GMBP's In Pale Mountain's Shadow (Inactive)

Game Master Fighting Chicken

Combat Map


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Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

I'm a bit less heroic at the moment, I think some divine or arcane intervention would do me some more good, but I can continue perhaps for more traps until I'm better.

OOC:

Zeva will look for traps and hazards as we move on.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar has to agree with the goblin rogue. "No less heroic, my friend, but certainly we are less hale. Let's move on."

OOC:
Healing leaves a lot to be desired in PF2.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

OOC:
I think it got a lot better even in the later stages of the playtest. In the initial version, for some reason, they went hard in on the idea that every party needed a cleric for healing which was a really weird throwback direction to have gone in


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Well - we are fortunate that some of my healing has returned. Shall I use it now?" Kalum offers, reluctantly.


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Zeva is the first in line, nodding to give her vote, sharp smile and goblin charm that no other goblin could refuse.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

"I could some of your magic, Kalum. But don't expend it all, we may be in other dire straights before the day is over."


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

mechanics:
Battle medic has a 24 hour bolstered, so let's ignore that. That leaves spells.
In turn, on people, until they are healed - hoping current HP is right.
heal Zeva: 3d8 + 4 ⇒ (6, 7, 5) + 4 = 22 18->40
heal Vanedar: 3d8 + 4 ⇒ (3, 7, 4) + 4 = 18 31->49
heal Zeva: 1d8 + 4 ⇒ (8) + 4 = 12 40->52
heal Vanedar: 3d8 + 4 ⇒ (4, 6, 7) + 4 = 21 49->70


While he leaves some of his power untouched, Kalum is sweating by the end of his healing - in spite of the cold weather.
"I'm... I'm not feeling great." he admits to the patients "Are you two alright to go?"


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

"More than alright, my friend. Let's continue onward!"


Day 5. After midnight

Kallum Navigator lives up to his name. As you make your way through the darkness, breath coming in barely visible clouds, the priest spies an easy pathway that alternates between short cliffs (usually 15 to 20 feet tall each), shallow inclines that go on for 30 to 45 feet at a time, and walkable flatter sections that weave between treacherous cliffs and steep inclines. It is easy to see, even in the darkness, that Kalum has saved the group hours with his find...

A couple of hours later, still deep into the night, you find the site of a battle. Strewn across the rocky ground are the corpses of a half-dozen gnolls who have been dead for at least a few days, their bodies riddled with large bony quills and partially eaten. A search of the bodies find their weapons smashed, their armor dented and unusable.

Nature DC 22:
The quills belong to a manticore!

Moving on again, you encounter a steep slope and begin, hunched forwards and using your weapons for balance, making your way upwards, feet slipping on gravel in the darkness.

Kalum:
Your keen ears pick up the flapping of wings, and looking to your left, you see a dark shape circling along the cliffside towards you!

OOC:
Bad guy beat everyone but Kalum at init. Kalum is up! Bad guy is about 20 feet above you in the air, and 60 feet away. We're going to use theater of the mind for this one.

Mechanics:
1d20 + 6 ⇒ (5) + 6 = 111d20 + 8 ⇒ (16) + 8 = 241d20 + 2 ⇒ (3) + 2 = 5

manticore stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Kalum Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Kith Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Vanedar Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Zeva Perception: 1d20 + 6 ⇒ (9) + 6 = 15


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

ooc & mechanics:

Sorry, worked out what I wanted to do, but had to look up the rules to support it, and somehow that transmuted into "I have done it".
Sadly I cannot find way to do what I was trying for, and I think Harm is not possible; @GMBP, what is the terrain like between us and the target?
1 action to cast Shield
1 action to Interact (draw crosbow)
1 action to Reload.
Reaction to shield block.

"'Ware to the left!" Kalum called, invoking Abadar's blessing and bringing a bolt to bear on the beast.


The beast flaps overhead, two large spikes raining down on Zeva, one of them skewering the goblin's foot and pinning the rogue to the hillside. As quickly as it came on, the beast soars over your heads and begins to turn around, your hair still rustling from the flapping of its wings...

Combat Tracking:
The bold may act:

Kalum
Beast
Zeva 10 damage immobile
Vanedar
Kith

Mechanics:
target, alphabetical: 1d4 ⇒ 4
spike volley: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d10 + 5 ⇒ (5) + 5 = 10

OOC:
The beast is 20 feet high in the air and 20 feet away from you, circling back around.

@Kalum, the terrain is a steep hillside (though the creature is flying above it). However, the encounter says nothing about the terrain being difficult or anything like that, so you move as normal.

@Zeva, 10 damage and you're immobile. If you succeed at a DC 18 Althetics check you can pull yourself free (1 action).

PCs are up!


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

It takes Zeva several precious seconds to break the spine clean off on the top and slide her foot up to free herself from the spine anchored several inches into the rocky terrain beneath her.

Mechanics:

1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (20) + 5 = 25


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Fall Beast! Kith intones while moving his arms around in an occult pattern and sending a mental command to feel PAIN at the creature.

Mechanics:

Phantom Pain

Pain wracks the target, dealing 1d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.
Critical Success The target is unaffected.
Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.
Critical Failure Per failure, but the target is sick 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1.

Mental Damage: 3d4 ⇒ (4, 3, 3) = 10
Persistent mental damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Sorry. I don't know what I was waiting for.

Vanedar pulls out his shortbow, his only option vs the flying beast.

Mechanics:
att1: 1d20 + 5 ⇒ (3) + 5 = 8att2: 1d20 + 0 ⇒ (3) + 0 = 3


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum kept his head, and a crossbow bolt winged its way upward. As he reloads he stumbles closer, desperately trying to get within spell-reach of the flying menace.

mechanics:
1 action = attack
1 action = reload
1 action = close as much as possible.attack: 1d20 + 6 ⇒ (9) + 6 = 15damage: 1d8 ⇒ 2
Discovered I can't use an S spell and a crossbow, as I have to spend an interact action to change hands!


Round 2

GM Screen:
4 spikes

Kalum runs forward, the party's projectiles bouncing harmlessly off the creature's hide, but Kith has more luck: the manticore howls as the sorcerer's spell wracks it, causing the creature to dip as it circles around. Facing the group again, it flings two spikes at Kith and one punctures the sorcerer's arm, pinning Kith to the mountainside as the manticore swoops overhead...

Combat Tracking:
The bold may act:
Kalum
Beast 10 damage, 3 persistent mental damage, sick 1
Zeva 10 damage
Vanedar
Kith
immobile

OOC:
The manticore is 15 feet from everyone except Kalum, who is 35 feet away. It is 15 feet off the ground. Kith takes 13 damage and is immobile. PCs are up!

Mechanics:
will: 1d20 + 7 ⇒ (8) + 7 = 15
attack spike volley: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 1d10 + 5 ⇒ (8) + 5 = 13


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Find cover! Zeva screams as she draws her bow fires a shot and moves to cover even if it means just getting low to the group to make herself a shorter target

Mechanics:

Interact
Attack: 1d20 + 8 ⇒ (3) + 8 = 111d6 ⇒ 4
Move or kneel
Attack if only kneeling: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 3


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

"Come down here and face me!" Vanedar screams as he looses more arrows.

Mechanics:
att 1: 1d20 + 5 ⇒ (15) + 5 = 20 dmg: 1d6 ⇒ 1att 2: 1d20 + 0 ⇒ (10) + 0 = 10 att 3: 1d20 - 5 ⇒ (8) - 5 = 3


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum froze, 1 hand dropping from the crossbow as he made a protective sign.

mchanics:
readying 2 actions to use targeted Harm.
harm: 2d8 + 4 ⇒ (5, 8) + 4 = 17 fort halve
1 action for Shield (with Shield Block prepared)
Off by himself, hopefully he attracts attention...


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Snarling with frustration Kith nevertheless continues to cast spells, this time flinging a chunky rock at the flying beast.

Mechanics:

telekinetic projectile: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 ⇒ 7

Two actions to do that, adding an action to increase range if required.

OOC:
What were the wand rules again? Kith's got a wand of magic missile that's just hanging around


Round 3

GM Screen:
6 spikes

Although it ignores Vanedar's taunt, the barbarian's first arrow does punch through the manticore's wing, though it is Kith's magic that seems to have ensorcered the beast. It howls in frustration as it circles, and fires another spike at the sorcerer, which stabs through Kith's shoulder.

Perhaps Vanedar's taunt was more useful than he'd first surmised - the manticore spears the barbarian with a flying spike as well, a stain of blood darkening Vanedar's armor where the spiny projectile punched through!

Kalum waits until the manticore passes overhead and Abadar's wrath wrings true! The beast howls in pain and rage and circles again...

Combat Tracking:

PC's are up!

Kalum
Beast 31 damage, 3 persistent mental damage, sick 1
Zeva 10 damage
Vanedar 12 damage
Kith 22 damage immobile

Mechanics:
manticore fort, sick: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16

spike volley spike Kith, sick: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
damage: 1d10 + 5 ⇒ (4) + 5 = 9
spike volley spike Vanedar, sick: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
damage: 1d10 + 5 ⇒ (7) + 5 = 12

OOC:
The sick rider was very important this round, as it caused the manticore to fail its fort save! Also a DC 20 flat check on persistent damage is brutal. Vanedar 12 damage, Kith 9 damage, the manticore is 10 feet from Kith and turning back around 30 feet from everyone else, and 15 feet off the ground. PCs are up!


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum pumped his legs as he ran towards the beast, another dose of Abadar's Anger slamming into the Manticore.
"Come back here you coward!"

Harm:
damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

More kneeling and arrows from the feared goblin

Mechanics:

1d20 + 8 ⇒ (15) + 8 = 231d6 ⇒ 6
1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 4
1d20 - 2 ⇒ (4) - 2 = 21d6 ⇒ 6


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Kith retrieves the scroll of Fly and casts it on Vanedar.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Kith touches the big man on the shoulder, and suddenly his feet leave the ground!

"Gorum's Blood!" he curses, then grits his teeth. "Won't come down to me? Good!!" and he launches himself at the beast.

OOC:
1 action Manuever in Flight, 2nd/3rd action Sudden Charge

Mechanics:
Charge: 1d20 + 10 ⇒ (8) + 10 = 18dmg: 2d12 + 4 ⇒ (10, 11) + 4 = 25


Round 4

GM Screen:
8 spikes

One of Zeva's arrows sinks deep into the creature's belly, while it shudders under Kalum's power. Roaring as Vanedar charges, the manticore beats its wings, coming to a near stop, and bat's the barbarian's axe aside.

Hovering, the manticore roars again and flings two spikes at Kalum, while snapping at Vanedar with its razor-sharp, yellow jaws. The beast's fangs snap with futility against Vanedar's chainmail, but a spike impales the priest's thigh, sticking Kalum against the hillside behind him...

Combat Tracking:

PCs are up!

Kalum 11 damage immobile
Beast 52 damage, 3 persistent mental damage, sick 1
Zeva 10 damage
Vanedar 12 damage
Kith 22 damage immobile

Mechanics:
manticore fort sick: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21

1 action to fly 0 (hover)
spike volley: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d10 + 5 ⇒ (6) + 5 = 11
jaws Vanedar: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14

OOC:
The manticore is hovering and in the same spot as last turn. Kalum takes 11 damage and is immobile. PCs are up!


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Drawing more arrows, Zeva ponders the taste of live manticore meat. Fresh meat will have to suffice.

mechanics:

1d20 + 8 ⇒ (15) + 8 = 231d6 ⇒ 6
1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 6
1d20 - 2 ⇒ (19) - 2 = 171d6 ⇒ 6


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar's hands tremble, knuckles white as they grip his axe. Cold frost in his breath, he rages, striking the beast.

Mechanics:
att1: 1d20 + 10 ⇒ (15) + 10 = 25 dmg: 2d12 + 8 ⇒ (10, 3) + 8 = 21
att2: 1d20 + 5 ⇒ (3) + 5 = 8 AC 19, 8 Temp HP

Actions:
Rage (1), Attack (1), Attack (2)


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Kith drops the scroll, digs out a wand from his backpack and, if needed activates it to send magical bolts hurtling at the damned flying beast!

Mechanics:

I believe dropping something is free, one act to draw the wand, two acts to activate?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum concentrates on his Abadar-imbued gifts.
Another lash of energy assaults the Manticore, and a shield of energy springs into place.

mechanics:

2: Harm. damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10
1: Shield (Reaction to Shield Block)


Round 5

Combat Tracking:
Combat over!

Kalum 11 damage immobile
Beast 91 damage, 3 persistent mental damage, sick 1
Zeva 10 damage
Vanedar 12 damage
Kith 22 damage immobile

The creature shakes off Kalum's smite, Abadar's magic growing less impactful as the battle rages on. Another of Zeva's arrows sticks into the manticore's stomach, while the Vanedar's axe sinks deep into the beasts's chest, spraying a bloody mist into the air.

After Kith's magical bolt slams into the manticore however, it has had enough. Great wings flapping, it flies past Vanedar, swooping along the side of the mountain, adrenaline pushing it on for a few seconds...

Before it shudders as the last of Kith's magic courses through the manticore's body, and spiraling, it crashes into the side of Pale Mountain, and tumbles down, dropping and rolling along the steep mountainside, scattering rocks and dust as it lands, finally, a hundred feet below you, speared upon an withered Juniper tree, quite dead.

Mechanics:
magic missile damage: 1d4 + 1 ⇒ (3) + 1 = 4
fort save: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Take that.. you... bloody.. bastard Kith snarls weakly as the manticore goes crashing down.

He withdraws a Minor Healing Potion and gulps it down greedily to make at least a bit of the pain go away before yanking out the barbs pinning him to the cliff wall.

Need to find a place to rest he says. I am in no shape to fight another battle.


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Nooo! Zeva yells reaching out to the falling beast as is dies out of easy reach. Then she takes a moment to weep a quite sob before she's back to rejoin the others and plan on the next course of action.

We might rest, but not here. We just need to decide to push on until we find a better place to camp, or double back for the same reason. Both options carry risk so I say press on.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar shouts a victory cry in his native tongue "Gorum verði lofað!" before floating back down the ground.

"This thing had a lair. Maybe near by. Should we look? We could rest there."


If the creature has a lair, it isn't easily reachable from your perch on the mountainside, nor is it findable in the dark. A few hours after midnight you give up your search and settle in for a cold night, your backs against the mountain, no fires lit, given the visibility they would display.

Mid-morning

Rising and eating a quick breakfast, you continue on the trail, the narrow path hugging the mountainside. Small puddles of water pool along the path’s outside edge, fed by water dripping from the upward slope. A prominent overhang protrudes above, sheltering the path from the sun and elements. The end of the path is set into the mountainside, in a rocky wall scored with multiple tool marks.

OOC:
Heal up as needed and allowed, depending on Kalum's abilities. I'll need a marching order.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Last night Before retiring, Kalum uses his spells to heal the others, concentrating on spreading the benefit to all.

mechanics:
Area gets only the bonus to heal, I believe. So +4? Is that it? Should still be able to do 21 pretty easily, with a full Heal load out though.

This morning
"I'm more than happy to go first." Kalum explains to the others "But what's passable for me and Zeva might not be for you two bigguns. I suggest we let Vanedar go first.
[b]Mid Morning

"Tell me." Kalum says in a dangerous voice "That there is some sort of secret door there, and we didn't just spend two days climbing a mountain to reach a dead end."
The little cleric raises his voice, and beseeches his god - the god of roads and doors - to send a door.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

OOC:
Kith believes in the squishy middle so he'll be in the middle

Kith takes a deep breath in the thin air of the moment before turning a scrutinizing eye over the tool marks scored under the overhang. Seems like other groups have had the same thought and took out their frustration on the cliffside. he muses as he casts Detect Magic and then sees what he can see.

Mechanics:

Detect Magic cantrip and per check.

Per: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar takes the lead, preferring to be at the forefront anyway.

He gives the wall a once-over, noting the tool marks but unsure of what to do next.

Mechanics:
Perception: 1d20 + 6 ⇒ (13) + 6 = 19


The dead end easily reveals its secrets to Vanedar's keen eyes; a door shaped to fit flush into the side of the mountain has been tampered with in recent days - scratches along the frame tell a tale of a not-so-subtle attempt at entry.

Vanedar finds a latch hidden under a nearby, knee level protruding rock, but before he pulls it, Kith's hand falls upon his shoulder. There's magic in the vicinity of the latch, though it seems more to be a protection on the latch and door than a magical latch itself. A trap, most likely.

OOC:
Trickery check to disarm, or you can try to circumvent the door in another way.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar looks closely to see if there is any indication of what the trap does.

Looking:
Per: 1d20 + 6 ⇒ (7) + 6 = 13


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

ooc:
I imagine Zeva has the best thievery


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Cracking her knuckles Zeva steps up to practice her craft, Stand back, I've got this. I learned this stuff from the best. She reveals her tools that are hidden at all times and after a moment of pondering the device's make, she draws several slivers of uniquely shaped metal tools that resemble picks and bizarre toothed keys.

mechanics:

Disarm: 1d20 + 7 ⇒ (20) + 7 = 27


Zeva uncovers a dirt covered rune on the doorway, and scratching the rune with her dagger disfigures it to the point of unrecognition. Smiling, the little goblin flips the latch and the door slides open, revealing a passageway twisting into the dark.

At the edge of the light penetrating the hallway stand four gnolls, blinking their eyes in the sudden brightness. Their faces are turned to you, but they are unseeing, momentarily blind. Two seem to be injured.

The gnolls raise their weapons and bark to each other, voices quivering with fear and excitement.

gnoll:
"Blinded!"

"Did it find us?"

"Can you see, Berk?"

"Maybe Crusher and Allo killed it and we're rescued!"

"Crusher? Allo?"

OOC:
You've got one round to act, attack, talk, etc.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Flee! Or we will End you! Kith booms dramatically in Common We have destroyed Manticores, We can snuff you out with far less effort!

Mechanics:

Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25


Rogue 4 | AC 21, TAC20, FF 14 | HP 51/51 | FT, RE, WE, (+1 pot, +1 rec) | Perc +6 (Darkvision)

Between not understanding the gnolls nor Kith, despite her knowing common, Zeva darts in, kicking up a line of dust plumes, to try and take out one of the injured ones. Make an example of them. Fear is a powerful weapon.

Mechanics:

Stride action
Attack1: 1d20 + 9 ⇒ (15) + 9 = 242d6 + 6 ⇒ (3, 2) + 6 = 11 Backstabbin
Attack2: 1d20 + 5 ⇒ (15) + 5 = 202d6 + 6 ⇒ (4, 1) + 6 = 11 Backstabbin


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum smiles, and calls upon the wrath of Abadar. Pain lances through the enemy, but leaves his allies untouched.

mechanics:

Area Harm. Don't have the book with me, but I believe this does 1d6+4, with a save to reduce. Selective Energy means he can exempt 3 people, plus himself. Fort save to halve.
harm: 1d6 + 4 ⇒ (5) + 4 = 9


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

"Blood for Gorum!"

Vanedar charges in, aiming for the first gnoll he encounters.
Sudden Charge: 1d20 + 10 ⇒ (10) + 10 = 20 dmg: 2d12 + 4 ⇒ (6, 4) + 4 = 14

He swings the axe in a wide sweep, catching another gnoll in its arc.
Sweep: 1d20 + 6 ⇒ (12) + 6 = 18 dmg: 2d12 + 4 ⇒ (10, 4) + 4 = 18


Round 2

Two gnolls fall quickly to your onslaught. One of the remaining drops his weapon and barks in heavily accented common, "Mercy! We want go!"

And then in his own tongue,

Gnoll:
Hold your weapon!

OOC:
They are delaying. Up to you if you want to let them live.


Male Human Barbarian 4 HP 76/76 AC 20 TAC 17 F/R/T 9/6/7 Per 6

Vanedar drops his grip of his axe to his left hand. With his right, he grabs the gnoll who spoke by the throat. The barbarian puts his face right into the snout of the monster.

"Get out. Now. If I see your hairy face, I'll split it wide open." For good measure, he shows the bloody blade to the creature, then releases it from his grasp with a shove.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Ah someone who speaks a civilised tongue Kith smiles. If you were worried about a certain flying beast then do not worry, we have killed it for you so you may descend safely. Pray tell us why you were here and what lies further in before you go?

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