DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

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The Seven's Sawmill


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Glassworks Basement - Round 2 - continued

Even with the protection of her Mage Armor, Aziza wisely withdraws behind the elven duo in the hallway.

Tunder continues mauling goblins, his war axe slicing the Red Goblin clean in half as the new threat comes out the next door.

Actions to Thorn and Barek when they can post.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn sees the danger that is present, hopefully Seldon allows him to swivel past him, Thorn then takes his Elven Court Blade firmly in both hands and slashes down upon the goblin before him.

Yellow goblin 1d20 + 4 ⇒ (7) + 4 = 11 Elven court blade attack, 1d10 + 4 ⇒ (2) + 4 = 6 damage.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Hearing the sounds of battle now outside the room, Barek tries to see if he can find space to maneuver.

If Thorn kills the goblin, Barek will move into it's space. Otherwise, he stays put, not being able to get anywhere.


Glassworks Basement - Round 2 - continued

23 Yellow Goblin
22 Aziza
17 Tunder
16 Thorn
15 Barek
13 Blue Goblin
13 Mirela
13 Seldon
11 Tsuto

Thorn pushes past the elf cleric and takes a whack at the newly arrived Yellow Goblin but his stroke is parried by the evil little creature.

The logjam of bodies around the door leave Barek no place to enter the fight, and he can only watch frustrated.

Blue Goblin is also frustrated by the narrow hall width and cannot get a good attack in against the elf warrior.

Not sure what Mirela and Seldon can do, but they are welcome to try something.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon will take a double move, wheeling around to the flank.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder readies an action to move to the next available space so he can get back into the fray.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Is that rubble behind the brown goblin impassible? I'd like to leap over him to flank, but if it's to the ceiling that won't work. Otherwise, Mirela will just move to where Seldon was

Acrobatics to leap over Goblin, if applicable: 1d20 + 7 ⇒ (12) + 7 = 19


Glassworks Basement - Round 2- concluded

Mirela works her way around Tunder and Thorn to get into position, then makes a hurtling leap trying to jump the small creature and land behind him.

Avoid AoO Acrobatics:
Move through a threatened area=Opponent's Combat Maneuver Defense
Move through an enemy's space=5 + opponent's Combat Maneuver Defense

* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

Based on the rules, see spoiler above, Miri will need an acrobatics roll equal to Goblin's CMD (which is 12) + 5 (for same square) +2 (for more than 1 AoO avoided) this totals to 19, which is her roll, so she successfully avoids both AoO.

Her leap catches both goblins off-guard and she lands on the other side amidst the rubble unscathed.

Meanwhile, Seldon decides to see if the other pathway gives him another way around and he takes off back towards the stairs.

End of Round 2


Apologies, I was not feeling well last night and went to bed without updating new round. Here it is instead.

Glassworks Basement - Round 3

23 Yellow Goblin
17 Tunder
16 Aziza (delayed last round)
16 Thorn
15 Barek
13 Blue Goblin
13 Mirela
13 Seldon
11 Tsuto (readied action pending)

Yellow Goblin spins to follow the flying acrobat, and takes a swing at her with his knife when she lands, ripping a slash across her back and shoulder. The creature then 5ft steps, back into the room.

Yellow Slicer: 1d20 + 2 ⇒ (17) + 2 = 19
Miri Damage: 1d4 ⇒ 3

Tunder sees the path in front of the door open and advances to that square. But before he can engage the goblin in melee, an arrow flies at him fired from the cloaked and hooded man in the room. Fortunately, the shot is rushed and strikes the wall behind the bearded ranger instead of impaling in him.

Tsuto Arrow: 1d20 + 5 ⇒ (6) + 5 = 11

Mirela 3 HP damage ok. Tunder your readied action took your Move Action this round, but you can still take an SA if you want. Then the rest in order. Tsuto had a readied action to shoot at anyone moving into that square, so he jumps up in initiative order from here on in.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"You stupid, goblin-loving short bearded fool." Tunder slashes at the goblin in front of him almost as an afterthought as he tries to make way to the newest threat.

Waraxe: fav enemy, hatred, power attack
to hit 1d20 + 3 + 2 + 1 - 1 ⇒ (20) + 3 + 2 + 1 - 1 = 25 Damage 1d10 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11

Confirm Crit: fav enemy, hatred, power attack
to hit 1d20 + 3 + 2 + 1 - 1 ⇒ (6) + 3 + 2 + 1 - 1 = 11 Damage 1d10 + 3 + 2 + 3 ⇒ (8) + 3 + 2 + 3 = 16


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Pushing back against the south wall just outside the door, Mirela curses herself Guess I had the coming eventually.

As Tunder disposes of yet another goblin, Mirela scowls "Best surrender, whoever is in there. You're not going to walk away from this if you keep pressing!"


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Finding himself alone in the room with little way to get at the fight, Barek settles for moving to the doorway. He cracks his knuckles, but grunts in frustration.


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

From behind the others clustered around the doorway, Aziza can see and do nothing useful to assist. She will step a little closer to the action, returning to stand next to the door to the room which the warriors have just cleared, but until a target presents itself she can't use her remaining spells to aid those fighting.

Readied action - ranged attack using elemental ray against any target presenting itself in her line-of-sight and range.

This is where I suddenly start thinking that giving Aziza a level or two of Bard (archivist) would be useful - she could then at least use bardic performance to assist the other characters, albeit at the expense of higher level sorcerer spells.


Glassworks Basement - Round 3 - continued

Tunder continues mauling goblins, slashing the nearest anklebiter into little bits with his war-axe and clearing the doorway.

Little Aziza, frustrated by the confined space moves forward and readies a bolt of energy if any enemy appears in the doorway.

Barek is also frustrated by lack of opportunity to get at the goblins and cracks his knuckles, waiting for the right moment.

The fresh wound stinging, Miri implores the enemies to surrender without more fight, but there is no response to her entreaty, only the slavering growl of the remaining goblin.

Need Thorn and Seldon to finish the round. Aziza, the close quarters here are upsetting everyone, including the bad guys. A bard might be helpful, but only partially so.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon will be able to Aid Another from a distance in a few levels. I'm not exactly certain when Cloistered Clerics get the ability, but naturally it's going to be after I get Precise Shot... that is, after it would be most useful! As for usefulness, remember that sorcerers scale multiplicative. Every new spell level you get gives you another way to save our arses, teleport us about, scry, shut down legions of scary monsters and otherwise bend reality to your will. I wouldn't worry about pulling your weight. (As for Seldon, he really needs to get a bow and start pulling his own. So consider that a pre-emptive dibs on this guys weapon when we ice this clown. :D)

Seldon will continue his circuit around to find a flanking position, praying that there are no goblins among the crates and stormrooms he rushes past. (Double move into a flanking position. I'm afraid I can't access the map, though. Sorry! I might get a chance after boxing tonight, but thats 8 hours away. No sense holding things up)


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

I forgot Tunder killed the Goblin, so there is actually room for Thorn to move in and attack. Actually, Tunder could have taken a 5 foot step and closed the distance after his attack too.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Doh! I should have done that.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn sees that Tunder has things under control here, and sees Aziza behind him. He will take a double move to make sure their flanks are covered.

"Any new news Aziza?" He says as he passes her, looking around.


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

"Nope, can't see a damned thing, not from back here." says the gnome to the even warrior. She will stay where she is, ready to zap any foes that get past the others...


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Is there any light beyond Aziza's torch?

If not he would ask if Aziza would go with him, or if he could take it.


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

Then Aziza will go with him to provide light; if she gave him the ioun torch, then she couldn't see either. However keep in mind that she's a gnome, so you'd be limited to her 20' base speed. Or you could just pick up all 33lbs of her and carry the sorceress, but that might take you over your own encumbrance limit and slow Thorn down anyway.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Not sure what to do here. I'd love to jump in there and at least down that goblin, but Tsuto is just waiting in there, very risky. Having said that, it seems a brash thing that Miri might do...


Glassworks Basement - Round 3 - concluded

Thorn also decides a flanking move is his best bet, and goes off following Seldon on the great circle route. Meanwhile Seldon arrives on the other side of the doorway, but finds Mirela in his way still, and the goblins retreated into the adjoining room.

End of Round 3

Sorry, I was late getting your round closed. Let me know if Aziza moves off with Thorn or if Miri leaps into the room. Onward to round 4. There is torch light in the room with Tsuto and the goblins, so if Aziza goes with Thorn, those near the combat will still be able to see if they don't have dwarf magic vision


Glassworks Basement - Round 4

23 Yellow Goblin
17 Tunder
16 Tsuto (readied last round)
16 Aziza
16 Thorn
15 Barek
13 Mirela
13 Seldon

Following the shouted directions (in goblin) from the hooded man, Yellow Goblin races out the door, attempting to avoid attacks from the dwarf ranger and the Varisian acrobat on the way. He takes a chop at Tunder as he attempts to go by.

Yellow Acrobatics vs DC 24: 1d20 + 2 ⇒ (19) + 2 = 21
Yellow Chop: 1d20 + 2 ⇒ (12) + 2 = 14

Both the maneuver and the attack are unsuccessful as Tunder moves to block the exit and then swings his axe back at the dodging goblin.

Tunder gets AoO. Not sure Miri gets one, since he never left a square she threatened after being stopped by Tunder. Tell me if that's wrong...it may be a moot point anyway. Tunder should roll AoO, then his initiative count turn.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

None shall pass.
Waraxe: fav enemy, hatred, power attack
to hit 1d20 + 3 + 2 + 1 - 1 ⇒ (19) + 3 + 2 + 1 - 1 = 24 Damage 1d10 + 3 + 2 + 3 ⇒ (5) + 3 + 2 + 3 = 13

Tunder steps forward, casually cutting down a goblin, to get to the hooded man.
Fight Defensively, step in, and attack.

Waraxe: Fight Defensive
to hit 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 Damage 1d10 + 3 ⇒ (3) + 3 = 6


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

As Thorn charges off up the corridor, Aziza mutters in gnomish and gestures with her off hand, conjuring a triad of small, bright dancing lights which precede the elven warrior down the corridor, illuminating his path... otherwise she remains where she is crouched and waiting for something which she can blast to appear.

Only reason for Aziza to go around the area with Thorn at the moment is to light his path, and that she can do by using her dancing lights spell like ability.


Glassworks Basement - Round 4 - continued

Tunder plows through the last remaining goblin shredding him as he has so many others and leaving only the hooded leader. The dwarf advances to strike him keeping a wary defensive posture. As a result of his cautiousness, his attack fails to connect with the bad guy.

Aziza sends her Dancing Lights along with Thorn to light his way around the back side of the basement. She stays prepared to release elemental energy if a bad guy presents in the now cleared hallway.

Still holding his bow, the hooded figure steps in towards Tunder striking him with his bare open hand in a kind of chopping motion.

Unarmed Strike: 1d20 + 5 ⇒ (1) + 5 = 6

The strike fails to connect, but the man continues running past Tunder (he's already had his AoO this round...) and into the hallway.

When he reaches the doorway, Aziza can launch her readied attack on him.

He deftly avoids Miri's lunging attack by rolling under it and heads squarely into Barek at the next door.

Acrobatics DC 15: 1d20 + 10 ⇒ (13) + 10 = 23


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

Seeing the hooded figure come tumbling out of the doorway, deftly avoiding the efforts of her companions to strike him, Aziza flicks her wrist and sends a ray of electrical energy flying towards the new target. At the same time, she steps back a little, trying to put more distance between her and the menacing figure.

5' step backwards.

Ranged touch attack, elemental ray: 1d20 + 3 ⇒ (2) + 3 = 5
Damage, elemental ray: 1d6 ⇒ 2

<Sigh> One day, one day! Aziza will blast enemies down with terrifying lightning bolts and burning arcs of raw elemental power... but for now all she seems to be able to manage is some pretty sparks... :p


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Ha! He sent his goblin to eat up the AoO's. Ruthless!

Starknife, Point Blank: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Seldon sends his starknife sends his starknife spinning through the air, cursing as it soars past Tsuto and spirals over Aziza's head. "Barek! Grab him!"


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

I don't get how he was able to get past Tunder. He shouldn't have been able to move through my space.


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

Since Aziza was using a readied action to attack before, the following represents her next action. Not sure if I should've been able to take a 5' step in retrospect on a readied action, so cancel that.

Seeing her ray ground itself harmlessly into the stonework above the hooded figure, and realizing that there's nothing between him and her, Aziza casts her last magic missile at him. Exhausted of arcane energy to cast more spells, she then grips her staff in both hands and moves up to try and help the others by flanking the target, despite the danger of getting into melee combat. Over her shoulder she yells "Thorn! Back this way!"

Standard action - Cast magic missile at the hooded figure

Damage, magic missile: 1d4 + 1 ⇒ (4) + 1 = 5

5' step to the square next to the hooded figure to try and help the others by providing a flanking bonus. If Thorn comes back, she'll use a withdraw action to clear space for him to attack - assuming that she hasn't been cut down by then...


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek sees a hooded figure round the corner into the corridor and is determined not to let him flee. He lashed out with a jab, just wanting to connect until the others can surround the man.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn double times it back to Aziza's side, if not to get in front of her. He rushes hearing the urgency in her voice.


Acrobatics Checks to move through occupied squares:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics . When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move though an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.

Situation Base Acrobatics DC*
Move through a threatened area Opponent's Combat Maneuver Defense
Move through an enemy's space 5 + opponent's Combat Maneuver Defense
* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

By rule, you can move through an enemy's square and avoid AoO by using an Acrobatics check equal to the enemy's CMD+5 (+2 for any other enemies AoO you need to avoid).Mirela just did it. Tunder and Mirela both threaten AoO and both have CMD of 15. To move through Tunder's square, Tsuto needs an ACrobatics check of 15+5+2 or 22. To avoid Miri's, he needs a roll of 15+2 or 17. His roll was greater than both those numbers, and since Tunder has already given his AoO on goblin, he didn't have one anyway. I'm fairly confident, by rule, he can get into that position.


Glassworks Basement - Round 4 - continued

We're getting a little out of order here. Aziza's readied action moves her up in the initiative count. I'll allow the 5ft step backwards and the shout to Thorn (free action). The magic missle will have to be next round.

As the hooded man leaps out into the hallway, Aziza fires off her elemental energy, but alas, the bolt misses the tumbling figure. Feeling threatened by the charging figure, Aziza steps back into the corner and shouts at Thorn to return.

Thorn hears the shouts and double moves back to the scene of the fight but arrives too late to make an attack this round.

Barek is surprised to suddenly have an enemy right in his face and his jab never gets aimed true and the agile man ducks it with ease.

Seldon's starknife whistles past the ear of the hooded man and embeds in the wall behind Aziza.

Need Mirela's action next, she can still move and attack as her's above was only AoO. Once that's in place, we'll move to next round.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Surprised to see somebody as nimble as herself, Mirela shakes her head with slight disbelief at his maneuver. Hey... only I move like that!

Not willing to let him escape in such an extravagant way, Mirela frowns and gives chase, yelling "Don't even try it!" Surging forward, Miri stabs at him from his flank with her rapier.

Attack Roll: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Rapier Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Sneak Attack Damage: 1d6 ⇒ 3


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11
Tunder Stonepeak wrote:
None shall pass.

Ok, so maybe one shall pass. Thanks for showing the numbers."

Stand still you jumping flip-jack. I'll cut you and tie you up with your own innards."


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)
DM DoctorEvil wrote:
We're getting a little out of order here. Aziza's readied action moves her up in the initiative count. I'll allow the 5ft step backwards and the shout to Thorn (free action). The magic missile will have to be next round.

Okay Doc, sorry; I forgot that the readied action didn't allow for the 5' step and changed her initiative. Her next action will be as already stated (please don't make me re-roll the damage for the magic missile?), except that she hopefully won't have to step back up to the hooded man to flank him if Thorn gets back in time.


Glassworks Basement - Round 4 - concluded

Mirela steps into flanking position and after missing as the knave tumbled out of the way, she feels her rapier bite satisfyingly into the figure's flesh, eliciting a grunt of pain in reply.

End of Round 4

You can keep the Magic Missle roll, Aziza! So all the goblins are dead, but then this tumbling mystery man appears and is set on getting round you all. Can you stop him?


Glassworks Basement - Round 5

17 Tunder
16 Tsuto (wounded)
16 Aziza* (already posted)
16 Thorn
15 Barek
13 Mirela
13 Seldon

Ok, Tunder start us off if you have any action in the tight hallway space.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder gives the room a quick once over before turning his attention back to the fleeing person.

Ready Action to move once a space opens up.


Glassworks Basement - Round 5 - continued

Tunder scans the room from which the hooded figure emerged. Inside is a bed and a writing desk with some items on top including a liquor bottle. The dead goblin sprawls in the doorway. Beside that there are no other threats or obvious means of egress. The dwarf ranger bides his time waiting for a spot in the hallway to open.

The hooded stranger, meanwhile, makes an open-handed chopping motion at Barek's neck, but the street brawler avoids the blow with swift dodge of his head. The figure then attempts to dodge past Barek and into the room behind, but the fighter is too quick and cuts off his escape route.

Tsuto Stunning Fist: 1d20 + 5 ⇒ (9) + 5 = 14
Acrobatics vs DC 26 (including AoO by Miri and Thorn): 1d20 + 10 ⇒ (9) + 10 = 19
Mirela AoO, rapier, flanking: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

His attempted escape leaves his guard down, and Mirela attemtps to gouge him with her rapier in the flank again, but her attempt glances off the leather armor he wears under the hood and cloak, leaving the desperate stranger unaffected.

An instant after their attacks, a magical bolt of energy from Aziza streaks through the air, striking the man squarely in the chest. He recoils and grunts, but remains resolute in trying to escape

That failed check leaves AoO for Barek, Mirela, and Thorn which should commence now. I've roll Mirela's based on her absence. Both Barek and Thorn can roll AoO and also normal actions when they can. I have a feeling it's going to be a bad day for the hooded stranger

.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

AOO (Bullied): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d3 + 4 ⇒ (2) + 4 = 6

Barek smiles as he avoids the man's chop and instinctively counters with a punch to the gut, but his balance is off. "Nice try, goblin-lover! My turn, now." He sends another fist into the man's side.

Attack (PA): 1d20 + 5 ⇒ (14) + 5 = 19
Damage (PA): 1d3 + 6 ⇒ (3) + 6 = 9


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

AoO 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Elven Court Blade attack with flank, 1d10 + 4 ⇒ (4) + 4 = 8 damage.

Thorn then slashes with more power at the man while growling, "Why have you done this?" 1d20 + 4 + 2 - 1 ⇒ (20) + 4 + 2 - 1 = 25 Elven Court Blade attack with flank & PA, 1d10 + 4 + 3 ⇒ (10) + 4 + 3 = 17 damage with power attack.

Confirm Critical: 1d20 + 4 + 2 - 1 ⇒ (1) + 4 + 2 - 1 = 6 Elven Court Blade attack with flank & PA, 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14 damage with power attack.


Glassworks Basement - Round 5 - concluded

Barek's punch and Thorn's forward slash both fail to connect with the slippery stranger, who laughs at the string of misses from the heroes. Unfortunately, for the man, both those attacks were feints for the real blows.

Thorn's forehand cut was slipped, but only set up a devastating backhand stroke with extra power behind it. The stroke catches the enemy squarely in the ribs and cuts through bone and sinew, sinking deep into his side.

At nearly the same instant, Barek's fist crashes into the man's other side crunching ribs there as well.

With a loud whooshing of air, the man goes down, hemmoraging from the large wound in his side and with both lungs deflated.

End of Combat

That stroke by Thorn was very Tunder-like; you crushed him and just when I thought he was going to get away!. Let's see 5 goblins plus the boss means 246 xp each or 1543. More than enough to move up to Level 2. Congratulations! I will have some pointers about leveling up in Discussion tab (that's where we'll do that business). In the meantime look about and when you're ready, we'll continue.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon collects his starknife and pulls back the man's hood, brow furrowed with concern. He'll try to staunch the stranger's bleeding as best as he can, though there is a look of distaste on his face as he works.

Heal Check to Stabilize: 1d20 + 8 ⇒ (15) + 8 = 23


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

Aziza scurries over and kneels down next to Seldon as he tries to save the hooded man. "We still have to find Miss Ameiko. I hope she's alright... if that's her brother we need to find out what he's done with her." Another thought occurs to the gnome, and she suddenly stands upright (all three feet of her). "We'd better make sure there are no more goblins waiting to ambush us down here. We can search for Miss Ameiko at the same time."


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Good call." he says, grabbing at his holy symbol and casting stabilize before packing his healer's kit away. "... and we can see where he was heading. Some kind of escape route?"

He takes care to pry the man's weapons from him before shutting him in the study in which which they found him. What's he holding, boss?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder begins looking in the other rooms for more goblins to kill or Ameiko to rescue.


F Gnome CG Sorcerer 2 | HP 11/11 | AC 15 (18*) T 14 FF 12 (15*) | CMB -1 CMD 12 | F +1 R +2 W +3 | Init +2 | Perc +3 (*Mage armor)

Following Tunder as he begins searching the other rooms, Aziza makes sure to stay behind the dwarven ranger, just in case they do discover any more goblins or other enemies in the Glassworks basement. As they move through the corridors and rooms, she will use detect magic to aid the search, just in case there are any illusions or other clues of an arcane nature.

Perception (using detect magic): 1d20 + 3 ⇒ (6) + 3 = 9

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