Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


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HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Sorry for the slow posting, it was a combo of travel plus work.
@Snowheart - FYI, my Init is +6 now.

Price immediately moves to slam the door shut, preferably before no more than one snake makes it into the hallway. "What in the Nine Hells are those?"

Not sure what the roll is to slam/block the door, a DEX check?
I'm guessing those beasts require a K:Arcana check which I don't have. :(

DEX Check: 1d20 + 2 ⇒ (18) + 2 = 20


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Before the door slams shut, Daidalos tries to catch a glimpse of them as he shoots one, his mind racing to think of any weaknesses.
Knowledge (arcana): 1d20 + 9 ⇒ (18) + 9 = 27
Crossbow: 1d20 + 3 ⇒ (17) + 3 = 201d8 ⇒ 4


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki hopes they take sonic damage and fires off a sonic blast at the one to come to the doorway.

rta to hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7


Belial's Maps; Dispater's Maps

Daidalos's crossbow bolt bounces harmlessly off one of the snake's metallic scales, though Inelukii's sonic blast badly rattles another before Price swings the door shut again.

Daidalos wracks his mind for anything on what the creatures could be. He surmises they are some sort of construct crafted not from silver but mithril. As small as they are, their physical attacks are likely to do little damage, but they could well be infused with either a magical attack or some sort of mechanical means of injecting a poison. The mithril construction will make them hard to hit and damage as well as imbue them with some resistance to spells.

Pausing Combat as the door is now closed. Also, I should amend/clarify one thing. They are small in size, not medium as the tokens might suggest.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Okay, who has the highest Fort save? ;)

"Careful. I doubt the snakes will hurt much in terms of their bite, but I'm fairly certain that they're filled with poison. I won't be much use here- the snakes are mithril, and I noticed the scale pattern includes a resonance that disrupts arcana, giving them significant resistance to spells. They're also resistant to physical attack, as well. In short? Be careful, hit hard, and hope you don't get poisoned." Daidalos says as he reloads his crossbow.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price leans against the door and works the problem. "I'm not inclined to fight all these beasts at one time. I'm hoping we can crack open the door, lure one, and then pound it into paste as a group. Then it's rinse and repeat."


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

On fort saves and poison:
I have a +6 versus poison which puts me firmly in the 'it's alright, but good lord I don't feel like gambling on this one' camp.

"I do not suppose we have the magical capabilities to create some grease, spill some oil over it and light them up as they slitter on through?"


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"Will fire hurt them? I would just as soon change forms and attack them from the air if we are going to do so... Warn me please before you open the door so I have time to change."


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"Fire? Perhaps. I doubt they'd be particularly vulnerable to the element. However, I like the way you think, Luke. We could just let you into the room, and you fly around screaming them to death while they can't reach you- I don't think they can fly, so you should be all but unhurtable. Though.... hmmm... try to leave them relatively intact, perhaps? I, and Asturu, might be able to scavenge some useful materials from the constructs."


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"Seems rather ... too easy, but I'm willing to give it a try."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price sees the merit in Daidalos' idea. "Capturing these snakes alive would be better... especially if Thorn will let us keep them. Does anyone have a strong sack, perhaps we can bag them like any other snake?"


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"Alive? That's a.... relative term. They're constructs. Without some way to reprogram them, we can't exactly tame them like a snake charmer. Actually, hmmmm.... come to think of it...."

Knowledge (arcana): 1d20 + 10 ⇒ (17) + 10 = 27
Is there any way to reprogram a construct from its initial master?


Belial's Maps; Dispater's Maps

If there are actual rules for this someplace, forgive me, because I'm just going to wing it.... It seems unlikely in this case. It would depend on the construct's creator's intent when it was created. Might be as simple as a command word, a talisman of some sort, or immutable. Very hard to say.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price smiles. "I wasn't planning on taming them. Though if Thorn taught us how to master them, that would be fine. But uncontrolled they'd be a great distraction when released in a village or castle... But that assumes we manage to capture them."


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Fair. I can't think of any rules for construct ownership switching either.
"...No... just too many possibilities. It could be a command word, a bound object, or it could just be permanent. We can try to catch them and ask Thorn to transfer their allegiance to us, but I would just as soon destroy them and harvest their mithral as to try and catch them, contain them, and bring them to Thorn in one piece. Then, we'd need to convince Thorn to switch their allegiance to us, and it's just a giant mess." Daidalos gives a brief signal of resignation, though, "But do as you will."


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Still off kilter from the vampiric mist, Timo isn't keen on facing anything that can poison him and grits his teeth. "Where is an actual skilled martialist I can actually enjoy fighting." To the group he simply says, "I'd be more worried about them turning on us if we tried to keep them. Better to kill them now and be done with it."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price shrugs. "OK. How do we handle it? Luke hovers in bat-form, ready to screech. One of the lesser martial folks opens the door a bit and tries to let only one of these snakes out while the rest of us stand ready to group-pound it flat?"


Ogre

Grumblejack stands in the back and shudders, "Grumblejack hate snakes..."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price smiles, surprised. "Don't worry. You can stand back and smash them from a distance. I suspect the snakes will be more interested in biting those of us standing right next to them." She gives the big fellow a reassuring smack (which would come across as a light pat) on the arm.

If any of you guys can think of a better way of skinning this particular venomous cat... speak up.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Not really. Without AoE spells/items nor a definite way to ignore poison, cheesing it this way seems the best solution.


Belial's Maps; Dispater's Maps

If it's a viable tactic for your group composition, cheese is fine. I realize that depending on group composition, some encounters wind up being easier while others wind up being harder. The bad comes with the good.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"Well? Luke? Are you ready? Also, could I make a request? Can you try to avoid hitting the head? I might be able to salvage some of the poison if it's still intact once you're done."


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"I'm ready... and I'll do my best to not smash the heads... "

sorry for my absence, was at a con all weekend...

Luke shifts and contorts until his body shrinks, he grows wings and screeches softly... the process does not look to be completed without a bit of pain, but finally it is done and he is a tiny bat, flitting about the heads of his companions.

The little bat nods and lets out a single high-pitched but barely perceptable screeech. He waits for the door to be opened and flies in, staying near the ceiling.


Belial's Maps; Dispater's Maps
Price wrote:
@Snowheart - FYI, my Init is +6 now.

Thanks! Updated my list.

GM Rolls:

Stealth (#1): 1d20 + 6 ⇒ (16) + 6 = 22
Stealth (#2): 1d20 + 6 ⇒ (12) + 6 = 18
Stealth (#3): 1d20 + 6 ⇒ (2) + 6 = 8
Luke's Perception: 1d20 + 6 ⇒ (11) + 6 = 17

The door is opened and Luke darts into the room. He quickly surveys the room but can only see one of the mechanical serpents. With a few blasts of his sonic attack, he is able to destroy it. But... where have the others gone?


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

After a few minutes of flitting around the room, Ineluki will hit the door with a few sonic blasts, hoping to signal the others that way, but staying in batform.

I was sure they said there were three of them... but I only see one... maybe they left the room somehow?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Shall we try to open the door to flush the game into the open and/or bonk one that comes through the door?


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

I can always jump in and draw them out. Also I'm not sure how active I will be for the next while. I got Irma possibly coming right for us (I'm in Orlando), so I got house prep as well as possible post hurricane cleanup.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Be safe, Timo! And yes, it seems we must draw them out of hiding.
Seeing as I got plenty of self-healing options at hand AND a bonus on saves, it makes sense Asturu opens the door.

"I don't know if he's asking us for help or if he's in trouble. Mind if I open the door?" says Asturu while readying his rapier.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

How about Asturu opens the door and Daidalos gets ready to slam it shut while us weapon-wielders prepare to bash the crap out of whatever comes through.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

I'm fine with that. Just waiting for the input of other players. It is quite late here so if by tomorrow morning there has been no reply,
I'll simply go through with it.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

that's okay with me, but as I cannot ic render an opinion, best hear from others to make a decision


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

I'm fine with opening a door. In general, I'll agree to basically any request, with no real problem about losing player agency when it comes to a minor action that doesn't really matter.


Belial's Maps; Dispater's Maps

Sounds like the consensus is to open the door, let Luke through, slam the door shut, and bash anything that gets through.

The party opens the door enough for Luke's bat form to escape then slams the door shut as he passes. Nothing else slips out.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

I'm simply gonna go with what happened IC.

The aristocrat quickly scans the bat's physical state and is happy to see he isn't hurt. "Good. How many remain? I was of a mind to enter the room to assist you if any remained, because we weren't sure if you needed help .. needed to get out .. or got the job done when you hit the door with your sonic attacks."

If Inelukii returns into the room, Asturu will follow while assuming a defensive stance.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki changes form again, not without a bit of discomfort, so he can talk with everyone. "I only saw the one and blasted into a heap of metal.. never saw any others."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

"Fine. Let's do this the hard way." Price growls, swinging her mace to warm her arms up. When everyone is ready, (i.e. if Luke wants to bat-up or anyone wants to change weapons) Price signals Daidalos to open the door then she lunges into the center of the room and prepares to smash the first creepy-crawly to come after her.

READY: 2H Heavy Mace (crit: 20/2x)
HIT: 1d20 + 4 ⇒ (17) + 4 = 21
DAM: 1d8 + 4 ⇒ (4) + 4 = 8

If I don't get incapacitated as soon as I'm in the room, guys, feel free to use me for a flank.

Status:
HP: 10/(11) 13 | AC:16 / T:12 / FF:14
NL: 13/13
1st Spells (3): xx
Effects:
Con -1 = Max HP: 11


Belial's Maps; Dispater's Maps

Price barrels into the room, preparing to attack anything that comes at her. With a target having presented itself, the 'snakes' emerge from holes in the walls and barrel down for their attacks.

Price swings at one of them as it comes within range! The creature's mithril cladding deflects the blow.

GM Rolls:

Cobra #1 Attack: 1d20 + 3 ⇒ (4) + 3 = 7 --Damage: 1d6 + 1 ⇒ (2) + 1 = 3 -- Miss!
Cobra #2 Attack, plus flanking: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 --Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Hit!

The first cobra's strike goes wide, knocked askew by Price's mace, but the other lands a solid bite on her thigh. In addition to the pain of the bite, Price feels the poison beginning to pump into her veins.

Price, 5 points of HP damage, plus I need a DC 11 Fortitude save or 1d2 ⇒ 1 Dex damage.

Map updated. For Round 1, we'll call that Price's and the cobras' actions. Rest of the party can go, then back to the cobras.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos, not really expecting to accomplish anything after opening the door, sends a ray of ice at the cobra Price hit.
Ray of Frost (touch), Into Melee: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 171d3 ⇒ 2
CL Check for SR: 1d20 + 2 ⇒ (3) + 2 = 5
However, it is absorbed by a few mystic runes etched on the cobra's hood.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Fort Save vs DC:11: 1d20 + 3 ⇒ (11) + 3 = 14

Does that bite count as Magical or does my DR reduce it?


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki goes back to bat form before the door is opened and flies in over Price's head when the door is ajar. As soon as the snakes come out of hiding, he will fly around opposite Price for the flank and target the one that attacked Price.

to hit: 1d20 + 2 + 3 - 4 ⇒ (6) + 2 + 3 - 4 = 7
dmg if hits: 1d4 + 3 ⇒ (1) + 3 = 4

.. but it is a weak attempt, the sonic pulse missing the snake and impacting the floor next to it.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu rushes in after Price and finds a mechanical serpent hiding right next to the entrance. Without hesitation he steps up to it and strikes with his rapier.

[ooc]Move action: move
Std action: attack with rapier
Rapier: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

"Finally something to hit," Timo thinks to himself before charging into the fray.

PA Charge into flank with Price: 1d20 + 6 - 1 + 2 + 2 ⇒ (2) + 6 - 1 + 2 + 2 = 11
damage: 1d10 + 9 + 1 ⇒ (4) + 9 + 1 = 14


Belial's Maps; Dispater's Maps

Summary of PCs' Actions:

Price: Enter/Ready to Attack -- Miss
Daidalos: Ray of Frost -- SR negates
Luke: Sonic Blast -- Miss
Asturu: Attack -- Miss
Timo: Attack -- Miss
Affyria (botted): Attack
Affyria, Aid another, next PC to melee attack the cobra west of Price: 1d20 + 2 ⇒ (9) + 2 = 11 -- Success. Next PC to melee attack that cobra gets a +2 on their attack roll

Price barrels into the room, preparing to attack anything that comes at her. As the 'snakes' emerge from holes, Price swings at one of them as it comes within range but the creature's mithril cladding deflects the blow.

Daidalos, not really expecting to accomplish anything after opening the door, sends a ray of ice at the cobra Price struck. However, it is absorbed by a few mystic runes etched on the cobra's hood.

Asturu rushes in after Price and swings his rapier at one of the mechanical serpents but misses.

"Finally something to hit," Timo thinks to himself before charging into the fray. Sadly, the snakes prove to fast and well armored for his initial blow, which clanks harmlessly off the stone floor.

Affyria, sensing the difficulty of hitting these creatures, moves in and begins to distract the cobra, not trying to actually hit it but rather draw its attention to her in the hopes the distraction will help her allies land a blow.

The cobras continue to attack their original target, Price. One misses while the other strikes her thigh. However, her infernal blood proves resilient again, letting her ignore the blow.

GM Rolls:

Cobra 1 Attack, flanking: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 - Miss
Cobra 2 Attack, flanking: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 - Hit!
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 plus 1d2 ⇒ 2 Dex damage

Villains, Go! First two PCs to melee attack the western cobra gets a +2 bonus from Affyria. I'm going to go ahead and bot her for the next round, too, and repeat the Aid Another action.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

INeluki again tries to blast the cobra on Price.

to hit,rta: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 6

... and again, he's lucky he didn't hit Price with the effort.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos tries again, sending an icy bolt of arcane energy streaking into the tangle inside the room.
Ray of frost, into melee (touch): 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 171d3 ⇒ 1
SR: 1d20 + 2 ⇒ (16) + 2 = 18

Luke, don't you get +2 to hit from being tiny, in addition to the size boost to Dex? I feel like your to-hit should be much higher, but I could well be wrong.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

I'm here, been following along, just had little to add to the situation and had people over for most of today as well. Aid another seems like a fine idea, as her martial prowess is negligible. Not sure if my bless spell is still active? Cast right before opening the door the first time.

Aid another: 1d20 + 2 ⇒ (11) + 2 = 13


Belial's Maps; Dispater's Maps

Ah! Welcome back, Affyria. Sorry for jumping ahead, I just figured you were away for the weekend and wanted to give folks as much an advantage as I could.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Timo growls and refocuses his efforts. "Why can't I hit anything... what did the good cardinal do to me?

Aided Flanking Power Attack: 1d20 + 6 + 2 + 2 - 1 ⇒ (16) + 6 + 2 + 2 - 1 = 25
Murder Damage: 1d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15

my god is that an actual decent roll?
Still good with the storm, but the really bad parts are supposed to be here this evening.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price growls at Grumblejack with a trace of humor, "Get in here, ya big sissy!" She swings ineffectually at the snake again.

MOVE:Study Target
STAND: Attack (West Snake)

With Paranoid, I can't benefit from the AA unless the roll is 15 or better, so the 2nd AA bonus is available to someone else. You didn't mention the Fort Save, but I'm including the save just in case.

Fort Save vs DC:11: 1d20 + 3 ⇒ (13) + 3 = 16

STAND: 2H Heavy Mace (crit: 20/2x)
Mods: Studied Target, Flanking
HIT: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15
DAM: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Status:
HP: 7/(11) 13 | AC:16 / T:12 / FF:14
NL: 13/13
1st Spells (3): xx
Effects:
Con -1 = Max HP: 11


Belial's Maps; Dispater's Maps

Summary of PCs' Actions
Luke: Sonic Blast - Miss
Daidalos: Ray of Frost - Hit
Affyria: Aid Another
Timo: Attack - Hit
Price - Miss

That leaves Asturu. However, enough damage has been done to the cobra on the west to destroy it, leaving just the one to the east.

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