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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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

"You guys think that one might just have been a warning? Might wanna turn off that light, although I'm not sure wandering in the dark is a much better idea."


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

Damage is done now... best we just be ready for the butt slamming that is to come, Eldred mutters.

And fighting in the dark is a bugger... don't have those weird "see in the dark" eyes

He checks the door over rapidly.


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

Heh, never even occurred to me to silence the mushroom by just turning off the light!


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

They are funny things but cats out of the bag now


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan is hitting the mushroom and Eldred watching the other door, that leads to yet another corridor. The light from Johan torch is not suficient to see the end of it, so Eldred strain his eyes trying to detect anything that my come from there.

Johan hits the the mushroom a second time, Eldred think he heard a faint noise, but he is not sure. No he must be imaginating things.
Johan hit the the Mushroom a third and last time he calls "It's done..." when Eldred see humanoid forms emerging from the darkness.

Since no one except Johan moves his avatar on map when he does something, I'll put you inside the room. If the position you are in does not pleases you, remember to update your position in the map after the combat is over. If you are not able for some reason to update, on your action try to discribe where you went and I'll try to match in the map.

You see four mangled human carrying a great axe.

Damien: 1d20 + 5 ⇒ (16) + 5 = 21 (-2 from 3 Dex drain)
Eldred: 1d20 + 5 ⇒ (9) + 5 = 14
Johan: 1d20 + 6 ⇒ (19) + 6 = 25
Malgrim: 1d20 + 5 ⇒ (4) + 5 = 9
Monster1: 1d20 ⇒ 11
Monster2: 1d20 ⇒ 11
Monster3: 1d20 ⇒ 11
Monster4: 1d20 ⇒ 3

K:Religion DC 10:

I'll PM you the result.

K:Religion DC 15:

I'll PM you the result.

K:Religion DC 20:

I'll PM you the result.

The Shrieker Room

Round 1-

Ordered Initiative-

Johan: ⇒ 25
Damien: ⇒ 21
Eldred: ⇒ 14
Monster1: ⇒ 11
Monster2: ⇒ 11
Monster3: ⇒ 11
Malgrim: ⇒ 9
Monster4: ⇒ 3

Active Effects-

Damien 3 dex drain.

Map-

Link

Notes-

Johan,Damien and Eldred acts before the monster, then some of the monster, and then Malgrim. Also it's now mandatory use a text mark for you round action, Ex:
Name Round x -

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

We've company... and they're ugly... and errr... mangled?

Action Round 1
He holds the line, preparing to swing once the creatures get within sword range, using both hands on the hilt.

1d20 + 6 ⇒ (8) + 6 = 14
1d8 + 4 ⇒ (8) + 4 = 12


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

Knowledge Religion (Untrained): 1d20 + 5 ⇒ (6) + 5 = 11 Will wait on that before my action.


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

Knowledge Religion: 1d20 + 3 + 3 ⇒ (3) + 3 + 3 = 9 the 2nd+3 is for monster lore

Don't let them into the room! Keep them bottled in the corridor! Johan leaps over the small stone circle and stands shoulder to shoulder with Eldred. He had no idea what the creatures approaching them were, and wasn't about to wait to find out. He mumbled a prayer to Asmodeus, and felt the red heat of his god fire his limbs

Round 1
Move action: move up beside Eldred to block the doorway
Standard action: cast divine favour (+1 to hit and dmg, 1 minute)


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

This may sound like an irrelevant question but... how high are the ceilings here?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The ceilings are 15ft high.


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

"What do you guys say we upsize the trouble, huh? You look like a big hitter to me, Johan, how 'bout I help you with that."

Damien utters a few words and a few magic gestures, and suddenly, Johan finds that the room has gotten rather smaller. Or, more precisely, that he has gotten quite larger.

"Hah! It worked! This oughta help hold the line!"

Johan now benefits from Enlarge Person.

Sorry for assuming you're okay with it, J. If it's a problem, let me know and I'll redo the post.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The zombies walk closer to Eldred and Johan holding the line.

Dam, you made me remember a PC game Link :D

Johan you have an AoO, and Eldred you activate your ready action.

If Eldred or Johan kill one of those bellow, I'll change the outcome of this actions, but not the rolls.

One of the Zombies will attack Eldred the other will attack Eldred.

Monster1 attack Eldred.
Atk: 1d20 + 5 ⇒ (20) + 5 = 25
Atk: 1d20 + 5 ⇒ (16) + 5 = 21 critc confirm
Dmg: 3d12 + 12 ⇒ (4, 4, 6) + 12 = 26

Do a Con check to stabilize.

Making Eldred fall to a single and vicious attack.

Monster2 attack Johan.

Atk: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d12 + 4 ⇒ (5) + 4 = 9

He hits Johan for 9 damage. He fails the attack if Johan Resist the Enlarge person from Damien. But in this case, Johan need a will save to negate the effect.

Now that Eldred fell, the way is not blocked anymore, the monster three will enter the room, steping over Eldred body.

And will attack Johan

Atk: 1d20 + 5 ⇒ (20) + 5 = 25
Atk: 1d20 + 5 ⇒ (18) + 5 = 23 Critical Confirm
Dmg: 3d12 + 12 ⇒ (1, 8, 1) + 12 = 22

Hitting Johan for another 22 dmg.
Do a Con check to stabilize.

Omg, what is wrong with this dice roller today?

Johan and Eldred are dying, Eldred with -7 and Johan -6.

If for any reason they do not fall, I'll need a fort save DC 12 or you'll be nauseated for one round.

Malgrim action now.


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

My roll is above with my action to delay and marked in the Round 1 format - don't know if 14 to hit and 12 damage changes anything. Also I had a funny premonition I'd be critted last night when I posted my attack. Can't say I had any such feeling about Johan - strangest damn character I've played in a while.

Con 1d20 + 3 ⇒ (7) + 3 = 10

Ironically it was the enlarge person that got Johan hit early in the round.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just one note. Johan is large with a reach weapon. In this case he do cannot attack the monster 1 or 2. His AoO will be on monster 3.


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

Did I hit?


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

... wow. Well we just got hosed by the dice.


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

Witches don't exactly shine vs the undead either


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

oookaay..

Enlarged Johan
Str 22, Dex 10, AC 15

longspear AoO vs zombie #3: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Dmg: 2d6 + 9 + 1 ⇒ (6, 4) + 9 + 1 = 20

Con check: 1d20 + 3 - 6 ⇒ (16) + 3 - 6 = 13 vs DC 10

Oh, and in all fairness, there is no way Johan would have said no to the enlarge person - More power? Sign me up! Of course he may have to re think that for next time... if there is a next time


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

Your AoO was a good'un... Assuming I also hit it should weaken it enough to make it easier to take down. If they are only fighting two? Then they have a shot. Waiting on GM Aku's result on Eldred's roll


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, you hit your attack before getting beat down.

Johan, you hit too, but as you fall you notice your spear did not deal full damage. (They have damage reduction)

Johan was able to stabilize, but Eldred is still dying.


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

The Zombies are all still up? Oooooh boy.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

yup, each has 19 hp, but DR 5/bludgeoning or slashing;


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

oh crap on a stick... well, that's two that with luck Mal can try to take down. Odds are bad but not massively nasty - yet :D


Male Hobgoblin Cavalier 1 (Fell Rider)

Round 1 Action-

Amusing that Malgrim has a great initiative score but the DM never rolls high for his roll :P. I need that +2 trait bonus bad! Ok guys, wish me luck...

Malgrim stared in incredulous disbelief as two of his comrades were swiftly cut down. Fear, a near-alien emotion to the Hobgoblin since his capture, began to creep into his body. He forced himself to swallow it down as he began to seek out a strategy; the others had not abandoned him when the frog had gobbled him up and he would return the favor in kind. His voice was not its usual calm self as he spoke, but rather had a quiet strain to it that Damien was not accustomed to hearing.

I'm going to draw them to me. If your magic can't harm them, tend to the others or grab one of their axes, should I slay one... That quarterstaff probably won't cut it, and I doubt I can do this alone.

Malgrim moved to the near-centre of the room and began to howl, bellow and shout his fury at the Undead, trying to draw them to him 5 foot step, moved myself.. He lashed out with his metal whip in a defensive attack, even as he drew a dagger for the closer-quarters combat that would surely follow. He was unaccustomed to using it as a deadly weapon rather than a cruel tool or a means to disarm or trip, but nevertheless the serrated metal edge lashed out to tear the flesh around the neck of the zombie that Johan had plunged his spear through Zombie 3.

Scorpion Whip (-4 Non Proficiency as per PM, -1 Power Attack, -4 Defensive Fighting, Crit Threat) : 1d20 + 8 - 4 - 1 - 4 ⇒ (20) + 8 - 4 - 1 - 4 = 19
Crit Confirm (-4 Non Proficiency as per PM, -1 Power Attack, -4 Defensive Fighting, Crit Unconfirmed): 1d20 + 8 - 4 - 1 - 4 ⇒ (4) + 8 - 4 - 1 - 4 = 3
Damage (Slashing): 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Almost certainly will get an AOO from their movement, so i'll narrate/roll that now.

As the zombies closed on him, Malgrim's whip snaked out once again to wrap itself around the leg of one of his would-be attackers, the first to get close enough, yanking the unliving flesh to the ground.

Trip (Defensive Fighting) VS CMD: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19

AC22.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Heads roll with the precise hit from the metal whip Malgrim uses. A brutal lash and the moster is now headless.

The last monster, walks into the room, ignoring the noise challenge of Malgrim, going straight to Damien.

He will attack.

Atk: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d12 + 4 ⇒ (2) + 4 = 6

Hitting Damien for 6 damage.
Dam, do a fort save DC 12 or you'll be nauseated for one round.

Round one Recap:
Johan: ⇒ 25 Moves to block the door, hits an AoO then falls dying but was able to stabilize.
Damien: ⇒ 21 Use enlarge person on Johan.
Eldred: ⇒ 14 Stayed on the door, with a ready action and hit the monster, but fell dying to damage taken.
Monster1: ⇒ 11 Attacked Eldred.
Monster2: ⇒ 11 Attacked Johan
Monster3: ⇒ 11 Attacked Johan
Malgrim: ⇒ 9 Killed moster 3.
Monster4: ⇒ 3 Attacked Damien.

The Shrieker Room

Round 2-

Ordered Initiative-

Johan: ⇒ 25
Damien: ⇒ 21
Eldred: ⇒ 14
Monster1: ⇒ 11
Monster2: ⇒ 11
Monster3: ⇒ 11
Malgrim: ⇒ 9
Monster4: ⇒ 3

Active Effects-

Damien 3 dex drain.

Map-

Link

Notes-

Damien act before the monster, then some of the monster, and then Malgrim. Also it's now mandatory use a text mark for you round action, Ex:
Name Round x -

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

Round 2

Trying to stabilise 1d20 + 3 ⇒ (15) + 3 = 18

Stable!!!


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

Wait... dex "drain"? I thought it was damage. Can you confirm?

Well this ain't good. Damien comments as Eldred and Johan fall.

Fort save: 1d20 + 2 ⇒ (8) + 2 = 10

Reeling from the blow, he attempts to put some distance between himself and the monster, fleeing for the door.

Provoking an AOO from the undead.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien, from the fight with the snakes, you failed the poison save two times, and took 3 Dex damage there.

Monster4 AoO.
Atk: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d12 + 4 ⇒ (11) + 4 = 15

But he miss.

Monster 2 and 3 will close up on Malgrim and attack.

Monster2 attack.
Atk: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d12 + 4 ⇒ (2) + 4 = 6

Monster3 attack.
Atk: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d12 + 4 ⇒ (9) + 4 = 13

But they miss, leaving Malgrim unhurted.


Male Hobgoblin Cavalier 1 (Fell Rider)

Will target the wounded one. I believe that was Monster 1 that Eldred hit with an AOO. Theres some discrepancy between the map and your description; monster 3 is down for example.

Round 2, Initiative 9-

Growling through gritted teeth as Damien appeared set on fleeing, Malgrim nevertheless hoped that should he provide a bulwark for the man, he might yet contribute. Resisting the urge to fall back as it would expose the human once again, Malgrim sought out a moment in the frantic melee as he continued to duck and dodge, to attack. Finding his rhythm, he slashed his dagger against the most wounded of his attackers- right across the dead thing's throat.

Dagger Attack (Crit Threat, Power Attack, Defensive Fighting): 1d20 + 6 - 1 - 4 ⇒ (19) + 6 - 1 - 4 = 20
Damage (Slashing, Power Attack): 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Dagger (Crit Confirm?): 1d20 + 6 - 1 - 4 ⇒ (8) + 6 - 1 - 4 = 9

Might take a move action depending on if this attack drops the undead. Especially if its Monster 1.

AC22.


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

No, no, I'm not confused by the fact that there's damage. I'm confused by the fact that you have it listed as Drain. Ability Damage and Ability Drain are quite different things, and Ability Drain is much, much, much worse.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Damien. It's ability score Damage. Sorry, I did not even knew there was a difference about that. I thought I was just wording.

Lashing out with a swift and brutal knife work, Malgrim cut the already wounded monster. It took the damage and barely stands, but it is still ‘alive’.

They are undead, critical do not work on then. But he has only 1 hp.

The Draugr4 will close in Malgrim, trying to hit him with his axe.
Atk: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d12 + 4 ⇒ (6) + 4 = 10

It hits, inflicting a deep wound in Malgrim’s chest.

Malgrim, do for me a DC 12 fort or you'll be nauseated for 1 round.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round two Recap:
Johan: ⇒
Damien: ⇒ Moved away, going to the door.
Eldred: ⇒
Monster1: ⇒ Attacked Malgrim but missed. Took 6 dmg from Malgrim Attack
Monster2: ⇒ Attacked Malgrim but missed.
Monster3: ⇒ Dead.
Malgrim: ⇒ Attacked for 6 dmg.
Monster4: ⇒ Attacked Malgrim for 10 dmg.

The Shrieker Room

Round 2-

Ordered Initiative-

Johan: ⇒ 25
Damien: ⇒ 21
Eldred: ⇒ 14
Monster1: ⇒ 11
Monster2: ⇒ 11
Malgrim: ⇒ 9
Monster4: ⇒ 3

Active Effects-

Damien 3 dex damage.

Map-

Link

Notes-

Damien act before the monster, then some of the monster, and then Malgrim. Also it's now mandatory use a text mark for you round action, Ex:
Name Round x -

Action-

Damien, 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

Crits do work on undead - they even work on Golems these days under pathfinder. Unless there is a house rule to the contrary


Male Hobgoblin Cavalier 1 (Fell Rider)

Yup.

Edit: Sorry I check IC first as a rule. Will take discussion there.


Male Hobgoblin Cavalier 1 (Fell Rider)

Oh, I missed the fort save sorry. Will post action pending monster results.

Grimacing as Damien's foe made the melee even more one-sided and dealt him a nasty gut wound, the Hobgoblin continued to curse in his native tongue...

Fortitude: 1d20 + 8 ⇒ (15) + 8 = 23


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 - Round 2 - Init 21

"Luck really ain't on our side, is it?" Damien observes darkly with an awkward chuckle, as he starts working his influence on Zombie 4.

Misfortune DC 16 on Zombie 1, Cackle, 5-foot step


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The Draugr1 moves close to Damien trying to flank Malgrim, when he is target by Damien Curse.

Will Draugr1: 1d20 + 4 ⇒ (1) + 4 = 5 x DC 16.

He fails his save, and change his target from Malgrim to Damien, now that he stepped over the door, attacking with his axe, trying to cut his head off.

Atk: 1d20 + 5 ⇒ (16) + 5 = 21
Atk: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d12 + 4 ⇒ (10) + 4 = 14

But he miss the attack.

The Draugr2 will attack Malgrim again, with a akward vertical axe blow;
Atk: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d12 + 4 ⇒ (3) + 4 = 7

Hitting for yet another 7 dmg.
I need another fort DC 12 save Malgrim.


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

These guys are rolling like I wish we would


Male Hobgoblin Cavalier 1 (Fell Rider)

Edit: Moved to OOC.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
DM Aku wrote:

The Draugr1 moves close to Damien trying to flank Malgrim, when he is target by Damien Curse.

Will Draugr1: 1d20 + 4 ⇒ (1) + 4 = 5 x DC 16

He fails his save, and change his target from Malgrim to Damien, now that he stepped over the door, attacking with his axe, trying to cut his head off.

Atk: 1d20 + 5 ⇒ (16) + 5 = 21
Atk: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d12 + 4 ⇒ (10) + 4 = 14

But he miss the attack.

The Draugr2 will attack Malgrim again, with a akward vertical axe blow;
Atk: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d12 + 4 ⇒ (3) + 4 = 7

Hitting for yet another 7 dmg.
I need another fort DC 12 save Malgrim.

Omg, what's that up there? I just quoted my earlier post. '-'

Okay, let's redo this:

Damien target the Draugr4 with his hex,

Will: 1d20 + 4 ⇒ (3) + 4 = 7 X DC 16 failing against it.

The Draugr1 moves to flank Malgrim, but change his target when Damien steps in the doorway, attacking him with a horizontal axe swing.

Atk: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg: 1d12 + 4 ⇒ (8) + 4 = 12

But he miss the attack.

The Draugr2, will attack Malgrim again with a akward vertical blow:

Atk: 1d20 + 5 ⇒ (2) + 5 = 7
Dmg: 1d12 + 4 ⇒ (8) + 4 = 12

But he miss Malgrim.

Edit: Asked something in OCC


Male Hobgoblin Cavalier 1 (Fell Rider)

As attack is now a miss no fort save needed.

Round 3, Init 9-

Malgrim spun and cut down Damien's attacker, his stance a little less defensive as he desperately sought to thin the ranks of their attackers further. He took a step towards the doorway to better protect the fragile and wounded Human.

Dagger Attack (Power Attack): 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Its Round 3 btw.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As Malgrim kills one of the monsters, the Draugr4 will close in Damien, walking away from Malgrim range. Delivering a vicius axe blow.

Atk: 1d20 + 5 ⇒ (11) + 5 = 16
Atk: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d12 + 4 ⇒ (5) + 4 = 9

Hitting for 9 dmg. He falls to the floor, bleeding.
Do a Con Check to stabilize.

You now notice two things:

They appear to be trying to prevent Damien leaving the Room, and until now, even when they had a chance, they not flanked Malgrim.

Round three Recap:
Johan: ⇒
Damien: ⇒ Used misfortune, then Cackle.
Eldred: ⇒
Monster1: ⇒ Attacked Damien but missed. Took 7 dmg from Malgrim Attack
Monster2: ⇒ Attacked Malgrim but missed.
Monster3: ⇒ Dead.
Malgrim: ⇒ Attacked for 7 dmg, killing the monster.
Monster4: ⇒ Attacked Damien for 10 dmg.

The Shrieker Room

Round 4-

Ordered Initiative-

Johan: ⇒ 25
Damien: ⇒ 21
Eldred: ⇒ 14
Monster2: ⇒ 11
Malgrim: ⇒ 9
Monster4: ⇒ 3

Active Effects-

Damien 3 dex damage.
Misfortune Draugr4 (2 rounds)

Map-

Link

Notes-

Damien act before the monster, then some of the monster, and then Malgrim. Also it's now mandatory use a text mark for you round action, Ex:
Name Round x -

Action-

Damien, post your actions.

Edit: Damien is dying from the damage.

The Draugr2 will then attack Malgrim with his axe.
Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d12 + 4 ⇒ (2) + 4 = 6

But he miss.


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

Fort Save: 1d20 + 2 ⇒ (11) + 2 = 13

Yeah, no real actions here.


Male Hobgoblin Cavalier 1 (Fell Rider)

Round 4, Init 9-

Malgrim scowled as the last of his allies fell, but resolved not to abandon them. Not as certain that his fists could harm the undead as effectively as the dagger had, Malgrim nevertheless realised he had to take down another of the undead swiftly; and called upon his monastic training. Dagger still in hand he shifted his position and launched a vicious and swift roundhouse kick at one of the undead, following it up with a butt from his callused head.

Attack (Flurry of Blows, Power Attack): 1d20 + 7 - 2 - 1 ⇒ (17) + 7 - 2 - 1 = 21
Damage (Bludgeoning): 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Attack (Flurry of Blows, Power Attack): 1d20 + 7 - 2 - 1 ⇒ (12) + 7 - 2 - 1 = 16
Damage (Bludgeoning): 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

No defensive fighting. AC20. Really hoping that bludgeoning is more effective than piercing. The attack roll is +7 base rather than +6 as flurry treats his Monk level as BAB (before adding his BAB from Fighter). The -2 penalty is from Flurry itself.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Malgrim, you hit, two powerful kicks and you know it is more effective than your attacks with the dagger.

The Draugur4 will close in and attack again with his already bloodied axe.
Atk: 1d20 + 5 ⇒ (3) + 5 = 8
Atk: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg: 1d12 + 4 ⇒ (12) + 4 = 16

Malgrim was able to evade the blow; it hits the ground with a vicious strength

The Shrieker Room

Round 4-

Ordered Initiative-

Johan: ⇒ 25
Damien: ⇒ 21
Eldred: ⇒ 14
Monster2: ⇒ 11
Malgrim: ⇒ 9
Monster4: ⇒ 3

Active Effects-

Damien 3 dex damage.
Misfortune Draugr4 (2 rounds)

Map-

Link

Notes-

Action-

The Draugr2, trying to finish the fight, will cutting Malgrim path and attack again.

Atk: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d12 + 4 ⇒ (5) + 4 = 9
Do for me another Fort save DC 12

He hits, the already wounded Malgrim, but it was not enough to stop this fearsome and resilient Hobgoblin.


Male Hobgoblin Cavalier 1 (Fell Rider)

Round 5, Init 9

Fortitude DC12: 1d20 + 8 ⇒ (19) + 8 = 27

Shaking off the nauseating effect of the wound, Malgrim, now heavily wounded, split his attacks between his two attackers as he frantically defended himself. Ducking underneath a heavy axe swing, Malgrim rammed his elbow into one of his attacker's chest; the force sufficient, along with the other two wounds, to cave in the thing's chest.

Flurry of Blows (Monster 2): 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Fairly certain that finishes it off.

Using his momentum to carry himself forward, Malgrim pirouetted into the air to plant a heavy kick on the other undead's shoulder; in an attempt to force it to the ground with brute force.

Flurry of Blows (Monster 4, Punishing Kick): 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Using his 1/day Punishing Kick. Undead must make a DC13 Fortitude save (rolling twice if still under effects of Misfortune) or be knocked prone!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (12) + 2 = 14

Malgrim drops the one of the monster with a elbow blow, and knocks the other prone with his kick.

The last Draugr, stands before Malgrim provoking a AoO.

I don't know what Malgrim will do, Disarm or Hit the monster for more damage, anyway I'll roll both options.

He attacks malgrim. It's the same bonus, armed or unarmed.
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (18) + 5 = 23

Dmg (Axe): 1d12 + 4 ⇒ (9) + 4 = 13
Dmg (Slam): 1d10 + 4 ⇒ (2) + 4 = 6

Hiting and leaving another dying body in the ground.


“It seems I have erred. I thought they worthy of service to the mighty Asmodeus. But what use could our dark father possibility have for such bumbling incompetence?"

After some moments, he stands up and looks out of the manor house window across the grey moor.

"Come Tiadora, It seems we have some more recruiting to do."


Male Hobgoblin Cavalier 1 (Fell Rider)

Attack of Opportunity: 1d20 + 6 - 2 - 1 ⇒ (16) + 6 - 2 - 1 = 19
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


You wake in a dark room, no windows, just a lantern in the corner, to provide any illumination.
The first thing you notice, you are not hurt, all injuries from your fight with the undead are gone. The second thing you notice: You are bound to a torture rack.
You can see the cardinal in the room.
“It seems I have erred. I thought you worthy of service to the mighty Asmodeus. But what use could our dark father possibility have for such bumbling incompetence. It seems we have work to do. I will train you but first I want you to remember this failure. I want you to remember its cost. Tiadora, help them never forget. No marks, my dear. At least nothing physical.”
And with that, he leaves the room.

The door slams shut on Tiadora’s sanctum beneath the manor house. Whatever you imagined would happen in that chamber of horrors that night, what actually happened was far worse.

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