DM Jonasty's Mwangi Madness Campaign (Inactive)

Game Master Jonasty1031


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male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

sorry for the delay, busy weekend
perception 1d20 + 0 ⇒ (4) + 0 = 4


Male Halfling 4 Gunslinger/2 Bard
Finnian Surotova wrote:

sorry for the delay, busy weekend

perception 1d20+0

Nice roll, Finn, lol.;)


Finnian Surotova wrote:

sorry for the delay, busy weekend

No worries, same for me. Weekends are always iffy for me. New post up shortly.


The night is quiet as your watches pass. About midway through the night the rain blessedly stops falling. There are no disturbances to your camp and you enjoy a peaceful night of rest.

The following morning you break camp and look to the river before you. The flood waters have receeded and while swift moving, the waters no longer present the imminent danger they did the day before.

Barker spends some time consulting with everyone, looking at nature sign and the sun's alignment. He mutters to himself and then gives a small nod before informing you that you're only a short distance off course and that you should make your next marker by midafternoon.

After crossing the river, travel through the dense foliage is tough as many trees and plants came down during the rains. The ground is muddy and slogging through it saps the strength you gained from the night before.

Something to note, with 2 of your porters gone, 2 of the PC's will need to carry/portage one of the canoes unless you plan on leaving it behind and cramming more people onto the remaining 2 canoes. You could do this, 1 PC each from the 3rd canoe going on to canoes 1 and 2, respectively. It will be tight and might impact certain actions if something happens while you're in the canoes. Just let me know as it will pertain to your travels, see below.

You will reach the next marker and I will post an update for it shortly but in the meantime, with the rain gone I will need 3 Fort saves for the heat as before. Those of you who have a means of bypassing this, either use them or remind me that you already did. For those without, DC 15, 16, and 17 respectively. Note: If the PC's are carrying the 3rd canoe and either of the 2 doing so have to make Fort saves for the heat, the DC's for the saves will be 20, 21, and 22 instead.

Finally, if 2 PC's are carrying the canoe, they will need to make a CON check, DC 15. Failure means they are Fatigued at the end of the day's march. Usually this shouldn't pose a problem if you're making camp but it could come up if an encounter happens. Anything that gives bonuses to CON checks for exertion, like the Endurance feat etc, will provide that bonus to this check.


Grutsnick is immune to the heat. He will carry the third canoe, alone if he can otherwise with someone else to help. Str 21

Con check for carrying canoe 1d20 + 2 ⇒ (3) + 2 = 5

Well, no rage if we meet anything tonight.

Grutsnick shoulders his pack as the rain stops and makes sure everything is dry and free of insects. Picking up the third canoe he takes position at the back of the party and walks silently with his burden, concentrating on making his way through the thick undergrowth with the extra load.


Grutsnick wrote:
Grutsnick is immune to the heat. He will carry the third canoe, alone if he can otherwise with someone else to help. Str 21

Any one PC can carry the canoe by themselves if they want but the CON check would then be 20 instead of 15. Given what you rolled, in this particular case it won't matter either way so we can say you're carrying it solo.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Lorelei casts Endure Elements upon herself before they start their march.

Lorelei will walk ahead of Grutsnick and warn him of anything he might miss seeing and trip over while carrying the canoe. "Are you sure you're ok carrying that alone, it looks rather heavy?"


Grutsnick winks at Lorelei when she offers to help.

"No problem Lorelei, if we meet anything nasty I'll just throw it at them."

Uff, I'm going to feel this in the morning.

Reminds me of stories of the first Predator movie when all the actors would go work out before filming so they could out muscle the other actors.


Grutsnick wrote:
Reminds me of stories of the first Predator movie when all the actors would go work out before filming so they could out muscle the other actors.

I can pretty much quote that movie line for line, LOVE IT! And I promise I haven't reviewed it too many times for ideas/notes for this game. ;-)

"There's something out there waiting for us, and it ain't no man. We're all gonna die."


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Lorelei might have given a faint blush at the wink, though with the mild sunburn her pale skin has managed to pick up despite the clouds, it's hard to tell. I hope he's not going to give himself heatstroke or something carrying that canoe around by himself all day. Typical man to not admit if he needs help or not. He does have some impressive muscles though... Lorelei still keeps an eye on Grutsnick despite his assurance that he'll be ok.

"It's nice to have a break from all that rain. Now I no longer feel as if we are traveling underwater. After that comment she glances over her companions, expecting at least one to come up with some story involving underwater travel and beautiful mermaids.

Wondering if the trait Dangerously Curious only applies to interest in magical stuff...


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

"I assume we still plan to slow down during the hot part of the day, correct?"Finnian asks.

half speed? Survival 1d20 + 12 ⇒ (15) + 12 = 27

Fort 1 1d20 + 10 ⇒ (11) + 10 = 21
Fort 2 1d20 + 10 ⇒ (17) + 10 = 27
Fort 3 1d20 + 10 ⇒ (15) + 10 = 25

You see, Reginald, as long as its not a perception check, I'm golden. :)


"We may as well," Barker answered, consulting his wayfinder and keeping an eye on Grutsnick from the corner of his eye. He couldn't quite believe that the half-orc was coping with his heavy burden in this heat without magic. He'd been a bit more quiet since their escapade, berating himself for not having avoided the rising river. Still, he couldn't resist Lorelei's invitation to tell a tall tale, beginning with a hunt for a rare sea serpent and culminating in finding (and losing again) a lost undersea Azlanti city.

Forgot the wayfinder's +2 to avoid getting lost, assuming it's applicable.
Fort 1: 1d20 + 9 ⇒ (1) + 9 = 10
Fort 2: 1d20 + 9 ⇒ (20) + 9 = 29
Fort 3: 1d20 + 9 ⇒ (9) + 9 = 18


Male Halfling 4 Gunslinger/2 Bard

Checking his pistol and shortsword are in place,Regi moves along with the hulking half-orc. "Wish I could lend you hand friend, but I have not the stature to render such a assistance. I will instead assure you have that chance to toss our aquatic conveance should the need arise. If things come to it, I have the ability to give the momentary strength to carry despite having shouldered a severe load."

Fort1 1d20 + 7 ⇒ (15) + 7 = 22
Fort2 1d20 + 7 ⇒ (1) + 7 = 8
Fort3 1d20 + 7 ⇒ (4) + 7 = 11


"No worries lads, though if the rivers comes at us again Regi you'll probably wish I was carrying you in the canoe."


Male Halfling 4 Gunslinger/2 Bard

Tilting his hat back a bit on his forehead he wipes the sweat with rag and says, "Boy oh boy it is hot today."


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

"All that sun almost makes one miss the clouds from yesterday. Though I must say I do enjoy being dry. Hopefully all this mud will dry up soon as well and we can walk on some solid ground again. I keep thinking we are going to end up losing Reginald in one of the deeper mudholes."


Alright, gonna assume Alexander uses a potion of Endure Elements again and move on. Alexander: please note this on your character sheet and the other one used previously if you hadn't already.

Barker nonlethal heat damage (1 failed save): 1d4 ⇒ 2
Reginald nonlethal heat damage (2 failed saves): 2d4 ⇒ (4, 3) = 7

Update posted shortly.


The blazing heat of the day has finally abated some as you reach your next marker. Ahead of you, the light of the sun seems to break through the tree cover and ahead you can see a clearing, a break in the jungle canopy. While there is still plenty of undergrowth to tramp through, there is only a single enormous tree in the cleared space.

At the base of the tree is a large stone obelisk, covered in symbols too faded to be able to read from this distance. Barker checks the map again and then nods his head in confirmation, This is the place. We need to check the symbols on that stone marker to determine where to go from here.

You all keep your eyes moving as you slowly move into the clearing, approaching the stone menhir with the caution born of traveling in the Mwangi Expanse.

Everyone please give me a Perception check and a Will save.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

Perception 1d20 + 0 ⇒ (19) + 0 = 19

Will save 1d20 + 4 ⇒ (16) + 4 = 20


Perception 1d20 + 9 ⇒ (17) + 9 = 26
Will 1d20 + 3 ⇒ (4) + 3 = 7


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Perception 1d20 + 5 ⇒ (14) + 5 = 19
Will Save 1d20 + 5 ⇒ (4) + 5 = 9


Barker Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Barker Will: 1d20 + 4 ⇒ (17) + 4 = 21

Alexander Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Alexander Will: 1d20 + 10 ⇒ (10) + 10 = 20

Reginald Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Reginald Will: 1d20 + 9 ⇒ (8) + 9 = 17

Opposed Stealth: 1d20 + 22 ⇒ (7) + 22 = 29
I’ll have the update posted in a minute.


Getting mechanics stuff out of the way before the post. :-)
Grutsnick Init: 1d20 + 2 ⇒ (17) + 2 = 19
Alexander Init: 1d20 ⇒ 17
Lorelei Init: 1d20 + 2 ⇒ (6) + 2 = 8
Reginald Init: 1d20 + 7 ⇒ (10) + 7 = 17
Barker Init: 1d20 + 4 ⇒ (8) + 4 = 12
Finnian Init: 1d20 + 7 ⇒ (1) + 7 = 8
HmT Init: 1d20 + 3 ⇒ (11) + 3 = 14
TJ (x3) Init: 1d20 + 3 ⇒ (10) + 3 = 13


As you get close to the obelisk, suddenly 3 tiny (Tiny size mechanically) creatures appear near you, standing on the leaves of some of the underbrush. They look like nothing more than a collection of bundled sticks held in the shape of a man with vines and leaves. They carry small little spears in their clawed hands and seem poised to attack.

As Finnian, Alexander and Barker turn to face this threat, they notice the vines hanging from the large tree by the obelisk begin to move. Lorelei, Grutsnick and Reginald seem oblivious to this as they ready themselves to take on the tiny terrors.

Surprise round the tiny things moved towards the group. There is one to the front, one on the left and one on the right, all of them 5 feet away from the group. The tree is 15 feet away from everyone.

Round 1:
Grutsnick: Init 19 (Fatigued)
Alexander: Init 17
Reginald: Init 17 (7 nonlethal)
HmT: Init 14
TJ (x3): Init 13
Barker: Init 12 (2 nonlethal)
Finnian: Init 8
Lorelei: Init 8

Those of you who didn't make a DC 20 Will save view the tree as a normal tree and cannot attack it. You will be allowed new saves if it attacks you or members of the party but until then you can't. Lorelei: Because you go after the tree and its a safe bet it will attack someone on it's turn, you can include another Will save in your Round 1 action to know if its a viable target for you.

Knowledge Nature HmT, DC 17:
This is a Hangman Tree, a Huge plant that attacks creatures with its vines. It releases spores that cause creatures to ignore it's danger.

Knowledge Nature TJ's, DC 13:
These are Twigjacks, Tiny fey creatures that see themselves as self-appointed guardians of the woods.

After all of that, please post your Round 1 actions accordingly.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

As I go after all the foul beasties, I will await their actions before posting


Round 1 Init 19

Status:

HP = 84
AC = 19
DR 3/-, 6/lethal
+8 Fort, +5 Ref, +3 Will
Weapon Equipped = None
Speed = 40'
Rage/Day = 16
Renewed Vigor = 1
Status Effects = Fatigued

Grutsnick drops the canoe and draws his axe, taking a step towards the closest stick and smashing into it.

Free? to drop canoe, 5' step while drawing axe, smash twigs with axe.
Greataxe Power Attack +10/+5
1d20 + 10 ⇒ (12) + 10 = 221d12 + 14 ⇒ (10) + 14 = 24


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Round 1 Init 8 AC12

will save 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge nature little stick men 1d20 + 13 ⇒ (17) + 13 = 30
Are they usually hostile to people?

1d20 + 13 ⇒ (7) + 13 = 20 <-roll for knowledge on the tree though I don't if I can since I failed the will save.

Lorelei will ask in Sylvan why they are attacking them.


Round 1: Init 12, hps 60 (2 nl dmg), AC 18

Know: nature check HmT: 1d20 + 9 ⇒ (6) + 9 = 15
Know: nature check TJs: 1d20 + 9 ⇒ (18) + 9 = 27 Do I learn anything else with that roll?

"Watch out for the vines on that tree! The twigjacks may be amenable to reason..." Barker called, wincing as Grutsnick smashed the little creatures.

"Wait! We're not here to harm the jungle," he tried gamely, but kept his hand near the handle of his machete in case the twigjacks were too angry to listen.

Diplomacy: 1d20 + 1 ⇒ (5) + 1 = 6 Hey, it was worth a try.

Barker will ready an action to draw his machete and attack if the twigjacks/tree continue their attack.

attack: 1d20 + 8 ⇒ (15) + 8 = 23
dmg: 1d6 + 1 ⇒ (5) + 1 = 6


Alexander spreads his arms and speaks a few words in Celestial Casts Bless upon the group +1 to Attack +1 to saves vs fear


Male Halfling 4 Gunslinger/2 Bard

Round 1, AC 20, Intit.17, Health 62/62 (-7 NL)

"Well sh!*...." Reginald says at the sudden rendering to kindling of the little stick man. "Done is done I suppose." he thinks to himself as he draws Equalizer and cast a spell upon Grutsnick. Suddenly the burden of carrying the canoe is lifted from the great barbarian's shoulders allowing him to move freely as the river.

Cast Invigorate


Forgot to account for Fatigue, I'm -1 on the hit and damage if I even got the swing.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

Not seeing the little stickmen as much of a threat, Finnian deftly maneuvers towards the tree and, putting his full weight behind the blow, chops at it.

move action- use Acrobatics to avoid AoO (hopefully) and move next to tree.

satndard action- use Power Attack and Combat expertise and attack tree.

Acrobatics check 1d20 + 11 ⇒ (9) + 11 = 20

attack vs tree (including -2 for PA, -1 for CE, and +1 for bless) 1d20 + 12 ⇒ (19) + 12 = 31

roll to confirm crit 1d20 + 12 ⇒ (19) + 12 = 31

damage vs tree 2d8 + 20 ⇒ (5, 2) + 20 = 27

status:
AC- 24
CMD(vs grapple or disarm)- 32
hp- 66


Due to the undergrowth all movement is considered impeded. Grutsnick: This means you can drop the canoe (free), move action to move 5 feet, single attack the twig thing.

Lorelei: If you eventually make the Will save, you will get the check but since no one else made the DC to identify it and "yell out" what it is to allow you a check, you are correct that you wouldn't make the check at this point.

Barker: Per the rules as written, attempting Diplomacy in combat is "tricky" at best. It's gonna take you a Standard action for the attempt which would mean you can't ready an action to attack the twigjacks. That being said, since you go after them and will see their inherrent hostility, I'll assume you attack rather than try to negotiate with them.

Lorelei & Barker: Based on your Know check for the Twigjacks you know they're typically of the CE bent. They attack anyone they view as "outsiders" which pretty much means everyone, they're not too discriminating. You also know they're vulnerable to Fire and can shoot out a spray of thorns. Which people will all learn as soon as I post their actions. ;-)

Monster actions and Round update coming shortly.


The twigjacks begin to vibrate on the leaves and suddenly a burst of nettles and thorns shoots out towards you all. Some of you avoid them better than others.

At the same time, the vines hanging from the tree suddenly lash out, attempting to snag unwary party members.

3 splintersprays, 1 from each, 15 foot cone so all 3 will affect everyone, as of right now. Once people move around (or are moved), this may change. Currently 3 Ref saves DC 14 needed. Failure means you take 4d6 damage, save for half, results below.

Reginald, Grutsnick, and Lorelei, a vine lashes out at each of you.
Vine 1 (Grutsnick): 1d20 + 11 ⇒ (20) + 11 = 31, Damage 1d6 + 7 ⇒ (3) + 7 = 10 + grab and pull
Vine 2 (Reginald): 1d20 + 11 ⇒ (3) + 11 = 14, Damage 1d6 + 7 ⇒ (2) + 7 = 9 + grab and pull
Vine 3 (Lorelei): 1d20 + 11 ⇒ (13) + 11 = 24, Damage 1d6 + 7 ⇒ (2) + 7 = 9 + grab and pull

Failed save damage: Save 1 4d6 ⇒ (2, 1, 5, 3) = 11, Save 2 4d6 ⇒ (4, 4, 2, 1) = 11, Save 34d6 ⇒ (2, 3, 5, 1) = 11

Grutsnick Ref saves: 1d20 + 5 ⇒ (17) + 5 = 22, 1d20 + 5 ⇒ (1) + 5 = 6, 1d20 + 5 ⇒ (8) + 5 = 13
Alexander Ref saves: 1d20 + 2 ⇒ (10) + 2 = 12, 1d20 + 2 ⇒ (8) + 2 = 10, 1d20 + 2 ⇒ (18) + 2 = 20
Barker Ref saves: 1d20 + 9 ⇒ (7) + 9 = 16, 1d20 + 9 ⇒ (4) + 9 = 13, 1d20 + 9 ⇒ (2) + 9 = 11
Finnian Ref saves: 1d20 + 9 ⇒ (2) + 9 = 11, 1d20 + 9 ⇒ (8) + 9 = 17, 1d20 + 9 ⇒ (13) + 9 = 22
Reginald Ref saves: 1d20 + 12 ⇒ (4) + 12 = 16, 1d20 + 12 ⇒ (7) + 12 = 19, 1d20 + 12 ⇒ (10) + 12 = 22
Lorelei Ref saves: 1d20 + 4 ⇒ (9) + 4 = 13, 1d20 + 4 ⇒ (8) + 4 = 12, 1d20 + 4 ⇒ (8) + 4 = 12

Round update in a minute.


Lorelei you still have your action to do something if you'd like although you will be Grappled when you do. Grutsnick and Reginald, you go before the tree so even if you are grappled it wouldn't affect your Round 1 actions so no change needed.


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

I notice the tree has "grab", but you still need to do a grapple check, it doesn't automatically grapple them. Also, did my '20' acrobatics check beat the tree's CMD? If not, the tree gets an AoO against me (unfortunately).


Galahad0430 wrote:
I notice the tree has "grab", but you still need to do a grapple check, it doesn't automatically grapple them.

Good catch, thanks for the heads up. So many dice rolls to keep up with.

Grab attempt on Grutsnick: 1d20 + 19 ⇒ (7) + 19 = 26
Grab attempt on Lorelei: 1d20 + 19 ⇒ (10) + 19 = 29
AoO on Finnian: 1d20 + 11 ⇒ (4) + 11 = 15, Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Grab attempt on Finnian (cause it didn't hit Reginald and so has 1 vine free to try it): 1d20 + 19 ⇒ (10) + 19 = 29[/

Lorelei: Could you also please update your character sheet as I don't know how many HP total you have.


I take it my first attack didn't kill the twig or it wouldn't have gotten a blast off on it's turn? Since the tree grabbed me I wouldn't get an AoO against the twig, but I note you also need to roll a crit confirm on me.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Round 1 AC: 12, HP: 36, Init: 8

Burning Hands whichever little twigmen I can get without burning Grutsnick.

Reflex save for half damage 5d4 ⇒ (2, 3, 2, 2, 1) = 10


Lorelei wrote:

Round 1 AC: 12, HP: 36, Init: 8

Burning Hands whichever little twigmen I can get without burning Grutsnick.

Reflex save for half damage 5d4

Actually hold that thought, you are dropped before your turn based on the damage totals.

Grutsnick, thanks for the catch.
Confirm: 1d20 + 11 ⇒ (12) + 11 = 23, extra damage: 1d6 + 7 ⇒ (2) + 7 = 9


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Yep, was just about to update that. Mages go squish quick.

Probably going to be the Daphne of the group.


15d4 damage plus a grabbing tree with reach and we walk into the middle of it? We'll be lucky if any of us make it out of this. Any chance of a map? Let's have a brief moment of silence for our porters.


Grutsnick wrote:
15d4 damage plus a grabbing tree with reach and we walk into the middle of it? We'll be lucky if any of us make it out of this. Any chance of a map? Let's have a brief moment of silence for our porters.

ARGH!!!!! The damn post was eaten when I was working on the map. Gonna type it up again but it will be a minute. :-P


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Always a b@&#@ when that happens. :(


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

with all of the different happenings, I did a recap of round 1. What do you think? Anything missing or wrong?

Grutsnick- hit twigman for 23 points, took a total of 25 pts of damage (gotta love that DR, wish I had it) from the thorn spray and the tree, is grappled by the tree.

Alaexander- cast bless, took 27 pts from thorn sprays.

Reginald- removed fatigue from Grutsnick (Invigorate), took 15 pts of damage from sprays (nice saves).

Barker- hit a twigman for 6 pts, took 27 pts from sprays.

Finnian- hit tree for 27 pts, took 21 pts from sprays.

Lorelei- took 42 pts from sprays and tree, grappled and unconcious, still needs to make a stabilize roll.

I didn't know if anyone has evasion, so the damage totals are based on no one having it. Also, didn't know if Grutsnick and Barker hit the same or different twigmen. Hope this helps :)

So, the tree has 27pts of damage and either one twigman has 29pts or one twigman has 23 and another has 6


Grutsnick hauls back and lands a vicious blow, slicing the twigjack almost in half. Reginald, seeing the slight quiver in the half-orc’s arms casts a spell and suddenly Grutsnick stands a little taller, the toils of the day sloughing off of him.

Alexander also casts a spell, a warm gold light bathing the party and creating a sense of determination and power. Which is good as the tiny twig men seem to suddenly explode around you.

Thorns and nettles fly through the air, piercing everyone to varying degrees and drawing blood from even the hardiest. Then the tree itself comes alive, vines lashing out and striking into the group. With the sick sound of bones snapping, Lorelei collapses from the blow. Grutsnick, surprised that he has caught himself so severely on a vine, is pulled closer to the tree.

Barker follows Grutsnick’s previous blow with one of his own, dropping the injured twigjack. Finnian, seeing Grutsnick being dragged towards the tree and, Good gods, is that a mouth?! he plunges his blade deep, the wood giving way disturbingly much like flesh would. The canopy shakes as the tree lets out an inhuman roar of pain.

Round 2:
Grutsnick: Init 19, HP 50/84, AC 19 (grappled)
Alexander: Init 17, HP 33/60, AC 17
Reginald: Init 17, HP 47/62, AC 20 (7 nonlethal)
HmT: Init 14, HP 57/84, AC ?
TJ (x2): Init 13, HP 27/27, AC ?
Barker: Init 12, 33/60 AC 18 (2 nonlethal)
Finnian: Init 8 HP 45/66, AC 24 (22 regularly)
Lorelei: Init 8 HP -6/36, AC 12 (prone, unconscious, dying)

Basic Map

Reginald and Grutsnick can make Will saves at DC 20 to realize the tree is bad, with a +4 to the check for being attacked by it. Lorelei should you be revived, you will know this automatically at this point.

Finnian, nice recap. My numbers are different though but otherwise the general gist is correct.

Sorry for all the confusion and hopefully things will be a lot smoother going forward. Please post your Round 2 actions.


As far as the monters' AC, when you guys are close enough to it that you could figure it out, I will list it to make things quicker. So far no one has come close enough to be able to "accurately judge" what it is.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Check to stabilize 1d20 - 6 ⇒ (13) - 6 = 7


You can make a second one. You would have dropped in Round 1 before your turn so you should have 2 by Round 2.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

2nd Check to stabilize 1d20 - 6 ⇒ (4) - 6 = -2

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