Beyond the Tentacled Eye - A Pathfinder Greyhawk Tharizdun Campaign

Game Master GM Darkblade

A View of Hommlet from the Southern Approach
Player's Map of Hommlet Proper
Townsfolk Images
Zert's Map
Menu of the Inn of the Welcome Wench


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CG Human Barbarian 1 | Status:
Stats:
AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
Damage: 0 | HP 16(18)| Rage 7/7

"Wow, what do we have here..."


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Seeing the storeroom, Zokama wonders

I wonder where all of this came from, and who it is being used for.

She looks around briefly to see if there is any clue to where the food came from, or who is using it.

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Dismissing that room, she walks over to the torture chamber. She examines it closely, not because she is keen to know what all happened here, but to make sure nothing was overlooked out of distaste.

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


Does Zokama unlock the other door before she searches the torture chamber?


Time check after Zokama searches the first locked room, 20 minutes.

Zokama finds a few merchant coaster brands among the trade goods and supplies piled within the store room. The goods are common and many seem to come from local vendors like Hommlet and Nulb, as well as larger cities like Verbobonc, Devarnish, and Narwell. Nothing would suggest who likely uses the foodstuffs, the fare is basic and likely useful to a variety of humanoid races.

Zokama Torture Chamber Adventure:

The torture room appears long abandoned. Dust, dirt, and cobwebs abound in the corners, along the ceiling, and covering some of the larger set pieces. A few skeletons hang from the southern wall, shackled and chained to hooks set a foot from the 12' ceiling. Another is encased in a spiked and barbed cage, roughly shaped like a narrow humanoid. It reaches out angrily, clawing at the air, unable to leave it's eternal punishment.

A long table stands in the middle of the room, covered with a series of leather straps, iron clasps, and flexible metal bands. A few smears of blood cover it's surface, days old, a few other droplets track across the dusty floor.

Two shelves line the wall along the western wall, covered with an assortment of small knives, hooks, prods, probes and worse instruments designed to subject the human body to all manner of pains and discomforts. One tool has been picked up recently, the dust nearby disturbed, a strange pear shaped device with a small crank and turning dial.

Paying attention to the blood trail on the floor you follow it to a support column in the southern part of the room. Looking closely you can feel a slight breeze around the edges of a narrow 3' x 5' panel next to a dust free torch sconce. The bottom of the sconce has a small smear of blood, recent like the trail and traces on the table slab. It would seem there is a hidden panel in the column, activated by the torch post.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

That is certainly a lot of food. Probably foodstuffs from the bandits or whomever has allied with the monster below. Any exits in that room, Braggi? Do you see anything, Zokama? Do either of you require assistance?

Fil holds his bow, and he hopes that this is unnecessary.


CG Human Barbarian 1 | Status:
Stats:
AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
Damage: 0 | HP 16(18)| Rage 7/7

"Not at first sight, but let me check..." Braggi looks for something that could be appear an exit, secret door or something similar.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Oh, sorry. Yes, she unlocks the other door if she can.

Disable Device: 1d20 + 16 ⇒ (18) + 16 = 34

______________

Zokama casts Detect Magic while in the torture chamber. She examines the pear-shaped device, and takes it (but doesn't manipulate it in any way at this time other than to see if it is magical).

Once she understands that there is a hidden panel, she tells the group about it, and how to open it. She also checks it for traps, just in case.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Before moving to the torture chamber, Zokama unlocks the other door and sets it's lock next to the other on the stairs up to the ground floor above. She nods to the men they may search the next room.

In her investigation of the torture chamber she too seems drawn towards the strange
Pear Shaped Device , resisting a strange compulsion to turn it's crank handle. Will Save: 1d20 + 6 ⇒ (18) + 6 = 24

She puts the non-magical device into her backpack, intent upon studying it further later. Nothing in the room detects as magical, nor do any possess a lingering magical aura. The pear shaped device kept drawing her attention, but after an in-depth stare still yielded no magical aura, just a strange feeling tickling the back of her neck.

Moving on to the hidden panel Zokama finds no trigger points which would suggest a trap or alarm on the device. It does smell faintly of a sickening and sweet odor of decay, particularly on the trigger sconce and in the slight air seeping from the shaft beyond.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

A pear shaped torture device with a crank. I know what that is and they are not nice people

Musami opens the door newly unlocked by Zokama. He peers inside.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11


The second room is roughly the same size as the first, albeit running south instead of north. The room is crammed with weapons and armor racks, the walls covered with hooks, posts, and small shelves to help keep the weapons ready and accessible as needed.

There are a score light wooden shields stacked around the room, each lacquered with a depiction of the Flaming Eye on a dull black base. Tall wooden dummies are inter-spaced about that hold 10 suits of black parade armor, formed with a mix of hardened leather, iron chain links, thin black metal bands, and pointed but dull rivet spikes along many broad surfaces.

Two barrels near the door hold 30 wooden spears with upright jagged looking, leaf bladed points. Another small cask is crammed with black fletched, durable arrows (80), next to two short crates packed with cold iron black bolts (80 each).

The walls hold an assortment of 6 thick bladed long swords, 2 narrow short swords, 4 darkwood light crossbows with black limbs and stirrups, 2 composite short bows of red mahogany, 4 black bladed battle axes, and a dozen double edged daggers, each with a slight wavy pattern. Each blade as appropriate is sheathed in an oiled and protected condition.

None of the weaponry appears dusty nor old but well maintained and functional.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Stepping back out into the main room Musami beckons over the magic users. Can one of you see if there is any magic at play in here

Looking for possible magic weapons (unlikely I think) or magical traps (also unlikely I think)


This would need to be either Navith or Filnefillan. At this point Zokama is performing her search and retrieval of the torture chamber.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

I'll leave it to them whether one, both or neither come over.

If they are deemed safe Musami will take a crossbow and 20 bolts.


To save time I will consider one of them scans the room.

The caster watches over Musami's shoulder from the doorway, scanning the weapons room for signs of magic or mystical auras. Nothing picks up as magical, neither gear, armor, weapons, or the items themselves.

The crossbow and bolts are normal, none being crafted well enough to count as masterwork or special beyond their descriptions.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Emerging from the "armoury" Musami says to the group Weapons and armour in here if anyone wants any.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

much appreciated GM, Fil always prepares detect Magic for that reason.

Fil takes a single arrow as evidence.

Someone is preparing an army or a raid, it would seem.


Zokama finishes up her examination about the same time everyone else finishes checking over the two store rooms, time check 30 minutes.

You now have a gemstone, a ring, and a pear shaped device in your possession. You have the door leading deeper into the dungeon as well as a hidden door inside a column within the torture chamber. Opening the hidden doorway shows a narrow shaft dropping into a distant chamber below, roughly 30' deep. The shaft is 5' wide, and 3" clefts have been chiseled into the stonework every 3' or so going down. A faint cerulean light seems to flicker and flash from off to the left of the chamber below, beginning maybe 25' or so from your current vantage point.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Did we detect magic on the gemstone and the ring already?

Zokama, upon finishing her examination and hearing Musami talk about weapons and armor, takes a look into the chamber they just found and, if she determines that the cask holding the arrows will close and fit without any dangerous arrow points escaping, places the cask into her bag of holding, so that she can replace her mundane arrows with the durable ones when she runs out.

Since some of the weapons are unbladed or safely in sheaths, she also attempts to appraise their value to see if she should take them along.

I understand they aren't masterwork, but some of them seem to be made from special materials which might raise their value, so just checking.

Appraise blades on swords and daggers: 1d20 + 10 ⇒ (2) + 10 = 12
Appraise wood on crossbows and shortbows: 1d20 + 10 ⇒ (4) + 10 = 14

Perhaps someone should sunder or otherwise destroy any weapons we aren't taking with us. We don't want to allow whoever is using this place to use these spears for instance.

Once they discuss the weapons she asks whether they want to clear this level before going down a level.


The gem and ring were not magical.

The casks are smaller than the arrows and bolts, used to contain them but not originally intended for that purpose, and cannot be closed. They are used merely as crude containers, like pencils in a cup.

None of the weapons are of masterwork quality nor worth more than basic value, or rather base resale value. They were cheaply made for mass production, likely in a slave labor shop along the Wild Coast. Functional, practical, but hardly of the quality one would fine in a reputable shop, or so Musami might say.

The special materials are minimalist and decorative plating or flashing, not fully functional as such materials, save the cold iron bolts which are fully forged as such.

Time Check 40 minutes.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Okay, thanks.

Zokama replaces all of her mundane arrows with the durable variety (she does not replace her blunt arrows however).


GM Roll: 1d100 ⇒ 47


As suggested, you have two directions to proceed forward, the hidden shaft down to another level or through the remaining door to further search the existing level. Thoughts?

Time Check 45 minutes


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Fil will insist on the current level. Let's make sure we have an escape route if we need one.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Zokama takes the padlocks that she had removed and places them in her bag in case they are needed later. Then she casts Open on the door that leads further on this level.


CG Human Barbarian 1 | Status:
Stats:
AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
Damage: 0 | HP 16(18)| Rage 7/7

With danger lurking around every corner, Braggi agrees that they shouldn't leave blind spots unexplored, least they want to be nastily surprised. He follows Zokama, sword ready for the butchery.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Musami moves with the group, cautious and alert.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Fil follows, alert with his bow, refreshing both Mage Armor, and then keeping up Light as needed.


The doorway opens into a mess of filth and broken junk, detritus from furnishings once part of the complex, now regulated to this trash chamber. A narrow path has been swept through the room, the sides of which are stacked and heaped with the junk removed to clear the way.

The cobblestones beneath are stained from the mess, indicating it likely this path was cleared over the past few months.

The 20' by 20' room has the door you opened on the south western part of the cess room, another closed door on the eastern wall along the northern edge.


Human Male Cleric 4; HP 39/31; AC 21/ T 10/ FF 20; Fort +7 Ref +3 Will +8; Init +1; Per +4; CMB +5, CMD 16; Spd 20 ft Channel Energy 7/day, DC 14, (2d6 + 4 to undead); Fire Bolt 6/day, 1d6 +2, 30 ft range

Navith keeps a close eye on the accumulated foodstuffs, weapons, armor and equipment. The Flaming Eye is not a sigil he recognises, but the foulness and grim report of undeath, blood and incarceration all point to the work of evil. Evil that was quenched generations ago, on the fields of Emridy. Evil tat has arisen.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Zokama checks for traps on the door set in the eastern wall.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

After making sure that they have a safe way forward, Zokama pauses in this room, casting Detect Magic on the off chance that something valuable was lost here. She then searches the room, looking for magical auras.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Zokama finds nothing untoward on the door in the eastern wall, aside from the locking mechanism built into the door handle. This door like the two for the store rooms, is newer and more sturdy.

The room does not give off any magical emanations that Zokama can see. She roots around for a bit while she scans, but does not find anything of value in the discarded junk piles.

Time Check 60 minutes since beginning down the stairs.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Once Zokama clears for traps, Fil will begin searching for secret doors.

perception: 1d20 + 7 ⇒ (1) + 7 = 8

why would one keep all this, while maintaining all the other stuff?. He wonders out loud.


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Musami looks around the side of his shield into the room.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Neither Musami nor Filnefillan find anything unusual or out of the normal for the chamber, at least out of normal for what has clearly become a sort of refuse dump. It does become apparent however that none of the items dumped here are of a biological nature, only furnishings, discarded and broken equipment, empty sacks, rent packs, and soiled bags, all having a broken or abused nature of some kind.

Why anyone would keep such things here instead of dumping outside, or in the ruins above becomes apparent once considered. The occupants wanted to keep their presence here undiscovered. The creatures above, and the ruin's long abandoned look lent to the ruse Zert pushed, that the moat house was abandoned.

Time Check 70 minutes


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Zokama checks the eastern door, and if it is locked, attempts to unlock it.

Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22

If it is not locked, or after she unlocks it, she will step back and cast Open on the door.


CG Human Barbarian 1 | Status:
Stats:
AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
Damage: 0 | HP 16(18)| Rage 7/7

While the experts check for doors, traps and all these things, Braggi stays attentive that anything more dangerous might appear, guard stance at the ready to sever anyone's bad mojo.


As the bolt latch slides back to open the door, magically propelled by Zokama, the door is suddenly physically shoved open hard, slamming into the wall, cracking from the force as a large slobbering ogre rushes into the room.

Filnefillan, Musami and Zokama find themselves in direct physical conflict with the beast, as Navith and Braggi watch from the next room, still outside the junk chamber. The surprise round gives way as the beast grunts and bellows into the room, scattering junk and debris across the floor as it topples the scattered piles, holding an ugly wicked looking blade. The creature's short dwarven poleax looks more like a cleaver in the beast's beefy hands, crusted with dried blood and a clump of stringy blonde hair.

The chamber counts as Difficult Terrain.

Initiative Rolls:

Braggi: 1d20 + 1 ⇒ (18) + 1 = 19
Filnefillan: 1d20 + 5 ⇒ (13) + 5 = 18
Musami: 1d20 + 1 ⇒ (6) + 1 = 7
Navith: 1d20 + 1 ⇒ (20) + 1 = 21
Zokama: 1d20 + 2 ⇒ (17) + 2 = 19
Ogre: 1d20 + 1 ⇒ (19) + 1 = 20

Initiative Order
First Group: Navith, Ogre
Second Group: Braggi, Filnefillan, Musami, Zokama


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

I may have missed it, but is there a map for the combat. I am fine with Theater of the Mind, just asking


Theater of the mind. It is a 20 x 20 room. The floor is now scattered with junk and debris, causing the entire room to count as difficult terrain forcing Hampered Movement.

The Ogre is in the NE corner, taking up a 10' x 10' space. This leaves Filnefillan one square up from the SW corner, Musami in the SW corner with the open dorrway to his back, and Zokama stands to the east of Musami.

Outside the room is Navith and Braggi.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

oh poop. This is for after Navith and the Ogre.
Fil wastes no time casting Magic Missile on the defensive once his turn comes.

He has met ogres before, and they nearly turned him into pulp. That fear does play into how he will behave.

cast Magic Missile Defensively, DC 17: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9


Human Male Cleric 4; HP 39/31; AC 21/ T 10/ FF 20; Fort +7 Ref +3 Will +8; Init +1; Per +4; CMB +5, CMD 16; Spd 20 ft Channel Energy 7/day, DC 14, (2d6 + 4 to undead); Fire Bolt 6/day, 1d6 +2, 30 ft range

Navith hears the crash of wall, splintering of door and smash of assorted detritus. He moves quickly to the next room and seeing the immense beast, brings forth the blessing of Pelor.

Move Action: Enter room!
Standard Action: Cast bless


If Navith enters the room he will be in range of the Ogre's Attack of Opportunity. Since Bless has the range to reach his allies from the doorway I would allow that Navith cast it from the doorway if prefered. Let me know before I roll the AoO.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Zokama is frustrated to be forced into melee combat, but not unprepared for it. She draws her totem spear and attacks. Her attack, strangely, looks like a dance, and her weapon plays an eerie music as she twirls and slashes and stabs.

I assume because of the junk we can't take a 5 foot step, so Zokama is going to attempt an acrobatics roll to avoid the AOO.

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Unfortunately, the ogre must have startled her more than she thought, and she trips on the debris underfoot, spoiling her dance and missing entirely.


Okay, moving forward with Navith's original actions, triggering the AoO.

As Navith moves into the room, crossing difficult terrain and pushing past his allies he calls out for Pelor to bless him and his companions in the struggle to come.

Not fully comprehending the man's words, but recognizing priestly castings done by his masters, the angry ogre Swings: 1d20 + 9 ⇒ (18) + 9 = 27 his weapon, the dwarven forged blade catching the priest just above the elbow for Damage: 1d10 + 10 ⇒ (7) + 10 = 17. Concentration Check DC 27: 1d20 + 7 ⇒ (8) + 7 = 15 Failure

Navith is interrupted midstream by the blow, stumbling over the words and allowing his prayer to end with a wince of pain and nausea.

Distracted herself by the sudden and ferociousness of the ogre's attack she too missteps and her attack fumbles clear of the beast.

Filnefillan however, himself having experienced the brutality of ogres is better prepared, focusing not on the creature but his energies, summoning up a pair of mystic bolts which he hurls at the brute's face, gouging both cheeks and scorching the flesh raw in the process.

Initiative Order
Second Group Acts
First Group: Navith, Ogre
Second Group: Braggi, Filnefillan, Musami, Zokama


Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

Musami steps forward, light hammer in hand and swings at the ogre with a powerful attack.

Light Hammer, Power Attack: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8


The ogre's tough skin, combined with it's armor of hides, furs, and filth, bounces Musami's blow aside, the creature chuckling at his futile effort. Me pick you meat from teeth wit dat.


If the others slide aside a bit Braggi could enter the fray as well, the difficult terrain becoming just a bit more crowded should he do so.


Loot Sheet Female Human (Flan) Detective Bard 5 | HP 28/28 | CMB +6 / CMD +18 | AC 17 / T 12 / FF 15 | Fort +2 / Ref +6 / Will +6 | Initiative +2 | Bardic Performances 15/15 | Action Points 3/3 | Perception +12/+14 to detect traps | Active Effects: Ioun Torch

Can't really show that I am moving to allow more people to come in without a map, but that is what I fully intended, moving diagonally in to attack, not bunching up.


Human Male Cleric 4; HP 39/31; AC 21/ T 10/ FF 20; Fort +7 Ref +3 Will +8; Init +1; Per +4; CMB +5, CMD 16; Spd 20 ft Channel Energy 7/day, DC 14, (2d6 + 4 to undead); Fire Bolt 6/day, 1d6 +2, 30 ft range

Ouch! I'm good with the resolution of Navith's turn...


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

I am very much rooting for Braggi to start teaching the ogre lesson.

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