DM Jelly's Price of Immortality Trilogy (Inactive)

Game Master Jellyroll

Crypt
Acquired Equipment

Init:

Emil:[dice]1d20+2[/dice]
Fool:[dice]1d20+1[/dice]
Jormel:[dice]1d20+3[/dice]
Eve:[dice]1d20+2[/dice]
Xull:[dice]1d20+2[/dice]


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Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil just laughs at Xull's comments about the monster codex he read. That is why I don't read Xull. It just puts evil thoughts into your brain. Kill that what isn't made of iron. That is all that I need to know.

He takes a torch accepts the oil and lights it. At least we have some proper light he thinks. Now lets see what we have to do against this thing.


@Fool, your hex has no apparent effect.

As 'Xull the Elocutionist' steps off the stairs leading down the construct begins to move. Not in a very approachable manner mind you but more of a 'Hulk Smash' manner.

Xull DC 15 Perception check:
There is a key hole in its lower back.

Init: Y'all, the golem

Init:

Emil:1d20 + 2 ⇒ (19) + 2 = 21
Fool:1d20 + 1 ⇒ (15) + 1 = 16
Jormel:1d20 + 3 ⇒ (5) + 3 = 8
Eve:1d20 + 2 ⇒ (2) + 2 = 4
Xull:1d20 + 2 ⇒ (20) + 2 = 22
Wood:1d20 ⇒ 4


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Odd, that I get a low init roll, given I'm feeling a bit under the weather.

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil waits a moment to see what Xull does, but his torch is in ready fire position.

The Exchange

Male Human (Shoanti) Level 5, #-3

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

What a roll!

Xull backs away from the approaching creature.

"There appears to be a key hole in its lower back! Jormel, if you'd be so kind as to try the magical key, we may yet survive. I'll draw its attention."

Xull gulps as he chants his favorite incantation, with none of the gusto he normally musters.

"ßÚ®ÑÏÑG ‡ÅÑ∂§"

Burning hands

Burning hands damage if it isn't immune, DC 17 save for half: 1d4 ⇒ 2
Caster level check if it has SR: 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

A key. To stop a giant murderous wooden statue. Really?

Jormel's eyes quickly dart between Xull and the giant wooden monstrosity looming over him and the wonderfully efficient torch in his other hand.

"Burning it sounds a lot easier, but sure - we'll try the key. Damn these trials and tribulations..."

And damn Xull. Those fancy words were wearing off on him.

Grabbing the key, the ranger took a few paces backward and a deep breath. Sadly tossing his torch aside for the moment, Jormel charges forward and leaps down from the raised platform. With the towering golem above him, he quickly regrets the decision. Too late now.

Not sure what to roll. Attack with key? Grapple to pin with key? Win for free? I like win for free.


Hmmmm, win for free sounds so darn interesting but alas I am bound....
Inserting the key requires two separate Grapple checks vs. CMD 18.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Ducking beneath one of the golem's arms, Jormel twisted around behind it and gripped its surface as tightly as he could.

"Going to seriously regret this."

Grapple 1 of 2
Grapple: 1d20 + 3 ⇒ (15) + 3 = 18


Success!
Edit: Do you have improved grapple? If not you provoke AoO

AoO before Grapple: 1d20 ⇒ 14dmg: 1d8 + 4 ⇒ (7) + 4 = 11

Grappling Golem info:

Jorem and the golem now have the grappled condition, meaning that they cannot take any action that requires two hands, a –4 penalty to Dexterity and take a –2 penalty on attack rolls and combat maneuver checks, unless they are made to break free from the grapple.
The golem will attempt to break free from this grapple on its next action, making a combat maneuver check against Jormel's CMD. If it fails, he can then make another check to insert the key.

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