Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
Loot Tracking Sheet


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Round 3 Final

Rex takes cover and reloads his pistol.

Max Fort: 1d20 + 2 ⇒ (6) + 2 = 8 Dex Damage: 1d2 ⇒ 2

The quasit moves to continue its attack on Max, clawing and biting at his face with savage fury. The demon's poison courses through his veins in greater quantities as each blow lands.
Claw1: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 Claw2: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Bite: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Claw1: 1d3 - 1 ⇒ (2) - 1 = 1 Claw2: 1d3 - 1 ⇒ (2) - 1 = 1 Bite: 1d4 - 1 ⇒ (4) - 1 = 3

+4 to the save DC for 2 extra doses, as well as an increase of an additional 6 rounds duration.

The cultist leader's weapon glows with power as he swings his glaive in a return strike against Kel. The impact sees the power flood into Kel's body as his wounds begin to immediately fester.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 + 1 + 2 - 2 ⇒ (8) + 1 + 2 - 2 = 9 Channel Smite: 2d6 ⇒ (4, 2) = 6 DR accounted for in roll
Kel Will: 1d20 + 1 ⇒ (4) + 1 = 5

Tina steps to engage one the cultists and lunges with her spear, but the blow glances off of her magical barrier!

Ausk follows Tina with a driving strike that makes the cultist reel in pain.

Horgus shoots at the quasit again, but sees no difference in the results. He hastily sets to reloading again. Attack: 1d20 + 2 ⇒ (5) + 2 = 7

Round 3 Complete!

Round 4 Begin!

Initiative Order:
Max <--- We Are Here
Cultists
Lann
Kel
Anevia
Deia
Rex
Quasit
Cultist Leader
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -14hp
Kel: -27hp, aid, resistance +1
Lann: -16hp, prone
Max: -8hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -4hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -19hp
Cultist 3: -27hp, dying
Cultist 4: -18hp, prone
Cultist Leader: -37hp


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Forgot to mention that with the start of Round 4, the rough terrain caused by Max's earlier Stone Call has disappeared.

As the battle continues, the magically created dirt and stones that Max called from the sky fade from the battlefield, leaving the ground in the park in as close to a pristine condition as it was prior to the spell being cast.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk attacks the Cultist again with a two handed chop designed to cleave head in twain Longsword: 1d20 + 5 ⇒ (11) + 5 = 16 Longsword: 1d8 + 6 ⇒ (4) + 6 = 10

If this attack fells the cultist Ausk will move swiftly to engage the quasit, using his Relentless footing ability if necessary


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

"Away, you foul beast!" Max takes a step back, pulls out his crossbow. Though the poison seems to dull his ability to aim, he attempts to fire a cold-iron bolt at the quasit. Attack: 1d20 + 2 ⇒ (14) + 2 = 16; Damage: 1d8 ⇒ 1


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 4

Rex looks downrange for a target, he then fires at the cultist in front of Tina.

The pistol bellows fire and smoke as the bullet leaves the barrel.

Ranged Touch, Point Blank, Precise Shot: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23

Damage: 1d8 ⇒ 2

Round Summary

Standard Action, Attack

Status
HP 30/30
Bullets 44
Powder 18


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Round 4 Update!

Max shoots at the quasit. Though sluggish and slightly disoriented, he manages to scratch the demon with his shot.

The cultist near Lann swings her glaive at Deia, hoping to put an end to the healer. Her blow carves a deep gash as the blade rakes along Deia's flesh. Deia begins to stagger as a result of her wounds! Deia is at 0hp and Disabled.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d10 + 5 ⇒ (3) + 5 = 8

The prone cultist unleashes another burst of energy from her position, not wanting to risk standing on the slippery ground.
Channel: 1d6 ⇒ 1

Ausk Will: 1d20 + 6 ⇒ (11) + 6 = 17
Deia Will: 1d20 + 4 ⇒ (3) + 4 = 7
Lann Will: 1d20 + 4 ⇒ (11) + 4 = 15
Kel Will: 1d20 + 1 ⇒ (1) + 1 = 2
Tina Will: 1d20 + 3 ⇒ (12) + 3 = 15
Cultist2 Will: 1d20 + 5 ⇒ (12) + 5 = 17
CultistL Will: 1d20 + 5 ⇒ (15) + 5 = 20
Kel and Deia take 1 damage. Everyone else takes 0. Deia is now Dying.

The burst of energy tingles upon the skin of Ausk, Lann, and Tina as it does nothing but provide slight discomfort. But Deia and Kel's wounds turn very slightly necrotic as the burst hits them. Deia collapses to the ground as the cultist woman cackles with glee! "Hahaha! I'll drag you to the Abyss with me!"

Lann scrambles to his feet as he yells "NO!" and swings his club at the nearest cultist. His club cracks against the woman's helmet as he sends her to the ground!
Attack: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Initiative Order:
Max
Cultists
Lann
Kel <--- We Are Here
Anevia
Deia
Rex - Action Posted
Quasit
Cultist Leader
Tina
Ausk - Action Posted
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -23hp, dying
Kel: -28hp, aid, resistance +1
Lann: -16hp, prone
Max: -8hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -4hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -24hp, dying
Cultist 3: -27hp, dying
Cultist 4: -18hp, prone
Cultist Leader: -37hp


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Rex and Ausk - both of you were targeting the same cultist, which just went down. You may wish to revise your actions. If no new action is posted by tonight, I'll just adjust you to something as close to your original action as possible.


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

"This isn't good..." mutters Anevia to no one in particular as she fires her bow at the quasit. Though it looked as though her shot was perfect, the demon whipped itself out of the way at the last second!
Attack: 1d20 + 6 ⇒ (9) + 6 = 15


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

On Ausk's turn since the cultist he menaced is down he will either charge the Quasit if he can, or charge the pink ringed cultist. This would bring the attack roll up to 18. Unless you want me to roll again.


City Map Current Location Map Loot Sheet

Unless Tina or Kel move out of the way, you wouldn't have an open charge lane to either of them. Your regular movement would allow you to reach the cultist leader or the prone cultist easily, but you wouldn't be able to reach the quasit without that charge or a use of Relentless Footing. Using your previous attack roll is fine.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ok, well I'd use relentless footing for sure and take the charge if Kel or Tina moves, if they don't then just a normal move/attack if possible. Quasit is my first goal, Cult Leader is second if the Quasit flies away.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

RD 4
Bab for bombs/thrown +7
Reflex Bonus +7 Will save +1
AC 17/14/13

Seeing Deia fall, Tina moves to the west of her and pours her healing infusion down her throat.

CLW: 1d8 + 3 ⇒ (8) + 3 = 11


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

I'll move. I need to adjust for this polearm anyway. 5' adjust to

Kel looked over his shoulders Deia fell. He snarled through the pain of the huge festering wound the cultist's blade had opened in his chest. He'd never been hit that hard, and it couldn't do anything to help his friends against the blasts of unholy energy they were releasing. All he could do was try to end the fight as fast as possible.

Attack the cultist leader, aid: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Well that's not great. Charge lane is open at least.


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Round 4 Final!

Kel steps and swings at the cultist leader. Though his blow only seems to be glancing, the leader drops to his knees before falling face first into the dirt.

Anevia shoots at the quasit, but the demon dodges the arrow.

Deia stabilize: 1d20 + 2 ⇒ (13) + 2 = 15 Deia stabilized.

Rex moves forward and fires at the prone cultist, who goes limp as the round strikes her in the chest.

Max Fort: 1d20 + 2 ⇒ (16) + 2 = 18 No Dex loss this time, but you're not out of the woods yet.

The quasit continues its assault on Max.
Claw1: 1d20 + 7 ⇒ (16) + 7 = 23 Claw2: 1d20 + 7 ⇒ (2) + 7 = 9 Bite: 1d20 + 7 ⇒ (19) + 7 = 26
Claw1: 1d3 - 1 ⇒ (1) - 1 = 0 Bite: 1d4 - 1 ⇒ (2) - 1 = 1
No increased duration or higher DC either because the claw didn't actually hurt. Lucky you!

Max:
You hear a voice in your head, the sound of which is like nails scraping across a chalkboard, as it screams profanities directed at you. The voice cuts in and out as the quasit's teeth and claws make contact with your flesh, but one thing is certain - it wants you dead.

Tina hastily pours a healing draught down Deia's throat in an attempt to save her. Deia regains consciousness quickly.

Ausk charges at the quasit, swinging his longsword at the beast when he gets close and nearly shears one of the impish fiend's wings off with the attack. But the demon's skin begins to immediately stitch itself back together!

Horgus fires his crossbow again, but although the round passes closer it still doesn't hit his target.
Attack: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative Order:
Max <--- We Are Here
Lann
Kel
Anevia
Deia
Rex
Quasit
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -12hp, prone
Kel: -28hp, aid, resistance +1
Lann: -16hp
Max: -9hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -7hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -24hp, dying
Cultist 3: -27hp, dying
Cultist 4: -20hp, dying
Cultist Leader: -41hp, dying


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Round 5

Max knows Infernal if the quasit is deciding to utter profanities in that language.

"Bah! I've had it with this quasit." Using the distraction offered by the rescued fighter, Max withdraws to a safer location. Withdraw action.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk, seeing the injury is healing prays to the Inheritor for help. Switching to judgement of smiting to bypass DR. This sword doesn't happen to be cold iron does it!? and he attacks the demon again Longsword, 2H: 1d20 + 5 ⇒ (4) + 5 = 9 but the wily little demon dodges nimbly.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 5

Deia wakes suddenly after Tina pours the healing draught down her throat. After a bit of a cough and a second to gain her bearings, she says "Many thanks" to Tina.

Seeing only the demon left, Deia tries to affect the battle in a positive way. She starts an incantation, "Stars of the sky, cast doubt into the mind of the Demon!" Hex: Evil Eye (DC15, Will) targeting AC. Hopefully, he's more hittable now.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 5

"Looks like we 'bout got these guys whipped, except that little evil flying monkey."

Rex begins to reload his pistol.

Standard Action, Reload

Status
HP 30/30
Grit 2/2
Bullets 44
Powder 18


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

RD 5
Bab for bombs/thrown +7
Reflex Bonus +7 Will save +1
AC 17/14/13

Tina moves to a new location and jabs at the creature with her spear.

Longspear: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 2 ⇒ (2) + 2 = 4


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Round 5 Update!

Max retreats away from the quasit.

Lann stays put.

Initiative Order:
Max
Lann
Kel <--- We Are Here
Anevia
Deia - Action Posted
Rex - Action Posted
Quasit
Tina - Action Posted
Ausk - Action Posted
Horgus

Tracking: Includes unhealed damage
Ausk: -4hp
Deia: -12hp, prone
Kel: -28hp, aid, resistance +1
Lann: -16hp
Max: -9hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -7hp, Faerie Fire
Cultist 1: -22hp, dying
Cultist 2: -24hp, dying
Cultist 3: -27hp, dying
Cultist 4: -20hp, dying
Cultist Leader: -41hp, dying


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel moves in after their fierce rescuee, hopping over fallen cultists until he got close to Anevia and Tina.

Double Move


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Round 5 Final!

Kel moves towards the quasit.

Anevia shoots her bow at the demon, but the shot flies wide.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11

Deia tries to hex the demon, but it shakes it off.
Will: 1d20 + 4 ⇒ (18) + 4 = 22

Rex reloads.

Max Fort: 1d20 + 2 ⇒ (16) + 2 = 18 Max is cured of the quasit's poison.

The quasit tears at Ausk
Claw1: 1d20 + 7 ⇒ (17) + 7 = 24 Claw2: 1d20 + 7 ⇒ (3) + 7 = 10 Bite: 1d20 + 7 ⇒ (4) + 7 = 11
Claw1: 1d3 - 1 ⇒ (3) - 1 = 2
Ausk Fort: 1d20 + 6 ⇒ (7) + 6 = 13 And saved!

Tina stabs ineffectively at the quasit.

Ausk swings at the beast, but the demon avoids his attacks.

Horgus fires at the quasit again, finally scoring what seems to be a debilitating shot. But the demon's wound simply spits out the bolt and begins to close!
Attack: 1d20 + 2 ⇒ (20) + 2 = 22 Confirm: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 2d8 ⇒ (5, 2) = 7

Initiative Order:
Max <--- We Are Here
Lann
Kel
Anevia
Deia
Rex
Quasit
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Ausk: -6hp
Deia: -12hp, prone
Kel: -28hp, aid, resistance +1
Lann: -16hp
Max: -9hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -7hp, Faerie Fire


City Map Current Location Map Loot Sheet

I don't know if you guys are waiting for something from me or not. I forgot to add the "Round 5 Complete" and "Round 6 Begin" bits in my last post, which I just now noticed, but I'd hope you weren't waiting on that to know the new round had started. Just in case...

Round 5 Complete!

Round 6 Begin!

See previous post for initiative and tracking.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

No worries. For me, it's just weekends are slower.

Finding himself blessedly recovered from the quasit's poison, Max begins to help in less direct ways. Cast guidance on Rex.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

RD 5
Bab for bombs/thrown +7
Reflex Bonus +7 Will save +1
AC 17/14/13

Tina tries stabbing again
Spear: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 2 ⇒ (2) + 2 = 4

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia continues to try to make the qasit doubt itself with her hexes.

She intones, "Stars of the sky, cast doubt into the mind of the Demon!" Hex: Evil Eye (DC15, Will) targeting AC.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 6

Rex finishes loading his weapon and notices only the flying demon remains, he takes aim and tries to bring the little rat down.

Ranged Touch, Point Blank, Precise Shot: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Pistol Damage: 1d8 ⇒ 6

Status
HP 30/30
Grit 2/2
Bullets 43
Powder 17


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel unfurls his net and tosses it at the Quasit.

Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Hit = entangled = screw you flying!

"Come here you little creep." he said flatly, yanking hard on the net.


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Round 6 Update!

Max offers Rex a blessing.

Lann stays put.

Kel tosses his net at the quasit, entangling the impish fiend with it. He can still fly, but he's not going to be going much of anywhere because I doubt it'll beat your strength check.

Anevia takes the opportunity to loose two arrows at the quasit, but only one manages to hit its target. The arrow strikes the creature, but fails to cause any wounds!
Rapid1: 1d20 + 4 ⇒ (7) + 4 = 11 Rapid2: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d8 ⇒ 2

Deia attempts to hex the creature again, but again it shakes it off.
Will: 1d20 + 4 ⇒ (17) + 4 = 21

Rex fires at the quasit, hitting it squarely. Though he drew blood, the wound still closes itself while spitting out his spent bullet!

The quasit rips at Ausk again, but is too entangled in the net to do anything.
Claw1: 1d20 + 5 ⇒ (3) + 5 = 8 Claw2: 1d20 + 5 ⇒ (4) + 5 = 9 Bite: 1d20 + 5 ⇒ (4) + 5 = 9

Tina stabs at the quasit. Her spear pierces the demon, but it draws no blood.

Initiative Order:
Max
Lann
Kel
Anevia
Deia
Rex
Quasit
Tina
Ausk <--- We Are Here
Horgus

Tracking: Includes unhealed damage
Ausk: -6hp
Deia: -12hp, prone
Kel: -28hp, aid, resistance +1
Lann: -16hp
Max: -9hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -6hp, Faerie Fire, -2 AC 1rd.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Longsword, 2H: 1d20 + 5 ⇒ (8) + 5 = 13 Longsword 2H, Smiting: 1d8 + 4 ⇒ (3) + 4 = 7

Ausk raises the sword again, wanting to put an end to the fiend.

Judgement of smiting to bybass DR


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Round 6 Final

Ausk slices into the entangled fiend, his borrowed blade cutting deeply and leaving a bleeding wound in its wake.

Horgus fires his crossbow again but the shot is so far off that it may as well have been fired blind.
Attack: 1d20 - 2 ⇒ (2) - 2 = 0

Round 6 Complete!

Round 7 Begin!

Initiative Order:
Max <--- We Are Here
Lann
Kel
Anevia
Deia
Rex
Quasit
Tina
Ausk
Horgus

Tracking: Includes unhealed damage
Ausk: -6hp
Deia: -12hp, prone
Kel: -28hp, aid, resistance +1
Lann: -16hp
Max: -9hp, -4 Dex
Tina: -8hp
Rex: +9hp, 16temp, aid
Quasit: -13hp, Faerie Fire, -2 AC 1rd.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Round 7

Max loads a cold-iron bolt and fires it at the imp! Attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 7

Well, magic hasn't been too effective here. Perhaps I need to try a different approach, thinks Deia.

Deia stands up, trying to regain her mobility.

She gives a blessing to Lann, hoping that will be more helpful. "Lann, may fortune guide your actions" Guidance on Lann


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Move action, reel in net and draw Radiance

Kell drops the glaive and winds the rope around his arm over and over again until he was actually holding metal ring in the center of the net itself. With the other hand he drew the golden blade, intent on plunging it into the net and the monster inside it.

Strength Check (opposed): 1d20 + 3 ⇒ (14) + 3 = 17

Assuming it works, that should put the Quasit right between Ausk and I.

Attack, flanking: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Crit Confirm: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Crit Damage: 1d8 + 4 ⇒ (4) + 4 = 8


City Map Current Location Map Loot Sheet

Round 7 Update

Max fires a cold-iron bolt at the demon, but misses his shot.

Lann stays put.

Strength: 1d20 - 1 ⇒ (2) - 1 = 1
Kel pulls the rope of his net, drawing the demon in close. As he does, he draws Radiance and plunges it into the demon, killing it.

Combat Over! Loot sheet has been updated.

Loot:
5 Masterwork glaives, 4 daggers, 1 Masterwork dagger, 4 Masterwork chain shirts, 1 Masterwork chainmail, 10 vials Unholy Water, 4 Potions(DC 16), 4 divine scrolls(DC16), 1 magical cloak(DC 20), 5 wooden unholy symbols of Baphomet, 5 spell component pouches, 90gp

Potions:
Cure Light Wounds

Scrolls:
Shield of Faith

Cloak:
Cloak of Resistance +1

Ausk, as discussed earlier the rest of your gear is also part of the loot, but I'm not listing it here.


Human Aristocrat 4 HP 18/18 | AC:9_T:9_FF:9 | F +2_R +1_ W +5 | Init -1 | Perception +2

As Kel skewers the quasit, Horgus makes his way over to the group and out of his hiding spot in the bushes. As he walks, he seems to be in slightly better spirits than usual.

"I really thought I had it with that one shot! Damned thing cheated! But you can't say I didn't try to help this time. I actually hit the thing, unlike a certain someone else who's supposed to be good with a bow." he says as he glances in Anevia's direction.


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

"Stuff it, Horgus. I don't need to hear this crap from you. Not now, at least. These cultists are getting brazen if they're practicing in the park like this. Things don't look good."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Alchemy: 1d20 + 11 ⇒ (15) + 11 = 26

Potions of Cure Light Wounds


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

"You did good Horgus. Anything but a demon would have really felt those quarrels. Lay off Anevia. She was up against the same difficulties you were."

Kel cleaned and carefully sheathed Radiance. "How's everyone doing?" In spite of being standing and concerned for everyone, it was clear Kel was pretty badly hurt. Now that the fight was over, the blood running out from beneath his armor was dripping steadily onto his shoes. He looked down at himself.

"I don't know why I even bothered trying to clean this shirt."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Best drink these healing potions I identified.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

"Shouldn't we save those for emergencies?" Kel said holding up one of the potions.

I figure having Diehard and a decent Con gives Kel kind of a skewed perspective on how badly hurt he really is. Unless someone with the Heal skill tells him to sit down and shut up, he figures that if he's not slowed down yet, he must be fine.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Sit down, shut up and drink your potion.


City Map Current Location Map Loot Sheet

The potions have been handed out like candy anyways to make up for the lack of that ever-so-wonderful utensil known as the Wand of CLW. Not that you guys have really needed it. I think this is the first time I've really put much of a hurting on more than one person.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

"Yes ma'am." Kel says with a wincing chuckle.

Cureness!: 1d8 + 1 ⇒ (6) + 1 = 7


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

The tall half orc walks over to Kel and offers his hand. My name is Ausk, thank you friend. These bastards followed me from the Ring district I'd bet. Ambushed us near here and were planning a great big party with our corpses. We are heading to the Defender's Heart. I'd like to suggest that we travel together, you lot seem to know your demon slaying.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Potion: 1d20 + 11 ⇒ (14) + 11 = 25
Scroll: 1d20 + 11 ⇒ (12) + 11 = 23
Cloak: 1d20 + 11 ⇒ (11) + 11 = 22

"The scroll teaches the user how to generate a Shield of Faith. It is a divine incantation, beyond my abilities. As for the cloak, it provides some resistance against magics and other harms. Someone should most certainly don this." Cloak of Resistance +1

He looks over the survivors. "Are all of you fit to travel? We also travel to the Defender's Heart, by way of a detour to the home of Horgus. Perhaps we should all travel together?"

When a moment arises, Max will take 15 minutes to memorize Prestidigitation. He then uses it to try and keep the party relatively clean.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex watches in horror has his bullet is expelled from the creature, "Hells!"

The watches Kel finish the creature off, [i]Well at least Kel, finished it off./[i]

Rex then sets about loading his pistol.

"Hey Max, how do you think I can go about hurting these creatures that are summoned, this device (the pistol) seems to hardly scratch them."


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel shook the half-orc's hand. "Name's Kel. Glad you're alright. We have a quick stop to make getting Mr. Horgus there back to his home, but then we'd be happy to follow you."

He clapped Rex on the shoulder as he walked by. "Don't worry about it. Remember the fight against Hosilla? I felt like a fumbling idiot, and you dropped her with the chief's morningstar. We all have our moments. See if you can make some Cold Iron bullets."

Moving to the other prisoners he started cutting them free. "Anyone hurt?"

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