Blood Will Tell (GM-jkbc)

Game Master ajkkjjk52


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Male Human Fighter 6

Duglan laughs at Harris. "See, Harris yer just wastin yer time. Tha whole Fourjaws thing is a lie."

To prove his point, on his turn, Duglan double moves to Q38 making goofy howling noises and laughing.


Male Human Beguiler 6

This happens at the end of round 1

Quinn walks over from behind the bush. Not much use in being quiet when his comrades are going to get all the attention anyway. He seems prepared for an enemy to pop up from anywhere now that Dulgan and Ser Harris are luring Ol' Forejaws out.

"Maybe he's deeper in his lair?"

Quinn moves to Y40 and readies an action to cast a spell if an enemy shows up or anyone gets attacked. Note that, if the readied action isn't triggered, Quinn gets an action after DM action on round 2.

Perception, if necessary: 1d20 + 10 ⇒ (17) + 10 = 27


Male Half-Orc 6th Inquisitor

"Heh. Looks like the beast isn't here after all." Gromtheb double moves to V34 (if we are doing the diagonal is 2 squares) or U33 ((20/(root(2)*5)*2). Ready an action to shoot anything that looks bug-like within one range increment of me between me an the cave. (If I can't double move and ready an action, I'll just single move to Y34)


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari calls out to Ser Harris.
"I do not know if this ploy of yours will work, yes. Who is to say if this creature is even home, yes?"

Delay my action once more.


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Going to be gone with little/no internet access starting tomorrow, ending on late monday


As if to answer your doubts, Four-Jaws appears in the mouth of the cave. He takes a bite at the red glow, and upon finding it to be nothing, his other head (he does indeed have two) spots you. He lets out... well, to call it a roar would be wrong. It's something between a hiss and the the sound of metal being torn in half.

Gromtheb, the nearest square is 5 feet beyond your range increment, so your action doesn't trigger. Sucks, doesn't it, but them's the breaks. Quinn, you may use your readied action if you have spells with a range of 165+. Velinari, I assume you want to un-delay.

Then we'll be back at the top of the initiative order.


Male Human Beguiler 6

Hey, I didn't say "cast a spell at the creature." I said "cast a spell," which could be any spell anywhere. That said, let's just say I was too *dons sunglasses* hasty with my plans and should have checked the map to see how spread out we were. It turns out I indeed will be casting a spell around the beast.

"Ah, there's the bugger, though the way Dulgan is hollering he may not have spotted him. Let me help with that." Quinn waves his hands in a familiar fashion, conjuring mica to spread in the beasts' two sets of eyes and keep him quite visible.

Glitterdust. -40 to stealth, like he was going to hide anyway. Will save DC 18 for blindness, and he gets to save every round. The range is 160 feet, and the burst is radius 10', leaving ol' Forejaws caught in the spread if I center it around, say, F19. It's a shame they nerfed my favorite second level core spell, but oh well. It has enough range and I'm not pulling out the big guns yet.


Male Half-Orc 6th Inquisitor

Gromtheb moves directly toward the beast until he is within the range increment (lets say 10 ft forward to whatever that is) and fires at the beast. "Won't you look lovely with your blood on the ground!" He appears to be earnest.

attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Don't be disappointed. If blind, it takes -2 to AC and looses dex to AC. Not bad, I'd say.


Male Human Bard (Sound Striker) 6

On his turn, Ser Harris will step to X36, and begin to use Inspire Courage. He also activates his Badge of Valor and casts a spell, boosting the power of his performance.

"Everyone, listen up. We all fight for different reasons, but for now our actions must be directed towards a common goal - we must defeat this beast. Focus your fire on the unprotected underbelly and eyes, and know that we will back you up."

Every ally within 30 feet of Harris gains +4 to attack and damage rolls.

DM or Spellcraft DC 16:
The spell is Inspirational Boost.

Knowledge: Nature on Forejaws: 1d20 + 16 ⇒ (11) + 16 = 27
- This gives Harris a +3 on all attack and damage rolls vs Magical Beasts (including ankhegs) during this combat, courtesy of the Knowledge Devotion feat.


Male Human Fighter 6

On his turn, Duglan moves to P34 with a menacing look on his face. He calls out, "Pump 'im fulla arrows, boys. I'll face this creature iffeh wants summa us."

Duglan braces himself for Forejaws charging, brandishing his fauchard in a defensive stance.


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

and I'm back!
Velinari would like to take his action now, which he uses to double move to 28,AE


Though you posted in different orders, I will be resolving actions in initiative order.

Quinn (readied action) casts glitterdust. Fore-Jaws Will 1d20 + 3 ⇒ (11) + 3 = 14-->Blinded Next time you ready an action, I will want a more specific description of the action in your post.
Velinari moves to AE28
Gromtheb moves to S33 and looses an arrow at Four-Jaws, hitting for 11 damage.
Duglan moves to P34 and braces his fouchard against a charge (that's how I'd interpret what you wrote).
Ser Harris moves, casts a spell, and begins speaks reassuringly, granting a bonus only to Gromtheb for now.

Quinn is up, then the Ankheg, then we begin the next round. Updated Map.


Male Human Beguiler 6

Quinn delays his action until after the Ankheg.


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari also delays his action.


As Quinn has reminded me, readying an action changes your position in the initiative order if triggered, so the readying is irrelevant since he will go after the GM turn. Which is now.

Four-Jaws retreats back into his burrow and out of view. Will Save vs Blindness 1d20 + 3 ⇒ (6) + 3 = 9

Y'all are up. Post in any order, but I will resolve in the order:

Quinn
Velinari
Gromtheb
Duglan
Ser Harris


Male Human Beguiler 6

He seems to like that little burrow of his. "Aw, he's scared of the unknown. What a cutie." Quinn double moves to Q33.


Male Human Bard (Sound Striker) 6

"He's retreated into his cave. Stay sharp - I'd wager this beast can detect vibrations in the ground."

Maintaining the stream of advice to his comrades, Ser Harris advances to T30, where he stops and casts a spell, causing three copies of himself to appear around him.

Spellcraft DC 17:
The spell is Mirror Image.
Number of images: 1d4 + 2 ⇒ (1) + 2 = 3

15 rounds of Bardic performance remaining today.


Male Human Fighter 6

Duglan double moves to L26 with deliberate, determined steps.


Male Half-Orc 6th Inquisitor

sqrt(2*15^2)*5ft = 106ft, so he is still in range!
Gromtheb lets out a laugh. "HaHA! Gotcha!"
He lets fly with two arrows in rapid succession:
attack 1:1d20 + 7 - 2 + 4 ⇒ (9) + 7 - 2 + 4 = 18
damage 1:1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
attack 2:1d20 + 7 - 2 + 4 ⇒ (11) + 7 - 2 + 4 = 20
damage 2:1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12

Thanks for the boost Ser Harris!!


Male Human Bard (Sound Striker) 6
Gromtheb Zugwag wrote:

sqrt(2*15^2)*5ft = 106ft, so he is still in range!

Gromtheb lets out a laugh. "HaHA! Gotcha!"
He lets fly with two arrows in rapid succession:
attack 1:1d20+7-2+4
damage 1:1d8+4+4
attack 2:1d20+7-2+4
damage 2:1d8+4+4

Thanks for the boost Ser Harris!!

I hate to break it to you, but Forejaws retreated into his lair. It's unlikely that you have a shot.


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Seeing the beast retreat, Velinari drops to all fours, trying to spread his weight to reduce his sound.

Stealth:
1d20 + 18 ⇒ (6) + 18 = 24


Male Half-Orc 6th Inquisitor
Ser Harris Halford wrote:
Gromtheb Zugwag wrote:

sqrt(2*15^2)*5ft = 106ft, so he is still in range!

Gromtheb lets out a laugh. "HaHA! Gotcha!"
He lets fly with two arrows in rapid succession:
attack 1:18
damage 1:15
attack 2:20
damage 2:12

Thanks for the boost Ser Harris!!
I hate to break it to you, but Forejaws retreated into his lair. It's unlikely that you have a shot.

By the map, he only moved about 5 ft. It seems unlikely that he will have anything more than partial cover (+2 to AC), if that. This is particularly true since you get to pick whichever square you like when attacking creatures larger than 1 square to determine cover. E17 and E18 are both in range for my composite longbow, so whichever one gives the creature less cover. If this is not the actual placement of the monster, then I think it fair that I get to re-do my turn. If we actually can't see the monster, I'll run to H22 (80/sqrt(285^2)=11.3), losing my dex to AC for this round. Also, it looks like the grid shifted?


Gromtheb Zugwag wrote:
Ser Harris Halford wrote:
Gromtheb Zugwag wrote:

sqrt(2*15^2)*5ft = 106ft, so he is still in range!

Gromtheb lets out a laugh. "HaHA! Gotcha!"
He lets fly with two arrows in rapid succession:
attack 1:18
damage 1:15
attack 2:20
damage 2:12

Thanks for the boost Ser Harris!!
I hate to break it to you, but Forejaws retreated into his lair. It's unlikely that you have a shot.
By the map, he only moved about 5 ft. It seems unlikely that he will have anything more than partial cover (+2 to AC), if that. This is particularly true since you get to pick whichever square you like when attacking creatures larger than 1 square to determine cover. E17 and E18 are both in range for my composite longbow, so whichever one gives the creature less cover. If this is not the actual placement of the monster, then I think it fair that I get to re-do my turn. If we actually can't see the monster, I'll run to H22 (80/sqrt(285^2)=11.3), losing my dex to AC for this round. Also, it looks like the grid shifted?

No, he retreated all the way. I haven't updated the map to show it, since that was the only change.


Gromtheb, please choose a new action, and then it will be the GM's turn.


Male Half-Orc 6th Inquisitor

um, I did.
Gromtheb runs to H22 (x4 move, losses dex to AC for the round, 80ft/sqrt(2*5^2)=11.3).


Oops, I missed that.

Gromtheb sprints forward, as the rest follow at a more measured pace, except Velinari, who instead drops prone. And that's when all hell breaks loose.
(Velinari is still in AE28, but I've zoomed the map in on the rest of you.)

Four-Jaws comes surging up from the ground next to Gromtheb, and on the other side comes another ankheg, almost as big but fortunately possessed of only one head. Gromtheb manages to feel the ground moving as they come (based on previously rolled perception; means you're not flat-footed, though you are cause you ran) but can't get out of the way in time. Four-Jaws bites him once with each head (damage=13+1acid and 21+2acid for a total of 37), and grabs him in his jaws (grappled, beat CMD 22 to escape). The other ankheg bites at him too, but he's protected by his armor.

Another two ankhegs, these even smaller, appear on both sides of Quinn, who was also able to just anticipate their arrival. The northern one misses, but the other makes a savage blow (critical hit for 12+4acid) and latches on (grappled, beat CMD 17 to escape).

And fight!

Rolls:
FourJaws Will vs Blindness 1d20 + 3 ⇒ (19) + 3 = 22
FourJaws Bite1 1d20 + 11 ⇒ (9) + 11 = 20
FourJaws Bite1Damage 2d8 + 10 + 1d4 ⇒ (1, 2) + 10 + (1) = 14
FourJaws Bite2 1d20 + 11 ⇒ (11) + 11 = 22
FourJaws Bite2Damage 2d8 + 10 + 1d4 ⇒ (6, 5) + 10 + (2) = 23
FourJaws Grab 1d20 + 15 ⇒ (20) + 15 = 35
Mate Bite 1d20 + 9 ⇒ (5) + 9 = 14
Mate BiteDamage 2d6 + 7 + 1d4 ⇒ (2, 4) + 7 + (3) = 16
Broodling1 Bite 1d20 + 5 ⇒ (1) + 5 = 6
Broodling1 BiteDamage 2d4 + 1 + 1d4 ⇒ (3, 4) + 1 + (4) = 12
Broodling1 Grab 1d20 + 13 ⇒ (1) + 13 = 14
Broodling2 Bite 1d20 + 5 ⇒ (20) + 5 = 25
Broodling2 CritConfirm 1d20 + 5 ⇒ (11) + 5 = 16
Broodling2 BiteDamage 2d4 + 1 + 1d4 ⇒ (3, 2) + 1 + (4) = 10
Broodling2 Grab 1d20 + 13 ⇒ (17) + 13 = 30

P.s. Quinn and Gromtheb, please each roll a new preemptive initiative check should more be required.

P.p.s. Gromtheb, you are now close enough to see that the blood seeping from the wound your arrow made is in fact a milky white. Since you were debating this earlier, I thought you might want to know.


Male Half-Orc 6th Inquisitor

Well this is a supprise. First, four-jaws is still blinded: "All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades." So he is still covered in dust and must make a DC 18 will save to not be blinded. If he is still blinded, he has to make a DC 10 Acrobatics skill check to move faster than half speed. Plus, I have total concealment from him, so 50% miss chance (if still blind). Also, was that a full round attack after a move action? All of this should be resolved before I plan my action. Please? 'Cause that hurt!


Male Human Bard (Sound Striker) 6

Gromtheb - multiheaded creatures often get to bend the rules as far as attacks per action are concerned. If you doubt me, read the Ettin entry in the bestiary. Plus, if you check the rolls spoiler, you will see that he made his save.

Harris keeps up the stream of tactical instructions, shouting out to everyone, "Stand clear! Take them down from a distance! Their acid may cause significant harm, and those jaws can crush a horse!" He then looses two arrows at the nearest foe that isn't grappling, stepping to S29 in an attempt to get a better shot.

Shortbow attack 1 vs. P33: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 14 ⇒ (3) + 14 = 17
Shortbow attack 2 vs. P33: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 14 ⇒ (1) + 14 = 15

Note: If, by chance, P33 is down either before or immediately following Harris's first shot, Harris prioritizes targets in the following order: P33 -> R33 -> Forejaws -> Large Ankheg. As both Forejaws and the large Ankheg are in his second range increment, apply a -3 to his attack rolls against them, as well as a -1 to damage rolls. The additional -1 to the rolled results reflects the nonapplication of point blank shot. Further, the penalty for not having the precise shot feat never applies when attacking Forejaws, as he is two size categories larger than any of us. I have not applied the penalty for precise shot to any of the rolls against P33 because Quinn does not threaten it, and therefore it is not technically considered to be engaging in melee.

14/17 rounds of bardic performance remain.


Male Human Fighter 6

Duglan remains unshaken by the sudden appearance of Four Jaws. He lets loose a primal scream as he takes a 5 foot step to K25 and swings twice as hard as he can.

Power Attack 1:1d20 + 12 ⇒ (12) + 12 = 24
Damage 1:1d10 + 17 ⇒ (7) + 17 = 24
If evil outsider, extra damage:1d6 ⇒ 2
Power Attack 2:1d20 + 7 ⇒ (12) + 7 = 19
Damage 2:1d10 + 17 ⇒ (3) + 17 = 20
If evil outsider, extra damage:1d6 ⇒ 1

Is Four Jaws an evil outsider? If so, apply the two 1d6 damage bonuses if they are hits. These are from my fiendslayer crystal.


Male Half-Orc 6th Inquisitor

Ok, well, to escape grapple: 1d20 + 7 ⇒ (6) + 7 = 13 Fail. looks like this is it for Gromtheb! 3/40HP :P

Swift action Judgement: Fast healing 3HP/round while alive. I'm not sure if I get it this round or not, I can't find any rules about exactly when I get it (begining vs. end of turn/round). Give it to me when you see fit (if I make it)
Gromtheb drops his bow and he yells in agony as the monster grabs him. He draws his dagger, and yells "Die Monster!" and he atempets to plunge it into the creature's side:

Attack:1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 (minus 2 for grapple)
Damage:1d4 + 3 ⇒ (2) + 3 = 5


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari launches himself from where he stands crouched, pressing his fingers to his neck to activate his horizon charm. Moving at great speeds he positions himself to 33,U So close pulling his crossbow as he moves, and lets fire a shot at the creature besetting Quin.

Atk:1d20 + 8 ⇒ (8) + 8 = 16
Dmg:1d8 ⇒ 2
Assuming I do not get sneak attack as I had to dash so far out of hiding


Male Human Bard (Sound Striker) 6
Velinari wrote:

Velinari launches himself from where he stands crouched, pressing his fingers to his neck to activate his horizon charm. Moving at great speeds he positions himself to 33,U So close pulling his crossbow as he moves, and lets fire a shot at the creature besetting Quin.

Atk:1d20+8
Dmg:1d8
Assuming I do not get sneak attack as I had to dash so far out of hiding

Psst! You're in inspire courage range, so you get +4 to both attack and damage rolls!


Gromtheb Zugwag wrote:
Well this is a supprise. First, four-jaws is still blinded: "All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades." So he is still covered in dust and must make a DC 18 will save to not be blinded. If he is still blinded, he has to make a DC 10 Acrobatics skill check to move faster than half speed. Plus, I have total concealment from him, so 50% miss chance (if still blind). Also, was that a full round attack after a move action? All of this should be resolved before I plan my action. Please? 'Cause that hurt!

Gromtheb:

1) If you look at the first roll in the spoiler, FourJaws indeed made the save against blindness this turn. Had he not, he would indeed have had a 50% miss chance despite his tremorsense (which allowed him to move normally).
2) The two-headed template allows two bite attacks as a standard action, because he has two independent brains controlling his heads.

EDIT: Yeah, like Ser Harris said.


And by initiative (in the P.s. above) I mean perception.


Male Human Beguiler 6

Quinn has been bitten by various creatures so often he's just annoyed at the searing pain. At least the acid is cauterizing the wou OW it's eating at it. He lets out "Just a scratch" with a hint of sarcasm. He decides now is probably the time to end this lovely hug and uses his Anklets of Translocation to teleport to Q31 (swift). He then points at the big beastie and says "You are too much trouble when you can see, you cutie" and casts Blinding Color Surge (standard). All of the colors are quickly stripped from Quinn's body, turning him invisible except for a lance of prismatic energy sent straight towards the beast's eyes. He then runs over to T26.

Quinn is invisible, as the spell, for 6 rounds. Forejaws has to make a will save DC 18 versus blindness for one round.
Perception 1d20 + 10 ⇒ (11) + 10 = 21


Quinn: Teleports and casts a spell and moves. Four-Jaws Will 1d20 + 3 ⇒ (19) + 3 = 22
Velinari: Well, getting up from prone is a move action. Then again, you said "all-fours" in your original post, not prone. So I'm going to let you do it as part of your move with a DC 10 acrobatics check... oh look, you have +13. You hit with your attack (even without the inspiration, but I'll add the damage for you).
Gromtheb: The healing does activate this turn, so you're back at 6hp. However, the attempt to break the grapple is a standard action, so you can't also attack. Attempts to wriggle free, when that does not work, he shouts Die monster! and draws his dagger.
Duglan: You hit with your first attack but not your second. You see no activity from the crystal. Four-Jaws shrieks as your blade bites in deeply, sending out a huge spray of ichor.
Ser Harris: I think it's perfectly reasonable to say I would apply the 'shooting into melee' penalty given that they were grappling. But then, you're attacking P33 (not R33) and they're no longer grappling, it's a moot point. You hit with both attacks, dropping P33 on your second shot.

Clutching his prize, Four-Jaws attempts retreats back into his burrow, provoking an attack of opportunity from Duglan. (Duglan, I'm going to roll that for you because it may affect the rest of the GM turn.) Duglan confirms his critical for 36 damage, splattering Four-Jaws across three counties. Gromtheb manages to pull himself free, but takes 4 more acid damage in the process.

Enraged, the other large ankheg rears back and spits acid at Duglan. Duglan takes 8 acid damage (Reflex save DC 16 for half). It then also retreats underground, leaving a large hole behind.

Another small ankheg pops up directly next to Duglan (within 5 feet, so no AoO), lashing out with its jaws. It hits for 6+4acid damage, but is just barely unable to maintain a hold.

The little ankheg Velinari shot comes surging out of its hole and charges him, but Velinari manages to twist out of the way of its snapping mandibles.

Rolls:
Four-Jaws maintain grapple 1d20 + 20 ⇒ (2) + 20 = 22
Duglan Attack 1d20 + 12 ⇒ (20) + 12 = 32
Duglan CriticalConfirm 1d20 + 12 ⇒ (15) + 12 = 27
Duglan Damage 1d10 + 17 ⇒ (1) + 17 = 18
Acid Damage to Gromtheb 1d4 ⇒ 4
Line of Acid at Duglan 4d4 ⇒ (2, 2, 1, 3) = 8
Broodling3 Bite 1d20 + 3 ⇒ (20) + 3 = 23
Broodling3 Damage 2d4 + 1 + 1d4 ⇒ (3, 2) + 1 + (4) = 10
Broodling3 Grab 1d20 + 9 ⇒ (20) + 9 = 29
Broodling2 Bite 1d20 + 5 ⇒ (10) + 5 = 15
Broodling2 Damage 2d4 + 1 + 1d4 ⇒ (2, 2) + 1 + (1) = 6
Broodling2 Grab 1d20 + 9 ⇒ (15) + 9 = 24

Updated map

P.s. Gromtheb and Duglan, I need new perception checks from you.


Duglan:
How do you get the CMD bonus vs Grapples and Tumbles?


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari 5ft shifts to 34,T. Still holding the unloaded crossbow in his left hand, Velinari uses his move action to draw his dagger (Doesnt provoke an AoO according to RAW, but in our game at school we often counted it as doing so, ur call.). He then strikes out at the beast:

Assuming still in inspire courage range
Atk:1d20 + 13 ⇒ (9) + 13 = 22
Dmg:1d4 + 5 ⇒ (2) + 5 = 7


Male Human Bard (Sound Striker) 6

I didn't realize he was grappling when I first posted, and didn't bother to change the whole post once I noticed.

"Well carved, Duglan!" Harris shouts as he steps to R29. "Stay sharp, everyone! The other ankhegs will be back!"

Target prioritization: T33 -> J26

Attack 1: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 14 ⇒ (1) + 14 = 15
Attack 2: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 14 ⇒ (4) + 14 = 18

These rolls include the penalty for lacking precise shot, and Harris loses the benefits of the point blank shot feat if he fires at J26.

Perception to detect subterranean critters (DC 25): 1d20 + 8 ⇒ (17) + 8 = 25


Male Half-Orc 6th Inquisitor

Sorry, I didn't understand the grapple rules, I thought I had to roll to see if I was grappled. Anyway, I'm assuming 4-jaws is dead? If so...

Gromtheb drops his dagger and winks out of sight (Invisibility, standard). As he moves to K24, he draws his greatsword and stealths.Stealth: 1d20 + 20 + 10 ⇒ (14) + 20 + 10 = 44. HP:5/40


Male Human Fighter 6

DM:

The Bonus CMD comes from the human fighter favored class bonus in the APG.
I get to pick two maneuvers to get a +1 bonus against per level.

29/47 Hit Points Remaining
Perception:1d20 + 8 ⇒ (16) + 8 = 24
Reflex:1d20 + 5 ⇒ (8) + 5 = 13 failed

Duglan is barely unable to avoid the full blow of the acid blast. Reeling from the strong hit landed by the broodling, he takes a step back to L25 to gather room for his massive weapon to land a blow. He swings twice at the monster with enthusiasm.

Power Attack 1:1d20 + 12 ⇒ (4) + 12 = 16
Damage 1:1d10 + 17 ⇒ (3) + 17 = 20
Power Attack 2:1d20 + 7 ⇒ (20) + 7 = 27
Critical Confirmation:1d20 + 7 ⇒ (13) + 7 = 20
Damage 2:1d10 + 17 ⇒ (6) + 17 = 23

If confirms on 20, damage is doubled to 46.


Male Human Beguiler 6

Seeing things die down for the moment, Quinn takes out a Wand of Lesser Vigor and attempts to heal his wounds. It looks like they're handling things pretty well. Noting the nature of those burrowing bastards, Quinn stays as still as he possibly can while touching the runes on his belt and then his acid-burned wound. The acid is quickly flushed out, and the magic of the belt quickly closes up the tear marks; Quinn has but a minor scratch now, though no one can see that.

Stealth 1d20 + 13 ⇒ (6) + 13 = 19 (the previous bonus was incorrect)
Using two charges of the healing belt: 2d8 ⇒ (5, 6) = 11


Dang, you guys are fast. Not that I'm complaining.

Quinn: Heals himself.
Velinari: Is indeed still in InspireCourage after the shift. He hits, but the Ankheg is still up.
Gromtheb: No worries. Even simplified, I still have look them up every time it comes up. Turns invisible and moves. I have also added your dagger and bow to the map, should you wish to pick them up in a hurry.
Duglan: Backpedals and attacks. The first attack hits and severly wounds the ankheg, the second destroys it so utterly that words cannot describe it.
Ser Harris: If there are to be more ankhegs surfacing near you, I'll use the perception that you rolled along with your initiative. If you want to more actively attempt to locate hidden ones, you'd need to drop to the ground and use active perception as a move action. Your first attack hits and kills the ankheg in T33, and your second... kills it deader.

We're going to stay on initiative for at least one more round, depending on your actions.

Map!


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari Sheaths his knife (standard) and begins to reload his bow (move)


Male Human Fighter 6

Duglan takes out a potion of lesser vigor and chugs it, throwing the vial to the ground with a shatter. He walks to P25 and tells the group, "There. We did tha job."

HP up to 30/47 This round


Male Half-Orc 6th Inquisitor

Gromtheb stays invisible. perception cause I forgot earlier: 1d20 + 12 ⇒ (17) + 12 = 29 He casts Cure Moderate wounds on himself 2d8 + 6 ⇒ (4, 7) + 6 = 17 HP to 25/40, takes a 5ft step toward his weapons (a non-action, as it turns out. You just can't move more distance if you take one. Who knew?!) and drops to the ground (free) and listens for the nasty's underground (move, thought it was standard. Should I roll a new perception for next time?)


Male Human Bard (Sound Striker) 6

Seeing that the Ankhegs have fled for the time being, Harris moves to N25. "They've fled for the moment, but I don't think they're gone for good. Be careful, everyone!" The magic is gone from his words, however.

Harris does not maintain his performance, allowing the Inspire Courage effect to end.

Harris is alertly watching for any creature that might break the surface.

Readied standard action to use the Weird Words bardic performance on any creature that burrows up through the ground within 30 feet of Harris. Attack rolls in spoiler:

If readied action triggers:
Attack 1: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Attack 2: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Attack 3: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Attack 4: 1d20 + 13 ⇒ (20) + 13 = 33
Attack 4 Confirmation: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
If confirmed, additional critical damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack 5: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Attack 6: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

All attacks target touch AC and bypass DR and SR, but a successful DC 16 Fort save made for each hit will halve damage from that hit. Damage is slashing.

Seeing the creature erupt from the ground, Harris shouts an incomprehensible word. As he does so, you can see and hear the faintest suggestion of blades slicing through the air toward his target.


Ser Harris, just a reminder that you can only ready up to a standard action, not a full-round action.


Male Human Bard (Sound Striker) 6
GM-jkbc wrote:
Ser Harris, just a reminder that you can only ready up to a standard action, not a full-round action.

That is a standard action.


Male Half-Orc 6th Inquisitor

As described here. Also, how do you assign the attacks? You only get to attack a creature once. Is attack 1 just the closest one to you? Pretty awesome performance, if I do say so myself. Also, why not this feat?

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