All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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The Man. The Myth. The Mask!

Just nasty stuff from the pool
The javelin clatters in the corner and falls with no clear effect. The chanting continues unabated.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Good going Grelthe. You saved the check after us high perception junkies failed it.

If she could see something to aim at, Zadira would stop and fight, but as it is, jamming coins into the haversack is funnier anyway. :)


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Catarya looks around at where the javelin went, trying to spot something.

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

"Yah, I hear it, over tere!"

She murmurs a quick prayer to Pharasma, and presents her holy symbol... and a bolt of light bursts in the spot where the voice is coming from!

Casting burst of radiance.

Reflex DC 16 or blinded for # of rounds (dazzled otherwise): 1d4 ⇒ 4
damage (no save if target is evil): 5d4 ⇒ (1, 4, 1, 1, 2) = 9


The Man. The Myth. The Mask!

2d20 ⇒ (4, 7) = 11

There is a shriek of pain and the feeling of a spell sputtering out, then a long stream of what can only be curses in some language you can't understand.

A few seconds later the chanting starts again!

[dice=perception DC 25]It's now in the near left corner![/spoiler]


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Zadira stops scooping. She moves over (if needed) to within 15 feet of where she knows the creature is, and casts Burning Hands.

BH Damage: 5d4 ⇒ (3, 3, 4, 4, 4) = 18 (reflex DC 15 for half)

Zadira explains to the whole room exactly where the caster is, telling them which stone he or she is standing on if possible, to help them aim.

If there is room for a fireball spell instead, let me know. I prefer to cast that, but not sure what the room size is, and don't want to kill my friends (or myself).


The Man. The Myth. The Mask!

Ya, fireball would be a bad idea.

2d20 ⇒ (1, 14) = 15

There is another curse and more sounds of a fumbled spell!


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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

This may be a very stupid idea, but can I go to the square Zadira indicated and attempt to grapple an invisible thing?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Quote:
This may be a very stupid idea, but can I go to the square Zadira indicated and attempt to grapple an invisible thing?

I say that it is hilarious enough that you *must* do it. ... Though try not to get killed, okay? It's likely infected with the weird disease we all have, and you are getting awfully close... :)


The Man. The Myth. The Mask!

You can? Yes. Though the 50% miss chance would still apply to the initial grapple attempt.


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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe moves to the square Zadira indicated and attempts to grapple the invisible chanter...
grapple?: 1d20 + 9 ⇒ (17) + 9 = 26
miss?: 1d2 ⇒ 1
I assume low is bad?
She stumbles around awkwardly in her armor trying to hug the air. The air doesn't hug back.
The hilariousity is half the reason I wanted to try ;)


The Man. The Myth. The Mask!

Actually,
Grethle Hugs the air, and, while it doesn't hug back, it does *squish*. It's like hugging the world's largest, soggiest booger.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Ew. So, is she actually grappling something, or is there some booger sponge over there that the caster is hiding behind? :)


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The Man. The Myth. The Mask!

She actually has something.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"Mebbe tis will let us see it..." says Catarya.

Catarya concentrates for a moment, and holds out her holy symbol. A large volume of water appears above the "object" that Grelthe is holding, and drops down with a splash.

Catarya steps forward into the room.

Casting create water. It produces 12 gallons of water which is quite a bit. Hoping that the patterns the water takes when it hits the creature will give us an idea of its shape.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

That soaks Grelthe too, since she is grappling the squishy thing. This is getting funnier by the minute. :)


The Man. The Myth. The Mask!

The profile reveals a small, winged creature grasped firmy in Grethle's embrace. Seconds later, after a few choice curses you cant understand, the little thing rears back it's head...
1d20 ⇒ 3
Very nearly bites Grethle! It's invisibility drops and you get a view of what you're handling. It resembles a cherub or imp, but it's so covered in diseaseed pustules and ooze that to looks like a half melted candle!
Image added to map, party up.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

So I don't normally use grapple, does it provide any sort of bonus to others to hit the grappled victim? Cause if not, this guy is super gross, I may just let him go now that he's visible.


The Man. The Myth. The Mask!

Yes, everyone not in the grapple gets a +2 to hit those in the grapple.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira attacks the ... um, really gross demony cherub thing.

Attack: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 (likely a miss)
Damage: 1d8 + 4 ⇒ (3) + 4 = 7 (just in case)


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

I was still shown way back, I am assuming that by now I shold be up with the rest of the party instead of taking 2 rounds to get there and then figure out what is going on. but then again, it will just mean that you guys can handle this...right?


The Man. The Myth. The Mask!

It would probably be best if you intervened.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Ok, so I put myself at the entrance at the start of this round

Kayla stays as silent and out of sight as best she can, slipping into a position to strike.

stealth: 1d20 + 20 ⇒ (1) + 20 = 21

Once she sees an opening she unleashes her deadly shuriken.

ranged attack vs flatfooted and grappled: 1d20 + 10 - 4 + 2 ⇒ (4) + 10 - 4 + 2 = 12
damage if a hit w/ sneak: 3d6 + 2 ⇒ (5, 4, 1) + 2 = 12


The Man. The Myth. The Mask!

Zadira misses, but Kayla barely pulls off a hit, and the creature screams again! It tries to gnaw on Grethle's neck!
1d20 ⇒ 2
But misses again!
My dice are being unusually generous. Party up!


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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe can only stand being that close to it for so long, after it tries snapping at her again she lets go (free action) and gives it a little kick to push it away. Then she will call down the power of Kurgess to smite the evil disgusting beastie (Weal's Champion as a swift action) and backs up while drawing a javelin (move action) and tosses it (standard action).
javelin attack + weal's champion: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
damage + weal's champion: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Assuming it's evil. Otherwise take off the extra +4 to hit and +3 damage. ALSO since I assume I hit, everyone else gets +2 to hit and +1 damage for a round.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira attacks the evil cherub thing again.

Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7


The Man. The Myth. The Mask!

Grelthe and zadira finally put the disgusting little thing to rest. It slumps against the wall with a javelin, arrow, and shuriken protruding from it's little body.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

As she retrieves her javelins, she comments "That might have been a bit overkill, but that thing was foul. I am glad we didn't have opportunity to see what it would have been able to do against us."

Also, our bags are getting pretty full (if we can even carry that much coinage), we should think about heading back to town at some point soonish.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

The coins in my haversack don't weigh anything... haversack always weighs the same. Goes by bulk rather than weight. However, even though coins are small, that is still a very good point. Shall we head back to town now to unload our loot and maybe get some new equipment? My only concern is that we are already (some of us) diseased, and will likely become so again if we come back to this level, so searching while we're already diseased makes things simpler. Also... if we go to town we *have* to cure the disease first, lest we spread it to the populous, and that expends the scrolls that we collected here (unless you can cure it for us without using them?)

Foul indeed. I was thinking about burning it to stop it from spreading the foulness, but on this level it seem pointless, and honestly I have no idea if the smoke itself would kill people with how foul it is. We need to find the source of this evil and put an end to it.


The Man. The Myth. The Mask!

The party makes it's way through the rest of the level killing several lesser monsters and zombies. Of note: all the zombies are missing their left hands...
You explore everything besides the main chamber of the complex and encounter several fetid pools like the first. They all seem to be flowing from said main chamber.
You also discover that Remove Disease is basically the only way this filth is going away, and, as the one hour mark passes, the ones who carry the filth feel a renewed assault on their systems.
If you still have the disease, DC 16 fort or loose 1 hp.

The last chamber of the room comes none too quickly. You have learned that his place was once a place of healing and grace for the island here, but the healers, over many generations, grew too prideful. In their arrogance, they decided to summon a demon of pestilence and attack Disease more directly. They succeeded. And were immediately overrun.

The Fountain of Pestilence formed here when the Healers attempted to use summoning spells to directly attack a powerful demon of disease.
Their lack of experience, and the fact that they challenged a being far beyond their capability to control, caused a horrible counterattack from the demon, which is responsible for the slaughter evident throughout this level of the dungeons.
This huge room reeks with the smell of rot and disease, an overwhelming miasma that rises from a huge central pool of pus and filth. At the middle of the pool, the horrid liquids fountain upward to a height of five feet. Five large rivulets of the fluid trickle away from the fountain, threading their way across the floor to disappear down corridors or through gaps in the walls.
The room itself was obviously once used as a temple: a huge alcove in the northern part of the room contains a ten-foot-tall statue of a benevolent-looking figure wearing white-painted robes. However, the statue is splashed with blood and filth, and a grisly necklace made of human hands has been draped around the statue’s neck like some sort of psychopathic offering. All of these are left hands: the ones that are missing from all the plague zombies the party has encountered.
The Fountain of Pestilence is similar to the smaller pools that the party may have encountered already on this level, but it is probably much more potent.

As you enter the room, four small blobs start forming in the filth...
We are in rounds, party up.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

To Zadira earlier: "Agreed. Let us continue on and find the source of the filth."
I just meant maybe go back to town after this level, we have a lot of stuff but most of it is small so it's not a big deal, also I forgot you have a handy haversack ;)

Grelthe will do her best to avoid melee with the blobs if possible, but would rather sacrifice herself to the filth than her companions.
javelin attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d6 + 3 ⇒ (3) + 3 = 6


The Man. The Myth. The Mask!

The javelin misses and disappears into the pool!


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla looks to retrieve her shuriken but looks a little afraid to touch it.

eventually she daintily picks it out of the body, with a nasty looking face. she turns to Zadira, do you want to carry this? or can you clean it?

later in the big room...

Kayla's eys go wide as the blobs start to form, I never learned how to kill these. she mumbles. immediately she looks for a place to hide.

stealth: 1d20 + 20 ⇒ (3) + 20 = 23


The Man. The Myth. The Mask!

Kayla slips up behind the statue as it's the only cover around.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Cool.

Earlier: Zadira nods to Kayla and cleans her shuriken, and liberally cleans anything else that people want with prestidigitation.

_____

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

Oh, gross says Zadira, trying not to be sick.

Stuff for Later:

She picks her way over to the corrupted statue and starts cleaning it with prestidigitation. She also cuts the gross left-hand necklace off of it, hoping that cleaning the statue will get the god of this place to ... return, or fight back, or something.

I guess they cut the hands off so they couldn't use the teleporters? I know we can't know that in game, but can you tell us, or would it mess something up that we haven't seen yet?

Oh, darn, I was writing while I was reading, so I didn't notice we were in rounds (against blobs?) till now. So, I guess we'll save that stuff above till post-battle. I spoilered it.

Zadira takes a move action to go to the statue, and then shoots at a blob.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9

Yeah, I know. "The arrow misses and disappears into the pool."


The Man. The Myth. The Mask!

The other group is gearing up to leave town. Lets get this over with!

The forms in the pool bubble up, then form themselves into four of the little puss and filth demons you saw before! They rush you!

4d20 ⇒ (3, 2, 15, 13) = 33

Two dive on Grelthe and two on Zadira! Grethle easily defends herself, but Zadira takes a nasty bite!
Zadira damage: 2d6 ⇒ (5, 5) = 10 - 5 bite and 5 acid damage
Plus make a DC 14 fort please.

Behind the new threats, the pool bubbles and froths as more forms begin to coalesce. These are larger than the first.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21 (Whew, but worried that this is inevitable.)

Zadira takes a 5 foot step back and blasts the filth demons with Burning Hands.

BH Damage: 5d4 ⇒ (2, 3, 4, 2, 3) = 14


The Man. The Myth. The Mask!

4d20 ⇒ (16, 8, 18, 17) = 59
Please also list type and DC of save when you cast spells, everyone. Makes my life sooo much easier. :)
All but one of the things avoid the majority of the flame, but they all seem to take the little damage that they do get very well. Their moist, putrid bodies just bake a little in the heat and bits of dried crap slough off them, leaving little discernible damage.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I draw my magic mace and attempt to hit the one in front of Zadira with power attack:
mace w/ power attack: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
damage if that hits: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Sorry. Had it earlier on the page, but forgot to put it here.

Also, I didn't see that the map was updated till just now. I said I was walking over to the statue before battle started, but I guess we are too far to correct it now, eh? Sorry. Didn't mean to be on the front line.


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The Man. The Myth. The Mask!

Grelthe smacks the thing, but it doesn't fall. Her mace impacts it's squishy form and it's body ripples with the impact like congealed sewer refuse.


1 person marked this as a favorite.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Ewwww. Lovely description, GM.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

didn't realize how far away I ended up being.

Kayla slip forward quietly, and blending in with the shadows.

stealth: 1d20 + 20 ⇒ (15) + 20 = 35

light steps ability so no sound and fast stealth to get full movement while stealthy

her hand on her blade ready to draw as she examines her target.

studied target (move action) on the one closest to her. Should be able to get into flank next round


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Sorry guys... for some reason I didn't see updates on this thread.

GM Choon wrote:
If you still have the disease, DC 16 fort or loose 1 hp.

Fortitude: 1d20 + 7 ⇒ (11) + 7 = 18

"What a diskusting place! I don' like tis at all."

When the blobs start to form into creatures, Catarya presses her hand over her face for a moment, and her spiral tattoo flashes.

Using a point of Fervor to swift action cast divine favor.

Acrobatics (Tumble) -5 for moving through enemy: 1d20 + 14 - 5 ⇒ (12) + 14 - 5 = 21 Probably OK

She then leaps over the creatures and comes up from behind, and slashes at the nearest creature with her magic dagger.

Attack Bonuses: +2 Flank, +3 Divine Favor, -2 Piranha Strike, -2 fighting defensively. Total +1.
Damage Bonuses: +3 Divine Favor, +4 Piranha Strike, +2d8 sneak attack.

Magic Dagger Attack: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Magic Dagger Damage: 1d8 + 9 + 3 + 4 + 2d8 ⇒ (7) + 9 + 3 + 4 + (8, 7) = 38

I can't seem to move my token on the map. But I will be on the other side of the one facing Grelthe.


The Man. The Myth. The Mask!

I passed over you for last round, Catarya, who you may act again if you wish.


The Man. The Myth. The Mask!

Catarya stumbles through the horde...
2d20 ⇒ (15, 9) = 24
and barely avoids getting bitten herself! She then completely eviscerates one of the little monsters and it falls to the ground in a puddle of filth.
One down, many to go!
The others renew their attacks!
3d20 ⇒ (15, 13, 14) = 42
Grelthe and Catarya keep their nasty bites away, but Zadira gets followed and bitten again!
catarya damage: 2d6 ⇒ (3, 2) = 5
Plus fort DC14 again! yay!

The blobs in the pool are approaching normal human proportions!

Party up!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21

Whew again. Can't move my character, but she takes a 5 foot step backwards. Also, if a monster followed me, does Grelthe get an AOO?

Zadira casts Spider Climb on herself.

Text of Spider Climb:

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Lasts 10 minutes a level, so an hour.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla slips up even closer maintaining her silence and sneakiness

stealth: 1d20 + 20 ⇒ (19) + 20 = 39

Once in position, she strikes (flanking with Grelthe)

attack with flank and studied target: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
damage with sneak: 1d4 + 4 + 3d6 + 1 ⇒ (3) + 4 + (3, 6, 4) + 1 = 21

crit confirm?: 1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28
crit damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
GM Choon wrote:
I passed over you for last round, Catarya, who you may act again if you wish.

Okay, cool.

GM Choon wrote:

...but Zadira gets followed and bitten again!

catarya damage: 2d6 ⇒ (3, 2) = 5

Is this Zadira here or me? Also, if the little creatures are using light blades (looks like he has a dagger), I get an extra +1 dodge to my AC.


The Man. The Myth. The Mask!

Zadira. The thing didn't provoke because it 5' stepped


The Man. The Myth. The Mask!

Kayla comes out of nowhere and murderates one of the monsters!

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