Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

round 3

Thurgrom comes out of delay and charges the creature.

Attack of Opportunity: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage: 2d8 + 7 ⇒ (4, 5) + 7 = 16

He strikes it!

Kagg and Rubius continue peppering it with ranged attacks, and the final of Rubius' shots ends the beast.

With the Gorgon dead, those of you who became petrified are able to recover- you can roll again each round until you make the save and the petrification only becomes permanent if you are exposed to a second blast of Gorgon breath, so after a few seconds to a few minutes you eventually shake off the effect.

This brings us back to attempts to speed the overland trip up as you move- reminder your options are:

checks:

DC 20 Perception to spot obstacles

DC 17 Survival or Knowledge (Geography) to find a better path and save time

Or DC 13 Handle Animal or Knowledge (Nature) to push the animals harder

DC 12 Profession Driver to help steer the cart or DC 12 Ride if you are personally mounted

DC 13 Fortitude save to push yourselves harder

All but the survival/knowledge (geography)and perception checks are modified by Durnim's Cloud Dwarf War Chant (I dropped the DCs to account for that bonus).

Each character can make one attempt and we are looking for a total of 4 successes to save a travel day.

Driver's Check: 1d20 + 7 ⇒ (4) + 7 = 11


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius casts a helping spell on himself while keeping an eye out for trouble.

Perc w guidance: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15

But his head is in the clouds "That gorgon thing was quite interesting... I wonder where it came from..."


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Anyone know what that creature was? Is it normal to find one out here?" Durnim asks the crew at the campfire that night.

Day 2

Perception DC 20: 1d20 + 10 ⇒ (20) + 10 = 30 +10 to range penalties from Wind Sight
Know (geography) DC 17: 1d20 + 4 ⇒ (7) + 4 = 11
Fort DC 14: 1d20 + 7 ⇒ (17) + 7 = 24

Durnim finally gets his Wind Sight to function well. He sees everything to the horizon. It is amazing and dizzying in detail.

He war chants Dwarven folk songs to give his crew morale support. The war chant ability will apply a bonus- +1 to Fort saves and +2 to ride or drive checks


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

”Such strange creatures on the surface.” Kragg muttered sadly. On the second day he was no more acclimated to the surface than on the first.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Khazuk though, now free to fly, performed much better.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I have successes from the bird and Durnim; looking for 2 more and we have Kragg, Ungebrochen, and Vargas left.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas nodded. "Aye I could see such creatures causing issues if caravans are only lightly defended." He said as he looked over the countryside before them.

Perception (add 2 if Stonecunning applies): 1d20 + 9 ⇒ (18) + 9 = 27


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Fort: 1d20 + 6 ⇒ (6) + 6 = 12
Was on a party last night :-)
Ungebrochen will try to guide the party.
Knowlocal: 1d20 + 12 ⇒ (19) + 12 = 31


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Day 3: 30 Attrianna

Day 3 encounter chance: 1d100 ⇒ 53

After a useful second days' travel, you find yourselves exiting the mountainous terrains and entering the pass- a mix of swampy and valley terrain taking over the rocky terrain you are familiar with.

That brings us to the third day travel, so we're back to everyone rolling the check again- if yous succeed you arrive to the area in question mid day, and if you fail you arrive on day 4, so we are looking for 4 total successes again.

Driver's check: 1d20 + 7 ⇒ (2) + 7 = 9


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Day 3

Perception DC 20: 1d20 + 10 ⇒ (13) + 10 = 23. +10 to range penalties from Wind Sight
Know (geography) DC 17: 1d20 + 4 ⇒ (16) + 4 = 20
Fort DC 14: 1d20 + 7 ⇒ (14) + 7 = 21

Durnim finally remembers the new terrain

He war chants Dwarven folk songs to give his crew morale support. The war chant ability will apply a bonus- +1 to Fort saves and +2 to ride or drive checks


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius tries looking around, seeing if he can focus more to help out the group.

Perception: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

This time, he is far more in tune with his surroundings!


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Day 1 rolled a 1. Day 2 rolled a 2. Day 3 rolled a 3.

Apparently an Oldstone out of the tunnels just didn’t belong. The bright sun *still* stung his eyes. The miserable dwarf was of little help.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

K Geography: 1d20 + 2 ⇒ (5) + 2 = 7

Perception: 1d20 + 13 ⇒ (13) + 13 = 26

Khazuk though was once again far more keen of eye.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Looking for one more from Vargas, Thurgrom, or Ungebrochen to cap the journey there off as a success.


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Knowgeo: 1d20 + 5 ⇒ (19) + 5 = 24


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Date: 30 Attrianna
Location: the edges of Bogswaddle's Swamp
Situation: having made excellent time, our intrepid heroes arrive in the location they expect to find the signs of the caravan. . .

As you reach the end of the pass you begin to look much closer, scanning the ground for signs of the caravan. At about an hour past midday you find what you were seeking- a mass of footprints and wagon prints, leading off in three directions, one into the pass from (presumably) the Fertile North, the other two ominously into Bogswaddle's swamp. . .

DC 15 Survival:
You can follow the tracks; there are two different sets- one leading off slightly to the east and south and the other to the west and south.

DC 25 survival:
The one leading slightly east has more figures traveling that direction, but the wagon tracks lead only on the westward path.

DC 15 Knowledge Local:
Some of the tracks belong to trolls.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Survival to track: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26

An outdoorsman through and through, Rubius is able to make out the separate tracks. He shares what he finds "So lads, there are tracks heading southwest and tracks heading southeast. More of 'em head southeast but the wagon leads southwest. How should we proceed?"


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas pauses a moment before proceeding to ask Rubius for a lot more information. "In what number? Boots? The stride of a dwarf or orc? Traveling normally or with speed? Before or after the wagon? Did the tracks to the southeast start from the wagon or did they arrive from the same direction?"


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Knowledge Local: 1d20 + 2 ⇒ (14) + 2 = 16

”Trolls! Those tracks belong to trolls!” Khazuk tweeted in fear.


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

”Trolls? It would seem we now know what happened to the wagon. I suppose the best we could do would be to recover it.”


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The troll tracks seem to go to the western section; at least 4 trolls. There are dwarf tracks in the mix, but none leaving the scene; there are some other booted humonoids larger than dwarves, but indistinguishable- could be elf/orc/human- anything roughly medium size that wears shoes.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

"Master Halfbeard, that's amazing! You can tell all that from those tracks? Well, I think we should follow the wagons. We need to secure the the supplies. What does everyone else say?" Durnim suggests and asks for consensus.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom nods in agreement with the Effendi. "Might be worth it."


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas nodded also. "Aye, primary mission first."


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

”Be wary lads. Dwarven boots with trolls? Probably frost dwarves. Allied with the giants they did. Beard cutters they are. Kin slayers. Also mighty dangerous.”


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1

You begin following the tracks into the swamp. As you go, the trail becomes very thin, how the wagons passed this way at all seems difficult to parse, but the trail leads on anyways. As you pass a particularly wet section of bog, a creature appears to in the water, rapidly swimming up onto land. . . it looks, angry would be an understatement. With a boar like head, antlers, and a thick bullish body, the swamp creature looks overall, hideous, but very very dangerous. . .

Knowledge Nature DC 21:
This is a catoblepas, a magical beast native to swamps; it has a poisonous breath weapon, is resistant to magic (SR), and attacks with a bite, gore, and 2 hooves, but this one seems smaller- a juvenile perhaps.

We are on slide 7

Initiative:

Durnim Initiative: 1d20 ⇒ 16
Kragg Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Rubius Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Thurgrom Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ungebrochen Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Vargas Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Monster Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Turn Order:
1. Durnim
2. Rubius
3. Vargas
4. Thurgrom
5. Kragg
6. Ungebrochen
7. Monster

The monster uses its surprise round to rise from the depths and position itself to attack, which brings us to round 1- the whole party can act before the monster. On the map, the water is the swamp water- you can't tell the depth by looking at it, but you'd probably need to swim.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I had assumed you effectively left the carriage back where it's safe and set out on foot following the tracks.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

N Nature: 1d20 + 2 ⇒ (7) + 2 = 9

”I don’t know what that is, but kill it!”


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Accept 1 burn, entangling infusion: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 3d6 + 8 ⇒ (2, 2, 6) + 8 = 18
Ref DC18 or entangled for 1 minute

”Very helpful.” Kragg muttered. So far he hated the surface. It went along way to explaaiming why races like elves were so wrong in the head, he mused.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I deleted my post, because I wrote it before reading Oxnard's post.

Round 1

Durnim draws his giant-sticker and swings at the creature. "Defend yer-selves dwarves. Let's teach this foul creature that we dwarves are not a meal."

Move to draw weapon.
Rage round 1 of 12
Masterwork Dwarven giant sticker: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
if hit, damage: 2d6 + 7 + 3 ⇒ (1, 6) + 7 + 3 = 17


male Hobgoblin Gunslinger (Pistolero) 5/Shield Marshall 5

Ungebrochen casts Enlarge Person on Durnim, giving him a boost to his strength by spending a point of his pool.
Total of +4 to strength


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Lacking a clear shot, Rubius moves a little and nudges Vargas "If you'd be so kind to step south a little when you get a moment..." In the mean time, he encourages Tawny forward.

DC 10 handle animal: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25

Tawny then goes in for the bite.

Risky strike bite: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Dam: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Rubius simultaneously summons a lantern archon behind the beast to strike it.

Light ray touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
Light ray touch attack: 1d20 + 3 ⇒ (16) + 3 = 19
Dam: 1d6 ⇒ 5
Dam: 1d6 ⇒ 2

Also DC 13 will save for the creature against aura of menace or take a -2 penalty on attack, AC, and saves until hitting the archon, who is 20 ft up in the air. Aura applies before he makes those touch attacks.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1

Durnim's strike connects, the creature's armor plates not yet fully formed.

Tawny bites the creature, but the summoned light ray narrowly misses the more agile young creature.

Will Save: 1d20 + 8 ⇒ (16) + 8 = 24

Kragg's shot goes wide, and Ungebrochen's magic enlarges Durnim.

Turn Order:
1. Durnim
2. Rubius
3. Vargas
4. Thurgrom
5. Kragg
6. Ungebrochen
7. Monster

Damage done to monster- 23

Pending Vargas and Thurgrom's actions before the monter's turn.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Vargas nodded to Rubius' request as he stepped aside and chanted a quick spell. A small cloud of multicolored gem dust puffed around the creature resting upon it to make its form easy to follow and perhaps more.

5' step, cast Glitterdust Will DC15 and pull out his crossbow.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Will save: 1d20 + 8 ⇒ (16) + 8 = 24

The creature is not affected by Rubius spell.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom, having had his waraxe at hand, advances at the monster.
Dwarven Waraxe: 1d20 + 9 ⇒ (9) + 9 = 18
Dmg.: 1d10 + 2 ⇒ (3) + 2 = 5


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Vargas' spell but yeah. Did the 19 not hit? The LA gets two attacks.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

ah, I missed the second attack there- 19 touch does hit; and 24 non touch is the lowest you've seen hit so far.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1

With Vargas spell ineffective, Thurgrom swings and fails to penetrate the creature's hide.

The monster rears back and expels a cone of nasty poison gas!
This will hit Durnim, Vargas, Kragg, Rubius, Ungebrochen, and the bird- Thurgrom and Tawny are outside the radius. DC 21 fortitude save vs. a supernatural poison effect; cure requires 2 consecutive saves.

Constitution damage for failed save round 1: 1d4 ⇒ 4

Breath weapon recharge: 1d4 + 1 ⇒ (4) + 1 = 5

Turn Order:
1. Durnim
2. Rubius
3. Vargas
4. Thurgrom
5. Kragg
6. Ungebrochen
7. Monster

Damage done to monster- 25

That brings up the entire party in round 2.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Fort: 1d20 + 8 ⇒ (17) + 8 = 25

Khazuk tweeted in terror as the bird took to the skies. Away from the creature.


Kineticist (9) Burn/NL (3/27) Wounds (0) HP (111) Saves (13/13/13, +2 Hardy) AC (27/16/21) CMD (22, +4 Stability) DR Adamantine (6) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Fort: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Hit: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 3d6 + 8 ⇒ (6, 5, 3) + 8 = 22

Kragg stumbled back, resisting the creature’s attack. However, the stone hammer he made quickly crumbled in his hand as he lacked the focus needed to create the weapon properly.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

DC 21 Fort: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Round 2

Now huge, Durnim focuses his giant-sticker and swings again at the creature. "Yah! This feels great."

Move to activate martial flex for weapon focus round 1 of 10.
Rage round 2 of 12
Masterwork Dwarven giant sticker: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
if hit, damage: 3d6 + 7 + 3 ⇒ (3, 4, 1) + 7 + 3 = 18


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

The mynrughdaer continues his assault on the swamp creature along side the now-gigantic Durmin.
Dwarven Waraxe: 1d20 + 9 ⇒ (16) + 9 = 25
Dmg.: 1d10 + 2 ⇒ (6) + 2 = 8


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Just realized that I missed counting 3 more points of damage per hit, because power attack scaled last level with BAB +4


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Saving throw: 1d20 + 4 ⇒ (5) + 4 = 9

Vargas coughed hard against the noxious fumes and with a furrowed brow he began to chant calling again upon his link to earth for a summoning spell.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Can I make my attacks for last round? I was asking about the lantern archon but didn't actually attack.

Rubius fires: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Rubius fires: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Dam: 1d8 + 2 ⇒ (6) + 2 = 8
Dam: 1d8 + 2 ⇒ (4) + 2 = 6

Tawny attacks: 1d20 + 8 ⇒ (7) + 8 = 15
Tawny attacks: 1d20 + 8 ⇒ (9) + 8 = 17
Tawny attacks: 1d20 + 8 ⇒ (16) + 8 = 24
Dam: 1d6 + 2 ⇒ (6) + 2 = 8
Dam: 1d4 + 2 ⇒ (3) + 2 = 5
Dam: 1d4 + 2 ⇒ (2) + 2 = 4

LA attacks touch: 1d20 + 3 ⇒ (5) + 3 = 8
LA attacks touch: 1d20 + 3 ⇒ (17) + 3 = 20
Dam: 1d6 ⇒ 2
Dam: 1d6 ⇒ 3

Fort save: 1d20 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11

Rubius coughs and hacks as the poison drains his strength. Now with the enlarged Durnim in his way, he curses "Gonna be hard for me to hit it with a big pile of ally in the way!"

But he tries to fire between Durnim's legs.

Rubius fires: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Rubius fires: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Dam: 1d8 + 2 ⇒ (5) + 2 = 7
Dam: 1d8 + 2 ⇒ (2) + 2 = 4

It has soft cover against those.

Tawny and the lantern archon keep trying to help bring down the beast.

Tawny attacks: 1d20 + 8 ⇒ (19) + 8 = 27
Tawny attacks: 1d20 + 8 ⇒ (15) + 8 = 23
Tawny attacks: 1d20 + 8 ⇒ (3) + 8 = 11
Dam: 1d6 + 2 ⇒ (3) + 2 = 5
Dam: 1d4 + 2 ⇒ (4) + 2 = 6
Dam: 1d4 + 2 ⇒ (1) + 2 = 3

LA attacks touch: 1d20 + 3 ⇒ (20) + 3 = 23
LA attacks touch: 1d20 + 3 ⇒ (1) + 3 = 4
Dam: 1d6 ⇒ 1
Dam: 1d6 ⇒ 1
Confirm: 1d20 + 3 ⇒ (15) + 3 = 18
Extra dam if LA confirms: 1d6 ⇒ 1


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2

Durnim strikes out and despite his larger size misses. Adding 3 damage from the hit in round 1

Rubius fires twice, hitting once. Tawny also gets through with a single claw attack, and the lantern archon hits once and misses once as well, but the poison overcomes him.

Rubius- I assumed it took your standard action round 1 to summon? I've resolved the first set of attacks because I had Tawny move+1 attack, you summoning, and the attacks from the LA in round one and this is only round 2.

Vargas too is affected by the poison, but begins to summon.

Thurgrom swings and cuts a gash into the beast!

Kragg's shot misses, and he and the bird both partially resist the poison.

The monster roars and turns to full attack those within his reach.

bite vs. Thurgrom: 1d20 + 12 ⇒ (14) + 12 = 26
Bite damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13

Hoof vs. Thurgrom: 1d20 + 10 ⇒ (2) + 10 = 12
Hoof Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Gore V. Tawny: 1d20 + 12 ⇒ (20) + 12 = 32
Gore Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Gore Confirm: 1d20 + 12 ⇒ (3) + 12 = 15
Gore extra damage: 1d8 + 3 ⇒ (7) + 3 = 10

Hoof vs. Thurgrom: 1d20 + 10 ⇒ (14) + 10 = 24
Hoof Damage: 1d6 + 1 ⇒ (2) + 1 = 3

It's bite snags Thurgrom and the nasty horns gore Tawny, but the beast's hooves flail uselessly.

The poison continues!
Poison round 2: 1d4 ⇒ 3

Turn Order:
1. Durnim
2. Rubius
3. Vargas
4. Thurgrom
5. Kragg
6. Ungebrochen
7. Monster

Damage done to monster- 46
Durnim- 1 save; requires second save to end poison
Rubius- 4 CON damage; requires 2 consecutive saves to end poison effect
Vargas- 4 CON damage; requires 2 consecutive saves to end poison effect
Kragg & Khazuk- 1 save; requires second save to end poison
Thurgrom- 48/61
Tawny- 21/29

Same group needs to save vs. DC 21 poison or take 3 (more) CON damage- second save ends the effect for those that made their first.

That will bring up round 3- Ungebrochen, you can still act in round 2 as well & make your first and second saves verse the poison.


Wounds (0) HP (22) AC (18/16/16) Saves (9/8/5) [DECEASED]

Fort: 1d20 + 8 ⇒ (1) + 8 = 9

Khazuk coughed, sputtered, and flew to a safe distance. This was a very unhappy bird.

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