Ixrul Morcrom |
Ixrul conjures a large mud elemental behind one of the Gholdako, letting it viciously slam the creature.
1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 7 ⇒ (4) + 7 = 11
1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 7 ⇒ (5) + 7 = 12
Both attacks carry a DC 19 Entrap. It has tremorsense and darkvision.
Ixrul begins casting Summon Monster 5 a second time.
Gremory Ainsworth |
Having finally managed to fire enough times, Gremory continues to aim at the same guy.
Bang: 1d20 + 10 ⇒ (16) + 10 = 26
Dam: 1d8 + 13 ⇒ (1) + 13 = 14
Bang: 1d20 + 10 ⇒ (1) + 10 = 11
Dam: 1d8 + 13 ⇒ (1) + 13 = 14
Bang: 1d20 + 5 ⇒ (9) + 5 = 14
Dam: 1d8 + 13 ⇒ (5) + 13 = 18
Concealment: 3d100 ⇒ (62, 100, 18) = 180
This is ridiculous. Move action to clear, 3 grit left. On the other hand, I have the seeking enhancement, which should mean I don't have to deal with invisibility right?
Green Smashomancer |
You do ignore invisibility. Not that it matters much here. What did you do to piss off Norebo?
I'm like 95% positive that Seeking negates the miss chance from blindness too. So, if I were to roll above a 1 for a whole full attack again I might hit them three times. Isn't that a crazy thought. As for how I pissed off the RNG, uh. I played an evil character? I played a LG Kobold, and he rolled 18-20 constantly. Maybe I should try being the moral compass of the party.
Sundakan |
That wasn't what I meant. It doesn't matter much because you keep rolling low. =) You do ignore any concealment. Technically speaking I should be making you take a Move action to pinpoint their location again since they moved, but that seems needlessly punitive given the already intense drawbacks you guys are under in this fight.
TheGuyKnownAsAce |
I know they are resistant to fire, but this is the only trick Ace has left.
Ace tells the group to duck and cover while he spews out some fire.
He aims at the last direction of attack
dmg: 4d6 ⇒ (1, 3, 1, 2) = 7
does AoE need concealment?: 1d100 ⇒ 61
Gremory Ainsworth |
Guys?
Green Smashomancer wrote:Maybe I should try being the moral compass of the party.I won't tolerate morality in my crew!
Anyway, whose turn is it
to humiliate themselvesnow?
Look man, you have two choices: Morality, or Weakness. If you ask me, it's time to join the godamn boy-scouts.
Ixrul Morcrom |
You know, we could just head back out. Leave them to fight the entrapelementals.
Sundakan |
Yeah, I didn't go. I missed Daliya's earlier attacks.
Ace (21)
Gremory (19)
Daliya (14)
Jrahk (13)
Giant Gholdako (12)
Gholdako (5)
Gholdako (1)
3d100 ⇒ (92, 72, 39) = 203
Daliya thwacks a nearby Gholdako once. It isn't amused. Ace nearly cuts his to ribbons, and it is even less amused.
One attacks here, the big guy hits at Jrahk, and a third attacks Ace.
Bite vs Daliya: 1d20 + 15 ⇒ (20) + 15 = 35
Claw vs Daliya: 1d20 + 16 ⇒ (15) + 16 = 31
Claw vs Daliya: 1d20 + 16 ⇒ (7) + 16 = 23
Bite vs Jrahk: 1d20 + 15 ⇒ (9) + 15 = 24
Claw vs Jrahk: 1d20 + 16 ⇒ (14) + 16 = 30
Claw vs Jrahk: 1d20 + 16 ⇒ (9) + 16 = 25
Bite vs Ace: 1d20 + 15 ⇒ (15) + 15 = 30
Claw vs Ace: 1d20 + 16 ⇒ (5) + 16 = 21
Claw vs Ace: 1d20 + 16 ⇒ (14) + 16 = 30
Confirm Daliya?: 1d20 + 21 ⇒ (3) + 21 = 24
Damage Daliya: 2d8 + 26 + 4d8 + 26 ⇒ (5, 7) + 26 + (8, 6, 7, 5) + 26 = 90
Damage Jrahk: 4d8 + 26 ⇒ (8, 4, 8, 1) + 26 = 47
Damage Ace: 4d8 + 26 ⇒ (5, 5, 4, 3) + 26 = 43
1d2 ⇒ 2
Also noticed a goof, I rolled the wrong number for one of Ace's images last turn:
1d5 ⇒ 3
Ace takes 0 damage, and is not diseased.
1d4 + 1d3 + 1d2 ⇒ (3) + (1) + (1) = 5
This turn, neither Jrahk nor Ace is so lucky, as all three are horribly mauled by maw and claw.
Daliya takes 90 damage, Jrahk takes 47, and Ace takes 43. EVERYONE hit needs to make 2 DC 23 Fort saves vs Disease.
Gremory Ainsworth |
You know, we could just head back out. Leave them to fight the entrapelementals.
That would hardly be sporting. Normally that would mean Gremory's up for it, but I also don't expect 17 AC to last very long.
Gremory stumbles to try to keep up the onslaught against the Gholdako.
Single fire: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d8 + 13 ⇒ (8) + 13 = 21
Ixrul Morcrom |
Ixrul finishes summoning a second elemental. The Mud Elementals go to slam town, flanking one of the creatures.
1d20 + 16 ⇒ (11) + 16 = 27
1d8 + 7 ⇒ (6) + 7 = 13
1d20 + 16 ⇒ (20) + 16 = 36
1d8 + 7 ⇒ (6) + 7 = 13
Confirm: 1d20 + 16 ⇒ (11) + 16 = 27
1d8 + 7 ⇒ (4) + 7 = 11
1d20 + 16 ⇒ (17) + 16 = 33
1d8 + 7 ⇒ (5) + 7 = 12
1d20 + 16 ⇒ (20) + 16 = 36
1d8 + 7 ⇒ (3) + 7 = 10
Confirm: 1d20 + 16 ⇒ (16) + 16 = 32
1d8 + 7 ⇒ (7) + 7 = 14
that's probably the best i've rolled in my entire life
All attacks carry a DC 19 entrap.
He then conjures an Acid Pit beneath the other.
DC 22 reflex or fall.
Jrahk Razortusk |
"THIS IS NOT WHERE JRAHK DIES! NOT TO A BUNCH OF ROTTING CORPSES IN A GIANT EGG!"
Concealment: 4d100 ⇒ (27, 83, 33, 92) = 235
Falchion: 1d20 + 16 ⇒ (6) + 16 = 22
2d6 + 24 ⇒ (2, 6) + 24 = 32
"NOT!"
Falchion 2: 1d20 + 11 ⇒ (8) + 11 = 19
2d6 + 24 ⇒ (2, 3) + 24 = 29
"TODAY!"
Bite: 1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 14 ⇒ (4) + 14 = 18
"NOT!"
Cornugon: 1d20 + 22 ⇒ (13) + 22 = 35
Hurtful: 1d20 + 16 ⇒ (6) + 16 = 22
2d6 + 24 ⇒ (6, 5) + 24 = 35
"EVER!!!"
Spirits: 1d20 + 11 ⇒ (14) + 11 = 25
1d4 + 2 ⇒ (4) + 2 = 6
In his frenzy, Jrahk doesn't even seem to be attempting to hit anything in particular.
Sundakan |
Also I forgot the thing again. This arena is loaded with BS.
1d4 ⇒ 1
1d20 ⇒ 17
1d4 ⇒ 2
Ace eats two more Negative Levels. Make sure to mark these on your sheet, since it's up to 3 now. -3 to-hit, a 15 point reduction in maximum and current HP, and all that other stuff.
Jrahk manages to lay a finger on one of the Gholdakos, and with the aid of Ixrul's elementals brings one down. From the sound of the thump, the biggest oen hit.
Which reminds me, slight miscalculation. Jrahk, add 4 extra damage to your sheet.
Gremory Ainsworth |
Continuing to fire "blindly."
Bang: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Bang: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Bang: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Confirm: 1d20 + 5 ⇒ (17) + 5 = 22
BANG: 3d8 + 33 ⇒ (4, 6, 1) + 33 = 44
Know what? Imma deal with the broken condition for now.
Green Smashomancer |
Just as a note, Broken items revert to x2 critical.
You might consider shelling out for a Reliable gun, if nothing else.
I considered that when I was restatting for this game. I had to pick between Seeking and Reliable. At the time I had no reason to expect to roll 1's more often than any other number. If I get 10,000 gold, or an opportunity to trade this cursed POS, I guess I'll go for that.
TheGuyKnownAsAce |
Ace tells his comrades that there is something strange sappin mah sentry enenrgy.
and continues to direct his sword to slice and dice.
atk1: 1d20 + 15 ⇒ (14) + 15 = 29
dmg: 1d6 + 11 ⇒ (5) + 11 = 16
atk1: 1d20 + 15 ⇒ (20) + 15 = 35
dmg: 1d6 + 11 ⇒ (5) + 11 = 16
rekt?: 1d20 + 15 ⇒ (9) + 15 = 24
1d6 + 11 ⇒ (3) + 11 = 14
Sundakan |
Hm. I posted something a few days ago, I assumed everyone was taking their time replying. Hate it when posts disappear.
Ace's sword slices a Gholdako twice, really hard. It continues to take out its frustrations on the squishy fleshbag.
Bite vs Ace: 1d20 + 15 ⇒ (1) + 15 = 16
Claw vs Ace: 1d20 + 16 ⇒ (16) + 16 = 32
Claw vs Ace: 1d20 + 16 ⇒ (10) + 16 = 26
1d4 + 1d3 ⇒ (4) + (2) = 6
Two more of his images die horribly.
The last attacks Jrahk, shifting slightly.
Bite: 1d20 + 15 ⇒ (7) + 15 = 22
Claw: 1d20 + 16 ⇒ (1) + 16 = 17
Claw: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 3d6 + 26 ⇒ (6, 3, 3) + 26 = 38
38 damage (pre-DR) for Jrahk, and another Fort save.
1d4 ⇒ 2
1d20 ⇒ 6
1d4 ⇒ 3
Gremory, take 3 Negative Levels.
Gremory blasts at Ace's Gholdako, and another rewarding THUMP resounds around the room!
Everyone else is still up!
Jrahk Razortusk |
Frot: 1d20 + 16 ⇒ (9) + 16 = 25
Jrahk doesn't feel any more diseased as he continues his destructive flurry.
Conceal, don't feel: 4d100 ⇒ (89, 37, 18, 36) = 180
Falchion: 1d20 + 16 ⇒ (15) + 16 = 31
2d6 + 24 ⇒ (4, 4) + 24 = 32
Falchion 2: 1d20 + 11 ⇒ (7) + 11 = 18
2d6 + 24 ⇒ (2, 1) + 24 = 27
Bite: 1d20 + 8 ⇒ (5) + 8 = 13
1d6 + 14 ⇒ (2) + 14 = 16
Cornugon: 1d20 + 22 ⇒ (2) + 22 = 24
Hurtful: 1d20 + 16 ⇒ (12) + 16 = 28
2d6 + 24 ⇒ (1, 5) + 24 = 30
Spirits: 1d20 + 11 ⇒ (5) + 11 = 16
1d4 + 2 ⇒ (3) + 2 = 5
TheGuyKnownAsAce |
Ace commands his sword to continues slashing
I should carry two blades on me from now on... Ace thinks
atk: 1d20 + 15 ⇒ (15) + 15 = 30
1d6 + 11 ⇒ (2) + 11 = 13
atk: 1d20 + 15 ⇒ (2) + 15 = 17
1d6 + 11 ⇒ (1) + 11 = 12
Ixrul Morcrom |
The mud men beat up the last one.
1d20 + 16 ⇒ (10) + 16 = 26
1d8 + 7 ⇒ (4) + 7 = 11
If they can five-foot-step: 1d20 + 16 ⇒ (12) + 16 = 28
1d8 + 7 ⇒ (3) + 7 = 10
1d20 + 16 ⇒ (10) + 16 = 26
1d8 + 7 ⇒ (8) + 7 = 15
If they can five-foot-step: 1d20 + 16 ⇒ (2) + 16 = 18
1d8 + 7 ⇒ (7) + 7 = 14
Is Ixrul hearing anything that's doing all these negative levels?
Ixrul concentrates to see if he can detect the source of all of these negative levels.
Sundakan |
The bright spot of light that is the only thing you can see appears to be the source of these attacks.
Both Ixrul and Jrahk manage to lay a single hit on the creature, while Ixrul's elementals fare slightly better. However, it still stands.
Bite vs Jrahk: 1d20 + 15 ⇒ (19) + 15 = 34
Claw vs Jrahk: 1d20 + 16 ⇒ (4) + 16 = 20
Claw vs Jrahk: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 3d6 + 26 ⇒ (1, 1, 1) + 26 = 29
29 more damage, and another Fort save.
1d4 ⇒ 1
1d20 ⇒ 3
1d4 ⇒ 2
Ace, once again, is the unlucky recipient of a bolt of negative energy.
Two more Negative levels, bringing your total to 5. Potentially, one more shot could kill you.
Jrahk Razortusk |
Jrahk, who is now only conscious through his tenacious hatred of everything, finishes it off.
Don't let them etc.: 4d100 ⇒ (52, 41, 61, 79) = 233
Falchion: 1d20 + 16 ⇒ (5) + 16 = 21
2d6 + 24 ⇒ (4, 6) + 24 = 34
Falchion 2: 1d20 + 11 ⇒ (14) + 11 = 25
2d6 + 24 ⇒ (6, 1) + 24 = 31
Bite: 1d20 + 8 ⇒ (12) + 8 = 20
1d6 + 14 ⇒ (6) + 14 = 20
Cornugon: 1d20 + 22 ⇒ (20) + 22 = 42
Hurtful: 1d20 + 16 ⇒ (20) + 16 = 36
2d6 + 24 ⇒ (3, 6) + 24 = 33
Hurtful Confirm: 1d20 + 16 ⇒ (10) + 16 = 26
2d6 + 24 ⇒ (6, 5) + 24 = 35
Spirits: 1d20 + 11 ⇒ (18) + 11 = 29
1d4 + 2 ⇒ (2) + 2 = 4
Ixrul Morcrom |
Wait, did it roll a save against my pit? If not, don't bother retconning, I'll just have not used the spell.
Ixrul Morcrom |
Is the light on the ground?
Gremory Ainsworth |
Gremory will spend the grit to clear the barrel for an exploratory shot at the light.
I'm having a hard time believing this gun has actually jammed this many times. I should get something more reliable, like fists. Right Daliya? Daliya?
Fire: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Confirm: 1d20 + 12 ⇒ (6) + 12 = 18
Damage?: 3d8 + 39 ⇒ (2, 1, 3) + 39 = 45
Oh yeah. Okay. How useless was this crit?
Gremory puts an ear out for a response from the extra-strength-unconscious Daliya.
Ixrul Morcrom |
Ixrul will have the unenlightened mud men stand in front of it so it can't easily target the important ones.
1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 7 ⇒ (7) + 7 = 14
1d20 + 14 ⇒ (19) + 14 = 33
1d8 + 7 ⇒ (7) + 7 = 14
1d20 + 14 ⇒ (5) + 14 = 19
1d8 + 7 ⇒ (1) + 7 = 8
1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 7 ⇒ (7) + 7 = 14
Ixrul Morcrom |
Seeing through my invisibility and MIs?