Its "A" Dungeon, Too! (Inactive)

Game Master Terquem

Can these Monsters find and remove a group of unauthorized Adventurers from Its "A" Dungeon? Appendix "A" | Current Map


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Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Okay, wasn't sure if my last attack was round 1 or surprise round...
Tricksi reloads and fires again.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 ⇒ 3
Hmmm, think I would have been better falling back


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

I was also unsure what happened.

Ixat grunts as he swings his bardiche at the closest zombie, cleaving through rotting flesh and bone, before preparing to cut down another zombie.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d10 + 13 ⇒ (1) + 13 = 14

AoO if needed
AoO: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 13 ⇒ (2) + 13 = 15


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6

Initiative Order:

ZOMBIES – 16
Izabek – 16
Ixat – 16
Tricksi – 13
Dasilane – 8
Eckowo - 5
Slugg – sometime after the Zombies

As the team of monsters rushes forward, Tricksi fires another bolt, with minimal effect, she begins to think that you must slice these things apart to stop them. And, Ixat and Eckowo prove that she is right as they slay one after another of the monsters.

Eckowo severs the lead zombie’s head, and as others come around the corner, Ixat’s bardiche goes this way then that way, lopping of one head and then another.

Round 2

More Zombies struggle over the corpse of the monster on the floor, they are almost on top of you

Round 2 Zombies move so that they are in Melee Range, as this is round 2, Ixat gets another AoO and then all of you can go again…hmmm must think of way to drop zombies on top of Player Character’s, wonder what a helicopter will cost?

Damage tracker:

Zombie Yellow – dead, well deader
Zombie #2 – deader
Zombie #3 - deader

DM Notes:

Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

"Hmmm shooting holes in Zomfies no work." Tricksi drops the Crossbow and draws a dagger, if she can get a shot at one of them with no risk to her allies she'll throw it.
Throw: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg: 1d3 + 1 ⇒ (2) + 1 = 3
Daggers do S or P damage, not 100% sure if that applies to throwing them, but can't see anything preventing it


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Since I'm down at the bottom of the order, and I don't expect them to last until my turn, I'll spoiler my post. Ignore it, wait, or use it out of order.

Later in the round:

Eckowo lashes out at any surviving zombies. "Die, evil rotting things." Irrelevant is the fact that they are already dead.

Power attacking and bardic bonuses on all
DR is already factored into the gore damage
I'm directing attacks at one zombie until it goes down, then attacking the next, and taking a 5' step in the middle if needed:

Claw 1 (B/S): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Damage: 1d4 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Claw 2 (B/S): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 Damage: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Gore (P): 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Damage: 1d6 + 6 + 1 - 5 ⇒ (6) + 6 + 1 - 5 = 8
Talons (S): 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 Damage: 1d4 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Bite (B/S/P): 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 Damage: 1d3 + 6 + 1 ⇒ (1) + 6 + 1 = 8

If he has to use his bite attack and hits with it:

Eckowo spits at the downed zombies several times, wiping his mouth on the back of his clawed hand. "Disgusting." He spits again.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Since melee is not available to Izabek he will simply put his sling away and draw his weapon, just in case one manages to slip by. He'll conserve what little in resources he has until he can complete his rest and regain his spells.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

kama: 1d20 + 3 ⇒ (6) + 3 = 9
1d4 ⇒ 2


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Dasilane will maintain his bardic performance.


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Ixat grins viciously as his polearm cuts the undead beast in half. He swings it once more at the oncoming zombie, before dropping his pole arm and ripping any reaming zombies with his claws.

attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d10 + 14 ⇒ (1) + 14 = 15
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 9 ⇒ (4) + 9 = 13
attack: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d6 + 9 ⇒ (2) + 9 = 11
attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d4 + 9 ⇒ (2) + 9 = 11
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d4 + 9 ⇒ (1) + 9 = 10


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6

Initiative Order:
ZOMBIES – 16
Izabek – 16
Ixat – 16
Tricksi – 13
Dasilane – 8
Eckowo - 5
Slugg – up, but needs to roll Initiative!

Round 2, wrap up

Tricksi’s dagger slices off a chunk of Zombie as it flies past the creature

I really don’t know what Slugg is doing, but he misses, and I am sorry the game is so dull you lost interest in it, makes me feel like I need to try harder

Dasilane continues to bolster his new friend’s efforts

With three Zombies remaining, Ixat and Eckowo stand toe to toe and begin to tear them apart

I think, Ixat will destroy one zombie with an AoO from his weapon, and then both Ixat and Eckowo, with their multiple attacks each, easily dispatch the remaining two

End of combat, each Character receives 200 experience points

The passageway is now piled with corpses, and giant insect parts, effectively sealing the party on the other side. You can rest safely for 8 hours here in the passageway. It is now turn 344, the Turn of the Clock is 140, approximate time of day is, Day 3 11:10 PM

Reduce your rations by one day's worth

Damage Tracker:
Zombie Yellow – dead, well deader
Zombie #2 – deader
Zombie #3 – deader
Zombie #4 – deader
Zombie #5 – deader
Zombie #6 – most deader of all

DM Notes:
Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Whoops, glossed right over that as I wanted to be sure I marked off my rations.

EDIT : Maybe we can get some uninterrupted rest now.


male
Terquem wrote:


...
The passageway is now piled with corpses, and giant insect parts, effectively sealing the party on the other side. You can rest safely for 8 hours here in the passageway. It is now turn 344, the Turn of the Clock is 140, approximate time of day is, Day 3 11:10 PM

Reduce your rations by one day's worth


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi rests up with the others.


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Dasilane does the same.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg also slumbers peacefully.

I didnt give Slugg rations because he eats dead bodies.


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Ixat curls up as well.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Eckowo eyes the pile of various body parts with satisfaction. "Well, that's one way to find a wall."

He settles down against a wall and is soon sleeping again.

Don't forget to regain your 2 hp for resting, everyone. And can anyone make the DC 20 heal check (and have the healers kit) to restore more? Any non-magical healing is good healing.


male

Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6
Everyone rests as well as they can, sleeping on the cold Dungeon floor. You wake, and feel ready for a new day

There is a Door (it was trapped, but the has it Rest?), it is not Locked, but it is stuck, and requires a Take 20, plus some helpful modifiers, or a good roll by a strong character using a crowbar or other door opening tool, to open. Or, the party can climb over the carnage and go back to the Chamber to the southwest, and choose a new direction to try

You recoiver Hit Points, as Eckowo mentioned, naturally, and you recover spells, when you are ready to go, choose a path and we’ll see what lies ahead!


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Aid Another to open the door by force: 1d20 + 2 ⇒ (1) + 2 = 3


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

The next "morning", Eckowo pulls out his trusty crowbar and points it at the door. "That way?"

Taking 20, I have a 26.


male

How many times does Eckowo try before the Door Opens?: 1d6 ⇒ 2

With some effort, and a groan from the door, it opens

Now somebody can throw a d20 to determine what is on the other side. If there are Enemies, you do not have surprise, as it took two rounds to open the door with a crowbar.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

1d20 ⇒ 2


male

Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6

Eckowo pries open the door and when it is loose he kicks it inward.
A menacing Gargoyle is ready for him and rushes at him to attack
Behind the gargoyle on the floor are three small coffers

Here is a new thing I am trying. Each of you should roll Initiative, and a Perception Check. The DC for the Perception Check is 10 plus the Monster’s HD, so here it is 15. If you roll a 15+ you can act, on your initative in the first round, if you roll 14 or less you are surprised and do not act in the First round. The first round will be a Surprise round, so only a Move, or Standard Action can be taken, if you can act in this round

Gargoyle’s Initative: 1d20 + 6 ⇒ (13) + 6 = 19

DM Notes:
Gargoyle HP 42 | AC 16, t 12, FF 14 | F +4, R +6, W +4 | DR 10/Magic | 2 claws +7, d6+2, Bite +7, d4+2, Gre +7, d4+2 | CMD 19, CMB +7


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Init: 1d20 + 2 ⇒ (10) + 2 = 12


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Perception: 1d20 ⇒ 20
Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

init: 1d20 + 1 ⇒ (6) + 1 = 7
perception: 1d20 + 9 ⇒ (2) + 9 = 11


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Init: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 - 1 ⇒ (19) - 1 = 18


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Percep: 1d20 + 5 ⇒ (8) + 5 = 13
Init: 1d20 + 4 ⇒ (5) + 4 = 9


male

Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6

Initiative order:

Eckowo – 23
Gargoyle – 19
Izabek – 12
Tricksi – 10
Ixat – 9 (does not act in round 1)
Slugg – 7 (does not act in round 1)
Dasilane – 5

Round 1, this is a surprise round, so only a single move, or standard action can be taken

When the door is opened, the party is somewhat surprised to see a tiny room, with what appears to be a treasure guarded by a Gargoyle.

The monster lunges to attack, but Eckowo is faster!

DM Notes:
Gargoyle HP 42 | AC 16, t 12, FF 14 | F +4, R +6, W +4 | DR 10/Magic | 2 claws +7, d6+2, Bite +7, d4+2, Gore +7, d4+2 | CMD 19, CMB +7


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

I'm kind of rusty, on monster stats and not sure how appropriate it is to look it up, but don't Gargoyles have major DR?


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Knowledge(any): 1d20 + 1 ⇒ (17) + 1 = 18
I believe Gargoyles are "monstrous humanoids" and would fall under Knowledge(nature), but I could be wrong. As a CR4, the DC should be either 14 or 19 depending on how rare GM decides these things are.

EDIT: if I succeed, I'd like to know about DR/any resistances.


male

I typically default to a DC of 10+ the creatures HD, and avoid the whole CR debate, so here it is still a DC 15, to know the details of a Gargoly, and that would be Knowledge Nature. Now in any other game i would be running, I might make all kinds of changes to that, but this is supposed to be moving a little quicker than one of my normal games. So, Dasilane, is a font of information regarding gargoyles, in fact he is so busy ticking off details on his fingers, that he doesn't remember that he should probably be doing something this round


2 people marked this as a favorite.
Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

"Hey, that's a Gargoyle! I've heard a lot about them. They can fly and have almost as many attacks as Eckowo. They blend in with statues really well, too. Oh yeah, nonmagical weapons don't really hurt them.... I wonder what this one's name is! Goliath? Hudson? Demona?"


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg will move into position to attack next round, having no ranged attacks at the moment.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

I go after the gargoyle in init, so I presume no sneak attack... so my Crossbow's going to do a whole heap of nothing.
Tricksi will toss it aside and draw her shortsword.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Ignoring the warning about non-magical attacks as something he can't do anything about, Eckowo steps forward into the doorway and attempts to gore the monster.

Gore (P, PA): 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d6 + 6 ⇒ (2) + 6 = 8


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

If Eckowo can't affect the creature due to the need of a magic weapon, Izabek will cast Magic Weapon on his own flacata and ask that Eckowo withdraws so he can take point in the fight. If, by some chance, he can damage the creature after all, Izabek will cast Shield of Faith on Eckowo.


male

Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6
Round 1

Initiative order:

Eckowo – 23
Gargoyle – 19
Izabek – 12
Tricksi – 10
Ixat – 9 (does not act in round 1)
Slugg – 7 (does not act in round 1)
Dasilane – 5

Eckowo steps forward and tries to gore the stony monster, but his head just bounces off.

The Gargoyle laughs at the pathetic display, and attacks Eckowo with its own horn
Gore!: 1d20 + 7 ⇒ (2) + 7 = 9
Damage if > 19: 1d4 + 2 ⇒ (3) + 2 = 5

see what boasting will get you!

Everyone else, except Ixat and Slugg can now take a single move or standard action. Then it is a free for all starting with round 2

By the way, did everyone get all the proper healing accounted for?

DM Notes:
Gargoyle HP 42 | AC 16, t 12, FF 14 | F +4, R +6, W +4 | DR 10/Magic | 2 claws +7, d6+2, Bite +7, d4+2, Gore +7, d4+2 | CMD 19, CMB +7


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

My actions are posted above. Guess I've cast Magic Weapon, now I will wait for the chance to attack.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

"Fall back you big lummox, lots of hits better than just yours. movemovemove!!!"


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

slugg got his appropriate healing, putting him just shy of max. this fight, i hve one spell worth a damn, chill touch, my weapon cannot beat DR 5 if he has DR 5.


male

Even if you can't overcome DR, remeber that all you have to do is roll to hit AC 10, to give your ally a +2 to hit agaisnt an enemy you both threaten


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

dang, forgot about aid another. that is perfect for Slugg, he is the kind to get underfoot and aid his allies in the process.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

With a growl of frustration, Eckowo yields to his comrades' calls and falls back.

Withdraw action to I13

"Come and get us, clay," he taunts the monster.


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Dasilane will pull out his scorpion whip while he continues to rattle off information about Gargoyles. Interspersed with the random trivia are the occasional important insights into movement patterns and fighting style.

Activating inspire courage


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Its probably incredibly stupid, but if the Gargoyle comes out, Tricksi will try and slip through it's legs to get behind it into a flanking position with Eckowo.
Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29


male

Day 3, 344/140 (Current Turn/Turn of the Clock, time 11:10 pm) Turn 1 of 6

Initiative order:

Eckowo – 23
Tricksi – 20
Gargoyle – 19
Izabek – 12
Ixat – 9
Slugg – 7
Dasilane – 5

Round 1, wrap up

Eckowo and the Gargoyle “but heads” and square off sizing each other up. Izabek imbibes his weapon with eldritch energy and Tricksi barks out an order while judging the stride of the stony beast. Finally, Dasilane readies his whip while he begins Inspiring the other’s with important facts about how to kill Gargoyles!

Round 2

Eckowo withdraws, and the Gargoyle lunges after him, but before the Gargoyle can attack, Tricksi takes a daring move to roll through the creatures stride to spring up behind him.

Okay, taking some liberties here. Eckowo withdraws, and I am thinking that Tricksi is holding a ready action (a move action) to tumble behind the monster if it comes out, and she does. Her action interrupts the Gargoyle’s action, this round, and adjusts her Initiative to 20. She can attack now, with flanking, and then the Gargoyle will attack Eckowo with two claws and a gore

Claw #1: 1d20 + 7 ⇒ (3) + 7 = 10
Claw #2: 1d20 + 7 ⇒ (18) + 7 = 25
Gore: 1d20 + 7 ⇒ (16) + 7 = 23

Eckowo is clawed for
1d6 + 2 ⇒ (5) + 2 = 7
And gored for
1d4 + 2 ⇒ (2) + 2 = 4

Damage tracker:
Eckowo – takes 11 damage

DM Notes:
Gargoyle HP 42 | AC 16, t 12, FF 14 | F +4, R +6, W +4 | DR 10/Magic | 2 claws +7, d6+2, Bite +7, d4+2, Gore +7, d4+2 | CMD 19, CMB +7


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

And I am confused for
ever

No I'm not! I have flanking!

Izabek will attempt to strike the creature with his newly magical weapon!

Attack: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 for Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi isn't sure if her sword will do anything, but she comes up out of her roll and then leaps up at the Gargoyles back.

Attack: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7

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