Madness in Kintargo

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


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Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar nods in agreement, though he keeps his blades in hand.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

A submerged wooden pier and boardwalk extend into this entirely flooded cavern, suggesting that at some point in the past the cavern was not so inundated with water. A pair of strange, barrel-shaped objects sit in the northeast corner of the flooded boardwalk, while long beards of algae hang from the cavern ceiling here and there, waving languidly in the slow current. It's a weird feeling walking on a pier while underwater.

Something about your arrival (footsteps on the pier, light sources?) triggers an ambush, as several dark forms swim up from underneath the dock. Four of the forms are more skum, but two are frightful lobster-eel hybrids armed with a pair of large claws. These creatures are quick, swimming up to Caldariel and T'chazzar and snapping away with both claws. The former manages to dodge the attack, but T'chazzar's hit by one (2 damage). The claw locks around the drow's leg, holding him fast (grappled condition) while trying to inject him with venom. (T'CHAZZAR: Please roll a DC 13 Fort save; see spoiler below if you fail.)

T'chazzar Failed DC 13 Fortitude Save:

You take 2 Str damage and must make additional saving throws for the next 3 rounds unless/until you make a successful one.

Condition: Grappled:

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level, see Concentration), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Knowledge (dungeoneering) DC 16:

The lobster-eel hybrids are reefclaws, small, semi-intelligent, and aggressive predatory aberrations.

Knowledge (dungeoneering) DC 21:

Their claws can grab a target, constrict it, and deal poison all at the same time.

Knowledge (dungeoneering) DC 26:

The things are tough, often fighting on after what seemingly should've been a death blow. Even at the moment of actual death, they spasm reflexively, snapping at nearby foes with both claws. They are slightly (5) resistant to cold.

For what it's worth, reefclaw meat is considered a delicious delicacy by many...if you're interested in eating a sentient being. (Then again, the things have no qualms about eating you!

Should anyone step or be pulled off the dock, the water below is 15 feet deep, which would again bring into play all the rules about sinking/swimming/being off-balance/etc.

I had Jessibel heal up the party some before proceeding to this encounter, though the bard, Falina, and Caldariel are still single-digit hps below maximum.

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Reefclaws
---Reefclaw #1 (uninjured – 13/13 (27) hp)
---Reefclaw #2 (uninjured – 13/13 (27) hp; grappling)
Falina (26/31; mage armor--6 hours; on dock/firm footing)
Caldariel (47/51; on dock/firm footing)
T’chazzar (40/40; on dock/firm footing; grappled; DC 13 Fort save requested)
Skum Guards
---Skum #1 (uninjured - 20/20 hp)
---Skum #2 (uninjured - 20/20 hp)
---Skum #3 (uninjured - 20/20 hp)
---Skum #4 (uninjured - 20/20 hp)
Jessibel (45/45; on dock/firm footing)
Arani (47/47; on dock/firm footing; marid’s mastery 3+ mins.)

Secret GM Rolls:

Arani Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Caldariel Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Falina Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Jessibel Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
T’chazzar Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Skum Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Reefclaw Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Jessibel Knowledge (dungeoneering) Check: 1d20 + 3 ⇒ (4) + 3 = 7

Some pre-fight healing....
Jessibel cure moderate wounds (Caldariel): 2d8 + 5 ⇒ (8, 2) + 5 = 15
Jessibel cure moderate wounds (T'chazar): 2d8 + 5 ⇒ (7, 2) + 5 = 14
Jessibel wand of cure light wounds (Caldariel): 1d8 + 1 ⇒ (6) + 1 = 7
Jessibel wand of cure light wounds (Falina): 1d8 + 1 ⇒ (1) + 1 = 2

Reefclaw #1 Claw #1: 1d20 + 2 ⇒ (7) + 2 = 9 for bludgeoning, slashing damage: 1d4 ⇒ 4 (plus grab and poison)
Reefclaw #1 Claw #2: 1d20 + 2 ⇒ (11) + 2 = 13 for bludgeoning, slashing damage: 1d4 ⇒ 2 (plus grab and poison)

Reefclaw #2 Claw #1: 1d20 + 2 ⇒ (4) + 2 = 6 for bludgeoning, slashing damage: 1d4 ⇒ 4 (plus grab and poison)
Reefclaw #2 Claw #2: 1d20 + 2 ⇒ (19) + 2 = 21 for bludgeoning, slashing damage: 1d4 ⇒ 2 (plus grab and poison)
Reefclaw CM (grab/grapple): 1d20 + 8 ⇒ (20) + 8 = 28 for condition: grappled
Reefclaw Poison (Str damage): 1d2 ⇒ 2 (Fort DC 13)


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

Hit: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d3 + 14 ⇒ (2) + 14 = 16

Confirm: 1d20 + 10 ⇒ (18) + 10 = 28
Creit: 1d3 + 14 ⇒ (1) + 14 = 15

Hit: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d3 + 12 ⇒ (1) + 12 = 13

Horns: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Caldariel grinned behind his mask, as the creatures came out of the water to attack them. Given that he was on firm footing, he was able to time his counter attack. He waited until the skum made it's move. Once it was within arm's reach, he reached out and grabbed it. Pulling it towards him, he delivered a chitin-shaking headbutt, and then brought his knee up in a further effort to crack it open.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Fort save: 1d20 + 5 ⇒ (18) + 5 = 23


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Knowledge Dungeoneering: 1d20 + 4 ⇒ (4) + 4 = 8


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Still awaiting actions from FALINA and T'CHAZZAR, plus a clarification PM reply from CALDARIEL.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Escape grapple: 1d20 + 7 ⇒ (4) + 7 = 11

T'chazzar struggles to no avail.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Caldariel goes off on the reefclaw attacking him, killing it in record time! Unfortunately, the beast doesn't go quietly--it thrashes in its death throes, its claws thankfully snapping on empty water. T'chazzar, however, finds himself in a predicament as his lobster-like foe maintains its grip on his leg. Falina hesitates, trying to decide what to do.

The skum press the attack. Jessibel only has to dodge one trident jab, as her foe has to swim a ways to engage her. The others are close enough to merely reposition a bit to unload with a flurry of trident tines, claws, and teeth. Caldariel's armor takes a beating but does its job, turning multiple near hits into harmless misses. T'chazzar tries to replicate the feat, but his foe's teeth sneak through his defenses, chomping down on an arm (5 damage).

Jessibel gurgles another seasong of inspiration while defending herself from attack.

ARANI is up to end Round 1. FALINA may take actions as well.

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Reefclaws
---Reefclaw #1 (dead)
---Reefclaw #2 (uninjured – 13/13 (27) hp; grappling)
Caldariel (47/51; IC +1; on dock/firm footing)
T’chazzar (33/40; IC +1; on dock/firm footing; grappled (-4 Dex))
Skum Guards
---Skum #1 (uninjured - 20/20 hp)
---Skum #2 (uninjured - 20/20 hp)
---Skum #3 (uninjured - 20/20 hp)
---Skum #4 (uninjured - 20/20 hp)
Jessibel (45/45; BP 12/16; IC +1; on dock/firm footing)
Arani (47/47; IC +1; on dock/firm footing; marid’s mastery 3+ mins.)
Falina (26/31; mage armor--6 hours; IC +1; on dock/firm footing)

Secret GM Rolls:

Skum #1 trident: 1d20 + 4 ⇒ (5) + 4 = 9 for piercing damage: 1d8 + 2 ⇒ (1) + 2 = 3

Skum #2 trident: 1d20 + 4 ⇒ (18) + 4 = 22 for piercing damage: 1d8 + 2 ⇒ (8) + 2 = 10
Skum #2 bite (secondary): 1d20 + 2 ⇒ (15) + 2 = 17 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Skum +2 claw (secondary): 1d20 + 2 ⇒ (18) + 2 = 20 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2

Skum #3 trident: 1d20 + 4 ⇒ (13) + 4 = 17 for piercing damage: 1d8 + 2 ⇒ (7) + 2 = 9
Skum #3 bite (secondary): 1d20 + 2 ⇒ (17) + 2 = 19 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Skum #3 claw (secondary): 1d20 + 2 ⇒ (11) + 2 = 13 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4

Skum #4 trident: 1d20 + 4 ⇒ (5) + 4 = 9 for piercing damage: 1d8 + 2 ⇒ (1) + 2 = 3
Skum #4 bite (secondary): 1d20 + 2 ⇒ (16) + 2 = 18 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Skum #4 claw (secondary): 1d20 + 2 ⇒ (14) + 2 = 16 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4

Reefclaw #1 Death Throes vs. Caldariel
Reefclaw Claw #1: 1d20 + 2 ⇒ (10) + 2 = 12 for bludgeoning, slashing damage: 1d4 ⇒ 1 (plus grab and poison)
Reefclaw Claw #2: 1d20 + 2 ⇒ (16) + 2 = 18 for bludgeoning, slashing damage: 1d4 ⇒ 3 (plus grab and poison)


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Taking advantage of her steady footing, Arani targets the skum attacking T'chazzar, firing a bolt at the aquatic enemy.

Underwater heavy crossbow/PBS/Bull’s eye shot /Inspired/Marid’s Mastery: 1d20 + 10 + 1 + 4 + 1 + 1 ⇒ (7) + 10 + 1 + 4 + 1 + 1 = 24
Piercing/PBS /Inspired/Marid’s Mastery: 1d10 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Arani's shot grazes the arm of T'chazzar's skum foe, adding a small cloud of blood to the water. The reefclaw grappling the drow adjusts its grip a bit to better tug the arms off its prey, but in doing so loses its grip on its potential meal altogether!

CALDARIEL and T'CHAZZAR (no longer grappled) are up in Round 2; FALINA may take her Round 1 actions as well.

Full Initiative Order and Conditions List:

INITIATIVE ORDER/CONDITIONS: Combat Rounds 1 & 2 (Bolded may act/post)
Reefclaws
---Reefclaw #1 (dead)
---Reefclaw #2 (uninjured – 13/13 (27) hp)
Caldariel (47/51; IC +1; on dock/firm footing)
T’chazzar (33/40; IC +1; on dock/firm footing)
Skum Guards
---Skum #1 (uninjured - 20/20 hp)
---Skum #2 (uninjured - 20/20 hp)
---Skum #3 (uninjured - 20/20 hp)
---Skum #4 (slightly injured - 16/20 hp)
Jessibel (45/45; BP 12/16; IC +1; on dock/firm footing)
Arani (47/47; IC +1; on dock/firm footing; marid’s mastery 3+ mins.)
Falina (26/31; mage armor--6 hours; IC +1; on dock/firm footing)

Secret GM Rolls:

Reefclaw CM (maintain grapple): 1d20 + 8 + 5 ⇒ (3) + 8 + 5 = 16 for claw plus constrict damage: 2d4 ⇒ (3, 4) = 7 (plus poison)


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar makes the best of his sudden freedom and tries to kill his attacker before it can grab him again.

1. +1 mithral shortsword attack, inspire courage: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
2. +1 mithral shortsword two-weapon attack, inspire courage: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
3. +1 mithral shortsword iterative attack, inspire courage: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

1. +1 mithral shortsword confirm crit, inspire courage: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

1. +1 mithral shortsword damage, inspire courage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
1. +1 mithral shortsword crit damage, inspire courage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
3. +1 mithral shortsword iterative damage, inspire courage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Not sure if that confirms the crit, so I separated out the damage roll. The nat 1 on the second stab misses automatically, of course.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 6/8, 2nd 7/7, 3rd 2/4 | Active Effects: mage armor

Falina was not about to get in the water if she could help it. She had enough of that in the last fight. Her hesitation slowed her down a bit but she ultimately pulled a wand out and pointed it at the skum that Caldariel was actively hurting and then she did it again!

Round 1
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Round 2
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

T'chazzar expertly stabs his reefclaw foe in the head, then follows that attack up with another thrust into its body. The first hit must've just missed the thing's brain, for it fights on, though it seems gravely wounded and is moving slower and with less authority. Between one good swing from Caldariel and Falina's two magic missiles, one of the skum threatening the masked elfling is eliminated.

The skum again attack in a fury, tridents, teeth, and claws. Caldariel dodges everything, but Jessibel's bitten on the hand (4 damage) and T'chazzar's both bitten and clawed (11 total damage). The bard maintains her inspirational song and stabs at her foe with her rapier, scoring a typically weak hit.

ALL SILVER RAVENS are up! (I bumped the remaining reefclaw back a bit in the Initiative Order to speed up what's left of this combat.

Full Initiative Order and Conditions List:

INITIATIVE ORDER/CONDITIONS: Combat Rounds 2 & 3 (Bolded may act/post)
Caldariel (47/51; IC +1; on dock/firm footing)
T’chazzar (22/40; IC +1; on dock/firm footing)
Reefclaws
---Reefclaw #1 (dead)
---Reefclaw #2 (dying but ferocity – -5/13 (9/27) hp)
Skum Guards
---Skum #1 (slightly injured - 16/20 hp)
---Skum #2 (dying - -2/20 hp)
---Skum #3 (uninjured - 20/20 hp)
---Skum #4 (slightly injured - 16/20 hp)
Jessibel (41/45; BP 11/16; IC +1; on dock/firm footing)
Arani (47/47; IC +1; on dock/firm footing; marid’s mastery 3+ mins.)
Falina (26/31; mage armor--6 hours; IC +1; on dock/firm footing)

Secret GM Rolls:

Quickie Caldariel Attacks: 3d20 ⇒ (10, 7, 2) = 19

Skum #1 trident: 1d20 + 4 ⇒ (5) + 4 = 9 for piercing damage: 1d8 + 2 ⇒ (2) + 2 = 4
Skum #1 bite (secondary): 1d20 + 2 ⇒ (18) + 2 = 20 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (3) + 1 = 4
Skum #1 claw (secondary): 1d20 + 2 ⇒ (2) + 2 = 4 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (1) + 1 = 2

Skum #3 trident: 1d20 + 4 ⇒ (7) + 4 = 11 for piercing damage: 1d8 + 2 ⇒ (3) + 2 = 5
Skum #3 bite (secondary): 1d20 + 2 ⇒ (5) + 2 = 7 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3
Skum #3 claw (secondary): 1d20 + 2 ⇒ (2) + 2 = 4 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (4) + 1 = 5

Skum #4 trident: 1d20 + 4 ⇒ (9) + 4 = 13 for piercing damage: 1d8 + 2 ⇒ (8) + 2 = 10
Skum #4 bite (secondary): 1d20 + 2 ⇒ (20) + 2 = 22 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (6) + 1 = 7
Skum #4 claw (secondary): 1d20 + 2 ⇒ (17) + 2 = 19 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skum #4 bite (secondary; Confirm?): 1d20 + 2 ⇒ (16) + 2 = 18 for additional bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3

Jessibel mithral rapier: 1d20 + 9 ⇒ (8) + 9 = 17 for cold iron, silver, piercing damage: 1d6 ⇒ 4 (18-20)


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar takes the hits and stabs back in return. As long as he's not being grappled or swallowed, he can at least keep swinging.

1. +1 mithral shortsword attack, inspire courage: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
2. +1 mithral shortsword two-weapon attack, inspire courage: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
3. +1 mithral shortsword iterative attack, inspire courage: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9

1. +1 mithral shortsword confirm crit, inspire courage: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

Dang.

1. +1 mithral shortsword damage, inspire courage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
1. +1 mithral shortsword crit damage, inspire courage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Seeing T'chazzar skillfully dealing with his enemies, Arani trains her crossbow on Jessi's opponent, efficiently sinking a bolt in them.

Underwater heavy crossbow/PBS/Bull’s eye shot /Inspired/Marid’s Mastery: 1d20 + 10 + 1 + 4 + 1 + 1 ⇒ (11) + 10 + 1 + 4 + 1 + 1 = 28
Piercing/PBS /Inspired/Marid’s Mastery: 1d10 + 1 + 1 + 1 ⇒ (8) + 1 + 1 + 1 = 11


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Again, one of T'chazzar's blades finds a vulnerable and vital spot on the reefclaw. It snaps its claws in a wild and, ultimately, weak and inaccurate final attempt to kill its prey before the thing stops spasming and floats lifeless in the slight current. Meanwhile, Arani and her new crossbow put Jessi's foe a lot closer to death's doorway as she slams a bolt into its chest not far from its dark heart.

CALDARIEL and FALINA still up. Second reefclaw now dead; Skum #1 severely wounded (5/20 hps).

Secret GM Rolls:

Reefclaw #2 Death Throes Attacks
Reefclaw #2 Claw #1: 1d20 + 2 ⇒ (6) + 2 = 8 for bludgeoning, slashing damage: 1d4 ⇒ 1 (plus grab and poison)
Reefclaw #2 Claw #2: 1d20 + 2 ⇒ (6) + 2 = 8 for bludgeoning, slashing damage: 1d4 ⇒ 1 (plus grab and poison)


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

Hit: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d3 + 14 ⇒ (2) + 14 = 16

Hit: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d3 + 12 ⇒ (3) + 12 = 15

Horns: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Caldariel tried to repeat his earlier success, but found it hard to replicate. They were not fighting at an even level, so getting a solid blow with his hands, or the horns of his mask, was not exactly easy to do. His best bet, it seemed, as with his feet. A fighting style that wasn't what he was used to.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Caldariel connects on one strike against the last skum threatening him. Even when Falina follows that up with a magic missile from her wand, the monster still stands, albeit barely.

Jessibel's foe withdraws from the fight, gurgling something as it abandons the battle and swims swiftly through a dark tunnel opening to the west (see pink arrow on the map). The last two opt to fight to their dying breath. Caldariel's foe, though badly wounded, stabs his foe with his trident and rips a claw into his flesh (12 total damage); T'chazzar's foe manages to connect with a claw (4 damage).

Jessibel ceases her underwater song, but its effects linger (for 2 rounds). The bard pushes off from the edge of the sunken dock, gliding into deeper waters. Her extended rapier tip pierces the throat of Caldariel's foe, leaving only one skum left to fight.

Skum's Parting Words (Aboleth Language):

"Will warn chief!"

ALL SILVER RAVENS are up!

Full Initiative Order and Conditions List:

INITIATIVE ORDER/CONDITIONS: Combat Rounds 3 & 4 (Bolded may act/post)
Caldariel (35/51; IC +1; on dock/firm footing)
T’chazzar (18/40; IC +1; on dock/firm footing)
Reefclaws
---Reefclaw #1 (dead)
---Reefclaw #2 (dead)
Skum Guards
---Skum #1 (severely injured - 5/20 hp; fled combat)
---Skum #2 (dying - -3/20 hp)
---Skum #3 (dying - -1/20 hp)
---Skum #4 (slightly injured - 16/20 hp)
Jessibel (41/45; BP 11/16; IC +1 for 2 rds.; successful Swim)
Arani (47/47; IC +1; on dock/firm footing; marid’s mastery 3+ mins.)
Falina (26/31; mage armor--6 hours; IC +1; on dock/firm footing)

Secret GM Rolls:

Falina wand of MM force damage: 1d4 + 1 ⇒ (3) + 1 = 4

Skum #3 trident: 1d20 + 4 ⇒ (18) + 4 = 22 for piercing damage: 1d8 + 2 ⇒ (6) + 2 = 8
Skum #3 bite (secondary): 1d20 + 2 ⇒ (19) + 2 = 21 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Skum #3 claw (secondary): 1d20 + 2 ⇒ (20) + 2 = 22 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skum #3 claw (secondary; Confirm?): 1d20 + 2 ⇒ (18) + 2 = 20 for additional bludgeoning, slashing damage: 1d4 + 1 ⇒ (2) + 1 = 3

Skum #4 trident: 1d20 + 4 ⇒ (13) + 4 = 17 for piercing damage: 1d8 + 2 ⇒ (6) + 2 = 8
Skum #4 bite (secondary): 1d20 + 2 ⇒ (10) + 2 = 12 for bludgeoning, piercing, slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
Skum #4 claw (secondary): 1d20 + 2 ⇒ (17) + 2 = 19 for bludgeoning, slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4

Jessibel Swim Check: 1d20 + 5 ⇒ (20) + 5 = 25
Jessibel mithral rapier (IC): 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 for cold iron, silver, piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2 (18-20)


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar pivots to continue his cavalcade of stabbing attacks at his remaining claw-foe.

1. +1 mithral shortsword attack, inspire courage: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
2. +1 mithral shortsword two-weapon attack, inspire courage: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
3. +1 mithral shortsword iterative attack, inspire courage: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

2. +1 mithral shortsword two-weapon attack, inspire courage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

If I step forward, do I have line of sight down the tunnel?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Arani Thorindal wrote:
If I step forward, do I have line of sight down the tunnel?

Yes, a bit, but only to the end of the range of Jessibel's light spell. I've revealed a bit more of the map; the last 20 feet is considered dim light. There's no sign of the fleeing skum or more enemies.


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

Hit: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d3 + 14 ⇒ (3) + 14 = 17

The elf couldn't speak aboleth, but it didn't bother him that he couldn't tell what they were saying. They had attacked while he had his mask on, which meant that he was not inclined to accept their surrender either way. He continued to attack without hesitation. He was only willing to stop if one of the others made it clear that it was something he had to do.


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"There's probably a good chance that that one is swimming off to get help. I can probably track the blood trail in the water if we move now." Arani calls out to her companions, looking around to see everyone's condition as Caladriel hammers his foe.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

T'chazzar and Caldariel dispatch the last remaining skum guard, leaving the chamber silent for now, if a bit bloody. The two fights have taken a bit of a toll on the party, with Caldariel (-16 hp), T'chazzar (-22 hp), Falina (-5 hp), and Jessibel (-4 hp) all sporting lingering wounds.

Slight pause to see if Caldariel wants to use his Healer's Hands ability or if you'd prefer for Jessibel to use more spells and/or wand charges to heal the party.

Being a thorough person, Jessibel casts detect magic while the party pauses to heal. She finds a magical but empty glass bottle in each of the two barrels on the dock and also discovers some spell effect near the entrance of the tunnel the skum used to escape. Being a casual (some might say lazy) user of magic, though, she can't identify the items or the spell effect.

It soon appears that the escaped skum did not go for reinforcements, as it does not return for a second fight. It's either fled for good or is setting up some ambush further along the tunnels.

Once the healing's done and your group is ready to proceed, it's an easy enough thing to step off the submerged dock and sink to the bottom of the cavern to continue your slow exploration of the smugglers' caves.

There are three obvious exits from the dock chamber: the widest is the tunnel the escaped skum used, and also where the unknown spell effect lingers; a narrower tunnel near the southwest corner; and a lone tunnel to the east. Once healing's complete and a tunnel chosen, I'll move us on.

Secret GM Rolls:

Jessibel Knowledge (arcana) Check (trait): 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Jessibel Spellcraft Check: 1d20 + 9 ⇒ (5) + 9 = 14

#Praedam


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"Falina, can you get a read on what magic might be in the cave entrance? I'd rather not walk right into a trap." Arani says as she reloads her crossbow, and the group heals up.


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

I need to do an audit. My profile says 1/6 charge left for the day but I can’t remember using all of those. If that is right then he will let her wand it up. Can’t do it right now though, birthday and spending day with family. Can probably get it done tomorrow


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Caldariel wrote:
I need to do an audit. My profile says 1/6 charge left for the day but I can’t remember using all of those. If that is right then he will let her wand it up. Can’t do it right now though, birthday and spending day with family. Can probably get it done tomorrow

Don't waste time on an audit. He should be at 6/6, I believe; pretty sure Jessibel did all the healing for the first skum fight via spells and wand charges.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Arani Thorindal wrote:
"Falina, can you get a read on what magic might be in the cave entrance? I'd rather not walk right into a trap." Arani says as she reloads her crossbow, and the group heals up.

"Sorry--not my area of expertise," Falina replies with a shrug.

Yeah.... Jessibel's the only party member with ranks invested in Spellcraft, and she can only use Knowledge (arcana) untrained because she's a bard. Another party blindspot.

I've moves Jessibel's token to the tunnel entrance the skum fled down and where the unknown spell emanation was discovered. I also opened up some of the tunnels a bit more; if a character with darkvision moves to a tunnel mouth, I'll open things up even more.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar says, "I got a bit squeezed there, can someone bring a healing wand over my way? I'm gonna peer down the tunnels and see what I can see."


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 6/8, 2nd 7/7, 3rd 2/4 | Active Effects: mage armor
Azani wrote:
"Falina, can you get a read on what magic might be in the cave entrance? I'd rather not walk right into a trap." Arani says as she reloads her crossbow, and the group heals up.

"Sorry--not my area of expertise," Falina replies with a shrug, "I just am magical, I never studied to learn it."


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

As she moves toward the entrance, Arani draws her wand, touching it to T'chazzar's shoulder as she quietly speaks the activation word.

CSW: 3d8 + 5 ⇒ (7, 1, 7) + 5 = 20


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

"Thank you."


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"No problem." she replies softly, slipping the wand back into her belt and resettling her grip on her crossbow.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

While Caldariel heals his own wounds, Arani uses the more powerful wand to bring T'chazzar back to nearly full strength. Jessibel reluctantly uses the lesser healing wand on herself and Falina, knowing that the party is likely walking into an ambush of some sort, erasing the last of their lingering wounds.

T'chazzar uses his exceptional darkvision to scan the tunnels leading out of the chamber. He sees nothing threatening in the western tunnels--just a couple of potential side passages. The eastern one, however, takes a quick curve north, so something might lurk closer at hand in that direction. During the reconnaissance, both T'chazzar and Arani are certain they hear something like chanting coming from the tunnel to the southwest.

If the party investigates the southwest tunnel, I'll need to know who takes point, as it's narrow enough to require single-file passage.

Secret GM Rolls:

Jessibel wand of cure light wounds (Falina): 1d8 + 1 ⇒ (7) + 1 = 8
Jessibel wand of cure light wounds (self): 1d8 + 1 ⇒ (3) + 1 = 4

Planning Ahead: 1d20 + 15 ⇒ (5) + 15 = 20
Quickie Perc: 5d20 ⇒ (14, 8, 8, 12, 19) = 61


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"^!#$^Y&. That sounds like some kind of cultist ritual or something. We need to move before they summon up some 'ancient evil'!" Arani hisses, before bringing a vial of a Darkvision potion to her lips, using her teeth and tongue to break the seal and allow the potion into her mouth without mixing with the water.

If possible


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

"Should we not investigate?" Caldariel said. "If they are indeed summoning an ancient evil beneath our town, then letting them finish their plans could lead to a less than ideal outcome."


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"Yes! I meant move as in go take them out." Arani replies.


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

"Ah, good, good. Let us proceed."

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

With T'chazzar and his superior darkvision taking point, the group opts to explore the southwest tunnel first. As the party progresses, the chanting becomes more distinct and seems to come from a sing throat--most likely a spellcaster preparing for an inevitable confrontation! The passage is narrow, allowing folks to move in single file only. Ahead, T'chazzar can spy two skum: the bloodied fellow who left the earlier fight and a marginally larger specimen who clutches a wand in one claw.

Feel free to adjust the positioning of your tokens pre-fight. I went with "bunched up" over "spaced out" because your speed is halved while walking along the bottom underwater. Also, I moved Jessibel to rearguard since Arani no longer requires a light spell to see. Jessi will delay in the first round, as she's unable to see the foes from her current position.

ARANI is up first in Round 1, once we're ready.

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Jessibel (45/45; BP 11/16; IC +1; firm footing)
Arani (47/47; IC +1; firm footing; marid’s mastery 3 mins.; darkvision 3 hrs.)
Skum Spellcaster (uninjured)
Falina (31/31; mage armor--6 hours; IC +1; firm footing)
T’chazzar (38/40; IC +1; firm footing)
Skum #1 (severely injured - 5/20 hp)
Caldariel (51/51; IC +1; firm footing)

Secret GM Rolls:

Arani Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Caldariel Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Falina Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Jessibel Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
T’chazzar Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Skum Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Ungol-Pagh Initiative: 1d20 + 0 ⇒ (12) + 0 = 12


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

It looks like the caster should be just at the edge of my 60ft darkvision range. Would I be able to see him from my current position?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Arani Thorindal wrote:
It looks like the caster should be just at the edge of my 60ft darkvision range. Would I be able to see him from my current position?

Sure.


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Spotting the spellcaster just at the edge of her ability to peer through the darkness, Arani wastes no time in taking a shot.

Underwater heavy crossbow/PBS/Bull’s eye shot /Inspired/Marid’s Mastery: 1d20 + 10 + 1 + 4 + 1 + 1 ⇒ (6) + 10 + 1 + 4 + 1 + 1 = 23
Piercing/PBS /Inspired/Marid’s Mastery: 1d10 + 1 + 1 + 1 ⇒ (8) + 1 + 1 + 1 = 11

"Take out the caster first!" she calls out, immediately beginning to reload.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

WHOOPS! I forgot to include an important detail. The caster has cast some buffs, one of which should be readily apparent.

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Those of you who can see the skum caster notice something concerning: there appears to be four versions of the wizard in close proximity to one another!

Secret GM Rolls:

mirror images: 1d4 + 2 ⇒ (1) + 2 = 3


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Ah crap--too slow! @ARANI: Do you want to keep that action?


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

In that case...

Seeing the protective spell and expecting other magica; defenses, Arani casts another spell, in preparation for the coming battle.

Cast Gravity bow


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

Arani shouts a warning/suggestion and casts a spell to better her ability to cause greater damage with her underwater crossbow. Aware that it's been spied, the caster and his mirror images swims forward swiftly, and he unleashes a lightning bolt from his wand that catches all the Silver Ravens in its path! (20 electricity damage; Reflex DC 14 for half [10])

Now that she's painfully aware that the fight is on, Jessibel sings another underwater war chant to inspire the Silver Ravens in battle.

Inspire Courage +1 (Su):

An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

ALL SILVER RAVENS are up to end Round 1 and kick off Round 2. The other wounded skum hangs back, delaying for the moment. Remember: half speed while walking underwater.

Secret GM Rolls:

Ungol-Pagh wand of lightning bolt electricity, magic damage: 5d6 ⇒ (3, 4, 6, 2, 5) = 20 (Reflex DC 14 half)
Jessibel Reflex Saving Throw: 1d20 + 10 ⇒ (11) + 10 = 21


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 38/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

That lightning bolt needs to penetrate T'chazzar's spell resistance 12, using the wand's caster level.


Elven Onispawn Tiefling Oni Enforcer Vigilante (6) Wounds (18) HP (53) AC (22/16/19) Saves (5/9/8, +2 vs disease) CMD (23) Initiative (+3) Healer’s Hands (5/6) Deceitful Form (6/6 min)

Ref: 1d20 + 9 ⇒ (2) + 9 = 11
20 damage taken

Hit: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Damage: 1d3 + 14 + 1 ⇒ (2) + 14 + 1 = 17

Caldariel moved up to attack, but stumbled as the bolt of lighting hit him head on. He still attempted a punch, but it was far from what it could be, given his lost momentum and the sudden pain.


Female Human Ranger (Urban Ranger) 6 |20/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Underwater heavy crossbow/PBS/Bull’s eye shot /Inspired/Marid’s Mastery: 1d10 + 1 + 4 + 1 + 1 ⇒ (5) + 1 + 4 + 1 + 1 = 12

Arani effortlessly avoids the worst of the lightning bolt, though the movement, and momentarily boiling water in the tunnel around her ruin her shot.

Piercing/PBS /Inspired/Marid’s Mastery: 1d10 + 1 + 1 + 1 ⇒ (9) + 1 + 1 + 1 = 12
vs Mirror Image (1 gets right one): 1d4 ⇒ 3


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES--FLOODED TUNNELS (17 Desnus)

T'chazzar's drowish spell resistance wholly protects him from the lightning bolt, though the grunts and cries from those behind him tell a different tale for his comrades (although I just remembered that this version of Jessibel took a couple of levels of rogue and thus has evasion--Yay!). The attacks of Caldariel not only fail to connect with the skum spellcaster, but each also misses by a wide enough margin that none of its mirror images are eliminated...meaning that the seemingly unarmored spellcaster must have one or more mystical defenses already cast upon himself.

T'CHAZZAR and FALINA still up for Round 1.

Secret GM Rolls:

lightning bolt vs. T'chazzar's SR: 1d20 + 5 ⇒ (1) + 5 = 6
Arani Reflex Save: 1d20 + 8 ⇒ (7) + 8 = 15

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