The Hunt for a Coward (Inactive)

Game Master TheIronGiant6


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Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

"More interesting things are probably concealed behind the illusion than not."

"Grooklepop, do you want to break another spell?"

Seems easier than a bunch of will saves to disbelieve


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

"If it doesn't exist, we can just walk through it couldn't we? But I don't mind wrecking more of that two-bit wizzer's magic."


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Wilhelm can tell us / show us it doesn't exist, but that just gives us a bonus on our will save to disbelieve.

but to be honest, I'm not sure that if you don't know for certain its an illusion that you can spellsunder it.


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Also, I'd rather save my Dispels for the big stuff. The more Spell Sundering, the better!


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Grookle shrugs, and takes up his trademark Spell breaking stance.

Spell sunder, strength surge: 1d20 + 24 + 3 + 4 + 18 ⇒ (13) + 24 + 3 + 4 + 18 = 62

I almost wonder if his spell sunder would be more effective at this rate. Who knows! Also, I'm tempted to try it on that fire... but I feel like it would have undesirable results.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Actually spell sunder is far more effective than dispel magic against most things. The CMB numbers really give it a huge advantage.

Dark Archive

Sorry I was busy today!
The wall tears as Treefeller passes through it. The dark hallway behind it leads on further than any of you can see, its walls also stone. Wilhaim, you do not see any illusions so far.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

"Simple simple. Shall we go on ahead?"


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

"Yes, let's. Nothing to report, so far.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

"Careful, let one of us look first." Nastarok says to Wilhaim and Grooklepop as he gestures from himself to Omar.

Nastarok looks ahead for traps.

perception for traps: 1d20 + 32 + 7 + 4 + 2 ⇒ (8) + 32 + 7 + 4 + 2 = 53

(As a note, he has the trapfinding talent so he automatically looks for traps within 10')


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Omar will maintain his normal location in the marching order as Nastarok seems to know his way around traps.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Grookle will move along as well once things are set.

Dark Archive

You move slowly through the corridor, checking for traps along the way. After walking about a hundred yards, you come across something that seems like a trapdoor, leading down. The small handle is pointed towards you, and you can just make out its outline. Before you can act, you hear what sounds like metal scraping the stone floor behind you. It seems to be coming from the rooms you had just left, and you can hear it nearing your hallway.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

The short gnome turns his head toward the sound. "Ah... well that can't be good."


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

"The guardians the elf spoke of?"

Dark Archive

Nastarok:
You hear a voice in your head, different from the figure before.
"The door is a trap, but not a trap meant for you."

The scraping nears closer, and you can now hear steps, sounding like heavy boots.


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Wilhaim gets into a defensive stance, and waits with bated breath.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Omar will hide.

stealth: 1d20 + 41 ⇒ (8) + 41 = 49


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Grookle readies his axe.

Dark Archive

The scraping nears closer, and a form reaches around the corner. The figure is clad in huge metal armor, and the figure itself is at least eleven feet tall. It drags behind it a strange sword, with a hilt looking more like the handle of shears. In its other hand is a large reel of thick, golden thread. Its eyes glow blue
It is a hundred feet away, and the hallway is about fifteen feet high and fifteen feet wide. Roll initiative.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

"That's different."

Init: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

init: 1d20 + 15 ⇒ (15) + 15 = 30


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Initiative: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

initiative: 1d20 + 12 + 4 + 2 ⇒ (15) + 12 + 4 + 2 = 33

"Let it close in Grooklepop, then I'll flank and you smash it."

Nastarok delays to let the metal monster get closer.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

"Sounds like a plan. Oi oi, Wilhaim, know what it could be?"

Dark Archive

No need to delay, it beat you in initiative.
The creature moves its sword in a beckoning motion, and all of you begin to see your worst nightmares rush at you, attacking you. With True Seeing still active, Wilhaim notices this is an illusion right away. The others are not so lucky.
Everyone but Wilhaim, roll will saves, then fortitude saves.
It makes another motion, raising its sword triumphantly.

Initiative Order:
Monster
Nastarok
Omar
Grooklepop
Wilhaim


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

will save: 1d20 + 16 ⇒ (14) + 16 = 30
fort save: 1d20 + 21 ⇒ (9) + 21 = 30


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

will: 1d20 + 11 + 6 ⇒ (4) + 11 + 6 = 21
fort: 1d20 + 14 + 6 ⇒ (9) + 14 + 6 = 29


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

I'll hold off on Wilhaim's post until after the results are revealed.

Dark Archive

Omar, you realize that this apparition is an illusion before it reaches you, and it dissolves into a gray, vague shape.

Grookle, you do not realize this thing is an illusion, but why would you be scared of anything? As it slices through you, you spit in its horrifying, nightmarish face, and only take 15 damage.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Grookle shudders briefly, and is glad the images of his three companions in drag, rushing forward to give him a kiss, has vanished. Too weird.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Omar will take a careful look down the hallway to see if he can spot the source of the illusion.

perception: 1d20 + 42 ⇒ (19) + 42 = 61


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Will Save: 1d20 + 17 ⇒ (5) + 17 = 22
2nd Will Save (if it's mind affecting - Cap of the Free Thinker): 1d20 + 17 ⇒ (8) + 17 = 25

Fort Save: 1d20 + 16 ⇒ (19) + 16 = 35

Dark Archive

Nastarok, your worst nightmares appear very real. However, you are braver than you think, and do not die of fright from the abomination, taking only 12 damage.

Looking down the hallway, Omar does not see the source of the illusion. Instead, it looked as if the armored creature summoned them. (Also wow that perception modifier xD)


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Oh, I thought the armored critter was the illusion, OK, guess I do have a target.

Omar will start volley firing at the armored critter.

deadly aim, rapid shot, clustered shot, many shot
to hit: 1d20 + 26 ⇒ (4) + 26 = 30 damage: 2d8 + 44 ⇒ (6, 4) + 44 = 54 acid: 2d6 ⇒ (1, 5) = 6
to hit: 1d20 + 26 ⇒ (6) + 26 = 32 damage: 1d8 + 22 ⇒ (3) + 22 = 25 acid: 1d6 ⇒ 1
to hit: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 1d8 + 22 ⇒ (4) + 22 = 26 acid: 1d6 ⇒ 5
to hit: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 1d8 + 22 ⇒ (2) + 22 = 24 acid: 1d6 ⇒ 6
to hit: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 1d8 + 22 ⇒ (8) + 22 = 30 acid: 1d6 ⇒ 5


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

"Last one to the bad guy is a half-troll's fancyboy Grooklepop!" Nastarok says to the gnome.

He clicks his heels together to activate his Boots of Speed for the round. (free action)

He flicks his kukri out of their sheaths. (free action)

He activates Dimensional Dervish to dimension door to the bad guy (swift action - 120 foot range - 100 foot distance leaves him 20 feet of movement - enough for 5 total attacks, with 1 5' step in the middle to circle around from front right to back left). Ending adjacent to the bad guy.

Double Debilitation: as soon as a sneak attack lands, it takes a -2ac vs everyone (-6ac vs me) and a -2to hit everyone(-6 to hit me).

Attack #1 (Haste): 1d20 + 24 + 1 + 6 ⇒ (4) + 24 + 1 + 6 = 35

Attack #2 (1st right): 1d20 + 24 + 1 + 6 ⇒ (2) + 24 + 1 + 6 = 33

Attack #3 (1st left): 1d20 + 24 + 1 + 6 ⇒ (6) + 24 + 1 + 6 = 37

Attack #4 (2nd right): 1d20 + 19 + 1 + 6 ⇒ (2) + 19 + 1 + 6 = 28

Attack #5 (2nd left): 1d20 + 19 + 1 + 6 ⇒ (5) + 19 + 1 + 6 = 31

Really? 4,2,6,2,5? Really?

damage #1: 1d4 + 11 + 7d6 ⇒ (2) + 11 + (3, 1, 2, 2, 5, 5, 1) = 32

damage #2: 1d4 + 11 + 7d6 ⇒ (3) + 11 + (4, 6, 4, 1, 2, 4, 5) = 40

damage #3: 1d4 + 7 + 7d6 ⇒ (2) + 7 + (6, 1, 1, 1, 1, 3, 1) = 23

damage #4: 1d4 + 11 + 7d6 ⇒ (4) + 11 + (1, 6, 6, 5, 6, 5, 1) = 45

damage #5: 1d4 + 7 + 7d6 ⇒ (2) + 7 + (2, 2, 4, 6, 2, 4, 1) = 30

Dark Archive

Nastarok slices through it several times, only his second right attack clanking off of the armor. The creature doesn't seem to have been hurt very badly.

Omar, you fire off several arrows, but most just hit its armor harmlessly. One, however, does slip through, and it seems to be a bit more painful than Nastarok's attacks.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

remember, Bewildered Debilitating Injury drops its AC by 2/6 for 4 rounds and Disoriented Debilitating Injury gives it a -2/-6 pnealty on attacks for 4 rounds.

That second part is likely to be important next round when it tries to hit me with that sword

Dark Archive

Nastarok wrote:

remember, Bewildered Debilitating Injury drops its AC by 2/6 for 4 rounds and Disoriented Debilitating Injury gives it a -2/-6 pnealty on attacks for 4 rounds.

That second part is likely to be important next round when it tries to hit me with that sword

Yep, I did drop its AC, which is why you hit so many. Omar still missed most, but he only had a -2 AC instead of -6. I will keep in mind the attack mod as well, it may save your life :P


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Indeed, the counterattacks are my main concern at this point


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

"O-oi! No fair!"

He enters an enraged charge, and starts shouting out obscenities in sylvyan. At the end of his charge, he dosn't actually aim for the enemy, but the enemy's weapon.

Sunder, Strength Surge: 1d20 + 24 + 3 + 4 + 2 + 18 ⇒ (4) + 24 + 3 + 4 + 2 + 18 = 55
That may or may not actually hit, if it does;
Sunder Damage, Powerful Blow: 3d6 + 22 + 5 ⇒ (1, 4, 3) + 22 + 5 = 35

AC is effectively 32 until the end of this round.

Dark Archive

I don't think you can charge further than 60 feet, do you have an item or feat that allows that?


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Ah, damn, that it was four times for some reason. Nevermind.

Grookle just double moves, but he's still angry.


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Wilhaim, watching all this unfolds, takes s deep breath as he realizes his companions can't distinguish the illusion from reality.

So it takes him a second to realize combat has stared in earnest.

He eyes the battle warily, deciding if he needs to assist.

Basically, to preserve spells, I am holding an action to cast if it looks like someone gets genuinely hurt.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Nastarok's current AC until his next turn is 38 because of haste .... not that I'm worried or anything

"Keep those little legs pumping Groooklepoop!"

Dark Archive

Initiative Order:
Monster
Nastarok
Omar
Grooklepop
Wilhaim

The creature, seeing Nastarok's incredible speed, does not attack, but instead takes a five foot step away from him, keeping you in front of them. They then let out a line of the thick golden thread, and their sword opens into large scissors. It begins to cut the thread, and Nastarok, you begin to feel an extraordinary pain, and can almost see your future fading away before you. Roll fortitude. This is a death effect, let me know if you are immune.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

That's gonna sting...

"If he dosn't kill ya I'm gonna take off that head myself if you keep those remarks up!"


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Nast uses twist away to convert to a reflex save. He is staggered this round.

reflex save: 1d20 + 24 ⇒ (13) + 24 = 37

5' step to close up again.

He uses his left kukri's sneaky property to make a sneak attack against the metal giant.

attack: 1d20 + 24 ⇒ (11) + 24 = 35

damage: 1d4 + 11 + 7d6 ⇒ (3) + 11 + (3, 1, 4, 1, 6, 3, 1) = 33

Extend debilitating effects 1 round.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Omar looks a touch confused at missing so many times. Hmm, tough nut to crack. Well I'll crack it.

he will activate ranger focus on the thing, and try again.
rapid, deadly, etc. -the usual

to hit: 1d20 + 34 ⇒ (2) + 34 = 36 damage: 2d8 + 30 ⇒ (2, 8) + 30 = 40 acid: 2d6 ⇒ (1, 2) = 3
to hit: 1d20 + 34 ⇒ (18) + 34 = 52 damage: 1d8 + 30 ⇒ (2) + 30 = 32 acid: 1d6 ⇒ 6
to hit: 1d20 + 29 ⇒ (2) + 29 = 31 damage: 1d8 + 30 ⇒ (7) + 30 = 37 acid: 1d6 ⇒ 4
to hit: 1d20 + 24 ⇒ (6) + 24 = 30 damage: 1d8 + 30 ⇒ (2) + 30 = 32 acid: 1d6 ⇒ 2
to hit: 1d20 + 19 ⇒ (6) + 19 = 25 damage: 1d8 + 30 ⇒ (8) + 30 = 38 acid: 1d6 ⇒ 1

Dice decided to prove me wrong.

Dark Archive

Nastarok evades fate itself, and only takes 55 damage. One can never evade fate. The creature waves its sword, and you must reroll your save. He then jumps forward and stabs through the armor, but not seeming to do much damage to it.
Omar fires, and two of his arrows strike true. These seem to hurt the creature much more than the stab, and the creature carries itself as if it is not doing so well.

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