GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

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Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

"Exactly.". Blossom assumes an 'at ready' posture.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

"Aw, Crap!"

Trig starts summoning her favorite eagle. Summon Monster I, will be complete next turn.


Glowing Stalactites - Round 1 - continued

Glowing Stalactites - Round 1 - continued

24 Saphren (dazzled 2 rounds)
19 Kwava
18 Trig
15 Stalactite 1
14 Reva
11 Stalactite 2
10 Magnus (dazzled 2 rounds)
4 Blossom

As Trig begins casting her summons spell the nearest of the sentinels discharges an arc of electrical energy aimed at Saphren, the nearest of the intruders. The bolt strikes the already dazzled half-orc singeing him for 5 hp dmg.

Sentinel 1 electrical arc: 1d20 + 4 ⇒ (18) + 4 = 22
Electrical dmg, Saphren: 1d6 ⇒ 5

Saphren now at 15/23 hp. Reva up before the other sentinel acts.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Hopping back nervously, Reva tosses her sword to the ground, draws her bow, and fires off an arrow but just misfires and scrapes her arm with the bowstring.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 ⇒ 2


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps
Saphren wrote:

Fort Save]1d20+4

Saphren blinks in the bright light, not able to see well. I was not expecting that. he notes.

[dice=Perception]1d20+7

Seeing the threat he pulls his sling and lets a bullet fly and then retreats unit his eyes recover.

[dice=Sling]1d20+5-1;1d4+4+2d6

Not sure these things are sneak attackable or flat footed but just in case the damage was rolled. If a 16 hits they take 8, or 13 with sneak attack.

Not wanting to get anyone else zapped, but Saphren retreated and should be no where near the front now. Also I am not sure if the sling bullet hit or missed.


Per my map, Saphren was still standing in the front. I just went with who was in the front line. The stone hit, and the creature took all the sneak attack dmg, sorry if that was unclear.

Glowing Stalactites - Round 1 - continued

After Reva's miserable failure to shoot anything wiht her bow, the second stalactite activates and also fires an arcing bolt of electricity at the group. This attack, aimed at Magnus,is actually drawn towards his metallic armor. The bolt fries the little dwarf for 3hp.

Stalactite 2 arc, metal target, ranged touch: 1d20 + 4 + 3 ⇒ (9) + 4 + 3 = 16
Electric dmg, Magnus: 1d6 ⇒ 3

Magnus and Blossom up to end the round.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Not a problem. But I did state I had retreated and could not update the map from my phone. Next time I will ask someone to move me.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

How high up are they?

Skipping forward, Blossom's locks lash the nearest of the two creatures.

White Hair attack: 1d20 + 3 ⇒ (16) + 3 = 19, if that hits, White Hair damage: 1d4 + 4 ⇒ (4) + 4 = 8 damage
wth, not certain what effect it will have, but let's try grappling the thing: 1d20 + 5 ⇒ (18) + 5 = 23
Actually, I can see a very good reason to grapple it if no other presents itself. As long as I keep it grappled, I get to just keep rolling damage without needing to make an attack roll...


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Throwing Axe (10ft. increment): 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Grunting as the electricity makes his beard stand on end, Magnus hurls an axe before drawing his oversized crossbow. (Also moving forward as close as I dare. I'm ashamed to admit I don't know the difference between stalactites and stalagmites and thus don't know if I'm threatened. Poor form for a Dwarf, I know. :P


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

StalagTites are on the Top of the cave.


Glowing Stalactites - Round 1 - concluded

As Blossom's rushes forward, her eerie hair snaps at the glowing stalactite on the ceiling. As her locks lash out and grab hold, the sentinels light out goes out, and it appears out of the fight.

Targeting the other rocky growth, Magnus throws his which clatters off the tough shell of the creature harmlessly.

End of Round 1

Saphren's sneak attack had the first one barely hanging on (no pun intended) so the hair finished it off quite nicely. On to Round 2, perhaps some more friends will join the fray?


Glowing Stalactites - Round 2

4 Saphren (dazzled 1 rounds)
19 Kwava
18 Trig (summoning)
14 Reva
11 Stalactite 2
10 Magnus (dazzled 1 rounds)
4 Blossom

The sound of multiple well armed or armored foes approaching from down the hall is readily apparent to all this round, and, although they sound just right around the corner, none appear in the fight this round.

Saphren, Trig and Reva up for the good guys.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Still blinking from the bright light Saphren urges These tunnels are too tight for me to fight well. Perhaps we should fall back to some wider space?


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Hey Doc, I see the map indicates that 1 square = 10'. Should the tunnels be twice as wide?


Reva Meirani wrote:
Hey Doc, I see the map indicates that 1 square = 10'. Should the tunnels be twice as wide?

And so it should...guess I failed my perception roll on that one. Why in heck would they put on off scale map in? I guess the same reason they orient North to the right of the page....Let me consider how to handle that for our purposes? Suggestions?

My only thought is to really zoom in and shrink the avatars down and use each square as a set of four 5' blocks. I have sort of done that though it makes the resolution of the map quite poor.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Well it doesn't look great but it shows us where we are and that's the important part.

Trig summons forth her eagle in a burst of light, causing it to appear in the air on the opposite side of the rocky creature, and sends a burst of acid at the stalagtite at the same moment.

Acid splash vs. touch AC: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d3 ⇒ 2

Eagle talon, talon, bite: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (17) + 3 = 20

damage if those hit: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (1) + 2 = 3

Note that the Eagle probably is visible to anyone coming down those two tunnels. It has AC 14, touch 13, flat-footed 12, hp 7, darkvision, +9 perception, SR 5, and resistance to Acid, Cold, and Electricity 5 if any of that matters.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Crossbow: 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 16
Damage: 2d6 ⇒ (6, 6) = 12

Eyes still stinging from the creature's assault, Magnus winds the crank of his crossbow and lets a bolt fly.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Suddenly much more happy about the space they are in Saphren lets loose with a sling stone and then moves to a corner to hide in.

Sling: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 131d4 + 4 ⇒ (2) + 4 = 6


Glowing Stalactites - Round 2

Saphren flings another bullet at the remaining creature, but it again bounces off its rocky hide harmlessly.

Reva takes another shot at the ceiling bound enemy with her shortbow, missing the ceiling again.

Trig's summoned eagle attacks the sentinel, hitting with beak and claw. The gnome's acid spell also affects the rocky creature negatively.

Still fighting, the sentinel sends its arc of electrical energy at the nearby eagle. The eagle takes the bolt in mid-flight, but doesn't seem fazed by the blast whatsoever.

Magnus finally gets done winding his crossbow, and the big bolt flies straight into the remaining sentinel, penetrating its rocky hide, and putting out its light for good.

Reva Longbow: 1d20 + 4 ⇒ (7) + 4 = 11
Sentinel shocking arc: 1d20 + 4 ⇒ (18) + 4 = 22
Electrical dmg, eagle: 1d6 ⇒ 2

We will stay in rounds as the new enemies will be upon you next round, you can always delay, switch weapons or otherwise prepare if you are up in initiative before they arrive. Blossom, for example, is up now to end this round.

Initiatives:

Green Trog: 1d20 - 1 ⇒ (15) - 1 = 14
Red Trog: 1d20 - 1 ⇒ (11) - 1 = 10
White Trog: 1d20 - 1 ⇒ (6) - 1 = 5
Blue Trog: 1d20 - 1 ⇒ (20) - 1 = 19


Glowing Stalactites - Round 3

24 Saphren
19 Kwava
19 Blue Trog
18 Trig (and eagle)
14 Reva
14 Green Trog
10 Magnus
10 Red Trog
5 White Trog
4 Blossom

Blossom can finish her action from prior round, then Saphren and Kwava are up before the Trogs start appearing. The smell precedes them however, and all need a DC 13 Fort save or be sickened for 10 rounds.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Saphren, having no healing potions, asks for some healing. He then tries to find a nitche in the rocks and hides.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Reva quickly chants a spell as Saphren starts to hide, healing him.

Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9


Glowing Stalactites - Round 3 - continued

Not wanting to be exposed at the front rank with additional enemies coming, Blossom retreats backwards.

Saphren, wounded already, tries to make himself less visible snuggling into the rocks.

Kwava readies an action.

From around the corner, a lizard-like creature with a long tail, and a crest on its head and back appears. It holds a primitive looking javelin which it throws at the nearby eagle. The projectile hits the eagle, wounding it grievously.

Blue Trog javelin: 1d20 ⇒ 19
Dmg, eagle: 1d6 ⇒ 5

Reminder: All the heroes need a DC 13 Fort save or be sickened, go ahead and roll it for when they get within 30' of you. Trig and the eagle are up now. I already have Reva's healing on Saphren posted, so more trogs and Magnus after that.

PS: Many thanks to Reva for changing the grid scale on the map, and sending over to me. She gets 1000 points for doing the GM a solid, but as you know, points don't matter...


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Fort save for the Eagle: 1d20 + 5 ⇒ (9) + 5 = 14

Fort save for Trig: 1d20 + 3 ⇒ (1) + 3 = 4

The eagle swoops to attack, screeching angrily at the creatures who hurt it. The eagle only took 4 damage, as it has DR 1/Adamantine. This is its second round of four total.

Attack the Trog, charge, smite: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 That's probably a miss -- just in case it isn't:

damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Trig pulls out her scroll of Grease and casts it on the area where the eagle is fighting. Brown square on the map.

Grease:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save (DC 12) or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Yay points!

Fort: 1d20 + 3 ⇒ (9) + 3 = 12

Reva turns green and starts dry heaving the moment the stench of the trogs hits her.


Glowing Stalctites (now with more Trogs!) - Round 3 - continued

Trig, dizzied by the stench of the approaching troglodytes still has enough presence of mind to try to slow their approach. Concentrating as much as she can, she brings forth a puddle of greasy goo on the cave floor.

The fierce eagle cries out then dives at the trogs which have so assaulted its senses and gave it a wound. The slashing beak fails to penetrate the leathery scales of the trog.

In the rear, Reva generates healing energy and imbues the worn-down Saphren, restoring some of his lost vitality, but then as the trogs near, Reva succumbs to their trademark odor and spills her dinner all over the cave floor.

Taking a small step forward, Green Trog takes a full round attack on the screeching eagle. Striking the bird with it's claw, the trog's attack seems to have no effect on the empowered eagle.

Green Club: 1d20 + 2 ⇒ (2) + 2 = 4
Green Claw: 1d20 - 3 ⇒ (17) - 3 = 14
Green Bite: 1d20 - 3 ⇒ (8) - 3 = 5
Claw dmg, eagle: 1d4 ⇒ 1

Magnus up now before the rest of the Trog's and Blossom. Still need the DC 13 Fort save from teh dwarf and the elven dancer.


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2

Fort: 1d20 ⇒ 7... Well, that was fun...
Assuming we survive through this, I really need to remember that, as an Elf, I am proficient with bows...


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Charge: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Magnus' bootfalls echo throughout the cavern as he introduces Green Trog to his warhammer with a loud, wet, thunk.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Don't forget that sickened only applies penalties, it doesn't stop you from acting like Nauseated does, regardless of what flavor Dr. Evil gives the rection, e.g. tossing one's cookies.


Glowing Stalactites (now with more Trogs!) - Round 3 - continued

Magnus, you will be unable to charge the trogs due to the grease (brown square) covering the area in front, which makes it at best difficult terrain, and perhaps ends up with you on your sturdy behind. For now, I moved you forward your move speed(20') and readied an action for any trog stepping in range. Will use the die roll from above if that happens.

The red trog advances attacking the summoned eagle with tooth, claw, and club. It hits the beast successful a couple of times, and despite the eagle's magical resistances, it is sent back to the plane it was summoned from after being defeated here.

White Trog, with eagle out of the picture, advances forward hitting the greasy goo left by Trig. Walking slowly and carefully, the lizard creature is able to successfully navigate the first 10' of the grease, only to fall under the smashing warhammer of Magnus. After absorbing a mighty blow, the trog returns the favor, swinging on the dwarf with its club. Magnus is able to parry the blow and remains unharmed.

Red Trog Club: 1d20 + 2 ⇒ (13) + 2 = 15
Red Trog Claw: 1d20 - 3 ⇒ (17) - 3 = 14
Red Trog Bite: 1d20 - 3 ⇒ (15) - 3 = 12
Red Trog club dmg vs eagle: 1d6 + 1 ⇒ (6) + 1 = 7
Red Trog claw dmg vs eagle: 1d4 ⇒ 4
White DC 10 Acrobatics: 1d20 - 1 ⇒ (16) - 1 = 15
White Trog Club: 1d20 + 2 ⇒ (12) + 2 = 14

Blossom, who is sickened, is able to act next to close the round.


Blossom is on the clock for an action. I'll run her to move us along tomorrow AM if we haven't seen a post by then.


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

I'll do just that then!


Witch (White-Haired Witch)/4 HP: 15/21 Spells 0/5 1st, 0/3 2nd AC 12 12 10 F+1 R+5 W+3 Per+3 Init+2
DM DoctorEvil wrote:
Blossom is on the clock for an action. I'll run her to move us along tomorrow AM if we haven't seen a post by then.

Didn't realize that. Acting now. You know, it's a really good thing the Wisdom/i.e. 'Common Sense' is Blossom's 'dump stat', 'cause otherwise she would have scampered a long time ago...

Shaking her head in a vain attempt to settle the nausea wracking her, Blossom quickly closes with the noxious reptiles threatening her companion.

Move to adjacent to Magnus
White Hair attack: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13, if that hits... White Hair damage: 1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3 and
White Hair Grapple: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13


Trogs and Stalactites - Round 3 - concluded

Blossom races forward to stand alongside her friend Magnus, her hair lashing out at the nearest trog. But the lively locks can't get a good purchase, and the trog remains unharmed.

End of Round 3


Trogs and Stalactites - Round 4

24 Saphren
19 Kwava
19 Blue Trog
18 Trig
14 Reva
14 Green Trog
10 Magnus
10 Red Trog
5 White Trog
4 Blossom

Kwava advances firing an arrow at Blue Trog, striking him in the neck, and just missing the carotid artery.

Kwava arrow, pbs: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirm, pbs: 1d20 + 7 ⇒ (7) + 7 = 14 FAIL
Arrow dmg, pbs: 1d8 + 2 ⇒ (5) + 2 = 7

Saphren up now. Trig and Reva in the near future.


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Hoping to catch an enemy flat footed with his sling Saphren creeps forwards slowly and lets fly at an enemy not in melee. But he is not as stealthy as he hoped to be and not as accurate as he needed to be.

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12

Sling: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 4 + 2d6 ⇒ (4) + 4 + (1, 1) = 10


Trogs and Stalactites - round 4 - continued

Saphren throws his stone from a hidden position, but it clatters to the floor harmlessly, succeeding only in giving his location away to the slightly irritated and now more aggressive trogs.

Blue Trog successfully cross the greasy spot on the cavern floor, swinging his wooden club at Magnus, the force of the blow knocking a little sense into the grumpy dwarf for 2hp dmg.

DC 10 Acrobatics: 1d20 - 1 ⇒ (19) - 1 = 18
Blue Trog club: 1d20 + 2 ⇒ (19) + 2 = 21
dmg, magnus: 1d6 + 1 ⇒ (1) + 1 = 2

Trig and Reva up for the heroes who are still being pressed hard in this fight.


F Half-Elf NG Inquisitor 5 | HP 23/27 | AC 20 T 12 FF 18 | CMB +5 CMD 17 | F +3 R +4 W +6 | Init +7 | Perc +12 | Judge 2/2 | Bane 5/5 | Spells: 5/5, 3/3 | Relentless (6/day) | 29 CLW Charges

Wiping her mouth and looking as green and miserable as she's ever been in her life, Reva makes her way behind Magnus. She takes a careful watch over the battlefield, calculating her moves.

Switching my teamwork feat to 'escape route'. I will not trigger an AoO if I am adjacent to an ally.


Looking for a post from Trig. I will DM-PC her if we don't see her soon.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Seeing her friends hard-pressed, Trig starts summoning aid again. Summon monster I, this is Trig's last 1st level spell for the day.


Trogs and Stalactites - Round 4 - continued

Trig begins summoning yet again, while Reva moves forward, trying her best to stay in the fight despite her sickened condition. Scanning the battlefield, she looks for ways to take best advantage of the tactical situation.

Green Trog throws his javelin at Magnus, but the ill-aimed throw caroms off the wall with a clatter, harming no one.

Magnus up, then a few more trogs, then Blossom to close the round.

Green Trog javelin, into melee: 1d20 - 4 ⇒ (1) - 4 = -3


Cranky and Clanky Male Dwarf Fighter/5 | Init +4 | Perc +6; darkvision, stonecunning | AC 24/10/24 +2 vs. aberrations | HP 57/62 | F +10 R +2 W +3; hardy, steel soul, bravery +1] | CMB +8*, sledgehammer [+2 to bullrush, overrun, sunder and trip | CMD 18 +stability | warhammer +8 (1d8+8/x3)

Hammer: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Magnus presses his assault, making a glancing blow with his hammer.


Trogs and Stalactites - Round 4 - continued

Magnus is able to bring his mighty warhammer down on White Trog, smacking the lizard squarely in the chest, causing a wound, but not incapacitating the enemy.

From behind the ranks, Red Trog throws its remaining javelin at Magnus, while White Trog makes a full round attack with club and bite and claw at the dwarf fighter.

Fortunately, Magnus is able to weather all those attacks unarmed.

Red Javelin, into melee: 1d20 - 4 ⇒ (18) - 4 = 14
White Club: 1d20 + 2 ⇒ (10) + 2 = 12
White Bite: 1d20 - 3 ⇒ (2) - 3 = -1
White Claw: 1d20 - 3 ⇒ (3) - 3 = 0

Blossom is now up to end the round. She is engaged in melee with two trogs at present.


DM-PCing Blossom to move to the next round.

Trogs and Stalactites - Round 4 - concluded

Blossom, faced with a small army of trogs, attacks with her hair once -more, but misses and steps behind the well-armored dwarf, allowing others to step to the front rank.

Blossom Hair attack, sickened: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

End of Round 4


Trogs and Stalactites - Round 5

24 Saphren
19 Kwava
19 Blue Trog
18 Trig (summoning, sickened)
14 Reva (sickened)
14 Green Trog
10 Magnus
10 Red Trog
4 Blossom (sickened)

Just a quick retcon, Magnus' two hits on the White Trog finish it, so it is out of the fight now.

Kwava moves forward, gagging a bit on the stench and fires an arrow at Red Trog in the back of the pack, his shot caroming of the scaly hide of the troglodyte.

Kwava Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Kwava longbow, pbs,: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Saphren up against the troglodytes


M Half Orc Unchained Rogue 8 (Scout) | AC 23/25 vs traps T 16 FF 18 | CMB +11 CMD 27 | HP 87/87| F +7 R +13(15 vs traps) W +6 | Init +6 | Perc +17/23 vs traps

Not liking the cramped space of this fight Saphren non the less moves up and engages the blue troy.

Falchion: 1d20 + 7 ⇒ (8) + 7 = 152d4 + 6 ⇒ (1, 4) + 6 = 11


Trogs and Stalctites - Round 5 - continued

Stepping into the front lines, Saphren swings his mighty falchion, bringing it down with a crash of metal and flesh, against Blue Trog, which suffers a serious wound as a result.

Angered into a rage, the trog returns the attacks on Saphren, striking out with club, claw, and tooth. While the natural attacks are parried by Saphren, the club does stike him in his arm, causing a bit of pain and numbness for 5 hp dmg.

Blue Trog club: 1d20 + 2 ⇒ (20) + 2 = 22
Blue Trog bite: 1d20 - 3 ⇒ (15) - 3 = 12
Blue Trog claw: 1d20 - 3 ⇒ (10) - 3 = 7
Blue Trog Club, crit confirm: 1d20 + 2 ⇒ (7) + 2 = 9 FAIL
Dmg, club vs Saphren: 1d6 + 1 ⇒ (4) + 1 = 5

Trig and Reva are up now. Trig should have a summoned creature of some kind to run also. Remember, both girls are sickened, resulting in a -2 from most d20 rolls.


F Gnome Sorceror (Bedrock) 6 | HP 35/35 | AC 19 T 13 FF 17 (+2 dodge bonus vs. aberrations, oozes and vermin) | Ft +6 Rf +6 Wi +7 (+2 vs illusions) | Perc +10 (+2 for stonework) | Init +6 | Spells 8/8 6/6 3/4 | Tremor 8/8

Another eagle flashes into existence and tears into the trog facing Saphren.

talon, talon, bite with flanking: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d20 + 3 + 2 ⇒ (4) + 3 + 2 = 91d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
damage for talon and bite with smite: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 51d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

If the first attack drops the blue trog, the eagle will redirect its attacks to the red, and the bite will be 18 attack and 5 damage.

Trig tries to daze another trog. Daze on Red trog, DC 14 Will save.

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