The Emerald Spire: Law party (Inactive)

Game Master Captain collateral damage

Emerald Spire Superdungeon, Lawful party from Fort Inevitable, Level 1


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Male Human

Karist: what is the roll for?
Both Corath and Enrico's attacks land strong blows, but they don't seem to be quite as effective as they would normally be.
The construct lurches towards Enrico, attempting to slam into him, but the attack is easily avoided. The goblin touches his symbol and sends a wave of dark energy flowing through the room.
5 damage, DC 8 will save for half.

enemy attacks:
1d20 + 5 ⇒ (3) + 5 = 81d6 + 7 ⇒ (3) + 7 = 101d6 ⇒ 5

Grand Lodge

M Human Storm Druid, Wind AC 11 (Pdd Armor+1)//Init+1; HP 10/10; Fort+4; Ref+1; Will+5; Qrtstff +1 d6+1; Sickle +1 d6+1; Sling, 50ft, +1,d4+1M,R,CMB +1; Perc +6

It was to cast this spell Shillelagh on my quarterstaff. Here is the link
shillelagh spell

Will save

Spoiler:
+4 to Will save, so 1d20 + 4 ⇒ (17) + 4 = 21 so 2.5 damage round up or round down?


Male Dwarf Zen Archer Monk | HP: 11/11 | Init +3 | AC 15 (Touch 15 Flat 14) | CMB +3 CMD 14 | Fort +3 Ref +3 Will +5 | Acrobatics +5 Perception +8, Stealth +1, Darkvision 60 ft

Will Save: 1d20 + 5 ⇒ (11) + 5 = 16
Karist - are you thinking a concentration check?
The only reason I can think you'd need to roll is if you're adjacent to the enemy, and I don't think you are.

Thoril, refusing to be disheartened by his earlier miss, swings again.
Attack: 1d20 + 3 ⇒ (10) + 3 = 13+2 flanking
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Half-Orc Spell Specialist Arcanist 1

Will Save: 1d20 + 2 ⇒ (7) + 2 = 9

Corath barely resists the energy attack from the goblin and focuses his attention on the construct, confidant Karist could handle the goblin for now.

Longsword: 1d20 + 3 ⇒ (13) + 3 = 16
Damage, Two-Handed: 1d8 + 4 ⇒ (7) + 4 = 11


Male Human

5 damage; rounding down to 2.
Enrico Falcata: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 4 ⇒ (7) + 4 = 11
Will save: 1d20 ⇒ 12
Oh, yeah. You should probably heal Enrico.
Karist I assume is going to attack the goblin?

Grand Lodge

M Human Storm Druid, Wind AC 11 (Pdd Armor+1)//Init+1; HP 10/10; Fort+4; Ref+1; Will+5; Qrtstff +1 d6+1; Sickle +1 d6+1; Sling, 50ft, +1,d4+1M,R,CMB +1; Perc +6

Karist swung his quarterstaff at the goblin wit a sudden shift of his arms and shoulders.

Spoiler:
attack rolls1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 212d6 + 1 ⇒ (2, 3) + 1 = 6


Male Human

The goblin points at moves back then points at Karist.
Will save for Karist.
The contruct begins to spark and shudder, and while not ceasing to fight, it slows down, enabling Enrico to dodge its attack.

Construct attack:
1d20 + 5 ⇒ (8) + 5 = 131d8 + 7 ⇒ (7) + 7 = 14

Grand Lodge

M Human Storm Druid, Wind AC 11 (Pdd Armor+1)//Init+1; HP 10/10; Fort+4; Ref+1; Will+5; Qrtstff +1 d6+1; Sickle +1 d6+1; Sling, 50ft, +1,d4+1M,R,CMB +1; Perc +6

Capt and Thoril, so I am never really sure, having not played a druid before, when I have to do a spell check for something like the enhancement that I did on my quarterstaff.

So, only when GM asks, or there is a potential for a concentration question?


Male Human

You only need to make a concentration roll in specific circumstances. Otherwise spells automatically succeed, unless it's a weird spell like teleport.

Grand Lodge

M Human Storm Druid, Wind AC 11 (Pdd Armor+1)//Init+1; HP 10/10; Fort+4; Ref+1; Will+5; Qrtstff +1 d6+1; Sickle +1 d6+1; Sling, 50ft, +1,d4+1M,R,CMB +1; Perc +6

Spoiler:
will save1d20 + 4 ⇒ (2) + 4 = 6


Male Human

A wave of fear washes over Karist, and he runs away.
You are frightened for 1d4 ⇒ 3 rounds

Grand Lodge

M Human Storm Druid, Wind AC 11 (Pdd Armor+1)//Init+1; HP 10/10; Fort+4; Ref+1; Will+5; Qrtstff +1 d6+1; Sickle +1 d6+1; Sling, 50ft, +1,d4+1M,R,CMB +1; Perc +6

Karist ran back out of the room and hides behind opening of the door, he leaned up against the wall and slumped to floor of the hallway. He mind raced and he talked in whispers to himself.

"I don't think I will get out of here, with goblins everywhere, I just need to hide here, yea, I can hide here and maybe they won't notice me here."

Spoiler:
ok, so the club's enhancement works for ten rounds (one minute at level one), took one swing - so nine left. The fear spell lasts for three rounds, so when I come out of it, I would have six left when I come out of it and am not sucking my thumb in the corner.


Male Dwarf Zen Archer Monk | HP: 11/11 | Init +3 | AC 15 (Touch 15 Flat 14) | CMB +3 CMD 14 | Fort +3 Ref +3 Will +5 | Acrobatics +5 Perception +8, Stealth +1, Darkvision 60 ft

Thoril takes another swing at the construct!
Attack: 1d20 + 3 ⇒ (11) + 3 = 14+2 flanking
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

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