GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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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)

Ok, just checking...


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

With his magic shield active and slung axe, Justin moves at normal climbing speed.
no ranks in climb, acp for mwork full plate -5acp has me at climb of exactly zero taking 10 for 10!.
"Kilthan, I see why heavy armor can hinder."


Justin is down at the bottom. In what order is everyone else coming down?


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

I can go last, so I can cover everyone with my crossbow from up top.


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

Ingrid will go down next, and check for traps.

Perception: 1d20 + 16 ⇒ (6) + 16 = 22


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, "Should have used a rope..."

He turns to the others, "Go -- I'll cover you. I'm the quickest climber and the best bowshot -- it makes sense for me to go last... Unless someone can featherfall?"


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

Now is when the old flight hex would be nice.

Climb: 1d20 ⇒ 11

Aarakess carefully makes her way down next.


Ingrid starts her climb down and reaches the bottom. As she reaches the bottom and Aarakess is about halfway, both Justin and her hear something big coming down the tunnel. Ingrid sees it is a large tentacled creature that is mostly made up of a mouth and teeth. At that point three morlock appear from behind some rock on a narrow ledge across the way and throw sack at Aarakess with some sticky goo in it.

Morlock #1 Ranged Touch 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Vs FF
Morlock #2 Ranged Touch 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 Vs FF
Morlock #3 Ranged Touch 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 Vs FF

Two Hit so I need two reflex saves at DC 15 or you are glued to the iron spikes and cliff wall

Tanglefoot Bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain

Quote:

Round 1

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

Morlock Stats AC 19 T 14 FF 15

I added a new link above for those on the cave floor at the bottom of the cliff. Everyone else is still at the original link.


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)

I assume we atop the cliff can't see the mouthy toothy (sounding like an aberrationny) beast yet, even with the lit stone and low-light?

Kilthan raises his bow and fires at the Morlock on the right, trying to stop them from doing further injury to Aarakess.

Composite Longbow vs. Morlock #3: 1d20 + 6 ⇒ (7) + 6 = 13 for 1d8 + 3 ⇒ (1) + 3 = 4


Correct, it is still in the tunnel.


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

Round 1

Stats:

20/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 2/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None

Dryn smiles, glad to see such a clear opening as she draws out her bomb, sailing it across the ledge to the morlocks.

Move south of Kilthan N8, standard to bomb #2. Explosive. #s 1 & 3 take 7 damage, DC16 reflex for half. And of course #2 is on fire :)

Bomb? + PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
BOOM!: 2d6 + 4 + 1 ⇒ (5, 6) + 4 + 1 = 16


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

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 <-- I be stuckeded.

Reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Aarakess suddenly finds herself attached to the wall in a less than enjoyable manner.

Concentration: 1d20 + 9 ⇒ (12) + 9 = 21

Turning, she sees the morlocks staring at her. Unsure what to do, she calls on her patron to help her eliminate this menace.

Cast Burning Hands <-- should get #1 and #2.

Damage: 4d4 ⇒ (2, 3, 2, 4) = 11 <-- DC16 Reflex for 1/2 damage

She then calls out: Some help here guys.


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

Tohall raises his bow to take out the morlock on the far end.

Bow Attack #3: 1d20 + 6 ⇒ (10) + 6 = 16 miss

Status:
HP: 31/31 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Longbow +6 (+7 BP) (1d8+1 (+1 PB)/x3)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 5 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)
Wand of Cure lights wounds charges remaining 34 of 50


GM Blood:

2d4 ⇒ (1, 2) = 3 Rounds

Reflex Bombs

#1 1d20 + 7 ⇒ (3) + 7 = 10 vs DC 16
#3 1d20 + 7 ⇒ (9) + 7 = 16 vs DC 16

Reflex Burning hands

#1 1d20 + 7 ⇒ (17) + 7 = 24 vs DC 16
#2 1d20 + 7 ⇒ (4) + 7 = 11 vs DC 16
#3 1d20 + 7 ⇒ (5) + 7 = 12 vs DC 16

The morlocks take damage from bombs and fire. They seems quite unhappy about it.

Need actions from the two on the cave floor, Justin and Ingrid


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

"Oh crap what is that thing?"

What knowledge check do I need to identify the creature?


For Ingrid Only at this time

Knowledge (dungeoneering) DC 15:
This disgusting creature is an otyugh. They are aberrations and have Darkvision and the need to eat, breathe, and sleep.

Knowledge (dungeoneering) DC 20:
Otyughs live in heaps of refuse, scavenging almost anything for food. They have powerful tentacles to grasp prey. The bite of an otyugh is filled with the filth fever disease.

Knowledge (dungeoneering) DC 25:
Intelligent subterranean creatures sometimes coexist with otyughs, using them as living garbage disposals.


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

Know(Dungeon): 1d20 + 8 ⇒ (14) + 8 = 22

with a disgusted face
"Yuk, it's a walking garbage disposal unit."


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 grabs his holy symbol and detects for evil on the creature. Then he draws his great axe.
"Stay behind me Ingrid, let's let it come to us. I could use being bigger here."


The creature is not evil. It shambles closer but is slowed down by the uneven flooring like you are


The three morlock archers each shoot at one of the people at the top

Morlock #1 vs Tohall - Rapid Shot 1d20 + 8 ⇒ (13) + 8 = 21 *hit*
Damage 1d8 + 2 ⇒ (2) + 2 = 4

Morlock #1 vs Tohall - Rapid Shot 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d8 + 2 ⇒ (7) + 2 = 9

Morlock #2 vs Kilthan - Rapid Shot 1d20 + 8 ⇒ (18) + 8 = 26 *Hit*
Damage 1d8 + 2 ⇒ (8) + 2 = 10

Morlock #2 vs Kilthan - Rapid Shot 1d20 + 8 ⇒ (4) + 8 = 12
Damage 1d8 + 2 ⇒ (7) + 2 = 9

Morlock #3 vs Dryn'taka - Rapid Shot 1d20 + 8 ⇒ (8) + 8 = 16 *Hit*
Damage 1d8 + 2 ⇒ (2) + 2 = 4

Morlock #1 vs Dryn'taka - Rapid Shot 1d20 + 8 ⇒ (17) + 8 = 25 *Hit*
Damage 1d8 + 2 ⇒ (1) + 2 = 3


Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain

Quote:

Round 2

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

Morlock Stats AC 19 T 14 FF 15

Otyugh Stats AC 17 T 9 FF 17

I added a new link above for those on the cave floor at the bottom of the cliff. Everyone else is still at the original link.


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

Round 2

Stats:

13/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 2/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None

Muttering something very unladlylike in infernal, Dryn drops to the ground and takes up her crossbow, aiming at one of the Morlocks, "Die, die, die...DAMNIT!!" And misses the creature.

Free action drop prone, standard to shoot Morlock 2, move to reload.

Crossbow: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


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

Still just sticking around, Aarakess calls on her patron once again and releases another cone of flames at the three archers.

Concentration: 1d20 + 9 ⇒ (13) + 9 = 22 vs DC16

Standard: Cast Burning Hands <-- #1 & #2

Damage: 4d4 ⇒ (3, 1, 2, 3) = 9 <-- DC16 Reflex for 1/2 damage

How far above Justin/Ingrid am I?


GM Blood:

Reflex #1 1d20 + 7 ⇒ (11) + 7 = 18
Reflex #1 1d20 + 7 ⇒ (16) + 7 = 23
Reflex #1 1d20 + 7 ⇒ (12) + 7 = 19

Aarakess, you are about 25' up from the ground.


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 raises his bow for another shot at the Morlock, hearing his adopted uncle's voice as he does so, Take a breath as you fire, lad, just like they taught you... He closes his eyes for a moment to center himself, then opens them, lining up the shot as he releases the arrow, with much more success than last time.

Composite Longbow vs. Morlock #3: 1d20 + 6 ⇒ (15) + 6 = 21 for 1d8 + 3 ⇒ (8) + 3 = 11


Tohall's action left on top of the cliff, Justin and Ingrid still up below.


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

Ingrid readies with her whip.

Ingrid does not have enlarge person


So just Tohall on top and Justin down below, assuming he isn't waiting for the Otyugh to get closer Remember its difficult Terrain


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 advances and hits with his axe
great axe PA/damage: 1d20 + 5 + 4 + 1 - 2 ⇒ (10) + 5 + 4 + 1 - 2 = 181d12 + 13 ⇒ (5) + 13 = 18

Justin may provoke. I hope the shield is still active. He activated it just before the three round combat, gathered up stuff, and headed down.

Round 2 move=two square move right, std=attack--in hands=great axe--42/44hp, 2/5 LoH

"I'll keep the massive garbage heap back Ingrid, do some bardic magic to make it stay still."

Note: Justin's knowledge of magic is limited! Edit: How about we say three rounds of combat, six to get down, and have it last for one for round? Next post it is gone.


Probably still on in this case as you stated you were going to continue on while the shield was still on, but normally if there is any searching or checking bodies it will probably be a one fight thing. Unless specifically moving on without searching you can probably assume a couple minutes elapse in a sizable area.

AoO on Justin 1d20 + 7 ⇒ (7) + 7 = 14
Damage 1d8 + 4 ⇒ (5) + 4 = 9

Justin avoids a bite from the strange creature and lands a solid blow with his greataxe


GM Blood:

2d4 ⇒ (4, 3) = 7

Tohall can post retroactively, otherwise I may not get a chance to update before I get back.

Two of the three morlock archers who have ignored Aarakess since she was gooped get sick of being burned so they concentrate on her

Morlock #1

Rapid Shot 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 *Hit*
Damage 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Rapid Shot 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 *Hit*
Damage 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Morlock #2

Rapid Shot 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 *Hit*
Damage 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Rapid Shot 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 *Hit*
Damage 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Morlock #3 fires at Dryn'taka and her bombs

Rapid Shot 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 *Hit*
Damage 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Rapid Shot 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 *Hit*
Damage 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

The Otyugh attempts to bite and grab Justin

Bite 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1d8 + 4 ⇒ (6) + 4 = 10

Tentacle #1 1d20 + 3 ⇒ (1) + 3 = 4
Damage 1d6 + 2 ⇒ (5) + 2 = 7

Tentacle #2 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d6 + 2 ⇒ (5) + 2 = 7


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

Seeing those around him hit he calls upon the powers of Erastil channeling holy energies to heal them.

Channel Energy: 2d6 ⇒ (3, 5) = 8 (Exclude Morlock 1 and 2)
Apologies for the late posting, I got caught up in other things.

Status:
HP: 31/31 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Longbow +6 (+7 BP) (1d8+1 (+1 PB)/x3)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 4 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)
Wand of Cure lights wounds charges remaining 34 of 50


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

Hp: -3/30

Stabilize: 1d20 + 1 - 3 ⇒ (2) + 1 - 3 = 0

Aarakess stops moving suddenly finding herself unconscious and badly bleeding.

Tohall, you need to post your attack from the prior round. A good shot might take out one of the archers that just shot me.


As a reminder I am out until Sunday night/Monday. Feel free to finish out your actions this round. (Including Tohall's last round).


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

Round 3

Stats:

10/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 1/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None

"Arrgh!" Dryn calls out in pain as the arrow strike her. Rising enough to take aim, Dryn throws one of her two remaining bombs at the Morlocks.

Moe to stand, standard to Bomb at Morlock 3, explosive, free to drop back prone. 1 and 2 take 7 fire, DC 16 reflex for half. Also a reminder that explosive bombs light the target on fire on a direct hit (not the splash), so Morlock 2 should have taken 1d6 fire damage last round.

Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 2d6 + 4 + 1 ⇒ (3, 6) + 4 + 1 = 14


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

That was what I was considering my action... but if you want another...

The man again raises his bow and fires on the closest Morlock.

bow attack on #1: 1d20 + 7 ⇒ (3) + 7 = 10 (big fat miss, again.)


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

she whips the creature
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Crit
Damage, CI: 1d4 + 2 ⇒ (1) + 2 = 3

Crit: 1d20 + 5 ⇒ (5) + 5 = 10 Nope


GM Blood:

On Fire #2 1d6 ⇒ 5
Reflex #1 1d20 + 7 ⇒ (17) + 7 = 24
Reflex #1 1d20 + 7 ⇒ (19) + 7 = 26

Another bomb rocks the morlocks And being on fire updated


Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain

Quote:

Round 2

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

Morlock Stats AC 19 T 14 FF 15

Otyugh Stats AC 17 T 9 FF 17

I added a new link above for those on the cave floor at the bottom of the cliff. Everyone else is still at the original link.


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

As Tohall healed me with the channel, can I act this round?


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 sighs as his magic shield disappears and grimly returns with his own barrage of teeth and claws. His axe drops to the ground forgotten for the moment.
claw1 PA: 1d20 + 5 + 4 - 2 ⇒ (16) + 5 + 4 - 2 = 231d4 + 9 ⇒ (3) + 9 = 12
claw2 PA: 1d20 + 5 + 4 - 2 ⇒ (9) + 5 + 4 - 2 = 161d4 + 9 ⇒ (1) + 9 = 10
bite PA: 1d20 + 5 + 4 - 2 ⇒ (12) + 5 + 4 - 2 = 191d3 + 9 ⇒ (1) + 9 = 10

42/44 HP hands=empty


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 mutters, "He's a tough one...", seeing the multiply-scorched morlock that he hit with a solid shot still fighting back. Let's see if we can end him...

Composite Longbow vs. Morlock #3: 1d20 + 6 ⇒ (6) + 6 = 12 for 1d8 + 3 ⇒ (1) + 3 = 4

Or, let's see how many arrows I can break against the wall behind him?


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 yells up to the top.
"We are holding here. How does it go up there. I think I hear lots of arrows being fired. I hope it is Kilthan and Tohall doing it."

Update: Justin for 18, then Ingrid for 3, then Justin for 10 and 12 on their creature.


Aarakess, yes


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

Suddenly not wishing to have these creatures shooting at her any longer, Aarakess stares directly at the closest Morlock and makes him realize that firing that bow is very tiring work.

Slumber Hex at Morlock #1: DC18 Will or asleep for 4 rounds.


GM Blood:

1d20 + 2 ⇒ (11) + 2 = 13

The Morlock slumps to the ground on the ledge, very sleepy


Aarakess, please update your status line current hps.

Above

Morlock #2 sees his other morlock buddy slump over asleep and kicks him yelling at him in some weird guttural language. Morlock #3 attacks Dryn'taka, tried of getting hit by bombs

Morlock #3 Rapid Shot 1d20 + 8 ⇒ (13) + 8 = 21
Damage 1d8 + 2 ⇒ (6) + 2 = 8

Morlock #3 Rapid Shot 1d20 + 8 ⇒ (19) + 8 = 27
Damage 1d8 + 2 ⇒ (8) + 2 = 10

Burning Fire damage on Morlock #3 1d6 ⇒ 4

Below the Damaged Otyugh desperately attacks Justin and one of its tentacles manages to wrap around Jutin holding him in place.

Otyugh Bite 1d20 + 7 ⇒ (17) + 7 = 24 *Hit*
Damage 1d8 + 4 ⇒ (7) + 4 = 11 *Fort Save Needed*

Otyugh Tentacle #1 1d20 + 3 ⇒ (12) + 3 = 15
Damage 1d6 + 2 ⇒ (4) + 2 = 6

Otyugh Tentacle #2 1d20 + 3 ⇒ (20) + 3 = 23 *Hit not confirmed*
Damage 1d6 + 2 ⇒ (1) + 2 = 3 *Free Grab attack*

Otyugh Tentacle #2 Confirm1d20 + 3 ⇒ (19) + 3 = 22
Extra Damage 1d6 + 2 ⇒ (1) + 2 = 3

Otyugh Tentacle #2 Grapple1d20 + 13 ⇒ (6) + 13 = 19 vs CMD 19 *Grappled*

Grappled Condition:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.


Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain

Quote:

Round 4

Initiative Order - Kilthan, Ingrid, Aarakess (Stuck), Tohall, Dryn'taka (Dying), Justin (Grappled), Enemies

Morlock Stats AC 19 T 14 FF 15 Morlock #1 is awake but prone

Otyugh Stats AC 17 T 9 FF 17


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

Round 4

Stats:

HP -8/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 1/7
Mutagen Dexterity
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
Dying

GM Blood wrote:
Morlock #3 attacks Dryn'taka, tried of getting hit by bombs

I suppose I deserve that.

Waiting to do a stabilization roll until after Tohall acts.

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