Cavern of the Elemental Forge (Inactive)

Game Master caster4life

Maps


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CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Thoom
3d6 ⇒ (2, 6, 2) = 10

PC Damage Taken Totals:

Stauntram -4 -> -0
Fizz -10 -> -28 -> -38 -> -22
Kaalul -18 -> -36 -> -31 -> -21
Martel 0 -> -16 -> -11 -> -1
I have not been keeping track of the earth elemental's HP I think it has only taken 19 damage.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Darn! But I learned something at least. And cheers, I'll do just that.

Stauntram strikes as he walks back!

Large Dorn-Dergar, PA, enlarged, strengthened: 1d20 + 8 + 2 + 1 - 2 ⇒ (14) + 8 + 2 + 1 - 2 = 23
Damage: 2d6 + 9 + 2 ⇒ (2, 2) + 9 + 2 = 15
Acid: 1d6 ⇒ 2
Lightning: 1d6 ⇒ 4


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

I wasn't clear about my movement last turn. I intended to avoid AoO by moving through Stauntram's space. Or do sharks have reach?

Martel waits for his dwarven companions to step through together, then cancels his spell.Standard action, apparently


Martel, you left a threatened square, provoking.


Hmmm. Forgot it was my turn.

GM screen:

Attacks at +16: 2d20 ⇒ (6, 4) = 10
Dam: 4d8 + 10 ⇒ (4, 7, 8, 1) + 10 = 30
Attack: 1d20 ⇒ 2
Dam: 1d8 ⇒ 4

The elemental moves to attack Stauntram but it is far less effective against a creature on land! It misses twice! The shark moves to attack Stauntram but also can't land a blow on the sturdy dwarf.

AoO on shark for Stauntram. Party, GO!


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

"That's it boyos!" Fizz cheers as he jabs himself again, "I like not bein' hurt!"

CLW: 1d8 + 5 + 2 + 3 ⇒ (2) + 5 + 2 + 3 = 12

PC Damage Taken Totals:

Stauntram 0
Fizz -22 ->-27 ->-15
Kaalul -21 ->-16
Martel -1


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Stauntram is fine with using any gap in defenses a shark leaves him.

AOO on shark: 1d20 + 8 + 2 + 1 - 2 ⇒ (7) + 8 + 2 + 1 - 2 = 16

Damage: 2d6 + 9 + 2 ⇒ (3, 3) + 9 + 2 = 17
Acid: 1d6 ⇒ 1
Lightning: 1d6 ⇒ 2

And then he carries on against the elemental, stepping back as able.
5 ft step back if possible and full attack

Large Dorn-Dergar, PA, enlarged, strengthened: 1d20 + 8 + 2 + 1 - 2 ⇒ (3) + 8 + 2 + 1 - 2 = 12
Damage: 2d6 + 9 + 2 ⇒ (1, 6) + 9 + 2 = 18
Acid: 1d6 ⇒ 2
Lightning: 1d6 ⇒ 4

Large Dorn-Dergar, PA, enlarged, strengthened: 1d20 + 8 + 2 + 1 - 2 - 5 ⇒ (20) + 8 + 2 + 1 - 2 - 5 = 24
Critical?: 1d20 + 8 + 2 + 1 - 2 - 5 ⇒ (12) + 8 + 2 + 1 - 2 - 5 = 16
Damage: 2d6 + 9 + 2 ⇒ (2, 5) + 9 + 2 = 18
Acid: 1d6 ⇒ 1
Lightning: 1d6 ⇒ 4

AOO:

AOO: 1d20 + 8 + 2 + 1 - 2 ⇒ (4) + 8 + 2 + 1 - 2 = 13

Damage: 2d6 + 9 + 2 ⇒ (4, 4) + 9 + 2 = 19
Acid: 1d6 ⇒ 4
Lightning: 1d6 ⇒ 6


Just re-checked underwater combat rules: Fully submerged creatures have total cover from you! So... Maybe a different set of actions?


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

[ooc]Honestly, I think Stauntram is too stubborn not to try beating the hell out of foes in front of him.[/b]


Well someone will have to talk him out of it, I suppose. :) Kaalul and Martel may go.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

"Stauntram, back further up. The elemental should have the ability to come out of the water and combat us on land.

"It will be interesting if the shark chooses to do so."


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Stauntram heeds Kaalul's words, and withdraws as far as possible without incurring backstabs.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

"Do you think that shark has ever encountered a vertical water surface? I wonder if it will try to swim straight out." Martel ponders as he steps back. He zings a missile from his wand at the shark, in hopes of goading it through. Assuming I have line of effect

Missile: 1d4 + 1 ⇒ (2) + 1 = 3


We're back in business. I'm going to assume you guys pulled a little farther back and adjust you on the map or else this doesn't make a lot of sense.

Stauntram shifts his considerable bearded bulk back down the passage and he is soon followed by the elemental, who strikes another mighty blow toward him! But the elemental is far less accustomed to fighting on land and can't break through Stauntram's defenses! The elemental's circlet, however, does glow once more. A massive, angry ape appears behind Fizz and strikes at him twice! It lands one blow (4 dam).

GM screen:

Attack: 1d20 + 20 - 4 ⇒ (4) + 20 - 4 = 20
Dam: 2d8 + 9 - 4 ⇒ (7, 6) + 9 - 4 = 18
Slams: 2d20 ⇒ (12, 8) = 20
Dam: 1d6 + 2 ⇒ (2) + 2 = 4

Party go!


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

"We have it, now. Don't hold back!"

Attack: 1d20 + 8 + 2 - 2 + 2 + 3 ⇒ (14) + 8 + 2 - 2 + 2 + 3 = 27
Weapon Damage: 1d8 + 3 + 1 + 3 ⇒ (8) + 3 + 1 + 3 = 15
Acid Damage: 1d6 ⇒ 2
Lightning Damage: 1d6 ⇒ 6


Kaalul, looking at the map, you are not in reach of any enemies. There's an ape 15 ft west of you attacking fizz and the elemental is 20 ft east of you but Stauntram and an AoO are in the way of closing with that fellow.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Sorry, I meant to move forward to the elemental (provoking an AoO), but it didn't take on the map, for some reason.


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

"Umm boyos?.." Fizz says nervously as he gets bludgeoned by the ape.

Nothing else for me. I can't risk losing a spell.

PC Damage Taken Totals:

Stauntram 0
Fizz -15 -> -19 -> -24
Kaalul -16 -> -11
Martel -1


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel ducks out of range of the ape, then pats the gnome on the head. ”Tough it out, friend, you’ll be fine!” He then stows his wand and grips his staff, getting ready to fight

5’ step east, then augment on Fizz for +2 natural armor


GM screen:

AoO: 1d20 + 16 ⇒ (8) + 16 = 24
Dam: 2d8 + 9 - 4 ⇒ (6, 4) + 9 - 4 = 15

Kaalul moves forward and the elemental strikes out! But because it is fighting on land and Martel has protected the dwarf, the blow misses!

Martel and Stauntram may still go.


Funny. Martel ninja'd me. Will bot Stauntram since he gave a heads up.

Attack 1: 1d20 + 8 + 2 + 1 - 2 ⇒ (2) + 8 + 2 + 1 - 2 = 11
Attack 2: 1d20 + 8 + 2 + 1 - 2 - 5 ⇒ (12) + 8 + 2 + 1 - 2 - 5 = 16
Dam: 2d6 + 9 + 2 ⇒ (2, 4) + 9 + 2 = 17
Elemental: 2d6 ⇒ (5, 5) = 10
Dam: 2d6 + 9 + 2 ⇒ (3, 4) + 9 + 2 = 18
Elemental: 2d6 ⇒ (4, 1) = 5

Stauntram swings twice at the elemental with his mighty chain but misses! But Kaalul lands a mighty blow, appreciating the ease of attacking this creature outside its element.

GM screen:

Elemental: 1d20 ⇒ 3
Ape: 2d20 ⇒ (2, 3) = 5

The elemental lashes out at Kaalul but misses poorly while the ape tries to pound away at Fizz but the gnome stands too strong!

Party, GO!


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

"Whew!" Fizz says nervously.

Nothing else for me.

PC Damage Taken Totals:

Stauntram 0
Fizz -24 -> -29
Kaalul -11 -> -6
Martel -1


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

"Before it summons another beast!"

Feeling urgency and a sense of nearing the end of this battle, Kaluul shouts out as he swings again.

Attack: 1d20 + 8 + 2 - 2 + 2 + 3 ⇒ (8) + 8 + 2 - 2 + 2 + 3 = 21
Weapon Damage: 1d8 + 3 + 1 + 3 ⇒ (8) + 3 + 1 + 3 = 15
Acid Damage: 1d6 ⇒ 6
Lightning Damage: 1d6 ⇒ 5


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Stauntram continues to batter at the elemental, eager to see it finally fall!

Beating 1: 1d20 + 8 + 2 + 1 - 2 ⇒ (18) + 8 + 2 + 1 - 2 = 27
Damage: 2d6 + 9 + 2 ⇒ (3, 3) + 9 + 2 = 17
Acid: 1d6 ⇒ 3
Lightning: 1d6 ⇒ 4

Beating 2: 1d20 + 8 + 2 + 1 - 2 - 5 ⇒ (18) + 8 + 2 + 1 - 2 - 5 = 22
Damage: 2d6 + 9 + 2 ⇒ (1, 3) + 9 + 2 = 15
Acid: 1d6 ⇒ 4
Lightning: 1d6 ⇒ 3


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel sends another Magic Missile at the elemental.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Kaalul, Stauntram, and Martel combine to finally bring down the huge water elemental. After that, it doesn't take them long at all to bring down the ape. The group of brave adventurers catches their breath in the hall.

Detect magic and spellcraft 20:

The circlet can be used to cast summon monster III that lasts one minute per wearer's level as a swift action. It can be used three times per day and must recharge for 1d6 rounds between uses.

Looking back in the water cavern:

Through the haze of the thick wall of water, you can barely make out a blue orb in the middle of that chamber.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

Stauntram stomps to the entrance to the water cavern and peers in, wary of more threats.

"I can just about see a blue orb in there. I will approach it."

And with that, he stomps back into the water, reaching for the orb.


Holding his breath, Stauntram approaches the blue orb. He reaches for it and his weapon is enhanced!

Deals an additional 1d6 cold. I assume none of you want the option for spells with the cold descriptor.


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

"Whew, well..you all took your time with tha' one," Fizz says with a wink as another wound closes on Kaalul and opens on Fizz.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

"That was a slog. But we won.", replies Stauntram.

"Now, whether to rest - or to push on."


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

"We fought well. Between Stauntram's skill at arms, Martel's magical knowledge, and Gnome's divine healing, we can and have accomplished much. However, we do not want to risk overextending ourselves. We should find a suitable place to rest. Any thoughts?"


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

Fizz gets a wry smile, starts blushing and lowers his head, "Divine?...well I...I mean...you boyos are too kind...I'm flattered.."


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

"I'm assuming that the last room is Fire, so I'd suggest camping right next to this water wall. Should anything come for us from the fire room, I have one more cast of Aboleth's Lung, then we could retreat into the water room."

spellcraft: 1d20 + 14 ⇒ (11) + 14 = 25

Martel picks up the crown and examines it. "Ooh, this is fun. This will let you summon beasts with but a thought. Who wants it?"

Anyone with their head slot open could use it, unless you can't spare your swift actions.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

"One for yourself or the others." replies Stauntram.

He looks through his pack, searching for something.

"My kit! It is gone!"

He is quite befuddled by this turn of events. Especially now that he will be closer to the earth than he might expect.

Bed Roll:

Fort: 1d20 + 8 ⇒ (2) + 8 = 10


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Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Martel Wyvernjack wrote:
"Ooh, this is fun. This will let you summon beasts with but a thought. Who wants it?"

"It seems like you or Gnome would best be able to put it to use."

As he lays out his bedroll Kaalul refuses to meet Stauntram's eyes. A dwarf who was unprepared for this holy mission! How shameful. But Kaalul will not judge his fellow dwarf.

Their ancestors will judge him plenty.


Haha. Nice dwarf-shaming, Kaalul.

Who else has bedrolls? Anyone able to share with Stauntram?


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CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

CLW: 1d8 + 5 + 2 + 3 ⇒ (2) + 5 + 2 + 3 = 12
CLW: 1d8 + 5 + 2 + 3 ⇒ (4) + 5 + 2 + 3 = 14

Fizz jabs himself with his thumbs a couple times before he sets up his own bedroll and lays down to begin sleeping soundly.

During the rest Fizz can be heard mumbling something about chasing and 'lucky charms'.


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

"I'll take first watch, then," Martel says, as his companions seem to be bedding down without mentioning keeping a lookout. "It seems we'll be using our bedrolls in shifts anyway."

I also don't have a bedroll! I usually grab a basic kit in Hero Lab, guess I forgot.


Hmm I guess you could have two on watch at the same time and two sleeping, if Kaalul and Fizz will share. It'll take a while to rest that way so I'll roll twice instead of once to see if the fire elementals come to you.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

"That is generous, and better than I deserve.", replies Stauntram, genuinely surprised by Martel's notions. He looks at Kaalul, guilt on his face for his laxitude.

"I will take first watch also, Martel. Let the others sleep for now."


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map

Two bedrolls and two sleeping shifts. I think we're just waiting on the "random encounter" rolls, GM.


Yep! Managed to get a chance to post from Cambodia hotel.

GM screen:

Rolls, >80?: 2d100 ⇒ (77, 87) = 164
Inits: 3d20 ⇒ (9, 8, 15) = 32
Slam: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

Stauntram (and his small friend) and Martel keep watch uneventfully. After Fizz and Kaalul are rested (spells restored, etc), they take their shift keeping watch. Kaalul hears something moving towards them in the hall. He sees a glowing form approaching the group! The creature reacts more quickly than either guardsman! The fiery form rushes forward and throws itself at Kaalul! But the dwarf thrusts the fiery, human-shaped foe back with his shield and attacks back while he and Fizz note another just like it appearing around the curve of the hallway.

Party, GO! Stauntram and Martel automatically pass the DC -10 perception check to hear the battle even with the -10 penalty for being asleep.


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

With a thought, Stautram has his stony companion jog through the wall, to emerge in a flanking position later, as well as strengthening himself.

Stonestrike for +2 to attack and damage, attacks count as magic, adamantine and ignore up to 12 hardness

As he does all this, he charges the fiery thing threatening Kaalul and drives his weapon's head at it!

Charge, PA, stonestrike: 1d20 + 11 + 2 - 2 + 2 ⇒ (2) + 11 + 2 - 2 + 2 = 15

BEATING: 1d10 + 4 + 2 + 6 + 2 ⇒ (2) + 4 + 2 + 6 + 2 = 16


CG Gnome Oracle 6 | HP: 63/63 | AC: 12 | T: 12 | FF: 11 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +4 | Init: -3 | Perc: -1 | Speed: 20 ft. | 1st: 6/7 | 2nd: 6/6 | 3rd: 3/4 | Channel 5d6 4/10

"Oh, wow! We've got some hot company boys!"
No damage, nothing for me.


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Elemental Forge GM wrote:
Kaalul hears something moving towards them in the hall.

As soon as hears something coming, Kaalul knows what it must be. They have already crushed the stone, weathered the lightning, and stood fast against the pounding wave. But if the scalding flame thinks to stand against a dwarf raised next to Torag's molten forges, it's got another thing coming.

Attack: 1d20 + 8 ⇒ (3) + 8 = 11

"To arms!"


Dwarf Fighter/Inquisitor of Torag 4 ~ AC 21 (t 12, ff 19) | F+8, R+5, W+7 (+2 vs. poison, +4 vs. spells and SLAs, +1 vs. fear) | Init +4 | Percep. +9 | Judgement 1/2 | BI 2/2 | HP 40/40 | Map
Fizzbizzner Thistletop wrote:
No damage, nothing for me.

What if you had that summoning headband from the water elemental? Would a swift action every now and then inhibit you?


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

My headband slot is occupied. I'm perfectly fine with Fizz taking the crown. All hail King Fizzbizzner!

Martel gropes around for his wand and staff as he stands up. "Is it a scout? Don't let it get away!"

Grabbing staff, drawing wand, standing up, that's probably all my actions for the round.


Back from Asia. Stauntram, you had to stand up from prone so I think that's all your actions this round. The attack missed anyway so doesn't matter.

Stauntram and Martel prepare to fight while Fizz encourages his allies! Kaalul misses an attack and the elementals attack again while another rushes forward to join the fray!

Stauntram, if you have reach right now, you get an aoo on one of the elementals. But I think you're fighting with the shortened chain?

GM screen:

Attack: 2d20 ⇒ (5, 10) = 15

The elementals swing their fiery limbs at the dwarves but can't connect!

Party, GO!


NG Human Arcanist 6 | HP:44/44 | AC:13 T:13 FF:11 CMD:17 | F:+5 R:+5 W:+6 | Init:+8 | Per:+6 | 1st:5/6 2nd:5/5 3rd:1/3 | Pool:5/9 | Augment 5/8

Martel begins once again to enlarge Stauntram, stepping back a bit. 5’ step northeast, begin casting Enlarge Person


Male Lawful Dwarf Paladin 2 | HP: 19/19 | AC 14 | Luck 11 | Detection +1 |Advantage vs Disease, Poison, Magic | Low-light Vision | Speed | Spells: 1st 2/2| Gold and Gem Sense (50% for handful of gold or a gem) | Active conditions:

In order to not crush Kaalul when he expands, Stauntram steps to just behind him, where there is room to stand - and room to swing.

PA: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20

Damage: 1d10 + 4 + 2 + 6 ⇒ (8) + 4 + 2 + 6 = 20

Welcome back!

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