DM Caleth's Multitude: Doom of the Old World (Inactive)

Game Master Saint Caleth


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Female Human Wizard (Illusionist) 5, HP 36/36, AC 13, Touch 12, Flat 11, Init +2, Perc +11. F+4 R+4 W+7

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Sense Motive: 1d20 + 7 ⇒ (17) + 7 = 24
Spellcraft: 1d20 + 14 ⇒ (1) + 14 = 15

'N' winced as the gunshot rang out, dropping the guard.

Pointing her hand towards the murderous guard, she threw some iron dust towards him, causing it to change into a a blinding shower of sparkles.

Casting Glitterdust (DC18) in such a way that it will hit the guard but not anyone else.


Gnome cleric (evangelist) of Abadar 5

SpellCraft: 1d20 + 11 ⇒ (3) + 11 = 14
Sense Motive: 1d20 + 12 ⇒ (12) + 12 = 24
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

AC is currently 12

Fizbert cringes at the sudden outburst of violence and, seeing that battle might ensue, begins to do what he does best, and starts doing a little soft shoe dancing.
Inspire courage: +2 morale bonus on saving throws against charm and fear effects, +2 attack and +2 damage to all allies within sight.

"Don't kill the guard, he under some outside influence, the true enemy is on the balcony!


Male Human Gunslinger (Pistolero) 1

Curden nods to Fizbert, letting him know he got the message

ya bards!


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

With those rolls, I believe Gunk has initiative? If so, I believe I also spotted danger on the balcony.

Gunk whips out a flask of liquid catalyst, and quickly adds a mixture of a fiery looking red liquid, waves his hand over the mixture muttering an evocation spell and hurls it at the shadowy figure on the balcony ...

Ranged Touch Attack: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Miss chance (blur? <21 = miss?): 1d100 ⇒ 98
Direct Damage:3d6 + 4 + 2 ⇒ (5, 2, 5) + 4 + 2 = 18
Splash Damage: 7 + 2 = 9
Bounce Roll: 1d8 ⇒ 8

Edit: whoa! the hot dice continue


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

Initiative: 1d20 + 10 ⇒ (18) + 10 = 28

SpellCraft: 1d20 + 7 ⇒ (18) + 7 = 25

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Sense Motive: 1d20 ⇒ 14

Arioch shouts "I've got the guard." and moves visibly faster than he should, speeding towards the guard with the musket. Spent a ki point to add 20 feet to movement speed

Arioch summons a bit of crackling shadow energy to his hand, concentrating it on the studs of his Cestus and pressing it to the body of the man. Casting Shocking Grasp

Concentration DC 17: 1d20 + 10 ⇒ (19) + 10 = 29

Touch Attack: 1d20 + 6 ⇒ (20) + 6 = 26

Damage: 5d6 ⇒ (6, 1, 1, 4, 2) = 14

Confirmation: 1d20 + 6 ⇒ (20) + 6 = 26

Crit Damage: 5d6 ⇒ (4, 5, 1, 3, 2) = 15

I swear, I didn't mean to crit. Also, Holy crap, the rolls in this post. :o

Edit: Forgot Bardsong

Edit 2: I'm an idiot. No bardsong yet. I'm too quick for it.


Gnome cleric (evangelist) of Abadar 5

Bard Dance my friend. Bard. Dance. ;)


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

Close enough. Also, Gunk, I think I'm the one with initiative. :P


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

Awesome map, you know if you throw it in google docs you can edit it without having to reupload it every time. Just take a screenshot of it, upload it as an image and then upload the tokens as separate images into a new Drawing. That's what I do when DMing, saves some work.

Shemm:
Initiative 1d20 ⇒ 20
Spellcraft 1d20 + 5 ⇒ (3) + 5 = 8
Sense Motive 1d20 - 1 ⇒ (11) - 1 = 10
Perception 1d20 - 1 ⇒ (1) - 1 = 0

Baph Alar:
Sense Motive 1d20 + 7 ⇒ (1) + 7 = 8
Perception 1d20 + 7 ⇒ (11) + 7 = 18

Ok, yeah. Shemm has no idea what's going on. Can we get a post consolidating initiative please? I don't have time to do it right now. I'll post my actions in a few hours.


Male Human Gunslinger (Pistolero) 1

I believe the order is gunk, shemm, arioch, 'N', curden, fizbert (sorry arioch, nat 20's beat ya :P)


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

Round 1
Initiative 20

Shemm will attempt to leap back onto Baph Alar's back, while drawing his musket. Once mounted he will fire his musket at the guard who shot the woman.

Attempt Fast Mount 1d20 + 6 ⇒ (11) + 6 = 17 Fail, so it costs me my move action.
Ranged Touch Attack 1d20 + 5 ⇒ (4) + 5 = 9 Miss I'm sure.

Seeing his shot miss, he gives Baph Alar a nudge with his boot heels.

Guide mount with knees, autosuccess. I mean, he's intelligent so I don't even think I need this, but just in case.


HP 32 | AC 26 | T 13 | FF 23 | CMD 21 (23 v trip) | F +6 | R +7 | W +1 | Init +3 | Per +7

Round 1
Initiative 20

AC:24 until next turn

Baph Alar will charge the guard who shot the woman.

Gore (Power Attack, Charge) 1d20 + 8 ⇒ (4) + 8 = 12
Bite (Power Attack, Charge) 1d20 + 8 ⇒ (5) + 8 = 13
Claw 1 (Power Attack, Charge) 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d6 + 8 ⇒ (2) + 8 = 10
Claw 2 (Power Attack, Charge) 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d6 + 8 ⇒ (5) + 8 = 13


Inititative:
Arioch
Gunk
DM 1
Shemm
N
Curden
Fizbert
DM 2

Arioch reacts nearly as fast as the bodyguard, shooting across the room in a ribbon of shadow and annihilates the guard who had been running amok with a flash of lightning. Gunk tosses a bomb up into the balcony, where it detonates with a roar of fire. It is difficult to see what, in anything, it managed to hit.

From the back corner of the room, L1 or L2 you hear the high, eerie sound of a spell being cast. Then the light from the chandelier vanishes and the room is plunged into darkness, as it is night outside and the curtains are drawn in any case.

spellcraft DC 21:
The spell is dust of twilight, presumably targeting the chandelier to put it out.

N, Curden and Fizbert:
The sound of the spellcasting sounds odd, as if an illusion were peing used to project the sound elsewhere in the room from its true source.

The rest of the round after DM 1 is in the dark, if you want to amend your actions. On another note, Fizbert, you are a genius for putting your combat stats at the top of your posts. I encourage everyone to do the same.

DM Rolls:

N:1d20 + 7 ⇒ (14) + 7 = 21
Shemm:1d20 + 3 ⇒ (2) + 3 = 5
Arioch:1d20 + 3 ⇒ (7) + 3 = 10
Curden:1d20 + 4 ⇒ (18) + 4 = 22
Gunk:1d20 + 6 ⇒ (4) + 6 = 10
Fizbert:1d20 + 6 ⇒ (20) + 6 = 26


Male Human Gunslinger (Pistolero) 1

Curden frowns at the sudden darkness and the eerie sounds. Oh no, ur not getting out of it that easy In his right pistol he exchanges the first round for an alchemical flare cartridge, then runs to the right (f9) feeling for the pillar, and begins to climb. he leaves his other pistol in the holster, putting the first one in his teeth

perception (for the supposed 'spellcaster'): 1d20 + 12 ⇒ (7) + 12 = 19

stealth:1d20 + 4 ⇒ (1) + 4 = 5

climb: 1d20 + 6 ⇒ (1) + 6 = 7

edit: well...that could have gone better. guess i tripped and fell and bafooned my way over lol


Gnome cleric (evangelist) of Abadar 5

Spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18

Well, since the guard has been obliterated, there is no need to utter a warning. My actions will be the same, but Fizbert will tell an inspiring tale instead of dancing up a storm. Assuming one of the other spellcasters busts out the light spell, of course.


Female Human Wizard (Illusionist) 5, HP 36/36, AC 13, Touch 12, Flat 11, Init +2, Perc +11. F+4 R+4 W+7

Amendment

Seeing the room go dark, 'N' muttered out a quick spell, then began to vanish from sight.

Casting Vanish instead


Curden, remember that you can only move half your speed when you can't see. To move your full speed you need an acrobatics check.


Male Human Gunslinger (Pistolero) 1
Saint Caleth wrote:

Curden, remember that you can only move half your speed when you can't see. To move your full speed you need an acrobatics check.

huh, my bad, wasn't aware of that. well then acrobatics time! (also i don't think i'll manage to start climbing)

acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11

Curden, the only things Nat 20s automatically succeed on are attack rolls and saving throws. Skill checks, ability checks, and iniative rolls don't care if your roll on the die is a 1 or a 20, the only thing that matters is the end result.

"Lord Tayir, Stay close to me," Arioch says after dropping the guard.

I'm really liking being able to see right about now. That's pretty handy.


Male Human Gunslinger (Pistolero) 1

ahh sorry, i'm used to me and my friends homebrew rules where a nat 20 was a general success in everything. also we would count nat 20's as 30's, and nat 1's as -10's. it was mostly for fun purposes


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

Well, neither Shemm nor Baph Alar have problems seeing in the dark (Shemm can even see in magical darkness), but since our target was obliterated I guess the pounce is out. I'll take my missed shot on the shadowy thing instead. Baph Alar will ready an action to pounce on any hostiles that come into range.


As soon as the lights go out, the Priest of Marduk begins instinctively casting a spell, but cries out in surprise and pain, barely gasping out the end of the incantation. As light blossoms from his hand, you can see a tendril of shadow retreating up into the balcony, and the priest doubling over in agony.

At the shadowy edges of the light, you can see that the young noble has drawn a revolver and his casting a spell of his own. His guard had drawn a sword and is mouthing words, possibly casting some sort of communication spell. In the balcony! she shouts to the guard running in from the corners of the room, pointing with her sword.

The rest of the guards run forward as Lord Tayir rolls out of his throne and takes cover behind the heavy chair. You can see a flicker of shifting shadow fly upwards from the balcony into the darkness. The guard running forward into H7 also raises his musket and fires at Curden, hitting him in the flesh of the upper arm (Curden takes 2 damage).

If you have darkvision or low-light vision, you can make a perception check.

Map

DM Rolls:

AoO:1d20 + 12 ⇒ (18) + 12 = 30
Damage:1d2 + 1d6 + 6 ⇒ (1) + (2) + 6 = 9
Concentration:1d20 + 12 ⇒ (15) + 12 = 27
Fort:1d20 + 4 ⇒ (4) + 4 = 8
Will:1d20 + 22 ⇒ (7) + 22 = 29
Stealth:1d20 + 22 ⇒ (9) + 22 = 31
Attack:1d20 + 5 ⇒ (19) + 5 = 24
Damage:1d12 ⇒ 2


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

I should be mounted on Baph Alar, not next to him.

Perception Shemm 1d20 - 1 ⇒ (3) - 1 = 2
Perception Baph Alar 1d20 + 7 ⇒ (1) + 7 = 8

Shemm will urge Baph Alar over next to the priest of Marduk.

5' step to D9


Male Human Gunslinger (Pistolero) 1

well at least i'm as confused in game as out of game. umm as far as the guard that shot me, can i get a sense motive as to why? also, what race are the guards? i'm curious as to how crippling the low light conditions are to them

sense motive: 1d20 + 3 ⇒ (12) + 3 = 15

Curden gasps as yet another guard turns violent. Darnit, this is the last time i'm coming to a party! Knowing that he's probably better off to get whoever the wooglie is that is causing the problems than killing off traitorous guards, he moves up and right (b9, 1 move action) and then starts to climb up.

acrobatics (i think? maybe light enough now?): 1d20 + 4 ⇒ (2) + 4 = 6

climb: 1d20 + 6 ⇒ (13) + 6 = 19


oops, missed a few things there when we retconned half a round. Everyone who can see the guard who just shot Curden can make the following check.

Sense Motive DC 20:
This guard is probably under the effect of mind controlling magic too.


Male Human Gunslinger (Pistolero) 1

hahaha hilarious, maybe i shoulda made curden a little wiser and train sense motive. mehh luckily i thought with how he'd think that capturing the troublemaker would earn him more popularity/money he decided to go for that


Curden cannot quite get a grasp on the stone blocks of the column, slipping back down to the ground. The DC is 20, so you are close.


Male Human Gunslinger (Pistolero) 1

wait a minute...HERPADERP I GOT ROPE! hahaha well i guess NEXT round i'm gonna try to throw my rope up there


HP 32 | AC 26 | T 13 | FF 23 | CMD 21 (23 v trip) | F +6 | R +7 | W +1 | Init +3 | Per +7

Readies an action to attack the newly hostile guard should be make a move towards the priest of Marduk.


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

Shemm reloads his musket.


Male Human Gunslinger (Pistolero) 1

well i'll be gone for a bit, leaving for college. i'll b on again later. my next turn will consist of complaining about the bloody guards, climbing the pillar, and getting my pistols ready to fight again.
climb: 1d20 + 6 ⇒ (14) + 6 = 20
perception: 1d20 + 12 ⇒ (3) + 12 = 15


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

I'm a little confused as I don't know exactly what balcony I threw that bomb at with my last perception check.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20

Gunk quickly mixes another bomb and lobs it up at the shadowy figure on the balcony.

Should I be taking ranged penalties? 20' is my thrown distance
Attack Range Touch: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 3d6 + 4 ⇒ (3, 5, 1) + 4 = 13


Male Human Gunslinger (Pistolero) 1

@gunk i believe the top right corner of the map, if i'm remembered correctly. also weird question, are gunks explosions helping us see at all? ok won't b posting for quite a bit now, maybe 12 hours or so


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Oh, the guy with the creepy dwarf beard is the 'bad guy'? Ok gotcha. And good luck in college. I remember those days well indeed. 8)


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

No, I'm pretty sure that's the priest. The bad guy isn't on the map. Well, except for the mind controlled guard, which honestly I'm not sure which is which. DM said the guard in H7, except there isn't a guard in H7. He either meant H6 or G8, not sure.


Gnome cleric (evangelist) of Abadar 5

Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Sense Motive: 1d20 + 12 ⇒ (17) + 12 = 29

*cough*Fizbert is not on the map*cough*

Round 1: Int 8

Still going with bardic performance, so Inspire courage: +2 morale bonus on saving throws against charm and fear effects, +2 attack and +2 damage to all allies.


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

In case it wasn't clear, the reloading and readying an attack were my round 2 actions. Round 1 was mounting up, and the missed shot. Then the 5' step. This is all assuming that C9 is the priest.


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Sense Motive: 1d20 ⇒ 4

On that map, there doesn't appear to be a guard in H7

Unless he makes that perception check, Arioch, with the new guard attacking Curden, turns to Tayir, saying "Stay hidden." before disappearing entirely from vision. Ki point spent on Vanishing Trick, I'll be invisible for two rounds.

He moves forward to the guard, standing invisibly in front of him. The sounds of crackling can be heard coming from his invisible fist before he attacks again, this time targeting the guard's weak points. After it lands, he appears again.Another Shocking Grasp

Touch Attack: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30 +2 from Inspire Courage, +2 from invisibility.

SG Damage: 5d6 + 2 ⇒ (2, 6, 1, 6, 4) + 2 = 21 +1 Dexterity damage from Pressure Points.

Sneak Attack: 1d6 ⇒ 6

Confirmation: 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14

Crit Damage: 5d6 + 2 ⇒ (5, 1, 6, 6, 2) + 2 = 22

Holy crap, these dice. They really like me with attack rolls, but can't be bothered to roll well on skill checks. Invisibility means that I ignore his Dexterity modifier, and I also get a +2 to hit him.


The priest of Marduk is in C9. The mind-controlled Guard will be marked on future maps so you can tell who he is. Gunk would have targeted the balcony above B10.

Waiting on Arioch and N

EDIT: The ninja seems pretty good at his job.


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

My post is directly above yours, Caleth. It's just N now.


Female Human Wizard (Illusionist) 5, HP 36/36, AC 13, Touch 12, Flat 11, Init +2, Perc +11. F+4 R+4 W+7

Now vanished from sight, 'N' pulled out some mica, then tossed it into the air, transforming it into a shower of blinding, glittering dust, settling over the guards that were shrouded in the dim lighting. Seeing the spell off, 'N' fifteen feet, trying to keep herself hidden.

Glitterdusting (DC18) the G5-H6 10' square, and moving to E2, +20 bonus to stealth checks because of movement.

Stealth Check: 1d20 + 27 ⇒ (18) + 27 = 45


Initiative:
Arioch
Gunk
Shemm
N
Curden
Fizbert
DM

Arioch vanishes, reappearing to blast the second guard backwards onto the ground. N vanishes as well, but does not reappear. Only a spray of golden sparks is visible. Gunk hurls another bomb into the upper level and Curden tries to get a grip on the column to climb up.

The young noble and his guard both seem to be able to see something in the darkness above. The guard casts a spell, throwing incandescent beams of fire into the darkness which do not seem to connect with anything except a wisp of shadow. The young man fires a shot into the darkness before the woman pushes him back behind the pillar with a stern word which is not audible over the sounds of the commotion.

The guard in H5 is coated with the clinging magical glitter, but manages to keep it from getting in his eyes and blinding him. He backs up, pointing his musket around furiously and looking for the source of the magical attack.

The two guards in G3 and G8 see an honest to god shadow ninja appear over the dead body of their comrade and open fire with their muskets At Arioch. One bullet goes wide but the other hits (for 9 damage). The remaining guard pounds on the door in A1, trying frantically to open it. Lord Tayir begins crawling towards the door, but suddenly screams out, as if burnt by an invisible flame. The invisible flame also strikes out at Shemm, scorching him along the side (6 fire damage).

The Priest of Marduk continues writhing on the ground in pain, unable to act.

Round 3. Its is Arioch's turn. Map coming soon.

Darkvision:
You can easily see through the darkness to locate the shadowy figure hovering 30' above C5. It is difficult to tell exactly what it is due to the twirls of shadow dancing and refracting around it as it floats, held aloft by billowing darkness. In one hand it holds an insubstantial whip, and in the other it holds a dark flame. You can also see handfulls of the dark fire being flung at Lord Tayir and Shemm.

Sense Motive DC 31:
The woman firing the scorching rays seems to not be trying her hardest to hit her target. Her motion to fling the rays seems somewhat lackadaisical, not at all fitting with her competent appearance.

DM Rolls:

Will:1d20 + 3 ⇒ (16) + 3 = 19
Attack:1d20 + 3 ⇒ (9) + 3 = 12
Attack:1d20 + 5 ⇒ (3) + 5 = 8
Attack:1d20 + 5 ⇒ (15) + 5 = 20
Damage:1d12 ⇒ 9
Attack:1d20 + 11 ⇒ (7) + 11 = 18
Damage:4d6 ⇒ (2, 5, 3, 1) = 11
Attack:1d20 + 7 ⇒ (11) + 7 = 18
Damage:4d6 ⇒ (2, 1, 2, 1) = 6[/ooc][/dice]


Fetchling Ninja 2 Sorcerer 3 39/39 HP AC 17/T14/FF13 Init+10 Perc +8 F +3 R +8 W +3

Arioch once more turns invisible, moving to withing 30 feet of the thing throwing flames. He fires a small orb of Acid upwards.

Ranged Touch attack, Denied Dex: 1d20 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16

Acid Damage: 1d3 + 2 ⇒ (3) + 2 = 5 +1 Dexterity Damage from Pressure points.

Sneak attack: 1d6 ⇒ 5

DM Caleth, I should have been in low-light last turn. Fetchlings have a 50% concealment miss chance in low-light against anything w/o low-light vision/darkvision. Did that come into effect? Everyone else in low-light should have 20% as well.

3/6 Ki Points remaining, 5/7 1st level spells remaining, 30/39 Pending HP remaining.

Edit: Ray of enfeeblement doesn't get to apply sneak attack damage because it doesn't inflict damage of any sort, but a penalty. So I changed the spell Arioch uses.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Will I be able to see the shadowy figure with a perception check again?

Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Ranged touch attk on balcony or wherever I think it is: 1d20 + 9 ⇒ (8) + 9 = 17
Damage:3d6 + 4 ⇒ (2, 5, 5) + 4 = 16


HP 40 | AC 15 | T 12 | FF 14 | CMD 17 | F +2 | R +1 | W +3 | Init +0 | Per -1

Round 3

Shemm will utter a few short arcane phrases and clap his hands onto Baph Alar's back. Two glowing rotating runi circles swirl briefly there before two giant bat-like wings explode out from the eidolon's back. "Get the shadow thing Baph." he says.

Casting Evolution Surge (Lesser) for flight evolution.
Dropping musket, drawing longsword.


HP 32 | AC 26 | T 13 | FF 23 | CMD 21 (23 v trip) | F +6 | R +7 | W +1 | Init +3 | Per +7

Round 3

"Certainly master." says Baph, leaping into the air with a thunderous clap of his newly formed wings.

Charge the flying shadow thing.
Gore (Power Attack, Charge, Inspire Courage)1d20 + 11 ⇒ (12) + 11 = 23
Damage 1d6 + 8 ⇒ (5) + 8 = 13
Bite (Power Attack, Charge, Inspire Courage)1d20 + 11 ⇒ (9) + 11 = 20
Damage 1d6 + 8 ⇒ (6) + 8 = 14
Claw 1 (Power Attack, Charge, Inspire Courage)1d20 + 11 ⇒ (12) + 11 = 23
Damage 1d6 + 8 ⇒ (4) + 8 = 12
Claw 2 (Power Attack, Charge, Inspire Courage)1d20 + 11 ⇒ (5) + 11 = 16
Damage 1d6 + 8 ⇒ (3) + 8 = 11


Male Human Gunslinger (Pistolero) 1

going off my hopefully successful climb check for this round, i'm going to point in the direction where everybody is attacking (human, vision sucks) perception 1d20 + 12 ⇒ (13) + 12 = 25 "hold it right there, i got 12 rounds and i'd rather shoot ya then capture ya, but if ya act real nice i'll spare ya"

edit: i'm also holding an action to shoot


Gnome cleric (evangelist) of Abadar 5

Round 1: init 8

Fizbert maintains his performance and begins summoning an air elemental(Summon monster 2).

tracking:

Bardic performance:16/19 remaining
Spells:
1st:5/5
2nd:2/3


Male Human Gunslinger (Pistolero) 1

with being up on the balcony and with a perception check of 25, did i manage to see anything? i've looking in the general direction that the gnome keeps throwing bombs


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

I rolled a 1 on my perception. Pretty sure I didnt see anything.


Curde, you don't have darkvision, and whatever is happening is happening in the dark near the ceiling.

Gunk, you can tell that whatever it is is not on the balcony any more, but beyond the fact that Shemm just charged up into the darkness you are not sure where it is.

I'm not sure where N is but it is her turn.

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