GM Fuzzfoot's AP: Giantslayer

Game Master PJP

Map of Trunau | Tactical Maps - Book 3 | Tactical Maps - Books 1 & 2 | Notes and Exhibits | Party Treasure


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Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir grumbles. "I don't know what to do but I don't think we should just sit here doing nothing. Maybe I'll just storm the fort myself."

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

With lots of indecision in the group, Mouser decides to take the lead as the only one who has been inside.

"I think we should sabotage the dam," he says. "I don't think I'll get caught, but it would probably be good to have everyone nearby just in case I do."

He scratches his head, considering options. "Let's all use Tam's spell to get inside, then hide in those empty tents I found. After that, I'll sneak out and see what it would take to wreck the dam. Of course, everyone may need to get out of the tents, but maybe I could find a nice place inside the keep we could get to before I break the dam. I think that's as good a plan as any...any opposed?"


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"No as you said 2 of us are not that quiet and we will need all the assistance we can get to sneak in. Are we sure those spare tends will not be checked? The last thing we need is to be found while sleeping." Derrik says. "Calriane told us of the sewer to sneak in as well, she did think that was a good option."

I am not opposed to the tents


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"As much as I hate waiting to kill some orcs, maybe you could sneak in through the sewer so we know what's inside." Balmir looks at Mouser.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Mouser does some recon. A rickety dam turns away the rushing river water from the dried-up moat. Although the dam appears to have been hastily constructed from makeshift materials, it has weathered the years remarkably well.

Two large hatches, one on either side, are built into the dam to control the flow of water through the dam. These hatches can be opened with a successful DC 15 Knowledge (engineering) check or DC 20 Strength check, though opening the riverside hatch requires entering the water.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Yes, I think we do invisibility through the sewer.

Mouser comes back to report that the structure seems fairly sound and could be hard to open, especially without some significant brawn.

"I'm not sure I'll be able to open these alone..."

We probably need to come up with a good plan before we try to open them. We need to decide where the group will be...I can likely catch up fairly easily. Can I take 20 on the Str checks, or do I need to roll those?


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

You can take a 20 yes, it just takes a long time and can be noisy
"Cannot open what alone? The Dam?" Derrik responds


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Barred with an iron grate (hardness 10, hp 30, break DC 24), a narrow sewer tunnel only 4 feet in diameter opens into the fort’s outer wall. This culvert was originally submerged, but with the draining of the moat, the grate is now visible. If you destroy the dam, it will clearly be submerged again.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Somer examins the bar to see if, instead of breaking, they could be bent. He comments the breaking them might make too much noise.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Bending through sheer strength seems unlikely.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

who has Engineering?

Derrik looks at the bars as well, "Do you think we could pull them off?"


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"It wouldn't make much noise to try to pull them off. Or, is there a lock somewhere?" Balmir looks to see if the grate even has a hinge. Maybe it wasn't made to open at all.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser looks for any way to disable the grate without brute force.

"You may need to force this, big guy," Mouser says.

perception: 1d20 + 13 ⇒ (5) + 13 = 18
disable device, if possible: 1d20 + 16 ⇒ (17) + 16 = 33


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It does not appear to be something that was ever meant to be opened.

A crowbar could help to pull it out maybe. Or if you have some way to get in through the 4"x 4" openings?


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"Mouser do you think you could squeeze through? Maybe there is a lock on the other side." Derrik offers

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"No, that's too small, even for me," Mouser concedes. 4" is pretty tight...

"I think one of you brute strength types has to yank it off the wall, or we have to do some climbing over the top, probably at night."

We should at least have Balmir try some Str checks?


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Strength: 1d20 + 3 ⇒ (15) + 3 = 18 to assist if we go that rout.

"Lets see if the two of us can give it a yank. Sadly I do not think we have a tool for his."

Any chance we will find a metal bar laying around that could act as a lever?

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"There are plenty of strapping young lads inside the fortress," Mouser says. "Maybe I'll go ask them if they can break this for us. Or, how about you do it, Balmir!" Mouser exclaims.

str assist: 1d20 ⇒ 6


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Str taking 10 to aid: 10 + 1 = 11


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir studies the grate for a few minutes then grabs a couple of bars. He lets his grip settle then slowly starts to pull on them while the others try to give him extra leverage. His muscles bulge under the strain but even with the help, he's not sure that it's enough.

STR: 1d20 + 2 ⇒ (8) + 2 = 10

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Can Balmir take 20?


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

you can take the 20, so you can hit 25 whit my aid and your +3


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

I'm fine taking 20 plus aid from Derrik and Somer. I think that puts it at 27.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You do eventually pull the grate out. It isn't easy, and it looks fairly obvious that it had been forcefully removed, but no orcs have come to disturb you during the process.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"Milani grant me the blessing of Light, to allow us to see a bit better in this darkness." Derrik picks up a small stick and hands it to mouser. "This will allow you to see better, if you need to dismiss the light just say Avero.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir grunts with the exertion. He drops the grate to the dirt. "Ok. Now what? We go in?"

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

"Good job, Muscles," Mouser says to Balmir.

"I think we should get inside to the empty tents and then we can figure out the next step," he says. "It might make sense to wait there until it's night."


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"Go in at night, sounds good. Its already inside so those that cant see in the dark will be just as effected night or day I guess. Maybe a break to observe and then we move."


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"Will you scout the tunnel first to make sure it is safe?" Derrik asks


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir grins and grunts at Mouser then looks at Derrik. "You asking me to do the scouting? I think that's a bad idea."


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

":I mean mouser."


INACTIVE - GAME DIED

"Are you saying all of us normal-sized people look alike to you giants?" Tam says teasingly with a twinkle in his eye.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Derrik smiles back,"I bet all us doublings look a like to you as well."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Waiting out in the tents proves to be no problem. No orc ever seems to ventured back to these tents - clearly they were setup as a decoy to scare off an outright assault.

So, is Mouser venturing in alone? Using Derrik's light stick?

If Yes:

Mouser Perception: 1d20 + 13 ⇒ (5) + 13 = 18

As you creep in through the drain, you notice up ahead grey ooze that seems to shiver at your approach. Behind it, you see another. It looks like a pile of goo, but you get the impression that it is somehow alive and dangerous.

Since you spotted it, you can decide to attack or retreat, but they may follow you.

---
If not, ignore the spoiler and tell me your plan.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Yes, I would have scouted alone. I'll go ahead and run back to the group. If they follow us, better to fight them in the tunnel than out in the open.

With the bizarre creatures spotted, Mouser double-times it back to the group.

"I think I might have a tail...not orcs, but some strange blob. Heads up!"

Run back to the tunnel, see if they follow.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir starts when Mouser comes out of the tunnel in a rush. "What? There's something following you?" Balmir lifts Agrimmosh and steps to the side of the tunnel entrance. He points to the other side of the opening with the tip of the hammer. "Quick. Someone else stand there so we can hit it from two sides." He cocks the hammer back.

Ready to smash whatever comes through the tunnel opening.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I'll just assume someone follows Balmir's lead and takes to the other side.

As you get into position, since it is dark out, the ooze seems more willing to venture forth.

You get a surprise round on the first ooze coming out.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Know Dungeon: 1d20 + 12 ⇒ (14) + 12 = 26 What do I know about an ooze?

Speaking quietly Somer lets a couple of frost coated arrows fly at the lead ooze. "We should try and do this quietly if we can."

+1 Merianna's Thorn PB +2: 1d20 + 10 + 1 + 1 - 2 ⇒ (12) + 10 + 1 + 1 - 2 = 22
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11

+1 Merianna's Thorn PB +2: 1d20 + 10 + 1 + 1 - 2 ⇒ (11) + 10 + 1 + 1 - 2 = 21
Damage: 1d8 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9

Ray of Frost: 1d3 ⇒ 2


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Derrik will

Derrik quickly moves to the side opposite Balmir reading himself for the creature to come out.

Bash: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d8 + 1 ⇒ (7) + 1 = 8


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

As the ooze oozes out of the tunnel Balmir smashes agrimmosh down on it with a slurping thud.

agrimmosh@ooze,flanking,power attack: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25
damage,power attack: 2d6 + 6 + 4 ⇒ (1, 5) + 6 + 4 = 16


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Somer:

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.

Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.

The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

They have ooze traits and are immune to cold and fire.

Before I will resolve, and since a few still have actions to post, if anyone would like to restate their actions, go ahead.


INACTIVE - GAME DIED

I believe I have no way to affect this monster.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"They will not be bothered by fire or ice, shame there. Mouser, you will have problems hurting it much too. Balmir and Derrik you might be the most effective."

No flanking, no precision, no mind altering effects. Band news for us.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser runs behind the others. Heeding Somer's advice, he doesn't attempt to engage it in melee, but instead slings a stone at it.

sling: 1d20 + 11 ⇒ (3) + 11 = 141d3 ⇒ 3


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

"But we can just keep smashing it, right?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Going with original actions...

Somer, Derik, Mouser and Balmir all easily hit the target, doing a lot of damage to the mindless creature. The arrows, after hitting, quickly dissolve in the acidic ooze, and the frost spell seems to fizzle.

Need DC 20 Reflex saves from Derrik and Balmir to see if you avoid acid damage to your weapons.

Round 1: (Bold may act)
Mouser
Somer
Tamxander
Derrik
Ingrahild
Balmir

Ooze 1: 47 dmg, Ooze 2: undamaged


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

This should be good....

Derrik manages to pull his weapon back quick enough to not be dissolved in the acid. "This might be worse than we thought, they eat away at anything."


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Knowing his spells do nothing Somer still coats his arrows in ice as he fires. The magic might not help but he fires faster this way. He steps back and keeps firing.

+1 Merianna's Thorn PB: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

+1 Merianna's Thorn PB: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Ray of Frsot: 1d3 ⇒ 1

"Magic weapons are generally stronger, lets hope Balmir's hammer holds up well."


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Two oozes! I didn't notice that before.

reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Balmir looks in dismay as his weapon starts to sizzle. "We need to kill this fast!" He swings the hammer again.

agrimmosh@red,power attack: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
damage,power attack: 2d6 + 6 + 4 ⇒ (5, 3) + 6 + 4 = 18
agrimmosh@red,power attack: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage,power attack: 2d6 + 6 + 4 ⇒ (2, 5) + 6 + 4 = 17

reflex: 1d20 + 3 ⇒ (11) + 3 = 14
reflex: 1d20 + 3 ⇒ (17) + 3 = 20


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Morning Star: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 1 ⇒ (3) + 1 = 4
Reflex save: 1d20 + 3 ⇒ (1) + 3 = 4

Derrik takes Balmir's advice and swings again hoping to pull his weapon back in time.

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