The Gauntlet (Inactive)

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Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 2

Darrt is way dead beyond breath of life healing range.

"Power up incoming."
5' step to A11, leaving Huuurk free to charge if he wants (assuming a dispel magic on the darkness from Shakros) and also to leave the space open for Carrl to 5' step and have reach to both drow.
Cast blessing of Fervor, party.
I assume Huuurk is raging so save DC is 21 due to superstition.
Taking +2 attack/ac/reflex from bof
Move action to retrieve ever smoking bottle - not expecting to need it, but will have it in hand if I do.

stats:

HP 90/111
AC 30 (28 in darkness)
12 rounds of dust form remaining
13 rounds of bof remaining
3 channels used
6th used/1
4th used/1


Male Human Oracle 15, HP 141, Init +1

Are there any new creatures in range of my 30' blind sense? or did the Tataka hit Huuurk with a ranged effect?

If there is something next to Huuurk that would threaten an AoO on me during casting of bof, then casting bof defensively, DC 23, and warn Shakros that there is something next to him.
1d20 + 20 ⇒ (19) + 20 = 39


ROUND 2

Eidolon will delay (Assuming Shakros is going to dispel the darkness)

Note: Eidolon will live until the beginning of round 14, and then will return to his home plane.


Round 2

Boleridin will cast a greater dispel magic at the darkness on his go, if it hasn't been dispelled already.

Dispel roll: 1d20 + 13 ⇒ (14) + 13 = 27

Shakros, you could delay if you want to keep your actions. Though that might be too metagamey, I don't know.

If it is dispelled by that point, I'll do something else.


Mlungisi wrote:

Are there any new creatures in range of my 30' blind sense? or did the Tataka hit Huuurk with a ranged effect?

If there is something next to Huuurk that would threaten an AoO on me during casting of bof, then casting bof defensively, DC 23, and warn Shakros that there is something next to him.
1d20 + 20

It was a ranged affect.

Will save by Huuurk:1d20 + 15 ⇒ (1) + 15 = 16

The dice gods are not helping me.


horray! The only time I've ever wanted someone on my team to fail a will save!


No idea if i can see D1, but if i can im going to attack him

Attack: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 3d6 + 30 ⇒ (2, 4, 5) + 30 = 41

Attack: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 3d6 + 30 ⇒ (2, 4, 2) + 30 = 38

Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 3d6 + 30 ⇒ (1, 6, 6) + 30 = 43

Here are some miss chance rolls in case i need them

1d100 ⇒ 13
1d100 ⇒ 37
1d100 ⇒ 34


He was not trying to be sneaky so I guess you can hear him stop moving.

I normally say that high rolls win with percentage so your attacks missed.

D1: How do they keep finding me?

PS:You also did not their target AC.

Shakros you are up.


Well i missed so forgetting BoF is a moot point, but would a 29 have hit?


Caarl wrote:
Well i missed so forgetting BoF is a moot point, but would a 29 have hit?

29 would hit their AC.


SHakros Dispels the darkness. 1d20 + 13 ⇒ (2) + 13 = 15


Shakros attempt to dispel the darkness fails, but Boleridin's does not.

Huuurk has a clear path to D2, and D1 is not happy being so close to Caarl.

D2 makes an AoO against Huuurk.

Attack: 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 1d10 + 24 ⇒ (10) + 24 = 34
Huuurk takes 22 points of damage
-------------------------------------------------------

Huurk's attack

Attack: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d4 + 45 + 2d6 ⇒ (2, 2) + 45 + (1, 1) = 51
possible crit: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 2d4 + 45 + 2d6 ⇒ (4, 4) + 45 + (5, 5) = 63

Attack: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d4 + 45 + 2d6 ⇒ (1, 3) + 45 + (4, 5) = 58

Attack: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 2d4 + 45 + 2d6 ⇒ (2, 1) + 45 + (3, 5) = 56

Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d4 + 45 + 2d6 ⇒ (3, 1) + 45 + (3, 3) = 55

D2 is dead.
----------------------------------------------
I think it is the Eidolon's go since it held it's action.


sense the darkness is gone before my turn do i actually get to hit?


Caarl wrote:
sense the darkness is gone before my turn do i actually get to hit?

None of your attack rolls were high enough. You were close though. Their AC is above 27.


ROUND 2

Five-foot step, full attack D1. Using BoF for +2 AC

Stats:

Bite: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 1d8 + 28 ⇒ (3) + 28 = 31 plus 1d6 ⇒ 6 electric.

Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 19 ⇒ (2, 5) + 19 = 26 plus 1d6 ⇒ 4 electric.

Claw: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 2d6 + 19 ⇒ (6, 5) + 19 = 30 plus 1d6 ⇒ 4 electric.

Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25 plus 1d6 ⇒ 6 electric.

Claw: 1d20 + 23 ⇒ (1) + 23 = 24


I see the playing field has been somewhat leveled. :)
I will run the monster's actions when I get home tonight


Watcher Uatu wrote:
Caarl wrote:
sense the darkness is gone before my turn do i actually get to hit?
None of your attack rolls were high enough. You were close though. Their AC is above 27.

That 29 would have hit. I did not think to include the +2 from BoF.


Round 3
Drow:29
The drow pulls out another scroll and cast a spell

spellcraft DC 20:
True Seeing

Tataka:27
cast a spell.

spellcraft DC 19:
greater invis

Omox: 23
concentrates and a strange fog surrounds the party. It is centered on Caarl and the Eidolon
Everyone take acid damge: 2d6 ⇒ (1, 4) = 5.
Boleridin is flying so he is safe

Guecubu: 23 concentrates and the ground beneath your feet changes to mud.
Make a DC 22 reflex save or:

Spoiler:
This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

Temer: 23
Smiles at Boleridin and shoots a green ray at him.
Touch Attack: 1d20 + 22 ⇒ (4) + 22 = 26
Make a DC 21 Fort save

Damage: 34d6 ⇒ (2, 5, 3, 6, 6, 3, 1, 1, 1, 4, 5, 6, 5, 2, 6, 3, 6, 1, 2, 4, 3, 5, 5, 2, 1, 1, 3, 6, 6, 2, 1, 2, 4, 5) = 118
If this damage is enough to bring you to 0 hp you turn to dust.

If you make the save:

Damage: 5d6 ⇒ (3, 3, 6, 2, 4) = 18
If this damage is enough to bring you to 0 hp you turn to dust.

------------------------------------------------------------------
Shakros: 17
Huuurk: 16
Mlungisi:14
Darrt:14
Boleridin:10
Caarl: 3


REflex-1d20 + 19 ⇒ (6) + 19 = 25


Male Human Oracle 15, HP 141, Init +1

Reflex: 1d20 + 12 ⇒ (10) + 12 = 22


Reflex: 1d20 + 11 ⇒ (4) + 11 = 15


Male Human Oracle 15, HP 141, Init +1

Mlungisi round 3
Activate my boots of levitation (that is a standard action correct?)
UMD: 1d20 + 17 ⇒ (7) + 17 = 24
float 20' up


Reflex: 1d20 + 9 ⇒ (17) + 9 = 26

129/134HP

Being unable to see, Shakros uses a move action to draw his wand, a standard to use a charge on his Wand of Enlarge person to cast it on himself, and a swift action to give his Weapon a total of +5 keen shocking frost.

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