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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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 forward, tumbling to get inside the creature's reach, to stand next to Iso.

Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15

The Exchange

HP 44/44

Borrobol takes a step back and takes another whack at the creature with his longhammer.
Attack: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy moves forward and tries to dodge the Otyugh's tentacles, but he stumbles a bit and gets hit. CMD19 Borrobol attacks the creature with his longhammer and smashes several bones.
Aoo vs. Tippy: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The Otyugh bites back at Borrobol but almost bites one of its own tentacles.
Bite: 1d20 + 7 ⇒ (2) + 7 = 9

Round 2 & 3
Tippy
Borrobol

---------
Otyugh -30HP
---------
Celentrai
Iso

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

"You No Hurt Friend Of Iso Soturi!" screams the frothing Barbarian, swinging his great axe with gay abandon!

attack: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d12 + 10 ⇒ (11) + 10 = 21

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

With Borrobol opposite himself, Tippy waits until the creature lunges at the dwarf before he strikes.

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25
Damage: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (1, 3) = 9

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10

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

"Yuck don't get wrapped up with that thing Borrobol!"
Ray of Frost: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d3 ⇒ 3

The Exchange

HP 44/44

Borrobol keeps his distance and tries to hit it with his longhammer again.
Attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18

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 eyes up Borrobol's longhammer technique with envy.

"Iso thinks that Borrobol is fine warrior. ISo maybe even willing to trade techniques with Friend Borrobol later."

I gota get Power Attack!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

With three more hits the Otyugh makes a final roar before dropping to the cold stone floor.

combat over

You move on to the crypt. It stretches toward the room’s ceiling and two large, copper braziers flank its impressive floor-to-ceiling doors. At the building’s base, a faceless statue holds a gibbous moon aloft. Three stairs ascend to the crypt’s entrance.

Kn. religion DC15:

The statue in front of the crypt as a representation of Groetus.

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 sits for a moment to regain his strength after the battle.

"Iso impressed with strength of dwarves. Borrobol never rest after battle. " He makes a sign against evil as he eyes on the statue.

"Iso not like look of statue, gives Iso bad feeling in stomach."

After recovering his breath, he heads up the stairs...

The Exchange

HP 44/44

Borrobol grunts, "Thank you Iso. It is the strength of the earth and the god locked within. I prefer to roll over my foes, but that creature was too well-rooted. We'll see what lurks within Groetus's tomb here though. Let's see." Borrobol joins Iso entering the crypt.
Knowledge (religion): 1d20 + 2 ⇒ (20) + 2 = 22

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 the creature over then looks around the room for any interesting items.
"I am sure glad you are going before me! I think that thing would take one look at me and enjoy his lunch! If you would be so kind as to wait a sec, I would like to look around for just a bit."
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Looking for anything interesting, you know like treature.

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 retrieves his daggers and eyes the statue uneasily. However, seeing Celentrai looking for treasure picks his spirits up and he helps.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso and Borrobol lead the way into the crypt. Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt. The inside of the crypt is well lit.

Several members of the Cult of Nature’s Cataclysm have set up a guard post near a shattered burial niche in the northeast corner of the room. A grand altar rests in the open basilica in the northernmost portion of the room; stairs nearby lead up to a second level of burial niches. An impressive two-story wall mural in the basilica depicts a stern figure glaring down on the sepulcher.

"Hey, you are not allowed to enter!" one of the cultists shouts and attacks.

GM Screen:

Initiative Iso: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Tippy: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Celentrai: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Borrobol: 1d20 + 1 ⇒ (11) + 1 = 12

Ini Cultist Thug red: 1d20 + 0 ⇒ (14) + 0 = 14
Ini Cultist Thug green: 1d20 + 0 ⇒ (12) + 0 = 12
Ini Cultist Thug blue: 1d20 + 0 ⇒ (11) + 0 = 11
Ini Cultist Elite Thug yellow: 1d20 + 5 ⇒ (20) + 5 = 25

The elite cultist shoots an arrow at Iso.
Longbow vs. Iso: 1d20 + 4 ⇒ (12) + 4 = 16

Round 1
Elite Cultist yellow
------------
Iso
Tippy

------------
Cultist red
------------
Borrobol
------------
Cultist green
------------
Celentrai
------------
Cultist blue

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

"Eat steel!" Tippy shouts, moving 20 feet straight north and flinging a dagger at the cultist with crazy blue eyes.

Dagger: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7

The dagger slips from his hand as he whips it back and zips over Borrobol's head. Tippy doesn't even realize it until he tries to throw his empty hand.

Tippy quickly looks about for an empty burial niche he could climb into and die of embarrassment.

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

"Party time!" shouts an enthused Iso.

One really does wonder about the type of parties he attends. This one seems to have an "axe" theme.

He saunters closer, his long legs eating up the yards, and then the great axe flashes out at the man in front of him.

attack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d12 + 7 ⇒ (10) + 7 = 17

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy drurls a dagger at one of the cultists, the dagger drops, while Iso moves up to the closest half-orc and knocks him out. The cultist with red hair shoots an arrow at Iso, but misses.
Longbow vs. Iso: 1d20 + 4 ⇒ (8) + 4 = 12

Round 1
Elite Cultist yellow
------------
Iso
Tippy
------------
Cultist red
------------
Borrobol
Celentrai

------------
Cultist blue

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 moves forward and tosses shards of ice at blue.
Ray of Frost: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 3

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai throws a ray of frost at the cultist in front of Iso. Borrobol moves up to the cultist near the rubble and attacks him with his longhammer and the thug drops into the rubble, face down.
Borrobol vs. blue: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20

The elite cultist shakes his head and attacks Iso once again. He drops his bow and picks out a heavy flail.
Yellow vs. Iso: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 3d10 + 12 ⇒ (8, 5, 4) + 12 = 29

Round 2
Elite Cultist yellow -3HP
------------
Iso
Tippy

------------
Cultist red
------------
Borrobol
Celentrai

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 straight north, wincing at the bone-crushing blow. He leaps into the air, attempting to clear the rubble and land next to red.

Acrobatics, using adaptable luck: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20

"Borrobol, help Iso. I'll handle red-nose!"

"Man, you really need to lay off the stale brandy!" Tippy says to the guy, grimacing.

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

3d8+12 damage from a regular hit by a flail? Ouch!

Iso raws in agony as the flail hammers home. His own great axe swings in return, determined to put an end to the threat.

attack, rage: 1d20 + 11 ⇒ (1) + 11 = 12
damage: 1d12 + 10 ⇒ (11) + 10 = 21

However the pain of the blow seems to have put him off his swing.

The Exchange

HP 44/44

"Iso doesn't normally need much help..." But then seeing the flail crunch into Iso, he adds "...but maybe just this once."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Wtf, I accidently took the hit die instead of the damag for the flail :X I'm so sorry, I didn't check twice, because it's the subtier 6-7 guy.
Damage: 1d10 + 4 ⇒ (6) + 4 = 10 that's correct!

Tippy moves up to the rubble, leaps over it and lands next to the guy with the red nose. "It's not the brandy, it's an allergy!" the guy answers and sneezes into Tippy's face. Iso tries to hit the elite warrior, but misses.

Round 2
Elite Cultist yellow -3HP
------------
Iso
Tippy
------------
Cultist red
------------
Borrobol
Celentrai

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

Seeing Tippy attacking the warrior alone Celentrai attempts to help.

Magic Missle with toppling: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Toppling: 1d20 + 6 ⇒ (6) + 6 = 12

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

Phew! No biggie, Iso can take a hit or two

Iso looks relieved. The worst <crack> was the sound of one of the straps on his armor breaking.

The Exchange

HP 44/44

"Thought that was worse than it was Iso. Let's see about tilting the odds a little further in our favor." Borrobol swings his longhammer at the yellow one.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai shoots a magic missile at the warrior next to Tippy. The power of the missile knocks the warrior prone. Borrobol attacks the elite cultist and injures him badly, he's bleeding but still standing. The cultist tries to return the favor and steps between Iso and Borrobol. 5-ft.-step
Heavy Flail vs. Borrobol: 1d20 + 8 ⇒ (19) + 8 = 27
Confirm?: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Round 3
Elite Cultist yellow -23HP
------------
Iso
Tippy

------------
Cultist red prone
------------
Borrobol
Celentrai

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 tries to bring both daggers down on Rudolph, the Red-Nosed Cultist.

Dagger vs prone: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Dagger vs prone: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

If the cultist survives and tries to stand, Tippy takes an AoO.

Dagger vs prone AoO: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

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

"Good blow" nods Iso in a rare moment of rationality as he swings his massive axe again into the yellow shirted cultist.

attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d12 + 10 ⇒ (11) + 10 = 21

"It will be your last."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy hurls two daggers at the guy lying between the rubble and both daggers hit the target. The half-orc tries to get away, but a last attack of Tippy finally knocks the cultist out. Iso attacks the remaining culist and with a mighty blow he injures him really bad. -13HP with 14 con

combat over

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

"I guess he was right. He was allergic to daggers," Tippy quips as he pulls his blades free.

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 rubs his sore shoulder and sits down for a moment of rest.

"Iso continues to be impressed with the dwarven endurance of Friend Borrobol." he murmurs, his chest heaving mightily.

He gestures to the man in yellow.

"Iso also notes he is not dead yet. Dead men can answer no questions, but Iso thinks he might not be able to answer any for many days to come."

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 almost dead man.
"Tie him up and I can use my cure wand on him. Information can always be useful.

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 gets tiredly to his feet and secures the seriously injured man.

"Iso thinks you had best use it now or it will be too late."

Then he shrugs, "Iso notes it may be too late anyway."

The Exchange

HP 44/44

"Once we're done with him, looks like there might be some stairs up ahead. This place might not have surrendered all of its secrets yet."

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 searches through her backpack and pulls our a few potions. "Stange these do not look like a wand." and begins to use the cure potions.
Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2

If they are needed
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light: 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

HP 44/44

I'm at 24/44, but assuming we've got some other folks down too, why don't I take one of those 4s to start to make it 28/44.

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

DR helps a lot. Iso is only down 18 by my calculation at the moment.

"Friend Borrobol should drink more. Drink makes you Strong" suggests Iso.

The Exchange

HP 44/44

"Drinking is an idea I can really get behind. Those healing potions aren't as good as a mug of ale, but they do take the edge off the wounds."
Why don't I take the 9 then to bring me to 37/44 and you can take the 4 and the 2 so you're only down 12.

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

That sounds good to me
Iso drinks one, and then after a moment, drinks the second.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You search the room. In the northwest-most alcove, two Cassomirite slaves are bound inside a small cage. The post guard hides a set of rough-hewn stairs descending into darkness. Inside the sarcophagus of Rashim Ismacco rests his scimitar, Rashim’s Caress.

The slaves gratefully thank you for defeating the cultists and tell tales of the grotesque Dalirio below — namely that they’ve seen him use magic to turn other slaves into skeletons. The Cassomirite slaves wish to return to Cassomir but are lost and need someone to lead them back to the surface.

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

"You have been rescued by Iso Soturi! Iso must deal with Evil Below, but will return to lead to to the surface" says the barbarian once the slaves are released from their cages.

He looks at the weapon from the sarcophagus.

"Is sword magical? Iso wonders if this matters, as Iso's axe has the magic of Iso behind it."

The Exchange

HP 44/44

"If it has a name, its probably magical. Of course, it might be cursed too. I think I'll stick with my hammers."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Detect Magic:

The scimitar is not magic.

You move down the stairs where the slaves say Dalirio's hiding. The stairs lead you to a burial chamber. Several ornate burial niches adorn the passage walls. In the passage’s southwest corner, shattered niches reveal a massive set of iron double doors. An image carved on the doors depicts a dispassionate figure holding a gibbous moon.

Perception DC12:

You find a sample of the embalming techniques used within the Crypt of Fools here. You locate an intact specimen inside one of the burial niches.

The Exchange

HP 44/44

"Look here. Venture Captain might want to have a look at this once we finish with Dalirio. Figure he's behind those doors?" Borrobol moves up to help Iso with the doors once everyone is ready.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15

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

"Before we move on should be check to make sure its completely and truly dead? I mean not undead?"

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 takes his axe and cuts the body in half.

"If it is undead, Iso's axe will slow it down."

He then (assuming nothing bad happens!) advance on the doors and throw them open.

"I am Iso Soturi, and I have come for you!"

Iso is not the most subtle person in the world!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Nothing bad happens and Iso throws the doors to Dalirio's den open.

A purple glow washes over this cold chamber, creating an otherworldly sheen. A large desk adorns the south wall; behind its oaken bulk hangs a large map of Cassomir. Straw-lined cages line the chamber’s east and west walls. In the center of the room, resting on a small pedestal, a black rock absorbs the chamber’s bright torch light.

On the far side you see a creature which looks like Dalirio, but his skin already started to rot. The creature is raising skeletons with a wand. Whe he sees Iso in the door frame he commands the undead to attack.

As I understood the description and the map, only the long chamber in the middle of the circle is reachable from where you are at the moment.

GM Screen:

Dalirio green: 1d20 + 7 ⇒ (4) + 7 = 11
Skeleton red: 1d20 ⇒ 9
Skeleton blue: 1d20 ⇒ 2

Initiative Iso: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Tippy: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Celentrai: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Borrobol: 1d20 + 1 ⇒ (11) + 1 = 12

Round 1
Iso
Tippy
Celentrai
Borrobol

-----------
Dalirio green
Skeleton red
Skeleton blue

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 uses his speed to good advantage and hurries down the hall of cages. Stepping past the skeleton guards he moves to provide a distracting presence in the flank of the wizard.

And then he swings his axe

attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d12 + 7 ⇒ (7) + 7 = 14

Iso's 45' move comes in handy here. If skeletons and Dalirio are not flat footed they all get AOOs on Iso. If one hits then Iso will enter a rage so add +2 to hit and +3 to damage. Not that it matters with that "1" - the RNG hates me.

The Exchange

HP 44/44

Borrobol rushes into the chamber behind Iso, ready to swing his longhammer at the rotting Dalirio.
I'm probably not able to charge because of that pedestal, so this probably has to be a double move, but I'll give an attack roll against Dalirio in case Borrobol can charge...
Attack (charge): 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19

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