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

If Braggi is allowed some room:

Running free and letting himself go, Braggi decides to release all his frustration on the ogre.

Charge if allowed and on range, not sure. If not, just moving up to the ogre's reach to avoid AoO, or to wherever Braggi can reach.

Greatsword, Rage, Power Attack, Reckless Abandon, Charge: 1d20 + 11 - 2 + 2 + 2 ⇒ (6) + 11 - 2 + 2 + 2 = 19
Damage: 2d6 + 10 + 6 ⇒ (5, 4) + 10 + 6 = 25

AC this turn = 10 (LoL)

If he isn't allowed room, he'll queue there waiting for his turn (probably when someone else gets dropped by the ogre :P)


Cannot charge over difficult terrain. There was 10' distance between the doorway and the target, the room is 20' x 20' and the ogre takes up 10' x 10' space with 10' reach. Braggi could move up and attack, though he failed to strike the ogre's AC 21.

Braggi attempts to rush at the ogre, his plan stumbling at the start due to the scattered junk the ogre batted about the room. The sailor roared out his challenge and lunged at the beast, but it surprisingly shifted it's bulk out of the way of his blade, chuckling as it did so.

Initiative Order
First 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

Braggi, would you be up for being flank buddies? With a high AC we could use all the help we can get to hit the ogre (Is it Shrek?). GM, is that possible?

Braggi, get across from me and we'll get it from two fronts.


The ogre's back is to the wall, blocking the far door. Flanking will be problematic at best.


Here is a MAP for the encounter. The floor is covered in debris and broken junk, causing difficult movement penalties.

The brown rectangles are the doors into the room, his in the NE, yours in the SW.


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's eyes water a little with the jarring impact of the dwarven weapon. His spell lost, the Pelorite opts for more mundane firepower, lunging his longspear at the brute.

Shiwww!!!: 1d20 + 3 + 2 + 1 + 1 ⇒ (17) + 3 + 2 + 1 + 1 = 24 [+3 BAB , +2 Str, +1 Weapon Focus, +1 enhancement ]
Kiwkkkt!!!: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 [+3 THF, +1 enhancement]


Navith aims his spear for the big creature's eye, but it turns away from the enchanted point a split second before impact, the broad blade instead gouging a sliding furrow from just right of it back along the skull and tearing away part of the brute's ear. It howls in angry pain at the blow, bothered by it more than Fil's previous bolts. Blood flows freely from the wound, covering half it's face in a bright red mask, dripping and splattering down it's crude armor in foul splotches, blending foully with the stains already matting and marring it's appearance.

The ogre strikes out at 1d6 ⇒ 3 Musami, swinging it's crude axe: 1d20 + 9 ⇒ (3) + 9 = 12 in a wicked arc meant to cut the dwarf in half. Blood from it's brow however blinded it somewhat, and depth misperception saved the warrior a telling strike.

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


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

Fil takes his chances trying another defensive spell. Ray of Frost, this time.

Concentration DC 15: 1d20 + 7 ⇒ (2) + 7 = 9
Ranged Touch: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d3 ⇒ 3

Anyone have an idea how to get this thing to sit down and be quiet? He'll wake the dead as he is!. Fil exclaims wistfully as his spell fizzles.


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 dances death with her totem spear.

Attack Ogre: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 2 ⇒ (3) + 2 = 5


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 takes the opportunity to help his party-mates hit. Aid another to give someone a +2 to attack

Attack DC 10: 1d20 + 8 ⇒ (10) + 8 = 18


Zokama manages to balance her footing on a broken drawer, then thrusts hard with her own spear, catching the ogre in the leg and gouging a small gash in it's thigh. The thing snarls bitterly at her, licking at it's ugly green tinged tusks as it does so.

Musami thrusts and feints with his own weapon, setting up a short distraction of the beast, signalling for Braggi to watch for his opening and strike.

While I do not think Braggi should benefit from Aid Another while in the throws of his Rage ability, since they cannot undertake anything requiring patience or concentration, I am too tired to look into the matter for an actual ruling, so I will allow it for this encounter. If anyone can cite a particular case in point it would be appreciated.

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


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

I'm not sure of a rule here, but to my mind, it doesn't make sense for the AA not to work for a raging combatant - nothing about aiding someone seems to need the aider OR the rager to be or take benefit from patience or concentration.


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

If you would prefer me not to use AA in combat, that is fine. I was just trying to think around the problem.


My problem was more that you applied the AA open ended to friends instead of specifically working to aid a particular friend as RAW. Would a raging warrior notice you trying to set up an opening or be focused more on his own abilities/strategy.


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

Point taken.


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

Braggi happily slashes at the ogre, not taking care of much else - even his own self stumbling or his friends trying to help.

Slash!, Rage, Power Attack, Reckless Abandon: 1d20 + 11 - 2 + 2 ⇒ (13) + 11 - 2 + 2 = 24
Damage: 2d6 + 10 + 6 ⇒ (3, 4) + 10 + 6 = 23

AC this turn = 12


Rushing at the ogre, Braggi thrusts his blade with speed and power, following through by smashing his own body into the beast, to drive it just a little bit deeper. Then, adding insult to injury he twists, turns, and saws the blade a time or two, reveling in the pain, the showering of blood over his hands, his arms, his chest.

Braggi roars and shouts in triumph as the ogre slumps back against the wall, wetly sliding down to it's knees, then heavily topples over to the floor.

Congratulations, the ogre is dead.


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

I think it's dead now, Braggi. You can relax now. I believe this confirms the Moathouse is not abandoned, yes?

Fil is still being cautious about the monsters in the place, but the confirmation is nice.

Fil will search the Ogre, looking over his gear for anything of higher quality than should be there, detecting for magic, And coin, of course.

perception: 1d20 + 7 ⇒ (16) + 7 = 23


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 listens carefully, alert to the possibility that the noise might have attracted more unwanted attention.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


As Filnefillan begins to search the body of the massive ogre, a shuffling sound stops him cold. In the open doorway, it's portal blocked by the dead weight of the fallen brute, is a bloated and disgusting looking zombie, specifically a gnoll zombie.

Those who have been here before recognize it as one of the gnoll's encountered here before. You may have figured out now why the body wasn't at the entry stairs, someone has animated it to resume it's guardianship role.

The gnoll holds a long and large bladed spear, brandishing it over the body of the ogre, just out of reach of striking you (10' reach).

Additional sounds can be heard in the room beyond, sniffling and a soft yipping laugh, beyond that the lilting and near quiet voice of a woman, one giving commands to the defenders of the chamber.

Zokama:
You think you made out the woman to say faintly Stand ready to run tell Lareth.

Initiative Rolls:

Braggi: 1d20 + 1 ⇒ (10) + 1 = 11
Filnefillan: 1d20 + 5 ⇒ (11) + 5 = 16
Musami: 1d20 + 1 ⇒ (11) + 1 = 12
Navith: 1d20 + 1 ⇒ (18) + 1 = 19
Zokama: 1d20 + 2 ⇒ (11) + 2 = 13
Gnoll A: 1d20 + 0 ⇒ (14) + 0 = 14
Gnoll B: 1d20 + 0 ⇒ (4) + 0 = 4
Gnoll Zombie A: 1d20 + 0 ⇒ (9) + 0 = 9
Gnoll Zombie B: 1d20 + 0 ⇒ (10) + 0 = 10
Priestess: 1d20 + 1 ⇒ (8) + 1 = 9

Initiative Order
First Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombies A and B, Priestess, Gnoll B

Temple Battle


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 mentions to the party that she heard someone in the other room say something about running and telling Lareth. Not sure if that name means something to anyone, but figured I would mention it, in case.

Free action. I know it isn't my turn yet. :)


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

Alright, so, to be honest, if there's been a little pause after the ogre incident, Braggi would have probably ended his rage, so he should be fatigued by now. Am I right, GM?


Technically, yes there has been a one round pause between the killing blow and the appearance of the gnoll zombie in the doorway. If desired I will allow a Will Save by Braggi to have sensed the undead in the next room and continued raging.


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

I won't say no to that, it's very kind of you.

Will: 1d20 + 6 ⇒ (17) + 6 = 23


That would be a success, using a flat DC 20, so Braggi may deduct one round of rage and avoid being fatigued. He may continue the rage into this combat if so desired.


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

Fil intends to clear the way here.

Fil casts one of his prepared Scorching Rays.

Ranged Touch: 1d20 + 5 ⇒ (20) + 5 = 25
confirm Critical: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 4d6 ⇒ (3, 1, 5, 2) = 11

critical damage if confirmed: 4d6 ⇒ (3, 2, 5, 6) = 16

If this does the Zombie the doorway in:

Spoiler:

Get to the one organizing this! They are the threat!


Filnefillan's bolt of fiery might strikes the zombie gnoll in the face, burning away fur and flesh, revealing a blackened and featureless face staring back with deep black eye sockets lit by pinpoints of eerie purple fire. The gnoll lifts it's spear briefly before the skull pops and shatters as the fleshy interior boils over and bursts the weakened jaws and cap apart.

The bodies pose an obstacle as difficult terrain, from the previous scattered junk and now the massive body in the doorway.

Initiative Order
First Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombies A, Priestess, Gnoll B

Temple Battle


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

So the foes are in the large room to the east of us, beyond the fallen ogre and gnoll zombie? Can Navith see any of them - I can't see any of them on the map?


That is correct, from your position currently the enemy is out of line of sight, having not yet moved into view.

From within the junk room you can peer into the next room, light in shadows from a steady torch giving off a soft purple light, and the flickering shadows which suggest a few burning candles out of sight. What you can observe among the shadows are possible floor mat(s) along the north wall, bedding with them, a few items spread out on blankets along the east wall. The east wall itself is covered by several tapestries, each of a different color and decorated with strange symbols, runes, or pictographs.

The other room does not appear to be difficult terrain, just the room you are in currently.


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 breathes heavily, relieved the large brute has fallen, and the gnoll zombie that followed.

I strike for Emridy, for my ancestors, and for Pelor.

"It seems we have more foes to face through the portal..." he says to no one inparticular.

Then, holding his bloodied longspear up in both hands as if in offering, Navith calls out.

"Pelor, lord of sky, blazing heart of the heavens, bring your light to this darkness. Aid me!"

Free Action: Speak.
Standard Action: Cast divine favor

[Lasts for one minute]


Stepping out from behind a central column shaped like a strange looking tree a burly gnoll draws back a thick recurved short bow, Firing: 1d20 + 2 ⇒ (1) + 2 = 3 at Filnefillan, Fumbling: 1d20 + 2 ⇒ (11) + 2 = 13 the arrow when nocking, sending it wobbles far off course, clattering against wall inside the dim chamber.

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombies A, Priestess, Gnoll B

Temple Battle


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

The gnoll Fil killed with his scorching ray was undead - is the gnoll firing at us now also undead? The initiative count has me a little confused - is the gnoll firing at us part of First Group or Second Group?


No, the undead are listed in the Group list, and the icon on the map would look different. I am using one image for the zombies, and a different one for the regular gnolls. I posted the undead image on the map, in a black section so it is understood to not be a combatant, at least not yet. Gnoll A was with First Group. Gnoll Zombie B was the one Fil destroyed.


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 climbs over the junk and the ogre intending to attack whatever bad guy was out there, but by the time she sees the Gnoll, she barely has time to scramble out of its way.

double-move


Zokama scrambles into the other room, gaining some perspective of the foes she and her new friends are facing. She stumbles past a Gnoll Zombie standing beside the doorway, a bloody axe in one hand and a large gash from shoulder to navel, the opening leaving it's chest cavity wide to ooze a putrid puss of rotting organs. The deft bard rushes past before it can react, putting her back to the wall beside a closed wooden door, aged appropriately to the setting.

Close at hand she sees another gnoll archer with a bow at the ready, glancing between her and the doorway from which she cam.

Across the room a short and lithe Priestess stands, dressed in flowing soft robes which hide whatever armor she might be wearing, holding a mace comprised of concentric iron rings. The lady appears to be in command, the voice she had heard, addressing something to something beside her.

Hovering to the lady's left is a small, strange looking worm creature, covered in horns and ridges, with a long fleshy tail tipped with wicked barbs below a large central lamprey's mouth of razor sharp teeth below a single central purple eye at the base of a tall, thick horn, with wings protruding from it's sides seemingly too rangy and ungainly to be keeping it aloft so effortlessly.

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombie A, Priestess, Gnoll B

Temple Battle

At this time only Zokama knows the placement of the foes, unless she informs you of them.


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

Being it that he can't see anyone, even though he knows they're there by sound, Braggi pushes himself into the other room, seeking for blood.

Braggi will advance, probably receiving AoOs


Since the Gnoll Zombie hasn't acted yet this first round, it is flat footed and cannot engage in AoO yet.

Moving fast Braggi rushes after Zokama, falling out in the opposite direction but finding the room much as described above. The sailor smoothly skirts past the zombie gnoll, instead finding himself facing the priestess and her strange companion.

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombie A, Priestess, Gnoll B

Temple Battle


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 scrambles over the ogre corpse. His short legs pumping. He moves into the next room, shield raised Assuming I will provoke an AoO as I move over the dead gnoll corpse. Shield raised for flavour.

He quickly snaps his head around taking in the positions of everyone and everything in the room.


Musami stumbles over the putrid corpse of the gnoll, it's body already beginning to slump into a ghoulish slurry of goo and bones.

Near to him, the other gnoll zombie surges forward, swinging it's Axe Arm: 1d20 + 4 ⇒ (17) + 4 = 21 heavily at Musami's head, catching his shoulder pauldron and deflecting off away from him.

The evil priestess in the corner moves along the wall, edging around towards the blankets spread below the strange banners. She calls out a foul sounding abyssal word Bleuz'nierza, and a wave of cloying gray energy washes over the area, leeching away life from Braggi and Musami, Damage: 3d6 ⇒ (5, 2, 2) = 9 , but failing to reach Zokama.

Saves vs DC 15:

Channel Negative Energy
Braggi: 1d20 + 6 ⇒ (2) + 6 = 8 Full Damage
Musami: 1d20 + 2 ⇒ (8) + 2 = 10 Full Damage

The small flying worm stays beside the priestess, it's face and features suddenly taking on a foul and twisted demeanor, striking a moment of fear into Braggi and Musami.

Saves vs DC 11:

Cause Fear aura
Braggi: 1d20 + 6 ⇒ (1) + 6 = 7 Frightened for 1d4 ⇒ 4 rounds.
Musami: 1d20 + 4 ⇒ (12) + 4 = 16 Shaken for 1 round.

The second gnoll archer moves back and fires an Arrow: 1d20 + 2 ⇒ (3) + 2 = 5 from it's recurved bow at Zokama, missing over her shoulder.

Initiative Order
First Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Gnoll Zombie A, Priestess, Gnoll B

Temple Battle


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

Bolstered by Pelor, Navith moves toward the battle, moving to the body of the fallen ogre. He cries out, a wordless word, a paean to power unleashing a wave of energy diametrically opposed to the dark priestess...

I've never understood the distinction of positive and negative energy channeling - I channel positive - does the one channel both heal my allies AND harm undead or do I have to choose which one to make the effect, either heal or harm? If the latter, I'm choosing to harm the undead gnoll.

Move Action: Move 20' to bottom left corner of ogre's corpse. [Can someone move Navith please?]

Standard Action: Channel positive energy

Power of Pelor, DC 14: 2d6 + 4 ⇒ (4, 5) + 4 = 13


You have to chose which effect to produce each time, Heal or Harm, at the release of the positive energy.

Gnoll Zombie Will Save: 1d20 + 3 ⇒ (3) + 3 = 6 The gnoll zombie and it's companion corpse both react poorly to the burst of warm reddish yellow light released by Navith's call, blasting apart like ashes on a morning's breeze.

Initiative Order
First Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Priestess, Gnoll B

Temple Battle


Stunned by the sudden releases of negative and positive energies, divine forces beyond his arcane considerations, Filnefillan grips his staff and takes a momentarily defensive stance, unsure how to proceed. Total Defense

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Priestess, Gnoll B

Temple Battle


Whoops, forgot to include the following.

Gnoll A takes a 5' step back and fires a Arrow: 1d20 + 2 ⇒ (3) + 2 = 5 at Musami, attempting to keep the dwarf distracted and off balance. The arrow however fails to understand it's intended purpose and slips from the bowstring a moment early, tumbling off in a twisting arc away and high over both Musami's and Braggi's heads.

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Priestess, Gnoll B

Temple Battle


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

Brave Sir Braggi ran away...

Braggi feels the urge to flee, though he keeps his weapon and opts for a retreat without dropping his defenses.

Ends rage, also, no point in spending more rounds.


To where did Braggi run? Is the link not working to allow edits?

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A
Second Group: Braggi, Musami, Zokama, Priestess, Gnoll B

Temple Battle


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

I think he should run away from the source of the fear, so he will probably go back to the previous room. Sorry, can't move him from my phone, will do it in some hours from my PC.


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

Dropping his shield and hammer Musami runs at gnoll A, drawing his earthbreaker and swinging it as hard as he can, although not lethally.

Earthbreaker, Power Attack, Charge: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 Damage, Cudgelor Style, Power Attack: 2d8 + 6 + 2 ⇒ (1, 3) + 6 + 2 = 12 non-lethal, bludgeoning.


Musami ignores the Shaken condition of his knocking knees, the image of the strange worm-thing still pressing on his mind. He rushes forward and Staggers the gnoll archer with his blow, causing the dogman to drop his bow to the ground and wobble a bit on his own back-turned knees.

Initiative Order
Second Group Acts
First Group: Filnefillan, Navith, Gnoll A (staggered)
Second Group: Braggi (frightened), Musami, Zokama, Priestess, Gnoll B

Temple Battle


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 raises her bow and fires at the gnoll that shot at her (Gnoll B).

Attack: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Zokama's arrow catches the gnoll archer in the side, punching through it's armor maybe an inch or so. The thing jerks the weapon free, dark rich blood seeping from the wound.

Filnefillan realizes Musami is fighting for prisoners, pulling back on his blows. The elf calls out We are lawfully appointed representatives of Hommlet. We offer you this chance to surrender. Do so and your lives will be spared. Do not force us to kill you.

The priestess gives a short laugh as a reply, her voice soft despite trying to sound harsh and hard. Pretty words, petty words. We serve a higher power than some backwater council. She glances at the flying worm, nodding once. It flutters it's wings once, twice, and by the third beat disappears completely from view.

Then snarling at Musami's defiance of her past spell she steps up to battle next to her gnoll minion, a heavy mace in hand. The thing closely resembles what appears to be a bundle of iron carrots on the weighty business end. She Swings: 1d20 + 9 ⇒ (20) + 9 = 29 across at the dwarf hard, her blow landing forcibly against his side.
Confirmation: 1d20 + 9 ⇒ (12) + 9 = 21, Damage: 2d8 + 10 ⇒ (3, 3) + 10 = 16, breaking a rib and bruising a few others.

Gnoll B tosses aside it's own bow, charging to engage Zokama directly, swinging a Battleaxe: 1d20 + 6 ⇒ (5) + 6 = 11 it had hanging off it's back, but failing to connect with the agile bard.

Initiative Order
First Group Acts
First Group: Filnefillan, Navith, Gnoll A (staggered)
Second Group: Braggi (frightened 1 of 4), Musami, Zokama, Priestess, Flying Worm, Gnoll B

Temple Battle

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