GM Jiggy's Impact at Woodhaven (Inactive)

Game Master Jiggy

When a meteor strike turns Woodhaven upside down and brings dark secrets to light, the PCs are called upon to restore the peace.


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Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult casts Bless! and draws his Weapon.

If he is in melee range instead he 5' steps and does the above

Everyone has +1 to hit and +1 vs fear.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

CMB: 1d20 + 2 ⇒ (9) + 2 = 11

Tolbert tries to force his way out of the creature's grasp.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Kn: Nature: 1d20 + 7 ⇒ (20) + 7 = 27 Special defenses, special attacks

"I'll help Tolbert! You must taste good to these desert denizens."

Warren then moves to be on the opposite site with Tolbert, if possilbe without an AoO and then attacks.

Two-Bladed Sword Attack 1: 1d20 + 7 + 1 - 1 ⇒ (18) + 7 + 1 - 1 = 25 Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 +Bless-PA
Two-Bladed Sword Attack 2: 1d20 + 7 + 1 - 1 ⇒ (5) + 7 + 1 - 1 = 12 Damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +Bless-PA


These massive lizards are fully-natural beasts, with no particular exotic abilities beyond what you've already seen. Their venom is not directly life-threatening; its effects are gradual, meant to slow - and possibly paralyze - their prey over time so the lizard can catch up to it if it flees after being bitten. Onset 1min, save 1/hr for 6 hours, 1d2 DEX damage, cure 1 save.

Garnult gears up, Tolbert flails ineffectually, and Warren slices into one of the lizards, wounding it badly! You'd bet another hit of that caliber would drop it.

Damage tally:
Wizard-eater: 12

Back to Cassidy, then the lizards.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy will attack the closes lizard, unless she can get to the one chomping on Tolbert without provoking.

attack: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 1d8 + 7 ⇒ (3) + 7 = 10
2nd round of arch luck


Cassidy slays the wounded lizard, freeing Tolbert from its grasp!

The other two turn on the clear threats: one to Cassidy and one to Warren!

Bite vs Cassidy: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21, Damage: 1d8 + 4 ⇒ (3) + 4 = 7Bite vs Warren: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22, Damage: 1d8 + 4 ⇒ (6) + 4 = 10

They both get chomped!
Grab vs Cassidy: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Grab vs Warren: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14

Warren stays free, but the other lizard clamps onto Cassidy's arm!

Cassidy poison: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Warren poison: 1d20 + 7 ⇒ (20) + 7 = 27

Neither of you get poisoned.

Party up!


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert lubes up the bard.

Grease on Cassidy


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

"That hurt you lawyer loving, future briefcase!"

Warren then attacks the lizard that attacked him for all he's worth.

Two-Bladed Sword Attack 1: 1d20 + 7 + 1 - 1 ⇒ (1) + 7 + 1 - 1 = 8 Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Two-Bladed Sword Attack 2: 1d20 + 7 + 1 - 1 ⇒ (17) + 7 + 1 - 1 = 24 Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult steps up and attacks the lizard Eat hammer!

Warhammer2hand: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy will attempt to get out of the lizard's mouth.
Can one attack while grappled?


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Yup, you just lose Dex bonuses...and I think you can only use one hand


Warren cuts one of the lizards, and Garnult follows up with a hammer blow!

Cassidy: If you try to escape, that's a CMB check, with an extra +10 bonus from Tolbert's grease spell. Alternatively, you can indeed simply attack the lizard, but it'll have to be one-handed (so slightly less damage). And in either case, you'll get a +1 on your d20 roll from Garnult's bless spell.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

she' tries to escape.


Cassidy's CMB: 1d20 + 7 + 1 + 10 ⇒ (12) + 7 + 1 + 10 = 30

Cassidy wriggles free of the lizard's jaws!

2d3 ⇒ (3, 1) = 4

Bite vs Cassidy: 1d20 + 5 ⇒ (6) + 5 = 11, Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Bite vs Warren: 1d20 + 5 ⇒ (7) + 5 = 12, Damage: 1d8 + 4 ⇒ (4) + 4 = 8

The lizards snap their jaws at the party, but their targets dodge out of the way!

Party up!

Damage Tally
LizardA: 12
LizardB: 0


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Can I maneuver to get both lizards safely in a color spray? If so, I do that (DC 15). Otherwise, wand of MM on the damaged one.


Tolbert maneuvers to the side and unleashes a blast of colors at the lizards!
Damaged lizard's Will: 1d20 + 2 ⇒ (11) + 2 = 13
Fresh lizard's Will: 1d20 + 2 ⇒ (13) + 2 = 15
Blinded and Stunned: 1d4 ⇒ 1

The wounded lizard hisses and begins staring blankly upwards!


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Aha! Good show Beetle! Garnult calls as he attacks the lizard again Hammer!: 1d20 + 5 ⇒ (5) + 5 = 10


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

attack: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 1d8 + 6 ⇒ (4) + 6 = 10


Garnult catches nothing but air, but Cassidy downs another lizard!

Warren's up, with one fresh lizard remaining.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren moves over to the remaining lizard and attacks it.

Two-Bladed Sword Attack 1: 1d20 + 7 + 1 - 1 ⇒ (19) + 7 + 1 - 1 = 26 Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Two-Bladed Sword Attack 2: 1d20 + 7 + 1 - 1 ⇒ (20) + 7 + 1 - 1 = 27 Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Two-Bladed Sword Attack 1 Confirm: 1d20 + 7 + 1 - 1 ⇒ (10) + 7 + 1 - 1 = 17 Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Two-Bladed Sword Attack 2 Confirm: 1d20 + 7 + 1 - 1 ⇒ (2) + 7 + 1 - 1 = 9 Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Warren lops off the head of the remaining lizard, then gives it another stab for good measure!

Out of combat. Tolbert needs to make a save against the poison, but has a few rounds first if anybody wants to do something before that happens.

A brief look at the area suggests that you just toppled half a house on top of a lizard nest.

Investigate the house in closer detail? Move to a different building? Something else?


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren has a smile of satisfaction on his face as the last lizard falls. He then looks at Tolbert "You don't look good. Let me see if I can help."

Heal: 1d20 + 9 ⇒ (19) + 9 = 28


Tolbert gets a +4 bonus on his save. Good work!


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Fort: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

while Tolbert's getting healed up, Cassidy will inspect the collapsed building.

perception: 1d20 + 8 ⇒ (8) + 8 = 16


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult heals the wizard Tolbert CLW: 1d8 + 4 ⇒ (6) + 4 = 10


Tolbert is cured of the poison, just barely.

An inspection of the half-collapsed house reveals that this structure was entirely taken over by the lizards as a nest, using a hole in one of the walls to get in and out without disturbing the structure. You'd guess that it's been left alone by sentient creatures for quite some time.

Investigate the store? Investigate the chapel? Something else?


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"Let's save the chapel for last. And maybe the store will have some wine left."


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

"No getting drunk and disorderly Tolbert. The town sheriff may have to put you in the drunk tank for the night." Warren then laughs and heads to the store.


Approaching the store, you see that it's about 30 feet across and 20 feet from front to back. There's a front double-door, and a smaller door on the side that faces the chapel, near the back corner. The sand-dusted windows reveal only darkness within; Garnult's dwarven eyes see mostly bare shelves and a service counter, but the windows are all in front so there may be more that can't be seen from outside. The visible space is smaller than the whole building, and through the windows Garnult can see an interior door which probably leads to a storage room.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Tread carefully...probably some more wizard eating lizards in there...


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Aye"


Front door? Side door? Crash through a window? Kool-Aid Man the wall? Something else?


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

I vote that Tolbert "Kool Aid" mans it....actually that reminds me of the stunning irruption feat....

Garnult moves to the front door and opens it


I'm going to assume someone is going to provide a light source, unless you guys specify otherwise.

Opening the door reveals a barren, empty room. There are no decoration, no furniture, and shelves lie bare and dusty. It's clear that whoever last owned this store took everything with them when they left. (Either that, or someone sacked the placevery thoroughly without breaking anything in the process.)

The door to the back room, which you speculated to be a storage area, appears to be locked.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult needs no light...so I never assume someone is casting it for me.

Cassidy lass, can ya see bout this door?


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Hmmm. I'll see what I can do."
Cassidy will whip out her tools and try to unlock the door.

Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22


Her initial attempt failing, Cassidy realizes that this is actually a pretty decent quality lock, and it takes her a couple of minutes (Taking 20, basically) to get it open. It seems the lock was newer and in better condition than the rest of the building.

Opening the door to the storage room, you can see where there used to be wall-mounted shelves that were later removed (but carefully, to avoid structural damage). Free-standing weapon racks line the walls in their place, but all the racks are empty. In the floor is a wooden hatch with an old, faded sign that reads "Wine Cellar".


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Oh boy. A cellar...but hey Tolbert it has wine! Garnult says with a grin.

He walks over to the cellar door and pulls it open if no one objects.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren readies himself to attack if anything jumps out or is below.


Opening the hatch reveals a short ladder into the cellar; the distance is short enough that someone standing below could hand things up to someone reaching down from above, but deep enough that only the tallest of humanoids would have to crouch while in the cellar.

The entrance/ladder seems to be in a corner of the cellar, but you can't see much beyond that from up here.

Nothing jumps out at you.

Yet. ;)


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Well, who wants to go first? Warren or I with a light. Or have Garnult go down and see with his dark vision? I guess Tolbert's likely to be out of the question."


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

I'll go. Garnult heads down the stairs into the cellar.

He has his shield out but his weapon is hung at his belt.


Clambering down into the wine cellar, Garnult sees a disheartening lack of wine racks. Instead, four straw mattresses line the floor, and a few basic supplies sit along the walls (a couple of boxes, a lantern, some very basic metal dishes/cookware, etc).

A couple of heavy picks (the tool, not the weapon) lean up against one of the walls, next to a large hole that opens into a crudely-dug tunnel. The tunnel extends several feet before making an abrupt 90-degree turn. Dim light is spilling through the tunnel from beyond the corner, suggesting a well-lit room a good distance away. Voices can be heard faintly in the distance.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult gestures for the others to follow him.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren enters the tunnel behind Garnult quietly.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

cassidy will follow.


New map, linked right between my picture and my name. I'm guessing you guys intend to creep up to the corner and peek, so show me how you're standing at that point. Also, I'll need to know where the light sources are.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

No light source as we enter the tunnel. Use their light against them. Cassidy, you may want to move up front to look for traps or alarms as we advance.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy will move forward to search and spy.

perception: 1d20 + 8 ⇒ (18) + 8 = 26

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