The Godsmouth Heresy - Team Kappa (Inactive)

Game Master Luke_Parry

Current Map of Complex


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Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Why don't you stealth to the treasure, it might prove useful in the final encounter?

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Good with that as well as long as everyone is close behind :)

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Well, once someone posts an IC statement of action, rather than an OOC comment, I will react accordingly ;-)

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Maeron glances between their options, remembering the 'treasure' they may be able to claim.

"Hisao, do you think you can sneak down and locate the item we were told about without being noticed?"

If Hisao can, Maeron will stay close enough to hear if the ninja is placed in danger.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao nods at Maeron and slowly makes his way down the right stairs keeping an eye out for threats and moving stealthily.
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
If I can't take 20 on perception then here is a perception roll
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Silver Crusade

Human Cleric 1 | HP: 10/10 | AC: 16 | T: 10 | FF: 16 | CMD: 12 | Fort/Ref/Will: +4/+0/+5 | Init: +4 | Perception: +3 | Sense Motive: +7
Spells:
Orisons: Create Water, Detect Magic, Light Level 1: Prot. fr Evil, Shield of Faith, Holy Shield | Channel Energy 5/5 | Touch of Good 6/6 | Restorative Touch 6/6

Max watches the ninja sneak off, quickly losing sight of him as he slinks off.
"We had better be prepared to rush to his aid, in case he runs into trouble. Im sure a bloodcurdling scream will let us know if he is in danger..."
Max reloads his crossbow and passes time by looking around for anything interesting.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Moving like a whisper, Hisao quietly moves down the stairs...

The ceiling opens up between two staircases in this wide corridor, creating a shaft above the hallway. Ten feet up, the shaft appears to connect to another passage above running north-south. A grisly heap of decaying body parts lies at the bottom of the shaft. The air is rank with the smell of rot, corruption, and pungent chemicals.

Quickly glancing over the pile, he spots a hand bearing a gold ring set with an emerald, which would probably be worth a fair bit of coin; however, before he can do much else, three severed hands in the body pile flex, and throw themselves at Hisao!

Unfortunately, they have Blindsense, so once you are within 30' of them, it is difficult for them to *not* notice you... this is about the only encounter you *can't* sneak up on :-/

CH #1: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27, for 1d1 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage + Grab: 1d20 + 0 + 2 + 1 ⇒ (5) + 0 + 2 + 1 = 8.

CH #2: 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14, for 1d1 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage + Grab: 1d20 + 0 + 2 + 1 ⇒ (10) + 0 + 2 + 1 = 13.

CH #3: 1d20 + 5 + 2 + 1 ⇒ (15) + 5 + 2 + 1 = 23, for 1d1 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage + Grab: 1d20 + 0 + 2 + 1 ⇒ (14) + 0 + 2 + 1 = 17.

All three manage to claw at the hapless ninja, but whilst the first two are unable to find permanent purchase, the third forms a death-grip around Hisao's throat, and starts to choke him.

Rules-wise, you have to hold your breath until freed.

Team Kappa Initiative:
Maeron: 1d20 + 2 ⇒ (11) + 2 = 13
Maxwell: 1d20 + 4 ⇒ (8) + 4 = 12
Hisao: 1d20 + 5 ⇒ (1) + 5 = 6
Cacumattus: 1d20 + 2 ⇒ (16) + 2 = 18
Tyr: 1d20 + 5 ⇒ (14) + 5 = 19
CH: 1d20 + 0 ⇒ (3) + 0 = 3

Round 1: Tyr, Cacumattus, Maeron, Maxwell, Hisao, CH.

Party is up.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

I don't know. The tremorsense of the swarm seems to make it impossible also. Also Hisao had 8 hp, does that mean he is unconscious and needs a con save?

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Ah, true. Make that one of the *two* encounters where stealth has no realistic chance.

Yes, you would need to make a Con check, but I would hold off for the moment - every other member of the party goes before you do, so anything could happen :-)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao shouts in surprise as the first hand rises up and claws a bloody and deep wound across his thighs and calves. The shout turns into a scream as another hand slashes at his stomach. His screams are choked out as the third rises up to grasp his throat with a possibly terminal grip.

IC way if communicating HALP to you guys upstairs

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

I can't see the map at work, but Maeron will move up as fast as his 20ft movement will let him without losing his Dex bonus. I'll drop a Cure Light Wounds on you as soon as I can Hisao.

Hearing his allies yelps of pain and sudden silence, Maeron rushes to assist.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

@Maeron: You can easily reach him with a single move action.

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Thanks, then it'll be a move and a Cure Light Wounds

Maeron darts towards the fallen ninja, muttering an incantation of healing as he lays his hands on his collapsed ally.

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Unfortunately, in his rush Maeron fails to pronounce a few of the syllabes with their full power and while the ninja stirs, many of his injuries remain.

"Awaken friend. We will not falter again!"

As the elf stands he holds his quaterstaff ready.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Thanks much Maeron. How much reach to these hands have and are they mobile?

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

They are most definitely mobile, and have reach zero; technically, they are all in your square.

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

Cacumattus rushes towards Hisao (MA two square north), and seeing the hand choking the ninja, attempts to pull it away from his throat. "Need a hand with that?"

Combat Maneuver: 1d20 - 2 ⇒ (2) - 2 = 0

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Tyr steps forward onto the stairs, and fires two arrows at the hands...

Arrow #1: 1d20 + 6 + 2 + 1 - 2 ⇒ (17) + 6 + 2 + 1 - 2 = 24, for 1d8 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10 Piercing damage.

Arrow #1: 1d20 + 6 + 2 + 1 - 2 ⇒ (11) + 6 + 2 + 1 - 2 = 18, for 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 Piercing damage.

Pinning one hand to the ground, and grievously injuring a second.

Cacumattus moves forward, and attempts to rip the hand from Hisao's throat, but is unsuccessful.

Maeron moves forward, and channels healing energy into Hisao, causing his eyes to flicker open once again.

Maxwell also moves forward...

Scimitar: 1d20 + 2 ⇒ (11) + 2 = 13, for 1d6 + 2 ⇒ (3) + 2 = 5 Slashing damage.

...and cleaves the already-injured hand in half.

Round 1: Tyr, Cacumattus, Maeron, Maxwell, Hisao, CH.

Hisao is up.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Gasping back to consciousness thanks to Maeron Hisao desperately stabs at the hand still at his throat I think it's a -2 to hit as I think I'm grappled. If I get it wrong please let me know.

blade: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 181d6 + 1 ⇒ (5) + 1 = 6

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Technically, yes, but since it also technically takes a -2 penalty to AC from having the grappled condition as well, the modifiers are a wash (which is why the grappled condition specifies that there are no penalties for one person in the grapple attacking the other).

Hisao desperately slashes at the hand slowly choking the life out of him, delivering a substantial slash which pares flesh down to the bone... but the undead hand refuses to release its death grip.

The Hand continues to try and strangle Hisao...

Grapple: 1d20 + 0 + 5 ⇒ (16) + 0 + 5 = 21 Vs CMD 14... for another 1d1 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage.

...returning the poor Ninja to unconsciousness.

Round 2: Tyr, Cacumattus, Maeron, Maxwell, Hisao, CH.

Party is up. FYI, the hand is fairly heavily injured after Hisao's solid blow...

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Sorry Hisao, I'm out of heals.

Maeron brings his staff down on the hand strangling the ninja.

Quarterstaff: 1d20 ⇒ 81d6 ⇒ 5

Urgh...

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

Cacumattus attempts once more to pull the hand from Hisao's throat.

Combat Maneuver: 1d20 - 2 ⇒ (13) - 2 = 11

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Cacumattus rips the hand from Hisao's throat, allowing him to breathe easily once again.

Maeron attempts to club the hand, without any success.

Round 2: Tyr, Cacumattus, Maeron, Maxwell, Hisao, CH.

Tyr, Maxwell, and Hisao are up.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Tyr shoots at the remaining hand...

Arrow #1: 1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16, for 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 Piercing damage.

...pinning it to the floor.

Maxwell then steps up, and uses the wand to heal Hisao...

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

...once again restoring him to consciousness.

Combat over.

Searching the body pile, you find a gold ring set with an emerald (probably worth around 500gp), as well as another hand with an unusual tattoo of a stylised owl.

DC 15 Knowledge(Local):
The symbol is that of the Council of Truth, a society of powerful wizards and sages who mysteriously disappeared from Kaer Maga years ago.

What now?

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

You save my life Hisao says with a grateful bow. let us just go to the end of this place He takes both the ring and the hand

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

So, back to the main corridor?

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Yeah and then Hisao will stealth down the corridor.

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

1d20 ⇒ 10
1d20 ⇒ 19
1d20 ⇒ 7
1d20 ⇒ 17

Continuing down the main corridor, Hisao finds two small alcoves (each 5' deep) either side of the corridor, and each containing two skeletons armed with bows!

You can have a surprise round ;-)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Assuming they haven't seen Hisao yet can he replace his blade with his mace quietly before the combat starts?

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Sure :-)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Is Hisao the only one with the surprise round?

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Correct. Hisao *did* go scouting by himself... If you want other people to take part in the surprise round, they will need to roll stealth checks... with the understanding that if anyone rolls poorly, it will run the risk of nixing the surprise round.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Mace: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13

With a shout of Skeleton archers Meant to let the rest of the team know what is happening Hisao brings his mace down on the north skeleton.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Hisao steps forward, and explodes one of the skeletons with a well-aimed blow of his mace.

Team Kappa Initiative:
Maeron: 1d20 + 2 ⇒ (17) + 2 = 19
Maxwell: 1d20 + 4 ⇒ (13) + 4 = 17
Hisao: 1d20 + 5 ⇒ (16) + 5 = 21
Cacumattus: 1d20 + 2 ⇒ (1) + 2 = 3
Tyr: 1d20 + 5 ⇒ (9) + 5 = 14
SA: 1d20 + 6 ⇒ (14) + 6 = 20

Round 1: Hisao, SA, Maeron, Maxwell, Tyr, Cacumattus

Hisao is up.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Can Hisao charge? If not then please minus 2 from attack roll.

Hisao rushes the other creatures swinging his mace as he does.

mace: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

@Hisao: Check the map - you are adjacent to one, and a 5' step away from the other two. A charge requires you to move at least 10', so unfortunately, you can't charge :-/

Hisao follows-up on his last blow with another well-placed blow, shattering a skeletal pelvis, and sending the remaining bones clattering to the ground.

The other two skeletons, with little choice, squeeze out of their alcove, drop their bows, and claw at Hisao!

Claw: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Claw: 1d20 + 2 ⇒ (20) + 2 = 22, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Claw, crit confirmation: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d4 + 2 ⇒ (3) + 2 = 5 *Additional* damage.

The lithe ninja *almost* dodges the first blow, but steps right into the second, razor-sharp bone claws ripping into his torso, and dropping him.

Round 1: Hisao, SA, Maeron, Maxwell, Tyr, Cacumattus

Party is up.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Man, that was some roll. Minus 6 Hp

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

Yes, it seems to be turning into a rule that Hisao is dropped in every combat... :-/

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

Hearing Hisao's shout, Cacumattus begins to run towards the melee. Run as a full action, which I think takes me about half the distance between Hisao and the rest of the group.

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

@Cacumattus: If you take the Run action, you can move up to four times your base movement speed - so in your case, 80'. Thus, you *can* be a lot closer, if you would like to be :-)

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

@Luke: Er, clearly basic multiplication isn't my strong suit. Let's take it to 3 squares east of Hisao's position, just out of reach of the skeletons.

... then skids to a halt as he sees the ninja collapse to the ground.

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Maeron dashes forward, hoping he can save their fellow Pathfinder.

"Maxwell, can you heal him?"

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

I think Maxwell has that pulse Positive Energy special ability. That should be good to both heal and hurt the skeleton archers which don't seem very sturdy or damaging as long as they as they don't get absurd attack and damage rolls

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

FYI, when channeling, you either channel to heal the living, or harm the undead - 'standard' channel does not do both at the same time...

Silver Crusade

Human Cleric 1 | HP: 10/10 | AC: 16 | T: 10 | FF: 16 | CMD: 12 | Fort/Ref/Will: +4/+0/+5 | Init: +4 | Perception: +3 | Sense Motive: +7
Spells:
Orisons: Create Water, Detect Magic, Light Level 1: Prot. fr Evil, Shield of Faith, Holy Shield | Channel Energy 5/5 | Touch of Good 6/6 | Restorative Touch 6/6

sorry for lack of activity recently. had a bout of stomach flu

"I'll get him!"
Max rushes to the Ninjas side and casts Cure Light Wounds.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

No worries, Maxwell - I hope that you are fully recovered :-)

You are too far away to reach Hisao this round, but you can certainly keep that roll for next round :-)

Cacumattus, Maeron, and Maxwell all hustle towards Hisao and the skeletons as quickly as they can.

Tyr simply steps closer, and unleashes two arrows at the two remaining skeletons...

Arrow #1: 1d20 + 6 + 2 - 4 ⇒ (12) + 6 + 2 - 4 = 16, for 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Bludgeoning damage.

Arrow #1: 1d20 + 6 + 2 - 4 ⇒ (8) + 6 + 2 - 4 = 12, for 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Bludgeoning damage.

...the first finds its mark, causing the skeleton to explode into a million shards of bone, but the second misses its target, due to the covered provided by Maeron.

Round 2: Hisao, SA, Maeron, Maxwell, Tyr, Cacumattus

@Hisao: Make a stabilisation check.

The remaining skeleton, following its programming, picks up its bow again, and fires an arrow...

1d2 ⇒ 1

Arrow: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7, for 1d6 + 1 ⇒ (6) + 1 = 7 Piercing damage.

...but Cacumattus is easily able to dodge out of the way.

Party is up again :-)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Stabilize: 1d20 - 6 ⇒ (10) - 6 = 4 Minus 7 HP

Grand Lodge

Male Elf Druid (Treesinger) 9 HP: 57/57 | AC: 18 | T: 14 | FF: 14 | CMD: 20 | Fort: +7 | Ref: +7 | Will: +10 | Init: +4 | Perc: +18 | Sense Motive: +4

Maeron charges the remaining skeleton, bringing his quarterstaff down.

Quarterstaff: 1d20 + 2 ⇒ (4) + 2 = 61d6 ⇒ 4

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

If Maxwell is keeping his action than Hisao is back to 2hp. Also since Archer has bow out Hisao can get up without aoo right?

Sovereign Court

Nitpick - Male Ysoki Witchwarper 1 (HP 15/15) (Fort +4) (Ref +6) (Will +6) (AC 17) (Perception +4)

@Hisao: Correct :-) It may not have been the most tactical decision for them, but it *was* consistent with their programming ;-)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao feels himself come back to consciousness but in extreme pain. Still he wills himself to his feet and, five foot stepping if he needs to in order to get into flanking position with Maeron, brings his mace down on the final skeleton.

mace: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8

Seriously what at the dice

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