Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

A summoned cheeta come with the fiendish template which give darkvision


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Round 1

Hearing he lizards move and either attack or hiss after the a elven word was yell, Cormick attempts to do the same.
Cormick understands/speaks elven.

With the new light in the area...

"Ymosodiad!" Cormick commands as he swings the prod to point at the cheetah.

Elven:
Attack!

Handle Animal: 1d20 + 5 ⇒ (10) + 5 = 15

Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18 Was that a Summon Nature's Ally III Spell?

Also not sure how much time is left on the Mage Armor that was cast earlier today.

--------------------------------------
On Going Effects: Message (Group), 160', 1+hr repeating; Mage Armor, 3-4hrs(?)


The cheetah bits at Issa a second time as he stands up, but the teeth only scrape across armor.
AoO d20 + mods +4 for prone target = 16

With a word of power Issa's spell overpowers the darkness, giving off a faint illumination to the entire cavern.
Light level is now dim light, anyone without low light vision/dark vision suffers a 20% miss chance on attacks.

At command from Cormick the lizard turns on the cheetah, holding it fast in its jaws.
Attack d20 + mods = 26. Dmg 2d6 + mods = 14. Grab d20 + mods = 24.

Should be plenty of time left on mage armor - couple of hours at least
Cormick, you were unable to determine the exact spell being cast to summon the cheetah.(I applied a penalty as you could not see the spell caster directly, only hear the words).


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 1

Aerin will spell combat: shocking grasp, arcane accuracy

Then 5ft step in diagonal close to the drow.

PA bladed scarf: 1d20 + 12 - 2 - 2 + 5 ⇒ (13) + 12 - 2 - 2 + 5 = 261d6 + 10 ⇒ (1) + 10 = 11

concentration: 1d20 + 14 ⇒ (10) + 14 = 24

PA spell strike bladed scarf: 1d20 + 12 - 2 - 2 + 5 ⇒ (4) + 12 - 2 - 2 + 5 = 171d6 + 10 ⇒ (6) + 10 = 16 + shocking grasp: 7d6 ⇒ (2, 5, 1, 4, 3, 6, 2) = 23 spell resistance: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

please add +3 to hit is wearing metal armor or weapon

current ac 26


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy flies up to and lands in H10. She then vomits forth a swarm of wasps that spread out from her in a 5' line to ingulf both drow and sting one of the lizards attacking Aerin. As the wasps swarm out and begin to sting she yells "Ymosodiad!" She does not speak, but does understand elven with her helm of comprehending languages. So here she is just repeating the word she had heard twice to maybe confuse the drow.

Cast Defensively: 1d20 + 13 ⇒ (15) + 13 = 28 DC was 19. The swarm covers H11, 12, 13 and 14

Swarm Damage: 2d6 ⇒ (3, 3) = 6 Poison DC is Fort 13. 1/round for 4 rounds. 1 dex damage. Distraction is also a DC 13 Fort save on their turn.

Holding her greataxe threateningly and still in the guise of a man at arms in heavy armor she smiles at the drow as the wasps sting him.


Fort saves warrior, d20 + mods = 15, 24
Fort saves cleric, d20 + mods = 17, 23
Fort saves lizard, d20 + mods = 27, 9. Lizard is nauseated.
Aerin lands two hits on the drow warrior, his shield being insufficient to ward him from her deadly scarf.

The warrior turns on Aerin with burning hatred in his eyes, slashing at her twice before stepping away out of the swarm.
Attacks d20 + mods = 28, 6. Damage d8 + mods = 13

The third lizard completes its route across the ceiling and down the south wall, snapping at Aerin.
Attack d20 + mods = 17

Hezrog gets a will save to break the hold person.

Then the remaining drow move


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Elvish:
Don't think for one second that you will get the best of me she replied to him smiling after he drew blood


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Will save vs hold person:
Will: 1d20 + 6 ⇒ (1) + 6 = 7
*sigh*


The priestess turns upon Cindy, her hand pulsing with crimson energy, she reaches out to touch the half-orc.
Defensive casting d20 + mods = 28
Touch attack d20 + mods = 19
Cindy needs to make a DC 15 will save or suffer -2 to strength

Spellcraft DC 16:

Disfiguring touch

She then follows after the warrior. Provoking an AoO from Aerin and Cindy both

The archer pulls a short blade and attacks Cindy.
Attack d20 + mods = 9

The cheetah claws and bites at the lizard holding it.
Attacks d20 + mods = 21, 16, 14. Dmg d6 + mods = 8, d3 + mods = 6

The lizard fights back, and the cheetah vanishes from existence.
Attack d20 + mods = 16. Dmg 2d6 + mods = 14

One lizard moves to the north to escape the swarm of wasps, while the other comes down off the roof and attacks Aerin.
Attack d20 + mods = 18

All but Hezrog are up, but Hezrog go ahead and make your next will save attempt now.

Map


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Aoo on cleric: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 151d6 + 10 ⇒ (1) + 10 = 11

Round2

Spell Combat: Magic Missle, Fighting def

Concentration: 1d20 + 14 ⇒ (11) + 14 = 25

Magic Missle: 4d4 + 4 ⇒ (3, 4, 2, 4) + 4 = 17 at the Fighter drow

Bladed Scarf: 1d20 + 12 - 2 - 4 ⇒ (1) + 12 - 2 - 4 = 71d6 + 4 ⇒ (1) + 4 = 5 directed at the lizard

Aerin will 5ft step to H12

Current AC 29
<< I will taunt the stuff around us so that they fight me and Protect Hezrog while he is paralyzed>> she says via message

Eddit: I almost forgot Spell Resistance: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa having no ennemies around him draw a scroll, took a 5ft. step forward and used it on Hezrog Remove Paralysis

May Horus deliver those chained by magic !


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13

Cindy get weaker as the touch disfigures her. She swings her greataxe but misses the drow.

AOO: 1d20 + 3 ⇒ (4) + 3 = 71d12 ⇒ 5

On her turn she concentrates on the swarm moving it onto the two drow once again F,G/13,14. She then 5' steps await from the drow archer.

Sting Damage: 2d6 ⇒ (4, 5) = 9 Same DC 13 for poison and distraction.

And the tentacles continue to grapple.

Grapple: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Did I miss a round of grappling?:

If so,

Grapple: 1d20 + 12 + 4 ⇒ (18) + 12 + 4 = 34

Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Round 2

Cormick taps the lizard next to him with the prod to ensure it's attention, then swings the prod around to point at the lizard to the north.

"Ymosodiad!"

Handle Animal: 1d20 + 5 ⇒ (16) + 5 = 21

Then he moves toward Aerin, tumbling around the snapping jaws of another lizard.

Actobatics: 1d20 + 10 ⇒ (18) + 10 = 28
Tumble to H14

--------------------------------------
On Going Effects: Message (Group), 160', 1+hr repeating; Mage Armor, 2hrs


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Next Will Save vs Hold Person:

Will: 1d20 + 6 ⇒ (15) + 6 = 21


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@Hezrog Issa had cast Remove Paralysis on you. You can act as you wish on your turn :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Go Captain Merchant go !


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Sorry I overlooked the remove paralysis. Hope it's okay if I go ahead and act. Assuming it is, here goes:

<<Thank you, Issa>>

Stepping between the drow and Aerin (H13) Hezrog unleashes a series of shield bashes onto the adjacent drow, finishing his attack on the lizard if the drow falls or gets knocked back.
I Believe this is the same one he already studied, but if it is not, Hezrog will study him as a swift action.

Full Attack:
Bash1: 1d20 + 16 ⇒ (17) + 16 = 33Damage1: 2d6 + 9 ⇒ (1, 3) + 9 = 13 + Bull Rush
Bash2: 1d20 + 16 ⇒ (9) + 16 = 25Damage2: 2d6 + 6 ⇒ (6, 2) + 6 = 14 + Bull rush
Bash3: 1d20 + 11 ⇒ (9) + 11 = 20Damage3: 2d6 + 9 ⇒ (2, 2) + 9 = 13 + Bull rush

Bull rushes against the second drow (not studied and at a -4):
Bullrush2: 1d20 + 10 ⇒ (2) + 10 = 12
Bullrush2: 1d20 + 10 ⇒ (5) + 10 = 15
Bullrush2: 1d20 + 5 ⇒ (4) + 5 = 9

Shield Slam:

Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Relevant from Bull Rush:

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet....
And:
If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Hey, don't go knocking them out of the bees! :)


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hopefully that's not too complicated. Summary is: unless a 15 beat both drows CMD, they wont be bull rushed.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I think the bees are holding them up…


Fort saves warrior, 15, 17
Priestess 18, 14

Between the bees and Aerin, the drow warrior looks in bad shape.

"Ymosodiad! Ymosodiad!" he shouts at the lizards. The one by Cormick hesitates, torn between which orders to follow. The other two focus on Aerin, ready to attack again.

The warrior takes a 5' step backwards, then pulls a potion from a pouch and drinks it down quickly.

Hezrog will need to adjust his actions as the warrior is now 10' away, and to get to him Hezrog would need to step into the wasp swarm, or circle all the way around. After Hezrog modifies his action the lizards and remaining drow are up

Map


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

<<Where is their arcane caster? is someone dealing with him? cause we got this fight>>


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

While I am enjoying the handle animal battle, isn't it a move action to do a handle animal action, and pulling a potion would also be a move action.


If the animal knows a trick then it is just speaking to it as a free action. As you aren't its long time master though it doesn't simply follow your orders.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog still wants to corner the 2 drow, so he will move to G13
and take a single attack. You can use the first roll from before or I will provide a new roll here.

Attack:
Shield Bash: 1d20 + 16 ⇒ (12) + 16 = 28
Damage:
Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

Bull Rush (Single target)=28 vs CMD. If this beats him by 5 he is knocked prone against the wall (See Shield slam spoiler above)


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

To clarify, Hezrog's target is the one in F13 on the most recent map.


Hezrog slams his shield into the priestess, causing her head to snap back as she tries to avoid the blow.

She takes a step back out of the swarm, pointing a finger at Hezrog and chanting. One of his shields begins to glow a bright red, emanating a burning heat.

Spellcraft DC 16:

Burning disarm

Hezrog may attempt a DC 15 reflex save to drop the shield. He can choose not to attempt the save, or if he fails the save, he takes 5d6 fire damage = 14

The archers stabs at Cindy again, but the tentacles prevent him from being effective.
Attack d20 + mods = 17

From farther back in the tentacles, chanting can be heard, but it is cut off as the tentacles squeeze and twist their captive.

One lizard bites are Aerin d20 + mods = 11. With Cormick out of the way, the other two focus on Issa. d20 + mods = 17, 15

Party is up

Map


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 3

<< Hezrog you can deal with one cleric and a badly wounded drow fighter right?>> she says via message as she attacks the lizard in front of her

, Spell Combat: Arcane Mark, fighting def

PA Bladed Scarf: 1d20 + 12 - 2 - 2 - 4 ⇒ (19) + 12 - 2 - 2 - 4 = 231d6 + 10 ⇒ (1) + 10 = 11

Crit PA Bladed Scarf: 1d20 + 12 - 2 - 2 - 4 ⇒ (20) + 12 - 2 - 2 - 4 = 241d6 + 10 ⇒ (4) + 10 = 14

Concentration: 1d20 + 14 ⇒ (2) + 14 = 16

PA Spell Strike Bladed Scarf: 1d20 + 12 - 2 - 2 - 4 ⇒ (2) + 12 - 2 - 2 - 4 = 61d6 + 10 ⇒ (1) + 10 = 11

<< Issa i'll be right over to help you out >> she says via message as she makes sure the lizard stays focused on her and doesn't go after cormick

if cormick moves she will 5ft step to H14

Current AC 29


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cindy Lu wrote:

[dice=Will Save]1d20+7

On her turn she concentrates on the swarm moving it onto the two drow once again F,G/13,14. She then 5' steps await from the drow archer.
** spoiler omitted **

It appears you missed Cindy's 5' step from her previous turn. Aoo missed anyway but Cindy should be 5' to the east, which I believe is H11. Also, I am unsure if you made both the poison saves and the distraction saves for the two drow from last round.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy 5' steps to H12 and once again uses her standard action to move the wasps onto the two drow. Wasps move to E11, E12, E13, and F12.

Stingage: 2d6 ⇒ (6, 4) = 10 Poison DC is Fort 13. 1/round for 4 rounds. 1 dex damage. Distraction is also a DC 13 Fort save on their turn.

And the tentacles try to maintain their grapple.

Grapple: 1d20 + 16 ⇒ (2) + 16 = 182d6 ⇒ (2, 5) = 7


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog does not drop the shield, taking the 14 damage instead.

Yes Aerin, I should be able to handle these.

I think I have to wait for my turn, as I am separated from the party's initiative by a couple of enemies...


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa took a 5ft. step towards his comrades. Grappling his holy symbol he call for Horus' Light to stop his ennemies.

May Your Light Be My Sword !

Channel Negative Energy (move) Will DD20 or Daze (not a mind affecting effect). Excluding my three comrades, myself and the lizard command by Cormik
Damages (not halved): 3d3 ⇒ (3, 3, 3) = 9

Then he heal all his comrades, except Cindy too far from his blessing.

May Your Light Bless The Worthy

Channel positive energy (standard), excluding all the ennemies.
Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn

Heal: 4d3 ⇒ (3, 2, 1, 2) = 8


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

You have 4 comrades. Cindy is 10' closer than she is shown on the latest map.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

with a Cha mod of +5 he can include / exclude up to five so no worries about you Cindy :) / Hezrog you are actuall top of the round acting before the ennemy (and we are bottom of the round acting after them. So you are up but it will be your round 4

<< Hey some of my pain has gone away. Thank you issa >> she replied via message


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

If it is in fact my turn:
Seeing the opportunity, Hezrog steps into the opening left by the cleric. He makes a full round of attacks, starting with said cleric, and moving onto the other drow if the cleric falls.

1d20 + 16 ⇒ (12) + 16 = 28
1d2d6 + 9 ⇒ (4, 6) + 9 = 19
1d20 + 16 ⇒ (13) + 16 = 29
1d2d6 + 6 ⇒ (2, 4) + 6 = 12
1d20 + 11 ⇒ (12) + 11 = 23
1d2d6 + 9 ⇒ (1, 4) + 9 = 14
1d20 + 11 ⇒ (8) + 11 = 19
1d2d6 + 6 ⇒ (2) + 6 = 8

Hezrog hopes to be able to take advantage of knocking enemies prone to become more accurate.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Bull rushes are 28, 29, 23, and 19 to knock the target against the wall.


Both made their fort saves the previous round. Fixed the 5' step I missed.

Actual init order is the drow warrior, hezrog, other drow, rest of the party.

Currently none of the lizards are following Cormick's direction - he'd been holding one at bay, essentially, but when he moved that one turned on Issa - so taking channel against all lizards

Waves of energy pour off of Issa, dazing two of the lizards, the drow warrior, and the swarm of wasps.

New fort saves vs swarm. Fighter d20 + mods = 22, 27. Priest 23, 13
Will saves vs channel, fighter d20 + mods = 8. Priest 22. Lizards 13, 10, 20
Swarm will save 19

With the warrior dazed, and unable to act, I will apply Hezrog's attack now.

Hezrog steps up and pummels the priestess with his shields, the first hit knocks her out cold, so he slams the warrior as well, knocking him out.
Two additional attacks unused if you want to leave them possibly alive, or you can apply them to make sure they stay down.

Cormick is still up, then the archer and the other hidden caster in the tentacles.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick steps back toward the two lizards on Issa and tries another command in elven while holding the prod for the lizard to see.

"I Lawr! I Lawr!"

Spoiler:
Down! Down!

Move action for each handle animal check, 5' step to H15.

Handle Animal: 1d20 + 5 ⇒ (19) + 5 = 24

Handle Animal: 1d20 + 5 ⇒ (19) + 5 = 24

WOOT!!


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
GM Ascension wrote:

Both made their fort saves the previous round. Fixed the 5' step I missed.

Actual init order is the drow warrior, hezrog, other drow, rest of the party.

Currently none of the lizards are following Cormick's direction - he'd been holding one at bay, essentially, but when he moved that one turned on Issa - so taking channel against all lizards

Waves of energy pour off of Issa, dazing two of the lizards, the drow warrior, and the swarm of wasps.

New fort saves vs swarm. Fighter d20 + mods = 22, 27. Priest 23, 13
Will saves vs channel, fighter d20 + mods = 8. Priest 22. Lizards 13, 10, 20
Swarm will save 19

With the warrior dazed, and unable to act, I will apply Hezrog's attack now.

Hezrog steps up and pummels the priestess with his shields, the first hit knocks her out cold, so he slams the warrior as well, knocking him out.
Two additional attacks unused if you want to leave them possibly alive, or you can apply them to make sure they stay down.

Cormick is still up, then the archer and the other hidden caster in the tentacles.

Swarm of wasps are vermin and so are mindless and not subject to mind effecting things like Daze.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Daze, from channel, is not mind-affecting, it's a channel effect.
"Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC .
A dazed condition typically lasts 1 round."

The "Daze" condition is not the "Daze" spell.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

When they go down, Hezrog stops swinging.


The one lizard that wasn't dazed backs down as Cormick waves the prod at it.

The tentacles fail to maintain their hold on the archer, and he steps out of them quickly, drawing an arrow as he does. He fires twice at Cindy.
Attacks d20 + mods = 23, 11. Dmg d8 + mods = 9

The invisible wizard still caught in the tentacles attempts another spell.
Concentration d20 + mods = 29, 30 (one for grappled, one for ongoing constrict damage).

The drow wizard appears as a ball of fire comes flying towards the Cormick H15, lower right corner as target, it explodes catching the group and two of the lizards. Also catches the swarm, need to wait till I can get home to properly measure if it gets the two unconscious drow or not.

Fire dmg 6d6 = 20. Reflex DC 17 for half.
Lizard ref d20 + mods = 22, 21. Swarm d20 + mods = 13 - that destroys the swarm

Party is up. Won't be able to update the map till tonight.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Reflex: 1d20 + 8 ⇒ (3) + 8 = 11


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

reflex: 1d20 + 9 ⇒ (3) + 9 = 12


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Ref DC17: 1d20 + 3 ⇒ (2) + 3 = 5


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Reflex Save: 1d20 + 7 ⇒ (17) + 7 = 24


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

.


Updated Map

Party is up. Lizards are not longer dazed.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

is the wizard still invisible ?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I need to know that too. If the wizard can blast us with an area effect then he needs line of sight and effect to us., right. Cindy wants to try to 5' step south (if needed) and lightning bolt to hit both the archer and wizard, if she can.

If Cindy can target both drow:

Lightning bolt: 7d6 ⇒ (2, 4, 6, 5, 3, 5, 4) = 29 Reflex Save DC19 for half damage

And the tentacles continue to grapple the caster.

Grapple: 1d20 + 16 ⇒ (18) + 16 = 342d6 ⇒ (1, 5) = 6

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