Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham grunts as he takes a light wound from the sahuagain, and guts the creature in retaliation.

[dice=Nodachi w/Combat Expertise, fight defensively, and studied combat vs. S6]1d20 + 9 + 2 - 1 - 4[/dice]
damage: 1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15
[dice=Crit confirm nodachi w/Combat Expertise, fight defensively, and studied combat vs. S6]1d20 + 9 + 2 - 1 - 4[/dice]
damage: 1d10 + 5 ⇒ (8) + 5 = 13
[dice=studied strike damage]1d6[/dice]

Then he studies his next opponent as he kicks through the water toward it.

Move action for studied combat on S7, five foot swim with swim fins toward S7.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra snarls again as the thing gets past her defences and lands a minor wound, that starts to bleed into the water. Her own attacks are just a fraction weaker as a result.

Short sword: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Dagger: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Short sword: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Whoops misread

Chaenath keeps reeling from the imagined Saughin attacks and cackles madly.

S6 is dead right? So two move actions which are two cackles, extend hexes by two rounds on s7 and s8

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 10/16 | Active conditions:

Rogar's magical defences still prove impenetrable to sahuagin's attacks, so the dwarf can at least feel somewhat useful in this combat. Now that his familiar has joined the fight, Doc maneuvers into flanking position before giving another stab with his dagger.

Dagger, flank: 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 261d4 ⇒ 1

And Mister Spleen, using the distraction its master provided, tries to grab the sahuagin with its claws.

Claw, flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d4 + 2 ⇒ (3) + 2 = 5
Claw, flank: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 241d4 + 2 ⇒ (1) + 2 = 3

Grab?, flank: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 141d4 + 2 ⇒ (3) + 2 = 5


Roll20 Maps Loot

Gresham destroys S6

Alessandra finishes off S8

Doc hits the last foe, but for minimal damage. Mr. Spleen hits it twice, but fails to grab, and thus the sahuagin survives!

Rather than expend another round with all of you destroying the last one (S7), let's just press on shall we?

Loot:

An assortment of sahuagin crossbows, cases of bolts, tridents (including one masterwork trident), and battle harnesses are scattered about this chamber.

DC 21 Perception:
Several nuggets of raw gold and silver ore worth a total of 270 gp can be collected

DC 24 Perception:
A decomposed human hand wrapped in seaweed like a sushi roll, still wearing a ring. And YES, it's a magic ring!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Per: 1d20 + 10 ⇒ (19) + 10 = 29

Look shiny stuff. oohh Magic!

Spellcraft: 1d20 + 15 ⇒ (16) + 15 = 31


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham taps himself with his wand of heightened awareness

Use Magic Device: 1d20 + 14 ⇒ (5) + 14 = 19
Use Magic Device: 1d20 + 14 ⇒ (15) + 14 = 29

I'll expend it for +4 initiative on our next combat


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Alessandra nods. "Right, let's go kill more of the bastards before they can escape!"

She grins, savagely.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Swim down every path. Find all the things. Chaenath agrees

Going back to the cave of halls Chaneath spins again down to just 2 exits left unexplored.

Spin: 1d2 ⇒ 2

North. By North West! She declares.


Roll20 Maps Loot

ring of animal friendship

This room also has an exit to the south which comes back north through a different curtain and likely meets back up with the big room from earlier. It also goes further south.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

CHAENATH HAS SPOKEN! the elf witch says loudly to no one in particular. We Go North West!


Roll20 Maps Loot

I should do better in my descriptions, it's NE, but no matter.

These caves hold the tribe’s food stores. Currently, the larder holds a recently slain giant moray eel hung on an iron hook; the upper torso, arms, and head of a locathah; a dead sahuagin ; and the slightly bloated corpses of three large mackerel floating near the ceiling.

Treasure: Stacked in one corner are seven locathah longspears, four light crossbows, and cases holding 47 bolts.

Hidden among the bolts is a wand.

Spellcraft DC 16:
wand of produce flame (41 charges)


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Let's go in the last passage and then go back to the place where we killed all those fish people and move further in


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

"Fine." Alessandra is disappointed there's no one to kill; but she picks up the wand and looks at it curiously before handing it to Chaenath - not without a few reservations. "Here."

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 10/16 | Active conditions:

Rogar swims to the corner, and picks up one of the longspears. If he is forced to make his battles under water, the longspear should at least prove a little bit more effective than his puny dagger.

"I hope we're soon done wi' th' swimmin'. Takes days to dry off me beard..."


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath tears up as she examines the wand. I can burn so many trees with this! HYAH!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

"Which way now, Lady Chaenath?"


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

There's only one place left from this main hall. No fun spinning for that!

Pretty sure we have just one room left to go into. Might as well clear it out and then we'll go into the passageway that goes deeper.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham swims toward the direction Chaenath indicates.


Roll20 Maps Loot

I concur with Chaenath's analysis. There is one more route out of the big main hall, and that one goes UP.

Out of the bottom where two corridors came together and you doubled back, there is still a hall to explore too, but we'll go back there in a few.

Ok, back to the main hall and up!

You swim up the corridor (underwater again, sorry Doc!) and come upon what appears to be an empty quarters with a very large shark in it. The group makes extremely short work of the shark, and continues on.

Box Text wrote:

Curtains of golden seaweed block either end of this room. A crudely chiseled dais sits against the back wall, supporting a

stone throne of massive proportions. The throne’s eroded appearance, darkly stained stones, strange runes, and images of one-eyed beasts make it evident that it had sat in the slime at the bottom of the sea for long ages before being dragged up and placed here.

From out of the curtain to the left comes a very large 4 armed sahuagin and 2 large females. Those are description words to imply they seem bigger and badder than usual, they are still medium creatures!

Initiative:

Alessandra: 1d20 + 5 ⇒ (6) + 5 = 11
Chaenath: 1d20 + 1 ⇒ (9) + 1 = 10
Doc: 1d20 + 2 ⇒ (8) + 2 = 10
Gresham: 1d20 + 4 ⇒ (13) + 4 = 17
Krelloort: 1d20 + 6 ⇒ (9) + 6 = 15
Concubines: 1d20 + 3 ⇒ (20) + 3 = 23

The two concubines move forward and attack Gresham.

C1 Claw: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 4 ⇒ (2) + 4 = 6

C2 Claw: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 4 ⇒ (4) + 4 = 8

Gresham is up, and then Krelloort.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham grimaces as the sahuagin's claws rake his arm. He focuses past his pain to study the sahuagin and thrust back at her with his nodachi.

Move action for studied combat on C2, swift action to enter Kirin Style, standard action to attack C2.

[dice=Nodachi w/Combat Expertise and studied combat vs. C2]1d20 + 9 + 2 - 1[/dice] damage: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Roll20 Maps Loot

Gresham strikes C2, and her blood begins to stain the water.

Krelloort hurls his trident at Alessandra and then moves into melee with Gresham.

Trident: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 10 + 2 + 2d6 ⇒ (8) + 10 + 2 + (4, 6) = 30

Crit Confirm:

Trident: 1d20 + 15 ⇒ (8) + 15 = 231d8 + 10 + 2 ⇒ (1) + 10 + 2 = 13

So THAT is gonna hurt!

The rest of the party is up.

All three of the Sahuagin are next to Gresham.

the rest of the party is up.

GM:

K -
C1 -
C2 - 8, Blood Frenzy


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Oh dear. Gresham is down looks like


Roll20 Maps Loot
Chaenath Woodsea wrote:
Oh dear. Gresham is down looks like

The trident was hurled at Alessandra, not Gresham.

Now, meleeing with three sahuagin may be bad for Gresham NEXT round, but as for now, he's still up and swinging.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Are we underwater? How would Stinking Cloud work with that? If it's possible to use how many Saughin can Cheanath get with a 20 foot radius Stinking Cloud without involving Gresham? Hoping to get at least the big dude and one of the concubines

Also doesn't Greham have 17 AC, how did he get hurt by the attacks? Did I miss something?


Roll20 Maps Loot

You are under water. You can get either C1 and C2 or C2 and K. I rule that the spell will function normally. These guys breathe the water, so they'll breathe the cloud.

I didn't say Gresham got hit! Gresham said Gresham got hit!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Yup that Q was for Gresham!

Too much to do. I demand you all STOP so I can cast many spells!

Chaenath delays till everyone else attacks and then casts Stinking Cloud to get C1 and K on the edge.

Fort Save DC 18 or Nauseated


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin
Grymp wrote:
I didn't say Gresham got hit! Gresham said Gresham got hit!

Yes, Gresham was hit by one of the concubine claw attacks. He has 17 AC after he starts using Combat Expertise. His flatfooted AC is 15, and he was attacked while he was flatfooted.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Yup, that hurt!

Alessandra looks down in astonished disbelief at the trident jutting from her chest - How did that get there? Opening her mouth to say something, she instead coughs up a great gout of blood that diffuses into the water, as the light fades from her eyes...

Stabilise check. DC 14: 1d20 + 1 ⇒ (11) + 1 = 12

OK, down to -5 hp next turn


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Oh damn. Had no idea Alessandra was that hurt! This is going not good!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

I was doing fine until I took 43 points damage in one go!

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 10/16 | Active conditions:

"Oi, bugger! Looks like that 'un 'urt!"

Rogar grabs an extract of Shield uses his mystical connection with his familiar to transfer the magical protection to Mister Spleen, who promptly swims forwards to engage the four-armed monstrosity.

Mr. Spleen claw: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 10 ⇒ (5) + 10 = 15

Mister Spleen's AC now 25

The dwarf himself swims towards Alessandra, planning to use his healing powers on her.


Roll20 Maps Loot

Ok, so Alessandra is hurting badly.

Chaenath drops her cloud...

K Fort: 1d20 + 10 ⇒ (6) + 10 = 16 Fail
C1 Fort: 1d20 + 6 ⇒ (4) + 6 = 10 Fail

That makes K and C1 Nauseated.

Mr. Spleen misses on his attack.

Concubine 2 then brings her attacks against Gresham...

C2 Claw1: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 4 ⇒ (1) + 4 = 5 Miss
C2 Claw2: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 4 ⇒ (4) + 4 = 8 Miss
C2 Bite: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 4 ⇒ (3) + 4 = 7 Miss

Gresham is up, and then Krelloort, but he is Nauseated, so the rest of the party is up. If Doc heals Alessandra, she can go ahead and act.

GM:

K - Nauseated (5 rounds)
C1 - Nauseated (5 rounds)
C2 - 8, Blood Frenzy


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I can heal Alessandra next round as well.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham spares the briefest of moments to assess the capabilities of his opponent.

Kirin Style:

Knowledge (XXX) DC 15 + the creature's CR: 1d20 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14
Gresham gains a +2 bonus on saving throws against C2's attacks and a +2 dodge bonus to AC against C2's AoOs.

Then strikes a devastating blow which the concubine pierces her heart.

[dice=Nodachi w/Combat Expertise and studied combat vs. C2]1d20 + 9 + 2 - 1[/dice] damage: 1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Crit confirm vs. C2: 1d20 + 9 + 2 - 1 ⇒ (19) + 9 + 2 - 1 = 29 damage: 1d10 + 5 ⇒ (7) + 5 = 12

Gresham twists his blade as he withdraws it from her body.

[dice=studied strike damage]1d6[/dice]

25 damage this round if the crit confirms, plus the 8 I previously inflicted should hopefully drop her, if not kill her outright. If it does, I'll spend a move action for studied combat against Krellort.


Roll20 Maps Loot

Gresham does drop C2!

So both Doc heals Alessandra, right? For how much?

Ok, so both of my critters are nauseated going into the next round.

We need Round 2 Healing from Doc. And then maybe a Round 2 Action from Alessandra, which is likely taking a move action to rearm and then maybe shooting once?

Round 3...

The party is all up, my guys are puking.

GM:

K - Nauseated (4 rounds)
C1 - Nauseated (4 rounds)
C2 - Dead!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

I assume that Gresham can attack Krelloort without entering the cloud? Did Krelloort exit the cloud or is he still in the cloud?

Gresham takes a wild stab at Krelloort, but the sahuagin's nauseated writhing makes him a difficult target.

20% concealment miss chance: 1d100 ⇒ 83

[dice=Nodachi w/Combat Expertise and studied combat vs. Krellort]1d20 + 9 + 2 - 1[/dice] damage: 1d10 + 5 + 2 ⇒ (9) + 5 + 2 = 16


Roll20 Maps Loot

My assumption was that she cast the cloud so those two are right on the edge, so he is accessible by you without going in.

Gresham misses in round 3.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

****
Round 3
****
Yup they're at the edge

Chaenath floats over to Allesandra and uses a Healing Hex on her.

CureModerateWounds: 2d8 + 6 ⇒ (6, 6) + 6 = 18


Roll20 Maps Loot

And let's say that Doc did:

CLW: 1d8 + 5 ⇒ (2) + 5 = 7

On Alessandra in Round 2. That is enough to have gotten Alessandra up.

Alessandra, what was your round 2 Action then?

And Mr. Spleen attacks Krelloort.

Claw: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (1) + 2 = 3 Hit
Claw: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (1) + 2 = 3 Hit
Grab: 1d20 + 10 ⇒ (17) + 10 = 271d4 + 2 ⇒ (1) + 2 = 3 Hit

All three hit for minimum damage!

In round 3, Mr. spleen attacks again...

Claw: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 2 ⇒ (3) + 2 = 5 Hit
Claw: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 2 ⇒ (3) + 2 = 5 Miss
Grab: 1d20 + 10 ⇒ (2) + 10 = 121d4 + 2 ⇒ (4) + 2 = 6 Miss

5 more damage.

And then another CLW to Alessandra.

CLW: 1d8 + 5 ⇒ (1) + 5 = 6

Need round 2 and 3 Actions from Alessandra, and then on to round 4. I have 3 more rounds of Nauseated.

GM:

K - 4, Nauseated (3 rounds)
C1 - Nauseated (3 rounds)
C2 - Dead!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Round 2

Alessandra comes back to life with a gasp - that turns into a snarl - before scooping up her weapons and moving into combat with Krelloort.

Move action into melee, move action to study target

Round 3

The half-orc girl aims to give as good as she got, paying the thing back for the new scars she has acquired.

Full-round attack

Short sword: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Short sword: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Dagger: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 10/16 | Active conditions:

With no other instructions to do otherwise, Mister Spleen keeps up its assault on Krelloort. Viciously it keeps cutting small pieces of Sahugin-flesh with its claws, not even minding vomit-saturated water all around it.

Claw: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 2 ⇒ (4) + 2 = 6

Doc, on the other hand, sees Alessandra being in better shape already, and moves in to help the others put down the enemies. Longspear may not be his weapon of choice, but at least it has potential for greater effect than measly dagger.

Longspear: 1d20 + 5 ⇒ (2) + 5 = 71d8 ⇒ 5


Roll20 Maps Loot

Alessandra's attacks all miss (Krelloort has an impressive AC, and just to make sure, I checked that nauseated doesn't hinder AC).

With that said, Mr. Spleen hits Krelloort, and 22 AC is Krelloorts magic number. Mr. Spleen also gets his grab off, so 11 more damage to Krelloort.

Doc, ummm, well, Doc misses, but it was a valiant effort.

Ok, Round 4!!!

GM:

K - 15, Nauseated (2 rounds)
C1 - Nauseated (2 rounds)
C2 - Dead!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

*****
Round 4
*****

Chaenath hexes the big one reducing his AC further and cackles to extend it.

Will Save DC 19 or AC -2 for 10 rounds, otherwise just two round.

If you don't kill it soon I'll have to bring out my bow and show you how it is done.


Roll20 Maps Loot

Will: 1d20 + 5 ⇒ (15) + 5 = 20

Everyone else?

GM:

K - 15, -2 AC (2 rounds), Nauseated (2 rounds)
C1 - Nauseated (2 rounds)
C2 - Dead!

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 10/16 | Active conditions:

"Feel t' try, lass! It ain't as easy as it looks!" Rogar grumbles as he tries to land a blow into the almost helpless, vomiting opponent. But the dwarf is not truly made for battles fought at arms length - his preferred style would require some distance between him and his enemy, as well as some air for his fires to burn. But at least he has a familiar which does a little better at close quarters.

Claw: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 6 ⇒ (6) + 6 = 121d4 + 2 ⇒ (4) + 2 = 6
Grab: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 2 ⇒ (2) + 2 = 4

Longspear: 1d20 + 5 ⇒ (5) + 5 = 101d8 ⇒ 2


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Gresham takes a moment to adapt his defenses to Krelloort's attacks, then strikes with his nodachi.

Kirin Style vs. Krelloort:
Knowledge (nature) DC 15 + Krelloort's CR: 1d20 + 14 + 1d6 ⇒ (1) + 14 + (4) = 19
Gresham gains a +2 bonus on saving throws against Krelloort's attacks and a +2 dodge bonus to AC against Krelloort's AoOs.

[dice=Nodachi w/studied combat vs. Krelloort]1d20 + 9 + 2[/dice] damage: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Being grappled should make him easier to hit along with the hex but uh.. this fight isn't over yet somehow!


Roll20 Maps Loot

Unfortunately, even hexed, Spleen's attacks fail to hit, and he doesn't take grappled penalties against the Spleen grappling him, but the grapple gives damage.

Gresham misses.

Alessandra's Full-round attack

Short sword: 1d20 + 9 ⇒ (4) + 9 = 13 Miss
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Short sword: 1d20 + 4 ⇒ (4) + 4 = 8 Miss
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Dagger: 1d20 + 9 ⇒ (18) + 9 = 27 Hit
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Ok, round 5, the party is up! 1 More round of Nauseated opponents, so do your best/worst here!

GM:

K - 26, -2 AC (1 rounds), Nauseated (1 rounds)
C1 - Nauseated (1 rounds)
C2 - Dead!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

I assume that my previous miss takes into account his grappled condition and hexed AC?

Wary of the sahuagin recovering from their nausea, Gresham begins using defensive maneuvers.

[dice=Nodachi w/Combat Expertise and studied combat vs. Krelloort]1d20 + 9 + 2 - 1[/dice] damage: 1d10 + 5 + 2 ⇒ (4) + 5 + 2 = 11

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