GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Round 3

Stats:

HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Daze
1st - Cure Light Wounds, Burning Hands
Effects
Sickened

GM:

Read the spoilers to get an idea of what was happening. Sorry if I wasn't supposed to!

Viata awakens groggily, surprised to not feel Yana laying nearby. Suddenly hearing someone call out, she looks around and see the strange creatures attacking. Moving to stand, she looks to see who most needs help. Seeing Grimma helping Sasha, she turns to the one attacking Gelik and brings about a minor hex, cursing it with misfortune.

Move action to Stand, Standard to use Misfortune on the creature on Gelik. DC 15 to resist.


Shot Putter Funkmeister

Everyone minus Miles

Spoiler:

Sea Scorpion 2 Will Save 1d20 + 1 ⇒ (13) + 1 = 14, fail

Sea Scorpion 1 moves to attack Grimma with its tail1d20 ⇒ 14, miss

Sea Scorpion 2 continues to nibble on Gelik.

Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 12 miss
Second claw:1d20 ⇒ 12 miss
Tail sting: 1d1d20 ⇒ 9 miss

Grimma, Finn


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma, GM:
Grimma smile when she saw the second scorpion trying to attack her.
She saw a man, then a woman waking up.

Try to help the gnome !

Then she hit the one attacking Sasha.

With Power attack (-1/+2): 1d20 + 3 - 1 - 2 ⇒ (1) + 3 - 1 - 2 = 11d3 + 3 + 2 - 2 ⇒ (1) + 3 + 2 - 2 = 4


Round 3

DM:
Channel: 1d6 ⇒ 5excluding the scorpions


Shot Putter Funkmeister

Everyone except Miles

Spoiler:
Grimma misses her attack on the scorpion.

Round 4

Miles finally stirs from his slumber

Initiative Miles 1d20 + 4 ⇒ (14) + 4 = 18

Miles, Viata, Scorpions, Grimma, Finn


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Round4

Stats:

HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened

Going to work soon, so posting early.

Cursing the creature on Gelik, Viata begins laughing loudly. Bringing misfortune to the creature attacking Sasha next.

Move to cackle, Standard to use Misfortune on the one attacking Sasha.

GM:

Just to prevent holding things up, for round 5 it'll be the same, cackle and misfortune on the last of the creatures. Things are moving at a good pace, but not sure I can log in while at work today.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Round 4

Move:
With the sunlight warm on his head, Miles stirs in his induced slumber, thinking in his haze that he must have decided to take a nap on the deck of the ship this morning. Maybe after too much rum at the feat the night before. Then he licks his lips and tastes nothing but sand. Sputtering, he springs to his feet, bewildered.

Move:
When the sounds of struggle and combat reach his ears, he looks over and, surprised, reaches to draw the rapier at his hip...provided he still has it there and it wasn't lost at sea, like his damned hat!


Round 4

No action


Shot Putter Funkmeister

Looking to grab his trusty rapier, Miles puts his hand where it would normally be, however it is not available.
No rapier, there is a pile of gear on the beach, if you choose to grab it first

Sea Scorpion 3 Will Save 1d20 + 1 ⇒ (16) + 1 = 17, pass

Sea Scorpion 1 full attacks Grimma
First claw: 1d20 ⇒ 12 miss
Second claw:1d20 ⇒ 11miss
Tail sting: 1d20 ⇒ 9miss

Sea Scorpion 2 continues to nibble on Gelik.

Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 4 miss
Second claw:1d20 ⇒ 18 hit 1d2 - 1 ⇒ (1) - 1 = 0
Tail sting: 1d20 ⇒ 4 miss

Grimma


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I don't know if the channel healed Grimma

Grimma try again to hit the scorpion

unarmed strike (power attack -1/+2): 1d20 + 3 - 2 - 1 ⇒ (2) + 3 - 2 - 1 = 21d3 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2
Quote:
No rapier, there is a pile of gear on the beach, if you choose to grab it first

With this in mind, Miles will probably spend his second move action in Round 4 moving over to the pile of gear, so that on Round 5 he starts there. Or closer to it.


it should have Grimma as from my understanding we are not that far from each other.


Shot Putter Funkmeister

Grimma has been healed according to Finn's roll

Miles moves to the pile.

Grimma misses her attack

Round 5

Miles


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Round 5

Move:
Miles would spend time digging for his own weaponry, but with those things nipping at the rest of the crew and passengers, there wasn't much time. Instead, Miles grabs the most obvious finessable weapon.

Standard:
Weapon in hand, Miles charges one of the nearest sea scorpions!

1d20 + 4 ⇒ (3) + 4 = 7
1d6 - 2 ⇒ (5) - 2 = 3 Damage
or
1d4 - 2 ⇒ (1) - 2 = -1 Damage
Depends on what kind of finessable weapon he manages to grab.


Shot Putter Funkmeister

Miles grabs a kukri and moves to attack and misses.

Viata does a cackle misfortune hex on SS3 Will DC 15 1d20 + 1 ⇒ (3) + 1 = 4 failure.

Sea Scorpion 1 full attacks Grimma
First claw: 1d20 ⇒ 5, miss
Second claw:1d20 ⇒ 7, miss
Tail sting: 1d20 ⇒ 19, hit, 1d2 - 1 ⇒ (1) - 1 = 0 Poison DC 10 Grimma 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 pass.

Sea Scorpion 2 continues to nibble on Gelik.

Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 6, 1d20 ⇒ 20
Second claw:1d20 ⇒ 1, 1d20 ⇒ 14
Tail sting: 1d20 ⇒ 13, 1d20 ⇒ 14

Grimma, Finn


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma had a DR1/magic thank's to her judgment. She can't be hurt by the scorpions

Grimma saw Gelik being eaten by the scorpion. She try to warn the other of the possible deadly fate's gnome.

Eh ! Someone try to protect the gnome please !

Then she try another time to hit this damned scorpion in front of her

Unarmed strike with power attack: 1d20 + 3 - 2 - 1 ⇒ (7) + 3 - 2 - 1 = 71d3 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Miles nods to Grimma and looks like he is about to rush in that direction (if that isn't a scorpion he already attacked).


The gnome should survived i did heal him replied Finn


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

From we're I am it's difficult to see it ! But thanks from taking care of him both of you !

Said Grimma to the two men.


Shot Putter Funkmeister

Grimma misses her attack.

Finn


finn does nothing at this moment...


Shot Putter Funkmeister

Round 6

Miles


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Round 6

Move:
Rolling his feet over the sand, Miles takes a careful five foot step away from the scorpion, disengaging with it.

Standard:
He then charges across the sand towards the fallen gnome and the scorpions assaulting his sleeping figure. When he reaches one of them he hoists the kukri high, sunlight glinting from it, and plunges it at the arthropod.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 - 2 ⇒ (1) - 2 = -1= 1 point of Damage


Shot Putter Funkmeister

Miles hits the scorpion.

Viata


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Round 6

Stats:

HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened

Still cackling, Viata moves forward towards the weapons pile.

Standard cackle, move to move to weapons pile.


Shot Putter Funkmeister

I don't know who you're cackling at.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

GM:
Cackle wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

The way I read it, I should be able to affect all of them unless I can't position myself within 30' of them. If you read it differently, please let me know :)

If I have to choose, I'd rather get the two near Grimma for now.


Shot Putter Funkmeister

Therein lies a dillemma, your cackle would also get Grimma and Finn


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

But I didn't use misfortune on them. The way the combo works (as I understand it), is I can use my standard action to Misfortune a target, then cackle as a move action to maintain all of them. So while they would be in the area, I haven't misfortuned them so nothing to extend another round.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Viata has it right. That's why I originally suggested the combo. It is a good one.


Shot Putter Funkmeister

Ok

Sea Scorpion 1 full attacks Grimma
First claw:1d20 ⇒ 14 miss
Second claw:1d20 ⇒ 3miss
Tail sting: 1d20 ⇒ 4miss

Sea Scorpion 2 turns and full attack Miles.
First claw:1d20 ⇒ 9 miss
Second claw:1d20 ⇒ 5 miss
Tail sting: 1d20 ⇒ 15 miss

Sea Scorpion 3 full attacks Grimma Saving throw 1d20 + 1 ⇒ (11) + 1 = 12
First claw: 1d20 ⇒ 10, 1d20 ⇒ 20 miss
Second claw:1d20 ⇒ 3, 1d20 ⇒ 12 miss
Tail sting: 1d20 ⇒ 6, 1d20 ⇒ 16 miss

Grimma


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Round 6

Again, Grimma try to hit the damn scorpion in front of her

I beg you Ylimancha help me kill this damned thing !

Unarmed Strike: 1d20 + 3 - 2 - 1 ⇒ (1) + 3 - 2 - 1 = 11d3 + 3 - 2 + 2 ⇒ (1) + 3 - 2 + 2 = 4

But she miss it... again

My dices are quite constant, between 3 and 1 :P


Shot Putter Funkmeister

Grimma misses.

Finn


Finn will walk over to the weapon pile retrieve his items.


Shot Putter Funkmeister

Round 7

Miles, Viata


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Round 7

Stats:

HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened

Reaching into the pile, Viata pulls out a weapon for Grimma, anything she remembers seeing her carrying before.

Move for cackle, standard to find a weapon.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Round 7

Standard:
Miles strikes again.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 - 2 ⇒ (2) - 2 = 0


Shot Putter Funkmeister

Miles misses.

Via while rummaging through the pile of gear grabs the first available[1= battleaxe 2= spear 3= morningstar 4= Sling 1d4 ⇒ 1

Sea Scorpion 1 full attacks Grimma
First claw:1d20 ⇒ 17 hit 1d2 - 1 ⇒ (1) - 1 = 0
Second claw:1d20 ⇒ 12miss
Tail sting: 1d20 ⇒ 19 hit 1d2 - 1 ⇒ (2) - 1 = 1 Poison DC 10 Grimma 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 Pass

Sea Scorpion 2 turns and full attack Miles.
First claw:1d20 ⇒ 2miss
Second claw:1d20 ⇒ 18 hit 1d2 - 1 ⇒ (2) - 1 = 1
Tail sting: 1d20 ⇒ 10

Sea Scorpion 3 full attacks Grimma Saving throw 1d20 + 1 ⇒ (7) + 1 = 8 fail
First claw:1d20 ⇒ 20 1d20 ⇒ 15
Second claw:1d20 ⇒ 10 1d20 ⇒ 7
Tail sting: 1d20 ⇒ 15 1d20 ⇒ 19

Grimma, Finn


Round 7

Finn comes into flanking with his weapon armed on the creature.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Round 7

Grimma wait for Finn and try again to hit the scorpion with his help.

Unarmed Strike + flank: 1d20 + 3 - 2 - 1 + 2 ⇒ (18) + 3 - 2 - 1 + 2 = 201d3 + 3 - 2 + 2 ⇒ (2) + 3 - 2 + 2 = 5

And finally hit it !

YES !


Shot Putter Funkmeister

Grimma is as of yet not flanking but

Grimma slams her fist in a downward motion crushing the scorpion under her palm.

Finn moves in a flank with Miles?

Round 8

Miles, Viata...


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Round 8

Sorry, posting early....again!

Axe in hand, Viata runs towards Grimma to hand the weapon off to her.

Move to move to Grimm, standard to cackle.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Round 8

Standard:
Now with someone distracting the sea scorpion, Miles waits for its tail to raise defensively and he strikes at the exposed underside.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Confirm: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d4 + 1d6 - 2 ⇒ (2, 4) + (4) - 2 = 8


yes indeed i was going to flank with Miles


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

what action take Grimma to retrieve the weapon Viata hand over ?


Shot Putter Funkmeister

Miles kills the scorpion on him with the kukri.

She gives you the weapon, I think you would take a five foot step to get it so you wouldn't get an A.o.O


Shot Putter Funkmeister

Sea Scorpion 3 full attacks Grimma Saving throw 1d20 + 1 ⇒ (14) + 1 = 15 pass
First claw: 1d20 ⇒ 19 hit 1d2 - 1 ⇒ (2) - 1 = 1
Second claw:1d20 ⇒ 15
Tail sting: 1d20 ⇒ 9

Grimma


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma take the weapon from Viata's hands.

Thanks !

Then she try to finish the Scorpion taking the axe with two handed.

Battleaxe with power attack: 1d20 + 3 - 2 - 1 ⇒ (9) + 3 - 2 - 1 = 91d8 + 4 + 3 - 2 ⇒ (3) + 4 + 3 - 2 = 8


Shot Putter Funkmeister

Grimma swings but that scorpion deftly dodges the attack.

Finn


Finn will move to provide flanking to Grimma vs a scorpion

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