Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon moves to Shellin and retrieves the potion.

Using my turn to move and get potion. It never occured to me to grab pots. I hope there is a shop down here somewhere :)


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I'm gonna grab Create scroll, put this ink to use on infernal healing scrolls. They will be needed XD


Shellin:

Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
RAW says that you can't trip flying creatures.. Sorry.

Since i almost killed your rouge in the sneak attack... I'll go ahead and put you up next and say that was round 1.


While there are no shops... that you know of.... you can still try to make potions.

The two missiles hit the Red creature, but doesn't do what Shellin was hoping would happen.

Gargon moves away from the bats, leaving him open for a round of AoO.
Red: 1d20 + 5 ⇒ (12) + 5 = 17damage: 1d8 + 4 ⇒ (3) + 4 = 7
Knocking him down, but not out.

Set up a crud map. DB2 is the Red one, DB1 is the Yellow one.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Maraiah's cross bow snaps up in an isntan, sending a bolt streaking towards the same target as Shellin. Even as the shot is in the air she loads another bolt.

1d20 + 7 ⇒ (15) + 7 = 22
1d8 ⇒ 7


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Rolling to stabilize. I know it isn't my turn but I wanna roll some dice and I am worried I may die.

Con check to Stabilize: 1d20 + 3 - 3 ⇒ (6) + 3 - 3 = 6

nope, not stable


Need actions from Hob and Unbeugsam

Both Shellin and Maraiah wound the Red Creature.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Charging forward and drawing his hammer Unbeugsam attacks the red creature.
Attack: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 7 ⇒ (6) + 7 = 13


Unbeugsam charges forward and finish off the already wounded creature. As you watch, you see a small red stone fall from the downed creature.

Hob's you're up. If he doesn't post anything this weekend, Ill move forward.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I'm happy we all reached an unspoken agreement: geek the one who crit, it dies first!


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon lies, bleeding out on the floor as combat rages on around him.


The Yellow bat moves in on Unbeugsam and attack.
attack: 1d20 + 5 ⇒ (18) + 5 = 23 and manages to sink it's teeth into him. Dealing 1d8 + 4 ⇒ (3) + 4 = 7 points of damage.

Party is up, Hob is in delay. Gargon, i need another heal check to see if you've stopped bleeding.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Looking at the scratch Unbeugsam chuckles and swings again.
Attack: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 7 ⇒ (4) + 7 = 11


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

While the second bat is distracted with the dwarf, Shellin will rush forward to Gargon's side
He will bend down to force-feed his fallen friend a Potion of Cure light Wounds
Gargon Heals this much and stabilizes: 1d8 + 1 ⇒ (6) + 1 = 7


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, so I am up and at 3hp. Do I get actions this round? I wanna kick that bats in the head.


Didn't roll Init... but going by your modifiers for this round, Shellin goes after Gargon.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Maraiah fires again at the bat attacking Unbeugsam, missing amid the chaos.

1d20 + 7 ⇒ (3) + 7 = 10
1d8 ⇒ 5


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, going to roll some stuff here.

Gargon attempts to stand up from his prone position in a fluid graceful movement avoiding the attack of the yellow dire bat

Acrobatics to avoid Attack of Opportunity: 1d20 + 6 ⇒ (12) + 6 = 18

He enters a rage and lashes out at the bat with his teeth.

Bite attack: 1d20 + 7 ⇒ (11) + 7 = 18
Bite Damage: 1d6 + 6 ⇒ (1) + 6 = 7


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Are we waiting on Hob to post this round as well?


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Apparently...everyone else already went


Sorry.. Been busy..

Maraiah misses the bat as Shellin is able to move up and heal Gargon some points.
Unbeugsam is able to land a good blow on the bat, but not enough to take it down.

The bat bites Unbeugsam
dice: 1d20 + 5 ⇒ (7) + 5 = 12
But is unable to connect.

Gargon, you can't use acrobatics to avoid the AoO when standing up. Do you want to change your action to crawl away?

Round 3
GM
Maraiah
Shellin
Gargon
Unbeugsam


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Seeing his downed comrade is not dead yet? Shellin will step back and fire a jolt at the bats face, hoping to distract it.
One of us is only nearly dead and the comrade we just set on fire is laughing at it... What a sprightly lot.
Jolt Ranged Touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Jolt Damage: 1d3 ⇒ 1


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Maraiah fires another shot, her aim off in the chaos of the battle.

1d20 + 7 ⇒ (5) + 7 = 12 Bloody hell!
1d8 ⇒ 5


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Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I will continue to lie there. I don't want another AoO.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Whirling his axe left and right Unbeugsam tries to smash it into the bat.Attack: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 5 ⇒ (3) + 5 = 8


No one was able to land a blow on the bat this turn. The remaining bat attacks Unbeugsam attacks once more.

attack: 1d20 + 5 ⇒ (10) + 5 = 15

But the bat misses again.

Round 4
GM
Maraiah
Shellin
Gargon
Unbeugsam


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I feel bad just laying here, but if I stand up or mve away I will eat an AoO. What do you guys think I should do?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Jolt Ranged touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
Jolt Damage: 1d3 ⇒ 1

Shellin clicks his tongue, perturbed as he sends another bolt whizzing over the creatures head.
Guess I need some target practice.

@Gargon
I'd say bide your time man, less GM Ok's something like a stealth check to sneak away while the Dwarf tries to cave its head.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, I'll just wait.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Growling in annoyance, Maraiah lines up her shot, sending another bolt streaking toward the bat only to nick it's wing.

1d20 + 7 ⇒ (14) + 7 = 21
1d8 ⇒ 1


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Starting to move around to give his friends a better angle to shoot, Unbeugsam swings his hammer again.
attack: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 5 ⇒ (4) + 5 = 9


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Whiff round number two! At least we had 1 hit


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

If Unbeugsam was to make a 5 foot step to the right, do you think the bat may follow him? He could do it on the end of his previous attack action


it might follow him.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Barely, maybe I at least have it's attention.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

whose turn is it?


Sorry... been distracted in a galaxy far away.... But as i see it, Gargon's action is the only one we are waiting for.

Round 4
GM
Maraiah
Shellin
Gargon
Unbeugsam


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon is going to continue to lie here not attracting AoOs.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Maraiah fires another shot, the bolt streaking past the giant bat in the chaos.

1d20 + 7 ⇒ (3) + 7 = 10
1d8 ⇒ 1


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Still round 4, gotta wait till round 5 to act for the rest of us :P


Undeterred, the bat once again bites at Unbeugsam.

bite: 1d20 + 5 ⇒ (20) + 5 = 25
bite: 1d20 + 5 ⇒ (13) + 5 = 18
crit damage: 2d8 + 8 ⇒ (8, 8) + 8 = 24 Max damage... sorry.

The bat lands a massive bite on Unbeugsam, ripping out a chunk of his shoulder as it pulls away. Knocking the huge warrior down, awaiting for a feast that will be there when this fight is over.

Maraiah aims another spell at the massive bat, but it grazes it's skin, doing no damage as it misses.

Round 5
GM -1
Maraiah
--Here--
Shellin
Gargon -27
Unbeugsam -31 Had to check your HP... you're currently in the -'s. Give me a con check.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Jolt ranged touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
Jolt Damage: 1d3 ⇒ 1
Another bolt flying from his fingertips, Shellin definitely seems worried.
If the archer can't land one more... I'll have to use my last spell. Hope this is the last danger we face today


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Con: 1d20 + 3 ⇒ (15) + 3 = 18


Shellin, do you want to end your turn after you fire off your spell???????


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, I think this is getting a bit serious now. Going to get up and risk the AoO.

Gargon stands up and swings his club at the bat.

club to hit: 1d20 + 8 ⇒ (19) + 8 = 27
club damage: 1d8 + 6 ⇒ (8) + 6 = 14


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shooting jolt this turn, if we don't kill it by next round I'll use my last spell slot. Wanted to fill in a small thought explanation for why I'm not firing off, sorry for confusion.


last chance. Are you gonna end your turn after shooting the jolt off?


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Meaning are you going to take your move action


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I am a moron
Shellin will step back from Gargon as he stands up.
Move action to 20ft back, will move self on Map tomorrow when I hop on the PC


Gargon holds his action until the bat move to chase after Shellin, He gets up and moves to attack. Managing to land a solid blow on the bat, but doesn't take it down. Meanwhile, the bat attacks Shellin.
bite: 1d20 + 5 ⇒ (20) + 5 = 25
bite: 1d20 + 5 ⇒ (6) + 5 = 11 1 away from another crit.
damage: 1d8 + 8 ⇒ (4) + 8 = 12

Round 6
GM -15
--Here--
Maraiah
Shellin -12
Gargon -27
Unbeugsam -31

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