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Game Master jooker

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A ghostly elven man floats from the middle of the circle towards Daimal.

He floats to the tiger and attempts to touch it.

tiger touch: 1d20 + 6 ⇒ (19) + 6 = 25
touch damage: 7d6 ⇒ (3, 5, 6, 5, 1, 3, 2) = 25

When the ghost touches the tiger, the color bleaches from its fur, in the area touched, as if it was instantly aging.

Tiger makes a Fort Save.

give me perception checks again


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Tiger fort: 1d20 + 10 ⇒ (5) + 10 = 15

Perception Yardra: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Tiger: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Bralman: 1d20 + 9 ⇒ (1) + 9 = 10

Knowledge(religion): 1d20 + 11 ⇒ (18) + 11 = 29


With your knowledge religion, you know that this is very obviously a ghost.

Incorporial, Undead Traits, Frightful Moan, Corrupting Touch

The tiger fails the fort save and takes full damage

initiative:

Ghost: 1d20 + 5 ⇒ (15) + 5 = 20
Yardra: 1d20 + 2 ⇒ (1) + 2 = 3
Tiger: 1d20 + 2 ⇒ (7) + 2 = 9
Balramin: 1d20 + 2 ⇒ (13) + 2 = 15

I forgot to post initiative.
Ghost > Balramin > Tiger > Yardra


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman holds his action until the tiger gets in position.

Yardra says "Bralman, only use your magic weapons! Daimal, flank!" and her tiger moves around the ghost, using Acrobatics to try to avoid more attacks.
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16
It then attacks the ghost with a bite. (Counts as magic thanks to the amulet of mighty fists).

Bite: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27
Damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20

Bralman then uses a move action to study the ghost, then takes a five-foot step and attacks with his scythe.
+1 scythe: 1d20 + 11 + 2 - 3 ⇒ (12) + 11 + 2 - 3 = 22
Damage: 2d4 + 4 + 9 ⇒ (4, 3) + 4 + 9 = 20

Finally, Shardra casts cure critical wounds, then takes a five-foot step to deliver the spell with a touch attack.
Touch attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 4d8 + 8 ⇒ (5, 4, 2, 7) + 8 = 26

Unfortunately, her touch attack misses wildly, and she'll need to attempt the touch again next round, holding the charge.


Your magical weapon attacks connect and hit the ghost. It recoils in shock at the blows but does not disperse.

Angered by the assault, the ghost steps back and lets out an ear piercing screech.

Will saves needed from everyone.

Magic weapons still only deal 1/2 damage to incorporeal creatures.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Will Yardra: 1d20 + 7 ⇒ (18) + 7 = 25
Will Bralman: 1d20 + 1 ⇒ (9) + 1 = 10
Will Daimal: 1d20 + 5 ⇒ (14) + 5 = 19


Yardra and Daimal are fine. Bralman is panicked for rounds: 2d4 ⇒ (1, 4) = 5.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman runs the eff away.

Yardra tells Daimal once more "Flank!" and he moves behind the ghost, then makes a full attack on the ghost.

bite: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 no point in trying to grab
claw1: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
damage: 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw2: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19

Yardra then moves around so as to not provoke, then uses a Standard action to try to deliver the spell she had held.

Touch: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
And once again she misses horribly. Sigh.

Grand Lodge

M Gnome Spelleater Bloodrager (Arcane Bloodline) 1

The ghost turns and attempts to touch the tiger.

touch: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 7d6 ⇒ (4, 6, 5, 2, 2, 3, 5) = 27

-Posted with Wayfinder


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Daimal whimpers but does another full attack on the ghost.

bite: 1d20 + 14 - 3 + 2 ⇒ (6) + 14 - 3 + 2 = 19
damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw1: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
damage: 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw2: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19

And Yardra attempts once more to touch the pesky ghost.
Touch: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
If 16 touch hits, the ghost will take 4d8+8 damage. Should I re-roll the damage, or use the roll of 26 from a few turns ago?


lol I posted with the wrong alias from my phone. Oops

Your touch misses the ghost, fortunately the tiger's second claw causes it to dissapate and vanish.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

With the ghost dissipated, Yardra shrugs and touches Daimal with the held spell.
healing: 4d8 + 8 ⇒ (5, 3, 4, 4) + 8 = 24
She then pulls out a wand of cure light wounds and casts it on him a few more times.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Wow, lots of low rolls

Bralman comes back over, head hanging. "I am sorry, my lady. I cannot believe I ran away like that."

"It's alright, Bralman. It was magical fear, you have nothing to apologize for. I must remember to equip you better to resist such attacks."


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

The three of them search the rest of the room, and Yardra tries to make sense of the circle and what she may be able to use it for.

Yardra Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Bralman Percaption: 1d20 + 9 ⇒ (19) + 9 = 28
Daimal Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Yardra Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Kn.arcana: 1d20 + 4 ⇒ (1) + 4 = 5


you find 1500g worth of trade goods from the workbench and the bookshelves. it weighs 15lbs
you can also take the alchemist lab, 200g sell for 1/2 and weighs 40lbs
treat the magical and mechanical tools as 2 sets of MW artisans tools. 55g, 5lbs sell for 1/2

The chest is still in the room.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman will go back over to the chest and take out his frustration on it.
Sunder: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14

Sunder: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17


Bralman breaks through the chest after a few swings.

It will take more sunders but you are out of combat so there is no need to roll them.

102 gp, 140 sp; Aquamarine (600 gp), Bloodstone (55 gp), Garnet (70 gp), Green Spinel (55 gp), Jade (120 gp), Milky Quartz (50 gp), Smoky Quartz (45 gp), Topaz (450 gp); Masterwork Hide (165 gp), Masterwork Longsword (315 gp), Masterwork Sling (300 gp); Scroll of Pass without Trace (25 gp)


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra and Bralman create a makeshift sack from a cape or other fabric and gather up all the large items, tying them to Daimal. Yardra carries the gems and gold herself in a belt pouch.

Seemingly finished with this room, they go back down the hallway and take the first unexplored left.


Bralman notices a secret door behind one of the bookcases.

The door is concealed behind a statue of a fearsome dragon, and it appears the door is opened by reaching into its mouth.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Perception Yardra: 1d20 + 1 ⇒ (13) + 1 = 14
Perception Bralman (with trapfinding): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Checking the dragon for traps.


You don't see any traps.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman puts one of his four hands in and feels around for a latch or something of that nature. If he finds it, he pulls on it.


GM Screen:

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20 ranged (6d6); multiple targets (all targets in a 20 ft. line)
Bralman: 1d20 + 20 ⇒ (14) + 20 = 34
Bralman Damage: 6d6 ⇒ (6, 6, 1, 3, 4, 1) = 21
Daimal: 1d20 + 20 ⇒ (16) + 20 = 36
Daimal Damage: 6d6 ⇒ (6, 1, 1, 4, 5, 4) = 21

A hail of arrows shoot forth from the mouth of the dragon, striking everyone in a 20ft line.

Bralman and Daimal each take 21 damage. (no save)

After the trap goes off, the door does not seem to open, but the mechanisms are exposed. (Disable device, str check, or other ability needed)


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"OWWWWW!" yells Bralman, and poor Daimal whimpers. Yardra sighs, then pulls out her CLW wand once more.

Bralman:
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Daimal:
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Bralman will then take 20 on a Strength check to mess up the mechanisms and open the secret door.
Taking 20 for a 23.


After bashing around for a while, the door gives way to the four armed man.

Inside the doorway is a very long hallway.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra and her crew move into the long hallway and start down it, watching for traps.

Perception Yardra: 1d20 + 1 ⇒ (14) + 1 = 15
Perception Bralman: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Daimal: 1d20 + 9 ⇒ (9) + 9 = 18 plus scent


You do not notice any traps.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Of course we don't. The three adventurers move down the long-ass hallway.


I'm loving the Gygax-ness of this dungeon

trap:

Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC
20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square area)

damage: 3d6 ⇒ (2, 5, 4) = 11

Bralman steps on a pressure plate, and from the ceiling comes a sprinkler of freezing water.
Reflex saves needed.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

You are so much the suck.

Reflex Yardra: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex Bralman: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex Daimal: 1d20 + 9 ⇒ (5) + 9 = 14 (Evasion)

All three take 11 cold damage.


You make it to the end of the corridor safely. It turns in a U shape.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra tosses out a few more cure light wounds charges, then the move around the corner.

Yardra:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Bralman:
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Daimal:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Already down to 26 charges on the CLW wand.


The room continues with a T intersection.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Left. Always left. :-P


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

The adventurers hit a seeming dead-end to the left.

Perceptions: 1d20 + 1 + 1d20 + 9 + 1d20 + 9 ⇒ (15) + 1 + (2) + 9 + (8) + 9 = 44 (16, 11, and 17) LOL


You find 3 walls, a ceiling and a floor.

RPG Superstar 2014 Top 16

perception Y: 1d20 + 1 ⇒ (19) + 1 = 20
perception B: 1d20 + 9 ⇒ (9) + 9 = 18
perception D: 1d20 + 9 ⇒ (20) + 9 = 29

Checking the door for traps, then kicking it down!


The door is stuck. You will have to force it open.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

"Daimal... push."
Daimal strength: 1d20 + 6 ⇒ (10) + 6 = 16
Bralman aid: 1d20 + 3 ⇒ (7) + 3 = 10

"Try again."
Daimal strength: 1d20 + 6 ⇒ (19) + 6 = 25
Bralman aid: 1d20 + 3 ⇒ (12) + 3 = 15


The door opens to an empty room. The room is still made of the red obsidian, but there is no evidence that this room was ever used for anything.

Doors lead out to the north and southeast.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

perception Y: 1d20 + 1 ⇒ (6) + 1 = 7
perception B: 1d20 + 9 ⇒ (16) + 9 = 25
perception D: 1d20 + 9 ⇒ (2) + 9 = 11

The three of them search the room, and if they find nothing, they head to the southernmost door.


The room you are currently in is empty. When you search the door to the south, you find the door unlocked.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Bralman opens the door.


A mural of legendary monsters covers the ceiling, Several torches are scattered throughout the room.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Knowledge(planes): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge(religion): 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge(arcana): 1d20 + 4 ⇒ (15) + 4 = 19

Yardra tries to study the mural and recognize some of the monsters.


As you study the murals, some of the creatures around the edges seem to peel away from the mural.

Almost immediately they pop into existence and attack.

You see 3 halfling sized humanoids with wings when they fully appear. Each one seems to be generating a primal element (fire, air, water). They are flying 10 feet off the ground. The ceiling is 15 feet.

Initiative:

fire: 1d20 + 6 ⇒ (18) + 6 = 24
air: 1d20 + 6 ⇒ (14) + 6 = 20
water: 1d20 + 6 ⇒ (14) + 6 = 20
Y: 1d20 + 2 ⇒ (14) + 2 = 16
B: 1d20 + 2 ⇒ (5) + 2 = 7
D: 1d20 + 2 ⇒ (20) + 2 = 22

Init: Fire, D, air, water, Y, B
The creatures get a surprise round

The fire creature lets out a ray of fire at Yardra.
attack: 1d20 + 6 ⇒ (1) + 6 = 7 Miss...

The air creature casts a spell on itself and starts to shimmer.

The water creature lets out an arrow of acid at Yardra.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 2d4 ⇒ (3, 4) = 7

Initiative starts now.

The fire creature casts a spell on Bralman and moves. (Will save)


The creatures are mephits. (DR/magic, small outsiders, they have various spell like abilities based on their type. Each has a breath weapon. The fire elemental is vulnerable to cold.


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Yardra casts scorching ray at the water mephit, hoping to reduce it to steam.
ranged touch 1: 1d20 + 8 ⇒ (5) + 8 = 13
ranged touch 2: 1d20 + 8 ⇒ (10) + 8 = 18
fire damage 1: 4d6 ⇒ (2, 5, 2, 1) = 10
fire damage 2: 4d6 ⇒ (4, 2, 4, 3) = 13

Bralman uses a move action to study the water mephit, then five-foot steps forward and attacks with his +1 scythe.

+1 scythe slice: 1d20 + 11 - 3 ⇒ (2) + 11 - 3 = 10 (-3 power attack)
damage 1: 2d4 + 11 ⇒ (2, 1) + 11 = 14

Daimal then charge-pounces the air mephit with his magic claws (the water one will get an AOO against him if it wants to take it)
bite: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 1d8 + 7 ⇒ (3) + 7 = 10 plus grab: 1d20 + 16 ⇒ (16) + 16 = 32
claw: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d6 + 7 ⇒ (5) + 7 = 12
claw2: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d6 + 7 ⇒ (2) + 7 = 9


Tiger animal companion:
hp 74/75 | AC 29 | CMD 24 | Fort +10, Ref +9, Will +5 | Percept +9, Sense Mot +2 | Init +2
Kasatha Slayer cohort:
hp 52/52 | AC 22 | CMD 21 | F +8, R +6, W +1 | Perc +9, SM +0, Init +2
F aasimar Oracle 8 | hp 52/59 | AC 18, T 12, FF 16 | CMD 17 | Fort +4, Ref +4, Will +7 | Perception +1 | Init +2 | Sense Motive +1

Forgot Bralman's Will save:
Bralman Will: 1d20 + 1 ⇒ (19) + 1 = 20


Bralman resist the spell.

Daimal hits with the bite, but the creature shimmers away before it fully connects.
miss chance blur: 1d100 ⇒ 4
First claw misses
Second claw connects and deal full damage.

The air mephit claws at Daimal.
claw 1: 1d20 + 5 ⇒ (20) + 5 = 25
damage 1: 1d3 + 1 ⇒ (1) + 1 = 2
claw 1: 1d20 + 5 ⇒ (9) + 5 = 14 miss

The water mephit casts a spell.
A wretched cloud appears with noxious gas. It also blocks line of sight. For Saves for those within it.

It is now your turn. You will have to move to attempt the scorching ray. Init was posted up above.

The first scorching ray misses, second deals full damage.

Bralman Misses.

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