Dungeon Master S's "The Forbidden Furnace of Forgotten Koor" [CORE] (Subtier 7-8) (Inactive)

Game Master Chris Marsh

TACTICAL MAP | Handout

Initiative Quickpost:

[dice=Amiri]d20+2[/dice]
[dice=Doubtful]d20+4[/dice]
[dice=Irizati]d20+7[/dice]
[dice=Merisiel]d20+9[/dice]
[dice=Thaeos]d20+1[/dice]
[dice=Theodore]d20+8[/dice]


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There is a pattern here, and it looks straightforward enough to figure out without much in the way of work. Doubtful does notice that the opening mechanism to the secret door seems to match the shape of the wedge in here.

Grand Lodge

female Rog 4 HP 33 | AC 19; Touch 15; FF 14 | F +4; R +9; W +3 | CMB +5; CMD 20 | Speed 30 ft | Init +6 | Perc +10 | Stealth: +11 Rogue 4

Merisiel gets out her lock picks again and tries the mechanism near the secret door.. "Let me see if this works."

disable device: 1d20 + 17 ⇒ (16) + 17 = 33

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

"Oh, if you're gonna do that let me help you." Vaguely remembering something between Merisiel and Thaeos before, he also states. "Pardon the touch, miss. Just on the shoulder blade."

Theodore touches Merisiel shoulder a little vigorously (Or just harder because he has to lean into it due to his state), delivering a Touch of Good.

+4 to that check.


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Merisiel, bolstered by Theodore, has no problem with the trap and the door...

Feeling confident that it's safe, she opens it, only to find a short curving secret hallway that ends in a plain door.

Map updated.

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful eyes the newly revealed passageway with suspicion, sure that it will lead somewhere awful as well.

He glances back at the others. "Since it's already open..." He offers.

Hmm.. open the southern door with the disk-key-thigme, or follow the now already open secret passage?

Oh, and is the secret passage floor blue for a reason?


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The blue is a holdover from the trap that Merisiel disabled.

Sovereign Court

LN Dwarf Monk 10 *Core*

Oh! I missed that there was a trap! I see it mentioned now.
But how does Doubtful get to grumble about them, if we don't set them off! =)

Doubful will (un)happily lead the way down the newly discovered passage, if folks want to go that way. Eying the door at the end suspiciously, before opening it up.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

(He will equally (un)happily put the disks in the locking mechanism on the other door, if we want to go that way! ... though I suppose we should check the secret passage first, in case that trap resets!

He'll even try to do either thing, as quietly as possible! Stealth: 1d20 + 8 ⇒ (14) + 8 = 22


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Doubtful finds nothing untoward about the door at the end of the secret hall. He does hear some gentle ripples of water on the other side...

Dark Archive

"The spell would take me several minutes to cast, but I can safely view the other side of that door before Doubtful opens it."

Will cast clairvoyance if no objections. Do we have any short term buffs that would expire?

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Go for it! I love divination spells. ;)

Sovereign Court

LN Dwarf Monk 10 *Core*

The dwarf will wait for Thaeos' divinations... though he knows its going to be something unpleasant.


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The party takes a moment for Thaeos to prepare and then he casts the spell...

Thaeos:

A foot of standing water covers the floor of this forty-bythirty- foot chamber. A marble pedestal stands in a recessed alcove on the south wall, on which rests a rune-encrusted iron lamp. The walls bear intricate mosaics of a terrible water genie tormenting the citizens of a lush river valley in various ways.

A pair of undine are the only inhabitants of the room. They sit facing one another in the center of the room, resting in the cool, still water covering the floor.

They seem to not have a care in the world at the moment.

Dark Archive

@GM: Do the double doors in our first room also open into the flooded room? And can I make any checks, Knowledge or otherwise, about what I see?

"The chamber is a little bigger than 30' x 30', and flooded in about a foot of water. There is a lamp--presumbably the lamp--on a marble pedestal in an alcove on the southern wall. The walls are decorated with mosaics of Moukadeem's crimes.

"Although, the artist seems to have represented them more as exploits, which is not a promising sign. And there are two undines meditating in the room, not just Zahra." This would be so much easier if Zahra weren't a Pathfinder. I'm going to have to use several precious scrolls now.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The doors do NOT open into that room. You see only a wall on that side. Also, the second isn't an undine. That's my bad. The other is a Marid.

Dark Archive

"S+%%, s$!+, s@@~! That second person isn't an undine, it's Moukadeem!"

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

"The lamp? And Moukadeem? Seems like a good time for some... magic." This is why I love divination. :)

Buffs:

  • Freedom of Movement on Theodore
  • Magic Circle against Evil on Theodore
  • Deathwatch on Theodore
  • Shield of Faith on Doubtful, Merisiel, and Irizati. +3 deflection bonus to AC
  • Just before going in, Theodore will use a charge off his Wand of Bless (+1 morale bonus to attack rolls and saves vs. fear)

"I also got this teleporty thingy I could use to get us all in."

Theodore could use 60 ft. (10 per person) of his Dimensional Hop ability to get everyone through the room, provided Thaeos gives a good description for Theodore. Would give us a leg up on Moukadeem by getting in the room quickly. Would love to do this if others agree.
;)

Dark Archive

"I suspect that the water will aid our enemies in some unknown way, and we should prepare for that. Myself, I am thinking about turning into an elemental and going invisible."

Other than haste and enlarge person, I don't have much in the way of buffs.

@GM: Would you allow me to cast spells in elemental form?


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I don't mind the buff and charge, someone just needs to pull the trigger when it's time. :-)

Dark Archive

Looks like I ninja'd you, so just want to make sure you saw my question.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Just want to wait for others who may want to buff or prepare too.

The Exchange

Baloo:
Animal Tiger 9 | AC 28 (35)| T 14 (17)| FF 23 (28)| HP: 31/68 | CMD 29 | Fort +9 | Ref +10 | Will +6* | Perception +6 scent|
Male Human Druid 9 | AC 24 (29)| T 12 (13)| FF 23 (27)| HP: 73/83 | CMD 24 | Fort +12 | Ref +8 | Will +13 | Init +7 | Perception +15

Irizati has no buffs to cast but when it is clear we are ready to open the door he will convert his Daylight spell to a Summon Nature's Ally 3.

small water elementals: 1d3 ⇒ 2

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Theodore will Bless the Elementals too and teleport them in too with his last 20 ft. of movement. Everyone is teleporting in! :)


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If your material components meld during the change to elemental form, I'd say no.

The Exchange

Baloo:
Animal Tiger 9 | AC 28 (35)| T 14 (17)| FF 23 (28)| HP: 31/68 | CMD 29 | Fort +9 | Ref +10 | Will +6* | Perception +6 scent|
Male Human Druid 9 | AC 24 (29)| T 12 (13)| FF 23 (27)| HP: 73/83 | CMD 24 | Fort +12 | Ref +8 | Will +13 | Init +7 | Perception +15

Irizati has Natural Spell. "You can also use any material components or focuses you possess, even if such items are melded within your current form"

Dark Archive

@GM: Is there anything to stop me from setting down my items, changing form, then picking them back up?

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful just frowns at all the spells flying around, sure none of them are going to help much.

"So she's gonna be crazy too then." He decides.

He pulls out a small wand and ponders something, before Theodore mentions teleporting everyone inside... at which point he sighs and puts it away again.

"Let's get it over with." He grumbles.

I'm ok with Theo's infiltration plan. =)

Merisiel's token disappeared from the map

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

We'd have to be next to the door I think for this to work. I put us in some semblance of order (and added appropriate tokens) to go into the next room. Work for everyone?

Thaeos, not sure if you want to exclude Theodore or yourself from your Haste, but Theodore would basically just use the AC bonus and Reflex Save part of it.


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After consulting other experts, I'm going with sure, you can drop it and pick it up. It'll just count as a round in the buff cycle. So PFS for Gen Con, just hit, so if someone can make a singular prep post and then pull the trigger, I'll execute.

Dark Archive

Round 1: Theodore (freedom of movement)
Round 2: Theodore (magic circle against evil)
Round 3: Theodore (deathwatch)
Round 4: Thaeos (invisibility), Theodore (shield of faith)
Round 5: Thaeos (blur), Theodore (shield of faith)
Round 6: Thaeos (blur), Theodore (shield of faith)
Round 7: Irizati (summon nature's ally III), Thaeos (haste), Theodore (bless)

Notes: I changed my mind, and am just going to stay in the hallway instead of protecting against the water. Used a few scrolls, blur on Amiri & Doubtful, and invisiblity on Merisiel. Excluding myself from haste. If Irizati needs a top off on mage armor, I'll do that on round 3.


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Dungeon Master S wrote:
The doors do NOT open into that room. You see only a wall on that side. Also, the second isn't an undine. That's my bad. The other is a Marid.

Thaeos knows from his scrying that the double doors are, in fact, fake and that it's a wall on the other side.

You guys might want to reposition yourselves. Once placed I'll update the map.

Grand Lodge

female Rog 4 HP 33 | AC 19; Touch 15; FF 14 | F +4; R +9; W +3 | CMB +5; CMD 20 | Speed 30 ft | Init +6 | Perc +10 | Stealth: +11 Rogue 4

"Everyone ready? Merisiel grips her rapier.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

If the wall is more than 5 ft. thick or more, then Theodore's teleportation trick won't work. He can only get all 8 of them 10 ft. I'm assuming we would have known this before deciding upon this plan. :p (It takes an amount of movement per character equal to how far they are being taken, and Theodore has a total of 80, so I was banking on just 10 ft per person)

Sovereign Court

LN Dwarf Monk 10 *Core*

I think we're positioned already GM. Just shift everyone to the right 2 squares once Theo's teleporty thing goes off.
Well, assuming the clairvoyance indicated a room there...

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Tried to make my intentions on teleportation clear on the map. I think we're ready to teleport. Let me know if it works. :)


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With the party ready, they make good on their mission.

The lack of explosions from the room before prevented the pair inside from realizing anyone was coming until they all teleport into the room. When they see the Pathfinders, they're startled... and furious.

"INTERLOPERS!" they say in insane unity. The male looks utterly insane, the woman not much less. She matches the description given to you for Zahra.

Baddies: 1d20 + 8 ⇒ (15) + 8 = 23
Amiri: 1d20 + 2 ⇒ (3) + 2 = 5
Doubtful: 1d20 + 4 ⇒ (3) + 4 = 7
Irizati: 1d20 + 7 ⇒ (4) + 7 = 11
Merisiel: 1d20 + 9 ⇒ (2) + 9 = 11
Thaeos: 1d20 + 1 ⇒ (18) + 1 = 19
Theodore: 1d20 + 8 ⇒ (5) + 8 = 13


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Surprise Round:
Thaeos: Go
Theodore: Go
Irizati: Go
Merisiel: Go
Doubtful: Go
Amiri: Go

Round 1:
Baddies: TBD
Thaeos: TBD
Theodore: TBD
Irizati: TBD
Merisiel: TBD
Doubtful: TBD
Amiri: TBD

The Exchange

Baloo:
Animal Tiger 9 | AC 28 (35)| T 14 (17)| FF 23 (28)| HP: 31/68 | CMD 29 | Fort +9 | Ref +10 | Will +6* | Perception +6 scent|
Male Human Druid 9 | AC 24 (29)| T 12 (13)| FF 23 (27)| HP: 73/83 | CMD 24 | Fort +12 | Ref +8 | Will +13 | Init +7 | Perception +15

Big black cover is still on the map.I'll assume the enemies are all at least within 30 feet of us.

Irizati
Carpet moves over the male and Irizati attempts to grab him.

Grab vs flatfooted male including (bless), (Haste): 1d20 + 11 + 1 + 1 ⇒ (17) + 11 + 1 + 1 = 30

Not having any specific orders the augmented small water elementals will go after the same target as Irizati.

Attacks include Bless, Haste, Water Mastery, Power attack.
Elemental #1
slam: 1d20 + 7 + 1 + 1 + 1 - 1 ⇒ (18) + 7 + 1 + 1 + 1 - 1 = 27 for dmg: 1d6 + 6 + 1 + 3 ⇒ (4) + 6 + 1 + 3 = 14

Elemental #2
slam: 1d20 + 7 + 1 + 1 + 1 - 1 ⇒ (17) + 7 + 1 + 1 + 1 - 1 = 26 for dmg: 1d6 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15

Elementals are AC 17 T 11 FF 17, HP 17

Sovereign Court

LN Dwarf Monk 10 *Core*

As the teleporter, not sure Theo will get to go in the surprise round? Unsure how his little hop ability works.
Also, can we uncover the map to see where we are?

Is the water on the floor you mentioned, impeding movement in any way?

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

OK, major error made on my part. Not sure if you want to backtrack, reposition, or run with it. The teleport ability is line of sight only.

Dimensional Hop wrote:
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

MUCH apologies. As well, if we don't backtrack, I'm OK losing the turn as the teleporter.

Sovereign Court

LN Dwarf Monk 10 *Core*

We could walk in easily enough, with haste, it'd probably work out about the same?

Dark Archive

Either way, I don't want to rush into the room, and will stay in the hallway by the real door.


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Map is updated. I've guessed at marching order. Irizati, just remember in the surprise round you only get a standard.

Surprise Round:
Thaeos: Go
Theodore: Go
Irizati: Go
Merisiel: Go
Doubtful: Go
Amiri: Go

Round 1:
Baddies: TBD
Thaeos: TBD
Theodore: TBD
Irizati: TBD
Merisiel: TBD
Doubtful: TBD
Amiri: TBD

Dark Archive

Delay until just after Amiri.

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful hurries forward taking short splashing leaps, spending more time over the water then in it as he moves. He moves in and tries to skirt past the large genie... heading towards the errant Pathfinder on the far side.

Unfortunately, I don't think Haste gains me any movement over my regular 40' movement rate.)
So just a single 40' move to the far side of the marid.

If he has Combat Reflexes, Doubtful's AC vs any AoO's will be 33 (Due to Mobility) with a 20% miss chance (due to Blur)

The Exchange

Baloo:
Animal Tiger 9 | AC 28 (35)| T 14 (17)| FF 23 (28)| HP: 31/68 | CMD 29 | Fort +9 | Ref +10 | Will +6* | Perception +6 scent|
Male Human Druid 9 | AC 24 (29)| T 12 (13)| FF 23 (27)| HP: 73/83 | CMD 24 | Fort +12 | Ref +8 | Will +13 | Init +7 | Perception +15

Thanks to Haste the elementals reach the water in a single move.

Irizati prefers the magic carpet ride so Haste won't help there. But he still manages to get into a flank with Doubtful. No mobility so AC is only 24 if he has combat reflexes.

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Move Action
Theodore begins moving towards the beast, but grabs hold of Merisiel instead. "Let's get you into position, Merisiel."

He uses Dimensional Hop (Correctly this time) to teleport Merisiel and himself 25 ft. away (So 50 ft. used).

Remember your buffs for attacking!: Haste and Bless!

Silver Crusade

Gnome Cleric of Cayden Cailean 10 (CORE) | HP 82/82^ | AC 23 | T 13 | FF 21 | CMD 18 | F +14^ | R +10 | W +17 | +2 vs. illusion, +1 vs. poison/disease | Init +8 | Perc +7 (Low-Light) | Sense Motive +11 | Agile Feet 8/8 | Channel 2/9 | Touch of Good 7/8 | Dimensional Hop 20 ft./100 ft. | Holy Lance 1/1 | Beneficent Touch 1/1 | Reroll 0/1 | Active Spells: Death Ward, Extended Longstrider - 3 con damage^, Five negative level (#) (Death Ward)

Bot for Amiri, if needed.

Move Action
Amiri steps over behind the Undine, cornering her from getting away in case she decides to betray the party.

She would also provoke from the Marid.


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With the element of surprise the party rushes into the room like a wave of their own!

Doubtful leads the way though the marid is quick enough to try to stab him with his trident! AoO: 1d20 + 18 ⇒ (17) + 18 = 35 Blur: 1d100 ⇒ 1 but the blurry dwarf is too quick!

Irizati also tests the marid's defenses AoO: 1d20 + 18 ⇒ (20) + 18 = 38 THREAT AoO Confirm: 1d20 + 18 ⇒ (7) + 18 = 25 and stabs the druid in the chest for DMG: 4d6 + 18 ⇒ (3, 3, 4, 5) + 18 = 33

Theodore hoping to finally overwhelm the marid finds a trident stab coming his way! AoO: 1d20 + 18 ⇒ (7) + 18 = 25 and he too feels the stab! DMG: 2d6 + 9 ⇒ (6, 5) + 9 = 20

Finally comes Amiri, and STILL the marid is ready. AoO: 1d20 + 18 ⇒ (10) + 18 = 28 and he too feels the stab! DMG: 2d6 + 9 ⇒ (1, 2) + 9 = 12

Zahra yells triumphantly, "FOOL! you cannot stop Moukadeem!"

Surprise Round:
Thaeos: Go
Theodore: Close
Irizati: Close, but hit
Merisiel: Go
Doubtful: Like the wind
Amiri: move!

Round 1:
Baddies: TBD
Thaeos: TBD
Theodore: TBD
Irizati: TBD
Merisiel: TBD
Doubtful: TBD
Amiri: TBD

Grand Lodge

female Rog 4 HP 33 | AC 19; Touch 15; FF 14 | F +4; R +9; W +3 | CMB +5; CMD 20 | Speed 30 ft | Init +6 | Perc +10 | Stealth: +11 Rogue 4

Merisiel of many daggers tumbles around to get in flank with the creatures.

"Lets see if this works!"

acrobatics: 1d20 + 20 ⇒ (11) + 20 = 31

move in surprise and posting ahead for round 1 if that's ok

attack: 1d20 + 13 ⇒ (1) + 13 = 14

damage: 1d6 + 3 ⇒ (1) + 3 = 4

sneak: 4d6 ⇒ (3, 1, 2, 6) = 12


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Merisiel bounds in, though the marid is already stretched to his limit.

Surprise Round:
Theodore: Close
Irizati: Close, but hit
Merisiel: Move
Doubtful: Like the wind
Amiri: move!
Thaeos: Go
Round 1:
Baddies: TBD
Thaeos: TBD
Theodore: TBD
Irizati: TBD
Merisiel: Will Attack
Doubtful: TBD
Amiri: TBD

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