Samnell's Ziggurat of Worms (Inactive)

Game Master Samnell

Map of Unther & Environs

Present battle map

Loot Spreadsheet


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12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar stands on shaky legs, looking at the pool of black water with trepidation. Masters, command, and I shall follow. If you wish me to enter the at archway and explore, then I shall.. It's obvious he REALLY doesn't like that idea, though.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Samnell wrote:
... but it looked a bit too uniform to be a natural shifting over the years and it was right next to the rough ladder.

'May as well get started.' Trib leaves Namtar's side, "Stay here, for a moment Namtar, get your strength back." He heads back the way they came, north to the exit, tying knots into his silk rope as he goes. Reaching out and tying the rope to the ladder ring near the hidden door. He leans out the door, sending his dancing lights down the shaft looking to see if the ladder rungs go further and for anything else interesting.

perception: 1d20 + 7 ⇒ (8) + 7 = 15

does the rough ladder go further down?


Gay Male Inhuman

Zummabu's Company assembled and turned their back, for now, on the chamber with the strange triptych, the pool, and the gates. They returned to the well and climbed down further, as it seemed that whoever made the tracks must have.

As they descended, the ladder more often had missing rungs. Twice it gave way entirely for brief spans. But the brick walls of the shaft proved sufficient to bridge the distance, thanks to the shifting of many years. The air even grew damp, as befitting a proper well. The sound of rushing water rose up from below.

After perhaps two hundred feet, the ladder ended in a rough cavern that boasted a mix of water-carved and hand-hewn rock, the latter being crude work that showed the mark of many picks. A torrent of water ran through the cavern, chilling the air and filling it with a great din. It passed through a crossing tunnel with a low ceiling and sounded as though it soon thereafter fell from a great height. A rope tied fast to rocks on either side bridged the stream.

The tracks resumed, now passing through patches of mud about the water's edge. They split in two trails. On the company's side, bare footprints stalked off into the darkness. The other tracks had the shape of boots, accompanied by an odder trail that seemed to be made by a many-legged creature that walked on toes or pincers of some sort.


Gay Male Inhuman
Tribim wrote:
Samnell wrote:
... but it looked a bit too uniform to be a natural shifting over the years and it was right next to the rough ladder.

'May as well get started.' Trib leaves Namtar's side, "Stay here, for a moment Namtar, get your strength back." He heads back the way they came, north to the exit, tying knots into his silk rope as he goes. Reaching out and tying the rope to the ladder ring near the hidden door. He leans out the door, sending his dancing lights down the shaft looking to see if the ladder rungs go further and for anything else interesting.

[dice=perception]1d20+7

does the rough ladder go further down?

We cross-posted, but yes it does. And there's stuff down there! :)


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

at the door
After looking carefully, verifying the rungs do go down into the darkness and testing the weight of the rung; Tribim removes his rope and returns it to his pack. Turning to ZaCo, pointing to the door, 'Tha rungs go down inta tha abyss, I's'l go first since I'm tha lightest." turning to his friend Namtar he adds, "Namtar, you follow tha others till ya get yer strength back, then you's can have tha front again, yeah."

'since Namtar is to weak, who do I trust?' Tying his rope to his waist he hands the other end to Regin Ald, and smiling asks "Would you's be so kind as to tie this ta yer waist just in case I slip?"

at the bottom
'well this isn't quite what I expected for a crypt either.' Keeping the dancing lights close so they can clearly see the tracks Trib asks, "Does anyone recognize tha funny multi-legged pincer tracks? I would just as soon know what I'm following, before we decide which direction to go."

for the bug tracks: knowledge, dungeoneering, planes or local, if it's religion subtract 3
knowledge: 1d20 + 5 ⇒ (12) + 5 = 17


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar nods, although he is not pleased with staying back, he sees the wisdom in the Little Master's words. Aye, Master. I will remain in the rear until I am strong.

Good point. Is he destroys yet?


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Knowledge: 1d20 ⇒ 16 Dungeon +5, Nature +5, Planes +2, Religion +6

The Hunter kneels down, trying to analyze. With his sharp eyes trained, he seeks to get a little more information, and then possibly track through the direction where the group with boots and the creature went.

Survival: 1d20 + 7 ⇒ (6) + 7 = 13

Come. - he limits himself to say. Comfortable on the underground, the Dwarf was feeling very much at home.


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Regin anchors the little man Trib and makes his way down carefully. At the bottom he gives a low whistle. This is impressive. I've never been this deep.
know religion, History +5, all others +1: 1d20 ⇒ 19


Gay Male Inhuman
Namtar wrote:

Namtar nods, although he is not pleased with staying back, he sees the wisdom in the Little Master's words. Aye, Master. I will remain in the rear until I am strong.

Good point. Is he destroys yet?

He's about half back.


Gay Male Inhuman

Tracks, Knowledge (Dungeoneering) DC 17:
These are clearly not the tracks of some sort of unnaturally large spider, but something else in the vague shape of one. Each footprint has claw marks, where a spider's would be rounder.


Gay Male Inhuman
Dommer wrote:

[dice=Knowledge]1d20 Dungeon +5, Nature +5, Planes +2, Religion +6

The Hunter kneels down, trying to analyze. With his sharp eyes trained, he seeks to get a little more information, and then possibly track through the direction where the group with boots and the creature went.

[dice=Survival]1d20+7

Come. - he limits himself to say. Comfortable on the underground, the Dwarf was feeling very much at home.

Boots and creature went across the river, probably using the rope tied there. Bare feet went down a tunnel on the same side as the company.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Trib looked at the two different paths, shrugging his shoulders he asks, "Do you boys want ta follow tha people with the shoes and tha bug, or the fella running around barefoot?" Looking down at his own shoeless hairy feet.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"The barefeet seem odd in this place - present company excluded - and perhaps a single person would be more willing to answer our questions than a group." Amarekashu shrugged.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

Tribim nods his head in agreement, as he rolls up his rope, sending his dancing lights ahead, he follows the footprints down the tunnel, keeping a keen eye out for trouble.

perception: 1d20 + 7 ⇒ (16) + 7 = 23


Gay Male Inhuman
Tribim wrote:

Tribim nods his head in agreement, as he rolls up his rope, sending his dancing lights ahead, he follows the footprints down the tunnel, keeping a keen eye out for trouble.

[dice=perception]1d20+7

Sorry, my fault for ambiguity; just now realized. If it makes a difference, there are multiple barefoot tracks in the same trail. Boot guy with bug are just the two. So if the single person angle is decisive, then it would be Boots rather than Barefoot. Would you rather that?


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar nods in agreement. One would be either to subdue, Masters. He cracks his knuckles and flexes his muscles, wincing at how weak the motion feels. It is cowardly to attack only one as a group, but I count for very little right now.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

I'm assuming that the rope that spans the water is there to keep us from losing our footing while crossing, and not a bridge to keep us out of the water entirely. If that's not correct, disregard the following, and I would then have no preference on which we follow.

Looking in dismay at the running water, Arundel considers the two sets of tracks. "I don't like the idea of a swim just now, and even with the rope to guide us, I worry about Namtar's ability to make it across safely in his weakened state. If anyone loses their grip, it doesn't sound like a pleasant experience awaits downstream. Perhaps we follow the trail over here? We can always return to this spot later, if the barefooted crowd doesn't pan out."


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Regin has a thought. Were the tracks upstairs booted or bare?


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate
Arundel wrote:

I'm assuming that the rope that spans the water is there to keep us from losing our footing while crossing, and not a bridge to keep us out of the water entirely. If that's not correct, disregard the following, and I would then have no preference on which we follow.

Looking in dismay at the running water, Arundel considers the two sets of tracks. "I don't like the idea of a swim just now, and even with the rope to guide us, I worry about Namtar's ability to make it across safely in his weakened state. If anyone loses their grip, it doesn't sound like a pleasant experience awaits downstream. Perhaps we follow the trail over here? We can always return to this spot later, if the barefooted crowd doesn't pan out."

Namtar glowers at The river and bows his head in shame. Master, don't worry about me. I'm strong, I will fight this current. And if I die, it will be with honor, serving my betters.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

"Thank you, Namtar, but again we will not waste your life." Amarekashu shrugged. "I am not sure about the tracks upstairs, but I still assume the barefooted tracks are the wise choice." Unless it was a bunch of trained monks...


Gay Male Inhuman
Arundel wrote:
I'm assuming that the rope that spans the water is there to keep us from losing our footing while crossing, and not a bridge to keep us out of the water entirely. If that's not correct, disregard the following, and I would then have no preference on which we follow.

It's about a foot or two above the water. You'd be using it to pull yourself across or keep your footing, depending how deep the water is and how strong the current.


Gay Male Inhuman
Regin Ald wrote:
Regin has a thought. Were the tracks upstairs booted or bare?

They were booted.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel, noticing Namtar's reaction his words, says to him "There is no shame in being weakened in the line of duty, my friend. There is no reason to needlessly risk your life until you fully recover."

To the others, he says "If I remember correctly, the tracks upstairs were booted. However, I still think it is good to start with the tracks on this side of the water, at least initially, to give Namtar's muscles a bit more time to warm up before attempting to cross."


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

'I'd just as soon not cross the water until Namtar is at full strength either, cause I know he would help me, but I ain't saying it out loud.' Trimib, who had stopped following the barefoot prints, turns back and adds, "yeah, we want ya full strength big guy!"Looking from Namtar to the others he adds, "It looks like we are still following the tunnel first, right?" Intending his question to be rhetorical he returns to following the tunnel, sending his dancing lights 20 ft ahead.

perception: 1d20 + 7 ⇒ (12) + 7 = 19


Gay Male Inhuman

Bad guy ACs: 15, T11, F14

Surprise!

Zummabu's company turn away from the river and the rope across, following the bare footprints into a natural tunnel that winds deeper still into the earth. The sound of falling water echoes after them as the descend a steep slope. Tribim's lights preceded him as he led the way into a forest of stalactites and stalagmites, which choke much of the cavern he enters. The steady splash of water dripping into a puddle echoed through it.

Tribim made it all of two steps clear of the tunnel before three gutteral howls erupted and muscular, eyeless humanoids rose up from behind stalagmites to hurl javelins at the halfling! All three clash harmlessly against the rocks about, but two came close to tasting his blood.

Rules Stuff:
Looking at Discussion from a ways back and modified by last post, seems the marching order is Trib (slight gap because he's scouting), Regin, Namtar, Dommer, Arundel, Amarekashu.

First fight! I think everything I do here is straightforward enough, but I live in this brain and am thus untrustworthy. I've mated most of you with your tokens on Roll20 with your accounts, so you can move yourselves. The map is up top of the page. Feel free to dress up your hits and misses as you like, as I am awful at both.

Stealth: 1d20 + 16 ⇒ (20) + 16 = 36
Amarekashu: 1d20 + 5 ⇒ (17) + 5 = 22 (low-light vision)
Arundel: 1d20 + 11 ⇒ (19) + 11 = 30
Dommer: 1d20 + 7 ⇒ (9) + 7 = 16 (darkvision)
Namtar: 1d20 + 6 ⇒ (3) + 6 = 9
Regin: 1d20 + 4 ⇒ (13) + 4 = 17
Tribim rolled a 19

Well then. Surprise for me!

Inits!
Bad guys: 1d20 + 1 ⇒ (15) + 1 = 16
Amarekashu: 1d20 + 2 ⇒ (17) + 2 = 19
Arundel: 1d20 + 10 ⇒ (19) + 10 = 29
Dommer: 1d20 + 2 ⇒ (9) + 2 = 11
Namtar: 1d20 + 8 ⇒ (9) + 8 = 17
Regin: 1d20 + 2 ⇒ (19) + 2 = 21
Tribim: 1d20 + 6 ⇒ (10) + 6 = 16

Three bad guys, so three attacks.

Javelin: 1d20 + 3 ⇒ (12) + 3 = 15
Javelin: 1d20 + 3 ⇒ (12) + 3 = 15
Javelin: 1d20 + 3 ⇒ (1) + 3 = 4

That's some luck.[/dice]

The floor in the cavern is difficult terrain (costs double each square) and squares with a rock in them are worse, costing 4 to enter. You can claim cover if you're in or adjacent to a rock square, which all the bad guys are presently doing.

Order is Arundel, Regin, Amarekashu, Namtar, Tribim, Bad Guys, Dommer. Everyone but Dommer is up! Then it'll be Dommer and I'll do the bad guys after and the cycle rolls on.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

just realized that tribs still at 4 hp, I went back and double checked that no one had healed him, so he's going to duck for cover.

'crap, crap, crap, What the crap are these guys?' realizing that three javelins were thrown at him and two just barely missed, Trib dives behind the rocks to the north and calls back to the group. "Watch out, we found tha barefoot fella's! There appears ta be three of 'em." Peaking around the corner he casts a small lightning jolt at the nearest creature.

knowledge:Dungeoneering: 1d20 + 5 ⇒ (12) + 5 = 17
move action; going to the square northwest behind rocks. standard: casts jolt
touch attack: 1d20 + 4 ⇒ (6) + 4 = 10 for Jolt: 1d3 ⇒ 3


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

Regin draws his flail and madu and moves to intercept.

+1 shield AC due to madu. Currently AC 18.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

I'm back btw - waiting for the guys to go and will post my actions (or should I wait for the bad guys too? I thought it would be the correct way, but I got a little confused there at the end)


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Arundel starts moving forward, even a second before Trib shouts out, responding immediately to the threat. He moves forward, and evaluates the room. (Eyeless, so an illusion probably won't help. Wonder what these things are?)

Total Defense standard action, and a knowledge check to see if I know these beasties.

Know(Arcana or Religion): 1d20 + 8 ⇒ (9) + 8 = 17


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12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar picks his way through the rubble strewn cavern, gripping his blade in both hands. Light reflects off the oil coating his powerful muscles. The slave points to one of the creatures with his blade and barks a chellenge.

Beasts! I am the gladiator of Zumabu. Champion of Dalath! I have swam in the waters of the dead! Face me and perish!
intimidate: 1d20 + 5 ⇒ (20) + 5 = 25


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

The twisting passage preventing easy movement, Amarekashu had to be more careful in his moving forward. The hulking man moved as fast as he could towards the battle, taking care to hide behind one of the stone spikes when he arrived.

Double Movement.


Gay Male Inhuman
Dommer wrote:
I'm back btw - waiting for the guys to go and will post my actions (or should I wait for the bad guys too? I thought it would be the correct way, but I got a little confused there at the end)

After this round, it's going to work out to Dommer being at the top of the post. Resolutions will run from him through the bad guys' action in the following round, then everyone goes again. Round numbers will still appear to help in tracking durations and such, but presentation-wise it'll be like Dommer has top init.


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Disregard the Total Defense action from my previous post, and make the rest of that post my surprise round action, with the addition of this flavor text:

As the elf moves forward, he calls out "Trib, watch out!", but does so just a bit too late, as the javelins soar toward him. Luckily they miss, but it was a close thing.

For my round one actions:

Arundel pops the lid off of his scroll case, and pulls out a scroll from inside. Move action to retrieve a scroll. He then casts a spell off it, as the ghostly image of armor briefly surrounds him. Casting Mage Armor off a scroll. I updated my status line to reflect the spell, so my AC is 21 for the next hour.


Gay Male Inhuman

Bad guy ACs: 15, T11, F14

Surprise!
Arundel started moving forward, even a second before Trib shouts out, responding immediately to the threat. He moves forward, and evaluates the room. Eyeless, so an illusion probably won't help. Wonder what these things are? As the elf moved forward, he calls out "Trib, watch out!" but did so just a bit too late, as the javelins soared toward him. Luckily they missed, but it was a close thing.

Try as he might, Arundel could recall nothing of eyeless men who live in the dark.

Round 1

Arundel popped the lid off of his scroll case, and pulled out a scroll from inside. He then cast a spell off it, the ghostly image of armor briefly surrounding him.

Regin drew his flail and madu and moved to intercept.

The twisting passage preventing easy movement, Amarekashu had to be more careful in his moving forward. The hulking man moved as fast as he could towards the battle, taking care to hide behind one of the stone spikes when he arrived.

Namtar picked his way through the rubble strewn cavern, gripped his blade in both hands. Light reflected off the oil coating his powerful muscles. The slave pointed to one of the creatures with his blade and barks a chellenge.

"Beasts! I am the gladiator of Zumabu. Champion of Dalath! I have swam in the waters of the dead! Face me and perish!"

The eyeless man visibly quailed before the words.

'crap, crap, crap, What the crap are these guys?' realizing that three javelins were thrown at him and two just barely missed, Trib dove behind the rocks to the north and calls back to the group. "Watch out, we found tha barefoot fella's! There appears ta be three of 'em." Peaking around the corner he casts a small lightning jolt at the nearest creature. The thin arc of lighning raced from his fingertips forward, but went to ground against one of the stalagmites.

And Tribim too had no idea what Zummabu's company faced.

The rattled eyeless one withdrew from Namtar before hurling a second javelin at Tribim. His hand shook with fear and the missile fell well short of the halfling.

The others, undeterred, threw their arms at Regin and Arundel. Regin caught the attack on his madu while Arundel's ghostly armor flashed briefly to life as it arrested the javelin just short of elven flesh.

Rules Stuff:
Namtar gave one of the bad guys shaken, -2 to all his stuff for 3 rounds. It has a broken heart icon because all it wanted was for Namtar to love it.

Bad guys now. Shaken guy falls back 5 and throws another javelin at Trib.

Javelin: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8 nope

Others toss at Regin and Arundel.

Regin: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Arundel: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Dammit.

The floor in the cavern is difficult terrain (costs double each square) and squares with a rock in them are worse, costing 4 to enter. You can claim cover if you're in or adjacent to a rock square, which all the bad guys are presently doing.

Order is Arundel, Regin, Amarekashu, Namtar, Tribim, Bad Guys, Dommer. The party is up, starting with Dommer!


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Sorry, I can't seem to move my token on the map? Apologies.

Amarekashu now had a direct line of movement, and the chance to show off his true abilities. He charged, somehow skirting and ignoring the uneven rocky floor and even allies, before taking a swing at one of the creatures.

To Hit: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

I use Dragon Style to charge across the dangerous terrain. Yay Dragon Style.


Gay Male Inhuman
Amarekashu the Bronze wrote:
Sorry, I can't seem to move my token on the map? Apologies.

Should be fixed now.


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

'well the gods hate a coward.' Looking out from behind his rock, Trib locates the wounded creature to his right, telling Regin, "I will aim for tha one in tha front already wounded." He calls upon his Djinne background and casts an electric ray at the wounded creature.

Electricity ray, 2/3
attack: 1d20 + 4 ⇒ (18) + 4 = 22 for damage: 1d6 ⇒ 4


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Boldly, Namtar moves deeper into the cavern, tryig to make himself a tbigger target so that the others will be safe.
Double-move


HP 28/28 | AC 17, T 13, FF 14 (uncanny dodge) | CMD 15 | F +9, R +8, W +7 | Init +2 | Perception +7, +1vs traps, auto roll =<10' Luck 2/7 | Smite 1/1 | LoH 4/4

And right beside him, in fact striding past him, is Regin with shield held high. He advances and swings at one of the beasts. He gets lucky and the hit slips just under the monster's block. Maybe. If it has cover from me maybe not. Feel free to adjust the fluff as necessary.

Activating archaeologist's luck as a swift, +2 to attack rolls, saving throws, skill checks, and weapon damage rolls thanks to fate's favored. 6/7 rnds
lucky attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

The elf moves forward as best he can, and moves to punch one of the beasts.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5

but misses entirely...


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Dommer simply double moves upstairs - his tiny and sturdy dwarven legs weren't the fastest of all.


Gay Male Inhuman

Bad guy ACs: 15, T11, F14

Round 1
Dommer descended the tunnel as quickly as his legs would allow.

Round 2
Closer in, Arundel closed with an eyeless man and swung a fist at him, quite nearly breaking a finger on a stalactite but leaving his target entirely unharmed.

Amarekashu now had a direct line of movement, and the chance to show off his true abilities. He charged, somehow skirting and ignoring the uneven rocky floor and even allies, before taking a swing at one of the creatures. He landed a solid hit, cracking bone and bruising flesh, but not quite felling the creature.

Namtar shouldered his way into the cavern, drawing himself up to call every eye to him.

'well the gods hate a coward.' Looking out from behind his rock, Trib located the wounded creature to his right, telling Regin, "I will aim for tha one in tha front already wounded." He called upon his Djinne background and casts an electric ray at the wounded creature. This time his arc of lightning struck home, leaving a painful burn in its wake.

The eyeless ones dropped their javelins and drew out wicked battle axes, striking sparks off the rocks that turned their blades from Regin's and Amarekashu's hides. Arundel came within a whisker of suffering far worse, but his ward flared to life and stalled the axe just shy of his head.

Rules Stuff:

The bad guys dump their javelins for axes.

Badaxe for Arundel: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Badaxe for Regin: 1d20 + 2 ⇒ (6) + 2 = 8 miss
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Badaxe from shaken for Amar: 1d20 + 2 ⇒ (7) + 2 = 9 miss
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The floor in the cavern is difficult terrain (costs double each square) and squares with a rock in them are worse, costing 4 to enter. You can claim cover if you're in or adjacent to a rock square, which all the bad guys are presently doing.

Order is Arundel, Regin, Amarekashu, Namtar, Tribim, Bad Guys, Dommer. The party is up, starting with Dommer!


HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12

Flinching at the entirely too close shot from the axe, Arundel whispers "Thank you, mage armor...", and then proceeds to respond in kind to the creature that attacked him. He releases a small flurry of punches at the eyeless creature next to him.

Attack 1: 1d20 + 2 ⇒ (2) + 2 = 4
Attack 2: 1d20 + 2 ⇒ (19) + 2 = 21
Attack 2 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The first swing goes wide, but the second solidly connects, hammering home with a solid thunk.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Dommer moves and tries to hit the enemy by Amarekashu with his Devastating Infusion - as he moves, a giant dwarven Warhammer-like earth construct appears at his hand, and he tries to crush it against the creature.

Attack (devastating infusion - melee): 1d20 + 3 ⇒ (3) + 3 = 6

But he misses miserably, despite the flashy effect.


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

Grunting as he avoided the axe blow, Amarekashu struck out once more, this time unleashing a full strike,

First Blow: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

Second Blow: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Con - 5 Male Catfolk Rogue 5
Vitals:
HP 13/3828 | AC20 T19 FF14 | F+5 4 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

'That's a lot of bodies, it's going to make it harder to hit' Looking over the rock again, Tribim casts his electric ray at the same creature.

Does point blank count for ranged touch attacks? Electricity ray.
attack: 1d20 + 4 ⇒ (18) + 4 = 22 for damage: 1d6 ⇒ 2


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar grins wickedly and darts forward, quick as lightning. Like adders, his powerful arms snap out, grasping the blind cave-dwelller in his muscled arms. He spins the creature around and brings it in close i a werestling move learned from the pits.

grappling fun...:

5' step to close
initiate grapple!
improved grapple, CMB: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23


Gay Male Inhuman

Bad guy ACs: 15, T11, F14

Round 3
Dommer moved in and tried to hit the enemy by Amarekashu with his Devastating Infusion - as he moved, a giant dwarven Warhammer-like earth construct appeared at his hand, and he tried to crush it against the creature. The eyeless man easily dodged the strike.

Flinching at the entirely too close shot from the axe, Arundel whispers "Thank you, mage armor...", and then proceeded to respond in kind to the creature that attacked him. He released a small flurry of punches at the eyeless creature next to him. The second connected. Regin followed up Arudel's strike with his own, cracking the creature's skull and felling it.

Grunting as he avoided the axe blow, Amarekashu struck out once more, this time unleashing a full strike, connecting on the second blow and dispatching his foe.

Namtar grinsned wickedly and darted forward, quick as lightning. Like adders, his powerful arms snapped out, grasping the blind cave-dwelller in his muscled arms. He spun the creature around and brought it in close in a werestling move learned from the pits.

Namtar no more gained purchase on the man than Tribim struck him with jolt of lightning. Snarling in pain, the eyeless one tried to reverse Namtar's hold. His strength wrung no victory against the Champion of Dalath!

Rules Stuff:

Regin's attack: 1d20 + 4 ⇒ (14) + 4 = 18 hit
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Wrestling back: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5 dammit

The floor in the cavern is difficult terrain (costs double each square) and squares with a rock in them are worse, costing 4 to enter. You can claim cover if you're in or adjacent to a rock square, which all the bad guys are presently doing.

Order is Arundel, Regin, Amarekashu, Namtar, Tribim, Bad Guys, Dommer. The party is up, starting with Dommer!


Monk/Oracle Gestalt 2 | HP 10/36 | AC 17, T 16, FF 11 | Fort +5, Ref +5, Will +3 | CMB +7, CMD 19 | Perc +7 | Init +2 | Ki Pool - 4

The Draconic Monk change targets as his victim fell, aiming at the last one standing.

First Blow: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Second Blow: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day +7 CMB| +7 Acrobatics| +5 Intimidate

Namtar grins relishing the feel of the cave-dweller in his arms. He hooks his legs about the creature, locking him in place and slams a fist into the beastman's side,feeling ribs crush beneath the blow.

grapple action hijinks!:

maintain grapple: improved grapple, CMB, attacker: 1d20 + 7 + 2 + 5 ⇒ (11) + 7 + 2 + 5 = 25
damage: 1d6 + 4 ⇒ (3) + 4 = 7

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