GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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GM Blood:

Perception Aarakess Halcorn 1d20 + 12 ⇒ (12) + 12 = 24
Perception Dryn'taka Devilschild 1d20 + 7 ⇒ (6) + 7 = 13
Perception Ingrid Anika Nina Jones 1d20 + 16 ⇒ (13) + 16 = 29
Perception Justin D'Rite 1d20 - 1 ⇒ (17) - 1 = 16
Perception Kilthan Hammerstone 1d20 + 10 ⇒ (13) + 10 = 23
Perception Tohall 1d20 + 5 ⇒ (19) + 5 = 24

Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (1) + 4 = 5 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Justin D'Rite 1d20 + 0 ⇒ (2) + 0 = 2
Initiative Tohall 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Monster 1d20 ⇒ 3

As Kilthan gets to the top after a boost from Justin, Tohall and Dryn cover him slowly backing up towards the rock pile to keep him in sight. Aarakess, having been a prime target so far in the various cultists strongholds, instead looks at the rock pile. Something to her isn't quite right and her stare makes Tohall and Ingrid glance that way in time to see that some of the rocks are strange hunched-over wretches that have long, pliable arms like tentacles capped with five wide, spiny claws.

Knowledge (dungeoneering) DC 12:
This small creature is a choker, a subterranean beast. This is an aberration.
Knowledge (dungeoneering) DC 17:
A choker’s hands are covered with spiny pads that allow it to traverse walls and ceilings, where it likes to lay in hiding. When prey passes by, it grabs the creature by the neck with its tentacle-like arms and proceeds to strangle the victim until it dies.
Knowledge (dungeoneering) DC 22:
While not overly dexterous, chokers are unnaturally fast, and thus can perform more actions than a normal creature can.

Kilthan above sees the creatures from above, but also hears something in the narrow tunnel.


Those listed in the surprise round can go, then we'll move to round 1. Remember only one action allowed in surprise round

Quote:

Surprise Round

Initiative Order - Ingrid, Tohall, Kilthan, Aarakess, Enemies

Quote:

Round 1

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

Monster Stats AC 17 T 13 FF 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

"Ingrid, use the fireball necklace now!!"


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

Knowledge (dungeoneering): 1d20 + 8 ⇒ (2) + 8 = 10

How far away is it?
I don't have any ranks in "Use Magical Device", so I can't use it.


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

Seeing the creatures appear and knowing that Kilthan will be unavailable to assist, Aarakess reaches into her pouch and pulls out a small stone. Grasping the stone she thinks back to how she burned the morlock's a few minutes earlier.

Using Pearl of Power - recall Burning Hands

Standard Action: Cast Burning Hands
Damage: 4d4 ⇒ (4, 3, 3, 3) = 13 <-- DC16 Reflex for 1/2 damage
Can't complaint about that damage. This should get 2,3,4.


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
Ingrid Anika Nina Jones wrote:

[dice=Knowledge (dungeoneering)]1d20+8

How far away is it?
I don't have any ranks in "Use Magical Device", so I can't use it.

Two notes about the fireball necklace. First, you will get most of us in the blast - it has a 20' radius. Second, it does not require a UMD roll. The necklace of fireballs is like a potion, not a wand or scroll.


GM Blood:

Reflex Save #2 1d20 + 3 ⇒ (1) + 3 = 4
Reflex Save #3 1d20 + 3 ⇒ (5) + 3 = 8
Reflex Save #4 1d20 + 3 ⇒ (15) + 3 = 18

Ingrid the map is up top for "Cave Floor"

Aarakess burns three of morlocks with her spell. The one closest to Tohall manages to still be partially covered by the rocks and avoids some of the flame.


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)

Knowledge: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Favoured Enemy Bonus

Kilthan peers into the cave from which the sound came, while readying his axe.


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

Tohall backs up a step and fires on one of the creatures that Aarakess has just engulfed in flames.

"Erastil take you!"

5-foot step to back, Bow Attack #3: 1d20 + 7 ⇒ (19) + 7 = 26 for Bow Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Status:
HP: 25/31 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 44 of 50


Kilthan you hear a creature in there, sounds humanoid.

Tohall you cannot 5' step as it is still difficult terrain, You either have to move the 5' and take an AoO from #3 and #4 or fire where you are and take one from both


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)

Well, since I can't fire down on the surprise round, and don't want to be caught with a bow in my hand, I'll ready weapons. In round 1, barring the appearance of Mr. Growly, I'll throw axes down at the Chokers..


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

Do they have reach (as Tohall is 10ft from them) and can act in a surprise round (as we are acting first they would be flatfooted)?

Tohall takes his shoot at the creature before him.


Sorry Tohall, forget it was surprise round and they hadn't acted yet


Ingrid is up then the Chokers


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

Surprise Round

Know(Dungeon): 1d20 + 8 ⇒ (1) + 8 = 9

Round 1

5-Foot step east and whip Number 2
Atk:Whip: 1d20 + 5 ⇒ (14) + 5 = 19
Dam:Whip (CI): 1d4 + 2 ⇒ (3) + 2 = 5


With difficult terrain you cannot take a 5' step without a feat

Chokers #1 and #2 attack Dryn'taka before she can even react to their presence, but fail to grab her.

Tentacle Choker #1 1d20 + 6 ⇒ (6) + 6 = 12 vs FF AC
Damage 1d4 + 3 ⇒ (1) + 3 = 4 Plus grab if hit
Grab/grapple 1d20 + 8 ⇒ (19) + 8 = 27 vs CMD without Dex

Tentacle Choker #2 1d20 + 6 ⇒ (6) + 6 = 12 vs FF AC
Damage 1d4 + 3 ⇒ (4) + 3 = 7 Plus grab if hit
Grab/grapple 1d20 + 8 ⇒ (7) + 8 = 15 vs CMD without Dex

Chokers # 3 and #4 attack Tohall one of them hitting him and grabbing his neck, strangling him

Tentacle Choker #3 1d20 + 6 ⇒ (20) + 6 = 26
Damage 1d4 + 3 ⇒ (2) + 3 = 5 Plus grab if hit
Grab/grapple 1d20 + 8 ⇒ (5) + 8 = 13 vs CMD

Tentacle Choker #4 1d20 + 6 ⇒ (4) + 6 = 10
Damage 1d4 + 3 ⇒ (4) + 3 = 7 Plus grab if hit
Grab/grapple 1d20 + 8 ⇒ (16) + 8 = 24 vs CMD

Confirm Tentacle Choker #3 1d20 + 6 ⇒ (9) + 6 = 15
Extra Damage 1d4 + 3 ⇒ (2) + 3 = 5

Strangle:
Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Kilthan the being inside the passageway isn't coming out, but you can hear almost a low growl from within.


The ground here is Difficult Terrain. Any squares adjacent to the chokers cost 20' (4 squares) of movement due to difficult terrain and steep slope

Quote:

Round 1

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

Choker Stats AC 17 T 13 FF 15


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

Round 1

Stats:

HP 25/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 0/7
Mutagen Dexterity
Extracts
1st - CLW, Shield, 2 open
2nd - Out
Effects
None

"AH! Tentacled things!!" Dryn recoils as the creatures attempt to lunge at her, moving away (And provoking I would guess), then proceeds to throw a bomb at one of the creatures. "Die by fire and more fire!" As the bomb falls short, enveloping the others in it's blast, a horrified look comes across Dryn's face. "Ohmygod, NO!"

Move action to go left 10' (20' of movement), standard to bomb the creatures (explosive and precise).

Bomb?: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage: 2d6 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12
Scatter: 1d8 ⇒ 1

So it landed 1 square short, meaning it also hit Tohall, Aarakess and Ingrid, as well as all 4 chokers. 7 damage each, DC 16 reflex for half. Fire damage. At least it wasn't a fireball, right? Right?


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

Ah, friendly fire, gotta love it.

Reflex: 1d20 + 3 ⇒ (6) + 3 = 9

After frying the enemies, Aarakess is surprised to suddenly have a blast of heat come back toward her. After the inferno passes she looks down at her robes, now scorched and covered in blood.

Ouch.

HP: 23/30
Spells: Mage Armor - several hours left


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 Round 1

Justin moves twenty feet straight to the chokers drawing one of his greataxes and slinging his longbow.

Move+move four squares right with free weapon draw. In hands=mwork greataxe


GM Blood:

Reflex Saves #1 1d20 + 3 ⇒ (4) + 3 = 7
Reflex Saves #2 1d20 + 3 ⇒ (17) + 3 = 20
Reflex Saves #3 1d20 + 3 ⇒ (18) + 3 = 21
Reflex Saves #4 1d20 + 3 ⇒ (1) + 3 = 4

Boom go the chokers. Is there a catch on fire or is that only a direct hit?

Dryn AoO 1d20 + 6 ⇒ (15) + 6 = 21
Damage 1d4 + 3 ⇒ (3) + 3 = 6

Dryn AoO 1d20 + 6 ⇒ (17) + 6 = 23
Damage 1d4 + 3 ⇒ (4) + 3 = 7


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

Explosive does the catch on fire only on a direct hit, so nothing is burning, only charred. It still increased it to 10' radius instead of 5' though. Sadly precise also only works if I hit my target so I can't just omit everyone else from the blast.

Oh, and OW OW OW!!

Stats (after AoOs):

HP 12/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 0/7
Mutagen Dexterity
Extracts
1st - CLW, Shield, 2 open
2nd - Out
Effects
None


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

Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11

Tohall, who is now being choked and rather singed no longer looks as well as he did a moment before. Actually he looks like he could fall over at any moment.

Are the chokers dead or was the boom just a GM effect?)I have an action if they are still up... depending on if I am chocked or not.

The cleric reaches down for his holy symbol and displays it. He tries to call out for his god but nothing comes out. Erastil must have understood the intent, as he channels energy to heal himself and his allies.

Channel Energy: 2d6 ⇒ (1, 6) = 7. Exclude the two most hurt chockes

Status:
HP: 8/31 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) 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)
Wand of Cure lights wounds charges remaining 44 of 50


Just a GM Effect, they are still all alive


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

Round 1

5-Foot step (Full round action) East

Quote PRD:
Move 5 Feet through Difficult Terrain
In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally.


Ingrid, I don't understand. While you could take your whole turn to move 5' east, you could also use your move action and do that by taking 10' of your rounds movement. Both provoke an AoO (which you will provoke 2) but at least you still have your standard action.


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)

Round 1

Seeing Tohall's condition and not having another opponent, Kilthan hurls a hand-axe at one of the aberrations trying to kill the cleric.

Throwing Axe: 1d20 + 6 - 4 + 2 ⇒ (18) + 6 - 4 + 2 = 22 {-4 for throwing into melee, +2 favoured enemy} for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8


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

This is where Justin really would like to be enlarged. Still think the fireball necklace was the way to go.


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

I'd rather provoke one AoO, than provoke two AoO


You would provoke the same amount either way....

Ingrid moves 5' to the east

Kilthan throws an axe killing one of the chokers.


Justin, with 20' movement with a double move (30') you need 20' of movement to make the last 5'

Choker #1 attacks Ingrid

Choker #1 Attack #1 1d20 + 6 ⇒ (4) + 6 = 10
Damage 1d4 + 3 ⇒ (3) + 3 = 6

Choker #1 Attack #2 1d20 + 6 ⇒ (19) + 6 = 25 *hit*
Damage 1d4 + 3 ⇒ (2) + 3 = 5

Choker #2 attack Justin

Choker #2 Attack #1 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1d4 + 3 ⇒ (4) + 3 = 7

Choker #2 Attack #2 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1d4 + 3 ⇒ (3) + 3 = 6

Choker #4 continues to squeeze Tohall

Damage 1d4 + 3 ⇒ (4) + 3 = 7

Choke CMB Check on Ingrid

Grapple (Strangle) 1d20 + 8 ⇒ (9) + 8 = 17 *Strangling*

Strangle:

Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Kilthan still hears the creature with an almost growl still staying in the passage


The ground here is Difficult Terrain. Any squares adjacent to the chokers cost 20' (4 squares) of movement due to difficult terrain and steep slope

Quote:

Round 2

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

Choker Stats AC 17 T 13 FF 15


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

Round 2

Stats:

HP 19/28
AC 20 FF15 T15 CMD19
F/R/W 6/9/0
Bombs 0/7
Mutagen None
Extracts
1st - CLW, Shield, 2 open
2nd - Out
Effects
Dexterity Mutagen

Dryn retrieves her mutagen, worried about the outcome of this fight. As her reflexes become quicker, faster, she raises her crossbow, ready to fire.

Standard drink mutagen


The ground here is Difficult Terrain. Any squares adjacent to the chokers cost 20' (4 squares) of movement due to difficult terrain and steep slope

Quote:

Round 2

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

Choker Stats AC 17 T 13 FF 15


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

Ingrid tries to escape the grapple.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16


Ingrid struggle to break its grip and just manages to wriggle free of its grasp.


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)

Round 2

Still not having a local play-mate, Kilthan looks into the passage, trying to catch sight of the growling creature, and lacking that, hurls another hand-axe to try to save Tohall.

Throwing Axe: 1d20 + 6 - 4 + 2 ⇒ (8) + 6 - 4 + 2 = 12{-4 for throwing into melee, +2 favoured enemy} for 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6


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

Tohall, does not so much struggel against the creature but allows it hang on. With few options left to him he drops his bow and takes up his cold iron sickle. He then attacks the creature that is attempt to suffocate him. Due to the creatures tight grip he is unable to connect.

Attack Choker with Sickle: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 (miss)

Status:
HP: 1/31 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: cold iron sickle +4 (1d6+1)
Conditions: Grappled, strangeled
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 44 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

Aarakess sees the creatures holding Ingrid and Tohall, unsure which to help, she looks at the least injured choker holding Ingrid and causes it to envision its own vines slowly wrapping around its own throat and slowly choking the air from its lungs and causing it to slowly fall asleep.

Use Slumber Hex @ Choker 1 - DC17 WIll or asleep for 4 rounds.


GM Blood:

Will Save 1d20 + 4 ⇒ (4) + 4 = 8

Choker #1 falls asleep


Justin is up last!


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

I thought they went before me!

PA hit/damage: 1d20 + 5 + 1 + 4 - 2 ⇒ (9) + 5 + 1 + 4 - 2 = 171d12 + 7 + 6 ⇒ (8) + 7 + 6 = 21

Justin barely makes it up the slope with enough energy to swing his axe at an upright choker.

round 2 move one square right. STD= power attack choker2.


I meant to put you at the top of the order and forgot

Justin moves through the rubble and makes it to the choker killing his foe. As the other choker sleep the remaining awake one continues to strangle Tohall

Maintain Strangle on Tohall 1d20 + 8 + 5 ⇒ (17) + 8 + 5 = 30

Damage on Tohall 1d4 + 3 ⇒ (2) + 3 = 5


The ground here is Difficult Terrain. Any squares adjacent to the chokers cost 20' (4 squares) of movement due to difficult terrain and steep slope

Quote:

Round 2

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

Choker Stats AC 17 T 13 FF 15 (#1 is asleep)


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

Tohall collapses to the ground...

Con Check to Stabilize: 1d20 + 1 ⇒ (18) + 1 = 19 and is now stable

Status:
HP: -4/31 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: cold iron sickle +4 (1d6+1)
Conditions: Grappled, strangeled
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 44 of 50


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

Ingrid moves 5ft east, and gets her +1Short sword ready to attack with in the next round.


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

Surprised that what she thought would be mindless or composed of some type of plant matter has enough sentience to put to sleep, Aarakess turns her gaze to the remaining standing Choker. As she stares at the aberration, dark shadows pass across the creatures gaze and visions of more stones collapsing from above which strike the choker causing it to lose consciousness pass into the Choker's alien mind.

Slumber Hex at remaining Choker. DC17 Will or asleep for 4 rounds.

As she says this, she says to Justin.

Strike the one on the ground, do not allow it to rise again.


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

"If the other one succumbs I will hit them both, but this one first. Ingrid, can you get Tohall on his feet? He has a wand that heals."


GM Blood:

Will Save 1d20 + 4 ⇒ (20) + 4 = 24

The other one resists Aarakess's hex and is still awake


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, removed from the combat, hurls an axe at the standing Choker.

Throwing Axe: 1d20 + 6 - 4 + 2 ⇒ (7) + 6 - 4 + 2 = 11 {-4 for throwing into melee, +2 favoured enemy}

Wow, how useful.

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