The Confirmation (all dwarf delegation!) (Inactive)

Game Master Purple Dragon Knight

NPCs
Maps

Init Rolls:

[dice=Garak]1d20+9[/dice]
[dice=Drogur]1d20+1[/dice]
[dice=Helveticka]1d20+0[/dice]
[dice=Rogar]1d20+0[/dice]
[dice=Janira]1d20+6[/dice]
[dice=...]1d20+00[/dice]


51 to 100 of 146 << first < prev | 1 | 2 | 3 | next > last >>
The Exchange

Male Dwarf Bard (archaologist) 1

Thankyou milady! Garak says with the tip of hat after Janira heals him.

Upon seeing the minotaur and hearing Janira's order. Garak moves as quickly into cave with Sweetpea as he possibly can. (Run like hell!)

Silver Crusade

Male Dwarf Urban Druid 2

Into the caves my kin! We honour Janira's courage by completing our mission!

Scarab Sages

Female Dwarf Alchemist (Mindchemist) 1

"Sounds like a plan, caves it is"

Helveticka enters the cave in a hurry.


Knowledge Checks

The minotaur says something nasty in the giant language followed with a bestial laughter and starts to advance on Janira. As the party heads into the cave, Janira cracks him in the neck with her crossbow and replies something in giant. The minotaur is stunned and surprised at the halfling's resistance... eyes ablaze with fury, it charges her with its head down... she defty cartwheels away from the giant and starts running into the woods, the minotaur in pursuit.

This cave system stretches deep below the foothills of the Kortos Mounts. All of the tunnels in this area are between 3 and 10 feet wide and vary equally in height, though most are a comfortable 7 or more feet wide in each dimension. The caves are damp, which increases the DC of all Acrobatics checks by 2. Water dripping from stalactites and the distant rushing of underground streams creates an eerie backdrop. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light.

Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent as you go deeper. These are carvings left behind by gillman pilgrims and mystics over the years, each carving a mark to prove that she reached the caves and to commemorate the pilgrimage. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.

The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth. The tunnel here is 10 feet wide and 10 feet tall with a ceiling mostly devoid of stalactites. The 10-foot-square pit here was once a concealed pit trap used by some of the local denizens, but has since been abandoned. There is no easily accessible means to bypass it. You are forced to cross an exposed pit with several sharp stakes embedded in the floor ten feet below. The DC of Climb checks in this area is 15, for those who wish to cross the pit by hanging on handholds and footholds and cracks in the rock wall, and whoever created the pit rounded its walls to eliminate any corners that a trapped creature might brace against while trying to escape.

--> Knowledge (dungeoneering) please.

---> Survival check please.

The Exchange

Male Dwarf Bard (archaologist) 1

Knowledge Dungeoneering (Untrained): 1d20 + 1 ⇒ (1) + 1 = 2
Survival (Untrained): 1d20 + 1 ⇒ (16) + 1 = 17

If someone wants to lower me down on a rope, I'll grab the package at the bottom. Garak suggests.

Is there any way to get Sweetpea across or does this mean we will have to part ways?

Garak will pull out his chronicle and take notes and make sketches of the cave markings/petroglyphs while he waits at the pit, ruminating on a way to get Sweetpea across.

Silver Crusade

Male Dwarf Urban Druid 2

Survival: 1d20 + 10 ⇒ (7) + 10 = 17

I have two sections of 50' silk rope and a flight grapnel. I suggest that we use one to get down, the other to get back up. I'll get to work getting it appropriately knotted while you do the sketching Garak. Maybe we can hoist Sweetpea up and down the same way if we all work together.

Grand Lodge

Dwarf:
LG male dwarf cleric of Torag 1 | Speed 20 ft | AC 20, T 11 FF 19 | hp 10/10 | Fort +4, Ref +1, Will +6 | Init +0 | Percep +4 | CMD 12 | Conditions: none

"I would suggest leaving the donkey here at the entrance with some feed. We shouldn't be too long in here."

survival, untrained: 1d20 + 4 ⇒ (18) + 4 = 22


Knowledge Checks

Survival DC 15:
finds several footprints in the soil left by a web-toed humanoid who traveled this way only hours before

Knowledge Dungeoneering DC 10:
The hole in the ground is artificial; the sharp spikes at the bottom are very dangerous, and only an acrobat could avoid those while being lowered...

Knowledge Dungeoneering DC 15:
The pit is at least a year old

The Exchange

Male Dwarf Bard (archaologist) 1

I am pretty agile, I think I can avoid the spikes at the bottom, maybe there is something in the bag that Janira gave us that could help Us? I might be able to jump the pit with a running start as well and stretch a rope across to aid a climb over. Garak ponders aloud as he completed his notes and sketches.

Silver Crusade

Male Dwarf Urban Druid 2

Oh yeah! Totally forgot about that backpack!

Good thinking! There may be some helpful items in there. And what have we here? Web toed footprints...


Knowledge Checks

A quick inspection of the backpack by Rogar reveals that it contains:

potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire (2), holy water, smokestick, tanglefoot bag, thunderstone, antitoxin, sunrods (2).

[as always, any items you find can be used before the end of the adventure; i.e. you are not adding these items to your permanent equipment list; after the adventure you usually have the option to buy any such items with the gold you receive at the end of the adventure... so in general, it's good to use these as much as you can before the adventure is over...]

The Exchange

Male Dwarf Bard (archaologist) 1

Alright boys back'er up, I'm gonna do this thing!

Garak leads Sweetpea back down the hallway and directs the others to follow as he hands Sweetpea's lead to Drogur.

You be good, I'll be back soon. he says to his mule. If this goes bad promise me you'll see she finds a good home he says to Drogur as he turns and runs towards the pit and makes a leap of faith.

acrobatics (jump): 1d20 + 7 ⇒ (17) + 7 = 24


Knowledge Checks

Garak: you clear the ten foot pit effortlessly... approximately 30 feet beyond the pit and out of sight around a corner is a long, 3-foot-wide wooden plank that rests against the cave’s wall. I'm gonna assume you fish out the cloak at the bottom of the pit with a grappling hook or fish hook, or even by using the big plank at an angle down the pit... Drogur's detect magic confirms it's a cloak of resistance +1.


Knowledge Checks

The group cross the pit on the makeshift bridge and continues its journey. The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.

The carvings here are different in style from the petroglyphs found elsewhere in the caves, and they date back to long before the gillmen explored this area. Scattered throughout the cave are inscriptions from the History and Future of Humanity, the principle holy text of Aroden, and images that depict these passages.

The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity: the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.

Only four of these parables are still decipherable. Deciphering the images and writing is difficult because of their eroded state; a successful DC 15 Knowledge (history or religion) or Linguistics check is needed to understand one carved section. Alternatively, a PC can use Appraise or Perception with a –2 penalty. The writing combines Aquan and Azlanti, and a PC receives a +2 bonus on his skill check for each of these languages he can understand. For every 3 points by which the PCs exceed a check’s DC, they are able to understand an additional section (maximum of four total sections by any method).

Silver Crusade

Male Dwarf Urban Druid 2

Hey I wanted to climb down and get that backpack at the bottom of the pit! Ah well, I might as well try to grab it with my grapnel before we get too far away.
ranged attack roll: 1d20 + 2 ⇒ (14) + 2 = 16

So my kinsmen, what do we know about these carvings?
I'll use one of my Inspring Words on myself for this roll for +2. I'm willing to use it on others as well, just let me know
know history: 1d20 + 8 ⇒ (10) + 8 = 18

Scarab Sages

Female Dwarf Alchemist (Mindchemist) 1

"That was quite the jump Garak!"

Perception: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15

"These carvings are quite fascinating! I can't say I've had the opportunity to see something from another race this close before now." Helvetica says as she excitedly looks over the carvings.


Knowledge Checks

1d12 + 1d11 ⇒ (7) + (7) = 14

Drogur you identify that the sections of the holy text depicted are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that these might represent an earlier version of the work. Even though Aroden disappeared or died over a century ago, these caves store a hint of his divine magic (like a wand with a single charge left) that can impart a minor blessing to those who perform a short series of rituals based on the parables... you have deciphered the following parables:

--> The Merchant:
The Merchant is depicted weighing and trading coins
of different sizes, a reference to the holy text’s proverb
that peace brings trade and prosperity to all people. To
complete the Merchant’s ritual, a PC must place one of
her own coins in the miniature city and take one of the
other coins in return. Completing the ritual grants all
of the PCs a +1 competence bonus on Appraise checks to
determine the value of objects and on Spellcraft checks
made to identify magic items for 24 hours.

--> The Scholar:
The Scholar is depicted writing on a piece of parchment
and then reading from it to passersby, just as Aroden
was said to smile on those who recorded history and
other knowledge to share it with others. To complete the
Scholar’s ritual, a PC must record a historical fact, axiom,
or other piece of wisdom on a scrap of paper and place it
in the miniature city. Completing this ritual grants all
of the PCs a +1 competence bonus on Knowledge checks
made to identify the abilities and weaknesses of creatures for 24 hours.

The Exchange

Male Dwarf Bard (archaologist) 1
Helveticka wrote:
"That was quite the jump Garak!"

Garak blushes a little at Helvetcka's comment Thank you lass! Sorry 'bout the "boys" comment earlier, I meant no disrespect just my way 'o showin' camaraderie amoungst us dwarves in a general sense. All these carvings an' such have me quite excited an' fergettin' me manners. he says as he tips his hat with respect.

Garak quickly busies himself sketching and taking notes of everything and makes an extra copy of a page to submit as an offering to "the Scholar", he also grabs a gold piece to offer to "the merchant" and takes a similar coin in return.

Let me see if I can figure out the other two parables, Drogur can ye hit me with a little inspiration as well?

Appraise: 1d20 + 6 - 2 + 2 + 1 ⇒ (14) + 6 - 2 + 2 + 1 = 21

The Exchange

Male Dwarf Bard (archaologist) 1

Might I be takin' a few o' them items from the bag? I could probably make use o' the mage scrolls an' the wand o' burning hands

Is anyone interested or able to use the following: scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges)? Also I assume Drogur is wearing the cloak he fished out of the pit?

Grand Lodge

Dwarf:
LG male dwarf cleric of Torag 1 | Speed 20 ft | AC 20, T 11 FF 19 | hp 10/10 | Fort +4, Ref +1, Will +6 | Init +0 | Percep +4 | CMD 12 | Conditions: none

"About all I can probably use is the wand of healing, unless someone else can. That could be a lifesaver." Rogar studies the rest of the items without much interest, while flexing his fingers against the cave's atmosphere.

Scarab Sages

Female Dwarf Alchemist (Mindchemist) 1

"No worries Garak, not the first time that's happened, and I am sure it won't be the last. This is all so exciting it's easy to get caught up" Helveticka says to Garak with a wink.

Helveticka continues to examine the carvings.

Silver Crusade

Male Dwarf Urban Druid 2

Might as well follow the traditions of those that came before us.
I'll do the coin trade and write a saying of Torag on a scrap of paper and put it in the mini city.


Knowledge Checks

Garak you decipher the two following rituals:

--> The Beggar
The Beggar is depicted kneeling with an alms bowl
raised high, representing Aroden espousing humility in
all, lest they forget their shared humanity. To complete
the Beggar’s ritual, a PC must kneel before the city, admit
a personal shortcoming to another PC, or perform some
other act of humility beside the pool. Completing this
ritual grants all of the PCs a +1 luck bonus to AC during a
surprise round and while flat-footed for 24 hours.

--> The Craftsman
The Craftsman is depicted creating shoes, pots,
jewelry, and other moveable goods, referencing Aroden’s
delight at seeing his people express their ingenuity in
creating new products from raw materials. To complete
the Craftsman’s ritual, a PC must fashion a very simple
object with a successful DC 5 Craft check and place it
in the miniature city; this area has a few stones and a
small amount of clay that the PC might use in addition to
anything he has with him. Completing this ritual grants
all of the PCs a +1 competence bonus on Perception
checks to find hidden doors and concealed objects for 24 hours.


Knowledge Checks

[NPCs updated; bottom map added; A stands for 'miniature city']


Knowledge Checks

Heading south the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

Here the cavern’s ceiling stretches 20 feet overhead and is crowded by dozens of stalactites, some measuring 10 feet long from base to tip. Despite the impressive geology, the cave’s focus is the sloping, 15-foot-deep pool and its tiny city.

---> Knowledge (engineering, geography, history, local, or religion) check please (roll once for every skill you have ranks in).

Kneeling reverently in the water is a lone gillman pilgrim. The gillman does not seem to hear you... he seems to be praying silently towards the miniature city, his back turned towards you all. What do you do?

Grand Lodge

Dwarf:
LG male dwarf cleric of Torag 1 | Speed 20 ft | AC 20, T 11 FF 19 | hp 10/10 | Fort +4, Ref +1, Will +6 | Init +0 | Percep +4 | CMD 12 | Conditions: none

Rogar looks toward the miniature city and nods knowingly.

knowledge religion: 1d20 + 4 ⇒ (5) + 4 = 9

After a moment, he studies the gillman and takes his hand slightly off of his warhammer. He keeps his shield ready. He looks to the bard and whispers "Parlay?"

The Exchange

Male Dwarf Bard (archaologist) 1

Garak completes the two rituals:

First by folding a sheet of parchment and crafting it into the shape of a hopping frog and placing in the city completeing the "the craftsman" ritual.

craft: 1d20 + 2 ⇒ (11) + 2 = 13

He then kneels, blushes and says humbly to the others:

'Member back in the Pig's Paunch when I said "I was but a humble merchant"? I'm not. I'm a grifter, I'm really good at knowin' an' learnin' an' talkin' 'bout stuff. I'm good at meetin' people an' managin' relation's, bluffin', tellin' stories jokes an' such an' I'm pretty good at appraisin' stuff too.

The Exchange

Male Dwarf Bard (archaologist) 1

Garak looks at the room in awe.

are we able to take 10 on these?

Knowledge checks:
engineering: 1d20 + 3 ⇒ (2) + 3 = 5
geography: 1d20 + 3 ⇒ (7) + 3 = 10
history: 1d20 + 3 ⇒ (18) + 3 = 21
local: 1d20 + 7 ⇒ (4) + 7 = 11
religion: 1d20 + 3 ⇒ (1) + 3 = 4

Upon entering the stalactite chamber and seeing the gillman praying, he motions for the others to stop and allows the pilgim efficient time to complete his prayers. After a couple of minutes Garak raises his hands in a non threatening manner and addresses the Gillman (oddly his dwarven brogue is now absent from his voice):

diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14

Well met good sir, do you speak the common tongue? I am Garak a student of the world, archaologist and lover of things ancient. My friends and I are here to document and research the cave and learn it's significance. I notice that you are praying, is this a holy place to your people?


Knowledge Checks

[You all get the Merchant, Scholar, Beggar and Craftsman bonuses for 24 hours]

The gillman does not seem to hear you. However when you enter the pond to perform the rituals around the miniature city, you enter his field of vision and he looks at you with an amused look on his face as you perform the rituals.


Knowledge Checks

Garak: you identify the diorama as an intricately detailed model of Absalom, easily identifiable by its Starstone Cathedral. This representation of the City at the Center of the World and the Inner Sea also acts as an altar to the dead god Aroden that retains enough power to bless a few more pilgrims.


Knowledge Checks

--> As the lone gillman looks at you with a bemused expression (see NPC link above) make me a Sense Motive everyone.

The Exchange

Male Dwarf Bard (archaologist) 1

Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9

As Garak completes the rituals and notices the Gillman noticing him, he waves friendly, pulls out his chronicle and starts sketching and taking notes. He keeps eye contact with the Gillman and repeats himself.

Well met good sir, do you speak the common tongue? I am Garak a student of the world, archaologist and lover of things ancient. My friends and I are here to document and research the cave and learn it's significance. I notice that you are praying, is this a holy place to your people? This miniature looks like Absalom, I can see Starstone Cathedral, have you been there?

Garak will approach if it does not spook the Gillman. If he seems agitated Garak will stop and raise his journal to show him.


Knowledge Checks

Garak make a diplomacy check please.

The Exchange

Male Dwarf Bard (archaologist) 1

I made one on the first attempt to speak it was 14, did you want me to try again?

Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Dwarf:
LG male dwarf cleric of Torag 1 | Speed 20 ft | AC 20, T 11 FF 19 | hp 10/10 | Fort +4, Ref +1, Will +6 | Init +0 | Percep +4 | CMD 12 | Conditions: none

As Garak speaks with the gillman, Rogar watches both of them carefully. He pays careful attention to the gillman, trying to discern why he may be smiling.

sense motive: 1d20 + 4 ⇒ (9) + 4 = 13


Knowledge Checks

waiting for Drogur and Helveticka before continuing... i.e. as you may suspect those rolls are not that good... consider assisting each other if you want to win this.

Silver Crusade

Male Dwarf Urban Druid 2

know geography: 1d20 + 4 ⇒ (14) + 4 = 18
know history: 1d20 + 6 ⇒ (12) + 6 = 18
know local: 1d20 + 6 ⇒ (9) + 6 = 15
know religion: 1d20 + 5 ⇒ (14) + 5 = 19

I will stay beside Garak and attempt to aid his diplomacy with friendly body language and attempt to figure out the gillman's intentions and attitude and communicate with my kinsmen by speaking in Dwarven.
diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20 aid
sense motive: 1d20 + 4 ⇒ (18) + 4 = 22


Knowledge Checks

[Drogur you notice he's eyeing your cloak a lot, and you notice that he's got a similar cloak. Your body language has moved him from indifferent to friendly!]

The gillman focuses on the dwarves' lips, then smiles, and nods. He then talks, his voice overly loud, almost shouting in a heavily accented Taldane, "Forgive me for ignoring you earlier, but my ears no longer work. I am Uori. You have entered a site sacred to the gillmen. It was once sacred to Aroden, the dead god of humanity, as well, but over the past century, the carvings in the nearby room have weathered and melted, and I think that soon Aroden’s influence will have faded completely from these caves. Other creatures have invaded the other caves, and some may be hostile towards intruders. Be careful..."

Scarab Sages

Female Dwarf Alchemist (Mindchemist) 1

Helveticka quietly observes the interaction of Garak, Drogur and the Gillman. Wondering about the sincerity of the gillman and what may lie ahead in the caves.

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6

Silver Crusade

Male Dwarf Urban Druid 2

Pointing at the cloak Was this yours? I found it at the bottom of that pit back there. I will return it to you in exchange for the story of why this place is sacred to you and your kin.


Knowledge Checks

[Drogur diplomacy with +8 bonus please]

Silver Crusade

Male Dwarf Urban Druid 2

diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29


Knowledge Checks

"Thank you for offering... but keep it... if you found it at the bottom of the pit this means it used to belong to one of our tribe member a long time ago... a tribe member that is no longer living..."

(you've made him helpful --> he gives you a wand of shield of faith)

"Take this wand. If you don't mind cleansing the caves to the east of the undead taint, that would be appreciated. Some despicable necromancer animated the buried bodies of my kin a few full moons ago, and experimented with some dark magic of some kind... Some of us tried to fight him but never returned. I'm too old for this... I'm waiting in the hope that my undersea kinsmen send a squad at some point to attempt a rescue mission... it's been a week and no one has come from my clan, and the necromancer hasn't come out of that cave either... but if you young and able dwarves are up to it, perhaps you could try this rescue mission instead? what say you?!"

Grand Lodge

Dwarf:
LG male dwarf cleric of Torag 1 | Speed 20 ft | AC 20, T 11 FF 19 | hp 10/10 | Fort +4, Ref +1, Will +6 | Init +0 | Percep +4 | CMD 12 | Conditions: none

"If there are undead, then it is our duty to destroy them. And a necromancer? I say yes, we will do this task." Rogar accepts the wand and looks to the other party members.

Silver Crusade

Male Dwarf Urban Druid 2

I totally forgot there were undead in this! I have +1 to hit and ac vs undead, sooooo nice.

My family has a long and proud history of fighting the undead scourge. Of course we will rid the caves of such an influence! But what is your name kind sir? And what are the names of your kin that need rescuing?


Knowledge Checks

"I am Uori. It is my honor to make your acquaintance. I will wait here. Thank you!"

As you navigate the tunnels in the direction he indicated, the cave’s damp air becomes increasingly stale as you continue down through this tunnel, and as you approach this area, the stench of decay grows increasingly evident.

The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern.

Also disturbing is the sight of 2 skeletons and 2 zombies...

Garak: 1d20 + 9 ⇒ (19) + 9 = 28
Drogur: 1d20 + 1 ⇒ (12) + 1 = 13
Helveticka: 1d20 + 2 ⇒ (13) + 2 = 15
Rogar: 1d20 + 0 ⇒ (9) + 0 = 9
Skeletons: 1d20 + 6 ⇒ (20) + 6 = 26
Zombies: 1d20 + 0 ⇒ (12) + 0 = 12

Round 1:
Garak
Skeletons
Helveticka
Drogur
Zombies
Rogar

-->Garak: you're up!

(map updated)

Silver Crusade

Male Dwarf Urban Druid 2

Its a trap my kin! Make them come to us! Do not let yourselves get surrounded!

The Exchange

Male Dwarf Bard (archaologist) 1

Garak 5' steps to the right between the two stalagmites to get cover on both sides and open a path for his kin to join the fray. With a loud "crack" he snaps his scorpion whip at the skeleton adjacent to him.

scorpion whip: 1d20 ⇒ 201d4 ⇒ 3

The Exchange

Male Dwarf Bard (archaologist) 1

Garak is amazed at his own proficiency with the whip:

crit confirmation: 1d20 ⇒ 111d4 ⇒ 3


Knowledge Checks

Can't go between squares so officially you are in the first square south of your starting square, you have cover (+4 to AC), but you're squeezing (-4 AC and -4 to hit). Thus, I'm gonna say you tagged the skeleton from you're starting square to avoid the squeezing penalty, using your scorpion whip as a whip (i.e. 1d3 lethal damage at 15 feet reach) and that the skeleton had cover against you. Also I think your math may be off on the whip as you no longer benefit from the Unchained Rogue's free Weapon Finesse feat. So +0 attack bonus I think. Crit confirmation 11 was just short of the Skellies' Touch AC 12.

Garak snaps his scorpion whip at a distance, which reaches around a stalagmite and smacks a skeleton in the skull, knocking its skull off. The skull rolls to the ground, teeth clacking, as the body steps from behind the obstruction, heedless of being headless, and moves towards Garak. Out of the corner of his eye, Garak sees a second skeleton amidst the stalagmites to the north, making its way towards him...

Skeletons on Garak:
Skeleton south claw 1, Squeezing, AC-4, Atk-4; Cover +4 AC: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 for 1d4 + 2 ⇒ (1) + 2 = 3 damage. [MISS]
Skeleton north claw 1: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 2 ⇒ (4) + 2 = 6 damage. [MISS]

Round 1:
Garak
Skeletons
Helveticka
Drogur

Zombies
Rogar

-->Helveticka, Drogur: you're up!

(map updated)

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