The Whirry Two

Game Master shadowed samm

The adventures of Davina, Dolgrin and BMO. Which is actually three...


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M Duergar Warpriest/2

Round 1

Dolgrin comes trotting in (double moving)

Perc: 1d20 + 3 ⇒ (3) + 3 = 6 Dolgrin is unable to spot the creature all the way at the edge of his vision, and as such says nothing about it to anyone...


now that the two are properly in the room...
The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls. Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects—putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.

BMO nearly decapitates the zombie with his dagger. I agree that Dolgrin fails to notice the creature at the edge of his vision, but he does notice the 10x10 ft pit that takes up the entire hallway where it says "-20ft".

The zombie slams BMO with its rotting fist, narrowly missing.
slam (BMO): 1d20 + 4 ⇒ (13) + 4 = 17

The human shrieks "KILL THE INTRUDERS!" as he drinks another vial. Another zombie bursts out of the closest vat and charges BMO.
slam (BMO): 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

knowledge religion DC 12:

The alchemical treatments used to make this zombie make them more resistant to physical damage (i.e. higher AC) and positive energy.

round 2
initiative:

26 the Two
14 human (AC 20, 13 touch, 17 flat-footed)
14 zombie (AC 12, 10 touch, 12 flat-footed)
14 second zombie (AC 14, 10 touch, 14 flat-footed)


F Aasimar (Garuda) Inquisitor/2

Round 2

Davina now tries to hit the zombie that BMO slashed;
Bigass sword: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 fffffffffffffffffff, but, even after trying to trick the forces at play by naming her bow a bigass sword, she still is unable to nail the beast.


M Duergar Warpriest/2

Round 2

Dolgrin moves up to the new zombie, trying to figure out why it looks different; Know Rel: 1d20 + 5 ⇒ (17) + 5 = 22, and realizes that he is a little stronger than regular ones. This does not really deter him from slashing the ever-living sheit out of it, though;
Atck: 1d20 + 6 ⇒ (12) + 6 = 18,
Dmg: 2d6 + 7 ⇒ (6, 4) + 7 = 17


Wyrwood Rogue/2

Round 2

BMO slashes at the first zombie,
Atck On: 1d20 + 5 ⇒ (5) + 5 = 10, misses, and then slices again, at the same one,
Atck On: 1d20 + 5 ⇒ (11) + 5 = 16, this time connecting, even if for not that much damage,
Dmg: 1d3 + 2 ⇒ (3) + 2 = 5

The damage here should be enough to kill him, I think, so that's good, but, one thing, I think the first (not the charging) zombie did hit BMO, since BMO was charging and took -2 to AC


Dolgrin cleanly takes the alchemical zombie's head right off. And its arms just in case. And BMO manages to sever what remains of his zombie's neck. After which he notices that this zombie did indeed manage to slam his ribs whilst he was slightly off-balance from his charge.
slam damage (BMO): 1d6 + 4 ⇒ (4) + 4 = 8

"NOOO! You destroyed Mr. Marrow! You will pay for this!" shrieks the human as he throws an alchemical bomb at BMO, which covers BMO in a painfully cold liquid and even gets some on Dolgrin.
bomb (BMO): 1d20 + 9 ⇒ (7) + 9 = 16 (vs touch AC)
damage (BMO): 1d6 + 3 ⇒ (4) + 3 = 7
splash (Dolgirn): 4 = 4 (Dolgrin gets a DC 14 reflex save for half. I already took of the 4 in roll20 so if he makes it I'll add 2 back in)

Another alchemical zombie bursts out of the middle vat, launching itself ad Dolgrin and barely catching his chin with its rotting fist. Note that it only need a 5ft step so it's not actually charging.
slam (Dolgrin): 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d6 + 4 ⇒ (1) + 4 = 5

round 3
initiative:

26 the Two
14 human (AC 20, 13 touch, 17 flat-footed)
14 alchemical zombie (AC 14, 10 touch, 14 flat-footed)


Wyrwood Rogue/2

Round 3

The Two decide they want to try and live to fight another day, or at least a short rest later, and they all withdraw. Davina walks at the back, and BMO in front.

If they are pursued by the alchemist, they keep moving, north wards, hoping to lose him somehow.


F Aasimar (Garuda) Inquisitor/2

Round 3

Since Davina hangs at the back, she has the opportunity to launch one last bigassword at the alchemist;
Bigassword: 1d20 + 3 ⇒ (1) + 3 = 4, but as usual, the bigassword proves useless, and she takes one point of damage to her pride.


Only the alchemical zombie and curses from the human seem to be following the Two. Since the zombie only gets one (30ft) move every round, the Two can easily outrun it and/or set up an ambush. Davina could also play a move&shoot game until Bigassword finally manages to hit something ;-)


Wyrwood Rogue/2

Ambush

BMO, Davina and Dolgrin position themselves right outside the entrance to the passage, waiting for the zombie to appear, and then decimate it beyond recognition They stand so that Davina is visible across the corridor from the passage, to give the zombie something to aim for, while Dol and BMO stand on either side hiding, ready to 5ft step to flank the beast.;

Atck On: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Atck Off: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Dmg: 1d3 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8


M Duergar Warpriest/2

Ambush

Dolgrin swings his mighty blade, in the name of Gorum,
Sword: 1d20 + 6 ⇒ (12) + 6 = 18

Dmg: 2d6 + 7 ⇒ (5, 5) + 7 = 17 hot dayum!


F Aasimar (Garuda) Inquisitor/2

As the zombie has been exterminated, the Two first remain in attack position, waiting for any noises from the passage;
Perc Davina: 1d20 + 9 ⇒ (19) + 9 = 28
Perc BMO: 1d20 + 7 ⇒ (17) + 7 = 24
Perc Dolgrin: 1d20 + 2 ⇒ (2) + 2 = 4

Despite Dolgrin insisting he hears some loud breathing sounds, unless Dav or BMO hears anything, they will make their way to the north, hanging back in the room with the monolith/statue/pedestal/thingy, where they killed some frog-like creatures before.

After a good breather, adjusting armor and tending to some bruises, they feel better, and try to devise a plan for beating the nasty human man.

Dolgrin took 4 damage from a failed reflex save, right? So that damage he tries to heal with his fervor ability. Expending one point gives him 1d6 health.


M Duergar Warpriest/2

Dolgrin touches himself a little, and buffs out the acid burn from the alchemists splash; Fervor Heal: 1d6 ⇒ 2 OK, only 2 points,
but that's OK, he's fit for fight.

"So, how do we deal with this blight? Gorum would rather see him destroyed, and eviscerated!"

After some back and forth, they agree that the best way is probably to have BMO attempt to jump over him while Dolgrin remains on the passageway side, so they flank him, and can more easily slash his guts open.

Davina figures that there is probably one more zombie in one of the green vats, though, so they need to be on the watch for that. But she can at least spend some effort helping Dolgrin once he is in position, hopefully providing enough power to kill the alchemist and his last creation.

They head back in there, provided the plan is not foiled by some other means not accounted for here.


Human(?)

I reset the Two's health, with Dolgrin still suffering 2 points of injury. In case we need to know, their prior health were: Davina full,
BMO 11, Dolgrin 14.


Wyrwood Rogue/2

The Two return to the passage, and lines up, with Dolgrin standing right behind the last corner, so that he is as close as he can, while BMO stands behind him, ready to run and make a jump past the stupid man.

They do not particularly care about being stealthy, and this is only a half hour or so after they fled, so the alchemist may or may not still have some concoctions he can drink. Note that unless they are healed up (barring Dolgrin's two points of remaining damage), they will not attempt this attack.

They all rush into the chamber now;

From where BMO started behind Dolgrin, behind the corner, there is exactly 60 ft to the other side of the alchemist, unless he has moved;
BMO acrobatics to jump over, under, past the guy: 1d20 + 8 ⇒ (4) + 8 = 12 Eh, he's probably thwarted... I'll take that as it comes...

Dolgrin also makes a run for it, He ends up 5 ft from the original position of the alchemist. I've placed BMO right in front of the alchemist, since I am pretty sure he failed the acrobatics to jump him.
I can't remember the rules exactly, but I think a failed check means he can choose to either take an AoO, and still jump past him, OR not jump at all. If that is the case, BMO takes the AoO. I'll not move him past the alchemist yet, though, since I don't remember exactly how the rules work.

Davina gets within 30 ft of the original placement of the alchemist, and again tries to hit him with bigassword;
Bigassword: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 WHAT?!?!?! :-D
Bigassword confirm: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5 Ah, that makes more sense...
Dmg: 1d8 + 3 ⇒ (2) + 3 = 5


Human(?)

OK, that's a lot of actions that all hinge on the alchemist not having moved... Let's see how it plays out! It also assumes that we just keep the initiative order from before. But that might be a stretch...


The main thing that's different from your assumptions is that the last alchemical zombie is out of it's vat and the human is just finishing dressing it in the once-fancy-but-now-rotting clothing that the original zombie was wearing. The acrobatics AoO house rules about choosing to take the attack or loose the move were for moving through threatened squares, I don't think I've ever though about them in the case of moving through occupied squares but logically it seems you shouldn't be able to move through occupied squares as easily...how about if you miss the DC by up to 5 you can pick otherwise you loose the action? (And related, how would you feel about a failed check that's a natural 1 results in both the lost move and the AoO (for both threatened and occupied squares)? to keep things a bit more interesting?)

That puts BMO directly in front of the alchemist and Dolgrin just out of the passage behind BMO (technically BMO is in the way for Dolgrin to charge, but I'm ok with bending those rules a bit if you are so that Dolgrin can charge to the square to BMO's right to charge at the zombie). Since this is a new fight (and the Two aren't being stealthy so no surprise round), I'm gonna re-roll initiative...that won't effect the Two's turns even if they loose, just give the alchemist a chance to start his buffing earlier.

Not that it matters this time, but you keep forgetting that Davina can fire Bigassword before the other two of the Two charge in so she at least won't take the -4 penalty on the first shot.

initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (2) + 2 = 4
Davina: 1d20 + 10 ⇒ (10) + 10 = 20 <- tie
BMO: 1d20 + 7 ⇒ (4) + 7 = 11 <- first
zombie: 1d20 + 0 ⇒ (8) + 0 = 8
human: 1d20 + 7 ⇒ (13) + 7 = 20 <- tie

fight part II: round 1
initiative:

11 the Two
8 human (AC 16, 13 touch, 13 flat-footed)
8 alchemical zombie (AC 14, 10 touch, 14 flat-footed)

After the Two's grand entrance, the alchemist looks up at them quite annoyed, "You again! Go away already! You've already destroyed Mr. Marrow why can't you just leave me in peace?" With the last few words really more of a whine than a shout, he steps back and drinks another vile that rapidly hardens his skin, bulges his muscles, and gives him a wild look in his eyes.

I'm going to assume that Dolgrin did indeed charge the zombie, if he didn't then this attack would be directed at BMO instead.

The zombie tries to whallop Dolgrin's head, narrowly missing his skull, but managing to catch a few strands of beard.
slam (Dolgrin): 1d20 + 4 ⇒ (11) + 4 = 15

fight part II: round 2
initiative:

11 the Two
8 human (AC 18, 13 touch, 15 flat-footed)
8 alchemical zombie (AC 14, 10 touch, 14 flat-footed)


M Duergar Warpriest/2

Part II, Round 1, Dolgrin's charge

With a graceful turn, Dolgrin charges past BMO, to thrust his sword into the zombie;
Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Dmg: 2d6 + 7 ⇒ (3, 4) + 7 = 14


M Duergar Warpriest/2

Part II, Round 2

Dolgrin, having already sliced the zombie open, steps up to the alchemist, and brings his Gorumite blade down upon him;
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Dmg: 2d6 + 7 ⇒ (4, 5) + 7 = 16


Wyrwood Rogue/2

Part II, Round 2

Yeah, your suggested addendum to the rule, to move through an occupied square seems good. Serious consequences for nat 1 when you are attempting something particular (not just a regular attack) is fun.

BMO, unimpeded by the now sliced up zombie easily steps around the alchemist, flanking him together with Dolgrin, and now lets all hell break loose well, ONE hell breaks loose at the moment...;
Attack: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 close...
Dmg: 1d3 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8


F Aasimar (Garuda) Inquisitor/2

Part II, Round 2

"Hold up, HOLD UP!" Davina shouts, conveniently AFTER Dolgrin and BMO have landed their respective blows on the poor fellow. "We can talk with this one! Guys! We can talk with this one, let's at leat... Who are you? Mr. Marrow? He was a zombie, and he was attacking us... Well, I mean, WE were attacking it FIRST, but... Why are you even down here? Are all these undead your creations? I mean... We have been tasked by the clergy upstairs to rid these crypts of the foul forces that keep raiding graves and bodies and whatever... Seems perhaps you are that force?"

Davina spends a long time talking, and no time firing her shitty bigassword.


Creations? Yes my creations...must perfect the process...nasty living creatures destroying my work...Clergy? Upstairs? They've been sabotaging me!...You are the foul living creatures interrupting my important work!" he rants as he 5-ft steps away from BMO and Dolgrin to drink another potion that doubles his (linear) size.

fight part II: round 3
initiative:

11 the Two
8 human (AC 16, 11 touch, 13 flat-footed)


F Aasimar (Garuda) Inquisitor/2

Part II, Round 3

Upon seeing the rather frightening growth of this guy, and hearing his rant, she figures it'll be better to hurt first and ask later, and calmly guides Dolgrin's efforts, imbuing him with Haste for the round.


M Duergar Warpriest/2

Part II, Round 3

Not wasting time on pity for this guy, Dolgrin lets him taste the Might of Gorum;

Attack One: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Attack Two: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

Dmg: 4d6 + 14 ⇒ (6, 3, 3, 1) + 14 = 27

Remember that Haste also gives +1 to AC for the remainder of the turn... So the big bad evil guy will... maybe not... hit..?


Wyrwood Rogue/2

Part II, Round 3

BMO steps after the now rather large man, and swings both his daggers at him;

Attack On: 1d20 + 5 ⇒ (18) + 5 = 23
Attack Off: 1d20 + 5 ⇒ (19) + 5 = 24
Confirm Off: 1d20 + 5 ⇒ (20) + 5 = 25
Nice! Also, I count this as irrefutable proof that the Paizo random number generator has a bias against ranged attacks...
Dmg: 3d3 + 6 ⇒ (3, 3, 3) + 6 = 15

By the way, and this is for Dolgrin, he has a Duergar ability that allows him to cast Enlarge Person on himself once per day, and it lasts one minute per his level. Now, what I am wondering is if he can use this ability together with Fervor in order to do it as a swift action, meaning that he would still get to full attack. In Fervor it states that it works on spells with a casting time of one standard action or less, while the spell Enlarge Person has a one round casting time. Ultimately, it all comes down to how long it takes to use an ability... Eh, looking at the full race description for Duergar puts it as a spell-like ability, and those will take as long as their real spell counterparts to cast, I guess. What do you think? In any case, no enlarging happened here, as he is too set on dealing immediate damage.


By RAW, yeah, that wouldn't work. How would you feel about a compromise where Dolgrin could sacrifice his last iterative attack (once he gets them) on a full attack to use Fervor to enlarge as a swift action? And until he gets iteratives, he can just do it?

The Might of Gorum splits the alchemist completely open, spilling guts all over the floor and leaving poor BMO stabbing at an unanimated corpse.

When he finally stops sticking it to the corpse, BMO can see two skeletons further up the hallway on the other side of the pit as well as a zombie woman in a bedroom that clearly has a light source.

Strictly, Davina and BMO would have already seen this since there's a light source from the room, I just didn't realize it was lit until I went back to read the description. The skeletons moved into the hallway sometime during the fight.


F Aasimar (Garuda) Inquisitor/2

Davina moves towards the pit, and then smites the right skeleton with her bigassword;
BigAsSworrrrdddd: 1d20 + 3 ⇒ (15) + 3 = 18 WHAT?! HOW?! :-D

BMO comes up next to her, and fires his short bow at the left skeleton;
BMO's Short Bow: 1d20 + 4 ⇒ (19) + 4 = 23 Holy crap! :-O

Dmg Right side skeleton: 1d8 + 2 ⇒ (6) + 2 = 8
Dmg Left side skeleton: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9

I included BMO's sneak attack damage here, but since the skeletons are already aware, I guess there is no real surprise round going on here, so you rule it depending on initiative and such.


M Duergar Warpriest/2

Dolgrin, though interested in the perfectly good skeletal targets coming down the corridor, is not inclined to try his luck humping his duergar ass over the deadly pit between him and the skeletons, and as such he starts rummaging around the alchemical stock looking for some acid he can throw, or rather let BMO or Davina throw, at the roach swarm.

If, at any point, it seems he can be of use to Dav and BMO, he ceases his search, and helps them instead.


Wyrwood Rogue/2

It is worth noting that BMO is not too happy about having been snuffed for a kill by Dolgrin. He makes a mental note of snuffing him of one of his kills as retaliation.


initiative rolls:

Dolgrin: 1d20 + 2 ⇒ (6) + 2 = 8
Davina: 1d20 + 10 ⇒ (2) + 10 = 12
BMO: 1d20 + 7 ⇒ (14) + 7 = 21
zombie: 1d20 + 7 ⇒ (8) + 7 = 15
skeleton: 1d20 + 6 ⇒ (8) + 6 = 14
skeleton: 1d20 + 6 ⇒ (9) + 6 = 15

round 1
initiative:

21 the Two
15 human (AC 19, 13 touch, 16 flat-footed)
15 skeletons (AC 16, 12 touch, 14 flat-footed)

Davina and BMO each put an into their skeleton's rib cage, clearly doing some damage to the surrounding bone, although not nearly as much as they would have if organs had been there. With their full attention now in this direction, both can see that there is a 3 inch wide ledge along the western edge of the pit. DC 15 acrobatics to cross. Note that this would need to be done at half speed.

Dolgrin can see several unlabeled potions, two vials filled with a thick green liquid, two vials filled with an airy red substance, two sticks treated with a black substance, two small sacks with something that looks sticky seeping out, two blue stones with a lightning design etched into them, and a wand sticking out of various straps an pouches on the dead alchemist's belt. A quick glance at the table shows nothing obviously in an immediately usable state.

The zombie moves around the corner and commands the skeletons to follow her. If BMO or Davina try to shoot at the skeleton from around the corner, it has total cover which is a +4 to AC. This is on top of the +4 AC already in the initiative block for total defensing.

round 2
initiative:

21 the Two
15 human (AC 19, 13 touch)
15 skeletons (AC 20, 16 touch)


Wyrwood Rogue/2

Since the undead on the other side of the pit seem content to remain on that side, BMO looses interest, and makes his way to the upwards winding staircase a little ways back in the corridor.

Davina is not about to end up alone on the other side of the pit, and Dolgrin is not about to do anything within 5 feet of it, and so all Two move towards the staircase, hoping perhaps it leads to some interesting place.

BMO is in front, as usual, sneaking his way up;
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perc: 1d20 + 7 ⇒ (13) + 7 = 20

Davina follows about one revolution behind, and Dolgrin another revolution behind her.

Davina makes a mental note to go back and check out all the alchemical products that Dolgrin didn't identify.


This stone staircase winds up about 60 feet before ending in a tiny chamber with an oddly shapped door. BMO can't hear anything at the door. Upon cracking it open (feel free to retcon this if it isn't what he'd do) he can easily figure out that this leads to the active level of the Godsmouth Ossuary since there are lit candles at regular intervals and he can hear quiet voices echoing down the hall. It is also obvious that this door would be exceedingly difficult to find from the other side.

GM only stuff:

the steep penalties are for being most/all of the way up the spiral staircase and in BMO's case also being more focused on the new stuff
Davina: 1d20 + 9 - 10 ⇒ (19) + 9 - 10 = 18
BMO: 1d20 + 7 - 15 ⇒ (19) + 7 - 15 = 11
Dolgrin: 1d20 + 3 - 5 ⇒ (14) + 3 - 5 = 12
stealth:
zombie woman: 1d20 + 3 ⇒ (19) + 3 = 22
skeleton: 1d20 + 2 + 5 ⇒ (20) + 2 + 5 = 27
skeleton: 1d20 + 2 ⇒ (16) + 2 = 18
initiative rolls (assuming the Two descend the stairs):
the undead are getting a small bonus since they're in position waiting
Dolgrin: 1d20 + 2 ⇒ (9) + 2 = 11
Davina: 1d20 + 10 ⇒ (6) + 10 = 16
BMO: 1d20 + 7 ⇒ (9) + 7 = 16
zombie: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
skeleton: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
skeleton: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

if the Two go back down the stairs:

Decide what order the Two are the in to go back down before opening the next spoiler. Reverse order with Dolgrin leading or do they switch so that BMO's in front again?

next spoiler:

Whoever's in front finds the door out of this small shaft flanked by skeletons with the zombie woman behind the northern skeleton.

round 1
initiative:

25 human (AC 19, 13 touch)
25 skeletons (AC 20, 16 touch)
16 the Two

The skeletons look ready to hit the first creature to step within their reach.


Wyrwood Rogue/2

BMO waits for the other Two before heading back down the stairs again, and the order is now BMO in front, Davina one revolution behind him, and Dolgrin at the back, as usual.

Well, at least the enemies are on this side of the pit...


F Aasimar (Garuda) Inquisitor/2

Round 1

BMO decided to not rush straight into battle, and rather held back, waiting for the other Two. As such, Davina is in a position to hit the northern skeleton with her Ear-Piercing Scream spell from roll20,
if Davina is kinda squeezed right behind BMO a step or two up the stairs, she still has line of effect at both skeletons, I would say,
so unless you disagree, she unleashes on the northern one.

Sonic damage: 1d6 ⇒ 5


M Duergar Warpriest/2

Round 1

Since BMO knows that the skeletons have DR to bludgeoning, he let's Dolgrin trot past him on the stairs, since Dolgrin is better equipped to knock these guys off their feet;

Dolgrin steps into range, ready to strike the southern skeleton with his ancestral great sword (devoted to Gorum, obviously).

If he gets hit by any of the skeletons:
He expends a point of Fervor to heal himself for Fervor heal: 1d6 ⇒ 2 points of damage. I'll update his Fervor pool upon resolution of this. Also,
yay, 2 points...

He strikes the southern skeleton;
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
but misses.


Wyrwood Rogue/2

Round 1

BMO, finally, tumbles past Dolgrin out into the hallway acrobaticsing his way through the two threatened squares that Dolgrin is currently occupying Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26. He smoothly dodges the AoO's, and attacks the southern skeleton, even if he does not really expect to do much damage;
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Confirm crit: 1d20 + 7 ⇒ (16) + 7 = 23
YES!
Dmg: 2d3 + 4 ⇒ (3, 2) + 4 = 9


This is kinda where using 5-ft squares gets weird...line of effect is a bit iffy from where Davina was, but if she' in the south-west corner square, I think she'd be under the next level of the staircase and easily able to get line of effect to the northern skeleton. Mostly I don't want her having line of effect to both from that far away from the 'door'
skeleton fort save (scream): 1d20 + 0 ⇒ (7) + 0 = 7
Davina's silent scream shatters the northern skeleton's skull, leaving the rest to fall into a pile of dust.

The southern skeleton futilely claws at Dolgrin as soon as he steps within reach. Note that both the skeleton and Dolgrin will have +2 AC from partial cover due to fighting around the corner
claw (Dolgrin): 1d20 + 2 ⇒ (8) + 2 = 10

I forgot to change the skeleton's AC back to normal after the bonuses from total defensing they had whilst still across the pit, so Dolgrin's attack does hit the skeleton (even with the +2 AC from cover)
Dolgrin's damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16
Dolgrin promptly dusts the southern skeleton before BMO has a chance to reach it.

With that acrobatics check BMO can actually acrobatics to the other side of the zombie woman, but it will take him a double move action. I'm going to assume this is what he did since that will set him up better next round (and this zombie looks tougher and more intelligent than your average zombie). He can keep the crit for his first attack next round

round 2
initiative:

25 human (AC 19, 13 touch)
16 the Two

The zombie 5-ft steps to the east then attempts to cast a spell while slashing at BMO with her dagger. She successfully charges the dagger with the spell, but fails to actually hit BMO.
concentration: 1d20 + 7 ⇒ (17) + 7 = 24
dagger (bonus to deliver the spell): 1d20 + 2 ⇒ (10) + 2 = 12
dagger (regular): 1d20 + 2 ⇒ (6) + 2 = 8


Wyrwood Rogue/2

Round 2

BMO is on fire, and decides to make life pretty hard for the nasty woman; as if thinking the same thought, Dolgrin comes up to the left of the broad, while BMO tumbles past her to get in flanking position with Dolgrin you said I'd keep the roll for the attack, but I'd rather just use the "good roll" for this acrobatics check to move past her,
and then roll separately for the attack with flanking, unless that seems unfair to you.
;
Attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Clearly, though, all that tumbling has made BMO a little dizzy, and he does not strike true.


M Duergar Warpriest/2

Round 2

Dolgrin moves up to flank the woman with BMO I assume he takes a partially covered AoO from around the corner, since he does move though a threatened square to get real and proper flanking here, and brings his great sword down upon her. He cannot keep himself from belching war hymns in honor of Gorum;
Attack: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Dmg: 2d6 + 7 ⇒ (1, 3) + 7 = 11


F Aasimar (Garuda) Inquisitor/2

Round 2

Davina moves from her spot in the stair case chamber to the middle of the alchemist's lab taking a double move, and maybe an AoO if the zombie/woman has combat reflexes...


The zombie tries to hit Dolgrin with her dagger as he comes around the corner, but only manages to hit the wall.
AoO (Dolgrin): 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7

round 3
initiative:

25 zombie woman (AC 19, 13 touch)
16 the Two

After Dolgrin's nasty slice a look of terror comes over the zombie woman's face and she drops her dagger and falls to her knees, "Please don't destroy me. He made me this way. I don't want to die!"


M Duergar Warpriest/2

Round 3

All Two ready actions to either dagger, greatsword or Bigasssword the zombie woman if she tries any funny business, such as stabbing or casting a spell or any other unforeseen circumstance that warrants immediate immolation.

"Hol' up, folks! While the might of Gorum ought to ring true and clear, destroying this creature, she has begged us to cease our efforts. Let us hear her case!" Dolgrin booms.

The other Two silently agree, and make no moves on her, although BMO seems a little twitchy.


"I am Eseme Verisi and I have been afflicted with a horrible disease my entire life - a magical wasting disease that rotted my flesh as if I were a decomposing corpse even though I was as alive as each of you. As it got worse in recent years, I sought help of many learned and powerful healers and priests to no avail as none could cure the disease. Eventually most agreed I had less than a year to live.

"With nothing else to turn to, I began an earnest study of necromancy in the hopes of preserving my life long enough to find a cure. I came to Kaer Maga to consult with the necromancers here but unfortunately I did not have enough time to undertake the necessary studies myself nor enough coin to pay for others to work on my behalf. I resigned myself to working in the White Lady brothel in hopes of accumulating enough coin before it was too late.

"That was where I met him: Svilennius Tripe. A former cleric of Pharasma, recently banished for his obsession with undeath. He had a strange fascination with me - a living, breathing body that was decaying as a corpse. He spent weeks trying to find a cure - or at least a way to slow the progression. He never managed either but did discover another "solution". He believed he could reanimate my with my intelligence and personality intact with some alchemical concoction. I had no choice but to agree. When everything was ready, he slit my throat.

"He expected it would only take a few hours after replacing my blood with his alchemical liquids but several days later, I was still as still as an actual corpse. He was most upset as his apparent failure and eventually succumbed to depression and rage and destroyed everything in his lab - his chemicals, his notes, everything. Yet before he could finally bring himself to remove my body, it worked! I woke as a true undead creature, yet with my soul intact.

"But since he had destroyed everything, he has had no way of reproducing his success with me, despite many attempts. At first it was of little matter. He was confident that since he had saved me, he could do the same again, and we enjoyed our time together as he continued his work. But as the months went on, he began to resent my presences as I became more of a reminder of his failure to reconstruct his notes than an example of his success. Recently he has spend almost all of his time in this lab and only sought my company in bouts of depression.

"Please, you must help me! With him dead, I will never escape this tormented existence. I swear I only wanted a cure for my disease and I only agreed to his experiment to buy myself some time. I am too young to truly die!"


Wyrwood Rogue/2

BMO leans closer to Davina and in so doing, I assume he loses his readied action;
"Can we keep her?" he whispers.


F Aasimar (Garuda) Inquisitor/2

"I... BMO?" she spends a second confused, before turning to Eseme;
"You will not kill us, then? And if no, can we do anything to help? To be completely honest, BMO's question is not entirely outrageous, for at the very least we could perhaps escort you out of the crypt here..."


M Duergar Warpriest/2

"I feel we have heard her case... Isn't this the part where we slay the undead, as in accordance with the contract? No? Well. Very well, what are your plans and how do they involve us?"


F Aasimar (Garuda) Inquisitor/2

"Dolgrin! Be polite! She might not like the term "undead", and probably does not like to hear about her demise being contractually bound!"


Wyrwood Rogue/2

"Maybe we can be the Whirry Three!?"


"No, I will not try to kill you again so long as you don't try to kill me either. But this crypt is the closest thing I have had to a home recently, and since I no longer live perhaps it is a fitting place for me? But what is this contract you speak of?"

Now might be a good time to re-read the first few posts for exactly what you were told about the situation.


Wyrwood Rogue/2

"You have to think more long term here! Undeath is effectively immortality! I've been alive since before the height of the Azlanti empire, and certainly did not want to spend eternity in a musty old crypt. Oh, and the contract is more of a verbal agreement, really, to deal with anything down here, living or unliving. It was not really specified that dealing with necessarily meant slaying, so you're safe from my two blades."

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