RESIST - GM Cyrioul's Hell's Rebels (Inactive)

Game Master Jason Lillis

Tabletop is here!
Rebellion Sheet

Party Loot Sheet Here!


1,001 to 1,050 of 1,201 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

2 people marked this as a favorite.
Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Laria's rebuke convinces Pip to stifle the second snapdragon he has floating around as a fiery orange orb. He lets the spell's duration expire and snuff out into nothing, and he instead launches into a new spell.

"A wonderful bird is the pelican,
His bill will hold more than his belican,
He can take in his beak
Enough food for a week
But I'm damned if I see how the helican!"

Once again heeding not whether his audience, rats and sprites, can understand a lick of what he says, Pip relies on the rhyming, rhythmic nonsense to captivate and Hypnotize the unwelcome guests.

Duration: 2d4 ⇒ (1, 1) = 2 rounds
Creatures Affected: 2d4 ⇒ (2, 2) = 4 HD
DC 14 Will Save to avoid being Fascinated.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra appreciates a good limerick and Pip's actually makes her crack a small smile as she let's loose her arrow.
invoke judgement as swift for destruction=+1 damage
1d20 + 4 + 20 ⇒ (1) + 4 + 20 = 25 damage: 1d8 + 1 ⇒ (3) + 1 = 4
miss chance (high is good): 1d100 ⇒ 66

damn, Indra rolls a LOT of 1's. That little bastard better not have DR


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just sighs looking at the swarm of rats. "Im sorry..... Though this is the only thing that can hurt those rats," Nerris says as she hucks a bomb.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Ooo boy. The bomb goes wild.


Alexite's flask of acid cracks against a rat skull as it hits, spraying acid all over the swarm! (Does 4 damage to one swarm).[/ooc]

Orrias' crossbow bolt arcs towards a faint shimmering of movement near the statue, but flies past.

Pip's ridiculous song resounds through the space...
Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
...and you hear the piping stop, as though it's actually paying attention to your nonsense!

Indra, filled with the grace of her goddess, sends an arrow arcing through the air towards the statue. If it strikes something, it doesn't seem to sink in when it hits. (Well, about that DR...)

Nerris tosses a bomb, but it goes wide!
Location: 1d8 ⇒ 1
The bomb still strikes adjacent to the swarm of rats, sending a wave of fire through them!
Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10
(Does 6 damage to one swarm).

The piping, stopped for now, doesn't seem to impede the rats. They swarm towards Alexite and Nerris, swirling around their feet!
Alexite Swarm Damage: 1d6 ⇒ 3
Nerris Swarm Damage: 1d6 ⇒ 2

And I need BOTH of you to make me a Fortitude save vs. Disease as part of your next action.


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Fort: 1d20 + 3 ⇒ (16) + 3 = 19

Nerris shrugs off the rats attacks and starts panicking as they start crawling all over her. Backing off from the swarm she throws another bomb.

attack: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
That probably still misses?


(I'm going to say on a 1-5 you're ok, 7-9 you get the splash damage, too.

1d8 ⇒ 4

You shake off the worst of their infected bite, but your arm isn't that steady as the bomb splashes just to the left of the swarm.

Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11
6 damage, 12 total

The swarm is horribly burned by the bombs, even though they haven't hit directly, but still seems lively enough to work its way towards you through the water.

The rest of the party can still act!


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Cursing enough to make a sailor blush, Indra fires off another arrow, this time at Nerris' burned rats.
bow: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d8 + 1 ⇒ (1) + 1 = 2
ugh! piercing should do half dam vs rat swarm, sigh


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Alexite is also cursing vigorously. “Rats! I hate rats!!”
Fort save: 1d20 + 4 ⇒ (12) + 4 = 16

Seizing his Morningstar, he tries to batter the rats away.

Attack (2h): 1d20 + 6 ⇒ (8) + 6 = 14 for 1d8 + 4 ⇒ (8) + 4 = 12

Only 1/2 Damage, I think.


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

"Vexing litte s&$#!" Orrias loads another bolt and fires, hoping Pip's hypnotic words make the unseen pest hold still.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Miss Change: 1d100 ⇒ 52 Damage?: 1d4 ⇒ 1

It's a good thing I have such awesome skills, because this build won't come together for combat until about Lvl5 :(


Indra's arrow skewers a pair of rats, but the whole swarm seems largely unaffected.

Alexite fights off the worst of the bits he receives, and crushes several of them with his morningstar.

Orrias - distracted by the rats, perhaps - has difficulty pinning down the invisible opponent.

(Pip, one more from you, then we'll continue!)


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip remains surprised that his spell worked - at least, he thinks it worked. Now he is unsure what else to do. He dare not set off any more firecrackers, and he doubts the rats would be as interested in lyrical humor.

Instead, he fishes one of the cold iron sling bullets from the small bag at his belt. Pip whirls his sling around, aims for the enemy perched atop Calistria, and hopes for the best.

Cold Iron Sling Bullet vs ???: 1d20 + 4 ⇒ (2) + 4 = 6

However, the shot goes clear over the goddess' head, ricochets off the cavern ceiling, and plunks into the water.


With multiple projectiles flying in its direction, whatever it is on top of the statue shrieks, and then you hear it chanting arcane words in the infernal tongue.

DC 18 Spellcraft to Identify:

It is the spell summon monster 3.

The rats continue pressing forward, rolling up onto Alexite and Nerris again!

Alexite Swarm Damage: 1d6 ⇒ 3
Nerris Swarm Damage: 1d6 ⇒ 4

Each of you needs to make a second saving throw, and the party is up!


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16

"So...not...a fan..." Alexite growls. "Nerris! Get outta here!" He takes another wild swing at the rats, and follows his own advice.

Attack, and move as far as I can back toward dry land.

Morningstar: 1d20 + 6 ⇒ (12) + 6 = 18 for 1d8 + 4 ⇒ (4) + 4 = 8 damage (halved)


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Realizing that a change of tactics was in order, Orrias kneels down and begins scooping up handfuls of the flour scattered around and stuffing it into a paper alchemical filter.

Would it be reasonable to put together an improvised flour bag to throw at the invisible opponent? If so, could I also throw it this round or wait until next?


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Fort: 1d20 + 3 ⇒ (18) + 3 = 21

Nerris walks back from the swarm a decent distance. "Listen even missing I'm still doing decent damage." she says with a concerned look on her face.

Attck: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
DMG: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
This is just not my battle.


You both still feel ok (considering).

Alexite scatters a small wave of lifeless rats across the water, but Nerris' bomb is just not quite on the mark...

1d8 ⇒ 4

...vaporizing some of the water, but also destroying the last of the rats that pursue her!

Orrias, thinking quickly, manages to scoop up enough flour to make an improvised "powder bomb" that could reveal an invisible creature... if it hits!

Indra and pip - go!


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Pip shakes his head with a frustrated growl. He turns his attention from the invisible foe to the last of the rats vexing his allies who might be better suited to dealing with the real problem.

Rather than a venomous tongue, he decides to deploy something just as caustic. He summons a glob of acid and flicks it towards the last rat swarm like a laborer might flick a booger.

Acid Splash, Ranged Touch Attack vs Rat Swarm: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d3 ⇒ 2


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Pip I think the rats swarm was destroyed by that last bomb...?


1 person marked this as a favorite.
F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

spellcraft: 1d20 + 3 ⇒ (19) + 3 = 22
Indra speaks Infernal and recognizes that spell. If you thought she was mad before, now she's FURIOUS. She starts ranting in infernal about all the horrible ways she's going to mangle this fairy when they catch it.
intimidate: 1d20 + 13 ⇒ (14) + 13 = 27(+4 for being larger)
she's considering taking a level of ranger just to get favored enemy: g%~@~!ned fairy


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2
Orrias Lelitaern wrote:
Pip I think the rats swarm was destroyed by that last bomb...?

I was under the impression that there were two rat swarms and one had been destroyed so far. If I am wrong, than my poorly aimed Acid Splash will be redirected to miss the invisible guy.


Yep, two swarms! I'll post more after the bedtime routine tonight.


Sorry, folks - looks like a post got eaten. Mea culpa for the weekend delay!

Pip's acid splash does fly wide of the mark, sizzling into the water where it lands.

The chanting caster does gain a quavering note to their voice after hearing Indra's invective against it, but the spellcasting continues.

When it reaches it's crescendo, there is a word of power spoken, and a massive form splashes into the water - a near-replica of the giant crocodile that you faced when you first entered this space appears, gnashing and biting at Indra!

Bite ATK vs. Indra: 1d20 + 5 ⇒ (20) + 5 = 25
Bite DAM vs. Indra: 1d8 + 4 ⇒ (1) + 4 = 5
Bite ATK vs. Indra - CONFIRM?: 1d20 + 5 ⇒ (10) + 5 = 15 (Does NOT confirm.)

The rats swarm over Alexite again...

Bite DAM vs. Alexite: 1d6 ⇒ 1 (And roll a Fortitude save)

There is a flapping of wings, as the invisible creature appears to be moving to another location. (Perception check to locate.)

The party is up!


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

" My last bomb. Here goes nothing."

attk: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d20 + 4 ⇒ (4) + 4 = 8


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Giving the edges of the paper filter a little twist and hoping it holds together, Orrias winds up and flings his impromtu powder-bomb at the invisible foe.

Throw vs AC5: 1d20 + 5 ⇒ (19) + 5 = 24


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

Despite the growing chaos raging around him, Pip strains his senses to try and locate the flitting menace.

Both to minimize the threats his friends face, and as an exercise to focus while trying to locate the invisible foe, Pip launches into another verse of lyrical nonsense to distract some combination of the enemies around the party of rebels.

HD of Creatures Affected: 2d4 ⇒ (4, 1) = 5
Duration: 2d4 ⇒ (1, 2) = 3 rounds

DC 14 Will Save to avoid being Fascinated.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Somehow Indra just didn't expect the summoned creature to pop up right next to her. Of course it would...g~&*#+n fairies!
Pain lances through her as the croc takes a significant bite out of her hip. She staggers back from the beast and lets fly an arrow from near point blank range.
swift action to activate healing judgement, 5'step to back away, and attack. So this activates fast healing 1. I think she gets back 1 HP this round, but let me know if I'm wrong
bow: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d8 ⇒ 4


Nerris' bomb hits the crocodile (Right? If you meant the rats, then they are toast!), and it lurches to avoid the worst...

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

...but it fails, taking the full brunt of the damage!

Orrias' improvised powder bomb explodes in a mess of white residue, and you see the flour outline of a bat-winged tiny humanoid cough before it hisses at you!

Pip works to grab the attention of the nearby foes...
Croc WILL: 1d20 + 2 ⇒ (16) + 2 = 18
Foe WILL: 1d20 + 3 ⇒ (17) + 3 = 20
...but it doesn't seem to be having an effect!

Indra hops backwards, firing off an arrow at the croc that just manages to pierce its hide. The creature is bloodied by this and Nerris' bomb, and looking in rough shape.

Alexite, I'd like to give you one more night to post your action, then we'll proceed with the enemies turn. I got your movement wrong last time - no damage from the rats, they just tried to get closer to you (but didn't make it).


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

Running our of useful options...

Alexite growls, “I am not old enough to be getting too old for this s@!~, but here we are!” Taking a wide stance, he bellows a challenge and charges the croc!

Attack (PA, charge): 1d20 + 6 - 1 + 2 ⇒ (11) + 6 - 1 + 2 = 18 for 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8


Alexite's blow lands HARD on the croc, nearly splitting its skull open, but not quite.

The croc responds with a mighty bite...
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
DAM: 1d8 + 4 ⇒ (3) + 4 = 7
CMB: Grapple: 1d20 + 11 ⇒ (12) + 11 = 23
...and latches onto the fighter!

The remaining rat swarm makes for Indra, staying clear of the croc, but can't quite get to her.

The flour coated foe appears to grab something in the shape of a long tube from it's back, and load something into one end of it. They otherwise maintain position.

The party is up!


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Cursing in Elven under his breath Orrias hurries over to the rowboat still tied up by the pier and hops in, slashing at the rope tying it off. Unfortunately the rocking vessel makes him nearly lose his balance and the cut goes wide.

Attack vs Rope: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d4 ⇒ 4

We do have a rowboat right? I'm not sure how much leeway we have with theater of the mind and I'm fuzzy about the dimensions & distances involved.


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

"ARGH!" Alexite yells as the crocodile chomps into him. When it clamps down, he lets out a howl of rage and, struggling to pry its jaws open with one hand, brings his morningstar down again!

Attack (grappled): 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 for 1d8 + 4 ⇒ (2) + 4 = 6


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Rats are right up on Indra's list with fairies. Now that Alex has the croc... umm, occupied?... she dashes to the side, conjuring up a mystic ball of acid to throw at the swarm.
acid splash vs touch: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d3 ⇒ 1

apologies Alex, with you 'in the mix' as it were, she has a better chance of hitting them... even if she misses with this attack. Seriously guys, this dice roller is not our friend. I blame the damn fairies!!


1 person marked this as a favorite.
Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

"I'm through with slinging rocks, and dealing with that croc. Without your spell, I'd give you hell, and kick you in the...shin!"

This round's Hypnotism inspired by Eddie Valiant (Bob Hoskins)'s song from the end of Who Framed Roger Rabbit.

HD of Creatures Affected: 2d4 ⇒ (4, 4) = 8
Duration: 2d4 ⇒ (1, 2) = 3 rounds
DC 14 Will Save to avoid being Fascinated.


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

I will note that, while I'm happy to be croc-bait, I do have only 5 hit points left...if anyone has something to help with that, which I'm not sure anyone does!


1 person marked this as a favorite.
F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

damn, we can't take you anywhere Alex! Try and stay up for just a little longer


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

On my next turn, I can bring you my Cure Moderate Wounds Potion.


NerrisBOT, seeing the croc occupied with its meal, dashes bravely forward, slashing with her dagger to help Alexite...
1d20 + 4 ⇒ (9) + 4 = 13
...distracting the crocodile just long enough for the fighter to crunch into the creature's skull again and dismiss it back to the ether!
Aid bonus to attack, vs. croc's grappled AC (and it can't take AoO's while grappled). Sound fair?

Indra's splash of acid goes wide against the rats, drawing their attention in her direction! They start making their way towards the icy tiefling, but can't quite reach her.

Orrias hops into the rowboat (Yep! You totally have one :) ), but nearly falls into the water while trying to stabilize it.

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21

The invisible creature hisses at Pip's attempt at distracting humor, and you hear a small whoop sound, before...
ATK: 1d20 + 11 ⇒ (7) + 11 = 18
...a tiny dart sticks in Pip's shoulder.
PIP - take one point of damage, then make me a fortitude save!

In that moment, you can see the creature more clearly - a tiny red-skinned humanoid, with batlike wings and horns at its brow raises a small blowgun and curses you in Infernal!

The party is up! Croc is down, rats are running wild, and a half-flour covered enemy is still there to hound you!


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Atk vs Rope: 1d20 + 1 ⇒ (17) + 1 = 18 Dmg: 1d4 ⇒ 3

Recovering his blance, Orrias slices the rope and kicks off, propelling the rowboat towards the now-visible flying for.

How close can I get? I want to grapple it and maybe hold it under the water or something.


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Fortitude Save: 1d20 + 2 ⇒ (10) + 2 = 12

"Ow, dagnabbit!" Pip exclaims, craning his neck to look at the tiny dart. A wave of dizziness passes across his face. "Whoa, that's not good."


1 person marked this as a favorite.
F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17


Yeah that sounds fair though my Attack roll should be lower than that? It still should be high enough aide. Sorry I haven't been around I've just been dealing with some personal issues that makes it hard to concentrate on this.


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

With the swarm not yet on her and the croc no longer a threat, Indra slips behind Alex and touches his shoulder. "No laying down on the job, soldier."
move to put Alex between her and the swarm (sorry bout that) and casting clw
clw: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

"Not planning to. But thanks," Alexite growls to Indra. Turning toward the swarming rats and the weird red creature, he frowns. Drawing his dagger, he takes a few steps forward and hurls it at the little red thing!

Move as close as I can to it without getting into the swarm, and take a shot!

Dagger (Ranged): 1d20 + 4 ⇒ (18) + 4 = 22 (apply appropriate range penalties) for 1d4 + 3 ⇒ (4) + 3 = 7


Hey, Nerris - no problem at all. Take care of yourself!

Orrias kicks the boat towards the statue, drawing just within reach of the creature. I'll rule that you're really close, but that it'd take you the whole round to get there. Next round, an acrobatics check combined with a CMB to grapple could launch you from the boat towards the creature.

Pip, you feel like you're less nimble on your feet than you should be. You take 1d2 ⇒ 1 points of dexterity damage. You can still get your potion to Alexite and offer it to him, if you wish.

After taking healing from Indra, Alexite looses a well aimed dagger, and it seems to be the final blow that disperses any remaining rats back into the sewers from whence they came.

The creature hisses at the loss of another ally, and seeing Orrias approach it flaps back a bit (5' step), draws a tiny wand from its belt and fires a bolt of acid at you...
Ranged Touch Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Acid Damage: 2d4 ⇒ (1, 2) = 3
...just managing to catch you in the side and sizzling away at your skin.

The party is up!


F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Indra moves closer and extends her hand towards the fey. "Right back atcha, ya creep." A ball of acid flies out of her palm towards him.
acid splash: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d3 ⇒ 1
her healing judgement also heals her again


Elf Infiltrator2 l hp13, AC16; T13; FF13 l F +0, R +5, W +2 l 3/5 Inspiration l

Gritting his teeth against the acid's burning touch, Orrias doesn't let it distract him as he times the boat's approach. He takes a deep breath, knowing that even if this works his gambit will end in filthy water. When he feels the boat's momentum has carried him as far as it can the elf leaps, arm outstretched to snatch his tiny foe from the air!

Spending 1 Inspiration Point on my Acrobatics check!
Acrobatics: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (1) = 13
Grapple: 1d20 + 1 ⇒ (14) + 1 = 15 Not including any size bonuses


Male Halfling Sorcerer 2, AC 13 (T 13, FF 11), CMD 10; Fort +2, Ref +4, Will +8; +4 on all Fear saves; Init +2, Perception +2, HP 10/11 Sorcerer 2

Perhaps in a testament to how the halfling's mind works, the stinging wound and the ensuing loss of coordination prompts him to think of the wounded Alexite. From his jacket pocket he fishes the tin flask containing the potent healing potion and does his best to scamper it over to the wounded pugilist who is no longer at risk of being gatorbait.

Draw and deliver Cure Moderate Wounds potion to Alexite.


Sorry for the delay, all - busy week!

Indra's acid strikes true, but the creature seems to simply ignore the effects!

Pip's potion helps Alexite tremendously (I assume, go ahead and roll it, Alexite! 2d8+3)

It's Orrias that puts himself at most danger, launching himself into the air... and just barely snagging the creature's foot as he falls into the water!

Alexite and Nerris, then the enemy!


1 person marked this as a favorite.
F Tiefling Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

acid resistance?! g+~$~*n fairies!!! :)


F Half orc Alchemist 2 AC 16 Will: 1 Reflex: 6 Fort: +3 Bombs 1/4 Mutagen: HP 11/17

Nerris just shrugs walks up to the invisible fairy and just tries to grab the fey.

Grapple: 1d20 - 1 ⇒ (8) - 1 = 7 It provokes
Miss Chance High is good
Miss Chance: 1d100 ⇒ 9


Male Human (Chelaxian) Cad 2
Stats:
HP: 18/18 | AC/T/FF: 15/12/13 | F+4 R+2 W-1 (+0 vs. mind-aff.; +1 vs. mind-aff. with alcohol) | CMD: 17 (18 vs. grapple/trip/steal/bull rush, 19 vs. disarm, 20 vs. dirty trick)

2d8 + 3 ⇒ (4, 8) + 3 = 15

“Whooo! Thanks, bud!” Alex says with a grin as his wounds close up. He moves over to retrieve his dagger.

That’s both actions, sadly.

1,001 to 1,050 of 1,201 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / RESIST - GM Cyrioul's Hell's Rebels - Gameplay All Messageboards

Want to post a reply? Sign in.