World's Largest Dungeon Dive

Game Master Nairb the Grey

Delve into the World's Largest Dungeon

WLD Map
WLD Loot Tracker - Credit Zurne


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Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

"Those things can open doors...or push them open. We know the door isn't trapped, then..."


In fairness, you do not know if they pushed it open, or just took advantage of a door that was already open. I think I mentioned before, the doors are neutrally weighted, which means doors left open do not swing shut on their own.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taanimohka sniffs the dank dungeon air, and lets those that wish search, track and investigate.

"The orcs' deathwish has been granted, though some apparently still live? Perhaps capture will drive them to greater feats of survival..."

Turning to their own continued survival Taani asks the group.

"What are our options now?"


Byung-He heads south following Zurne and Dornhold. He points toward the northern door that to the blood trail does not lead. "Check out that door and lets see what we discover."


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne arches an eyebrow. "You don't want to kill whatever killed the orcs? Whatever it is, they may be caught by surprise, or in torpor from their recent feast..."


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

"Hmm. A good point. And perhaps it would be prudent to wipe out known adversaries rather than have them at our backs."


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Zordlon waves at the group to be quiet, then attempts to sneak up to the doorway. Pharasma above, may whatever killed those orcs not be waiting to ambush me


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

She looks over the trail of blood reminding her of the scene in the previous room, she considers the clues and sees if her knowledge provides her with more information.

Knowledge (dungeoneering) : 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (nature) : 1d20 + 9 ⇒ (2) + 9 = 11


Sayarisha, from your arcane studies (These are magical beasts, so arcane instead of nature...weird knowledge skill rules) you know that Darkmantles in general are small, but surprisingly strong often approaching the strength of a normal human. The ones you encountered earlier are even strong than those you have read about in the past. You agree that it is unlikely that one could have dragged off all 5 orcs by itself, it would possibly take 2 to manage to drag a single orc body while still flying. You would surmise that there is defintely multiple infront of you, or that there is something even larger around the corner.

As Zordlon heads towards the door to inspect the room that the blood trails lead into, in the room you see an open doorway to your left. The body of an orc, his arm outstretch toward the door you have just come from, lies slumped near the middle of this room. A lone spear, its shaft broken, lays in one of the far corners.

DC 12 Perception:
Upon a closer inspection of the body you see several small holes in the corpse's neck, arm, and leg. Each hole also has up to eight smaller, rough punctures near it. The wounds on this body are not congruent with those you found on the previous orc that was attacked by the Darkmantles. This fellow appears to have been felled by something else, something interested in exsanguinating him more than eating his flesh.

With above Perception & DC 12 Heal Check & DC 10 (untrained possible) knowledge Arcane Check:
The puncture wounds you are seeing match images or injuries you have seen first hand caused by one or many stirges.

Edit to add: Forgot to mention to avoid red herrings The body of this latest orc does not appear to be any of the ones you had encountered before. In fact, you would venture to guess that this body has been here for longer than you have been in the dungeon based on the smell.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Heal: 1d20 + 1 ⇒ (9) + 1 = 10

Knowledge(Arcana): 1d20 + 9 ⇒ (15) + 9 = 24


Sweet baby Iomadae!
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Heal: 1d20 + 4 ⇒ (20) + 4 = 24
Arcana Untrained: 1d20 + 0 ⇒ (10) + 0 = 10

Byung-He's sharp eyes take in the scene and seem to put together pieces as if a illusionary 3D model of what happened took place. His eyes dart upward scanning the room ceiling as he warns his comrades.

"These wounds...stirges. A magical creature that drains the blood from its victims like a mosquito only far more deadly."


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

"Yes, well, we shall do our best to make sure all of our blood stays on our insides. Now, according to this map, this next room down should be a dead end. I would prefer to confirm before moving on."

With that, Zordlon moves down to the next door, checking for traps and then opening the door.


Byung-He moves up 10 feet behind Zordlon ready to jump in as needed.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Joining her observations to Byung-He's she adds in a whispered voice, "I agree that the orc was attacked by stirges but there was something else. Something I have no recollection of encountering before. Also, that orc has been here longer than the other poor creatures we saw slaughtered before ."

While casting her spells of support upon the leading members of the party, she whispers to Zordlon, "Be quite careful, there is something strong enough to defeat an armed orc warrior, possibly in the next room." She then quickly hugged him before moving on.


Checking for locks and traps, Zordlon finds nothing and proceeds to push open the door leading into the south-most room. The heavy smell of stale air greets you as you open the door to this large room. Bits of dried grass as well as larger hunks lay all over the floor as if a tornado recently tore through a meadow. From the door the first thing that meets you is the stench.

Fortitude Save w/ bless: 1d20 ⇒ 15

The smell of an overpowering musky odor nearly causes you to empty your stomach, but you manage to fight back the urge just barely.

Anyone standing at the entry of this room or moving inside must make a DC12 fortitude save or be nauseated while in the room and for 1d4 rounds after. If you succeed at the save you do not need to attempt again for 24 hours. If you fail you will need to attempt again if you reenter the room after having overcome the nausea effect.

Zordlon Perceives the room: 1d20 + 9 ⇒ (4) + 9 = 13

From your vantage point at the door, holding your breath as much as possible to avoid further exposure to the stench, you see that the bits of grass on the ground appear to be dried straw mats made for sleeping. You can also see dried drips and small pools of blood throughout the room. To get more information you would have to enter the room and search more fully.

You do not see any sign of living creatures in the room, or any sign of another exit.

From doorway or inside room DC 7 Knowledge Local (can be made untrained):
The smell is reminiscent to you. While faded, it is similar to the musky nauseating odor that a troglodyte puts off naturally. Here it is both strong and faint, suggesting that at one point in the recent past many troglodytes used this room for some purpose.

FYI - Player knowledge - in DnD3 and 3.5 Troglodytes had the Stench ability. This was removed from the monster in Pathfinder, but it is a prominent feature of the dungeon in WLD, so I will be adding it back in for this adventure.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne attempts to withstand the stench.

"We should breathe the air one at a time, so that we get used to it," he says, moving near Zordlon.

Fort: 1d20 + 3 ⇒ (13) + 3 = 16

Zurne breathes in deeply, coughs, and smiles. "I've smelled worse. Be careful, friends."

He waits until everyone adjusts to the miasma before moving into the room.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

[I thought trogs still had stench in PF...]

Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

Taanimohka moves into the room, one hand covering her nose and mouth almost reflexively. She looks around, poking at mats or the remnants of them with a javelin.

Kn. Local: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

"Hmm. The taint of troglodytes makes this room noisome. They were here recently, though evidently left..."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

So do I. Just vomited my stomach out in a PFS secenario.
Fort: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
And Unbeugsam really starts loosing his stomach.
"By Torag´s beard, this... is horrible!"


Byung-He looks at the others and frowns. "Why are we going into this dead end room again?"


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

”We search.”


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Covering his face with his hand, Zordlon steps back.

"Mostly, I didn't want to be moving on with a possible threat behind us. I don't believe there is anything in here of value, but we should watch out for any of the Lizard men we might encounter.

To be sure, Zordlon stands in the doorway, and sweeps the room with detect magic, before moving back to the blood streaked path.


Your sweep with detect magic does not find anything of note inside the stench filled room.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

For the sake of expediency, shall everyone who failed the Fort save just reroll until they pass, and we assume that the rest of the group stands guard while they, uh, recover?


Depends on what you guys are doing...the stench is only in that room...it looks like Zordlon is doubling back because it is a dead end. If you are planning on staying in the room to investigate then yes, after a few failed attempts those that are wanting to force their way in can muster the strength to brave the smell. But if you are continuing to follow Zordlon then you could also just walk away from the room, in which case the nausea dissipates in 1d4 rounds, which you can spend waiting for your stomachs to calm down if you would like.


Byung-He remained outside the room and as Zordlon leaves to follow the blood trail he goes with him.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

She will also remain outside the room, waiting for the group to abandon the room and move on.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taani likewise leaves when Zordlon does, staying close by him in case the elf is ambushed.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Back in the room with the dead orc, (We searched him for anything of value, right?) Zordlon checks the door for traps, or any danger he can hear behind it, before waiting for the rest of the group to form up and then opens the door.


You actually did not take the time to loot the dead orc body.

Zordlon approaches the opendoorway at the north of the room with the dead orc, looking for traps on the approach or in the doorway itself.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

The door and the next room appears to be free of traps.

Before heading further he pats down the exsanguinated body of the dead orc and locates a small money pouch containing 13 gold pieces and a single sharp tooth (DC 12 knowledge nature to identify the tooth as belonging to some sort of jungle cat). He is also wearing leather armor that appears to still be in decent condition. He has a single dagger on him, but no other weapons. You would venture to guess that the broken spear in the corner was originally in his possession as well.

Peering into the next room, Zordlon uses his darkvision to attempt to pierce the shadows.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

There are a pile of bodies in the north-east corner with another darkmantle sitting atop them. It appears to be feeding. This darkmantle is larger than the ones you had encountered previously. Where your earlier darkmantles were about 2-3 feet in length and hand tentacles about twice that, this one appears to be double the size. The tentacles themselves look to be about the same length, but are thicker and have more defined musculature. You do not believe this specimen has a longer reach, but he probably hits harder and is much more difficult to escape if its tentacles wrap around you.

Aside from the overly large darkmantle and the buffet of dead orc that it is gorging itself on, the room is empty.

Earlier darkmantles were stated as 'small' creatures. This one definetely falls into the 'medium' category and probably has different stats (read definetly has different stats).


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Zordlon quickly looks back at the group, his hand outstretched in a stop gesture to anyone currently moving forward with a light source. He pantomimes that a "large" "squid thing" is in the next room, and that Unbeugsam should be first through the door.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Criminy.

For the sake of story, I'm gonna say Zurne went into the stinky room and did a quick search.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne will quickly exit the stench room to follow the party once he's done a sweep.


Searching in the former troglodyte room, Zurne comes across a few small items that appear to have been of personal value to its previous owners, but perhaps limited value to the party.

Through your searching you find:

  • a shell necklace made of freshwater shells of various sizes, (0 value - nonmagical)
  • a leather slingshot thong (but no sling bullets), (1 gp value - nonmagical)
  • a ceremonial dagger (0 value, not effective as a weapon - nonmagical)
  • a ceramic idol of a creature that appears to be a cross between a toad and a lizard. (Knowledge religion reveals that the idol is not of any deity or planar being that you are aware of. Perhaps a spirit animal of some sort?) (0 value - nonmagical)

    In other news, I learned to do bullets on the forum yesterday. I like it! If you don't know, you do {*} but with square instead of curly brackets. If you know of any other format options that are not listed in the "How to format your text" spoiler let me know!


  • Stats:
    HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
    Skills:
    Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

    Neat!

    Zurne grabs the necklace, dagger, and idol, in case they are needed for trade later, and hastens off to join the party.


    Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

    Sayarisha leaves the donkey behind her and moves forward to just behind Zordlon. As the dwarf warrior prepares to enter battle, she quietly endows him with Guidance and Resistance.


    Stats:
    HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
    Skills:
    Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

    Zurne catches up and nods silently at the tableau of Unbeugsam getting ready for battle. He prepares to jet acid at the darkmantle, just before the dwarf rushes it.


    Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

    Taani is still standing close by Zordlon, and is ready to rush in with Unbeugsam. Why? Because she thinks she is an awesome warrior!!! With no armor. Or many hit points. Or a weapon. ;)

    Taanimohka nods and looks ready to charge also.


    Male Shield Dwarf
    Spoiler:
    AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
    Fighter 10

    Looking at the scant clad woman Unbeugsam shakes his head in disbelieve, but then puts his armored boot down on the floor, taking strength from the earth and with a deep breath.... charges
    Attack: 1d20 + 6 ⇒ (7) + 6 = 131d10 + 6 ⇒ (3) + 6 = 9


    Awesome. Let's get this party started!

    Dice to determine initiatives:

    All the rolls in a secret order: 9d20 ⇒ (15, 14, 17, 3, 10, 18, 20, 13, 15) = 125

    Initiative Order:
    Sayarisha: 24
    Byung-He:22
    Dornhold: 21
    Zurne: 20
    Enemy: 19
    Zordlon: 19
    Unbeugsam: 12
    Taanimohka: 7

    You all effectively hold turn for Unbeugsam during the surprise round...so up action wise is:

    Unbeugsam (already posted)->Sayarisha->Byung-He->Dornhold->Zurne->Zordlon->T aanimohka->(END Surprise Round)->Sayarisha->Byung-He->Dornhold->Zurne...then the enemy. Afterwhich we will follow the initiative order above.

    Remember, during the Surprise round you only get 1 move or 1 action, not both. A charge does count as a single action during rounds where you are limited to 1 action per RAW.

    Go ahead and post your surprise round and your normal round actions if you are on the up list for both (Sayarisha, Byung-He, Dornhold, and Zurne. From there we will adjudicate how different actions are resolved if there are any order of operations issues.

    Unbeugsam rushes in weapon at the ready and takes a mighty swing. Having taken the darkmantle by surprise the swing does connect, but only barely and seems to slide off of the strange combination of musculature and blubber. 13 misses his FF AC unfortuantely. Three of the creature's red eyes swivel to take in the angry dwarf as it releases a strange scream from it's beaked mouth.


    Byung-He is completely horrified by the creature and seeing his ally rush in and he aims his crossbow at the thing but can hardly keep his hand from shaking he finally aims away with a gritted teeth. "I can't...I'm sorry I am no fighter." He quickly cast guidance on Taanimohka in his surprise round and then waited to see if he would be needed to heal in the next turn or to cast another small guidance.


    "Lady, I will defend you, and earn my keep."

    With a wry smile, Dornhold adjusts his grip on his mace and charges in after Unbuegsam. Unfortunately the swing goes wide and misses the creature entirely.

    Melee Charge Attack: 1d20 + 5 ⇒ (2) + 5 = 7 - Miss!

    He follows up with a second swing of the mace now that he is in close quarters, but seems to be having trouble connecting with the beast in any meaningful way.

    Standard Initiative Attack: 1d20 + 3 ⇒ (6) + 3 = 9 - Miss again!

    "I seem to be having problems, perhaps I will back off and let someone else take a crack at it."

    After failing to hit twice Dornhold moves back about 10' to allow room for others to come in if they want. This is still before the creature has acted in the initiative order, so it is still flat footed and does not have any reactions yet. No attack of opportunity.

    Action Summary: Charge darkmantle during surprise round end charge 1 square south of monster. Melee attack and then move 10' south from there during standard initiative round.


    Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

    Sayarisha casts Resistance on Taanimohka, then hexes the creature with (the) Evil Eye.

    Sayarihsa's Evil Eye is targeting the monster's AC.


    Will Save v Evil Eye: 1d20 + 2 ⇒ (16) + 2 = 18 - Sayarisha, what are you applying the -2 penalty to? AC, ability checks, attack rolls, saving throws, or skill checks.

    Sayarisha senses that her hex effectively landed, but did not take hold as strongly as she hoped. With the save the duration of Evil Eye is reduced to 1 round. The debuff will drop at the end of your next turn in the standard initiative order.


    Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

    Taanimohka feels the twin powers of Byung-He and Sayarisha bolster her as she follows the dwarf into battle, leaping at the rubbery creature, leg outstretched to kick....her strike, like her reaction is sadly far from true.

    Charge

    Kaiiii!!!: 1d20 + 2 + 1 + 1 + 2 ⇒ (6) + 2 + 1 + 1 + 2 = 12 [+0 BAB, +2 Str, +1 Weapon Focus, +1 guidance, +2 charge]
    Kwippk!!!: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4 [+2 Str, +1 trait]

    [-2 to AC due to charge]


    Stats:
    HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
    Skills:
    Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

    Zurne enters the room, ready to cast an acid missile, but he has to position himself first. "Courage, Byung-He," he says as he passes the oracle.


    M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

    Zordlon stays back at the moment, tossing a knife into the fray (nonmasterwork)

    Ranged Attack at -7 (-4 Cover, -4 melee, +1 Guidence): 1d20 - 2 ⇒ (11) - 2 = 91d4 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5


    Mid-round update: Despite the party effectively taking the creature by surprise, they have found that its naturally muscular skin too strong to be pierced by their rushed and hurried attacks.

    You guys have come close a couple of times, but no one beat the FF AC. Byung-He and Zurne, your full round actions are up before I get the full update posted and the monster acts.


    Byung-He casts Guidance on Zordlon from where they both stand near the doorway. "Its not much but get in there and strike true if the moment is right!" Byung-He keeps back watching for where he will be needed.


    Stats:
    HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
    Skills:
    Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

    Ranged Touch, Into Melee: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
    for: 1d6 ⇒ 3

    "I found some items in the stinky room, by the way--oh, perhaps now is not the time to talk about it," says the druid.

    He misses, his line of sizzling acid hitting the floor harmlessly.

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