Dungeon Playtest. (Inactive)

Game Master Chyrone

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Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

1d20 + 10 ⇒ (5) + 10 = 15
The mouther wasn't expecting a snowball, and is staggered from sudden impact.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"Gerroffmeh!" shouted a disgusted Grog who tries his darnedest to get out if the slavering monster's embrace.
CMD - exit grapple: 1d20 + 11 ⇒ (14) + 11 = 25


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Carlaya breathes heavily as weariness saps her of her strength. "Damn it, my aim's so going to be off."

Comp longbow, PBS, Fatigued, MS: 1d20 + 11 ⇒ (1) + 11 = 122d8 + 8 ⇒ (2, 3) + 8 = 13
Comp longbow, PBS, Fatigued: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (4) + 4 = 8

"Yep. Sorry Grog, hang in there!" She shouts as the arrows sail wide.

AcroRagsbics: 1d20 + 6 ⇒ (10) + 6 = 16


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Old Grog manages to get himself free from the mouther's maw, and as he does, Carlaya's 2nd Arrow hits its target.
-----------------
Gibbering mouther (-53) makes another bite attack.

Bite: 1d20 + 9 ⇒ (16) + 9 = 25 1d4 + 2 ⇒ (2) + 2 = 4
Grab?: 1d20 + 9 ⇒ (4) + 9 = 13
It can't get a hold of him.
------------------
Charis


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Realizing her whip won't do much, she fires a single silver arrow from her bow.

Shortbow +1, Luck, Heroism, Poison: 1d20 + 8 + 3 + 2 - 1 ⇒ (2) + 8 + 3 + 2 - 1 = 14
Damage: 1d8 + 1 + 3 ⇒ (3) + 1 + 3 = 7

And it goes off to the side...


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

That it does...

Charis' Arrow flies past the gibbering mouther.
===========================

Far out, round 4

Ed Earl & Renee
Carlaya & Zira
Old Grog
----------
Gibbering mouther (-53)
----------
Charis


he/him

"Now then, where was I?" Ed prepares his blade. "Ah yes, TASTE STEEL, FIEND!"

Melee (Power Attack, Vital Strike) +1 greatsword: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 4d6 + 14 ⇒ (1, 6, 5, 4) + 14 = 30


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The mouther flexes its body, and Ed Earl's sword fails to hit it.

Is it just him, or did the thing mock him, as a strange gutteral sound comes from its throat.

Renee
Carlaya & Zira
Old Grog
----------
Gibbering mouther (-53)
----------
Charis

Come on, no need to let it full attack poor Old Grog again.


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

BTW, correct damage for snowball would've been 5d6 +15. If Zira had a full-round action to cast it intensified, it would have been 10d6 +30

"Hold on, mes amies! I am sure le monstre will be dead soon!"

With those words, Renee fires a couple more of blunt-headed arrows at the gibbering mouther.

Longbow, DA, RS, Judgement, CS: 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (2) + 11 - 2 - 2 + 2 + 1 = 12
Damage, DA: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Longbow, DA, RS, Judgement, CS: 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (18) + 11 - 2 - 2 + 2 + 1 = 28
Damage, DA: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The mouther is hit for the finishing touch, and with a gutteral noise, it drops onto the ground...

Combat over.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Finally." Charis puts her weapons away. "You alright, Grog? I got my wand if you need more help."

With the immediate threat gone, The Maiden checks for any type of exit.

Perception, Wis: 1d20 + 13 + 2 - 1 ⇒ (2) + 13 + 2 - 1 = 16
Disable Device, Heroism, Poison: 1d20 + 12 + 2 - 1 ⇒ (13) + 12 + 2 - 1 = 26
+3 vs traps
Stealth, Heroism, Poison: 1d20 + 8 + 2 - 1 ⇒ (7) + 8 + 2 - 1 = 16


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Charis doesn't find a way off this blasted floating rock.

Surely there are other means...


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"Dunno. Ugh I Need a bath." muttered Grog. It was bad if even he thought a bath was required!

Erm wonder what happens if we just jump?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Only one way to find out. ;)
Yet i'm missing something that most casters would do in a deserted or quiet room. On a con game it was done on every occasion. ^^


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he/him

"Well, let's find some magic. There's always magic."

Zira scans around the area, using read magic to look for auras.

Spellcraft: 1d20 + 12 ⇒ (9) + 12 = 21

Ed Earl shrugs.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Hmhm.

Zira finds a strong trace of conjuration magic in the area.
It is coming from the space beneath the floating rocks, but also from the center sigil.

The traces are unclear for a single spell, but the nearest hunch she has, is teleportation magics from both.


he/him

"Let's try to use the center sigil, here. Maybe it will teleport us deeper in." Zira inspects the sigil closely. "When you're all ready..."

Ed Earl and the Maiden hold hands with Zira and approach the center, waiting for everyone else to join up before approaching it.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Like this? :)

The team decides to jointly step into the sigil.
The travel is, contrary to the previous one, without side effects.

You find yourselves standing in a circular room, with two corridors through archways. Each archway is like an open maw, with unnatural serrated decorations lining the inner edge.

One way looks more inviting, with dimly burning torches on the wall, while the other one is dark.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Come now, you guys aren't afraid to go down one of these corridors, are you? :)


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Did you update the map? I still see the battleground with the mouther.

"May as well head towards the darkness. Ed, hold this rock." She hands him lit up rock. She peers down the darkened corridor.

Perception, Wis: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27
Disable Device, Heroism, Poison: 1d20 + 12 + 2 - 1 ⇒ (8) + 12 + 2 - 1 = 21
+3 vs traps
Stealth, Heroism, Poison: 1d20 + 8 + 2 - 1 ⇒ (6) + 8 + 2 - 1 = 15


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Grog fortifies himself with a quick sip from his flask and peers around suspiciously. He tries to assist The Maiden in her search although he prefers to let her do the actual sneeking.

Feeling bone ware he grouses, "Gonna need a wee nap afore long."

Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Survival: Any tracks?: 1d20 + 13 ⇒ (11) + 13 = 24


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Charis, a willsave if you please. :)
Edit: Grog as well.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Will Save, Heroism, Tentacles: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

The Maiden steels her mind against... well, she's not sure.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Sorry meant to post yesterday.
Grog's mind turns out to be as impenetrable as rock.
Will save: 1d20 + 4 ⇒ (19) + 4 = 23+3 vs spells & spell like abilities, +2 vs mind affecting.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Both Charis and Old Grog head a bit down the corridor, which seems to narrow down to 5 feet. They are none the wiser, about the subtle energies, that were placed to keep people away.

Anyone else coming along, or are the others staying put or going down the other corridor?


he/him

"Wait for us! We shouldn't get separated again." Ed Earl runs in after the duo. Zira shrugs and follows.

Ed Earl's Will Save: 1d20 + 3 ⇒ (2) + 3 = 5 Add +4 if this is a fear effect
Zira's Will Save: 1d20 + 6 ⇒ (3) + 6 = 9


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

X) pff...

Both Ed Earl and Zira make motion to follow, but...

Ed Earl: "On the other hand.....you two probably have this covered.
We can wait, check up on this room in the meantime."

Zira: "Mr. Bigsword's got a point. Besides, the other passage looks much more inviting."

Carlaya & Renee, what are your plans?"


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Yeah, those were some bad rolls. Can the Maiden make a Sense Motive check to see if they are compelled? I'm not sure if it's 1 or 2 SM rolls.

SM vs Ed Earl: 1d20 + 6 + 2 - 1 ⇒ (13) + 6 + 2 - 1 = 20
SM vs Zira: 1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 26

Pfft, now I roll well


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Carlaya trudges along towards the others.

Will save: 1d20 + 3 ⇒ (18) + 3 = 21
Will Rags: 1d20 + 3 ⇒ (8) + 3 = 11


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

It strikes Charis quite odd, that the duo abrubtly decides to skip following.
She knows compulsion spells can do this, and she has a hunch it might be the case.

Carlaya's unaffected, but rags isn't coming along, and merely looks around, his tongue in and out.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Are you guys coming, or...?" Charis pauses for a moment. "Dammit, some kind of magic is compelling them not to enter."

"Grog, Carlaya- you want to move on, maybe we can see if we can turn off the source of the compulsion? Obviously this is the right way."


Male N Half-orc Inquisitor 7 | HP: 59/59 | AC: 19 (14 Tch,15 Fl) | CMB: +7, CMD: 22 | F: +9, R: +9, W: +9 | Init: +9 | Perc: +12, SM: +9 | Speed 30ft | Bane 6/7; Judgement 2/3, Spells lvl1: 4/5 lvl2: 3/4 lvl3: 1/1; CLW wand 42/50 | Active conditions: See invisibility, Divine favor

Sorry, paizo.com has been refusing me lately...

"Ah, oui.. I have no interest in staying in this place alone..." Renee says, and follows the other into the corridor.

Will save: 1d20 + 9 ⇒ (3) + 9 = 12

But then, just as he is about to leave, he changes his mind. "Well, if Zira and Ed Earl are staying here, perhaps it's best I keep them company"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9
Charis wrote:
Obviously this is the right way

Or is it?

*Raised eyebrow*
---------
I made a crude map, sorry for the low graphics. :)

With their perceptions, the trio comes around the corner, Grog leading up front. They notice a subtle anomaly on the ground, 10 feet long.
Area marked by red border.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Let's see what's around here... Is this magical?" The Maiden takes the opportunity to cast detect magic and identify its properties.

Spellcraft: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
"If this is a trap, maybe I can disable it."

Disable Device, Heroism, Poison: 1d20 + 12 + 2 - 1 ⇒ (18) + 12 + 2 - 1 = 31 Add +3 if this is a trap


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

No magic radiates from the area. Yet, Charis determines it likely to be a pressure plate, but she finds no space to tinker with it.

Carefully following the lines as she observes, of all things, there is a tiny button across the area.

These cultists are evil, aren't they.
==> Btw, i found one of the maps again :)


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

So I can't disable that with the 34? Yikes, that's one good trap.

"Unless you can leap or hover across pits, stepping on here will do something real nasty." The Maiden stands up. "I might be able to leap over that, but I don't know about you guys. Our best bet is to double back and travel through the bright corridor. At least we'll all be together."

I don't have enough room for a running start, so I assume we need a DC 20 Acrobatics to make the 10 foot jump. I have +13 right now so I could take 10, but I don't think Grog or Carlaya can make the jump reliably.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

"Ken ye set it off from a distance so we know what we're dealing with 'ere?" asks Grog between long pulls from his seemingly inexhaustible supply of beer and booze.

Grog actually has +11 acrobatics if he takes the armor off. He probably won't be too keen about doing that mind you. Also should we think about resting? He can't rage when fatigued.


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Good point..." The Maiden uses her whip to try to hit the button.

I have +10 to hit the button at 15 feet away. No 10 foot poles, though!


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

If Charis fails with her whip, Carlaya will fire arrows until one finally does hit. "Hey Rags, what was with the moon face back there? Snap out of it."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

....:)

See you in the morning, good night.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ahem, and now we continue with the fancy button.

Charis misses the tiny thing a couple of times, but manages to hit the tiny button with enough force.

A clear *Click*, and through a hatch above, a black semi-liquid mass drops down onto the floor. Thankfully it wasn't on top of someone's head. It moves though.

Kn. Dungeoneering 16:

A roiling oil....

Ooze!!! Sh1te!!


Ask an extra question about it for every +5 you beat the DC.
=======================
Init:

Carlaya: 1d20 + 6 ⇒ (6) + 6 = 12
Charis: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
Old Grog: 1d20 + 1 ⇒ (14) + 1 = 15

Ooze: 1d20 - 5 ⇒ (18) - 5 = 13

Ooze! Round 1

Old Grog
---------------
Ooze
---------------
Carlaya
Charis


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

Bardic Knowledge, Heroism: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

"Uh...what is that? Should we back up to our allies?"


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

Kn. Dungeoneering: 1d20 + 5 ⇒ (17) + 5 = 22

"It's a... boiling ooze?" Carlaya looks at it cautiously.

Any vulnerabilities?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Carlaya:

Preferred weapon types: S


Female half-elf ranger 7 | HP: 60/60 | AC: 22 / T: 15 / FF: 17 | Fort: +7, Ref: +9, Will: +3 | CMB: +9, CMD: 24 | Init: +6, Perception: +13 | Conditions: None

"Ah, I think I've seen Rags eating something like this ooze before. Well, maybe not the boiling variety. Slashing weapons, or in his case, teeth, seem to be most effective," Carlaya notes.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Seeing the disgusting thing glooping towards them Grog warns, "Back up! We cannae fight it in here! Nae room ta swing a cat."

He moves back into the larger room. I notice Grog is quite badly injured to. We really should have rested ;) His major class features are locked out.

Grog hears the warning about using slashing weapons and he mutters, "Oh aye?" It's not on his sheet because that was made in a hurry, but would you mind if he has a mundane Dwarven Waraxe? It wouldn't bring him over the wbl requirements.

If Yes:
Grog drops his hammer and reaches into his pack and pulls his waraxe out.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I don't mind, but What does mundane do, i know the definition of the word itself, but in relation here, is it a power boost or something?

Old Grog drops his hammer and grabs his axe, as Carlaya recommends slashing weapons.
----------------
The ooze makes a slam attack against Charis.
Slam: 1d20 + 15 ⇒ (14) + 15 = 29Impact: 3d6 + 15 ⇒ (4, 2, 6) + 15 = 27
The blow sets her reeling to regain her footing.
Moreover, the impact leaves a foul smelling, gut twisting substance on her chest.

Fort roll DC 19 please, or you are nauseated for 1d4 + 1 ⇒ (4) + 1 = 5 rounds.
If you pass, you are nauseated for 1 round only.

-----------------
Carlaya
Charis


Major Image | Heroism on Carlaya HP 4/47 | AC 19 (T 14 FF 16 Uncanny Dodge) | Saves 6/9/7 | Init 3 | Perception 11 | Spells -/4/0/0 | 1 Negative Level | Heroism | -3 Wis | Disguise Self | Archaeologist’s Luck 4/7 |

"Yeah, let's back up- OW"
Fort Save: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

"Gods, that stinks..." Charis coughs as she retreats, unable to do much else.


HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13
Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

It means ordinary, boring, non-enchanted axe. Made of regular carbon steel.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

As Charis makes a withdraw, the ooze makes another slam.
Yes, the bugger has reach.

Slam: 1d20 + 15 ⇒ (14) + 15 = 29Impact: 3d6 + 15 ⇒ (2, 4, 4) + 15 = 25
Again it hits her, and more gut twisting substance is upon her.
Fort roll again please.
New nauseated if worse: 1d4 + 1 ⇒ (3) + 1 = 4
She staggers towards the others.
Disabled.

Carlaya

After she takes her turn, the others will join combat.

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