| Robert "Bo" Hardin |
"Alright then, take us there if you don't mind."
When they arrive Bo casts his last extended heroism for the day. As well as see invis and heightened awareness.
| "Boom" |
Boom will use Empower hoyl water just before we arrive
IE we are around the corner, so a minute or two away. that will give him 3 holy waters that do 25 damage
| "Boom" |
He will also use his gadget to combine a shield and truestrike into a single extract, and take his false life greater
2d10 + 15 ⇒ (7, 10) + 15 = 32
| drbuzzard |
Your skulk guide again takes you through the city in a sneaky fashion, eventually getting to what seems to be a massive arena. There are quite a few entrances to the building (too big a building for a map).
You head inside, and happen upon a freaky looking pair of critters which attack when they see you.
init: 1d20 + 9 ⇒ (20) + 9 = 29
| Robert "Bo" Hardin |
Init: 1d20 + 13 ⇒ (6) + 13 = 19
Yap: 1d20 + 12 ⇒ (1) + 12 = 13
Knowledge?
| "Boom" |
1d20 + 12 ⇒ (12) + 12 = 24 init
| Robert "Bo" Hardin |
Planes: 1d20 + 22 ⇒ (11) + 22 = 33
Yap: 1d20 + 17 ⇒ (1) + 17 = 18
| Robert "Bo" Hardin |
Resistances
Immunities
Special Attacks
Special Defenses
| drbuzzard |
Obi can't beat their init, so I'll just go.
The two freaky being emerge from the shadows and close to engage. Everyone has to make two DC 23 fort save or a thin stream of blood starts flowing out of your eyes towards the critters and you take 1 con damage and are sickened from pain.
They attack Bo and Jan with tentacles
Bo
to hit: 1d20 ⇒ 9 damage: 4d3 + 3 ⇒ (2, 2, 2, 3) + 3 = 12 miss
Jan
to hit: 1d20 ⇒ 9 damage: 4d3 + 3 ⇒ (1, 3, 2, 1) + 3 = 10 hit make a DC 23 fort save or be paralyzed for 1d4 ⇒ 4 rounds.
PCs are up.
| "Boom" |
2d20 ⇒ (7, 4) = 11 each +20
| "Boom" |
action coming later
| Obidiah Gerheart |
fort: 1d20 + 16 ⇒ (10) + 16 = 26
fort: 1d20 + 16 ⇒ (4) + 16 = 20
sickend and down 16 hp.
challenge the one that hit Jan and shoot it with my revolver loaded with anti-outsider bane cartridges.
click heels together to activate bots of speed
revolver haste: 1d20 + 23 + 2 - 2 + 1 + 1 ⇒ (3) + 23 + 2 - 2 + 1 + 1 = 28 (bane, haste, sickend, pbs, challenge, deadly aim, steel rounds)
revolver 1: 1d20 + 23 + 2 - 2 + 1 + 1 ⇒ (8) + 23 + 2 - 2 + 1 + 1 = 33
revolver 2: 1d20 + 18 + 2 - 2 + 1 + 1 ⇒ (19) + 18 + 2 - 2 + 1 + 1 = 39
revolver 3: 1d20 + 13 + 2 - 2 + 1 + 1 ⇒ (2) + 13 + 2 - 2 + 1 + 1 = 17
revolver 4: 1d20 + 8 + 2 - 2 + 1 + 1 ⇒ (1) + 8 + 2 - 2 + 1 + 1 = 11
confirm revolver 2: 1d20 + 18 + 2 - 2 + 1 + 1 ⇒ (11) + 18 + 2 - 2 + 1 + 1 = 31
damage haste: 1d8 + 31 + 1 + 1 + 2d6 - 2 ⇒ (8) + 31 + 1 + 1 + (1, 5) - 2 = 45
damage 1: 1d8 + 31 + 1 + 1 + 2d6 - 2 ⇒ (7) + 31 + 1 + 1 + (1, 5) - 2 = 44
damage 2: 1d8 + 31 + 1 + 1 + 2d6 - 2 ⇒ (1) + 31 + 1 + 1 + (3, 2) - 2 = 37
damage 3: 1d8 + 31 + 1 + 1 + 2d6 - 2 ⇒ (6) + 31 + 1 + 1 + (6, 4) - 2 = 47
damage 4: 1d8 + 31 + 1 + 1 + 2d6 - 2 ⇒ (1) + 31 + 1 + 1 + (4, 5) - 2 = 41
damage 2 crit: 3d8 + 93 + 3 + 3 + 6d6 - 6 ⇒ (1, 2, 8) + 93 + 3 + 3 + (1, 5, 5, 2, 5, 3) - 6 = 125
| "Boom" |
With the monsters closing on Jan, Boom is unable to use his bombs, so he has to rely on his bow
note that the first shot is from invisibility
Mutagen, PB/Rapid Shot Bow: 1d20 + 18 + 1 - 2 ⇒ (20) + 18 + 1 - 2 = 37 for 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Mutagen, PB/Rapid Shot Bow: 1d20 + 18 + 1 - 2 ⇒ (8) + 18 + 1 - 2 = 25 for 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Mutagen, PB/Rapid Shot Bow: 1d20 + 13 + 1 - 2 ⇒ (12) + 13 + 1 - 2 = 24 for 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Mutagen, PB/Rapid Shot Bow: 1d20 + 8 + 1 - 2 ⇒ (2) + 8 + 1 - 2 = 9 for 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
to confirm
Mutagen, PB/Rapid Shot Bow: 1d20 + 18 + 1 - 2 ⇒ (13) + 18 + 1 - 2 = 30 for 2d6 + 2 + 4 ⇒ (1, 4) + 2 + 4 = 11
| Robert "Bo" Hardin |
Fort: 1d20 + 28 ⇒ (6) + 28 = 34
Bo will fire at the remaining one. Bane and grit used.
Attack 1: 1d20 + 20 ⇒ (3) + 20 = 23 steel
Attack 2: 1d20 + 20 ⇒ (9) + 20 = 29
Attack 3: 1d20 + 15 ⇒ (14) + 15 = 29
Attack 4: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm 4: 1d20 + 10 ⇒ (2) + 10 = 12
Dam 1: 1d8 + 23 + 2d6 ⇒ (2) + 23 + (4, 5) = 34 damage is +5 with clustered shots
Dam 2: 1d8 + 23 + 2d6 ⇒ (5) + 23 + (1, 5) = 34
Dam 3: 1d8 + 23 + 2d6 ⇒ (7) + 23 + (6, 2) = 38
Dam 4: 1d8 + 23 + 2d6 ⇒ (8) + 23 + (1, 6) = 38
Dam Crit: 3d8 + 69 ⇒ (8, 3, 1) + 69 = 81
| Robert "Bo" Hardin |
My bad..
Fort: 1d20 + 28 ⇒ (19) + 28 = 47
| Januarius ibn Fahlad |
Sorry
Jan attacks the one next to him, taking a five foot step back.
Fortitude: 1d20 + 20 ⇒ (17) + 20 = 37
Attack (Lever-Action Rifle, Rapid Shot): 1d20 + 35 ⇒ (12) + 35 = 47
Attack (Lever-Action Rifle, Rapid Shot): 1d20 + 35 ⇒ (8) + 35 = 43
Attack (Lever-Action Rifle, Rapid Shot): 1d20 + 30 ⇒ (10) + 30 = 40
Attack (Lever-Action Rifle, Rapid Shot): 1d20 + 25 ⇒ (4) + 25 = 29
Attack (Lever-Action Rifle, Rapid Shot): 1d20 + 20 ⇒ (12) + 20 = 32
Damage (Lever-Action Rifle, Rapid Shot): 1d10 + 23 ⇒ (6) + 23 = 29
Damage (Lever-Action Rifle, Rapid Shot): 1d10 + 23 ⇒ (6) + 23 = 29
Damage (Lever-Action Rifle, Rapid Shot): 1d10 + 23 ⇒ (1) + 23 = 24
Damage (Lever-Action Rifle, Rapid Shot): 1d10 + 23 ⇒ (6) + 23 = 29
Damage (Lever-Action Rifle, Rapid Shot): 1d10 + 23 ⇒ (3) + 23 = 26
| Robert "Bo" Hardin |
"They were Scarlet Walkers.. Extraplanar nasties.."
| Robert "Bo" Hardin |
"Ha.."
Didn't realize you go poped sry..
Yap will heal him..
Cure Light: 1d8 + 13 ⇒ (7) + 13 = 20
Also 1 con damage does not lower hps, it has to be 2 minimum with damage..
Move on up, slowly..
Perc: 1d20 + 27 ⇒ (14) + 27 = 41
| "Boom" |
BOOM! That was a good one
Boom goes invisible again
| drbuzzard |
While in theory I could have more fights with those things in this huge complex that would bore all of us, instead we'll just fast forward to the boss.
You enter into a huge arena, likely gladiatorial (from the NE corner).
There are 4 more of the odd red outsiders present waiting for you (Scarlet Walkers).
Standing in the VIP section of the bleachers is a large humanoid with skeletal features and a scorpion tail.
(knowledge planes)
| Obidiah Gerheart |
"You guys want to handle the ones in front while I tag the one in the bleachers?"
| Robert "Bo" Hardin |
Know Planes: 1d20 + 22 ⇒ (6) + 22 = 28
"Challenge!!"
Init: 1d20 + 13 ⇒ (1) + 13 = 14
Yap: 1d20 + 12 ⇒ (6) + 12 = 18
| "Boom" |
1d20 + 12 ⇒ (10) + 12 = 22 init
What is that thing?
| "Boom" |
Why would i attack you?
| drbuzzard |
init: 1d20 + 8 ⇒ (15) + 8 = 23
The freaky red things see you enter the arena and close up to engage.
4 single moves and attacks Jan with a tentacle
to hit: 1d20 ⇒ 6 damage: 4d6 + 3 ⇒ (6, 4, 5, 3) + 3 = 21 miss
DC 23 fort save or your eyes bleed
3 charges in and attacks Bo
to hit: 1d20 ⇒ 13 damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13 miss
again
DC 23 fort save or your eyes bleed
The Devil in the stands casts a spell and hail rains down on you
damage: 3d6 ⇒ (6, 3, 2) = 11 cold damage: 2d6 ⇒ (4, 2) = 6
yoose guys is up
| "Boom" |
that hail rains down on all of us correct?, and is that a continueing effect?
| "Boom" |
Boom goes for the caster devil thingy First three bombs are blinding, and I was invisible to start
Mutagen, PB/Rapid Shot Bomb/DC 27: 1d20 + 19 + 1 - 2 ⇒ (3) + 19 + 1 - 2 = 21 for 8d6 + 1 + 9 ⇒ (5, 5, 2, 3, 4, 4, 4, 1) + 1 + 9 = 38 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 19 + 1 - 2 ⇒ (2) + 19 + 1 - 2 = 20 for 8d6 + 1 + 9 ⇒ (5, 1, 6, 1, 5, 1, 5, 3) + 1 + 9 = 37 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 14 + 1 - 2 ⇒ (18) + 14 + 1 - 2 = 31 for 8d6 + 1 + 9 ⇒ (2, 1, 3, 2, 3, 2, 4, 3) + 1 + 9 = 30 splash 10
Mutagen, PB/Rapid Shot Bomb: 1d20 + 9 + 1 - 2 ⇒ (19) + 9 + 1 - 2 = 27 for 8d6 + 1 + 9 ⇒ (6, 3, 2, 2, 1, 2, 5, 6) + 1 + 9 = 37 splash 10 this last one is a dispelling bomb in case he has something fun 1d20 + 16 ⇒ (15) + 16 = 31[/b]
| Obidiah Gerheart |
Obi gives the devil the finger by way of challenge.
Activates his boots of speed, and fires 5 times.
haste attack: 1d20 + 24 + 1 - 4 ⇒ (18) + 24 + 1 - 4 = 39 (dealy aim, challenge, seeking, steel, haste, 2 range increments)
shot #1: 1d20 + 24 + 1 - 4 ⇒ (8) + 24 + 1 - 4 = 29
shot #2: 1d20 + 19 + 1 - 4 ⇒ (7) + 19 + 1 - 4 = 23
shot #3: 1d20 + 14 + 1 - 4 ⇒ (3) + 14 + 1 - 4 = 14
shot #4: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22
damage haste: 1d10 + 31 ⇒ (3) + 31 = 34
damage #1: 1d10 + 31 ⇒ (7) + 31 = 38
damage #2: 1d10 + 31 ⇒ (7) + 31 = 38
damage #3: 1d10 + 31 ⇒ (6) + 31 = 37
damage #4: 1d10 + 31 ⇒ (6) + 31 = 37
| Januarius ibn Fahlad |
I think I'll hit #4
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 31 ⇒ (2) + 31 = 33
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 31 ⇒ (6) + 31 = 37
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 26 ⇒ (2) + 26 = 28
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 21 ⇒ (1) + 21 = 22
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 16 ⇒ (16) + 16 = 32
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (9) + 34 = 43
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (5) + 34 = 39
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (8) + 34 = 42
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 34 ⇒ (9) + 34 = 43
Wow, statistically unlikely.
| Robert "Bo" Hardin |
Fire at #3..
"That was unwise fiend!"
Bane as a swift/grit as a free..
Attack: 1d20 + 20 ⇒ (3) + 20 = 23 steel
Attack: 1d20 + 20 ⇒ (8) + 20 = 28
Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Dam 1: 1d8 + 23 + 2d6 ⇒ (2) + 23 + (1, 3) = 29 dam is +5, clusttered shots
Dam 2: 1d8 + 23 + 2d6 ⇒ (8) + 23 + (6, 6) = 43
Dam 3: 1d8 + 23 + 2d6 ⇒ (4) + 23 + (6, 4) = 37
| YaaP |
Yap will ready a greater dispel magic to try and counterspell the main guy if he casts another spell..
Readied Dispel: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26 counters cast level 15 or less
His range is 230' so should be good.
| "Boom" |
Ah didn't realize we had a new map
Change that to I will just target the one that attacked us