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Chaos Beast

DM Bigrin's page

2,042 posts. Alias of bigrin42.


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Can't 5' step in difficult terrain, Lefrik. Still, holding your action will bring all 3 to you and you can great cleave to your heart's content.

Spoiler:

1d20 + 2 ⇒ (8) + 2 = 10
1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (8) + 2 = 10

1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17

1d20 + 2 ⇒ (6) + 2 = 8
1d6 + 1 ⇒ (3) + 1 = 4

1d20 + 2 ⇒ (11) + 2 = 13
1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 2 ⇒ (8) + 2 = 10
1d6 + 1 ⇒ (4) + 1 = 5

1d20 + 4 ⇒ (12) + 4 = 16
1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (20) + 4 = 24
1d6 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 4 ⇒ (4) + 4 = 8
1d20 - 1 ⇒ (1) - 1 = 0
1d4 + 1 ⇒ (2) + 1 = 3

1d20 + 4 ⇒ (16) + 4 = 20
1d6 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (16) + 4 = 20
1d6 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (12) + 4 = 16
1d6 + 4 ⇒ (4) + 4 = 8
1d20 - 1 ⇒ (10) - 1 = 9
1d4 + 1 ⇒ (3) + 1 = 4

confirm: 1d20 + 4 ⇒ (8) + 4 = 12
1d6 + 4 ⇒ (4) + 4 = 8

confirm: 1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 4 ⇒ (2) + 4 = 6

Calla feels her knees shaking as the strength is sapped from her. As the zombie's tongue withdrew, she could see it pulsating, and the remnants of a large amount of her blood seemed to absorb into the needle-filled pores of the tongue's surface. She fought through the weakness and connected with the zombie once more, but the feeble blow barely harmed it.

Anklebiter finished casting and moved to Lefrik's side, passing Bruendor on the way. The sturdy dwarf slammed into the nearest akata, driving his rapier deep into purple hide. The dwarf was in danger of getting surrounded when the summoned spiders managed to encase two of his foes in webbing.

Lefrik stepped forward and waited fo rthe akatas to come close, his axe held loosely in his hands. At the last minute, he whipped the axe in a blurred arc, slamming the extra-sharp head into the charging akatas. Two of his foes fell instantly, while the third weakly attacked with its head half-severed.

Calla again took the brunt of the attacking zombies' strikes. With two of them on her, and weakened from the blood loss, she wasn't able to defend herself from all the strikes. Two heavy slams got through, knocking the inquisitor to the ground.

Round 4[:

Calla takes 2 points of Str damage from the zombie's blood drain ability.

Calla takes 2 hits for 10 damage and 18 damage, which should be enough to send her bleeding to the ground at -1 hp (I think)

Two akata dead.

Initiatives:

group
zombies

Here's the map


Refresher: Rory Grayson is the merchant's son you were sent down here to look for


The room is fairly large and completely befouled with the remnants of the ghouls and their recent meals. In most places the detritus is a few inches deep, and searching carefully requires running your fingers through the muck. However, after nearly an hour, Bob stood up with a crumpled note in his hand. In a shaky hand, it read "Beware the Purple Worms" and "Dam it is alive. Have to sleep, or die".

Eva was the next to uncover something of interest. A small notebook, a journal actually, with the name Rory Grayson written on the inside cover. Most of the entries are pretty banal, though the most recent ones describe the merchant son's preparation for his trip into the Vault. The final entry was scrawled hurriedly and read, "Saracek got the others, and Willem ran. I'm almost out of torches, and I can hear the dead. He's coming for me."


Glad to hear it! Don't worry, the sleeping comes eventually


No worries Bob.

I assume everyone has leveled. What are your next actions?


Angelica gently opens the middle door to find a thirty-foot long hallway ending in a very rusted looking portcullis. Beyond the portcullis she could see another room. Both the hallway and the room appear to be deserted.

Here's the map


mechanics:

1d20 + 4 ⇒ (15) + 4 = 19
1d6 + 4 ⇒ (5) + 4 = 9

1d20 + 4 ⇒ (16) + 4 = 20
1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (8) + 4 = 12
1d6 + 4 ⇒ (3) + 4 = 7
1d20 - 1 ⇒ (19) - 1 = 18
1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 4 ⇒ (18) + 4 = 22
1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (2) + 4 = 6
1d6 + 4 ⇒ (6) + 4 = 10
1d20 - 1 ⇒ (8) - 1 = 7
1d6 + 1 ⇒ (2) + 1 = 3

confirm: 1d20 + 4 ⇒ (5) + 4 = 9
1d6 + 4 ⇒ (3) + 4 = 7

Anklebiter's celestial ape appeared, and its presence was devastating to the zombies. Not only did it mangle the two before it, but it allowed Bruendor and Lefrik to flank, providing the battlefield control necessary to easily put down the two zombies. On the other flank, the ladies weren't doing quite as well. Both Kelendra and Calla hurt their opponents, but the zombies struck back with a vengenance.

Calla took a strong blow from the charging zombie that sent stars reeling across her vision. She could barely fend off the other zombie's blows, and as her vision cleared she saw its long spiny tongue shoot out across the short span between them, lashing her face like a whip covered with cactus spines.

Kelendra fared slightly better, only taking a single blow to the chest.

Meanwhile, the akatas closed the distance, bearing in on Lefrik and Anklebiter.

Round 3:

Two down!

Calla takes 9 damage, 7 damage, and 2 damage, and owes me a Fort save.

Kelendra takes 6 damage

Anklebiter, don't forget to control your summoned creatures' actions every round, and if you can give me a turn counter, that would be great (e.g., Summoned Boar, rounds left 3)

initiatives:

group
enemies

Here's the map


Congratulations!!!!!


Our condolences, my friend. I too understand the large family in their twilight years scenario. Take your time and do what needs doing> Lefrik will still be here when you get back.


mechanics:

1d20 + 4 ⇒ (12) + 4 = 16
1d6 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (17) + 4 = 21
1d6 + 4 ⇒ (3) + 4 = 7

1d20 + 4 ⇒ (15) + 4 = 19
1d6 + 4 ⇒ (6) + 4 = 10

1d20 + 4 ⇒ (15) + 4 = 19
1d6 + 4 ⇒ (1) + 4 = 5

The first zombie to reach the illusory woman ran right through it without slowing, and the others followed right behind. Whatever hunger or impulses drove them, whatever senses guided them, the zombies ignored the illusion and came on. Calla steeled herself and fired twice, dropping the lead zombie before the rest of them made it to the group.

One of the zombies slammed aside Bruendor's crossbow, knocking the dwarf in the head with one of the cross arms. Calla also took a hard blow as she tried to fend off the fast-moving zombie with her bowstave.

The akata loped along, drawing nearer as the group turned to deal with the most imminent threat.

Round 2:

One down!

Bruendor takes 7 damage

Calla takes 5 damage

Anklebiter, don't forget to control your summoned creatures' actions every round, and if you can give me a turn counter, that would be great (e.g., Summoned Boar, rounds left 3)

initiatives:

group
enemies

Here's the map


mechanics:

1d20 + 4 ⇒ (6) + 4 = 10


The spells on the fountain are simple enough to observe for the little cleric. One was for creating the water, and another was for vanishing some of it before the basin overflowed. The permanency of these spells made this an always-full drinking fountain with cool. clean water.


The fountain radiates a fairly low level of conjuration magic. The doors themselves reveal no such magics, and aside from the rubble piled in front of the northernmost one, none of the doors appear to have locks or bars.


You're the ones that decided to go traipsing through a jungle instead of walking alon gthe nice easy paths :D


The most direct way to your goal is across a portion of the crater, and once you begin your journey you discover that the crater isn't a uniform elevation, but consists of pockets and smaller craters. The uneven footing of the torn and burnt ground made the going extremely difficult. In fact, there was more than one occasion when Anklebiter had to be helped out of one of the larger pits.

You were nearly two thirds of the way across when a howl rent the air behind you. Looking across, you can see the head of a zombie - this one looks like one of the dwarven expedition. The howl seemed to signal others, as more heads popped up over the terrain. The zombies moved quickly towards you, but as you spun to meet the threat, Lefrik noticed another. A half-dozen of the akata, apparently signaled by the zombie's ululation, were leaping over the rough terrain unerringly towards you.

Round 1:

Initiatives:
group
enemies

Here's the map

Half movement in the crater, so no 5' steps. You are currently in the middle of a shallow depression (maybe 3' below the higher surface).


FYI - and not to be leading you at all - but the loot list I give is always the obvious loot. Sometimes careful searching will reveal more. Just be aware of the time requirements in doing so.


The group headed in, up the stairs, and down the hallway. The hallway ended at a small anteroom, with three closed doors on the eastern wall. The northernmost door has a mound of rubble and broken furniture stacked against it.On the northern wall there was a fountain made of green stone. A small trickle of water flows from the mouth of a devilish-looking lion's head into a small basin.

Here's the map


The crater is about a half-mile in diameter (as previously mentioned). There is nothing obvious in the center of the crater. The entire area looks to be torn earth and jagged impact craters. You'd have to get closer to see into one.


The star-shaped room is obviously the lair of the ghouls, and likely the main reason few adventuring parties make it beyond the second level of the Vault of Graves. The detritus from hundreds of meals is scattered across the floor, most of which appear to be from hapless adventurers. Common weapons and armor in various stages of rust and decay are tumbled about the floor, many with various body parts left inside, stripped to the bone. The ones in better condition consist of a fulls set of dwarf-sized half plate, a couple of shields, a sheaf of arrows, a heavy mace, a short sword, a rapier, 2 nice daggers, a composite shortbow without a string, a throwing axe, and a warhammer with dwarven runes along the handle. Also, there are three unbroken vials, two of which bear the unmistakable hue of healing potions, and a small fortune in loose coins and gems.

loot:

  • dwarf sized half-plate
  • heavy steel shield
  • light steel shield
  • 18 arrows
  • heavy mace
  • short sword
  • rapier
  • silver dagger
  • steel dagger
  • composite shortbow (+1 str), without a string
  • throwing axe
  • warhammer
  • 2x cure light wounds potions
  • potion
  • 1130 gold coins, 2265 silver coins, 1674 copper coins
  • 23 gems

    Remember that coins are roughly 1 pound in weight for every 50 coins


  • You get your new hit points from leveling, but any existing damage must be healed as normal. HP rule is half, rounded up. New skills and abilities apply immediately, but newly acquired spell slots can't be filled until after a rest.


    The forest opened suddenly to the main impact site, a crater of devastation nearly a half-mile across. One moment you were pushing through the dense jungle undergrowth, and then there was open sky above you. The ground was torn, burnt, and thrown into jagged piles. Broken trees littered the landscape, many charred from the heat of the explosion as the meteor struck the ground. There are no evident hiding or camping areas here, though you can see that the far side of the crater apparently joins the sea.


    The smoke continued to fill the corridors, with little avenues of escape, and everyone pressed back away from it. The sounds of combat faded as, in Wesley's mind, the presence of the fire elementals disappeared. In less than a minute, the smoke fountain cleared, and the scene of carnage was clear. A pile of charred bodies lay on the ground, along with some creosote and a small pile of ash.

    Combat over:

    Congratulations! 14 ghouls and 5 ghasts destroyed, with minimal damage taken. Don't you love it when they all bunch up in a doorway for you to slaughter?

    1720 XP each for this encounter, which takes everyone to level 6!


    The second nupperibo died as quickly as the first, buried under the strikes from the companions. The area around the arena goes quiet again, spoiled only by Jakscar's preening over how well he did.


    Roger that


    Penalties only apply if you are attacking with the off-hand weapon. Note that by the rules, as long are you are only attacking with one weapon, you can use either as the "primary" (great for using multiple weapons of different materials to bypass DR)


    mechanics:

    1d20 + 1 ⇒ (8) + 1 = 9
    1d8 ⇒ 8

    The waxy humanoids lumbered towards Jakscar, rusty weapons raised. The cat easily dodged the blow of the first creature. The second was still in the process of striking when Harbug dashed up the corridor and spitted it on his longspear.

    Round 1:

    Initiatives:
    nupperibos (already gone)
    group

    Here's the map


    mechanics:

    1d20 + 4 ⇒ (13) + 4 = 17

    Once again the large ghoul dodged Abroshqualmie's bouncing ball of fire, but it was distracted enough that Bob got some good blows in with his crystalline blades. The ghoul died, still choking from the fiery cloud. Inside the cloud of smoke and fire, a commotion could be heard, but the dense, choking smoke made it impossible to see what was going on.

    Confined in the hallways, the smoke drifted out to cover those standing nearby, as well. Your eyes burned from the acrid smoke, and your throat and lungs tickled. Everyone began to cough at the irritation.

    Round 6:

    Initiatives:
    group
    ghouls

    Here is the map
    The light patch in the hallway represents the smoke cloud.


    Jakscar rushed to the hallway and threw a dagger at one of the nupperibos. The blade sank a tiny way into the waxy skin and then fell out to land on the floor with a loud "clang". While the others prepared themselves, the cat stared at a tiny figure in the seating area. He blinked as it faded from sight, but the flapping of leathery wings could be heard, growing fainter.

    Surprise round:

    Jakscar and Shabbezz have already gone, everyone else gets their surprise round actions.

    Here's the map


    Looking around doesn't yield too many options. Though the forest is dense, there don't appear to be that many large trees to climb up and shelter in, assuming of course that the akatas couldn't simply climb the trees. There were no caves in the area, not that you found, anyways. It seemed like your only chance was to either push on to the main crater and see what you could find, or hunker down here in the forest and defend yourselves as you are best able. It is still mid-afternoon, so there is some time yet before you have to make camp.

    While you were looking for a defensible campsite, Bruendor spotted a small crater with another gleam of green crystal in it. It took him about 15 minutes, but he managed to dig out a few palm-sized chunks of noqual.

    Bruendor found 1d3 ⇒ 1 pounds of noqual


    It seemed inconceivable that in a dense forest environment something as relatively small as an arrow could be found, but Calla managed to find several of hers stuck in tree trunks or caught in the underbrush as they moved on. The akata attack, while expected, had still rattled the companions. This forest was the ideal place for ambushes, and the continuing drizzle helped keep the atmosphere gloomy and ill-lit.

    Still, you pushed on through the woods, occasionally hacking through an obstacle or backtracking around one. The going was slow, and it became clear that you wouldn't likely have much chance to get to the crater and have much time at all for exploration before dusk.


    Jakscar - Good question. On the boards I usually see it as conditional (e.g.,if a nat 20 is rolled, or first hit I take in combat). Since I roll damage and post at the same time, I'll need to know your condition before I start rolling.


    mechanics:

    1d20 + 2 ⇒ (19) + 2 = 21

    1d20 + 4 ⇒ (14) + 4 = 18
    1d20 + 4 ⇒ (1) + 4 = 5
    1d20 + 2 ⇒ (1) + 2 = 3
    1d20 + 2 ⇒ (9) + 2 = 11

    1d20 + 3 ⇒ (11) + 3 = 14
    1d6 + 1 ⇒ (1) + 1 = 2

    Between them, Eva and Tamis manage to kill all but one of the ghouls remaining in the star-shaped chamber. That ghoul lashed out at Tamis, but the inquisitor managed to block the flashing teeth.

    On the other front, a roiling cloud of fire and smoke engulfed the ghouls as three small fire elementals make the scene. The ghoul nearest the group was bitten badly by Wesley's dog, Dworkin, and it fell screaming to the ground to die. The fireball tumbling in the air moved over to the ghoul in front of Bob, which dodged the slow moving fire easily, but got a dagger in the gut for its troubles.

    And the dog has a name at last :)

    Round 5:

    No damage this round

    Initiatives:
    group
    ghouls

    Here is the map
    The light patch in the hallway represents the smoke cloud.


    You made your way back in the other direction, as stealthily as possible with Jakscar stumbling about. It truly was amazing how much noise the catfolk could make. After a few moments, Angelica came to an intersection that looked like at one point it had a portcullis in place. However, the gate had long ago been removed, leaving only the channels in the stone of the walls.

    Beyond that point was some sort of arena, about 30 feet in diameter, with a raised seating area on the far side. A set of stairs led up to the seating area. Within the main part of the arena was a pair of nupperibos, hacking and slashing at each other with dull rusted blades.

    Here is the map


    Harbug:

    You feel a sense of power and strength wash through you. In your enlightened state, you feel like you can do anything. The phrase "10-feet tall and arrow-proof" was made for feelings like this.

    You get a +1 to all rolls until further notice.


    Right, anyone who wants to rub the frog on your weapons to see if it counts as poison is free to do so for the next 24 hours.


    mechanics:

    1d20 + 4 ⇒ (7) + 4 = 11
    1d20 + 4 ⇒ (8) + 4 = 12
    1d20 + 2 ⇒ (16) + 2 = 18

    1d20 + 2 ⇒ (13) + 2 = 15

    1d20 + 5 ⇒ (10) + 5 = 15
    1d6 + 3 ⇒ (4) + 3 = 7

    1d20 + 3 ⇒ (19) + 3 = 22
    1d6 + 1 ⇒ (5) + 1 = 6

    Eva and Tamis make quick work of the two attacking them in the bottleneck of the entry way, though more ghouls swarmed up. One of them managed to get a nasty bite on Eva's arm, and though the barbarian shook off the pain, the numbness continued to bloom

    On the other front, Bob's piercing wave of sound roughly shook the leading elements of the ghouls, forcing them back. Abrosh called upon his magics to send a fiery ball into the lead ghoul, badly burning its head and shoulders.

    Round 4:

    Evangline takes6 damage and owes me a DC 15 Fort save or be paralyzed.

    Initatives:
    group
    ghouls

    Here's the map


    Harbug:
    You can definitely see evidence of moderate abjuration magics on both columns, though you have no idea what spells are affecting them.

    Angelica:

    You feel a sense of power and strength wash through you. In your enlightened state, you feel like you can do anything. The phrase "10-feet tall and arrow-proof" was made for feelings like this.

    You get a +1 to all rolls until further notice.


    mechanics:

    1d20 + 2 ⇒ (6) + 2 = 8
    1d6 + 1 ⇒ (3) + 1 = 4
    1d20 - 3 ⇒ (3) - 3 = 0
    1d3 ⇒ 1
    1d20 - 3 ⇒ (12) - 3 = 9
    1d3 ⇒ 2

    The last creature on Bruendor falls without the chance to harm the dwarf or anyone else. The one on Calla wasn't far behind. Between the five of them, the last akata was buried under a hail of steel. The forest went still and silent as you each bring your breathing under control. Once again, the purple creatures made no sounds in combat, an occurrence that was as unsettling now as it had been the first time you encountered it.


    Jakscar:

    You feel a sense of power and strength wash through you. In your enlightened state, you feel like you can do anything. The phrase "10-feet tall and arrow-proof" was made for feelings like this.

    You get a +1 to all rolls until further notice.


    Angelica does not see any sign of traps.


    Zaphomil:
    You feel a sense of power and strength wash through you. In your enlightened state, you feel like you can do anything. The phrase "10-feet tall and arrow-proof" was made for feelings like this.

    You get a +1 to all rolls until further notice


    mechanics:

    Bruendor: 1d20 + 6 ⇒ (2) + 6 = 8
    Damage: 1d6 + 3 ⇒ (1) + 3 = 4

    1d20 + 2 ⇒ (11) + 2 = 13
    1d6 + 1 ⇒ (6) + 1 = 7
    1d20 - 3 ⇒ (16) - 3 = 13
    1d3 ⇒ 3
    1d20 - 3 ⇒ (2) - 3 = -1
    1d3 ⇒ 2

    1d20 + 2 ⇒ (20) + 2 = 22
    1d6 + 1 ⇒ (2) + 1 = 3
    confirm: 1d20 + 2 ⇒ (13) + 2 = 15
    1d6 + 1 ⇒ (6) + 1 = 7

    Lefrik steps to aid Bruendor, leaving Calla and Anklebiter to deal with the remaining akata from that group. Unfortunately for Calla, Anklebiter turned with him, leaving her to deal with the charging akata alone. Two arrows sped from her bow, and one found its mark, digging deeply into purple flesh. The akata never made a sound as it swerved from its original target and bore down on the inquisitor. Fiery pain erupted in her left arm as the thing sank its glistening fangs into her.

    On the other side, Kelendra and Anklebiter managed to kill an akata after Lefrik distracted it with his flailing axe.

    Round 5:

    Calla takes 3 damage (no crit confirm), and owes me a Fort save.

    Initiatives:
    group
    akata

    Here is the map


    Taking the eastern passage, you quickly arrive at a wide room. A pillar stands at either end of the room. The northern pillar is carved with the image of a beautiful woman wielding a ranseur - The Runelord Alaznist, as you have seen in other areas of this structure. The southern pillar depicts seven robed men and women, their facial features blank masks. Each of them holds aloft one segment of the seven-pointed star. Strange runes are carved into the floor.

    If you can read ancient Thassilonian:

    The runes read, "Does true power lie with the one or the many?"

    Here is the map


    mechanics:

    Will: 1d20 + 5 ⇒ (15) + 5 = 20
    Will: 1d20 + 5 ⇒ (17) + 5 = 22
    Will: 1d20 + 5 ⇒ (9) + 5 = 14
    Will: 1d20 + 5 ⇒ (5) + 5 = 10
    Will: 1d20 + 5 ⇒ (17) + 5 = 22
    Will: 1d20 + 5 ⇒ (7) + 5 = 12

    Will: 1d20 + 7 ⇒ (2) + 7 = 9
    Will: 1d20 + 7 ⇒ (1) + 7 = 8
    Will: 1d20 + 7 ⇒ (6) + 7 = 13

    attack: 1d20 + 5 ⇒ (15) + 5 = 20
    damage: 1d6 + 3 ⇒ (5) + 3 = 8

    attack: 1d20 + 3 ⇒ (9) + 3 = 12
    damage: 1d6 + 1 ⇒ (3) + 1 = 4

    This time, the wave of positive energy from Abroshqualmie rolled over the undead like a tsunami, tossing some to the ground and causing others to wither. The large one on the ground by the center collapsed entirely. The wails coming from the undead were hideous and painfully loud. Eva's strike missed as she fought to hold her focus against the clamor, but her backswing took the other ghoul in the throat. Tamis didn't seem to be too impaired though, as she cleaved the head right off the ghoul in front of her. The others moved forward, though the narrow entrance made it difficult for them to get at Tamis and Evangline. One of the dark-colored undead bit Tamis on the arm, making it numb. The other tried to go for Evangline, but missed its attack on the giant woman.

    Wesley began summoning another creature as Bob continued singing. They both looked a little concerned at the sound of feet flapping on the stone corridor. They looked even more so when the pack of ghouls burst out of the darkness and charged!

    Round 3:

    Tamis takes 8 damage and owes me a DC 15 Fort save or be paralyzed. She also owes me a separate Fort save.

    Both Eva and Tamis owe me DC 15 fort saves or be sickened from the ghouls' stench.

    Initiatives:
    group
    ghouls

    Here's the map


    Hope you guys didn't think I completely disappeared> I was waiting for more definitive actions, but I think I'll just move us along.

    You move quickly back to the entry point for this level, taking care to once more skirt the fire elementals in their circle. Taking the small flight of stairs down from the entry room, you are confronted with the choice to go west and circle around, or east and deal with the gate mentioned on the map sketch.

    Here's the map

    Left or right?


    Sorry for the silence, long weekend went a little longer than expected. Going to DMPC eva and push on with the update.

    mechanics:

    1d20 + 4 ⇒ (3) + 4 = 7

    put out flame: 1d20 + 8 ⇒ (7) + 8 = 15

    1d20 + 3 ⇒ (13) + 3 = 16
    1d6 + 1 ⇒ (5) + 1 = 6
    1d20 + 3 ⇒ (18) + 3 = 21
    1d6 + 1 ⇒ (6) + 1 = 7
    1d20 + 3 ⇒ (4) + 3 = 7
    1d6 + 1 ⇒ (6) + 1 = 7
    1d20 + 3 ⇒ (13) + 3 = 16
    1d6 + 1 ⇒ (4) + 1 = 5

    1d20 + 3 ⇒ (14) + 3 = 17
    1d6 + 1 ⇒ (5) + 1 = 6

    1d20 + 3 ⇒ (11) + 3 = 14
    1d6 + 1 ⇒ (3) + 1 = 4
    1d20 + 3 ⇒ (18) + 3 = 21
    1d6 + 1 ⇒ (4) + 1 = 5
    1d20 + 3 ⇒ (15) + 3 = 18
    1d6 + 1 ⇒ (3) + 1 = 4

    1d20 + 3 ⇒ (8) + 3 = 11
    1d6 + 1 ⇒ (2) + 1 = 3
    1d20 + 3 ⇒ (11) + 3 = 14
    1d6 + 1 ⇒ (2) + 1 = 3
    1d20 + 3 ⇒ (13) + 3 = 16
    1d6 + 1 ⇒ (3) + 1 = 4

    eva attack: 1d20 + 8 ⇒ (3) + 8 = 11
    eva damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

    Tamis felled the ghoul in front of her as Bob tuned up the inspiring music. Wesley sped up the front line attackers as his fire elemental moved gracefully into the room. Stopping in the direct center, the elemental flared briefly as it attacked the undead there. The creature howled in pain, falling to the ground and beating the flames out. Some of the ghouls rushed to attack the fire elemental, eventually beating the living flame into darkness. Some of the other ghouls vanished from sight, perhaps running from the flame.

    A pair of ghouls charged right at Tamis and Evagline. Eva's greatsword flashed through the air, drawing her opponent up sharp to avoid the blow. Tamis' foe wasn't deterred and dove forward, teeth and claws driving at the dwarf maid. Tamis wedged her sword into the foul maw, trying desperately to keep its teeth off of her as its claws raked her sides. She could feel the cold numbness spreading from the wounds there.

    Round 2:

    One down!

    Tamis takes two hits for 3 damage and 4 damage and owes me 2 DC 13 Fort saves vs paralysis

    Initiatives:

    group
    ghouls

    Here's the map


    mechanics:

    1d20 + 2 ⇒ (8) + 2 = 10
    1d6 + 1 ⇒ (1) + 1 = 2
    1d20 - 3 ⇒ (15) - 3 = 12
    1d3 ⇒ 2
    1d20 - 3 ⇒ (1) - 3 = -2
    1d3 ⇒ 1
    1d20 + 2 ⇒ (9) + 2 = 11
    1d6 + 1 ⇒ (2) + 1 = 3
    1d20 - 3 ⇒ (19) - 3 = 16
    1d3 ⇒ 2
    1d20 - 3 ⇒ (12) - 3 = 9
    1d3 ⇒ 2

    1d20 + 2 ⇒ (6) + 2 = 8
    1d6 + 1 ⇒ (5) + 1 = 6
    1d20 - 3 ⇒ (2) - 3 = -1
    1d3 ⇒ 1
    1d20 - 3 ⇒ (13) - 3 = 10
    1d3 ⇒ 2

    Anklebiter and Bruendor concentrated their attacks on the akata that Kelendra wounded. The combined efforts of the three killed the alien beast, leaving Bruendor only facing two of the creatures. The dwarf spun and dodged, trying to avoid the slime-covered fangs. He was so intent on the teeth, that one of the knobbed tentacles got through and numbed his arm below the elbow.

    On the other side, Calla sent a pair of arrows into one of Lefrik's foes. The barbarian looked torn between engaging Bruendor's opponents and leaving Anklebiter and Calla undefended, or striking out at the closest foes. The felling of one of the akatas by Bruendor decided the matter, and with a shout he slammed his axe into his closest foe, driving it deeply into the back of its head and killing it instantly.

    Round 4:

    Bruendor takes 2 damage

    Initative:
    group
    akatas

    Here's the map


    Greetings, salutations, salubriations, felicitations, and inebrations! GM Spiderbeard asked if I would like to join you lot as a healer, and I said YES! I'll probably be putting together a Warpriest tonight, and likely reading through the gameplay thread as well so I know what's going on.

    See you in game soon!


    Yes, this AP is apparently cursed.


    FYI, I will be leaving this afternoon for a nice long holiday weekend. I will be back on Tuesday.

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