GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


3,651 to 3,700 of 7,002 << first < prev | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | next > last >>

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

As there is little room to move forward the cleric can hear combat and the others yelling just before a loud boom and small wash of warmed air, "That cannot be good."

"Any chance we can move ahead?" the man asks of the others ahead of him.

Delay some more until there is room to move... in the nasty terrain

Status:
HP: 30/31 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 36 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

Thinking of which, can we crowd? Can I move to where Justin is?


nope, everyone needs to be in their own square. Morlocks are special


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

Quick post, Justin, Dryn is out of bombs.


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

I think fireballing again is out of the picture,
as Kilthan and the ropes of the bridge are next to them.


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 calls out to Ingrid:

Back up so that I can switch with you so that I can hex them. I have to be in front of Justin or it will be too far.


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

"Sounds like a plan."

Ingrid swaps spots with Aarakess


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

It will be funny if a bless is my contribution. But it is a team sport :-)


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 soon as Aarakess is in front of Justin, she stares at the one on the left. The morlock suddenly feels quite exhausted from battling the dwelf and decides that now is a good time for a nap.

Slumber Hex: DC17 or asleep for 4 rounds.


GM Blood:

Will Save #2 1d20 + 5 ⇒ (17) + 5 = 22

Assuming anyone delaying isn't doing something

The morlock #2 shakes off the sleep and continues to fight.

Morlock #3 moves to join #2 in their fighting style

Acrobatics to avoid AoO 1d20 + 13 ⇒ (19) + 13 = 32 vs CMD Kithan 18

#2 and #3 attack Kilthan! with one morningstar attack hitting

Morningstar #2 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 *hit*
Damage 1d8 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14

Bite #2 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11

Morningstar #3 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Damage 1d8 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9


The ground here is Difficult Terrain. If you wish to cross the bridge, you must state at which speed they will cross (1/4 speed, Half, or full) and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check otherwise one must be made. Moving at the rate without a check will take 2 rounds to cross the bridge

Quote:

Round 3

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

Morlock Stats AC 17 T 14 FF 13


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 absorbs the blow with a grunt, saying, "I guess I'll have to cut you all in half..."

Mwork Greataxe (PA) vs Morlock #2: 1d20 + 7 ⇒ (4) + 7 = 11 {includes bless and masterwork bonus} Annnnd there it is. Apparently it *is* the latter.

Kilthan snarls as the axe swings wide, cursing the blasted things beating on him with their morning stars.

Status: 17/46 hp; AC 18/12/16 {Adaptation, shieldless}


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 begins to cackle maniacally as she stares at morlock #3.

While laughing, she calls out in an eerie voice. You are doomed. Your defense and you attacks shall fail you soon.

As she is calling this, she causes morlock #3 to also feel that this fighting is exhausting work and a nap would be of use at this point.

Kilthan is after me, so he can take an AoO and make a CDG if the morlock falls asleep.

Standard Action: Slumber Hex - DC17 Will or asleep for 4 rounds.


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 realizes his lack of mobility is an issue. He waits calmly for Kilthan and the others to carry the day.


GM Blood:

Will Save 1d20 + 5 ⇒ (1) + 5 = 6

The other morlock falls alseep


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)

Slight revision to action -> Targeting the Morlock that fell asleep before it awakens (but not a CdG)

Rationale:

I don't think I'd accept the AoO for the CdG -- considering how hard they hit and the fact that the AoO interrupts, the CdG might not even land.... However, considering these guys have already been fireballed, I might (have) attack(ed) the prone and defenseless one to prevent his buddy from waking him, hoping that a nice Power Attack would prevent him from being able to get up and leaving me only one target.... especially since they seem to be aligning their attacks against me. (Flanking bonuses and the precision/sneak attack damage).

So, assuming GM Blood if will to allow the shift in target.... I imagine the 11 would be good enough to hit a helpless target (the +4 to hit makes it 15, and the effective Dex of 0 (-5) should reduce the AC to something I would connect with)

Assuming that's now a hit vs. the helpless beast.... Greataxe (PA): 1d12 + 10 ⇒ (12) + 10 = 22


Kilthan that is fine, Its is damaged from your attack but not dead also take an AoO as it rises.


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)

Mwork Greataxe (PA) AoO: 1d20 + 7 ⇒ (20) + 7 = 27 Well, that seems wasteful...
Confirmation...: 1d20 + 7 ⇒ (14) + 7 = 21 I guess I *did* threaten to cut them in half...

Ok, then.... Critical Damage: 3d12 + 30 ⇒ (8, 3, 5) + 30 = 46

Kilthan sweeps the massive blade across as the Morlock tries to rise, cleanly taking its head off. He glowers at the last one, "Next."


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 would say that was about the most effective mid-combat use of a hex I can think of. Nice rolls Kilthan.


Last Morlock thinks he can take you, Kilthan

Morningstar 1d20 + 5 ⇒ (20) + 5 = 25 *Hit not confirmed*
Damage 1d8 + 2 ⇒ (6) + 2 = 8

Confirm 1d20 + 5 ⇒ (9) + 5 = 14
Extra Damage 1d8 + 2 ⇒ (8) + 2 = 10

Kilthan and Aarakess up (unless anyone else is doing something while they delay)


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)

And he would have, if that confirm roll had gone his way...

Mwork Greataxe (PA): 1d20 + 7 ⇒ (18) + 7 = 25 for 1d12 + 10 ⇒ (8) + 10 = 18

Status: 9/46 hp; AC 18/12/16 {Adaptation, shieldless}


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

Justin should be shooting, I think he will be at like -8, but a natural 20 is always a hit and damage is damage.

Aarakess continues to cackle while causing a dread realization to arise in the morlock's diminutive brain that perhaps this was not the most well timed ambush of a legendary dwelf.

Move: Cackle
Standard: Evil Eye Hex: -2 attacks for 7 rounds, 1 round if DC17 Will - continued with Cackle


Somehow I just knew that was the hex coming!

Ill give 2 rounds of firing at this morlock to Justin before doing the next round of attacks on Kilthan


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

Isn't that the name of the game for witches - delay, debuff, disable.


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 has the bow with the fine pull.

hit1/hit2: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21


The morlock misses

Morningstar 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Damage 1d8 + 2 ⇒ (1) + 2 = 3

Bite 1d20 - 2 ⇒ (11) - 2 = 9
Damage 1d4 + 1 ⇒ (1) + 1 = 2

Kill this morlock Kilthan, and its level up time...come on, I know you can do 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

No, let it live. I enjoy standing across a dark chasm from maligned and malformed subterranean abhorrant humanoids while I spread dark and depressing visions through their diminutive excuses for minds.


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 growls, "Never give up, do ye? Guess there's still *some* part of me not covered in Morlock splatter..." and swings the axe again.

Mwork Greataxe (PA):: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d12 + 10 ⇒ (6) + 10 = 16

Status: 9/46 hp; AC 18/12/16 {Adaptation, shieldless}


Kilthan avoid the morlock's blow with his morning star, and his follow up bite, then returns a blow with the great axe, permanently ending the morlock's life

Comabt Over

Time to level up!


The morlocks guarding this chamber were much like the initial morlocks you fought. Stone morningstars and crude weapons and armor make what they had not worth much of anything.

Looking at the passageway past the bridge it has a steep angle, almost 45 degrees upwards. You think you will be able to walk up it easy enough, though it will probably be a good workout with the steep angle.

You decide to spend a little time resting and catching your breath from all of the fighting you have been through.

OK, everyone is leveled and ready to go. Looks like Kithan needs some healing. Ingrid-Bot could do it or would you want to do it with the wand?


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-bot -- fireball necklace to Dryn now.


Cure Moderate Wounds 2d8 + 5 ⇒ (5, 2) + 5 = 12
Cure Light Wounds 1d8 + 5 ⇒ (1) + 5 = 6
Cure Light Wounds 1d8 + 5 ⇒ (6) + 5 = 11


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 only added the new hit points to the old total -- however +29 hp brings me to 50/58

After the brief rest, Kilthan stretches, a new spell burned into his mind. He crosses the bridge back to the shelf, intent on searching the corpses of his last foes before pressing on.


Your choice if you want to try a 2 hour rest with the spell. You figure that these morlocks probably rotate in watches at some point. If their watch was close to an end and others replace them then they'll be on alert. Otherwise you may be fully rested (at least the casters that use the spell. I'll leave the decision up to you


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

Would you allow us to regain spells with a 2 hour rest? I figured that we would still need to wait until a full day had passed.


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)

Personally, I'd vote for pressing on, since I doubt Dryn would get a whole new set of bombs from resting - and if we can clear out the Morlocks, we can *then* take the opportunity to rest. (Plus, we do get the benefit of our new spell slots)

Besides which, the rules for regaining spells say that you can't get back spell slots used in the last 8 hours -- though if the GM's willing to bend that one, then things might change...


After reading the spell more carefully you wouldn't get the extra spells, bombs, per day stuff. But the 15 minute rest will allow you to fill in the new slots you get from leveling


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

After resting 15 minutes, Justin heals Kilthan.

Clw: 1d8 + 2 ⇒ (6) + 2 = 8

"I would think we want to hunker down and rest. There could be some nasty creatures at the end. I still remember the fight with the two aerial creatures that almost did us in. But if everyone is sure of our success, we can continue."
Justin is trying to be optimistic, but doubt is evident in his voice.

Full rest is my vote. One more room syndrome can lead to one critical from the bad guys and some missed saves.


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

"I'm able to salvage a couple of catalysts to help us out, and scrounge up a couple more extracts. My mutagen might run out soon though. I'd like sometime to mix some more if we can."

I vote rest too, or an hour to prepare a new mutagen. At this point I have 2 bombs (yay accounting error and level up), a shield extract, and an open 1st and 2nd level extract slots. My mutagen lasts 40 minutes (50 now, but I was lvl 4 when I drank it ;p), and a 15 minute wait takes a good chunk of that time. I think it'll still last a short while, but that's up to GM Blood.


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 have a decent number of spells left. I used up my burning hands, but still have two enlarge person, both my new level 3 spells and most of my level 2 spells. Also, I have all my hexes as I have only used the Healing Hex on myself, Tohall and Kilthan. In addition, my healing hex does 2d8+6 now.

If we get to a room that we can hold the entry to, I have both Rain of Frogs and Vomit Swarm. Both of which are decent guaranteed damage against potentially multiple enemies.

I think with the Wand of CLW, we have the power to move on. We all know that if we wait, the enemy will know that we are here and will be much better prepared.


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 impressed with the moxie of the crew and packs up to continue after the fifteen minute break.

Let's do it! I topped Kilthan off, so he can lead again.


Spoiler:

Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (11) + 4 = 15 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Justin D'Rite 1d20 + 0 ⇒ (13) + 0 = 13
Initiative Tohall 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Morlocks 1d20 + 8 ⇒ (19) + 8 = 27

You start the walk up the slope feeling the extra use of muscles on your legs. It is quite a distance up to the top of the sloping passageway. When you make it there you see:

The roof of this large cavern glistens twenty feet above and is traced with faint veins of iron ore. The quarters here are tight and cramped. Barely ten feet to the east, the cavern floor rises up into a nearly vertical slope.

As Kilthan is about to walk out of the tunnel he sees three morlocks with longspears on top of the first vertical slope. They seem ready for battle, standing ready with their longspear awaiting whatever comes out of the tunnel that is wielding light sources. They yell something in a gutteral language (You are sure it is undercommon)

On the map you will see a series of contour lines. Each one of those is a 10' climb that is a DC 5. (Remember you cannot take 10 while in combat). Also the floor is still difficult terrain throughout the cavern.

You need a reach weapon to hit between the top and bottom of one of the slopes


The floor is difficult terrain. The slopes are 10' tall and DC 5 to climb. (You cannot take 10 while in combat)

Quote:

Round 1

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

Morlock Stats AC 17 T 14 FF 13


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 calls forward to Justin and Kilthan.

Justin, you want to be the big lizard you keep claiming you are?

Or, if you want, I can introduce these morlocks to some frogs with a nasty bite.

I wait until the front two indicate whether they would prefer a Rain of Frogs or Enlarge Person.


Tis merely a dot - Unnamed plague victim


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

The cleric taking up the rear of the group again, a small stone of light swirling above his head to provide light in these darkened conditions looks up and grips his bow tighter at the mention of more morlocks. Not seeing any way forward at present he waits for his chance to press forward.

Delay (The joys of being at the back in difficult terrian. The travel domain powes that Rohara had would have be nice down here)

Status:
HP: 10/31 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)
(3rd level, DC 17) Nap Stack, Prayer, Circle of Protection from Evil(d)
Channel Energy (3d6, DC 14) 6 of 7 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 36 of 50


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)

On the plus side, I *can* take 0 in combat -- my climb modifier is above the DC.

Kilthan sighs, "I'm getting sick of these grey-skinned freaks." He casts Feather Step and wills his skin to harden, while stepping out of the way to allow Justin access, keeping his Klar between himself and the longspears.

He says, "Either make us big enough to reach 'em, or keep 'em distracted so we can climb without being pincushioned."

Mechanics/Status:

Effects: Adaptation (+2 Natural AC) 100 rounds; Feather Step (ignore difficult terrain) 200 rounds;
Standard Action: Casting Feather Step
Move action: Step to I8
HP: 58/58
AC: 19/12/17


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)

Tohall -- your status block doesn't reflect your current hp -- at least, I hope it doesn't!


I would allow Tohall to fire at #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

Aarakess begins to call on the strange power that grant her powers. As she does so, Justin begins to feel his body, and fortunately his equipment, begin to stretch.

Standard Action: Cast Enlarge Person at Justin - 1 round casting time.

1 to 50 of 7,002 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Age Of Worms (Group 2) All Messageboards

Want to post a reply? Sign in.