DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

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Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 14/18

"I don't mind a little ear nibbling now and then, but you're getting too aggressive."

Zolarus smirks and thrusts his cold iron rapier at the adjacent sinspawn.

melee: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
damage: 1d6 + 1 ⇒ (5) + 1 = 6

Maintains bard song as free action. No move or swift action this turn.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

In my last post, was I able to get 2 shots or just one?

- Free Action: "This is scarier than your song, Zolarus!"
- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Again, shooting at the same flying head with the thick red outline.
- Move Action: None


Will do some catch up tomorrow at work doing a double, just doing this as a note.

roll up saves vs splash damage from Jer.
Prof had a readied action for his surprise round then his action in the init order (two missiles)
Zol hits

Ark if you want to set up your attack please do. I will put it right after the flying head attacks.

Also next round I will be moving the sinspawn to the flying head init to keep things simpler.

If the rest of the party wants to post after Ark please feel free.

flying heads
Ark
Rest of party
All the baddies
Rinse repeat


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

The Spear! He thinks.

The spear was fine and seems better than the usual run of the mill weapons he has had come across. Arkus decides to try it once more, bringing out one hand, placing it just below his chin as he brings up the spear to algin its point to his guiding hand and then a quick movement!!!

His target? The Spawn next to him with the flapping head.

He thrusts!!!
Attack with Spear 1d20 + 6 ⇒ (10) + 6 = 161d6 + 7 ⇒ (2) + 7 = 9


reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (2) + 4 = 6
reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (9) + 4 = 13

Added Prof's Magic Missile damage

Flying head attack on Jer: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Flying head attack on Jer: 1d20 + 5 ⇒ (9) + 5 = 14 Miss
Flying head attack on Ark: 1d20 + 5 + 2 - 2 ⇒ (8) + 5 + 2 - 2 = 13 Miss

Ark hits

flying heads
Ark
-->Rest of party
All the baddies

Rest of the party is up

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 14/18

Zolarus attacks the adjacent sinspawn.

melee: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
cold iron, piercing: 1d6 + 1 ⇒ (5) + 1 = 6

Maintains bard song as free action. No move or swift action this turn.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2 Again, shooting at the same flying head with the thick red outline, if it is still up.
- Move Action: None


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Feeling his spear tear flesh, Arkus draws back his arm again and once more powers it with sudden ferocity as he seeks to drive its point in deeper.

Attack 1d20 + 6 ⇒ (7) + 6 = 131d6 + 7 ⇒ (4) + 7 = 11


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick steps back a little more and prepares another bomb, tossing it at the group of baddies. 5ft step, throw splash centered on red circle

Throw bomb: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Miss: 1d8 ⇒ 2 - will land in the orange square
Splash damage of 6 fire damage on the two touching orange, reflex save for half, DC 15.


Zol hits the sinspawn in it's open mouth causing it to comically gag for a brief moment. Prof's wand seems to anger the flying head and it glares at you, it must want mage for dinner now. Ark thrusts his spear forward and just misses. Jer is all thumbs and misses his target again. The flying heads attack Prof and Jer causing grievous wounds on them. The two sinspawn attack one bites Zol and the other bites Ark.

Jer you get an AOO on the flying head that provokes as it charges Prof.

flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (14) + 4 = 18
flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (19) + 4 = 23

flying head attack on Prof: 1d20 + 5 ⇒ (15) + 5 = 20 Hit
flying head attack on Jer: 1d20 + 5 ⇒ (19) + 5 = 24 Hit
Flying head attack on Ark with flanking: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15 Miss

Prof's fort save: 1d20 + 3 ⇒ (7) + 3 = 10
Jer's Fort save: 1d20 + 3 ⇒ (7) + 3 = 10

Prof's damage: 1d4 ⇒ 3 See Below
Jer's damage: 1d4 ⇒ 3 See Below

This is normal damage but please track it in addition to subtracting it from your total.

sinspawn on Ark,
sinspawn bite attack: 1d20 + 3 ⇒ (14) + 3 = 17
sinspawn claw attack: 1d20 + 3 ⇒ (10) + 3 = 13
Sinspawn claw attack: 1d20 + 3 ⇒ (18) + 3 = 21

Sinspawn on Zol
sinspawn bite attack: 1d20 + 3 ⇒ (18) + 3 = 21
sinspawn claw attack: 1d20 + 3 ⇒ (6) + 3 = 9
Sinspawn claw attack: 1d20 + 3 ⇒ (9) + 3 = 12

Bite damage on Ark
damage: 1d6 + 1 ⇒ (4) + 1 = 5
will save: 1d20 + 1 ⇒ (17) + 1 = 18
claw attack: 1d4 + 1 ⇒ (3) + 1 = 4

Bite damage on Zol
damage: 1d6 + 1 ⇒ (3) + 1 = 4
will save: 1d20 + 6 ⇒ (3) + 6 = 9 fail
minutes: 1d6 ⇒ 1
Zol will be sickened for minutes.

sickened:

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

-->Rest of party
All the baddies

The rest of the part is up.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

3 HP of flying head damage

- Move Action: Reposition the Dancing Lights
- Swift Action: 5-foot-step
- Standard Action: "Freeze, dirtbag!" 1d4 + 1 ⇒ (4) + 1 = 5
Is ANY of this hurting the flying head?
- Free Action: "Owie!"


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

That was beginning to hurt...Arkus once more readies the spear and thrusts!! He needed to take down his for and fast!.

Attack 1d20 + 6 ⇒ (4) + 6 = 101d6 + 7 ⇒ (4) + 7 = 11 Sigh Looks like Arkus is going down.....

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 10/18

Zolarus attacks the adjacent sinspawn and examines his wounded condition.

melee: 1d20 + 6 + 1 - 2 ⇒ (19) + 6 + 1 - 2 = 24
cold iron, piercing: 1d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2

crit: 1d20 + 6 + 1 - 2 ⇒ (9) + 6 + 1 - 2 = 14
cold iron, piercing: 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3

Perception on nearest sinspawn, move action: 1d20 + 5 ⇒ (7) + 5 = 12

Maintains bard song as free action. What a horrible time to be sickened.

@DM: I have +2 trait bonus on saves against mind-affecting effects and vs disease and poison. Does this make a difference?

@Ark: Are you missing bonuses to attack and damage? What about Rage and Inspire Courage. We rested the previous night. I'm surprised you only have a +6 to attack. Also, I thought you were using a ranseur which is 2d4 with reach?
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (9 rds)


@ Prof, yes the damage is hurting the flying head. All the creatures have been damaged and their damage totals posted on them on the map. Just note for important fights or boss type guys I may not post the damage. But for these encounters with lots of bad guys, it makes it easy to track.

@ Zol, it was a dc 12 will save.

Jer it is your turn

@Ark:

Your spear is non magical for combat bonuses or damage. However it gives you a constant protection from evil, and it will bypass DR at DM discretion. Yes that includes a +2 AC from the protection from evil.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Nice to know spear's effect.
Didn't rage as it would have brought down my AC and the Ranseur is a reach weapon and these guys are next to me hence the change to spear.
My rolls are terrible though. I did forget about inspire courage.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
@ Prof, yes the damage is hurting the flying head. All the creatures have been damaged and their damage totals posted on them on the map. Just note for important fights or boss type guys I may not post the damage. But for these encounters with lots of bad guys, it makes it easy to track.

I'm confused. By my count I have 17 HP of damage on the flying head in front of me. But you have 11 HP written on him. Even if you take away the 4 HP from the readied action, that's still 12 HP of damage.

Not trying to "lawyer" this. It's just that Prof is way smarter than I am, in real life. He would try to gauge the enemy's capabilities with his 20 Int and taking 17 HP of damage is different than 11 or 12.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Sorry forgot to hit Submit yesterday. No melee weapon drawn so can't make an effective AoO.

Jerrick quickly draws his dagger and stabs the one between him and Prof.

Dagger (flanking, sickened): 1d20 + 2 ⇒ (18) + 2 = 20 Dmg: 1d3 - 2 ⇒ (1) - 2 = -1


@ Prof, you are correct it has 17 damage. I was waiting for Jer to post before updating the map with damages and whatnot.

@Jer, did you adjust the hp total on the flying head? Doing negative damage does not heal the enemy ;-), negative damage just counts as zero damage.

Prof casts from his wand again, and the flying head looks like it will be destroyed soon. Ark misses with his fancy spear. Zol crits the sinspawn with his cold iron rapier, it too looks like it will not last another round. Several attacks miss Ark by both the sinspawn and flying head. Zol takes a vicious bite to his upper shoulder almost his neck. Both Jer and Prof yell out in pain as flying heads swoop down and bite them.

From down the hallway with stairs a tiny but menacing maniacal laughter can be heard. Followed by small feet charging forward, it may not be big but something is on the way.

All attacks and saves:

Sinspawn on Ark
bite: 1d20 + 3 ⇒ (9) + 3 = 12 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss

Sinspawn on Zol
bite: 1d20 + 3 ⇒ (20) + 3 = 23 Will check crit at bottom
claw: 1d20 + 3 ⇒ (15) + 3 = 18 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 Miss

Flying head on Jer
1d20 + 5 ⇒ (15) + 5 = 20 Hit

Flying head on Prof
1d20 + 5 ⇒ (16) + 5 = 21 Hit

Flying head on Ark
1d20 + 5 ⇒ (7) + 5 = 12 Miss

Confirm crit on Ark
1d20 + 3 ⇒ (7) + 3 = 10 Miss

Damage to Zol
sinspawn bite: 1d6 + 1 ⇒ (6) + 1 = 7 will save: 1d20 + 6 ⇒ (15) + 6 = 21 Pass

Damage to Jer
flying head damage: 1d4 ⇒ 2 fort save: 1d20 + 3 ⇒ (18) + 3 = 21 Pass
Jer treat this as regular damage not that special damage from the flying heads I asked you to track.

Damage to Prof
flying head damage: 1d4 ⇒ 1 fort save: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Prof treat this as the special kind of flying head damage.

Ark no damage

Zol 7 damage

Jer 2 damage treat this as regular damage not that special damage from the flying heads I asked you to track.

Prof 1 damage treat this as the special kind of flying head damage.

Party is up!


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

I didn't adjust anyone's HP. And I thought minimum damage was 1 nonlethal.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(4 HP of flying head damage)

- Swift Action: 5-foot-step
- Standard Action: "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
- Free Action: "I don't feel so good..."

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 3/18

Zolarus steps northeast, retrieves a potion of cure moderate wounds and chugs it down.

melee: 2d8 + 3 ⇒ (5, 5) + 3 = 13

HP 16/18

Maintains bard song as free action.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (8 rds)


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

"Urghh...GO down...and stay down!" Arkus now throughly infuriated stabs with the spear rather viciously

Attack, 1d20 + 6 ⇒ (9) + 6 = 151d6 + 7 ⇒ (3) + 7 = 10


Ark drives the spear into the Sinspawn's head and it ceases to move. Prof also has similar luck the last magic missile was enough to drop the flying head. Zol seeing that he was on the brink of death quaffed a potion of healing. THe other two flying heads attack and do not connect, as well as the last Sinspawn on Zol. From down the stairway hall the laughter is much louder and a misshapen goblin runs into view.

On the mac, it is giving me grief about trying to use google drive. Could someone delete the flying head on Prof and the sinspawn right below Ark please. Also the blue square in the hallway is the misshaped goblin, could someone change its color, first person to change it gets to pick the color!

Spoiler:

Sinspawn on Zol
bite: 1d20 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (15) + 3 = 18

Flying Head on Ark
1d20 + 5 ⇒ (1) + 5 = 6

Flying head on Jer

1d20 + 5 ⇒ (12) + 5 = 17

The dice bot gods have looked favorably on the party as none of the attacks hit.

Jer you still get an action from this last round and the new round coming up, please post two actions.

The party is up.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Action 1 - imbibe mutagen (STR)
Jerrick quickly slips a small vial to his lips, and immediately his body seems to shudder. His skin ripples as the mutagen courses through his blood.

Move 1
acro: 1d20 - 1 ⇒ (7) - 1 = 6 to move through the square of the creature to the north - fails

Action 2 - stab thing
Jerrick slashes at the creature to the north with his dagger, trying to clear a path. Dagger: 1d20 + 2 ⇒ (6) + 2 = 8 - misses.

AC is now 20 for next 20m

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Could someone delete the flying head on Prof and the sinspawn right below Ark please. Also the blue square in the hallway is the misshaped goblin, could someone change its color, first person to change it gets to pick the color!

Done! :-) Since I've run this before, I used a picture of what he really looks like. I also recolored the "flying heads" so that we could refer to the "yellow one" and the "blue one" instead of using squares or circles to mark our targets--it declutters the battle map. ;-P

- Swift Action: 5-foot-step
- Standard Action: Utnapishtim raises his wand, and points it at the yellow flying head 1 square north of Jer. "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
- Move Action: Nothing

Do I need to make more saves? Not sure which "flying head" effect against which I failed to make my saving throws. :-)


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Acrbatics to avoid an AOO 1d20 + 5 ⇒ (5) + 5 = 10
Rage and Attack with Spear 1d20 + 8 ⇒ (11) + 8 = 191d6 + 7 ⇒ (6) + 7 = 13

Seeing a new foe enetering the fight, Arksu turns and moves in upon this goblin and then leting his anger through, He thrusts straight into the Goblin!!!


@ Prof. Thank you, yes that is exactly what comes running up the stairs. Good call on the color coordination too!

Zol just waiting on you.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 16/18

Zolarus steps adjacent to a fleeting Arkus and attempts to finish off the spinspawn.

melee attack: 1d20 + 6 + 1 - 2 ⇒ (20) + 6 + 1 - 2 = 25
cold iron dmg: 1d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1

confirm crit: 1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11
crit dmg: 1d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

My apologies for the delay! Maintains bard song as free action.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (7 rds)


Jer quaffs a potion and attacks a flying head but misses. Prof fires his wand again this time at the flying head trying to bite Jer, the force missiles ram into it and it looks as though it will not be able to take another soiled hit. Ark runs toward the laughing misshaped goblin, in his rage he trips over the statue's leg, this folly allowed the two enemies flanking him to attack but they both missed. Zol, taking advantage of the opening the sinspawn next to him left open while trying to take advantage of Ark's situation, thrusts his blade into the sinspawn's left eye. It twitches uncontrollably for a moment in a seizure like state before dropping to the floor limp. The flying heads attack, one takes a large bite out of Jer and the wound continues to burn after the fangs release. Ark's flying head attacks but is deflected almost by an unseen barrier. The laughing goblin makes a gut wrenching sound, much like a sick dog about to vomit, then the misshaped goblin does vomit! The sick releases from this small creatures mouth with unholy speed and distance; a fountainous line of brackish browns, blacks, and reds fire across the room striking Zol square in the chest, the impact and force cause the sick to splash all over Zol. A bit gets into his open mouth and he too begins to projectile vomit in-between yelling from the burning acidity of the blood vomit he is covered in. Now that the goblin can be seen better it flexes all three of its arms. He points the longsword at Ark, points the handaxe at Zol, and does an ennie-mennie gesture with the silver dagger in his third hand between Ark and Zol as he nonchalantly wades into the room and over to Zol.

Note all his weapons are human (or medium) sized

1d3 ⇒ 3

aoo on ark: 1d20 + 3 ⇒ (5) + 3 = 8 Miss
aoo on ark: 1d20 + 5 ⇒ (4) + 5 = 9 Miss

flying head attack on Jer: 1d20 + 5 ⇒ (16) + 5 = 21 Hit
flying head attack on Ark: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 Miss, via protection vs evil

Jer's damage: 1d4 ⇒ 3
Jer's fort save: 1d20 + 3 ⇒ (6) + 3 = 9 Fail
Jer please note this 3 damage as special flying head damage and also deduct it from your current HP

Zol's reflex save still sickened: 1d20 + 2 ⇒ (9) + 2 = 11 Fail, you are covered in goblin vomit
vomit acid damage: 2d4 ⇒ (4, 1) = 5
Zol's Fort save: 1d20 + 1 ⇒ (1) + 1 = 2 You are nauseated for the round.

1d4 ⇒ 2

Group is up.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- Swift Action: 5-foot-step
- Standard Action: Utnapishtim raises his wand, and points it at the yellow flying head 1 square north of Jer. "Freeze, dirtbag!" Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
- Move Action: Nothing

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 11/18

Zol tears his shirt off in disgust.

"I never thought I'd get puked on by a goblin, but like my mama always said 'Never say never'."

@Ark, are you adding in the inspire courage bonuses? Your 19 attack roll could have been a 20 with 14 damage.

Maintains bard song as free action.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (6 rds), Nauseated


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick, feeling very injured, falls back to find a better angle from which to toss bombs. Full round withdraw


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Ermm no I haven't....For some reason I keep forgetting.


Ark is up


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus thrusts once more!!! Seeing the rather cocky goblin enrages the alf Orc even more.

Attack with spear, Rage still on 1d20 + 8 ⇒ (15) + 8 = 231d8 + 9 ⇒ (2) + 9 = 11
AC 17, - 2 Rage +2 Protection from evil.


Prof's wand fires again and the flying head staggers it's flight path; the creature is hanging on to it's existence in this world by a thread. Jer makes his tactical reposition. Zol continues to be inspiring even as he vomits and undresses. Ark dives headfirst into the combat and strikes the goblin with all his wrath. The goblin smiles and strikes back. All three weapons come swinging in at Ark with animal like fury; the longsword swings too high and does not even come close. However the silver dagger catches Ark in the middle of his abdomen and the handaxe strikes him in the back of the calf of his left leg. The flying heads continue to pursue. One continues to flank Ark and its clumsy attack misses. Prof also gets attacked by the flying head that was targeting Jer before the tactical retreat, the head swoops in but fails to sink it's teeth into Prof. The goblin's wounds begin to heal in front of your eyes!

attacks and such:

longsword attack on Ark: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit
handaxe on Ark: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 Hit

silver dagger damage: 1d4 + 1 ⇒ (1) + 1 = 2
handaxe: 1d6 + 1 ⇒ (2) + 1 = 3

flying head on Ark: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 Miss

flying head on Prof: 1d20 + 5 ⇒ (7) + 5 = 12

Ark that is 5 damage
Top of the order again.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(4 HP of flying head damage)

- Swift Action: 5-foot-step south
- Standard Action: "Freeze, dirtbag!" Magic Missile Damage on the Yellow Flying Head: 1d4 + 1 ⇒ (1) + 1 = 2
- Move Action: None

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 11/18

Zolarus attacks the goblin.

melee attack: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15
cold iron dmg: 1d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Maintains bard song as free action.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (5 rds)


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Three weapons! Arkus glares at the goblin as his wounds ooze blood, the crimson liquid flowing down freely but the half orc grins himself.

Attack 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 261d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11
AC 17, Protection from Evil on. Bonus from Inspire Courage. Have DR 1/--. Stupid Rolls.....


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick pulls out another bomb and tosses it at the nearest head, hoping for a solid hit this time.

Bomb: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 2d6 ⇒ (1, 3) = 4 + 3 Fire for a total of 7 damage

”Burns dun it?!” Jerrick gleefully taunts the creature.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(4 HP of flying head damage)

Any knowledge checks we can roll on the laughing misshaped goblin? Anything we can glean about it? Why is it medium sized? Why is it misshapen? Etc.


I will allow a difficult knowledge religion roll for info. I belive you guys have killed it already, or it is very close. Sorry for the delay, truck is in the shop and I have been doing lots of walking these last few days.

-Posted with Wayfinder

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Knowledge(Religion): 1d20 + 9 ⇒ (10) + 9 = 19


Prof fires more force missiles and finally destroys the flying head. Jer follows with a fiery explosion that makes sure the flying head does not get up. Zol's attack misses, the goblin parried the blow with his handaxe. Ark drives the spear deep into the goblin's gut, it roars with violence. The goblin swings wildly directing all his attacks at the halforc. His handaxe strikes Ark square in the chest, everyone can hear ribs crack and the hollow thud that would knock the air out of a lesser man, but the half orc still stands. The last flying head tries to bite Ark as he fights the warped goblin but misses.

odd is good: 1d2 ⇒ 1 Ark this saved your life

longsword attack on Ark: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 miss
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Miss
handaxe on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit

flying head on Ark: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 miss

handaxe: 1d6 + 1 ⇒ (6) + 1 = 7

Ark takes 7 damage

Ark you are at 1 hp because you are raging, the dice gods have decided to play with you

The group is up

again sorry for the delays, RL has been a busy week


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Giggling a little at the charred remains of the head, Jerrick runs up and stabs the next one with his dagger Dagger: 1d20 + 3 ⇒ (18) + 3 = 21 for slashing: 1d3 + 1 ⇒ (1) + 1 = 2.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Oh well Here goes nothing! Ark's last attempt!
Attack 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Protection from evil, raging, last round of bonus, DR 1/--

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- Move Action: Move north, behind Jerrick
- Standard Action: Magic Missile at Flying Head: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

HP 11/18

Zolarus heals Arkus with a cure light wounds spell while attempting to avoid slipping on vomit covered floor.

Clean up on dungeon aisle 2 please.

"Don't you going dying on me now. Finish him!"

Cast Defensively DC 17: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
CLW: 1d8 + 2 ⇒ (7) + 2 = 9

Woot! Maintains bard song as free action.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr); Sickened (4 rds)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Vrommz

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