GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

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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

Rnd 1

Justin calls on Iomedae to smite the creature as he drops his wands..

He swings with all his might his favorite axe.

PA gaxe/damage: 1d20 + 11 + 3 + 1 ⇒ (9) + 11 + 3 + 1 = 241d12 + 14 + 5 ⇒ (4) + 14 + 5 = 23

If close enough, he bites too.
2ndary bite / damage: 1d20 + 10 + 1 + 3 - 5 ⇒ (17) + 10 + 1 + 3 - 5 = 261d3 + 5 + 5 ⇒ (2) + 5 + 5 = 12

drop wands; swift=smite + full attack; 51/53 HP in hands=greataxe; AC=16 vs worm smite evil/expeditious retreat


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Round 1

She looks to Aarakess, "I can but..." she looks to the fallen man off to the side that the group saw as they entered, "I had hoped to help another."

Shaking off the most of the effects of the creatures own aura she reaches for her holy symbol, "Foul creature, you will feel the Everlight's holy wrath!" A wave of positive energy bursts forth from the woman

Channel Positive Energy (vs Undead) 3d6 + 5 ⇒ (5, 3, 5) + 5 = 18 (DC 15, no turn resistance)

Not sure if it would work as well in this instant, but Mithral weapons count as silver for the purpose of overcoming damage reduction. Not that we have much Mithral yet. Anala has her armor.


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 always find that Mithril weapons are a bit of a waste. Silver is cheaper and you do not really get any weight benefit for a mithril weapon. Armor on the other hand is greatly better when Mithril, lighter, better dex, less armor penalty, lower spell failure. For me, it is Mithril armor and Adamantine weapons.


GM Blood:

WIll Save 1d20 + 4 ⇒ (10) + 4 = 14

Mithril does not harm it the same as silver aka kill on contact, but would overcome SR as normal if it had it

Justin calls upon Iomedae's blessing and is rewarded with divine strength and skill landing a solid blow with his axe, and a follow up bite. As soon as he pulls back his weapon, the wounds are already healing. Anala continues the holy assault with a wave of positive energy that bypasses its unholy defenses burning out the negative energy animating it. As it falls the small worms squirm out of its body quickly dying without a host and soon turning into a paste.

The soldier is still screaming as the worm burrows towards its brain

Anala/Aarakess, the soldier could still be saved by extracting the worms before it reaches his brain. It would require a DC 20 Heal check. Only one of you could do it, so Anala with a +9 is the best choice, and no aid another in this case. Anala has two chances


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)

Mithral weapons don't have their damage reduced like silver ones.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

As the creature falls apart, Anala rushes to the man's side grabbing for her healers kit and her dagger. Leaning down over the man she calls, "Hold him still please."

The woman then tracks the worm from the entry point as it makes its way towards the man's brain. She takes the dagger and finds the creature with a quick prayer to Sarenrae, "The Healing Light guide my hand," she cuts the man's skin to remove the invader. Her first strike is true and she carefull removes her blade with a wiggling creature on it, "Silver, quickly!"

Heal Check to remove the worm 1d20 + 9 ⇒ (17) + 9 = 26


Anala successfully saves the man with her quick thinking and skill. Kilthan and Tobar are back within the minute and other soldiers also come. Acting Sergeant Gatiss is once again grateful for the service you have done.

Around the corner you see a smashed door, obviously where the creature came from. Looking inside you see a partially dug tunnel. Gatiss speaks up, "This is where we kept our last wizard after he changed into that monster. Marzena did experiments on it and the worms it gave off writing it in that notebook of hers. When the lizardmen broke before you got here, in they must have thought something valuable was ont he other side of the locked door. It took everything we had to block it back inside after the lizardman broke the lock. It has been in there so long you almost forget it is in there. It hasn't tried to ever break out, I wonder what changed to make it do that?"


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 may be a good recruiting option

Justin turns to the Sergeant.

"So after seeing the powers of Iomedae, Sarenrae, and her servants, do you at all feel inspired to find a divine patron and get the powers needed to fight evil?"

He adds:
"We will need to have a look at that notebook. Do we want to explore past that door?"


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 returns, a dour expression on his face.

He grumbles, "So that's panic. I don't like it. Maybe I shoulda been a paladin of Angradd."


Past the door is an incomplete escape tunnel (it goes about 50' before ending where they hadn't finished it.

Inside the room where the girls are staying is Marzena's room before she was taken by the lizardmen.

The room has a bed, a storage chest, table, and chair. The table has a sheaf of papers, an inkwell and quills, and a small dusty lamp. A tapestry showing a landscape with Magnimar in the background hangs on one wall.

Notebook:
The notes in her book include drawings, some jokes the mage evidently heard from various soldiers stationed here, and drafts of letters to friends.

Looking at the draft of a letter to Allustan and other notes she recounts what she has found so far, which isn't much. She was able to confirm the presence of the undead infected with the worms called 'Spawn of Kyuss' and that they are increasing in number at an alarming rate.

She managed to experiment on one here in the keep and do some work with the worms. She has discovered a way to make a paste that will protect a person from the worms and using the paste on a spawn could render it almost harmless, though that would have to be experimented with. She also came up with a recipe for an oil to be used on a weapon that will be much more effective against Spawns of Kyuss and maybe other similar creatures. How to make those is not in the notebook however. She is also concerned that it will break loose despite being behind a padlocked door but isn't sure she will be powerful enough to kill it by herself.

She also talks about missing Allustan and the time they had together. She regrets leaving him all those years ago. She understand that at his older age he was done adventuring and risking his life but she still had that fire at the time. Seeing him again recently has made her reconsider and she would like to maybe try to be together once again after all of this is done.


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 looks behind the tapestry, because that is where he would hide his 'stash'.

After reading the journal, Justin actually looks choked up, or what would appear to be choked up for a lizardman.

"We have to find her for Allustan and get them together again! And, of course, get the paste to defeat the worms."

It is obvious the compelling, more personal reunite the sweethearts quest is somehow above the saving the world from worms motive at this moment.


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, not having the best social skills, does not pay much attention to the social notes. However, the information on creating weapons that will work against these demonic undead she delves into deeply, calling Dryn to her side to review the notes.

Do you have the materials to create this oil and paste? I know you are much better at mixing compounds and the like.

Aarakess also speaks with the commander, Justin and Kilthan:
Silver is deadly against these worms. Every soldier here needs some silver, whether it is a knife, a fork, a spoon, or even a single silver coin. It is enough to kill one of these worms should a Spawn of Kyuss throw one at you.

Also, how many silver pieces do we have?

Looking to the commander:
Do you perchance have anyone skilled enough in weapon smithing that they could give our weapons a silver sheen? Any weapon with silver will likely be much more effective against one of these creatures. Even a small amount on the tip of an arrow could greatly assist the defense of this fort should any more of these abominations attack.

GM Blood - is there a way to give our weapons a silver sheen? And can Dryn and I figure out how to make this paste and oil?


None of the soldiers here are skilled enough, they just send for supplies to Magnimar since it is only 3 days away. Their budget is always very tight so it would be hard to get anything silversheen (though they will start carry silver coins.)

Many of the soldier shave been impressed with Justin's martial prowess and are interested in hearing more about both Iomedae and Sarenrae. In the future a small shrine could be put in place.

There are dead worms in the other room that you could collect for future paste. Both items require Create Wonderous Items but it would take some time and research, as well as the feat, to figure out how to make it. Presumably Marzena could teach you if she was saved (You would then only need the feat)

Beside Silver weapons there is Silversheen weapons:

Silversheen weapon:

Cost +750 gp.
Cost Blades made of silversheen are always masterwork items as well; the masterwork cost is included in the price given. A blade made of silversheen has its price increased by 750 gp. Crafting a silversheen blade requires Craft (alchemy) 5 ranks and Craft (weaponsmithing) 5 ranks.

Not be be confused with the silversheen magic item:

Spoiler:

Aura faint transmutation; CL 5th
Slot —; Price 250 gp; Weight —

Description

This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.

Construction Requirements Craft Wondrous Item; Cost 125 gp


Not in use

Tobar slinks back into the room once he is able to extricate the tail from betwixt his legs. Sheepish of face, he watches from the outskirt and listens - impatient to be away.


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, "Coins can be used as weapons, if any of you know to fight with slings. Or, because silver is relatively soft, edges could be fashioned onto the coins. They'd likely be relatively easily converted to arrowheads as well."

He looks into his coinpurse and then shrugs, "I've only got 7 silvers on me."


Remember that the silver is deadly to the worms, not the actual Spawn.


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

Dryn looks over what little information is present, trying to figure them out. "Nope, not much I can do with what's here to make it. I might be able to figure it out if given enough time (And a level)." She reaches into her own coin purse, pulling out 6 silver coins. "That's what I have on me. And a few silvered crossbow bolts."


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

On the silversheen weapons, can two people work together, one with the alchemy and one with the weaponsmithing?


I would think that would work Dryn


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 adds his eight silver pieces to the garrison supply.

He also recounts the first trial of Iomedae, the slaying of Nakorshormond, in vivid detail to the garrison.

He explains: "She can easily give me the powers needed to overcome these worms. Probably other holy warriors that would join the cause too. I will not bother you will a long conversion speech, as people need rescuing at first light."

I should be ready. Justin did put his first skill point in diplomacy, as influencing people is something he is motivated to do now.

First diplomacy roll to influence garrison: 1d20 + 7 ⇒ (12) + 7 = 19


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

(All updated here... not much for a 6th level cleric. I get my Healing domain power though, +50% to healing)

Anala also reads over the journal and agrees with Justin, "It would indeed be a good thing to reunite the pair."

The woman roots around in her coin pouch and comes up with 8 silver coins.

She watches Justin with his attempting to convert the guards with some amusement. "While the Lizardman does have a certain flair, I let my actions be my testament of the Everlight's power."

With a big yawn, "If everyone is okay, perhaps we should go back to bed, for what is left of the night. Morning comes all too quickly." With that she says her goodnights, again, and is back off to bed. The woman is asleep within a few minutes.

Near dawn, Alana's internal clock has her awake and preparing for the day ahead. She is most surprised and elated to find that she seems to have gained favor with Sarenrae.


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 also returns to bed once things have calmed down. In the morning, she communes with her familiar and patron requesting the spells which will help the team succeed in rescuing the missing wizard and fort troops.

Aarakess also again uses her healing hex on any soldiers who are still wounded from the lizardmen's prior attack.


The day comes quickly but you are refreshed. The fight with the spawn last night has brought back into focus the danger that threatens Varisia. For now however the task at hand is saving the prisoners that the lizardfolk took. After another round of healing by Aarakess and a rousing speech by Justin, the men of the keep see you off as you head into the Mushfens to find the Twisted Branch tribe.

Acting Sergeant Gatiss says, "We are sending someone to Magnimar to get reinforcements. We should be fine here for a couple days, I don't think the lizardfolk can muster a force soon enough after the dfeat you gave them. I've heard that the Twisted Branch tribe is located two to three days of travel due south from here. If you have trouble tracking them, keep to that direction and you should come close. Be careful out there, the Mushfens is very dangerous."


Not in use

Tobar attends but is not engaged in the wooing of the garrison's minds nor bolstering them against the spawn... though when morning comes he is at the vanguard for the ride out towards the lizardmen. Fully prepared he is desperate to continue and draw towards his captive companion.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

"Worry not Tobar, we will find and get your your companion back safe and sound." Anala sincerely says to keep up the halfling's spirits.

Walking through the swamp Anala, while it is a chore to watch where one is walking, she seems quite content to be about at the task at hand. She even starts with a tale of one of her adventures, "Several companions and I, we were walking through a swamp similiar to this. A rumored temple at it's heart drew many adventures for the treasures hidden within..."


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

During the ride out, Dryn confers with Tobar over all things alchemical, happy to have another appreciative afficionado of things that go boom...and a variety of other effects.


GM Blood:

3d100 ⇒ (47, 23, 9) = 79

Perception Aarakess Halcorn 1d20 + 12 ⇒ (18) + 12 = 30
Perception Dryn'taka Devilschild 1d20 + 9 ⇒ (11) + 9 = 20
Perception Tobar 1d20 + 5 ⇒ (2) + 5 = 7
Perception Justin D'Rite 1d20 - 1 ⇒ (9) - 1 = 8
Perception Kilthan Hammerstone 1d20 + 10 ⇒ (2) + 10 = 12
Perception Anala 1d20 + 4 ⇒ (14) + 4 = 18

Stealth 1d20 + 9 ⇒ (15) + 9 = 24

[ooc]Initiative Kilthan Hammerstone[ooc] 1d20 + 2 ⇒ (20) + 2 = 22 (Above Ground)
[ooc]Initiative Aarakess Halcorn[ooc] 1d20 + 3 ⇒ (5) + 3 = 8
[ooc]Initiative Dryn'taka Devilschild[ooc] 1d20 + 5 ⇒ (7) + 5 = 12
[ooc]Initiative Tobar Pannell[ooc] 1d20 + 4 ⇒ (5) + 4 = 9
[ooc]Initiative Justin D'Rite[ooc] 1d20 + 0 ⇒ (16) + 0 = 16
[ooc]Initiative Anala Sahar[ooc] 1d20 + 2 ⇒ (18) + 2 = 20
[ooc]Initiative Monster[ooc] 1d20 + 1 ⇒ (2) + 1 = 3

You set out in the morning mist into the Mushfens with Kilthan unconcerned about getting lost. Amazingly he is able to find the best path to avoid some of the natural hazards and yet still maintain his tracking of the lizardmen. They seem to have kept to the dry areas.

As mid day is approaching the horses suddenly get skittish and Aarakess notices that a large log is actually an enormous crocodile. It leaps to attack and she has a quick moment to act.


Quote:

Surprise Round

Initiative Order - Aarakess, Crocodile

Quote:

Round 1

Initiative Order - Kilthan, Anala, Justin, Dryn'taka, Tobar, Aarakess, Crocodile

Huge Crocodile Stats AC 16 T 9 FF 15


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

Seeing the giant reptile, Aarakess calls to the rest of the group: Watch out, giant crocodile off to the side.

She then attempts to quickly end the encounter by putting the beast to sleep.

Slumber Hex: DC19 Will or asleep for 6 rounds.


Not in use

Oblivious, Tobar is startled by Aarakess' words and awaits the effect of her swift invocation...


GM Blood:

Will Save 1d20 + 3 ⇒ (7) + 3 = 10

As the enormous crocodile rears up and begins to snap at Justin's horse for a light snack, Aarakess uses her strange power and the crodoile slams into the ground right beyond your feet, presumably asleep.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Anala calls in a lowered voice..."Dibs on the boots!" She continues, That would feed folks for some time too." She looks to see who will actually slay the creature, noting that her scimitar would do little against such a monstrous beast.


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 hits the crocodile to finish it off.
cdg: 3d12 + 42 ⇒ (9, 7, 4) + 42 = 62


Knowing there isn't much time, Justin leaps off of his horse and puts an end to the humungous crocodile before it can wake up. The rest of the day is uneventful as you find a good spot to camp. Kilthan estimates that your group has covered nearly 2/3s of the way there and has certainly made up significant ground on the lizardmen.

Watches for the night? If so what is the schedule?


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 Kilthan help with the carcass.
Saving food and skin for later.

Watch schedule:

Aarakess and Tobar then
Justin and Drynn
Then Kilthan and Anala


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 Kilthan help with the carcass.
Saving food and skin for later.

survival to dress and skin: 1d20 ⇒ 16

"Good job. Fresh steaks tonight."

Watch schedule:

Aarakess and Tobar then
Justin and Drynn
Then Kilthan and Anala


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 watches Justin work with the large beast, offering small comments and directing his dagger. Survival (Aid Another): 1d20 + 10 ⇒ (10) + 10 = 20 Kind of nice not being able to fail on DC 10 checks...

Once the hard work is done, he offers, "We'd best be careful -- while I relish the idea of fresh meat, starting a fire out here runs the risk of announcing our presence to those we're following and all the other inhabitants of the swamp - the smell of smoke and cooking meat will both carry and attract attention."

He shrugs, "Of course, the hide and meat will need to be cured soon, else they'll begin to rot... a fire would help with that, we could use the heat and smoke to start the process and to cook the excess meat on the hot coals... Although, I imagine someone could purify anything that we don't properly preserve today." He looks at Aara and Anala for confirmation.


Not in use

Tobar leaves the butchering to the others and partakes of only a light meal that evening.

No problem with watch position


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

"Crocodile does sound good though. Wonder what it tastes like."

Fine with watch order as well. Also, while I'm not much of an outdoorsman myself, doesn't properly skinning an animal take awhile, and we're kinda on time crunch?


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 lets out a sigh of relief as the giant beast is quickly felled by the paladin.

Can't say I have had crocodile before. How does it taste?


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Watch is fine by me...

"Nice eye Aarakess... and then putting it to sleep before it could do anything was nice too."

If the group decides on a fire she helps gather some of the drier wood. If there is no fire then Anala will eat her rations and find a spot and curl up, soon drifting off to sleep until her watch.


GM Blood:

1d3 ⇒ 2

Stealth Ghast 1d20 + 9 ⇒ (9) + 9 = 18 1d4 ⇒ 2
Stealth Ghoul 1d20 + 7 ⇒ (18) + 7 = 25 1d4 ⇒ 1
Stealth Ghoul 1d20 + 7 ⇒ (10) + 7 = 17 1d4 ⇒ 3
Stealth Ghoul 1d20 + 7 ⇒ (11) + 7 = 18 1d4 ⇒ 2
Stealth Ghoul 1d20 + 7 ⇒ (4) + 7 = 11 1d4 ⇒ 2
Stealth Ghoul 1d20 + 7 ⇒ (20) + 7 = 27 1d4 ⇒ 4
Perception Dryn'taka 1d20 + 9 ⇒ (16) + 9 = 25
Perception Justin 1d20 - 1 ⇒ (3) - 1 = 2

Initiative Kilthan Hammerstone 1d20 + 2 ⇒ (7) + 2 = 9 (Above Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Dryn'taka Devilschild 1d20 + 5 ⇒ (3) + 5 = 8
Initiative Tobar Pannell 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Justin D'Rite 1d20 + 0 ⇒ (11) + 0 = 11
Initiative Anala Sahar 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Monster 1d20 + 4 ⇒ (19) + 4 = 23

The evening passes as you feast on crocodile. Tomorrow you should make it to the Twisted Branch lizardman lair. First watch goes well. As the second watch progresses the swamp air starts to stink worse than it normally does. However, Dryn'taka notices something with her night vision, 3 humanoid figures coming out of the swampy water to the east, as well as one from the north and south.


The things all move forward out of the swamp on their swamp round. The one from the north moves to Dryn'taka, the one to the south moves to the horses. The three from the east stealthfully move to the sleepers at the fires. One of those three looks different, stronger. As the group from the east moves up the stench gets stronger.

Quote:

Surprise Round

Initiative Order - Creatures, Dryn'taka

Quote:

Round 1

Initiative Order - Creatures, Tobar, Anala, Justin, Kilthan, Dryn'taka, Aarakess

Creatures AC 14 T 12 FF 12

Larger Creature AC 18 T 14 FF 14

Dryn'taka can yell out a warning and everyone sleeping can get a Fortitude save to wake up (she still gets a surprise round action. To wake someone up is a standard action, otherwise she could throw an alchemist flask into the fire and splash damage everyone!

Creatures are up first in the round after Dryn'taka.

Dryn and Justin have to make Fortitude DC 15 or be sickened. Also as soon as Tobar, Kilthan and Jagdbach have to make it as soon as they wake up or be sickened. [ooc]From the stench, not from Crocodile dinner


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

Surprise Round

Stats:

HP 57/57
AC 18 FF15 T13 CMD18
F/R/W 8/9/3
Bombs 9/10
Mutagen None
Bora Beads 1 1/1
Extracts
1st - Cure Light Wounds, Shield, 3 open
2nd - Cure Moderate Wounds, See Invisibility, 2 open
Ammo Tracker
Normal - 20
Silver - 20
Cold Iron - 20
Effects

Seeing the creatures coming up Dryn suddenly calls out a warning, "STAY AWAY FROM MY FRIENDS YOU MONSTERS!" With the warning shouted, she flings a bomb towards the biggest of the creatures, nimbly avoiding her sleeping friends but taking some flames to the face. Only her fiendish blood protects her from the flames, and her own contact with strange smelling substances from the creature's foul aroma.

Free action to scream a warning, 5' Step south 1 square, Standard to bomb the big one. Hit for 21 fire damage and on fire, the other two take 10, DC 17 Reflex for half. Precise and Explosive, I'll take the hit since I can only exclude four targets.

Fort Save: 1d20 + 8 ⇒ (18) + 8 = 26
Bomb + PBC: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 3d6 + 7 ⇒ (6, 2, 6) + 7 = 21
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28


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)

Fort (wake-up) Kilthan: 1d20 + 8 ⇒ (3) + 8 = 11
Fort (wake-up) Jagdbach: 1d20 + 8 ⇒ (3) + 8 = 11

Fort (stench) Kilthan: 1d20 + 8 ⇒ (19) + 8 = 27
Fort (stench) Jagdbach: 1d20 + 8 ⇒ (16) + 8 = 24


With the warning and the explosion, both Kilthan and Jagdbach wake up.


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

fort: 1d20 + 10 ⇒ (12) + 10 = 22


GM Blood:

Reflex Save #1 1d20 + 2 ⇒ (15) + 2 = 17
Reflex Save #2 1d20 + 2 ⇒ (5) + 2 = 7

Dryn'taka yells out the warning while tossing a bomb at the biggest of the creatures, putting it on fire

It spends its turn putting itself out while the other work on the others who have just woke up, while an unseen 5th one sneaks up to Anala.

Creature #1 attacks Kilthan connecting with a claw

Bite 1d20 + 3 ⇒ (2) + 3 = 5 vs Prone and FF
Damage 1d6 + 1 ⇒ (5) + 1 = 6

Claw 1d20 + 3 ⇒ (19) + 3 = 22 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (6) + 1 = 7

Claw 1d20 + 3 ⇒ (2) + 3 = 5 vs Prone and FF
Damage 1d6 + 1 ⇒ (4) + 1 = 5

Creature #2 attacks Tobar biting down on him and gouging with a claw Need 3 Fort Saves in addition to the initial Fort save vs the stench

Bite 1d20 + 3 ⇒ (16) + 3 = 19 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (1) + 1 = 2

Claw 1d20 + 3 ⇒ (3) + 3 = 6 vs Prone and FF
Damage 1d6 + 1 ⇒ (6) + 1 = 7

Claw 1d20 + 3 ⇒ (19) + 3 = 22 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (1) + 1 = 2

Creature #3 follows and attacks Dryn'taka but cannot find an opening

Bite 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1d6 + 1 ⇒ (1) + 1 = 2

Claw 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1d6 + 1 ⇒ (4) + 1 = 5

Claw 1d20 + 3 ⇒ (2) + 3 = 5
Damage 1d6 + 1 ⇒ (5) + 1 = 6

Creature #4 attacks Aarakess's Horse ripping it apart with its claws and taking a chunk out of it with its bite

Bite 1d20 + 3 ⇒ (12) + 3 = 15 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (6) + 1 = 7

Claw 1d20 + 3 ⇒ (15) + 3 = 18 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (6) + 1 = 7

Claw 1d20 + 3 ⇒ (7) + 3 = 10 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (1) + 1 = 2

Creature #5 attacks Anala connecting with its claws and bite I will need 4 Forts Saves

Bite 1d20 + 3 ⇒ (10) + 3 = 13 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (4) + 1 = 5

Claw 1d20 + 3 ⇒ (14) + 3 = 17 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (6) + 1 = 7

Claw 1d20 + 3 ⇒ (8) + 3 = 11 vs Prone and FF *Hit*
Damage 1d6 + 1 ⇒ (2) + 1 = 3


Quote:

Round 1

Initiative Order - Creatures, Tobar, Anala, Justin, Kilthan, Dryn'taka, Aarakess

Creatures AC 14 T 12 FF 12

Larger Creature AC 18 T 14 FF 14

Knowledge (Religion) DC 12:
Ghouls are undead who feast upon corpses and carrion. They are tough and intelligent creatures. You know all undead traits.

Knowledge (Religion) DC 17:
The bite of a ghoul infects the victim with a horrible disease called ghoul fever. Those who die from this disease rise again to become a ghoul themselves.

Knowledge (Religion) DC 22:
The bite or touch of a ghoul causes paralysis in its victim.

Knowledge (Religion) DC 27:
There are other variations of ghouls, including the aquatic lacedon and the more powerful ghast.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

AC Flatfooted is 19... 17 without shield. Prone makes the AC 13 vs melee, unless there are other modifiers the last claw at 11 misses

Fort Saves: 1d20 + 7 ⇒ (12) + 7 = 19, 1d20 + 7 ⇒ (12) + 7 = 19, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (4) + 7 = 11

Knowledge (Religion) 1d20 + 7 ⇒ (20) + 7 = 27

"Ghouls! Beware their touch it will paralyze you! The rest we will worry about later... just... don't die." The woman calls out as she slips her arm through her shield's straps.

"By the Everlight will, burn in holy fire!" the woman displays her holy symbol and a wave of holy energy strikes the attacking ghouls.

Channel Energy versus Undead 3d6 + 6 ⇒ (6, 3, 2) + 6 = 17 (DC 16 for half damage, no turn resistance)

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