1v1 Thread

Game Master jooker

Campaign Map


101 to 150 of 562 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Init: Fire, D, air, water, Y, B

Yardra yells "Daimal, flank!" after casting her scorching ray.

Fire mephit's turn.


damage tally:
W: 13, A: 9, F: 0

The fire mephit flys up and back. (now 15ft in the air in the square)
It attempts to summon another mephit. ...and fails
25% 75-100: 1d100 ⇒ 53

Daimal Next.


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 takes a five-foot step to give Bralman flanking on his turn, then makes a full attack, using Pummeling Style.

Bite: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20 plus Grab: 1d20 + 16 ⇒ (1) + 16 = 17
claw1: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21
claw2: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24

damage bite: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
damage claw1: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
damage claw2: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16

Whichever attacks hit, the damage is resolved as a single attack. But blur might cause one or more to miss still.


miss chance 1-20 miss: 1d100 ⇒ 44
miss chance 1-20 miss: 1d100 ⇒ 30
miss chance 1-20 miss: 1d100 ⇒ 19

One attack misses because of blur, but the air mephit still drops.

The water mephit claws at bralman
claw: 1d20 + 6 ⇒ (2) + 6 = 8 miss...
claw: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d3 + 1 ⇒ (3) + 1 = 4


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 five-foot steps to flank the water mephit, then full-attacks the little pest.

+1 scythe: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 2d4 + 13 ⇒ (1, 2) + 13 = 16
+1 scythe: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d4 + 13 ⇒ (3, 4) + 13 = 20
Kasatha spinal sword: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 6 ⇒ (4) + 6 = 10

Yardra casts shield of faith on herself, giving her a +3 Deflection bonus to AC for 8 minutes. She then moves to get her protectors between herself and the remaining mephit(s).


The second scythe hit fells the water mephit.

The fire mephit moves up and breathes a cone of fire engulfing Bralman and Daimal.

fire: 1d8 ⇒ 3
reflex for 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

Bralman Ref: 1d20 + 6 ⇒ (19) + 6 = 25
Daimal Ref: 1d20 + 9 ⇒ (3) + 9 = 12

Daimal full-attacks the water mephit.
bite: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19
damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
claw1: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
damage: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
claw2: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19


Blargh, dead. Combat over.

Perception to search 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

Perception Yardra: 1d20 + 1 ⇒ (8) + 1 = 9
Perception Daimal: 1d20 + 9 ⇒ (11) + 9 = 20
Perception Bralman: 1d20 + 9 ⇒ (8) + 9 = 17


You notice that some of the gems in the ceiling can be removed. Also there is a golden statue that can likely be pried off.

You know there is no ethical problem because this is a magical alternate plane of existence.

If you take the time to pry off the gems and statue, you get 1500g in solid gold statue and 2000g in misc gems.


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 add the loot to what has already been tied to Daimal. They then continue on, through the door in the southeast.


Ahead is a wooden door. It is not locked or trapped. It continues into another hallway.


Ahead of you is a locked iron door.


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

Locked doors mean only one thing to this group... Bralman will attempt to break it down, first with a strength check, using his sword as a crowbar.

Strength: 1d20 + 3 ⇒ (12) + 3 = 15

Daimal will push on the door to aid.
Strength aid: 1d20 + 6 ⇒ (10) + 6 = 16


The door does not budge. In fact it hardly moves at all.

The door is very well made, you think that it might be easier to pick the lock than to break it down


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

Unfortunately, none of us are trained in disable device... :-S. I need a real Rogue. LOL

Seemingly beaten by a door, the group turns around and heads to the next unexplored door. Bralman opens it.


You come to a stuck wooden door, but with a push from Bralman, it opens.

A magical statue in the south side of the room speaks riddles and cryptic prophecies, The walls are covered with cracks.

Inside the room, there are three creatures.

This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.

init:

Y: 1d20 + 2 ⇒ (19) + 2 = 21
B: 1d20 + 2 ⇒ (6) + 2 = 8
D: 1d20 + 2 ⇒ (3) + 2 = 5
Red: 1d20 ⇒ 6
Green: 1d20 ⇒ 11
Blue: 1d20 ⇒ 11

Initiative: Y, Green, Blue, B, D, Red


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(dungeoneering): 1d20 + 10 ⇒ (11) + 10 = 21

Does Bralman recognize this thing? If not, Yardra might:
Knowledge(arcana or nature): 1d20 + 4 ⇒ (11) + 4 = 15 OR Knowledge(planes): 1d20 + 8 ⇒ (1) + 8 = 9


You know they are Otyugh. They have 10ft reach with bite, 15ft with tentacles. Their tentacles can grab as part of an attack and constrict. The bite carries a disease. They are also immune to disease.


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

Seeing the three evil-looking creatures, and with Bralman announcing what they are, Yardra casts divine power on her tiger companion. He gains a +2 Luck bonus to attack and damage rolls, +8 temp hit points, and an extra bite on a full attack.

EDIT: I just realized we've been ignoring my tiger's DR 5/evil, so we should start taking that into account for sure.


The green and blue Otyugh lumber over towards the door, slowly.


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 attempt an Acrobatics check to not provoke AOOs as he moves around and through the evil monster dudes.
Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Unfortunately, he is unlikely to pass the check, and will take an AOO from both monsters.

He will then spend his second move action to study the green otyugh.

Daimal will then charge the green otyugh, also taking AOOs.
Charge-pounce-bite1: 1d20 + 16 ⇒ (3) + 16 = 19
damage: 1d8 + 9 ⇒ (6) + 9 = 15 (magic if it matters) plus grab: 1d20 + 18 ⇒ (18) + 18 = 36
Charge-pounce-bite2: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus grab: 1d20 + 18 ⇒ (10) + 18 = 28
Charge-pounce-claw1: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 1d6 + 9 ⇒ (6) + 9 = 15
Charge-pounce-claw2: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 1d6 + 9 ⇒ (4) + 9 = 13


blue bite: 1d20 + 7 ⇒ (9) + 7 = 16 miss...

blue bite: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Bralman needs to make a fort save.

The tiger rips the green otyugh to shreds.

The red one moves up.


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 Fort: 1d20 + 8 ⇒ (9) + 8 = 17

Yardra fires a scorching ray spell at the blue otyugh.

Ranged touch 1: 1d20 + 8 ⇒ (10) + 8 = 18
fire: 4d6 ⇒ (1, 2, 6, 2) = 11
Ranged touch 2: 1d20 + 8 ⇒ (6) + 8 = 14
fire: 4d6 ⇒ (4, 1, 2, 4) = 11


Initiative: Y, Blue, B, D, Red

Bralman feels no ill effects from the bite.

Both rays hit the blue Otyugh.

Tentacle vs tiger
tentacle 1: 1d20 + 3 ⇒ (9) + 3 = 12 ...miss
It tries again.
tentacle 2: 1d20 + 3 ⇒ (19) + 3 = 22 ...miss
Otyugh bites at the tiger.
bite: 1d20 + 7 ⇒ (9) + 7 = 16 ...miss


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 will carve up the blue otyugh.

Bite: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus grab: 1d20 + 16 ⇒ (13) + 16 = 29
bite2: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus grab: 1d20 + 16 ⇒ (13) + 16 = 29
claw1: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 9 ⇒ (1) + 9 = 10
claw2: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 1d6 + 9 ⇒ (2) + 9 = 11

Bralman will charge the red Otyugh.
+1 Scythe: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
He unfortunately misses miserably.


Blue goes splat.

Red AoO's Bralman with a bite.
bite: 1d20 + 7 ⇒ (11) + 7 = 18 ...miss

Red takes its turn.
tentacle1: 1d20 + 2 ⇒ (5) + 2 = 7 ...miss
tentacle2: 1d20 + 2 ⇒ (8) + 2 = 10 ...miss
bite: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 4 ⇒ (7) + 4 = 11 plus fort.


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 fort: 1d20 + 8 ⇒ (4) + 8 = 12

Yardra will move up to Daimal and heal him with a cure serious wounds.
heal: 3d8 + 8 ⇒ (6, 2, 5) + 8 = 21

She will then say "Flank."

Daimal will then move up and bite the Otyugh, since he can't charge and can't move far enough to flank.

bite: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus grab: 1d20 + 16 ⇒ (12) + 16 = 28

Finally, Bralman will try to Acrobatics around the otyugh to get flanking...

Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12

... unfortunately he may be taking another AOO as he moves around. He'll then attack once more with his Scythe, this time from flanking.

+1 Scythe flanking: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
damage: 2d4 + 9 + 2d6 ⇒ (3, 1) + 9 + (3, 1) = 17
He will then study the otyugh as an Immediate action to get extra attack and damage next turn.


Splat. Red Otyugh down.

I accidentally deleted the attack for the AoO, but it missed so f~!#it.

Where do you go next?


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

After searching this room for anything useful:
Perception Yardra: 1d20 + 1 ⇒ (15) + 1 = 16
Perception Bralman: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Daimal: 1d20 + 9 ⇒ (13) + 9 = 22

the adventurers head to the door to the west.


The rooms looks mostly empty, save for the den of the Otyugh. It seems to simply be a pile of refuse until you spot a gleaming gem.

After you take some time to go through the pile of garbage you find:

28 pp, 324 gp, 406 sp, 2520 cp; Bloodstone (45 gp), Deep Blue Spinel (120 gp), Green Spinel (60 gp), Lapis Lazuli (11 gp), Opal (550 gp), Rock Quartz (11 gp), Smoky Quartz (60 gp); Masterwork Light Flail (308 gp); Scroll of Gust of Wind (cr, 150 gp), Wand of Vanish (50 chgs)


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

Packing up the random equipment and gems, we open the western door.


The room is empty.


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 group looks down the hallway to the south... if it's empty, they head to the north door.


Both are empty hallways.

I love the troll factor of a random dungeon. Nope! Just a dead end!


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

Satisfied that they've explored that section of the dungeon, the intrepid adventurers go back a room and through the northmost door.


You open the door to a room filled with treasure.

"The walls are lined with chests, each well made and locked. In the center of the room is a huge pile gold. In the pile also seems to be gems, art, weapons and armor."

Knowledge Checks and Perception time.


In the northwest there is an archway leading to another corridor.


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

LOL OMG.

perception Yardra: 1d20 + 1 ⇒ (8) + 1 = 9
Perception Daimal: 1d20 + 9 ⇒ (4) + 9 = 13
perception Bralman: 1d20 + 9 ⇒ (10) + 9 = 19

Which knowledges should I roll?


You see a big pile of treasure, and what seem to be treasure chests ringing the room.

Almost any knowledge check could get you something, it depends what you want to know.


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 first tries to determine if the wealth in front of her might be illusory. Knowledge(arcana): 1d20 + 4 ⇒ (19) + 4 = 23

She then consults her vast knowledge of religious texts to determine if any given god or goddess might be the benefactor of this bounty. knowledge(religion): 1d20 + 11 ⇒ (12) + 11 = 23

And then she tries to see if the wealth may have been transported from another plane. Knowledge(planes): 1d20 + 8 ⇒ (15) + 8 = 23

Meanwhile, Bralman is considering the pile of coin, to see if it looks unsteady or might be a danger at all. knowledge(engineering): 1d20 + 6 ⇒ (6) + 6 = 12


Bralman think coins good fore take.

As far as you can tell, the coins seem to be nonmagical, and this does not seem to be a divine hoard.

Considering your location in the deep, you imagine this was likely magically generated (epic level magic like most of the rest in the randomly changing dungeon), but it could have been "summoned" from a vast hoard somewhere else.

More importantly, you have heard stories from adventurers coming out of the depths speaking of immeasurable treasure troves. This might just be one of those. Others, however speak of tricks and traps set to lure the greedy adventurer.

In general, you think this treasure may be legitimate but there is only one way to be sure.


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, sweetie. Can you go over to that pile and touch it please? I will be ready to heal you if something bad happens..."

Bralman walks over to the treasure hoard and touches it...

-Posted with Wayfinder


As Bralman touches the coins, they shift and move. What was once a mointain of gold, silver and copper, now coalesces into 5 small piles. The piles of coins move as cohesive groups. There are still many coins and valuables in the center of the room, but the volume is greatly diminished.

surprise round

The closest pile flows into Bralman's space. Much to his surprise and dismay, the coins are actually small golden beetles.

damage: 1d6 ⇒ 6 + fort save needed.

The other piles form together and move towards Bralamn.

end surprise round

Initiative
Y: 1d20 + 2 ⇒ (10) + 2 = 12
B: 1d20 + 2 ⇒ (12) + 2 = 14
D: 1d20 + 2 ⇒ (20) + 2 = 22
gold: 1d20 ⇒ 17
silver: 1d20 ⇒ 18
red: 1d20 ⇒ 9
green: 1d20 ⇒ 2
blue: 1d20 ⇒ 3

Init: D, silver, gold, B, Y, red, blue, green


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, hold! Bralman, wait for my spell to take effect before you retreat!"
Yardra yells. Daimal will delay.


The silver and gold swarms flow around the tiger and Yardra.

The silver swarms Bralman.
damage: 1d6 ⇒ 2

The gold swarms the tiger.
damage: 1d6 ⇒ 4

Then Yardra.
damage: 1d6 ⇒ 4

Everyone needs to make 2 fort saves each time they take damage. One vs disease, then one vs distraction. Bralman also needs to do his from the surprise round.
Bralman's turn next in init

Also, i role my atak role with my falcon. Ooh, 18 it crites!


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 Fort vs. disease: 1d20 + 8 ⇒ (11) + 8 = 19
Bralman Fort vs. nausea: 1d20 + 8 ⇒ (3) + 8 = 11

Bralman strains his mind to remember some details about creatures like these.
Kn.dungeoneering: 1d20 + 10 ⇒ (10) + 10 = 20
Specifically, he wants to know how fast the swarm can move.

He'll then move away from them, puking, and tell Yardra how fast they move.

Yardra Fort vs. disease: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea: 1d20 + 4 ⇒ (14) + 4 = 18

Assuming she passes the nausea check, Yardra moves back 15 feet and casts burning hands on the gold swarm.
burning hands: 5d4 ⇒ (1, 4, 2, 2, 4) = 13 <-Reflex DC 19, double damage.

"Daimal, to me!"

Daimal Fort vs. disease: 1d20 + 10 ⇒ (18) + 10 = 28
Daimal Fort vs. nausea: 1d20 + 10 ⇒ (18) + 10 = 28

Daimal tries to bite the bugs, then moves back to Yardra.
bite: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d8 + 7 ⇒ (2) + 7 = 9


Bralman is nauseated for 1 round. In between gags he mentions that he thinks the swarm is about as fast as a normal human.

The burning hands disperses the gold swarm.

Daimal gets a mouthful of fine insects, but makes no noticeable damage to the swarm.

Red moves up to Yardra and Bralman.
yardra: 1d6 ⇒ 3
bralman: 1d6 ⇒ 2

Blue moves up to Yardra and Daimal.
yardra: 1d6 ⇒ 3
daimal: 1d6 ⇒ 6

Blue moves up to Bralman and Daimal.
bralman: 1d6 ⇒ 6
daimal: 1d6 ⇒ 4

DC 20 distraction btw, and remember 2 for saves per time a creature is damaged


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

SO MANY FORT SAVES (I assume that last action is supposed to be done by green, yes?

Yardra Fort vs. disease red: 1d20 + 4 ⇒ (12) + 4 = 16
Yardra Fort vs. disease blue: 1d20 + 4 ⇒ (5) + 4 = 9
Yardra Fort vs. nausea red: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea blue: 1d20 + 4 ⇒ (18) + 4 = 22

Bralman Fort vs. disease red: 1d20 + 8 ⇒ (19) + 8 = 27
Bralman Fort vs. disease green: 1d20 + 8 ⇒ (17) + 8 = 25
Bralman Fort vs. nausea red: 1d20 + 8 ⇒ (5) + 8 = 13
Bralman Fort vs. nausea green: 1d20 + 8 ⇒ (9) + 8 = 17

Daimal Fort vs. disease blue: 1d20 + 10 ⇒ (15) + 10 = 25
Daimal Fort vs. disease green: 1d20 + 10 ⇒ (4) + 10 = 14
Daimal Fort vs. nausea blue: 1d20 + 10 ⇒ (12) + 10 = 22
Daimal Fort vs. nausea green: 1d20 + 10 ⇒ (13) + 10 = 23

Yardra fails the disease save against one of the swarms but is not nauseated. Bralman and Daimal make all of their saves.

"Bralman, move back! Daimal, heel!

Bralman double-moves out of the three swarms.

Yardra moves back a few feet, Daimal following her. She then casts another burning hands spell at the swarms, hitting all three of them.

burning hands: 5d4 ⇒ (3, 3, 4, 3, 4) = 17 <- Reflex DC 19 for half, double damage.


red: 1d20 + 1 ⇒ (19) + 1 = 20
blue: 1d20 + 1 ⇒ (13) + 1 = 14
green: 1d20 + 1 ⇒ (14) + 1 = 15

Red is severely damaged, but still alive. The other 2 disperse.

I forgot to make the silver one go, I'll just say it delayed for some reason and acts now.

Silver moves up and attacks Daimal and Yardra.

Daimal: 1d6 ⇒ 1
Yardra: 1d6 ⇒ 5

Red moves up and attacks Daimal and Yardra.

Daimal: 1d6 ⇒ 5
Yardra: 1d6 ⇒ 4

Init: B, Y, D, silver, red

101 to 150 of 562 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Endless Deep All Messageboards

Want to post a reply? Sign in.