Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

Knowledge (Arcana): 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10

Goodie looks a little dubious about the entire thing. Boys like to make up stories.


Goodie isn't entirely sure, but she thinks the creature might have been a bunyip. Known for their frenzy at the smell of blood and hunting in pairs.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan is impressed with their haul and would offer healing but Goodie beats him to it. He has been spending his days surreptitiously talking to the sailors, trying to get them to tell him what they know of Kargeld, complaints, weaknesses and anything that he takes pride in.

Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
Bluff: 1d20 + 12 ⇒ (8) + 12 = 20

Also Eryan doesn't want no knitted scarf. How un-villain looking. He has Sir Balin's Cloak of resistance anyway.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"They was much bigger than a seal, with big pointy teeth! Kinda looked like a obese seal with huge tusks.. I was almost unable to stop his wounds from bleeding.." You said Kharn ripped a tusk free.. WOuld he been able to hold onto that? Or did we get the heads?


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

No one offered you a scarf, Eryan. You got a cunning knit cap, to keep the cold off your ears.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan is wearing a weird, red scarf with white things on it, that you will realize are cute mantises if you look close enough. It is loose around his neck, enough to reach his shoulders and cover the clavicles. Added to the brandescar prison chain shirt, the traveler's clothes, weapons and his tall, corpulent build, it makes for quite the sight. At the same time, the scarf added a charming touch to the rogue's appearance. One would think twice before messing with such an exquisite person. He watches Eryan refuses Goodie's gift because it's un-villain looking. I'm glad to have decoy fools all around...

Anyway, he looks worried, knowing that Kharn would not get beat up like that so easily, but since they said it was alright now he relaxes.
"Be more careful next time, willya? You took much longer than you should. Is everyone ready to move on? We've got a job to do?"

Argan will remind Goodie that each charge of the wand costs them 15 gold pieces, so he would appreciate if, in incidental situations like this, she would leave the healing to Eryan first, since his spells replenish everyday. "Thanks for the scarf Goodie, I love it. Everyone's envy about it."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Envy is one word that could be used.. Another would be laughing.. Ahhahahha... No but seriously it looks good on you.." He slaps a sailor on the back as he tells his funny.. "Let us be moving then?"


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan shows Vlad the Talking hand, then gets moving to the boat.


Kargeld decides the seals have finally been scared away from the Isle and won't be returning for some time, so he orders everybody to mount up. The boat is somewhat more cramped at the extra baker's dozen seal corpses, but eventually the sailors are smart enough to make a circle of crates and pile them in the center.

At about noon the next day, Kharn is leaning over the bow of the ship when he spots a group of small boats hugging the coast and headed towards your ship. Closer inspection reveals this group to be three one-man kayaks and a larger open seal-skin canoe called an umiak with four men rowing. These vessels are closing towards the boat and hail it loudly in a broken common tongue.

A middle aged Yutak man wearing hide armor and carrying a walrus bone club stands. "Herro Talirean's! I Joseph Calls-Fire-From-Water, this Chief White Tusk." He motions to a younger Yutak man, who stands with his feet set wide and his powerful chest puffed out. In his hands he holds a massive eight foot ivory horn. Joseph continues. "We slay g r e a t Narwahl of the Star Sea!" his motions mimic a sea monster with a giant spike on its head, "You see monster head-bone?" He nods empathically. "We sell to you!" and he points to you, and if you try real hard to understand the way his mind works, you get the impression he's trying to make you feel it's YOUR LUCKY DAY!

Knowledge (Local) DC 20:
Yutak are famous for their family loyalties and their vendettas.

Knowledge (Arcana) or Appraise DC 20:
This great treasure is worth 2000 gp simply for its rarity and the quality of its ivory. It is surprising durable and functions as a masterwork quarterstaff. It is also very easy to enchant : If enchanted as a magical staff, rod or wand, subtract its value from the creation cost of the magic item. Creating an item based on this tusk requires one day for each 1,500 gp of the base price (instead of the usual 1,000). Further, they have fifteen walrus tusks of various sizes and quality. In total, these smaller tusks are worth another 1200 gp.

Screen:
Argan Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Vladimir Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Goodie Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Eryan Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Kharn Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Whisper's.. "Seems like a pile of gold.. We should slay them and take it all.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

K.Local: 1d20 + 5 ⇒ (1) + 5 = 6
Appraise: 1d20 + 5 ⇒ (6) + 5 = 11

Argan also keeps his voice low to avoid being heard by the men. "I don't know Vlad, I've never seen Ivory that big before. Do you think it's worth something? He does sounds like an idiot, or it is just a con." He looks at the others, uncertain of what to do.
Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16
Well I had some twenties yesterday... can't complain then...

"And how much are you selling that for?"


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Appraise: 1d20 + 2 ⇒ (4) + 2 = 6

"Meh, now that you mention it it's prob not worth much.. It just looks nice.."


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

Appraise: 1d20 + 5 ⇒ (3) + 5 = 8

Bundled up in blankets and a shawl sniffs at horn. "Men always think theirs are the biggest. Even when their wares are lacking."


Chief White Tusk whispers in Joseph's ear for a moment, he nods then addresses the party. "Chief White Tusk wants trade for items. Your gold soft, no good spear head. Trade for items, what offer?"


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"One minute!" He turns to his companions. "That should be worth something, and we got three Masterwork spears to trade, but maybe some other stuff would suffice, like the seal skins. How much that stupid Horn is worth? Kharn? Eryan?"


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

I love how your taking OOC info and making it stuff I did Argan...

"Come up here. We show you many spears of steel."


He claps his hands together with a smile. "Yes, come to your boat!" White Tusk and Joseph make their way up, examining the metal you have on board. White Tusk grunts, then turns to Argan and holds up eight fingers, then points to just the largest horn.

Sense Motive DC 10:
8? 8000 gold worth of metal? What the hell!?

Sense Motive DC 15:
8? Eight arrows, eight spears, eight swords? Wow, cheap!

Sense Motive DC 20:
8? Eight pounds of steel perhaps? Odd, but you have quite a bit of steel on you...


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Hey, don't have the player, hate the game, Eryan!
Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12 Good Lord!

Before the mistake is made and the man are aboard, Argan tosses the +1 Trident under the cover of the crates, so they will not even see it. The other three weapons will have to be enough, cause he does not want to mess with the Flame-Axe order.
The rogue finds the ammount to be outrageous, still unsure about what the 8 fingers mean. He gives Eryan a mean, unpleasant look that he probably know the cause for, and starts to negotiate with the man. "Joseph, a pleasure, I'm Argan! Metal has to be hard! Tough! Indestructible! Right?" He takes one of the Masterwork Tridents and begins to show the men how good they are. "Swift, deadly, but indestructible! The big horn there is quite a trophy, but a trophy still. You cannot use it to kill big things! This, on the other hand..." He gives a thrust in the air with the weapon. "Will kill with one blow! I offer one of these for you big horn there, and another one for the smaller ones."

The charlatan uses the distraction to check what weapons do the three man have.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19

Vlad raises an eyebrow.. "Tell Chief White Tusk that the majority of this metal isn't for trade.. What we do have are the 3 excellent trident my friend here has show you, plus an excellent set of sea star armor for trade.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

FYI the Sea shell armor might be sold for a nice value in the right circumstances (to a collector). Mechanically speaking it is just useless.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

These guys are tribesmen.. Most likely spiritual.. The sweet seashell armor may by valued by them..


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

appraise: 1d20 + 5 ⇒ (15) + 5 = 20
sense motive: 1d20 + 8 ⇒ (10) + 8 = 18

currently on phone feel free to Bot, but kharn will make it clear that they need to get that ivory.


Kharn suddenly raises his eyebrows in surprise, whispering to the party the true worth of such items. You may all read the DC 20 appraise spoiler.

Joseph relays the words to Chief White Tustk, who advances and holds out his hand for the seashell armor. He bangs on it twice, then shakes his head. "No. Weak." After another moment of consulting with Joseph, the translator states. "Chief White Tusk like three point spears. Good, strong metal, but tusk worth more." Suddenly Chief White Tusk starts prying around the ship, uncovering your hidden weapons despite two of the sailors protests. He picks up a greataxe marked with the symbol of the bugbears. There's a moment of silence as he considers it, then he grabs brings the axe to you, rapping its hafts sharply on the planks. Joseph translates "Chief White Tusk grows impatient, but will trade horn for three spear weapons and large axe weapon." Suddenly Chief White Tusk sees the freshly made scarf on Argan, admiring it openly. He speaks quickly to Joseph. "Chief White Tusk likes your southern clothes. Want...eem-press-ive clothing to show he slew great whale. Will trade rest of horns for some fancy southern clothes!" He says this enthusiastically, as if it's the deal of a lifetime!

Which it very well may be. Apparently they value strong metal, the more the better. Also they want some gaudy noble clothing.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

You mean he got a simple, non-masterwork axe?

Argan's anger grew for just a second, while he thought the man was about to want his new scarf. Then he just said he wanted southern clothes, and he relaxed. "Just a second, sir." With the Greataxe in his hands, he turns to consult with his companions. "I think we should complete the negotiation with them like we did with the Tritons." Then he waits for an answer.

How far are the other boats from our ship?
Mainly the one with the tusks?
If we get into combat is there a chance the tusks fall into the water?
Did we see the speed the boats run at?
Do the particular weapon have the "fire-axe" emblem?


Yup, plain old greataxe. Doesn't seem a bit bothered by the bugbear marking on it. The other boats are all right next to yours, including the one with the tusks. Their boats are small, so there's a chance they could capsize and the tusks would be lost. They were being rowed, so not too fast.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Possibly, but the guy doesn't want much for that piece of ivory.. Kargeld what do you think?"


Kargeld glances between the ivory and the axe he's offering. "Hell of a deal. Give me 100gp for the axe and I'll let you trade it."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"I say we trade the 3 tridents and the axe for that large piece.."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Their ivory is worth far more than a few weapons. Let us trade and be done here. We have no other business with these primitive people."


The trading is made, the party losing 100gp to Kargeld but gaining about 3200gp worth of ivory. Joseph and Chief White Tusk begin returning to their boat, giving many thanks for the strong metal weapons.

Anybody else want to say anything to them? If not I shall move on with your sailing adventure! I promise there's no krakens...


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Succesful trading if I may say so. The tribesmen clearly do not value the ivory as men on the mainland do. Likely it is extremely rare for them to have steel weapons. Let's get back on our route Captain. Best not to delay a minute longer than we already have."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Agreed.. Lets get going.."


The entire next day goes smoothly, not a soul outside the boat being seen. Anchor is made that night and watches are set, most of the sailors falling asleep. In the dead of night a cold snap hits. The temperature plummets well below freezing and ice rime begins to form on the rigging. It begins to snow – intermittent flurries at first give way to fat flakes and biting winds. Everybody wakes, unable to sleep in the sudden cold (with the exception of Kharn, who is simply woken by all the activity). The crew lights up a few torches to provide both light and warmth in the freezing darkness.

As everybody shivers together, Argan's teeth begin clattering uncontrollably, and he realizes his armor is unreasonably cold. Suddenly you hear an inhuman cackle from somewhere above you, in the darkness beyond the reaches of the torches. Before anybody can pinpoint the laughter, four ice elementals emerge from the water with a violent spray, climbing aboard the boat. The sailors panic and flee screaming "Ice demons!" Kargeld grimly grabs his greataxe, moving to the nearest elemental.

Some of you guys are up!

Init Order:

Eryan
Vladimir
Argan
Kargeld
Enemy
Goodie
Kharn

Screen:

Vlad Perc: 1d20 + 1 ⇒ (16) + 1 = 17
Eryan Perc: 1d20 + 2 ⇒ (2) + 2 = 4
Argan Perc: 1d20 + 7 ⇒ (14) + 7 = 21
Kharn Perc: 1d20 + 8 ⇒ (19) + 8 = 27
Goodie Perc: 1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 20 ⇒ (8) + 20 = 28
Argan Will: 1d20 ⇒ 9
Enemy Init: 1d20 ⇒ 7
Vlad Init: 1d20 + 1 ⇒ (18) + 1 = 19
Eryan Init: 1d20 + 6 ⇒ (14) + 6 = 20
Argan Init: 1d20 + 4 ⇒ (12) + 4 = 16
Kharn Init: 1d20 + 3 ⇒ (1) + 3 = 4
Goodie Init: 1d20 + 3 ⇒ (3) + 3 = 6
Kargeld Init: 1d20 + 1 ⇒ (13) + 1 = 14


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Retcon Argan takes a weird sideglance when Kargeld told them that he would sell them the axe for 100 gold pieces, but says nothing about it at the moment.
______________________________
"He-he-he-he-heck!" If there's some extra effect to it you forgot to mention.
Argan moves to meet the northeastern elemental, while drawing both his sabres and striking, but only with one of them for now!
Sabre: 1d20 + 8 ⇒ (18) + 8 = 26! Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Do I know where the effect came from?


You do not, although the inhuman cackle would be a reasonable guess. No there is no effect this round, but your armor is getting even colder.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad pulls steel and attacks the elemental right next to him..

Attack-PA: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15

He then sidesteps to provide flanking for the crew member on the other side..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Elementals cannot be flanked, Vlad. You can flank them, but have no bonus.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan takes a 5ft. step back out of reach of the elementals and dissapears from sight.


Eryan makes himself scarce quickly, then Argan and Vlad begin taking apart the icy creatures. With one mighty swing Vladimir completely shatters one of the elementals, Argan leaving a spider webbing crack in another. Kargeld takes a powerful swing as he roars his fury, but the elemental blocks the blow.

The elementals come in swinging, large clumsy arcs that freeze whatever they touch. One connects with Kharn, bruising his shoulder and making it stiffen with pain from the intense cold. Another laugh is heard from the crows nest, then a barrage of magic missiles come down, striking random targets.

Kharn you take 8 damage from two separate sources, your DR will only apply to the first attack. Argan you take 2 damage, and Goodie you take 3 damage. Party is up!

Init Order:

Goodie
Kharn
Eryan
Vladimir
Argan
Kargeld
Enemy

Screen:

Chill Metal Damage: 1d4 ⇒ 2
Elemental Attacks: 1d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (15) + 4 = 19
Damage to Kharn: 1d4 + 1 + 1d3 ⇒ (1) + 1 + (2) = 4
Magic Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (2) + 1 = 3
Kargeld Attack: 1d20 + 11 ⇒ (2) + 11 = 13

E1 -
E2 - 6
E3 -
IM -
K -


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Do we see what is MMing us?

Eryan levitates himself up 20 ft. and looks for the source of the laughing.


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

Frowning, Goodie pulls more sugar out of her basket and tosses it up towards the crow's nest. Her magic catches it and pulls it up in a glittering mass in the crows' nest.

She casts Glitterdust. Whomever is in the crows nest needs to make a Will save DC 17 to avoid blindess and is outlined with glittering sugar.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Kharn gets angry and attacks the Ice Elemental that is by itself.

Rage free action. Move pull out greatsword. Using Animalistic Fury.

Attack w/PA w/AF: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17

AC 14 | HP 42/55


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Just curious but are you meaning

Spoiler:
Reckless Abandon (Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Kharn?


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Yeah sorry mixed it up. Reckless Abandon not Animalistic Fury (if that even is a thing).


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Although his armor becomes increasingly cold, Argan has more to worry about. He knows he needs to take it out before it freezes, but the elemental is his first target, and so he delivers a full attack at it:
Sabre: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Sabre: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

"Shot the bastard Vlad! Aren't you seeing him?"


Goodie covers the mast in glitterdust and the laughing turns into squeals of anger. Eryan easily spots the now-glittering creature, rubbing at its eyes with small squeals of discomfort. Unable to see, it opens its mouth in a random direction and releases a spray of cold towards Eryan! Down on the boat, the martially inclined members of the party each tear through their own elemental, leaving nothing but pieces of broken ice covering the ground and floating around the boat.

Eryan, you take 3 cold damage and are sickened. A DC 13 reflex save will halve the damage and negate the sickened effect.

Init Order:

Goodie
Kharn
Eryan
Vladimir
Argan
Kargeld
Enemy

Screen:

Will: 1d20 + 3 ⇒ (3) + 3 = 6
Vladimir Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Vladimir Damage: 2d4 + 10 ⇒ (2, 1) + 10 = 13
Direction: 1d8 ⇒ 4
Damage: 1d4 ⇒ 3

IM -


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

How high do i have to get to reach him? Surely the crows nest is higher than 20ft. lol random dirrection.
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Planes: 1d20 + 7 ⇒ (4) + 7 = 11


Ah that reminds me, yes you can make knowledge planar checks for this little creature. Eryan, you will be able to reach him by the end of this round (meaning you can attack this round if you wish).

Eryan:
This is an ice mephit, known for their ability to breath sickening cold blasts of air.


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

Knowledge (Planes): 1d20 + 11 ⇒ (6) + 11 = 17


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan takes two steps away from the mast, drops his weapons, and draws his bow, shooting an arrow at the blinded-and-denied-its-dex-to-AC creature:
Shortbow: 1d20 + 6 ⇒ (13) + 6 = 19! Damage: 1d6 + 2d6 ⇒ (6) + (1, 4) = 11

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