GM Crash's Godsmouth Heresy-Table Beta (Inactive)

Game Master Crashwheeler

Tactical Map


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Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Alright, then. Let's see what is on the other side..."

Jean-Pierre steps forward, and opens the double doors.


The double doors open onto a long, oval-shaped room. Floating balls of fire illuminate walls covered with a bewildering array of runes, sigils, and glyphs. Beneath these carvings, stacks of engraved stone tablets rest in recessed niches in the walls.

Able to speak Thassilonian or a Lingustics DC 30:

Most of the writings deal with the mundane details of daily life, but there are also plenty of historical texts, religious treatises, and arcane grimoires that can shed light on the history and magic of ancient Thassilon. You may use the archives to help answer questions you may have about the ossuary or its makers. Researching a specific question takes 1d6 hours and provides a +5 circumstance bonus on Knowledge (arcana) or Knowledge (history) checks made about ancient Thassilon, the ossuary, or its inhabitants.

Perception DC 15:
One symbol on the wall looks different than the others. Closer inspection reveals that the glyph can be detached from the wall. The symbol matches the strangely shaped depressions in the “door” in area 3.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Now we are getting somewhere."

Jean-Pierre quickly glances through the tablets, gaining an overview of the room.

"Most of the writings deal with the mundane details of daily life, but there are also plenty of historical texts, religious treatises, and arcane grimoires that can shed light on the history and magic of ancient Thassilon. We could probably use the archives to help answer questions about the ossuary or its makers."

Perception: 1d20 + 9 ⇒ (14) + 9 = 23.

Suddenly, his attention is caught by something over on one of the walls.

"Isn't that curious..."

Jean-Pierre moves over to the wall, and detaches a strangely-shaped rune from the wall.

"I wonder what this could be used for...?"

@GM Crash: Despite what the spoiler says, we haven't been to 'Area 3' yet, so we don't know about the "door" there ;-)

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

"Was there a depression on the wall in the first door we entered?"


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Not that I recall."

I think he gave us some GM-only text in that update ;-)

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Linguistics: 1d20 + 9 ⇒ (14) + 9 = 23

Pontia still seems a little bit "off" by what just happened to them, and has remind silent since the events in the "changing rooms". Once JP reads the writings in the wall, she seems to snap out of it and comes closer to them.

Interesting, what language is this?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Thassilonian. Largely a dead language now, of course, but some of the classics of early economic theory were written in it, so I studied it when I was in training... It is surprising just how relevant the analytical techniques used back then are to modern times; the goods have changed, of course, but the mechanisms by which the money flows remain the same..."


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre then decides to do a Detect Magic sweep of the room, just in case...

Perception: 1d20 + 9 ⇒ (7) + 9 = 16.


Map updated. Room 3 was where you discovered the feather token.
The entire room lights up for Jean-Pierre. He figures out that all the magic is is just the ossuary's preservative magics. But a greater concentration of the shine was coming from the stone tablets. There are three of them that seem to hold spells, one of the tablets actually has two spells written on them. Each tablet weighs 5 lbs but acts as a scroll.

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Dexter looks at the rune JP removed...

Could that be the key to room we saw earlier? Even if it could be, we don't have enough charges on our chime to get back in there, I'm afraid. That said, I bet it's worth a little bit to those Pharasman priests...certainly, those tablets will be.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Focusing on the scrolls, Jean-Pierre casts Read Magic, and peruses them.


Jean-Pierre sees that the one that has two contains hold portal and identify and the other two hold remove disease and shatter.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre hangs onto the Remove Disease, but hands the others to Pontia (since they are arcane spells).

"Right then. Shall we move on? Which way would people like to go next?

North or South?


Before anyone can decide what to do next, a rune detaches itself from the wall.

Initiative Rolls:

Grimor: 1d20 ⇒ 5
Burick: 1d20 + 2 ⇒ (5) + 2 = 7
Dexter: 1d20 + 6 ⇒ (6) + 6 = 12
Jean-Pierre: 1d20 + 1 ⇒ (17) + 1 = 18
Pontia: 1d20 + 2 ⇒ (19) + 2 = 21
Marsk: 1d20 + 2 ⇒ (2) + 2 = 4
Rune: 1d20 + 6 ⇒ (20) + 6 = 26

Round 1 (partial)
The rune sends off a cone of searing flame at Jean-Pierre and Grimor.
Burning Hands: 3d4 ⇒ (4, 1, 1) = 6 Reflex save please, DC 12 for half damage.

Rune, Pontia, Jean-Pierre, Dexter, Burick, Grimor, Marsk
DC 20 Knowledge(arcana) to identify the rune.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Dexter, the door remains open, I managed to lea...

Pontia interrupts her dialogue and her eyes open wide when she sees the rune moving from the wall.

Knowledge Arcana: 1d20 + 7 ⇒ (11) + 7 = 18

Not knowing what they are fighting this time, she grabs one acid flask and concentrates to cast Acid Splash

Range Touch Attack (Acid Slash): 1d20 + 2 ⇒ (4) + 2 = 61d3 + 1 ⇒ (2) + 1 = 3


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Reflex: 1d20 + 2 ⇒ (12) + 2 = 14.

Jean-Pierre dodges the worst of the flames, and appears to be completely unaffected by the tongues of fire which claw across his thick hide.

He then takes a swing at the floating rune...

Earthbreaker: 1d20 + 4 ⇒ (5) + 4 = 9, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.

...but it easily dodges out of the way.

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Eyes widening at the fan of flames, Dexter takes a 5-foot step toward the door and fires his crossbow at the mysterious rune.

Xbow: 1d20 + 4 ⇒ (8) + 4 = 121d8 ⇒ 5

He then drops his crossbow and draws his rapier.

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Now what... floating & casting runes???! argh, flames!

Reflex Save: 1d20 + 4 ⇒ (4) + 4 = 8

"That will not stop us..."

Grimor takes the brunt of the wave of fire as he steps up (just north of the rune) and attempts to slam his fist into the rune, dragon style.

Unarmed Attk: 1d20 + 4 ⇒ (2) + 4 = 6
Unarmed Dmg: 1d6 + 4 ⇒ (1) + 4 = 5

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Marsk attempts to punch the rune.

attack roll: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d3 + 3 ⇒ (2) + 3 = 5


Round 1 (complete)
The rune sends off a cone of searing flame at Jean-Pierre and Grimor, Jean-Pierre dodges and Grimor cannot react in time.
Pontia sends off an errant orb of acid.
Jean-Pierre swings at the rune, but the tiny thing floats out of the way.
Dexter shoots the wall behind the rune, then drops his crossbow in favor of his rapier.
Seeing that the area around the rune is crowded, Burick waits.
Hurting from the fire, Grimor is unable to connect with his fist.
Marsk throws a fist at the rune, but it dodges at the last second.

Round 2 (partial)
The rune floats backwards a few feet and begins to send off another cone of fire, aiming at Jean-Pierre, Marsk, and Grimor. Aoo from Grimor. If the attack lands Concentration: 1d20 + 4 ⇒ (20) + 4 = 24, if not Burning Hands: 3d4 ⇒ (1, 2, 2) = 5.

Rune, Pontia, Jean-Pierre, Dexter, Burick, Grimor, Marsk
Roll reflex saves since that concentration roll will succeed if Grimor's hit lands or not. Party up. :)

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Dexter moves into a flanking position (if possible, and avoiding grouping as a secondary priority) and tries to stab (?) the rune...

Perception: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (2) + 1 = 3

Sneak attack damage if applicable:

sneak attack damage: 1d6 ⇒ 5

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

Sorry, I've been out of touch the past few days. Getting ready for my job and all that.

Burick, though a little freaked out by the sudden mirroring of his body, chose to remain quiet. Everyone else had been making a fuss about it, so there was no reason to add to it.

With everyone crowding the ruin as already, he chose to remain behind, only now moving forward to a spot between Pontia and the others engaged with the rune. (South-east Square next to Pontia)

He readies himself incase a new enemy appears or the others need help.

Reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre completely ignores the flames washing over him (Thank-you, racial resistance!), instead focusing on a powerful swing...

Earthbreaker: 1d20 + 4 ⇒ (15) + 4 = 19, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.


Can you see the map Dexter? To get into a flanking position, you can pick a spot north or south of the rune, taking an aoo from the rune or tumbling, and hoping that Jean-Pierre can do the same thing. Unless you want to pick a spot north or south of Grimor, then 5 ft step into the flanking position.
You are safe from the blast, Burick. The cone area is only 15 ft so the fire stops just short of you, but I will keep that roll for when you do get into the zone.

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Reflex save: 1d20 + 5 ⇒ (3) + 5 = 8

Marsk steps forward and punches at the rune again.

attack roll: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d3 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

"On no you don't!" growls Grimor as the rune attempts to cast a spell. He dashes forward as quickly as possible as he pulls back his right hand.

AoO Fist Attk: 1d20 + 4 ⇒ (17) + 4 = 21
AoO Fist Dmg: 1d6 + 4 ⇒ (1) + 4 = 5

His fist slams into the rune, but the position causes his form to slack thus weakening the effectiveness of his attack. It was not enough to stop the creature from casting its spell, and so another wave of fire erupts from it.

Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22

This time Grimor was able to jump away in time, but still the fire burns away at his side. Now mad with fury, Grimor steps aside (1sq north) to avoid clumping together with the others and jump-kicks at the rune creature.

Kick Attk: 1d20 + 4 ⇒ (3) + 4 = 7
Kick Dmg: 1d6 + 4 ⇒ (2) + 4 = 6

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

I'll go for the north spot - tumbling...

acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Pontia tries to aim the rune-creature and takes a 5-feet step forward to be able to see her enemy better. Carefully trying not to hit one of her fellow adventurers she let one more Acid Splash go.

Range Touch Attack (Acid Splash): 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 21d3 + 1 ⇒ (2) + 1 = 3

I don't think I'm very good at this, lol


Life crazy right now. Here we go, I overlooked an attack.
The rune floats backwards a few feet and begins to send off another cone of fire, aiming at Jean-Pierre, Marsk, and Grimor, being distracted enough to get hit by Grimor which causes a crack in the middle of it. Marsk took the full damage, Grimor dodged the majority of the flames, and Jean-Pierre took it full on but shrugged it off.
Pontia vainly sends off another orb of acid.
Jean-Pierre struck with his earthbreaker and bashed the rune to bits.
Combat over.:) You found everything in the room that can be found before the rune attacked so you can go back to the intersection and follow the directions or not.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre brushes some ash from his cloak.

"Right then. So, which way should we go next? North, or South?"

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

1 - North, 2 - South: 1d2 ⇒ 2

Still slightly dizzy from the spinning room from earlier and after being burned multiple times, Grimor feels more disoriented now and drunkenly says "South!!!".


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Alright, then!"

Jean-Pierre leads the way South.


Going south, the group comes upon another intersection, right and left are the directions. To the right they see the hallway until it turns the left. To their left, they see a room.
Which way do you wanna go?


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"We should probably check that out first, before continuing on down the corridor..."

So saying, Jean-Pierre plods forward to investigate the cul-de-sac chamber.

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Partially still injured, Grimor nods and follows closely behind the banker.

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Marsk follows along.


A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away. As soon as Jean-Pierre, Grimor and Marsk walk into the room, a swarm of cockroaches start to boil forth from the neck, wrists, and
ankles of the armor.

Initiative Rolls:

Grimor: 1d20 ⇒ 19
Burick: 1d20 + 2 ⇒ (8) + 2 = 10
Dexter: 1d20 + 6 ⇒ (20) + 6 = 26
Jean-Pierre: 1d20 + 1 ⇒ (6) + 1 = 7
Pontia: 1d20 + 2 ⇒ (10) + 2 = 12
Marsk: 1d20 + 2 ⇒ (6) + 2 = 8
Swarm: 1d20 + 2 ⇒ (5) + 2 = 7

Round 1 (fight!)
Dexter, Grimor, Pontia, Burick, Marsk, Swarm, Jean-Pierre
Party minus JP is up!


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre eyes the oncoming plethora of vermin with an arched eyebrow, before commenting:

"Like a well-managed hedge fund, I am prepared for this eventuality. I will draw the attention of the swarm; everyone else, back off, and if you have acid flasks / alchemist's fire, feel free to use them..."

The Swarm Suit gives me DR 5/- versus swarms of diminutive vermin. For preference, use Alchemist's Fire, as I am resistant to fire damage ;-)

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Grimor backs away as far as he can manage while unhooking the torch from his backpack that was poking out just behind him.

"Great... more crawlers..."

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Pontia quickly grabs the Alchemist Fire flask from her bandolier and aims, trying to hit the swarm with it.

Ranged Touch Attack (Alchemist Fire): 1d20 + 2 ⇒ (18) + 2 = 201d6 ⇒ 4


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

@Pontia (and everyone else): Don't forget that swarms take x1.5 damage from area-of-effect spells and effects (which includes splash weapons, like Alchemist's Fire) :-)

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Marsk lobs his acid flask at the swarm.

ranged touch: 1d20 + 1 ⇒ (9) + 1 = 10 damage: 1d6 ⇒ 6

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Then the damage of my alchemist fire will be a total of 6

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Dexter also pulls and alchemists fire from his pack and lobs it at the cochroaches!

ranged touch: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 2

So 3 dmg...

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

Burick's going to conserve his alchemist's fire for now, unless everyone elses attack didn't kill it by now...


Round 1 (partial)
Dexter throws his vial of alchemist's fire into the swarm.
Grimor backs away and draws a torch.
Pontia throws her vial of alchemist's fire into the swarm.
Burick delays.
Marsk throws his vial of alchemist's fire at the wall behind the swarm. Which square?: 1d12 ⇒ 7
The multitude of cockroaches descends upon Jean-Pierre and surrounds him but they can't seem to get a good footing on his swarmsuit.
Swarm Jean-Pierre: 1d20 ⇒ 21d6 ⇒ 2 Fort save please. DC 14 or be distracted.

Dexter, Grimor, Pontia, Burick, Marsk, Swarm(10 damage), Jean-Pierre
Party up! :)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Fort: 1d20 + 4 ⇒ (18) + 4 = 22.

Jean-Pierre stands firm, completely unperturbed by the swarm.

He then steps *out* of the swarm, to provide his allies with unobstructed shots at it, with a readied action to step back into the swarm (if it is still there) once his allies have acted.

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Grimor moves further back a bit out of reach of the swarm of roaches and takes out his flint & steel. He'll light up the torch as soon as he can.

move - step back and pull out flint & steel.
Nxt turn: full round action to light up torch.

-Posted with Wayfinder

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Dexter also backs off and begins prepping a torch.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Pontia tries to hide her disgust towards the cockroaches, grabs her last Alchemist Fire vial and throws it against the swarm - the one 2 squares under me, to the right of Jean Pierre.

Ranged Touch Attack (Alchemist Fire): 1d20 + 2 ⇒ (1) + 2 = 31d615 ⇒ 480

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