To Shatter Prison Walls (Inactive)

Game Master Darian Graey

A Pathfinder conversion for the Temple of Elemental Evil campaign. An evil coalition is determined to free the Rough Beast. From Andoran to Taldor, Droskar's Crag to the Fog peaks, madness and destuction awakens once more.


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Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 1

Sir Gareth unholsters his bow and shoots it.
_______________________________
shortbow: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 the -4 is lack of precise shot
if hit, damage: 1d6 + 5 ⇒ (2) + 5 = 7


Conner Hawthorne wrote:
Ok, that only changes its AC. It has nothing to do with True Strike from Erastil's Dagger or Manyshot. The helm requires Flat Footed.

The helm causing a flat footed AC vs the first shot of the Manyshot is fine. I realized what you meant and adjusted my post, but not before you replied. It is a free action to use, I had forgotten for a moment that you had taken the Helm when Carlson left the group.

The issue comes however in that you cannot activate a command word item with a full attack to impart a bonus on one of the attacks. Command Word Activation is a standard action. If you had the means of taking an extra standard action in the round, I would allow the use, but it would need apply to the next attack you made, most probably in the following round.

In this case, were you to have spent a Hero point at the start of the round, cheesy but I will allow it, though understand enemies will be allowed to do the same, you could activate the Dagger for a +20 insight bonus on your first shot, fire the two arrow shot, and though I think it is exploitive of the nature of the full round attack action, I would allow the quick activation of the Free Action Insightful Shot from the Helm to apply to the last bow shot.


This assumes Conner took the above into consideration, and acted as outlined, -1 Hero Point, use of the Dagger, and -1 use of the Helm.

Calling to Angel Watch out lady, Conner whispers a prayer to Erastil, and sends a trio of arrows striking deep into the head and side of the creature, between it's claw and limbs, fracturing it's hard carapace even as his arrows bend and snap as the thing struggles with it's prize.

The creature thrashes in pain as the arrows bite into it, and seeks to escape with it's still too fresh meal. It holds tight to Angel with it's pincer, maintaining it's grapple 1d20 + 16 ⇒ (16) + 16 = 32 and doing 1d10 + 5 ⇒ (3) + 5 = 8 damage, while the tentacles constrict around her, doing 1d10 + 5 ⇒ (6) + 5 = 11 additional damage. It waves it's second claw as if to shield itself from further arrows. The struggle with Angel allows it to move away from the bank, roughly 15', submerging into the cold dark waters of the moat. Angel struggles as it pulls her deeper into the blackness, panic and desperation evident on her face. Angel will get a free attempt to break the grapple due to the hazardous conditions.

D'witt, fearing to hit Angel with a stray explosive round, uses a regular cartridge and fires his pepperbox, 1d20 + 9 ⇒ (6) + 9 = 15 aiming a steady shot at one of the creature's eyes, but missing due to a sudden jerk of it's elongated head. He instead does 1d8 ⇒ 1 damage as it clips a tentacle, passing on to shatter against the plating along the beast's neck. As it sinks into the murk, his mind flashes for any memory regarding tales of the beast 1d20 + 4 ⇒ (4) + 4 = 8 , turning up nothing that fits with what he sees.

Xavorin calls upon his innate magics, a draconic growl rumbling in his throat, as a trio of magical bolts lash out and into the waters, following the creature into the murky shroud of the moat, striking home and momentarily illuminating the form for Sir Gareth to target. The bolts steam and scorch like a forge poker as they burn the creature's shell, bubbling steam escaping into the depths around the wounds.

Sir Gareth attempts to send an arrow along the same path Conner's took, but the water has a warping effect on the flight, and it sharply turns downward as it strikes the surface of Blackmire moat, the heavy head lodging in the silt and muck at the bottom of the wash.

Angel's free attempt to break the grapple while on the surface, then her normal round, albeit underwater. Deep breath now.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Angel will attempt to break free..

CMB: 1d20 + 10 ⇒ (1) + 10 = 11

Failing to do so she"ll heal herself and try again..

Heal: 4d6 + 8 ⇒ (4, 5, 5, 2) + 8 = 24
CMB: 1d20 + 18 ⇒ (12) + 18 = 30 Burning a hero point to add a +8 luck bonus

Assuming this gets her out she'll swim for the banks..

Swim: 1d20 ⇒ 2


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

DM Kalizar:
Just to be clear, I had no intent to use my one of my three times a day Helm ability in this attack. I only wanted to use one of my one time a day ability with the Dagger for True Strike. I agree with you about the Standard Action to issue the command word. I missed that part. I will use the Hero Point to effectuate only the use of the Dagger.


Conner Hawthorne wrote:
** spoiler omitted **

Conner:
Ok, as you wish. I will credit my notes accordingly. I hope I did not come off harsh, rereading my posts, it was not my intent.

The group sees Angel momentarily break the surface, gasping for breath, struggling in her armor to swim for the shore, flailing ineffectively. Conner sees bits of the creature, momentary flashes, as parts of the claws and tentacles follow her, lurching out to grab at her again. The murky depths give the creature a good deal of cover, a bit of concealment, making ranged shots difficult, but not impossible.

On the creature's turn it snaps at Angel with both claws, 1d20 + 13 ⇒ (9) + 13 = 22 and 1d20 + 13 ⇒ (12) + 13 = 25 both finding purchase and pulling her back under. They crush at her again for 2d10 + 10 ⇒ (4, 10) + 10 = 24 damage and the tentacles close up over her head, attempting to smother her with their paralytic venom, requiring another Fortitude save.

From the shore you see Angel struggle, flail under, and her glimmering armor starts to move further out into the moat.

BTW, please announce when you are adding the Hero Point before posting the roll; I know we are on the honor system here, but all the same please. Also, I realized I failed to roll confirmation on the surprise round, and failed to ask for a save last round. Got caught up in the descriptive text. I'll try to do better next time.

Beginning of round 2 map


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Does noone have Liberating Command? Common people its a must have jeez..

Angel yet again gets crushed by the crab thing.. Again she heals herself and tries to break free..

Adding a hero point again for +8 bonus to cmb

Heal: 4d6 + 8 ⇒ (6, 2, 5, 1) + 8 = 22
Fort vs Poison: 1d20 + 11 ⇒ (5) + 11 = 16
CMB: 1d20 + 18 ⇒ (8) + 18 = 26

If successful..

Swim: 1d20 ⇒ 15

If she's able to reach the surface again.. "Help me you guys! Quit standing there!"


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Sorry i just got you ment me to say i was using the hero point in a different post.. I though u ment before the actually roll.. Sorry.. Ive had to use both of the ones i just got not to die here.. And not to be all ooc but my teammates should be reading attack actions for when it comes after me at least..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 2, Point Blank, Precise Shot, Trick Shot (Standard Action)

Conner will use a standard action to fire a trick shot that ignores concealment.

LB Att: 1d20 + 12 ⇒ (6) + 12 = 18
LB Dam: 1d8 + 4 ⇒ (5) + 4 = 9


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 2

Sir Gareth sees Angel is desperate straits. While everyone is focusing on the beast, d'Orionus casts Ear-Piercing Scream on the creature. It hears a powerful scream, which is inaudible to everyone else.
________________________________
still holding shortbow
casts Ear-Piercing Scream, Fort DC 14
if fail (not likely), dazed and full damage. Otherwise, half damage
sonic damage: 2d6 ⇒ (2, 5) = 7


Angel Dawnstar wrote:
Sorry i just got you ment me to say i was using the hero point in a different post.. I though u ment before the actually roll.. Sorry.. Ive had to use both of the ones i just got not to die here.. And not to be all ooc but my teammates should be reading attack actions for when it comes after me at least..

Angel:
Sorry Angel, you were correct, I was asking that players simply state they are using the Hero Point before the roll as opposed to after the roll, just as a kindly formality. I was not meaning you had already used a point or anything like that. Conner has used one and Angel has used both her Hero Points at this point. The CMD to hit to break the grapple was 27, but as the creature is taking Angel down again, she still gets the additional free attempt, though that will be without the +8 bonus. The fort save failed, but I will still allow the free break attempt. She was technically paralyzed before her actions this round, but hand wave if you will.

Unless anyone objects to it, I will burn a Hero Point on D'witt's behalf to use True Strike as part of his actions this round. Otherwise, he would not be able to hit the creature.

Seeing the creature again pulling Angel under, and Conner's shot missing, skipping off the hard shell of the carapace, D'witt faces a struggle as what to try next. Realizing if Angel gets pulled much further away, she will be a goner, he throws caution to the wind. Remembering his training he steadies himself, formulating a quick draught to steady his aim. As he feels the effects wash over him, he spins the carriage wheel around on his pepperbox, chambering an explosive round. He snaps the round off, hoping he can keep Angel out of the explosive effect, 1d20 + 30 ⇒ (9) + 30 = 39 striking what should be the creature's carapace above the eyes, the round doing 1d8 + 2 ⇒ (3) + 2 = 5 damage, the explosive charge detonating successfully in a small burst not of fire but scalding steam and carapace shrapnel for 3 damage as the blast itself fizzles out virtually upon impact.

Supernatural Fire does not work underwater, but I will allow the Int Mod to strike normally. Against the ear-splitting scream, Fort Save 1d20 + 5 ⇒ (17) + 5 = 22 for 3 damage.


Had to edit that last post, sorry.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

AS she struggles her limbs going stiff she calls out to the Dawnflower for saving grace.. "My Everlight please let me find my husband.. Do not let it end like this"

CMB: 1d20 + 10 ⇒ (17) + 10 = 27

Wow! She had a 15 swim check btw.. Didn't expect that to actually work..


The party sees Angel break free of the creature, barely pushing off as her muscles begin to spasm, jerking with the onset of rigidity. She manages to suck in a feeble breath of air as she sinks under the surface, her armor pulling her to the bottom of the moat.

She broke free of the creature, but the paralysis of the poison still set in, sinking her like a stone to the slit dark depths below.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Um.. Help guys.. Shes got 4 rounds before she starts having to make con checks.. How deep is the water Kalizar, im what 5' from the bank?


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Kalizar, can you annotate rounds in your posts, so we know where we are in initiative order. Thanks


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

i think Xavorin still has a round two action, then the beast goes, then top of the round.


This is still round 2, waiting for Xavorin to act. Everyone else has acted this round, if out of sequence.

Allowing Angel to break free as the creature moved back on it's turn, and allowing she managed 5' before the paralysis kicked in, Angel was just over 10' from the bank before she sank beneath Blackmire moat. The depth of the moat is not visible, the creature kicked up quite a bit of silt, and the waters were already dark, not easily judged. Angel's decent is likewise uncertain, not being able to see her. It is as much as anyone can guess.

Despite the paralysis, I am giving Angel a round before the drowning begins. She will not be able to hold her breath due to loss of muscle control so her last gasp escapes her and drowning begins on round 4. She will start rolling Constitution checks at that time to survive.


Male Half-Elf Sorcerer/5 Bloodline: Draconic

I cant hit it with magic missile, since it moved underwater on it's turn, but I can cast Mage Armor on one of you or fish my Ioun Torch out of my pack for one of you to use if you want to dive in after her


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Also I can try to hit creature with FB remember I can't see it so it will be a guess up to you guys


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I may be the best swimmer. I will dive in after her, but you need to attack now, Xavorin. It only has partial cover, or concealment...blast away.


Are you asking him to hit it with the Fireball or Magic Missile? He is correct that the creature submerged when it backed away, and he lost direct line of sight. He must have sight on the creature for magic missile, which the silt cloud obscures.

If he wants to fire off the Magic Missiles, I will give him a full round action to the roll for the miss chance, but if it misses, he will not have had the shot, so will lose acting for the round. Obscured the miss chance will be 50%.

If he wants to fire the fireball into the murk, guessing as to the creatures location, he may do so. He will need to make a Spellcraft Check of 23 on a 1d20+6 to maintain the spell as it strikes the water.

From Angel I need three consecutive 1d8 rolls please, so I may randomly determine how far down and in what direction she is sinking.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

All this is looking like ill be rolling a new character.. Man you have it out for paladins eh..

Randomness: 3d8 ⇒ (3, 7, 3) = 13


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

His call on the form of attack. Hang in there Angel, I'm coming.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Oh i know, its no hard feelings.. This dam thing would have taken any of us with such a high grab check.. She's probably the best one to get grabbed tbh.. Her ability to heal herself and prob the higest cmb at +10.. I doubt anyone else would have done as well considering the circumstances.. Just a tough fight with the tactics its using..


Male Half-Elf Sorcerer/5 Bloodline: Draconic

well FB will be a better chance to hit but then has a chance of hitting Angel


I will assume from Xavorin's post that he will try to target the creature with the Magic Missile. Miss Chance 1d100 ⇒ 45

Xavorin scours the scene as best he can, trying to spot any glimpse of the creature. The waters churn about the surface in rough eddies and cross ripples as movement below reaches the surface. The silt is too great and he does not get a bead on the beast, nor does he sight the sinking Angel. I can't see her guys, do any of you?

Angel has sunken below the surface into the occluding cloud of silt and swamp matter kicked up by the beast. The lobster like fiend is likewise hidden, but no doubt is down there, somewhere.

It is the beginning of Round 3. The map showing the obscured squares is updated. Round 3 Map

Does anyone know, is D'witt still with us? And, just as an aside, I do not normally "have it out" for players, paladin or otherwise, in any of my campaigns. This particular creature was taken from the original source materials, statted at roughly the equivalent CR rating as originally intended, in an appropriate spot and as level appropriate as possible. In this case, the circumstances and dice were not in the group's favor. At least three avenues of approach were available. This one was not ideal.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19
Repost Initiative for round 3 wrote:


Conner -
Creature -
D'witt -
Xavorin -
Sir Gareth -
Angel - try not to drown


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 3

Conner drops his Bow and Helm on the shore, then jumps in to grab Angel, based upon her last position. If he cannot find her this round, then he will avoid closing with the creature and come back to shore.

The Boots of the Mire allow walking on water in swampy terrain as long as it is not more than 5 feet deep. I do not know how casual the embankment is, or what impact that will have, if any?

Swim: 1d20 + 7 ⇒ (8) + 7 = 15


Conner dives deep into the moat, sinking about twenty feet into the murky silt soup that is the moat, and begins spying about for Angel or the dreaded creature. I need a perception check, assuming Conner dove for the point he last saw Angel from the surface.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Woulda been a good time to burn a point for +8.. Or now to possibly reroll..


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Hero Point - Reroll

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

You have got to be friggin' kidding me!


For a moment, Conner thought he spotted Angel's form, but it was lost as the creature momentarily loomed into view, also searching for it's prey.

Creature's perception check to notice either Angel or Conner in the muck 1d20 + 19 ⇒ (17) + 19 = 36 or 1d20 + 19 ⇒ (20) + 19 = 39 odds Angel or evens Conner 1d6 ⇒ 3, it's eyes bulging and flicking in various directions, the tentacles around it's mouth lashing out, tasting for scent in the waters. Spying both, it lunges for the easier prey, and Conner notes the beast brush past him towards something deeper nearby, a single claw strike 1d20 + 13 ⇒ (7) + 13 = 20 snapping within a few feet of his face in warning as the creature disappears into the muck once more, a thicker cloud kicking up with it's passing.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner swims back to the surface and the others on the bank.

Swim: 1d20 + 7 ⇒ (1) + 7 = 8

Sorry, Angel. I am trying to be heroic, and I am just failing miserably.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Eh its ok.. Someone was gonna die to that thing, the numbers chose me.. I suppose nothing will be known of her husband... Or her for that matter.. You guys are now boned too, with only 3 pc's and 1 that doesnt seem to post often.. It would be ill advised to attack the castle with only 3..

On a side note you can spend as many hero points as you want, as long as you have them.. Meaning you could reroll again..

On another side note if Angel does indeed die here what do you want me to do Kalizar?


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 3

Seeing Conner swimming back to the bank without Angel, d'Orionus knows the stakes have significantly increased. He drops his bow by the wall and casts Light on his brooch (so it always faces in front of him). "I'll get her, or die trying." He takes a deep breath and dives into the murk as far out as his full plate allows swimming toward her.
_____________________________________
standard action to cast Light
Acrobatics standing jump, 1 ft every 2: 1d20 - 5 ⇒ (13) - 5 = 8
Swimming toward her: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
move action toward Angel
round 1 of holding breath

Burn a Hero point for the swim check. If the DC is 10, because it is still water, I'll just take the +4. Otherwise, I'll reroll.


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Tries another spell.

Magic Missile: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

If can't see creature 1d100 ⇒ 79


Xavorin perception chance to first catch sight of the creature, if so, his would missiles strike. As he is still on shore, his DC would be 18. 1d20 + 12 ⇒ (5) + 12 = 17.

Conner and Sir Gareth dive into the waters, attempting to locate Angel at the bottom of the moat. Conner fails to notice her in the muck, but the creature looming forth from the black draws his attention. Sir Gareth follows with his muted light, hovering 5' above Conner as he momentarily retreats back towards the surface. Conner is about 15' above the creature, Sir Gareth 20', watching as the creature closes on a mud-covered form that could be Angel, or perhaps a lost battering ram from the siege of Blackmire.

Xavorin attempts to spy his target, catching only a briefest glimpse before loosing sight in the eddies of the surface, distorting the light of the overhead sun. I don't see them, do you D'Witt? They don't have much time.


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Perception check: Angel 1d20 + 10 ⇒ (17) + 10 = 27
Perception check: creature 1d20 + 10 ⇒ (3) + 10 = 13

Unless the first one counts for the critter too, I guess D'witt spotted Angel and probably Gareth swimming towards her.

"I see Angel but I don't see the beast." The tiefling, knowing where the others are continues to scan the water for the creature. "Firing blindly into the water would be futile and wasteful. Hold yourself until you see it." His eyes dart over the water, watching for signs of movement.

Basicly all he can do is ready an action, attacking, until he has a target. Gareth rolled well enough to spot Angel, and it would be counter productive to add another body in the water.

If the oppurtinity to attack arises:
Standard action: Explosive Missle (infuse one shot with power of a bomb (explosive type, splash radius 10'), load and fire weapon). Use of Precise Bombs (number of squares up to Int mod, 3, are not affected by splash damage) to target any friendly people that may be caught within the AoE, i.e. Angel, Conner, or Gareth
Attack: ranged (I'm not sure the distance so -1 per 20' past the first 20') 1d20 + 8 ⇒ (10) + 8 = 18
Pistol damage 1d8 ⇒ 1
Bomb damage 2d6 + 3 ⇒ (5, 5) + 3 = 13 plus catch on fire (1d6 fire each round until extinguished, Ref save vs 15)


With range and shooting into water penalties, D'Witt's shot would have only just missed the creature. Explosive rounds will only do the bonus INT damage, they will not work underwater being an SU effect.

Round 4 Map

The perception check and concealment/cover effects are ongoing, just giving everyone rough locations on the map. Difficult to do 3D mapping. Sir Gareth is 15' deep, Conner 20' deep, Angel 30' deep, the creature 20-30' deep, being large.

Order remains Conner (11 rounds holding breath), Creature, D'witt, Xavorin, Sir Gareth (13 rounds holding breath), and Angel, paralyzed. On Angel's turn she will fall unconscious.

Time is becoming desperate as the group realizes Angel must have started drowning by now, and every second counts. Conner and Sir Gareth are holding their breaths, submerged in the muck and dark, straining their eyes in the hopes of seeing clear to their companion and a way to rescue her from the beast.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Conner Surfaces and heads to the bank.

Swim: 1d20 + 7 ⇒ (13) + 7 = 20


Conner has one action left in the round, the first swim is enough to return to the surface, but he is still 10' out from shore, having angled his swim upwards.

The Creature is below, guarding it's prey, watching for threats, waiting.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 4

Sir Gareth continues to look for Angel with Light on his brooch. He lets his weight bear him down and uses his limbs to close on the target.
_____________________________________
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Swimming toward her: 1d20 + 3 ⇒ (9) + 3 = 12
move action toward Angel
round 2 of holding breath


Sir Gareth Spots Angel and the creature, determinedly swimming downwards into the danger, his light giving eerie shadows in the particle heavy waters. The creature spies his approach and snaps it's claw in his direction 1d20 + 13 ⇒ (4) + 13 = 17 in warning, failing to strike him. The swim moves Sir Gareth to 25' depth, above and off to the side of Angel, on level with the creature. Sir Gareth still has one action. The Taldan noble notices the closer he gets, that the creature is holding Angel with it's second claw while the beast's tentacles swish in the water, sensing a new food source nearby. The waters seem to glow a sickly green in response to the light of Gareth's brooch.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 4 continues

Quote:
Sir Gareth Spots Angel and the creature, determinedly swimming downwards into the danger, his light giving eerie shadows in the particle heavy waters. The Taldan noble notices the closer he gets, that the creature is holding Angel with it's second claw while the beast's tentacles swish in the water, sensing a new food source nearby. The waters seem to glow a sickly green in response to the light of Gareth's brooch.

Sir Gareth calls on Her light of the sword to guide him and punches the creature with his spiked gauntlet.

_____________________________________
swift action to activate justice judgment +1 attack
piercing attack: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
if hit, damage: 1d4 + 8 ⇒ (3) + 8 = 11
round 2 of holding breath


Sir Gareth's spiked gauntlet scrapes across the creature's hardened shell, gouging the rough enamel and scouring away some of the swamp slime build up, but fails to land solidly enough to do damage. His light shines between the two combatants, perhaps giving D'witt and Xavorin better luck at striking the beast.

After the duo act, we can move on to Round 5.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I am not certain about the economy of actions. Can I surface and act in the next round, or will it be a full round action to climb up on shore?


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Thinks to himself Lets try this one more time

Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Miss Chance: 1d100 ⇒ 61
Magic Missile: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9

Didn't know what you needed lol

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