GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

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Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan winces as the Tengu strike him, repeating his earlier complaint, "Blasted cowardly rooks!", as Ingrid's healing energies flow through him. He snarls at the birds and the fact that he seems to be trapped between them, then swings at them with his axe, realizing he has little option.

Kilthan draws his axe (move) and power attacks...

Dwarven Waraxe (PA): 1d20 + 5 ⇒ (6) + 5 = 11 ...and misses.

Status: 24/31 hp, AC 19/12/17 (Adaptation)


GM Blood:

Will Save #9 1d20 + 2 ⇒ (7) + 2 = 9

The tengu falls asleep while Aarakess moves past the tengu with the bow. You rolled exactly what you needed to get past the tengu with acrobatics. The DC would have been 2 higher with both up so good thing he failed!

Tohall and Kilthan attempt to return attacks and fail.

Justin and Dryn'taka are up Ingrid I am going to delay you until Justin presumably moves so you can reach Kilthan with that clw


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, Kilthan should be able to move back into Justin's spot and avoid the flanking rather than having Ingrid move forward. Assuming Justin moves that is.

Wow - these guys have pretty high CMD.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 1

Stats:

HP 28/28
AC 16 FF15 T13 CMD16
F/R/W 5/6/1
Bombs 4/7
Effects
None

"No good stupid devil birds coming out of the walls and all hiding like!" Dryn throws a bomb overhead, striking the wall behind the tengu. "You better run back to your hidey hole, big birdie!"

Standard to place bomb at intersection NW of tengu's square. Tengu will take 7 fire damage, DC 15 Reflex for half.

Bomb, PBS: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage, PBS: 2d6 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12


Dryn so is the bomb doing damage to that one or just the splash damage to it?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just splash. Not sure why I even rolled straight damage. I used the targeting an intersection rule instead of direct targeting.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Are you attacking the sleeping Tengu for a reason?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Didn't make it clear, sorry. The one two squares west of Dryn's position.
EDIT: Doh, they have numbers on them. # 10


GM Blood:

Reflex Save 1d20 + 6 ⇒ (5) + 6 = 11

I knew which one you meant, I was only confused on the splash and rolled damage. Thanks for clearing it up!

Dryn throws a mixture at the tengu and it seems surprised to see it thrown behind him and takes the full splash damage.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin moves just south of the prone bird-creature and swings at him with as much force as he can muster.

PA hit greataxe/damage: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 271d12 + 9 ⇒ (10) + 9 = 19

Undamaged, conditions=none


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin eyes the tengu with the bow and speaks with little emotion.

"You're next unless you drop that bow and surrender."


I've moved Kilthan with a 5' step, hopefully he is ok with that. It wasn't really in initiative order, but with pbp it gets hard to communicate and co-ordinate between players.

Kilthan steps over and gets healed after Justin moves over to kill the sleeping tengu. The other tengu trills and the two tengus by Kilthan react. First the Tengu to the south attacks Kilthan

Dagger #8 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Bite #8 1d20 - 1 ⇒ (20) - 1 = 19 *Hit not confirmed*
Damage 1d3 ⇒ 3

The other Tengu moves north, and suddenly the wall opens behind Aarakess giving the other one flank. That tengu drops his bow, draws his dagger and attacks Aarakess. After he does that he steps back and looks at Justin with an evil bird grin and the secret wall closes, blocking him off from that combat.

Dagger #11 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1d4 + 1 ⇒ (2) + 1 = 3

The Tengu attacking Tohall.

Dagger #10 1d20 + 4 ⇒ (1) + 4 = 5
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Bite #10 1d20 - 1 ⇒ (17) - 1 = 16
Damage 1d3 ⇒ 1

Confirm Bite on Kilthan

Bite #8 1d20 - 1 ⇒ (19) - 1 = 18
Damage 1d3 ⇒ 2

Round 2

Initiative Order - Tengu, Justin, Ingrid, Dryn'taka, Kilthan, Tohall, Aarakess

Tengu Stats AC 18 T 15 FF 15


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Round 2
Perception: 1d20 + 10 ⇒ (14) + 10 = 24 <-- How did he close the door?
Does opening and closing these doors not require any action or draw an AoO? I assume that the drawing of the weapon was a move action as the Tengu did not itself move. And the attack was a standard action. It then did a 5-foot move which leaves only free actions or swift actions for opening/closing the door.

Being rather concerned about her current predicament, Aarakess causes the Tengu who stepped away from her to realize that the nice dark corner that he is in is perfect for a nap.

Standard Action: Slumber Hex - DC15 Will or asleep for 3 rounds.

If the Tengu drops asleep, Aarakess will 5-foot move into the space with the Tengu and open the door just as he closed it.

If the Tengu resists the hex, she will move past Tengu #7 using acrobatics.


Good question Aarakess! They are secret doors, so without actually finding them first with a perception check you cannot open/close them. (and your 24 isn't good enough to actually find the secret door) For the tengus, the doors seem to open and close at their will. Give me a Knowledge (arcana) and (religion).

GM Blood:

Will Save 1d20 + 2 ⇒ (17) + 2 = 19

The tengu resists your hex. Feel free to roll your acrobatics check. (DC 22 at half speed)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess once again seeks to move past one of the deceptive Tengus.
Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23

Move past #7 and then two left and one south - this should put me 1 square into the passage leading to #10. I think I can move 20' total, half speed for the first two squares, full speed for the second two.

Knowledge(arcana): 1d20 + 9 ⇒ (15) + 9 = 24 <-- Religion would be +5 for 19 total


I need both arcana and religion, I will roll for you

Knowledge (religion) 1d20 + 5 ⇒ (20) + 5 = 25

Aarakess:

In your research before you have heard of such things. A worshiper of their faith can find the doors automatically, the door is obvious to the faithful. They would hear whispers in a strange tongue that pulls their attention to them. A worshiper of their faith can cause them to open or close by willing it.

In mechanics, they can open any one of these secret doors as a free action every round. For Nonbelievers it takes a perception check to find and a move action to open/close.

Aarakess, acrobatics doesn't really say if you move half only when going through an enemies square or during your move action. I have always done it as your move action is 1/2 so you can move 15'


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin directs the cleric of Erastil and Dryn to take a few steps back so he can face off with the Tengu blocking the intersection.
Delay so that Justing can move 10' left, and Dryn and Tohall each perform a 5' step right.
PA gaxe/damage: 1d20 + 7 + 1 - 1 ⇒ (16) + 7 + 1 - 1 = 231d12 + 9 ⇒ (9) + 9 = 18

Once again a mighty swing of the greataxe goes through bird bones that were more built for flight than absorbing damage.

Conditions none, undamaged

"Aarakess, don't stray to far. As long as we can mutually support each other, we can withstand these door tricks."


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 2

Stats:

HP 28/28
AC 16 FF15 T13 CMD16
F/R/W 5/6/1
Bombs 4/7
Effects
None

Dryn pulls out her morningstar, preparing to switch spots with Justin, then takes a swing at the birdman, missing. "C'mon, Tohall, let's knock out birdie here!"

So looks like delaying until Tohall/Justin both go, then 5' step right, draw morningstar as a move, standard to thwack Tengu11.

Thwack: 1d20 + 3 ⇒ (13) + 3 = 16
Thud: 1d8 + 1 ⇒ (7) + 1 = 8


Remember Tengu #11 is behind a wall and cannot be seen or gotten to by those to the south. Will wait to see if Tohall is fine with the shifting.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Doh, yea, reading fail. Instead I'll search for the doorway, which makes that 13 a 19. Unless you want me to reroll.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

With Dryn's encouragement Tohall flashes a smile at the woman and then turns and strikes out at the birdman as he lets out a bit of a cry/shout of effort trying to slam the assassin back.

Attack with Light Mace 1d20 + 3 ⇒ (7) + 3 = 10 (missing again, *sigh*)

Status:
HP: 21/21 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Longbow (Str +1) +5 (1d8+1)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) Bless, bless©, protection from evil(d)
(2nd level, DC 16) protection freom evil (communal), Bull's Strength©, Align Weapon(d)
Channel Energy (2d6, DC 13) 3 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid whips the bird.

Atk: 1d20 + 4 ⇒ (18) + 4 = 22
Dam: 1d4 + 2 ⇒ (1) + 2 = 3


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan snarls and lashes out at the Tengu with a powerful blow from his axe, his mounting frustration clear.

Waraxe (PA): 1d20 + 5 ⇒ (11) + 5 = 16 Wooosh.

Status: 21/31 hp, AC 19/12/17 (Adaptation)


Tengu #7 attempts to roll past Aarakess

1d20 + 8 ⇒ (4) + 8 = 12 DC 19 *Provokes AoO*

Having failed he tries again

1d20 + 8 ⇒ (5) + 8 = 13 DC 19 *Provokes AoO*

Tengu #11 comes out ready to attack you but sees the other tengu unable to get past you and starts chewing him out in their bird language

Tengu #8 vs Kilthan

Dagger 1d20 + 4 ⇒ (11) + 4 = 15
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Bite 1d20 - 1 ⇒ (12) - 1 = 11
Damage 1d3 ⇒ 2

Teng #10 vs Tohall

Dagger 1d20 + 4 ⇒ (18) + 4 = 22 *Hit*
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Bite 1d20 - 1 ⇒ (20) - 1 = 19 *hit not confirmed*
Damage 1d3 ⇒ 2

Confirm Bite 1d20 - 1 ⇒ (9) - 1 = 8
Extra Damage 1d3 ⇒ 2


Round 3

Initiative Order - Tengu, Justin (Delay), Ingrid, Dryn'taka (Delay), Kilthan, Tohall, Aarakess

Tengu Stats AC 18 T 15 FF 15


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid whips the bird again

Atk: 1d20 + 4 ⇒ (20) + 4 = 24
Dam: 1d4 + 2 ⇒ (1) + 2 = 3

Crit_Atk: 1d20 + 4 ⇒ (16) + 4 = 20
Crit_Dam: 1d4 + 2 ⇒ (1) + 2 = 3


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan smiles as the Tengu's attacks bounce off his armour and bring the bird slightly off-balance, and strikes at the bird-man, finally connecting. "About time, you cursed rook."

Waraxe (PA): 1d20 + 5 ⇒ (16) + 5 = 21 for 1d10 + 4 ⇒ (3) + 4 = 7

Status: 21/31 hp, AC 19/12/17 (Adaptation)


Ingrid and Kilthan combine for two wicked blows severly injuring the tengu.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin is upset. "Tohall, what are you doing on the front lines? I want in. I told you to make way."

Justin will delay again hoping to get to hit the tengu with his axe.
I think we should have the fighters in melee.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess jabs at the bird as it attempts to roll past her.

AoO-Rapier: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 ⇒ 1

Catching the bird on its shoulder, but not doing much more than a scratch.

Round 3
Unless something changes:

Aarakess attempts to withdraw from the birdmen and takes off down the hall. Seeing the Tengu fighting Tohall, she attempts to cartwheel past him.

Full-Round Action: Withdraw to space south of Tengu #10.

Acrobatics(to pass #10): 1d20 + 4 ⇒ (17) + 4 = 21

Withdraw give me a double move - 60', but the acrobatics is 1/2 speed. So I have only move 30' to the square south to #10. If I can move farther, I will.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Round 3

Tohall winces as he takes the dagger into some of his fleshy bits, Theman peers back at the lizard and says "All yours then Justin." As the man is moving he asks, "Please, watch out for the bow on the ground?"

Withdraw action to Justin's spot if Justin moves to Tohall's


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 3 - Conditions none, uninjured

Justin takes Tohall's spot and swings with his greataxe as hard as he can.
hit/damage: 1d20 + 7 ⇒ (20) + 7 = 271d12 + 9 ⇒ (12) + 9 = 21
confirm/damage: 1d20 + 7 ⇒ (20) + 7 = 272d12 + 18 ⇒ (4, 5) + 18 = 27
There is not much left to identify the carcass and feathers fly.
"Cooking this one is out." the lizardman says with a deadpan expression followed by a grin.


Justin does indeed splatter the tengu

Aarakess since you go last there isn't a tengu in the way and you can move where you wish if you want to go farther. (and I don't have to figure out if you can use acrobatics in a full withdrawl).

Dryn'taka on her delay is up otherwise we'll go to next round and the tengus


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I will move to one square south of where I said I would, so that if the Tengu comes charging at me, it will give AoO to Justin. This will also allow Justin to move back up the hallway to the birds following me.


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{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dryn will delay until after the tengus.


Tengu #7 follows Aarakess but stops at Justin and attacks

Dagger 1d20 + 4 ⇒ (15) + 4 = 19
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Tengu #11 moves south and open the secret door and attacks Tohall

Dagger 1d20 + 4 ⇒ (18) + 4 = 22
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Kilthan gets attacked once again before it moves behind the secret door to the north

Dagger 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Acrobatics to avoid AoO 1d20 + 7 ⇒ (3) + 7 = 10 Failed, Kilthan gets an AoO

Kilthan:
If you hit you kill it. If you miss it goes behind the secret door and closes it behind it


Round 4

Initiative Order - Tengu, Dryn'taka (Delay), Ingrid, Kilthan, Justin, Tohall, Aarakess

Tengu Stats AC 18 T 15 FF 15


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

One really has to wonder about a cult that is so paranoid about being attacked that they load their own home full of dozens of secret doors so that they can sneak attack people.


You mean the same cult that is trying to combine three evil gods into one Overgod to destroy the world?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Yeh - and the cult that seems to think that the best place for an avian race is a hundred feet underground in tunnels.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan smiles as the Tengu's attacks swing wide, "Not so easy now that I'm on guard, is it?", and then curses as he sees the thing leap back toward the safety of the never-sufficiently-cursed tunnels. "Hells, no!", he growls and swings with his axe, then spits a vile string of curses as the swift birdman dodges the swing and retreats to safety.

AoO: 1d20 + 5 ⇒ (4) + 5 = 9 Seriously, did I steal the diceroller's girlfriend or something?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
Aarakess Halcorn wrote:
Yeh - and the cult that seems to think that the best place for an avian race is a hundred feet underground in tunnels.

Gotta keep 'em caged up, otherwise they'll all fly away. At least they have a big cage with secret doors to keep 'em busy trying to find their way around!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Rnd 4

Justin drops his axe and attacks the bird with his claws and teeth--hitting him hard and sacrificing some accuracy.

hit claw1/damage: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 181d4 + 6 ⇒ (4) + 6 = 10
hit claw2/damage: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 101d4 + 6 ⇒ (2) + 6 = 8
hit bite/damage: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 151d3 + 6 ⇒ (2) + 6 = 8


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid goes to whip the bird

Atk: 1d20 + 4 ⇒ (7) + 4 = 11
Dam: 1d4 + 2 ⇒ (1) + 2 = 3


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Round 4

Tohall eyes the birman with a 'really' look and then calls forth his gods healing powers, "Let those in need recieve Erastil's blessings."

Channel Energy (exclude #1 and #7) 2d6 ⇒ (3, 4) = 7 healed.

Status:
HP: 21/21 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Longbow (Str +1) +5 (1d8+1)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) Bless, bless©, protection from evil(d)
(2nd level, DC 16) protection freom evil (communal), Bull's Strength©, Align Weapon(d)
Channel Energy (2d6, DC 13) 2 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)


Anyone else going to go before they do? (Might not be too many choices)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan readies an action to chop up the next Tengu that pops out that he can reach

Readied Waraxe (PA): 1d20 + 5 ⇒ (10) + 5 = 15 for 1d10 + 4 ⇒ (9) + 4 = 13


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 4

Stats:

HP 28/28
AC 16 FF15 T13 CMD16
F/R/W 5/6/1
Bombs 4/7
Effects
None

Dryn attempts to take a bite out of the tengu attacking Tohall. "You better run birdy, or I might just take a bite!"

Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If the bird is still standing, I will draw my bow and fire at it.

Attack-rapier: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 ⇒ 6

Crit confirm: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 2d8 ⇒ (1, 1) = 2


Sorry i didn't get a chance to update today. I have been swamped the last couple of weeks with work and life. I will try and keep up a little better

Aarakess and Justin combine to damage the tengu but not kill it while Dryn misses. Tohall's healing washes over everyone. Kilthan waits for another bird to appear.

The tengu north of Tohall closes the secret door while the other tengu withdraws to the north then Aarakess sees it turn to the east where the hallways meet.

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