The Hunt for a Coward (Inactive)

Game Master TheIronGiant6


251 to 300 of 423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

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 + 9 + 6 ⇒ (9) + 9 + 6 = 24

That might not go well

Dark Archive

Grooklepop, you feel an extreme need to break the door down, whether it be breaking it off the hinges or cutting through it with treefeller.


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 seems to loose sense of rationality, as he attempts to remove the door with his bare hands.

strength: 1d20 + 4 ⇒ (7) + 4 = 11

It dosn't seem to get him anywhere.


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

If the door is locked, Omar will unlock it and open it while ignoring the futile struggles of the gnome.

disable device: 1d20 + 41 ⇒ (2) + 41 = 43

Dark Archive

The door doesn't seem to be locked, and the door opens extremely slowly, even with the gnome desperately clawing at it. As soon as you open it, you hear a sound above you, as if a spider were crawling down the side of the hole. Looking up, you see a hooded figure lowering itself with strange metal cables that shoot out from its back. There are six of these cables, and they retract and expand to lower himself slowly. He is about 60 feet up, and his hood is up.

On his face is a crude wooden mask, like the wizard, but with a large smile carved through it. Behind his eye holes and the smile is nothing but pitch dark.

"Hello," he says, in a deep, foreboding tone. His voice is somehow fuzzy, like white noise whenever he speaks, "The man you're looking for has payed me to stop you. I would ask you to leave, but that's boring. Care to chat?"


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

Has he become rational yet?

Dark Archive

Once the door is open, it doesn't seem as reasonable to break the door down anymore, so he is rational. Sorry, forgot to put 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

"...eh? Oi oi, who're you?" He tries to ignore that he was being really weird just now.

Dark Archive

"The man who is going to end you. Hopefully quickly."
The figure descends a bit more, to about fifty feet up. He still does not attack.


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

Omar doesn't take well to threats, and is really not a negotiating sort, so he just starts shooting.
assuming it is a surprise round, it's just one shot, though I am not really sure if it is or not.

initiatative: 1d20 + 15 ⇒ (3) + 15 = 18
deadly aim,
to hit: 1d20 + 28 ⇒ (20) + 28 = 48 damage: 1d8 + 22 ⇒ (2) + 22 = 24 acid: 1d6 ⇒ 3
confirm: 1d20 + 28 ⇒ (4) + 28 = 32 damage: 2d8 + 44 ⇒ (8, 6) + 44 = 58

Dark Archive

It's a surprise round.
The arrow flies straight at the figure's chest, embedding itself in what sounds like hidden armor under his cloak.


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 gasps, and readies himself for combat.

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

He casts an offensive spell, aiming for the strange man.

A beam of sickly green-brown light arcs from his extended finger, shooting at the man in the air.

Disintigrate!

Ranged Touch Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 38d6 ⇒ (6, 4, 6, 1, 3, 6, 2, 3, 5, 3, 2, 4, 5, 3, 4, 3, 3, 5, 2, 2, 1, 6, 3, 2, 5, 5, 1, 2, 6, 6, 1, 3, 5, 5, 6, 6, 6, 6) = 147

Dark Archive

The sickly light nails the figure in the stomach, but... it doesn't seem to do anything.


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 readies himself.

initiative: 1d20 + 12 ⇒ (9) + 12 = 21

but holds his action to see what the figure does.


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

Init: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Still with flight for a few more minutes, he enters a rage and flight charges, ignoring possible reach.

attack: 1d20 + 38 + 1 + 2 ⇒ (18) + 38 + 1 + 2 = 59 If magical, +6

damage: 3d6 + 22 ⇒ (5, 4, 3) + 22 = 34 +6 if magical

Dark Archive

Grooklepop slices through the figure, but the axe skids off of this man's strange armor, not seeming to do very much. The large gash through the man's cloak reveals some kind of moving armor, like a swarm of metal insects covering him. With the swing, a few of these creatures were thrown off, cracking when they hit the ground below. The man looks down at the gash.

"Oh come on, this is my favorite hood!"

In an instant, his black gloves are shredded by large blades shooting out from them, as if coming from behind the middle finger.

Initiative Order:
Nastarok
Monster
Omar
Grooklepop
Wilhaim

The figure slashes at Grookle with both blades, with ridiculously fast speeds.

Attack: 1d20 + 37 ⇒ (6) + 37 = 43

Damage: 1d8 + 19 ⇒ (5) + 19 = 24 24 + 1 Bleed

Attack: 1d20 + 32 ⇒ (20) + 32 = 52

Damage: 1d8 + 19 ⇒ (2) + 19 = 21 21 + 1 Bleed

Attack: 1d20 + 27 ⇒ (15) + 27 = 42

Damage: 1d8 + 19 ⇒ (2) + 19 = 21 21 + 1 Bleed

Attack: 1d20 + 22 ⇒ (20) + 22 = 42

Damage: 1d8 + 19 ⇒ (7) + 19 = 26 26 + 1 Bleed

Attack: 1d20 + 37 ⇒ (14) + 37 = 51

Damage: 1d8 + 12 ⇒ (7) + 12 = 19 19 + 1 Bleed

Attack: 1d20 + 32 ⇒ (15) + 32 = 47

Damage: 1d8 + 12 ⇒ (8) + 12 = 20 20 + 1 Bleed

Attack: 1d20 + 27 ⇒ (5) + 27 = 32

Damage: 1d8 + 12 ⇒ (2) + 12 = 14 14 + 1 Bleed MISS

Attack: 1d20 + 37 ⇒ (14) + 37 = 51

Damage: 1d8 + 19 ⇒ (3) + 19 = 22 22 + 1 Bleed

160 total damage, bleed 7 each turn.


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

did you take DR into account beforehand?

Dark Archive

I did not, forgot. Sorry!


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

No issue, I'll do the math.

Flesh wound! DC 21: 1d20 + 17 ⇒ (20) + 17 = 37

Grookle seems to absorb one of the blows as if a bruise, and takes 111 damage.

Would Flesh wound negate the bleed damage too?

Dark Archive

Yep! So it's only 6 bleed damage a turn.


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

(Missed the flying part somehow)

Nastarok flips out his curved kukris into each hand. (free action)

He activates his Celestial Armor so that he can fly.

He flys up vertical 50 feet to match heights with the bad guy.


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

Question: Can Nastarok fly? Because the enemy is about 60 feet in the air.


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

You all may remember I still have one more Fly spell, since I didn't need to use it on Grooklepop. Just say if one of you need it.


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

(Omar and Wilhaim are up?)


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

Oh, I thought it was the same round as the Disintegrate. Well, I'll go right now then!

Wilhaim, frustrated his spell didn't work, lets out a roar, and quickly casts a spell. Another beam of energy flys out of his hand, though this is a sky-blue beam that leaves silver sparkles in the air as it passes.

Targeted Greater Dispel Magic against the flying guy.

Greater Dispel Magic Dispel Check: 1d20 + 19 ⇒ (18) + 19 = 37

This will dispel up to 4 spells, starting with the highest first.


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

I actually thought it was the monster's turn next after Nastarok. But if not, I move after Wilhaim here. I'll await confirmation.


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

oops, sorry, didn't see I was up.

Omar will keep shooting.
deadly aim, rapid shot, clustered shot, manyshot
to hit: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 2d8 + 44 ⇒ (5, 5) + 44 = 54 acid: 2d6 ⇒ (4, 3) = 7
to hit: 1d20 + 26 ⇒ (6) + 26 = 32 damage: 1d8 + 22 ⇒ (4) + 22 = 26 acid: 1d6 ⇒ 6
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 22 ⇒ (3) + 22 = 25 acid: 1d6 ⇒ 4
to hit: 1d20 + 16 ⇒ (6) + 16 = 22 damage: 1d8 + 22 ⇒ (4) + 22 = 26 acid: 1d6 ⇒ 6
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 22 ⇒ (1) + 22 = 23 acid: 1d6 ⇒ 2

Dark Archive

I should have specified, was really vague about that. It goes Omar>Grookle>Wilhaim>Nastarok, unless you meant you delayed until after Wilhaim, Grooklepop.

Omar, three of your arrows cluster directly into the figure's heart, and it seems to pierce much further than the previous attacks, a large amount of the metal creatures flying off of the figure. You don't see any blood yet, but the figure does seem to be weaker.


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

Things have gotten confusing already, as is tradition for PBPs. Should I count Nastarok as flanking me currently?

Dark Archive

Nope! And I'll try to make the Initiative more clear, sorry bout 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

Alright, got it.

Grookle proceeds to go to town on the hanging man.

Power Attack, larger enemy: 1d20 + 38 + 1 - 5 ⇒ (17) + 38 + 1 - 5 = 51
Power attack Damage, Witch hunter, larger enemy: 3d6 + 22 + 5 + 5 ⇒ (5, 2, 4) + 22 + 5 + 5 = 43

Power Attack, larger enemy: 1d20 + 33 + 1 - 5 ⇒ (7) + 33 + 1 - 5 = 36
Power attack Damage, Witch hunter, larger enemy: 3d6 + 22 + 5 + 5 ⇒ (2, 5, 6) + 22 + 5 + 5 = 45

Power Attack, larger enemy: 1d20 + 28 + 1 - 5 ⇒ (12) + 28 + 1 - 5 = 36
Power attack Damage, Witch hunter, larger enemy: 3d6 + 22 + 5 + 5 ⇒ (5, 6, 4) + 22 + 5 + 5 = 47

Power Attack, larger enemy: 1d20 + 23 + 1 - 5 ⇒ (12) + 23 + 1 - 5 = 31
Power attack Damage, Witch hunter, larger enemy: 3d6 + 22 + 5 + 5 ⇒ (5, 3, 3) + 22 + 5 + 5 = 43

Grookle roars in fury!
Intimidate: 1d20 + 28 ⇒ (4) + 28 = 32

Hurtful, Power Attack, larger enemy: 1d20 + 38 + 1 - 5 ⇒ (10) + 38 + 1 - 5 = 44
Power attack Damage, Witch hunter, larger enemy: 3d6 + 22 + 5 + 5 ⇒ (3, 2, 3) + 22 + 5 + 5 = 40

Dark Archive

Grooklepop swings at the figure four times, three of the attacks slicing deep before the fourth strike glances off of the armor. Grookle then roars, but the figure doesn't appear in the least bit affected.

The dispel magic beam hits the figure, but doesn't seem to do much. As this spell usually envelopes the creature that it is dispelling, you notice that it only seems to envelope one of the very small metal creatures, rather than the whole figure.


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

So NOW it's Nastarok's turn then, da?

Dark Archive

Indeededly


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

Light bulb over Wilhaim's head. Can I roll a knowledge check to identify this guy?

Dark Archive

Sure! You can make a:
Knowledge Arcana Check
Knowledge Engineering Check
Knowledge Local Check
Knowledge Nature Check


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've got 3 of the 4. Pick one, or roll 'em all?


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

Liiiight bulb.

Dark Archive

Roll one, each gives a different answer. You can roll more later.


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

Okay!

Knowledge: Arcana: 1d20 + 31 ⇒ (4) + 31 = 35

Nuts, not a great roll, but thankfully that is still a huge bonus.

Dark Archive

As more of the figure is revealed through rips and tears in its clothing, you realize that this bears resemblance to an organic creature known as a wriggling man, or a worm that walks. These creatures are hive minds of long dead spellcasters, given life again by dark magics, and inhabiting the very creatures that devoured their corpse. However, the figure you face seems to be some kind of construct, or perhaps a sort of living armor using the same magical hive mind that a worm that walks would use.

You can know two things about the worm that walks.


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

Okay then, weaknesses and immunities?

Dark Archive

Worms that walk are immune to disease, paralysis, poison, and sleep effects. They are also immune to any physical spell or effect that targets a specific number of creatures. However, you also know that spells that cover an area (Like fireballs) do 50% more damage to them.


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

As he reaches the Worm's elevation, Nastarok steadies himself and then flys at max speed towards the Worm.

Fly Check (DC15): 1d20 + 13 ⇒ (17) + 13 = 30

"Coming Grooklepop! Waahoo!!!" he calls out to his gnome companion.

He swoops into the Worm with a flying charge and drives his admantince kukri home.

charge attack: 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40

damage: 1d4 + 11 + 7d6 ⇒ (1) + 11 + (4, 4, 5, 1, 1, 6, 4) = 37 (sneak attack damage from Scout's charge)

( if damaged by the sneak attack, then he'll be -2AC/-6vs me and -2 to hit / -6 vs me for a round)

Dark Archive

Nastarok's kukri stabs straight into the figure's armor, breaking a few of the metal creatures. The figure then looks up, and above you is a small, red light coming from the very top of the pit.
"Ten minutes are up."
A small drop of glowing red liquid comes into view, and hits the floor in front of Wilhaim. It steams and boils, and soon after, a few more drops hit the floor.
The figure's beams all retract, and falls to the floor. (You get AoO, Grookle and Nastarok.) As he hits the ground, you all notice his swords have changed. They now glow with energy, and are surrounded by crackling electricity. He stands only feet away from Wilhaim, and Wilhaim, you can see small red dots behind the wooden mask, where his eyes should be. He stares directly at you.


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, get back here!"

Power AOO: 1d20 + 38 + 1 ⇒ (7) + 38 + 1 = 46
damage: 3d6 + 23 + 5 ⇒ (5, 4, 3) + 23 + 5 = 40

Dark Archive

As he begins to fall, Grooklepop quickly slices through the top of the chest. A good amount of the metal creatures fall off.


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

I'm a bit confused, is there still just one threat or two?

Dark Archive

Just one, the figure. I keep saying metal creatures because that's what his armor is made of.


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

Omar will continue to shoot at the figure.

deadly aim, rapid, etc.
to hit: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 2d8 + 44 ⇒ (4, 3) + 44 = 51 acid: 2d6 ⇒ (1, 1) = 2
to hit: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 1d8 + 22 ⇒ (5) + 22 = 27 acid: 1d6 ⇒ 1
to hit: 1d20 + 21 ⇒ (15) + 21 = 36 damage: 1d8 + 22 ⇒ (2) + 22 = 24 acid: 1d6 ⇒ 3
to hit: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 1d8 + 22 ⇒ (8) + 22 = 30 acid: 1d6 ⇒ 2
to hit: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d8 + 22 ⇒ (4) + 22 = 26 acid: 1d6 ⇒ 2

251 to 300 of 423 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Hunt for a Coward All Messageboards

Want to post a reply? Sign in.