Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I rocked a 23 on know local a few rolls back on this topic - do I get the same information?

You did good kid, really good. I promise. Now, whats your name and that of your father - better tell me where you live as well. This is so if we get seperated I can get word to them. If you have a brother or sister as well, I could mention them too.

This little twerp could give me a VERY effective alias to work under, thinks Eldred.

He digs out the needle from his pathfinders kit and scratches the kids details into the inside flap of the pack for reference.

Anything I should get to them besides you are brave and serving the king and should be home soon?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan moves up to Damien and Malgrim while Eldred is taking down the boy's family history. If this Sire Balin is also down here, The boy might have some further leverage for us. Do we risk taking him with us, or secure him here for later use? he whispers to the others, nodding to the rack.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien shrugs. "'s long as I don't hafta carry him, I ain't got a problem either way."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sure, no problem.

"My father is Sir Dornas, and my Mother is Lady Evelyn. Tell then... tell then I love then so much, but honor demands I find Sir Balin before going home!"


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

While he's waiting for Eldred to finish his interrogation, Johan tries to remember anything useful about "metal cobras, shriekers, and drowned men"

Not sure what skills might be relevant, so I'll just roll them all :>
Know:Arcana: 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Know:Planes: 1d20 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Know:Nature: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23
Know:Religeon: 1d20 + 3 + 3 ⇒ (7) + 3 + 3 = 13
Know:Dungeon: 1d20 + 4 + 3 ⇒ (8) + 4 + 3 = 15


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Next, answer my friend, the guardsman's question on anything else down here that you know of

After getting any other information he turns kindly and says to the squire, You may want to continue to hide here a bit... there, tuck yourself back in. We'll find Sir Balin and come back for you - Trust me.

Bluff 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

Well, he says speaking quietly after the boy is put back in his hiding spot, We can leave him there for now - we may need him for later.

Odds on that whatever is behind that other door may have something to do with the missing Knight... anyone up for it?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

He thinks a bit on everything he has heard and then "Okay... but be sure to bring him back." and he hides again.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

A passage connects with the fissures to this other room. Upon the door is an inscription: “The chosen are revealed by their might. The weak deserve no sympathy.”

This chamber is lit by an oil lantern hanging from its center.
South is a barred door. The bar is heavy but easily lifted.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan:

Metal Snakes? Maybe a construct.
Shriekers? There are some purple mushroom that emits an almost impossibly loud, piercing wail.
Drowned men? Maybe some kind of water undead.

Johan/Malgrim:
You see a small snake, that look like it's made of metal, hidden just on the other side of the door, in the north, waiting for someone to pass.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Detect magic. Duh.

Know(Arcana): 1d20 + 10 ⇒ (17) + 10 = 27
Know(Nature): 1d20 + 10 ⇒ (3) + 10 = 13

Also on the things that were mentioned. Waiting to see what Damien knows before he reacts.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien:
No magic in the are.

About the metal cobras, you think it's some sort of construct.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Guys, you might wanna be careful. If this is anything like what I heard Gearhead from the Gambler's Club talk about, that thing is going to slither up and attack us first chance it gets."

With a snap of Damien's fingers and a few utterations, a faint light begins pulsing around his body. Casting Mage Armor, lasts 2 hours.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

So whip it and drag it out to us? Bash it to bits while its wrapped in the whip?

Eldred looks over at Malgrim.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Whip what? Drag what? What are you talking about?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Isn't Mal a very good man with a whip? I was thinking he could try dragging it out and we dogpile it


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I think he means only Johan and Malgrim saw the snake so far, so Eldred couldn't comment...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Game on: What are your intentions?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I do like Eldred's idea of getting Malgrim to drag it out with the whip. Is that possible? If not, Johan will stab at it from max reach, still in hallway, forcing it to come at us, eating an AoO, and maybe a held actions from the others, or retreat into the room. Either way, Johan casts Divine favour on himself first (+1 att,dmg for 1 minute)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Both sides are aware of each other. No held actions. Roll initiative and everyone acts on this turn. About the whip, no, Malgrim cant. He would need I Whip mastery I think. But I really do not know. Better wait for him to answer this question.


Male Hobgoblin Cavalier 1 (Fell Rider)

Nt really possible I think malgrim will just warn the others and go into initiative
Sorry for lack of formatting posting from phone as I'm out.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here we go then.

Damien: 1d20 + 7 ⇒ (6) + 7 = 13
Eldred: 1d20 + 5 ⇒ (4) + 5 = 9
Johan: 1d20 + 6 ⇒ (14) + 6 = 20
Malgrin: 1d20 + 5 ⇒ (12) + 5 = 17
M Snake: 1d20 + 4 ⇒ (11) + 4 = 15

Johan, Malgrim, what you will do?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan stabs at the snake from the maximum distance allowed by his spear, trying to leave space for his companions to move or shoot around him if they need to.

long spear : 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
damage: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

On Damien's turn...

"Alright, time to show you guys why they called me The Curse, back at the club."

Damien starts to laugh, and apparently doesn't seem to do much anything. Yet, as the snake starts moving, it movements seem erratic, as though its intricate parts kept locking up on minor imperfections through some sheer twists of bad luck.

Misfortune Hex, DC 16 will save negates. If it succeeds, Cackle to extend it to two rounds. If it fails, Damien draws his crossbow instead.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim doubted the ability of his whip to harm the snake without flesh to flay and pierce, so assumed a place in front of Johan on the front lines and lashed out with a lightning fast kick.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage (Power Attack): 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Human Hero Killer1 / Holy Assassin1 / Deceiver2

DM thing:

1d20 + 4 ⇒ (12) + 4 = 16

Malgrim kicked fast and hard the little snake, but it did not seen to have any effect on it. Dmg Reduction 5/-

While he was distracted from south him, another snake appears and try to bite him.

Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

but it misses.

The first snake will try to bite him too, flanking with the other one.

Atk: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

But it also misses it atk.

Will: 1d20 ⇒ 3 x DC 16 - One of the snakes fails it saves North or south Dam. Up to you.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So, was my first attack a miss?

Johan frowns as Malgrim's kick ricochets harmlessly off the snake's metal body.Dark Prince guide my hand,he snarls, and a blood red glow envelops the tip of his spear. His frown turns to a malicious grin as he tries again to skewer the snake to the south.

Swift action to activate Judgement:Smiting (Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.)
Standard action to attack snake to the south.

Longspear: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Let's go with north.

"Look at it go! Clink! Clank! Clink! Clank! Hahaha!"

Laughing to himself, Damien leans against the wall, and begins working his influence on the second snake.

Five foot step up, Misfortune Hex on the other Snake, Cackle.

Hex Status, Misfortune:
North Snake: 2 turns.
South Snake: 2 turns unless Will Save DC 16
They roll twice and take the worst result.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred loads up his bow and shoots at the one that Johan hit before.

Attack 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Have precise shot


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Things got a little confusing here in this combat, I'll post your actions for round one, and Johan and Damien already posted their actions for round two.

Round One Recap:
Johan tried to hit the snake, but was unable too. Malgrim put himself in the front line, he kicked, he hitted, but was unable to do any damage at all.
Eldred fired an arrow, but it missed it's target.
And Damien Cursed the snake north.

The Nine Lessons.

Round 2-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(2 rounds) Snake N

Map-

Link

Notes-

Johan and Damien already acted for this round.

Action-

Johan attacked again, but missed.

Things will be different based on what Mal does.

Will Snake S: 1d20 + 0 ⇒ (4) + 0 = 4 x DC 16

Malgrim and Eldred actions now.


Male Hobgoblin Cavalier 1 (Fell Rider)

Seeing how little impact his blows were likely to have on the potent defences of the snakes, Malgrim's stance became entirely defensive, planting himself in the doorway and focusing on dodging and deflecting blows, to buy Johan and Eldred time to destroy the foe.

Total Defence, +4AC/CMD


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Both snakes will atk Malgrim again.

Snake South
Atk: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

Snake North
Atk 1: 1d20 + 5 ⇒ (2) + 5 = 7
Atk 2: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8

But they miss again.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Might be time to try aid another, since we can't get into flanking positions. Can you combine fighting defensively with aid another? Between that and Damien's misfortune, Malgrim you'd probably be pretty safe. Eldred could still set one up this round for Johan to attack in round 3.


Male Hobgoblin Cavalier 1 (Fell Rider)

Probably. I'll switch to defensive fighting next round. Johan and Eldred can still attack though and they have a better chance to pierce its defences.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round 2 Recap:

No one was able to do anything in this round, the snakes missed, Malgrim just defended himself.

The Nine Lessons.

Round 3-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(1 rounds) Snake N
Misfortune(2 rounds) Snake S

Map-

Link

Notes-

Don't forget that the snakes act after Johan and Malgrim but before Eldred and Damien.

Action-

Post your actions.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim played for time but didn't even come close to harming one of the snakes.

Defensive Fighting (+2AC/CMD) (Miss): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Attack the south snake:
Longspear: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17(Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.)

With a ferocious snarl Johan smashes the tip of his spear down the metal snake's snapping maw.

Finally! a good roll! That's got to hit! If that kills it (fingers crossed), Johan 5' steps into its square, to put him directly across from the north snake.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien, still leaning against the wall, stops chuckling and outright bursts into laughter. "Ah, how I missed this, my favorite trick."

He also turns his attention to the least damaged of the two snakes, making straight eye contact. He's not quite sure how he can psyche out constructs, but he's not about to let that stop him.

Evil Eye: Armor Class to whichever is the least damaged snake on his turn. DC 16 Will Save reduces from 8 rounds to 1. Cackle afterwards.

Hex status:
Misfortune, both snakes, 2 rounds
Evil Eye (-2 AC), least damaged snake, 2 or 9 rounds.


Male Hobgoblin Cavalier 1 (Fell Rider)

Fairly sure Evil Eye won't work as its mind-affecting; Misfortune is not thankfully :).


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred will put away his bow, slinging it across his chest and draws his sword.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Oh, woops. Uh... I'll just stand there laughing, then. Not really worth wasting a spell at this point.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Either let them in or push in... My arrows bounce off their bodies. It would be best to dog pile one


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Both snakes ignore Malgrim, Johan and Eldred, going straight for Damien.

Acrobatics Snake N: 1d20 + 5 ⇒ (5) + 5 = 10
Acrobatics Snake N: 1d20 + 5 ⇒ (13) + 5 = 18

Acrobatics Snake S: 1d20 + 5 ⇒ (1) + 5 = 6
Acrobatics Snake S: 1d20 + 5 ⇒ (7) + 5 = 12

Johan and Malgrim get an AoO. Damien is not using any weapon and Eldred was still with his bow when the snakes moved..

And both of then will atk Damien

Snake North
Atk: 1d20 + 5 ⇒ (10) + 5 = 15
Atk: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d6 ⇒ 1

Snake South
Atk: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Atk: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Dmg: 1d6 ⇒ 5

Snake north hits Damien for 1 dmg.

Damien, I need a Fort Save DC 11

Round three Recap:

Malgrim attacked just for the sake of attacking, since he was more concerned on defending himself than really doing any damage.
Johan hitted with a powerful blow, but it's damage was somewhat strange. It hurted less than it should have. Damage reduction 5/-
Eldred put down his bow and got this sword.
Damien tryed to curse the snake, but it did not worked. As we are doing from the beginning: No retcons.

The Nine Lessons.

Round 4-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(End this round) Snake N
Misfortune(1 rounds) Snake S

Map-

Link

Notes-

Don't forget that the snakes act after Johan and Malgrim but before Eldred and Damien.

Action-

Post your actions.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred launches a two handed strike at the snake closest to him.

1d20 + 6 ⇒ (6) + 6 = 12
1d8 + 4 ⇒ (4) + 4 = 8


Male Hobgoblin Cavalier 1 (Fell Rider)

AOO (Defensive Fighting Penalty Applies Until Malgrim's Action): 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6

Cursing as the snakes slipped by him and lashing out ineffectively, Malgrim followed one of them, standing beside Eldred and once again failing to harm the damn things.

Attack (Power Attack): 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage (DR Included): 1d6 + 1 + 2 - 5 ⇒ (1) + 1 + 2 - 5 = -1


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So, the smiting judgement did not overcome the snake's damage resistance?

AoO: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17

Round 4

Johan snarls in frustration as yet again he fails to destroy the snake. To add insult, the little metal monsters slither right past him with unbelievable dexterity.

Swift Action to switch judgement to justice(+1 to hit)
5' step back into the corridor to give Eldred the chance to flank one of the snakes (already moved on map
standard action attack the snake behind Damien.

Longspear: 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Damage: 1d8 + 8 + 1 ⇒ (3) + 8 + 1 = 12


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien, do your fort save for me and update your information on map to reflect the mage armor.


Male Hobgoblin Cavalier 1 (Fell Rider)

DM said its DR/-, it would go through if it was DR/Magic.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan, you hit the same snake a second time it's heavily damaged, but it is still working.

Since the fort save may affect Damien AC I'll roll for him. This is the first one from when he got bite for 1 dmg.
Damien Fort: 1d20 + 2 ⇒ (5) + 2 = 7 x DC 11

Poison Dmg: 1d2 ⇒ 2 Dex Damage.

Posion
Duration: 6 Rounds
Cure: 1 save.
DC 11

Both snakes will atk Damien again each one will bite him two times.

Snake North
First Attack:

Atk: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 x AC 16 (-1 from dex drain)
Atk: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 x AC 16 (-1 from dex drain)
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Damien Fort: 1d20 + 2 ⇒ (4) + 2 = 6 x DC 11

Poison:
Duration: 9 Rounds
Cure: 1 save.
DC 13

Second Attack:
Atk: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 x AC 16 (-1 from dex drain)
Atk: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 x AC 16 (-1 from dex drain)
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7

Snake South
First Attack:
Atk: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 x AC 16 (-1 from dex drain)
Atk: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 x AC 16 (-1 from dex drain)
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Second Attack:
Atk: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 x AC 16 (-1 from dex drain)
Atk: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 x AC 16 (-1 from dex drain)
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Damien, you feel the poison in you, your moviments are slugsh. But even with that many attacks, they were able to hit you only once for 4 dmg.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred swings hard again using both hands, cursing at his ill luck.

1d20 + 6 ⇒ (7) + 6 = 13
1d8 + 4 ⇒ (6) + 4 = 10

joy

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