GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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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

AoO hit/damage: 1d20 + 11 ⇒ (15) + 11 = 263d6 + 15 ⇒ (3, 1, 2) + 15 = 21

Using fortune Justin lays into the closest enemy.hit/reroll/damage: 1d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (9) + 11 = 203d6 + 15 ⇒ (3, 1, 1) + 15 = 20

His powerful blows cut deep.


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

The cleric likes his position behind the frontline fighters much better. Seeing Kilthan with several wounds, the man calls for his God's favor to heal hiim, "Erastil, I ask to heal this warrior that fights these abominations!"

He places a hand on Kilthan and many more of his wounds close and heal under the divine magics... Cure Serious Wounds: 3d8 + 5 ⇒ (6, 1, 4) + 5 = 16

Status:
[b]HP: 10/38 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Silver Light Mace +4 (1d6+1)
Conditions: n/a
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) 5 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


Kilthan and Justin once more combine to kill a morlock and severely wound another.

Ingrid uses her whip and leaves a lash on it

Whip 1d20 + 6 ⇒ (14) + 6 = 20 *Hit*
Damage 1d6 + 2 ⇒ (2) + 2 = 4

The remaining morlock clinging to his life due to spite and malice attacks the palizard one last time but it is too weaken to be a threat.

Morningstar 1d20 + 5 ⇒ (7) + 5 = 12
Damage 1d8 + 2 ⇒ (3) + 2 = 5

Bite 1d20 ⇒ 19
Damage 1d4 + 1 ⇒ (2) + 1 = 3

FINISH HIM!


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 calls over his shoulder, "Thanks, Tohall!", and turns his attention back to the last, lonely little Morlock. He smiles cruelly and says, "Just not your day, is it?", and swings his weapons at the beast.

Waraxe (PA): 1d20 + 4 ⇒ (18) + 4 = 22 for 1d10 + 7 ⇒ (10) + 7 = 17
Klar (PA): 1d20 + 4 ⇒ (5) + 4 = 9 for 1d6 + 3 ⇒ (2) + 3 = 5

Mechanics:

Full Attack (2-W-F)
Adaptation: +2 AC (Natural): 90 rounds
Feather Step: Ignore Difficult Terrain: 190 rounds
HP: 35/58


Kilthan's last hit fells the remaining morlock. Combat over!


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 kicks the corpse for good measure, "I got back up. You don't. Now what've you got for us?"

He turns to Aarakess and asks, "Is the tattooed-freak's chain shirt magical? I think it looked well-crafted, but that might have been some sort of dream from getting knocked down."


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 last morlock fall, Aarakess climbs up with her companions.

That looked rather frightening for a few moments there. Nice work with the axe and sword boys.

She then turns to Tohall: I cannot say charging in like that was the best idea, but you kept Kilthan and Justin from being surrounded which was invaluable.

She then turns to the deceased and looks to see if there is anything of magical value on the dead aberrations.

Cast Detect Magic.

She then peers down the two tunnels listening to hear if there are any noises from where the leader came from, or from the room where the frogs chased the other two.

Perception: 1d20 + 13 ⇒ (9) + 13 = 22


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 slaps Tohall on the back.
"An epic charge, that was. It broke up the gridlock caused my slow, big body getting in the way."


Listening down the two ways the morlocks came from, Aarakess hears nothing....same goes for the other passage not taken yet....

The morlock chieftain's chain shirt is indeed magical (+1), he also had a masterwork great axe and a puch with 3 gp.

The other morlocks all had the crude weapons seen throughout the caves.


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 says, "I'll sneak ahead to take a look around... but if that was the chieftain, we may be safe to rest up here. There might also be a hidden stash that's worth looking for....and I wouldn't mind that chain shirt."


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

Any chance the chieftain's shirt might be mithril?

Aarakess nods to Kilthan: Yes, lead on and make sure that we have cleared this place of these filthy creatures.

Before he moves on, Aarakess points her finger at Kilthan, Dryn, Tohall, Justin and Ingrid.

Cast Message - should last 50 minutes and allow us to communicate through whispers - DC25 to overhear.


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

Tohall is not sure how to take the complitement on his hasty charge. He does smile and give a nod of appreciation.

The man then takes up his wand again and tends to his wounds...
(Want of Cure Light Wounds 1d8 + 1 ⇒ (2) + 1 = 3, 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (6) + 1 = 7, 1d8 + 1 ⇒ (6) + 1 = 7, 1d8 + 1 ⇒ (8) + 1 = 9)

He tries to catch Kilthan before he starts off... Wand of Cure Light Wounds 1d8 + 1 ⇒ (8) + 1 = 9, 1d8 + 1 ⇒ (2) + 1 = 3, 1d8 + 1 ⇒ (5) + 1 = 6

And then On Justin Wand of Cure Light Wounds 1d8 + 1 ⇒ (4) + 1 = 5

Status:
HP: 10/38 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Composite Long Bow (Str +1) +6 (1d8+1, piercing, /x3)
Conditions: n/a
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) 5 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 26 of 50


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

52/53 hp now after healing hex without charge


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

Save the charge on Justin.

Healing Hex @ Justin: 2d8 + 6 ⇒ (6, 3) + 6 = 15


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)

Assuming we took a full minute to rest (and for Tohall's wanding), reducing effect durations by that amount.. leaves 79 rounds of thick-skinned goodness and 179 rounds of feather step

Kilthan holds up a stone and asks for a light spell, then closes his shield-hand around the stone, preventing the light from flowing out. He nods his readiness, and begins to creep forward down the tunnel from which the extra Morlocks came, listening and watching for threats.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17 and Stealth: 1d20 + 10 ⇒ (20) + 10 = 30


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

"These fights are getting tougher." Dryn reloads her crossbow to be ready for trouble.

And I'm back. Sorry for that delay. And Kilthan, if you take that Chain Shirt, Dryn wouldn't mind the studded leather :)


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)

Oh, absolutely. I wasn't planning on keeping it, but it seemed silly to not use something that took away the check penalty and didn't penalize my AC. One day I'll find the elusive magical mithral breastplate, but for now...


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 nods in agreement with Dryn and then follows the fiery tiefling down the passage.


I messed up looking at the chieftan's treasure list, the following the accurate one:

The room you are currently in:

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.

The morlocks have crappy stone morningstars, longspears, and wooden shields

The morlock chieftan had chain shirt +1, greataxe +1, and a pouch with 30 gp

Room where the 6 morlocks came from

The scent of rotting meat and offal fills the air here. Moldering furs, crude bedrolls, and other signs of a campsite cover the floor of this large, natural cave. Spears and crude axes are piled near the entrance to the left, along with a disorganized stack of shields.

The dead bodies of the two morlocks that died from the rain of frogs spell are here. There are four caches in small nooks and crannies that reveal after a search

First Cache: A Jade figurine of Lamashtu worth 200gp

Second Cache: 50 gp in coins

Third Cache: 3 garnets worth 50gp each

Fourth Cache: a sliver necklace set with three gems worth 100 gp each

The room that the Chieftain came from

This chamber presents a macabre sight. A bewildering variety of humanoid and monstrous skulls are mounted on the walls just outside this chamber with crude iron spikes. The chamber beyond is a small, cramped space that smells strongly of damp earth. A great pile of furs and blankets lies in the center of the room.

The chieftain's treasure is mingled with his bedding you find:

4 rubies worth 100 gp each
a leather pouch with 150gp worth of coins
a jeweled statuette warrior worth 450gp
And a Handy Haversack


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)

Snazzy!


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 suppose Dryn should probably take the haversack so that she can carry a full alchemical kit.

So, now we need to stash everything we have in the haversack and then head out.

Aarakess looks around the two rooms and casts detect magic to see whether there is anything else that has not been found yet.

Did we miss any rooms?


there is still one passageway not taken yet


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)

In this area, or the other door? If it's in this area, Kilthan will sneakily scout ahead, with a light stone in hand (closed) as before.


On the current map where the last fight was held, there is a passage that goes to the southwest


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 upgrades to enchanted greataxe and follows Kilthan.

Will try to update the loot spreadsheet soon.


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

Kilthan can lead into the unsearched passage.

I am ready to search it and then move onward.


You head down the passageway which starts going south west but them after a few hundred feet curves back to the south east. As you round the bend, Kilthan can see a faint light of some sort further down the passage, maybe another 100 feet or so.


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 holds up a hand to slow the party and whispers, "I'll go see what that is. Whisper spell?". He then creeps forward quietly, (now in the chain shirt, if only for while we're in here) using the passage wall and shadows for cover.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 11 ⇒ (10) + 11 = 21


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 recasts Message and points at each member of the party so that she can communicate will all of them and they all can talk to her.


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

Yay, Haversack! Now I need to a full sized alchemical lab when back in town to store in it. And more Holy water, fire, ice, acid for when out of bombs.

Question for GM. About how long did the searching take? Just wondering which of my buffs may have worn off. Mutagen is 50 minutes (drank when we started to come up the ledge near the rope bridge), shield extract 5 minutes (drank during last fight).


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 suppose that now that Kilth has ranks in Spellcraft, he can start naming spells properly...


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

Na, naming the spells properly takes all the fun out of trying to guess what you are casting, or what you want us to cast.


Your mutagen is still in place, the shield is definitely off

This long passage through the rocks winds down and down, deeper into the ground. It curves ahead like a spiral. The air grows musty and sickening with the scent of rotting flesh. Eventually, the passage opens into a wide cavern, where it ends at the top of a short cliff that stands ten feet above the cave floor below. From ahead, the dim glow of a lantern or small fire casts a dull, red glow.

The cavern is dark, but you see three more morlocks near the fire and above on a small ledge what looks to be the high priest of Lamshtu mentioned in the Faceless One's journal, Grallak Kur.


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 whispers back, "Three more morlocks... down about 10'... and that bloody priest of Lamashtu up on a ledge. Should I watch 'em or come back to plan?"


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

When Aarkess mentions what Kilthan has found he suggests, "Have him return, we can come up with a plan and use what resources we have left to aid us in defeating them. That priest will be a nasty one."

He looks to Justin and whispers, "When we last rested, it seems like days now... I was gifted with a spell to enhance one of your natural attacks, if you wish."

"I can also enchant a weapon for a short time as well." he says to the others in a whispered voice.

Status:
HP: 10/38 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Composite Long Bow (Str +1) +6 (1d8+1, piercing, /x3)
Conditions: n/a
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) 5 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 27 of 50


Tohall of Erastil wrote:


He looks to Justin and whispers, "When we last rested, it seems like days now... "

Its only been 3 months and 6 days of real time and 615 posts in gameplay since you rested! ;)


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 activates his wand as he approaches, knowing they were almost done. He looks at the rest of the group, "I think we need to hope we have enough resources left."

UMD: 1d20 + 14 ⇒ (15) + 14 = 29

"Any other spells left?"


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

"I'm out of catalysts for the booms, but I have the readied chemcials to mix-up two more extracts today. Only the healing ones can others drink though."

1-1st and 1-2nd level extract. Available formulaes in spoiler below. Not sure what would be useful right now. Unless someone thinks of a good plan, probably mix the first level into shield and the second into CMW just to be ready, drinking the shield before we go in.

Formulae Book:

1st - Cure Light Wounds, Identify, Bomber's Eye, Shield, Disguise Self, Comprehend Languages, Ant Haul, Crafter's Fortune
2nd - Cure Moderate Wounds, Lesser Restoration


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

When they are back together:
It is not as deadly as the little frogs, but I can produce a horde of spiders which will sweep through the morlocks. It is unlikely to kill the three on the ground, but will definitely weaken them. It might also disturb the cleric if the swarm gets to him.

I can also make a web which may make it so that the cleric cannot see us and will slow down the morlocks on the ground.

I obviously have the same hexes that I have been using which weaken their defenses and make it harder for them to attack, and occasionally can make enemies take a nap. But these are slow and only affect one enemy at a time. I can heal Dryn and Ingrid, I can grant Kilthan a little extra luck, and I can make one person large again as I did for Justin before.

Gotta love a full caster which uses the spells as a secondary power.


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 says, "Enlarged, I think one of us could reach the cleric -- though the Morlocks will probably slow us down -- I'm not sure we can get there before he can rain spells down on us. Have we got anything that can disrupt 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 hefts his new axe.

"I want to be enlarged again and draw their attacks. Dryn, can Kilthan drink a shield potion of yours?"

Justin is anxious for action, but realizes this is an important fight.
"One spell from the priest can turn the tide against us. If Aarakess can put him asleep when I get him in range, it should be game over."

This is the big one.


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

A frown crosses Dryn's face, "Unfortunately no. The base components of the elixir have to be mixed according to the blood of the imbiber. There's ways to modify the base mixture but I'm not currently versed well enough to create a generic base that would work with just anyone. Aside from my curatives, of course. Sorry."

Also the rules say no since I don't have the Infusion discovery, only the Churgerion archtype.


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

Can anyone see the map? All I see is a big black block, so I cannot really help much with the planning.


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

Assuming the big black block is the map, I can see it :p


Its a big black block as no one has seen the room, except for the small fire in the cavern.


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

My thoughts - I silently move to the entrance to the room and cast Web getting the cleric as stuck as possible. Next round, I cast Vomit Swarm and send them to weaken the morlocks. Kilthan and Justin move past me and follow the swarm trying to keep the morlocks in the swarm as long as possible. The swarm will last for 5 rounds. I then cast enlarge on Justin or Kilthan (you guts decide who.) I follow this with Fortune on whoever was enlarged. By this point, the cleric will probably have gotten to where he can see out of the web. But, if Justin has his greatsword and is enlarged, he should have a lot of reach for spell casting disruption.

Dryn, Tohall and Ingrin can use any spells or ranged weapons to help the fighters and swarm take down the morlock guards or cleric as soon as the cleric can be seen.

As soon as I can see the cleric moving out of the web, I will begin tossing Evil Eye and Slumber Hexes at him.

I will also use my Flight Hex before this so that I have more maneuverability if necessary.


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)

That sounds like a favourable plan, I think -- it's too bad we can't enlarge two of us, though -- it would be nice to have reach and thus stay out of the swarm while keeping the Morlocks in 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

Just stay next to the swarm. With Vomit Swarm, I can direct it if necessary. It takes a standard action, but I can change its direction of movement.


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)

GM - What' the status of Kilthan's Feather Step? It might make more sense to enlarge the guy who can get to the cleric?

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