Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Evil GM

RD2: actions so far

Assassins on the Rt side - both assassins used flurry of fist, i ki point on ac, stunning fist. 1 strike on shadow for 5HP, she made the fort save

Truk - moved to T/S 89/90 raging and struck assassin in U91.

Assassins on the Lft Side - One is dazed, one missed his bolt at Orsin

Duncan -strikes the door in second round

Shadow - attacked assassin in U91
Andrea - CLW 5HP on Shadow
Orsin - EPS, assassin made save, steps behind John
Faelyn - Truk becomes enlarged at the beginning of Faelyn's turn.

Ass behind door - shot at duncan hitting him 5 HP
Lucrezia - will remain slide behind john and let john get behind Duncan.
John - holding shieled

---
RD3:

Assassins on the Rt side -

Truk -

Assassins on the Lft Side -

Duncan -strikes the door in third round...the door is a broken.

Shadow -
Andrea -
Orsin -
Faelyn -

Ass behind door -
Lucrezia -
John -

MAP RD 3

Edit the map to reflect that John is actually where Lucrezia is on the map and Lucrezia is where John is located.


Evil GM
Lucrezia Villanova wrote:

Round 2

perception 1d20+15
attack 1 1d20+12-2
damage 1 1d8+5
attack 2 1d20+7-2
damage 2 1d8+5
attack 3 1d20+5-2
damage 3 1d8+5
Add +2 to all rolls if the assassins are human

Hearing that Orsin needs help, Lucrezia backs up and fires off some arrows towards his attackers.

You gear is actually quite nasty right now. You need to do str check DC10 for each arrow shot, as they are sticking in the quiver.

Remember you and Duncan each have a -2 on you dex because of the tar.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Round 3 actions
attack 1 1d20 + 12 - 2 + 2 ⇒ (10) + 12 - 2 + 2 = 22
damage 1 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13
attack 2 1d20 + 7 - 2 + 2 ⇒ (9) + 7 - 2 + 2 = 16
damage 2 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
attack 3 1d20 + 5 - 2 + 2 ⇒ (17) + 5 - 2 + 2 = 22
damage 3 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Add +2 to all rolls if the assassins are human

Lucrezia will fire yet more arrows at their attackers.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

[b] Ha! I'm in. Let's get inside! [\b]

Duncan will hold his move to either go inside or move out on a friends call for aid.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

R 3

Faelyn will 5 ft step to U 85 and cast haste on Truk, Lucrezia, Duncan, Orsin, Shadow, and Andrea.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Truk will have haste in R3 since he delayed behind me.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Don't forget everyone, I also INSPIRED COURAGE! Lucrezia, that means +2 on attack and damage for you!


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

I will go back and edit my posts to reflect the inspire courage.


Evil GM

RD3:

Assassins on the Rt side -

The assassin in U91 will use stunning fist against Truk and make a flurry of blows.

Att1: 1d20 + 8 ⇒ (11) + 8 = 19;dam: 1d8 + 3 ⇒ (3) + 3 = 6
Att2: 1d20 + 8 ⇒ (20) + 8 = 28;dam: 1d8 + 3 ⇒ (5) + 3 = 8
confirming crit:
Att2: 1d20 + 8 ⇒ (14) + 8 = 22;dam: 1d8 + 3 ⇒ (5) + 3 = 8

Att3: 1d20 + 3 ⇒ (20) + 3 = 23;dam: 1d8 + 3 ⇒ (7) + 3 = 10
confirm crit;
att3: 1d20 + 3 ⇒ (12) + 3 = 15;damage: 1d8 + 3 ⇒ (1) + 3 = 4

She will use use 1 ki point to give +4 AC.

Assassin 2 in V91 and does the same action as the first assassin

Att1: 1d20 + 8 ⇒ (6) + 8 = 14;dam: 1d8 + 3 ⇒ (8) + 3 = 11

Att2: 1d20 + 8 ⇒ (11) + 8 = 19;dam: 1d8 + 3 ⇒ (6) + 3 = 9
Att3: 1d20 + 3 ⇒ (13) + 3 = 16;dam: 1d8 + 3 ⇒ (5) + 3 = 8

Edited the post to delete the fort save.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Round 3

Continue raging.

Truk whips his hammer overhead briefly before smashing the assassins with a pair of hasted strikes.

Attack w Power Attack and Inspire: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 2d6 + 21 ⇒ (1, 4) + 21 = 26

Hasted Attack w Power Attack and Inspire: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d6 + 21 ⇒ (4, 3) + 21 = 28

Hitting the same target as last round. If the first attack drops his target Truk will switch targets for his second attack.


Evil GM
Lucrezia Villanova wrote:
I will go back and edit my posts to reflect the inspire courage.

Lucrezia I need an strength check for each and every arrow you draw form your quiver. DC 10. You equipment is think with tar. you also take -2 on your dex actions because you are sticky with tar.


Evil GM
Truk'tosh wrote:

Round 3

Continue raging.

Truk whips his hammer overhead briefly before smashing the assassins with a pair of hasted strikes.

[Dice=Attack w Power Attack and Inspire]1d20+17
[Dice=Damage]2d6+21

[Dice=Hasted Attack w Power Attack and Inspire]1d20+17
[Dice=Damage]2d6+21

Hitting the same target as last round. If the first attack drops his target Truk will switch targets for his second attack.

Make your two fort saves first. you may be stunned.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I assume they were using Stunning Fist on the first attack of each round and those attacks missed.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

You can only make one Stunning Fist attempt per turn and missing ruins the attempt.

Quote:
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round.


Evil GM
Truk'tosh wrote:

You can only make one Stunning Fist attempt per turn and missing ruins the attempt.

Quote:
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round.

I missed the 1 per round part of the feat. Never mind.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

No, problem. I took the 26 damage.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I have busted the door. What do I see?


Evil GM

Truk's first attack misses. His second attack hits and crumbles the lady he is fighting.


Evil GM

RD 3:

The two assassins on the left hand side shot at Faelyn

Assassin 3: 1d20 + 7 ⇒ (4) + 7 = 11;dam: 1d8 ⇒ 3

Assassin 4: 1d20 + 7 ⇒ (16) + 7 = 23;dam: 1d8 ⇒ 7

Both bolts whiz at the wizard. A bolt digs into the elf.


Evil GM
Duncan Redhammer wrote:
I have busted the door. What do I see?

Duncan and John Only:
you are looking at two crossbows, one light and one heavy aimed at you. The door is busted and jagged. The room is long and wide and you can make out three closed doors. There are two other assassins a little farther way each twirling what looks like a scarf.

It's very loud outside so only you and John know this and they can not hear you form your position. Unless you are withdrawing, I would appreciate you not disclosing this given their attentions are elsewhere and its loud.


Evil GM

I really need Lucrezia to make those 6 str Checks that I've requested. Since her quiver and bow were covered with tar. It could effect what is happening.

The assassin doe manage to deflect two of the arrows away that would have hit. One each round. assuming Lucrezia made the str check.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

GM and John:
Are the crossbows on mounts or something? On the floor? I take it the 2 scarf twirlers are the shooters and they have moved back a bit?


Evil GM

Duncan and John Only:
There are four people in the room. Two have crossbows they are 10 feet back from the door. Then the scarf twirlers are behind them. It is clear the scarf's are reach weapons.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

str checks for arrows
1 1d20 + 2 ⇒ (15) + 2 = 17
2 1d20 + 2 ⇒ (3) + 2 = 5
3 1d20 + 2 ⇒ (11) + 2 = 13
4 1d20 + 2 ⇒ (18) + 2 = 20
5 1d20 + 2 ⇒ (6) + 2 = 8
6 1d20 + 2 ⇒ (11) + 2 = 13


Evil GM

RD3: Actions so far.

Assassins on the Rt side - One attacked truk 28 HP, the other attacked Fluer missing.

Truk - Killed one assassin in U91

Assassins on the Lft Side - each shot at Faelyn. One bolt hit 7 HP

Duncan -strikes the door in third round...the door is a broken.

Shadow -
Andrea -
Orsin -
Faelyn - stepped to U85, cast haste.

Ass behind door -
Lucrezia - attacked three times. Her last arrow hit.
John -


Evil GM

Lucrezia you last shot in RD2 and first shot in Rd 3 were batted away by the one hand crossbow wielding assassin.I've been attacking with 7 as opposed to 9 attack bonus.

Lucrezia's last arrow has hit the assassin.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Orsin continues to IC as a free action, uses a standard action to cast another ear-piercing scream at the same assassin, then draws his wand of cure moderate wands from his haversack for future use.

Sonic damage: 3d6 ⇒ (5, 3, 2) = 10

Fort DC 15 halves damage, negates daze.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

GM and John:
Bulls Str, Divine Favor, Damage Judgement, Haste, Inspired
Duncan moves past the broken door and attempts to remove the lead crossbow shooters head
2 hand Power Attack 1d20 + 8 + 2 + 2 + 1 + 2 - 2 ⇒ (16) + 8 + 2 + 2 + 1 + 2 - 2 = 29
Damage1d10 + 1 + 7 + 2 + 2 + 4 + 2 ⇒ (1) + 1 + 7 + 2 + 2 + 4 + 2 = 19


Evil GM

Duncan:
your third round action was getting the door open. I will use your action for RD4 if you want but they all still have actions.


Evil GM

fort save against Orsin's EPS: 1d20 + 7 ⇒ (12) + 7 = 19

She shakes it off but takes a bit of damage.


Evil GM

RD3: DMPC Shadow

Shadow will continue to press her attack on the assassin in V91.

dualing blade: 1d20 + 8 ⇒ (12) + 8 = 20;dam: 1d8 ⇒ 4

dualing blade: 1d20 + 8 ⇒ (3) + 8 = 11;dam: 1d8 ⇒ 6

The blade barely misses the attack.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
baldwin the merciful wrote:

RD3: DMPC Shadow

Shadow will continue to press her attack on the assassin in V91.

[dice=dualing blade]1d20+8;[dice=dam]1d8

[dice=dualing blade]1d20+8;[dice=dam]1d8

The blade barely misses the attack.

Is there any way she can tumble to get flanking for sneak attack?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Question, is tar pouring out of the archway at V-90? If not, I 5' step there at strike at the assassin at V-91

Buffs Rnd 3:

Blessing of the Watch :7 Hour duration, +1 to hit and saves vs. fear
AntiToxin: 1 hour duration, +5 saves vs. poison
Resist Energy Communal-Fire: 70 minutes duration. 20 points resistance against fire
Instant Armor :7 Minutes, gain 18 AC, force based so keep AC against incorperals
Aura of Doom :70 Minutes, 20' radius, all non allies that enter radius must make a DC 18 Will save or become Shaken

Inspire Courage +2 Hit/Damage

AttkSilver mace+1: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 3 ⇒ (6) + 3 = 9

Andrea still needs to get the hang of this melee thing people are talking about


Evil GM

RD 3:

Assassins behind in the room.

Duncan and John:

Both attacks are on the hefty dwarf in the doorway.
two handed light cross bow: 1d20 + 9 ⇒ (10) + 9 = 19;damage: 1d8 ⇒ 2

heavy cross bow: 1d20 + 9 ⇒ (3) + 9 = 12;damage: 1d10 ⇒ 5

One of scarf wielders steps within 10 feet and lets the scarf whip.
scarf: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Success is a trip vs CMD

Dex to see if weapon dropped: 1d20 + 4 ⇒ (3) + 4 = 7

The scarf gets tangled and slides out of the assassins hands.


Evil GM
Andrea1 wrote:

Question, is tar pouring out of the archway at V-90? If not, I 5' step there at strike at the assassin at V-91

** spoiler omitted **

Attk[dice=Silver mace+1]1d20+9;1d6+3

Andrea still needs to get the hang of this melee thing people are talking about

No to the tar question at least not yet. :-) if you stand there other things may or may not happen. :-0

Then you can't attack from that position anyway. The corner of the building prohibits it.

Knowing that you can not attack from V90 are you still stepping there? You would know this before taking your action.


Evil GM

Faelyn - Shadow is not going to tumble as she is not certain of the terrain or potential traps.


Evil GM

RD3: Actions so far.

Assassins on the Rt side - One attacked truk 28 HP, the other attacked Fluer missing.

Truk - Killed one assassin in U91

Assassins on the Lft Side - each shot at Faelyn. One bolt hit 7 HP

Duncan -strikes the door in third round...the door is a broken.

Shadow - attacked the assassin and missed
Andrea -
Orsin - EPS, 5 HP damage
Faelyn - stepped to U85, cast haste.

Ass behind door - attacked duncan
Lucrezia - attacked three times. Her last arrow hit.
John -


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea moves through Shadow's space(I believe I can pass through her square unhindered) to U-91, over the body of the downed killer and strike at the one at V-91

Silver mace+1: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 3 ⇒ (6) + 3 = 9

Andrea should perhaps stick with what she knows.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Go with last stated action for Rd 4


Evil GM

The assassin will do take her AoO on Andrea.

unarmed hit: 1d20 + 8 ⇒ (17) + 8 = 25;dam: 1d8 + 3 ⇒ (8) + 3 = 11

Solidly punching you in the face.

---
Your mace attack misses.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea also forgot about AoOs


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John will hold the shield up until Duncan is inside.


[Fem Elf][Inq1/Ninja5][Init:+4][Perc:+12][33HP][AC:21(23)(Touch:14(15)(FF:17(18)][Fort+3][Ref+8][Will+4]

*Catches up reading all the previous posts*

Round 4

Shadow gasps in shock, drops her sword and stumbles towards the remaining Ninja Assassin Bee-atch...

Five foot step, Spend a Ki point/Use Haste to gain another 'Attack' roll/action, hence Bluff:1d20 + 17 ⇒ (8) + 17 = 25(+2 from the inspire,+1 From Bless)

Looking completely stunned and surprised at something behind the Ninja B!tch...as her spring loaded daggers magically seem to appear in her hands,

Att Roll 1:1d20 + 9 ⇒ (2) + 9 = 11(+2 Inspire,+1Bless.+1 Haste)

Att Roll 2:1d20 + 9 ⇒ (17) + 9 = 26(+2 Inspire,+1Bless.+1 Haste)

Dam Roll 1:1d6 ⇒ 6(+2 Inspire,+1 Bless) (Thence adding the 'Sneak Attack' if the Bluff works) 3d8 ⇒ (6, 7, 8) = 21 (Total:9+21=32)

Dam Roll 2:1d6 ⇒ 4(+2 Inspire,+1 Bless) (Thence adding the 'Sneak Attack' if the Bluff works) 3d8 ⇒ (4, 3, 5) = 12 (Total:7+12=10)

Am sooo going to add some bleeding damage to this attack sequence...


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Hey there! Don't forget you have Haste on you so you can get an extra attack and a +1 AC and BaB. Plus you have a Bless spell for another +1 BaB. You also have These buffs..

Antitoxin +5 saves vs, Poison
Resist Fire 20 points resistance vs. fire


Evil GM

Shadow I'm not following where you are 5 ft stepping to? If you move to V90 the building blocks your attack. Andrea is located in U91 her 3rd RD action. I'll roll out the sense motive against your bluff attempt after Truk goes in the 4th round.


Evil GM

RD3: Actions so far.

Assassins on the Rt side - One attacked truk 28 HP, the other attacked Fluer missing.

Truk - Killed one assassin in U91

Assassins on the Lft Side - each shot at Faelyn. One bolt hit 7 HP

Duncan -strikes the door in third round...the door is a broken.

Shadow - attacked the assassin and missed
Andrea - moved to U91 missed her attack. She took an AoO
Orsin - EPS, 5 HP damage
Faelyn - stepped to U85, cast haste.

Ass behind door - attacked duncan
Lucrezia - attacked three times. Her last arrow hit.
John - held shield for Duncan.

---
RD4:

Assassins on the Rt side -

Truk -

Assassins on the Lft Side -

Duncan -.

Shadow -
Andrea -
Orsin -
Faelyn -

Ass behind door -
Lucrezia -
John -

MAP RD 4

*obviously only John and Duncan know what is happening inside the building.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Round 4

Continue Raging, (3/14 used)

Truk glances towards the group breaching the door briefly, before locking his eyes on the tiny assassin below him and rearing back to crush her.

Attack w Power Attack and Inspire: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d6 + 21 ⇒ (3, 1) + 21 = 25

Attack w Power Attack and Inspire: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
Damage: 2d6 + 21 ⇒ (3, 5) + 21 = 29

Current Buffs:
Blessing of the Watch
Haste
Shield of Faith
Shield
Resist Energy
Barbarian Rage
Inspire Courage


Evil GM

RD: Assassins on the Rt side

The remaining assassin in V91, on the right side begins to speak the dark infernal language at the priestess, Andrea: GHTU anidl picksus b^byth

Infernal:
Your bychte of Goddess shall forever serve the mighty Eiseth.

She unleashes a flurry of blows. The first on you is stunning fist; she also maintains her ki point to boost her AC.

Att1: 1d20 + 8 ⇒ (1) + 8 = 9;dam: 1d8 + 3 ⇒ (7) + 3 = 10
Att2: 1d20 + 8 ⇒ (15) + 8 = 23;dam: 1d8 + 3 ⇒ (2) + 3 = 5
Att3: 1d20 + 3 ⇒ (5) + 3 = 8;dam: 1d8 + 3 ⇒ (8) + 3 = 11

Fortunately you are not stunned with the first attempted blow but the second attack does hit you for some damage.


Evil GM

Truk you really don't observe anything different with the breach attempt a the door. Three members, Duncan, John and Lucrezia are in or near the tunnel and the sound of tar pouring continues.

Your two attacks hit the assassin and she crumples into a heap.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Who did the right-side assassin attack before she goes down?

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