (9) + 48 + 22 = 79

Perception - 1d20 + 24 ⇒ (6) + 24 = 30


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel resumes his orc form/disguise and quietly follows his companions across the strip.

Stealth 1d20 + 45 ⇒ (6) + 45 = 51
Perception 1d20 + 24 ⇒ (17) + 24 = 41

Does Sparel think we're going towards the "core" of this structure based on and/all of the following;

Nature 1d20 + 17 ⇒ (16) + 17 = 33
engineering 1d20 + 17 ⇒ (3) + 17 = 20
Dungeonineering 1d20 + 17 ⇒ (16) + 17 = 33
Planes 1d20 + 34 ⇒ (16) + 34 = 50


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thaddicus makes sure he gets off the behir before he transforms back, and pushes his goggles up on his nose, taking a look around for traps. :: I agree, we need to be ever mindful. ::

Stealth 1d20 + 32 ⇒ (6) + 32 = 38
Perception 1d20 + 48 ⇒ (14) + 48 = 62


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Pulling out a small glass lens from one of his pouches, Akor asks Iomedae to sharpen his already keen senses. He then crushes the lens in his hand to complete the spell Casting Acute Senses give me a +30 bonus to Perception for 18 minutes for a total of +64 to Perception

::"We need to be extremely careful from here on out. Pull no punches, no quater given and all that nonsense.":: 1d20 + 64 ⇒ (14) + 64 = 78 Perception

1d20 + 25 + 22 ⇒ (3) + 25 + 22 = 50 Stealth


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:

Pulling out a small glass lens from one of his pouches, Akor asks Iomedae to sharpen his already keen senses. He then crushes the lens in his hand to complete the spell Casting Acute Senses give me a +30 bonus to Perception for 18 minutes for a total of +64 to Perception

::"We need to be extremely careful from here on out. Pull no punches, no quater given and all that nonsense.":: 1d20+64 Perception

1d20+25+22 Stealth

holy F***balls for that perception check!

::Agreed as I suspect we'll recieve neither from the demons::

also I can see invisible in case anything is lurking.


The group creeps across the floor, making no sound. As you listen, you can hear creaking inside the massive tree. Everyone is moving higher up within the tree, but Sparel is certain that they should be outside of the tree itself from the directions they have gone so far. The creaking must be more than growth; the interior of the tree is changing even as you walk within it.

As you near the second passageway, a louder noise can be heard over the creaking. It's a burrowing noise, like a beetle in a rotting log. In front of you, a massive Purple Worm bursts out of the floor to block the passageway. Behind you, another worm blocks the other exit.

Initiatives!


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Initiative 1d20 + 6 ⇒ (15) + 6 = 21


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thad readies his bow and gets a funny smirk on his face. ::Here we go gentlemen. Time to prove our mettle.::

Is this a surprise round or just a regular round to begin with?

Initiative 1d20 + 7 ⇒ (14) + 7 = 21


You heard them, so it's a regular round.


Male Human Cleric 3 - Unholy Barrister

Initiative - 1d20 + 7 ⇒ (3) + 7 = 10

::Not purple worms again! When will these demons learn to have imagination::

The sarcasm is evident despite the nature of the converstaion's medium. The elf shifted his feet and prepared for the worst.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 10 ⇒ (18) + 10 = 28 Initiative

Akor runs over the vast stores of knowledge he has about all the various monsters he's hunted down, trying to recall anything about Purple Worms. 1d20 + 17 ⇒ (12) + 17 = 29 Knowledge(Arcana) to learn about its abilities and weaknesses


What is the group's marching order?


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

I would like to be in the back to protect the squishies in the middle, I imagine Akor to be by me, Sparel in the middle and Malak in the front with Darnak. That's just my opinion, but I think it's sound.


Sparel, the purple worm has no particular weaknesses, but this variant seems to be immune to acid since you can see a bit of acidic sap leaking from where it burrowed in. You know the creatures can swallow prey whole, have a poisonous stinger on their tails and have tremorsense out to 60 feet.

Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.


Initiative for the worms 1d20 - 2 ⇒ (12) - 2 = 10

We're waiting on one more person, but it seems the worms will go last so feel free to post your attacks. And from your experiences, you know something this big has a 15 foot reach. Going in for a melee attack will trigger an attack of opportunity. You'll have to stand in the middle of the room, which is where you are now, to avoid provoking an attack of opportunity with a ranged strike.

But you know they can close in on their turn and be able to force you to provoke on their second turn, should they live that long.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::if you're touching the ground they will know where you are. Also they are immune to acid and will swallow you whole. :: Sparel quickly thinks to the group

Then with a word and a gesture Sparel speeds the actions of himself and his companions

haste:

Haste
School: transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thaddicus quickly analyzes the situation and determines the best course of action. He fires a quick stunning shot to the Purple worm in the front of the group, and speedily turns and shoots the remainder of his shots into the other worm, giving that last arrow a little something special.

Thaddicus whistles three times shortly. "Here boys! Daddy's got a tasty snack for you!"

Spoiler:


First shot at first worm, rest at second worm.

DA Full attack Hasted and Ki Point
Atk 11d20 + 31 ⇒ (13) + 31 = 44 Stunning Fist DC31 Fort
Atk 21d20 + 31 ⇒ (12) + 31 = 43
Atk 31d20 + 31 ⇒ (20) + 31 = 51
Atk 41d20 + 31 ⇒ (14) + 31 = 45
Atk 51d20 + 26 ⇒ (13) + 26 = 39
Atk 61d20 + 26 ⇒ (14) + 26 = 40
Atk 71d20 + 21 ⇒ (3) + 21 = 24
Atk 81d20 + 21 ⇒ (17) + 21 = 38
Atk 9 Perfect strike- out of these three the Highest one is the shot, the second, the crit confirm.
1d20 + 16 ⇒ (5) + 16 = 21
1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 16 ⇒ (19) + 16 = 35

Crit confrim
1d20 + 31 ⇒ (11) + 31 = 42

Damage
Atk 11d8 + 18 ⇒ (8) + 18 = 26
Atk 21d8 + 18 ⇒ (3) + 18 = 21
Atk 33d8 + 54 ⇒ (2, 1, 6) + 54 = 63
Atk 41d8 + 18 ⇒ (2) + 18 = 20
Atk 51d8 + 18 ⇒ (7) + 18 = 25
Atk 61d8 + 18 ⇒ (1) + 18 = 19
Atk 71d8 + 18 ⇒ (8) + 18 = 26
Atk 81d8 + 18 ⇒ (3) + 18 = 21
Atk 91d8 + 18 ⇒ (4) + 18 = 22

Status:
Current AC: 44
Current HP: 234
Current Ki: 21
Stunning fists spent:1 of 19
Perfect strikes spent:1 of 18


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

You realize I'm the one who made the Knowledge check, right? I mean Sparel can make one too, but he doesn't know anything right now

::"These things seem immune to acid, and don't let them eat you. That would be bad. Also, they have some sort of poison stinger, also in the bad category."::

Out loud "Iomedae, Goddess of Justice, I call upon thee to aid your champion in slaying these foul beasts who bar my passage!!" Immediate action to call down Judgement, using Destruction, Justice and Protection. Destruction will be the Slayer Judgement. Swift action to imbue Windstrike with Bane(Magical Beasts).

Will post attack later, got a lot of numbers to figure out


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:

You realize I'm the one who made the Knowledge check, right? I mean Sparel can make one too, but he doesn't know anything right now

::"These things seem immune to acid, and don't let them eat you. That would be bad. Also, they have some sort of poison stinger, also in the bad category."::

Out loud "Iomedae, Goddess of Justice, I call upon thee to aid your champion in slaying these foul beasts who bar my passage!!" Immediate action to call down Judgement, using Destruction, Justice and Protection. Destruction will be the Slayer Judgement. Swift action to imbue Windstrike with Bane(Magical Beasts).

Will post attack later, got a lot of numbers to figure out

My bad. Didn't mean to steal your thunder.


Sorry, misread at the doctor's office. That was Akor who made the roll.


For Akor:
Since I messed up, he's what you learn from your roll. The worms have darkvision, their poison does Strength damage and their AC is 26.


Male Human Cleric 3 - Unholy Barrister

::Sound like vile creatures indeed. Well, appreciate the dire warnings and all brothers but I'm headed in to get acquainted with yon beasty. Who will join me?::

Feeling very fleet of foot thanks to Sparel's spell the elf followed right behind Thadicus's arrows bursting from the invisibility sphere. He went towards the right side and drew his weapons as he danced in on the worm and slashed at its thick hide with his kukri.

Attack - 1d20 + 26 ⇒ (13) + 26 = 39
Damage - 1d4 + 9 ⇒ (3) + 9 = 12

Stats:

AC 37 / 43 vs AoO while moving in threatened squares
HP = 202
Fort +18, Ref +24, Will +12
Ki Pool - 8


Don't forget your sneak attack damage since they are flat-footed until they attack.


Male Human Cleric 3 - Unholy Barrister

^ Sweet! thanks for the reminder.

Sneak attack damage - 6d6 ⇒ (1, 5, 6, 4, 6, 1) = 23


Are you targeting the one that Thad fired one shot at, or the one he fired seven shots at?


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Empowered by his deity's divine fury Akor unleashes a powerful offensive agaisnt the beast in front of him 1d20 + 26 ⇒ (11) + 26 = 37 Attack one for 1d8 + 12 + 4d6 + 1d6 ⇒ (5) + 12 + (1, 4, 6, 3) + (6) = 37 1d20 + 21 ⇒ (6) + 21 = 27 Attack two for 1d8 + 12 + 4d6 + 1d6 ⇒ (8) + 12 + (1, 2, 3, 1) + (2) = 29 1d20 + 16 ⇒ (4) + 16 = 20 Attack three

His first two arrows tear into the worm, but the last one fails to penetrate it's thick hide. 66 total damage

stats:

Full health, AC 37


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Intiative: 1d20 + 4 ⇒ (3) + 4 = 7

Aw dang.

Caught by surprise, Darnak is a step slow in reacting. ::"Don't let 'em eat'cha, Malak. I'll be there ta help ya in a bit. Sorry, they caught me nappin'.":: Darnak mentally furious he was caught by surprise.


Darnak, feel free to post your action if you want. I won't be able to post the combat round until after work. IF you want, you can post a conditional action, such as attacking whichever worm survives the initial volleys.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak will go after the one that's NOT filled full of holes. :)

During my turn, will activate crane style(swift), and then will move(Move) and attack(Standard). Obviously, the crane style won't actually make any difference until next round.

Seeing how the group seems to have one worm taken care of, ::"Thanks for the headsup, Akor. I'll try an' not forget it.":: Darnak speeds towards the other one.

Unarmed Strike w/PA: 1d20 + 19 ⇒ (14) + 19 = 33
Damage w/PA: 2d10 + 17 ⇒ (8, 6) + 17 = 31

Stats:

AC 56(vs. AOO) (because I'm going after it after it attacks) :) (51 + 4 mobility + 1dodge(haste))
AC 51 otherwise; CMD 51

And just as an fyi, my trait keeps me from being flat-footed. So, my CMD and AC might go up to 52 due to haste, but I'm not sure. (Of course, this is for only this round, due to the worm's intiative over me.) And this is also barring, I don't get eaten. :)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

Darnak will go after the one that's NOT filled full of holes. :)

During my turn, will activate crane style(swift), and then will move(Move) and attack(Standard). Obviously, the crane style won't actually make any difference until next round.

Seeing how the group seems to have one worm taken care of, ::"Thanks for the headsup, Akor. I'll try an' not forget it.":: Darnak speeds towards the other one.

Unarmed Strike w/PA: 1d20 + 19
Damage w/PA: 2d10 + 17

** spoiler omitted **

Don't forget you're hasted.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Yeah, but I think I read it says you get an extra attack ONLY on a full-attack action.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:
Yeah, but I think I read it says you get an extra attack ONLY on a full-attack action.

Yep. You're right.

Haste:

hASTE
School transmutation; Level bard 3, sorcerer/wizard 3 casting Time 1 standard action
components V, S, M (a shaving of licorice root) range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell resistance
yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.


Akor lets out a shout as he judges the foul magical beasts blocking the way forward.

His attack is followed by Thaddicus, who attempts to stun the creature in front of them. The creature shakes off the attack as the Zen archer pivots on his heel to fire at the purple worm guarding the way they came. His remaining attacks nearly kill the beast in the back.

Sparel casts a haste spell on everyone while he remains invisible within his sphere.

Malak rushes forward, darting in past the monster's lunging mouth. He sneaks his blade into its hardened underbelly and the monster roars as it feels the blade bite deep. The worm tries to bite the annoyance again, but just barely misses thanks to the increased speed from haste.

The worm in the back moves forward oddly, obviously hurt, as it tries and fails to bite Thaddicus.

Darnak slips in while the creature is distracted and lands a solid kick to the back of its head. The hardened shell protecting it cracks under the solid strike from the monk.

The group can see both worms are near death, but the joy is short lived. Searing, burning sap starts to rain down on them from above. The worms ignore the acid, but everyone else tries to twist away from the burning rain that seems to stick to everyone.

The sap deals 55 points of acid damage, or 27 points on a successful DC 22 Reflex save.

Monster numbers, please keep out:

Purple worm save vs. Stunning Fist 1d20 + 17 ⇒ (15) + 17 = 32

Purple worm bite attack 1d20 + 25 ⇒ (2) + 25 = 27

Purple worm bite attack 1d20 + 25 ⇒ (12) + 25 = 37

Purple worm bite attack 1d20 + 25 ⇒ (10) + 25 = 35

Acid Rain 15d6 ⇒ (5, 2, 2, 2, 4, 6, 1, 5, 4, 4, 5, 6, 4, 4, 1) = 55

Worm in front down 158 HP
Worm in back down 171 HP


Initiative
Akor 28 (+10)
Thaddicus 21 (+7)
Sparel 21 (+6)
Malak 10 (+7)
Worms 10 (-2)
Darnak 7 (+4)

Haste grants +30 speed, +1 to attacks, +1 dodge bonus to AC and Reflex saves (stacks with other dodge bonuses) and one extra attack at full BAB when you make a full attack or flurry

Don't forget your bonus to Reflex saves against the acid.


Male Human Cleric 3 - Unholy Barrister

Reflex save DC 22 - 1d20 + 24 ⇒ (12) + 24 = 36 - Evasion for no damage

::That one bite was too close for comfort. You on the other side of this thing yet Darnak?::

Only due to quick feet and quicker reflexes; Malak was able to ignore every searing drop of the falling acid. Now that he was in close it was time to get to work. He slashed repeatedly with RazerEdge and finished with a sharp thrust of GrimStiehl.

Full out Attack/Hasted:

RE1 - 1d20 + 25 ⇒ (6) + 25 = 31 - damage - 1d4 + 9 ⇒ (2) + 9 = 11
RE2 - 1d20 + 20 ⇒ (14) + 20 = 34 - damage - 1d4 + 9 ⇒ (2) + 9 = 11
RE3 - 1d20 + 15 ⇒ (17) + 15 = 32 - damage - 1d4 + 9 ⇒ (3) + 9 = 12
RE1H - 1d20 + 25 ⇒ (4) + 25 = 29 - damage - 1d4 + 9 ⇒ (1) + 9 = 10

GS1 - 1d20 + 22 ⇒ (2) + 22 = 24 - damage - 1d4 + 6 ⇒ (4) + 6 = 10

RE3 crit confirmation - 1d20 + 15 ⇒ (17) + 15 = 32 - damage - 1d4 + 9 ⇒ (1) + 9 = 10

151 to 200 of 1,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Usher of the Apocalypse All Messageboards

Want to post a reply? Sign in.