The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Nasty men!" snarls Iso, swinging his giant axe.

attack: 1d20 + 11 ⇒ (10) + 11 = 21 <-flank
damage: 1d12 + 7 ⇒ (1) + 7 = 8

"Iso wonders why Derro and Mites work together. Oh yuck, spikers."

The big barbarians shudders at the sight from further down the passage.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso swings his giant axe at the first creature which gets through the doorway and hits it on the head.

Surprise, remember standard OR move
Iso
Celentrai
Tippy
Borrobol

Round 1
Derro red -8HP
-----------
Iso
-----------
Mite green
Mite yellow
Mite pink
-----------
Celentrai
-----------
Spider Swarm
-----------
Tippy
-----------
Mite black
Derro blue
-----------
Borrobol

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Now this can be fun Celentrai thinks. She quickly cast a spell and the ground under the creatures in the entrance becomes very slick.
Casting grease in the entrance way but not beyond so it will not effect Iso or Borrobol. I believe it will effect the mites.DC 14

The Exchange

HP 44/44

Borrobol follows Iso's attack against the one in front by crashing into him with his armor spikes.
Attack: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d6 + 8 ⇒ (4) + 8 = 12

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy sneaks part way around the fountain (move 15 feet around north edge) and flings a dagger at the lead guy from stealth.

Dagger throw: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (2) + 2 + (3, 3) = 10

Stealth: 1d20 + 14 - 20 ⇒ (5) + 14 - 20 = -1
Then he attempts to duck back behind the fountain before he's spotted, but apparently bumps into it and nearly falls over the lip.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai mumbles a few words and a layer of oil appears under the feet of two mites. The mites struggle but manage to stand on their feet.
Reflex green: 1d20 + 3 ⇒ (11) + 3 = 14
Reflex pink: 1d20 + 3 ⇒ (14) + 3 = 17

Borrobol's attack takes the leading derro out and Tippy kills the second in line. You can now see that the third mite yellow carries a glass jar full of spiders.

Round 1
Iso
-----------
Mite green
Mite yellow
Mite pink
-----------
Celentrai
-----------
(Spider Swarm)
-----------
Tippy
-----------
Mite black
Derro blue
-----------
Borrobol

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Come party with Iso Soturi!" calls out Iso as he readies his axe to strike.

Readies an action to strike the next creature (not swarm) to come through the door.

readied attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d12 + 6 ⇒ (12) + 6 = 18

"Iso would like friend Tippy to kill mite in yellow please."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso readies an attack to kill the next creature that sticks its head through the doorway. Two mites move on, one after the other.
Acrobatics yellow: 1d20 + 1 ⇒ (8) + 1 = 9
Acrobatics pink: 1d20 + 1 ⇒ (1) + 1 = 2
damn
Reflex yellow: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex pink: 1d20 + 3 ⇒ (5) + 3 = 8

Round 1
Iso
-----------
Mite pink prone
Mite yellow
-----------
Celentrai
-----------
(Spider Swarm)
-----------
Tippy
-----------
Mite black
Derro blue
-----------
Borrobol

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai hides behind Borrobol but peeks out to attack the mite. Attacking the yellow mite.
The mighty touch of Ray of Frost: 1d20 + 3 ⇒ (1) + 3 = 4 oops
Damage: 1d3 ⇒ 2

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy takes a 5-foot step out and flings daggers at the mites, starting with yellow.

Dagger: 1d20 + 8 - 4 - 2 ⇒ (4) + 8 - 4 - 2 = 6

Dagger: 1d20 + 8 - 4 - 2 ⇒ (19) + 8 - 4 - 2 = 21
Confirm: 1d20 + 8 - 4 - 2 ⇒ (19) + 8 - 4 - 2 = 21
Not sure if they are flat-footed, given that they were moving while balancing with Acrobatics.

Damage: 2d3 + 4 ⇒ (1, 2) + 4 = 7
Sneak Attack: 2d8 ⇒ (4, 8) = 12

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai throws a ray of frost at the mite, but misses. Tippy throws two daggers, one hits deadly. The mite falls to the ground, dropping the glass jar. The jar rolls on the floor and hits the wall, but does not break.
50% chance to break, 1 triggers: 1d2 ⇒ 2

The mite from the back tries to cross the greasy area but falls. Following the mite is another Derro.
Acrobatics Mite: 1d20 + 1 ⇒ (3) + 1 = 4
Acrobatics Derro: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex Mite: 1d20 + 3 ⇒ (9) + 3 = 12

Round 1 & 2
Iso
-----------
Mite pink prone
-----------
Celentrai
Tippy
-----------
Mite black
Derro blue
-----------
Borrobol

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the black mite on the ground, almost there is pity in his eyes.

Almost but not quite. "Slavers die

attack: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22 +4 from prone
damage: 1d12 + 7 ⇒ (5) + 7 = 12

The Exchange

HP 44/44

Borrobol wait for the mites to regain their feet and make their way through into the room.
Readied action to attack since I think Iso has finished that one.
Attack: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso swings around the corner and kills the mite on the floor. Borrobol readies an action to hit the next foe which gets through the doorway.
Acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2 lol

The mite tries to get up, but is not even able to get his hands and knees from the floor.

Round 1 & 2
Iso
-----------
Mite pink prone
-----------
Celentrai
Tippy

-----------
Mite black
Derro blue
-----------
Borrobol

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves to put his back against the fountain, facing the west doorway, with a come and get me attitude.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai tries to destroy the creature on the ground.
Ray of Frost: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 ⇒ 2

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy moves closer to the doorway and gestures the Derro to catch him. Celentrai throws another ray of frost at the mite on the floor.

The derro does not move this time but mumbles a few words. Suddenly Borrobol and Iso hear a tremendous noise. sound burst, DC15 Fort or stunned
Damage: 1d8 ⇒ 7

The sound burst also hits the badly injured mite on the floor and it drops unconscious.

Round 2 & 3
Iso
Celentrai
Tippy

-----------
Derro blue
-----------
Borrobol

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

fort: 1d20 + 9 ⇒ (15) + 9 = 24
Iso, not liking the sound at all, steps forward, trying to keep his balance on the slippery ground.
5' stpe
acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
But also falls over.

From the ground he strikes out at the Derro.

attack from ground: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
The strike is on target, even from the difficult angle. But the angle makes it hard for him to put the axe to full effect.

damage: 1d12 + 7 ⇒ (1) + 7 = 8

The Exchange

HP 44/44

The sound burst catches Borrobol unawares and as Iso makes his was into the tunnel, Borrobol just stays where he is dazed from the blast.
Fort: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"Well lets try this again."
Attacking the Derro
Ray of Frost: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d3 ⇒ 1

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy readies for the derro to cast another spell.

Dagger throw: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol gets dazed from the spell and stops where he is. Iso shakes off the effect and advances into the tunnel. The greasy floor surprises th barbarian and he falls hard on the stone floor. The strike from below hits the derro in the face. Celentrai shoots a ray of frost at the injured humanoid, but misses. Also Tippy's dagger goes wide.

The derro strikes at Iso in front of him.
Shortsword vs. Iso: 1d20 + 5 ⇒ (10) + 5 = 15

Round 3 & 4
Iso
Celentrai
Tippy

-----------
Derro blue -8HP
-----------
Borrobol

daze lasts one round only so Borrobol is nod dazed any more

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Did that include a bonus to hit for Iso being prone? If not, then Iso took damage

From the floor Iso flinches a little as the sword lashes toward his face.

He stays down, swinging his axe mightily.
attack: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
damage: 1d12 + 7 ⇒ (1) + 7 = 8

Frustrated at the miss, he climbs to his feet.
Attracting an attack of opportunity

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Realizing Iso is in trouble. Celentrai attacks with a little more punch.
Magic Missile with topple: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I am going to take a wild guess and say he falls down :)

The Exchange

HP 44/44

Borrobol steps up to the entrance of the tunnel, draws his longhammer and proceeds to try to smash the derro over the prone form of Iso.
Or the standing Iso if he got back to his feet. The derro gets a cover bonus either way.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 12 ⇒ (5, 4) + 12 = 21

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ups, forgot about that, thanks!
Damage: 1d4 ⇒ 4

Iso swings his axe once again, but misses this time. When he tries to get up the derro smacks Iso on the head.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 ⇒ 4

Celentrai's magic missile hits and the derro falls down, only to be hit by Borrobol. The final blow defeats the derro.

combat over

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You continue to investigate the fountain. You find the previously-located symbols, one on each tumbler. The symbol from the statue adorns the top tumbler, the symbol from the Imperial Hall of Records adorns the middle tumbler, and the symbol from Quickfall Abbey adorns the third tumbler.

The derros carry leather armor, shortsword and aklys, repeating light crossbow with 10 poisoned bolts each. The mites carry only a dagger and 6 darts. The jar glass filled with spiders is still intact.

The Exchange

HP 44/44

"I think we should leave the spiders. Does lining up those tumblers open anything up?" Borrobol gives it a try.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso, somewhat embarrassed about falling over, gets carefully to his feet.

"Iso thinks mites need to keep corridor cleaner."

He brushes himself off and joins the others playing with the tumblers on the fountain.

"Friend Borrobol is very smart. Good thinking. Almost worthy of Iso himself!" says the big man, giving the dwarf a reassuring hug.

The Exchange

HP 44/44

"Could have been worse. At least the spiders didn't get out."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy, scamp that he is, thinks the spider jar may come in handy later on, and so tucks it into his pouch as he retrieved his daggers.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While Tippy retrieves his daggers and the spider jar, Iso brushes his beard and Celentrai and Borrobol align the tumbler symbols.

With a final audible click the tumblers lock into place. Suddenly, the fountain begins to rotate and its stale waters drain rapidly. The grinding of the gears echoes off the stone walls, causing the ground to shake. As the fountain rotates, a spiral staircase appears where the fountain’s solid basin once sat. The slick staircase slopes down into Cassomir’s bowels, twisting its way down and around a deep cistern.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai looks at the stairs then at the hallway.
"Which shall it be first, the hallway the mites used or the stairs? I think we should check the hallway first and make sure this area is safe to return to."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso spends a minute eyeing up the glowing stone that floats around his head.

"Yes, Iso thinks looking at passage is good idea. Maybe hide fountain stairs until we return?"

And then, with glowy stone around head and axe in hand he marches down the hall.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You follow the tunnel the derros and mites where coming through and at the end you find a room with five Cassomirite slaves. You hear their desperate moans and they beg to be released.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Be Happy![" cries the large, sweaty, bloody and all too cheerful Iso.

"You have been rescued by Iso Soturi."

He gives each slave a fearsome hug before looking to their chains.

"Iso wonders if we found any keys on Derro." he says thoughtfully to his collection of Friends Of Iso.

Looking at the slaves as they are released he asks "Iso is wondering if you are from Guild of Wonders, Guild of Engineers, or Others of Knowlegeable persuasion, and also if you know why you were brought here."

He scratches as his beard some more.

"Iso also wonders how Derro and Mites knew of this place. Iso thought it a lost secret."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"Yes, we are engineers and inventors. How do you know that? They asked us questions about Cassomir's sewer systems and the old city below." one of the slaves answers.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso smiles in a broad Iso manner.

"Iso is very cleaver!" he says, nodding to himself.

"Iso will show you way out to surface. Seek guards, while Iso sees to root of evil. And Friends of Iso too."

He adds the last bit after remembering that perhaps he didn't do it all by himself.

"Iso is wondering if you could tell him what you told Derro and Mites. It might help Iso rescue more engin...people like you."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"They asked especially about the Ismacco tunnel system. I told them that the tunnel system is everywhere below the city. You can enter and leave the tunnels everywhere in the city if you know where to find the gates. But only few know about this system." an engineer answers.

The engineers follow Iso to the surface and thank you for releasing them.

pushing a bit
After making sure no more slaves are in the rooms around the fountain you open the stairway to hell again. You move downstairs and at the end an enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name "Ismacco" is displayed across the front of the crypt.

In earlier times, dozens of Taldor’s most notorious families were reburied here as punishment for their transgressions against the empire. The largest crypt is the family crypt of the Ismacco family, but people who further explore the room can find the Teppish family crypts as well. Two enormous lit braziers on either side of the Ismacco crypt’s doors light the entire room.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso wanders into the crypt, his light buzzing around his head.

"Iso know value of stealth, but also value of seeing enemy. We look for Ismacco crypt? Yes?" he asks the assembled Friends Of Iso.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I believe the torches are a good indication of which way we should go. I will follow you Iso!" Celentrai says with a smile.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Hmm, good thinking. Some fiend, ready for punishment by Iso must have lit them." agrees the barbarian, ambling toward the flames.

The Exchange

HP 44/44

"Let's go get them." adds Borrobol as he joins Iso to march toward the entrance to the Ismacco crypt.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You move towards the crypt, but before you are able to reach the doors a strange looking creature rises from the dust and rubble in fron of Iso and attacks.

GM Screen:

Initiative Iso: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Tippy: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Celentrai: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Borrobol: 1d20 + 1 ⇒ (19) + 1 = 20

Initiative Otyugh: 1d20 + 0 ⇒ (19) + 0 = 19

Round 1
Tippy
Borrobol

---------
Otyugh
---------
Celentrai
Iso

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy takes a 5-foot step NW and flings daggers at the creature

"Iso, duck!" he calls as the daggers are already flying.

[ooc]The creature has a square Tippy can target to avoid the firing into melee penalty, but there may be cover. No sneak attack if the walls provide cover. Also, he has range penalties.[/b]

Dagger vs flat footed: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (2) + 2 + (2, 7) = 13

Dagger vs flat footed: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (1) + 2 + (3, 1) = 7

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Where?" says Iso, looking around.

"Duck is good eating."

He looks at the foul monster emerging from the rubble.

"That doesn't look like a Duck to Iso."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy hurls two daggers at the tentacled creature while Iso still stares at the crypt but the dagger are defelcted by the creature's sturdy hide. Borrobol moves around one of the smaller crypts and tries to hit the beast from behind, but also misses.
Longhammer: 1d20 + 6 ⇒ (6) + 6 = 12

The Otyugh takes a step back and bites at Iso.
Tentacle #1 vs. Iso: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 4 ⇒ (8) + 4 = 12 + disease (Filth Fever); DC14 Fort

Round 1
Tippy
Borrobol
---------
Otyugh
---------
Celentrai
Iso

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"What a disgusting creature!"
Ray of Frost: 1d20 + 3 ⇒ (3) + 3 = 6
Celentrai yells as frost flies from her fingers.
Damage: 1d3 ⇒ 3

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Arrghhhh" shouts Iso, pained by the creatures nasty filthy bite.

"Get off Iso disgusting creature!"

fort: 1d20 + 9 ⇒ (6) + 9 = 15

Iso goes berserk, smashing at the creature with his great axe.

attack: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d12 + 10 ⇒ (3) + 10 = 13

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai shoots a ray of frost at the beast, but it freezes only the rubble on the floor. Iso, shaking off the filth fever effect, goes berserk and cuts a deep wound into the Otyugh.

Round 2
Tippy
Borrobol

---------
Otyugh -13HP
---------
Celentrai
Iso

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