GM Worg's Gallows of Madness (Inactive)

Game Master Kyle "Worg" H

Maps and Handouts | Chronicles


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Liberty's Edge

The Slithering Maps

Round 2: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-11,Will Save DC16 for Half(4))
Kasumi the Vexatious(-11,Will Save DC16 for Half(4))
Father Urzaia Conflict(-12,Will Save DC16 for Half(4))
Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-13,Fine)
Drochtac(-0,Fine)
Dretch Red(-0,Fine)
Dretch Blue(-0,Fine)

Dretch Green(-37,Dead)

@Kasumi: Rolling it on their turn to help me keep track of everything.
@Prakriti: Because I misread the spell. Since he has nowhere to run, he is going all out to kill you all.
Things may seem chaotic at the moment, but that is because there is a little bit of drama happening right now. I plan on at least getting these tables finished up.

GM Screen:

Affected Targets: Dretch 1&2, Drochtac 3, Wormgnash 4
2d4 ⇒ (2, 1) = 3
Dretch Will Saves +5 DC18: 2d20 ⇒ (11, 6) = 17

Both the of the Dretch Demons stop what they are doing and focus intently on Kasumi.

The Drochtac lashes out again at Urzaia!

GM Screen:

Attacks +4: 3d20 ⇒ (8, 13, 7) = 28
Bite Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5

All of its attacks miss the Half-Orc Warpriest.

Liberty's Edge

The Slithering Maps

Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-11,Will Save DC16 for Half(4))
Kasumi the Vexatious(-11,Will Save DC16 for Half(4))
Father Urzaia Conflict(-12,Will Save DC16 for Half(4))

Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-13,Fine)
Drochtac(-0,Fine)
Dretch Red(-0,Hypnotized)
Dretch Blue(-0,Hypnotized)
Dretch Green(-37,Dead)

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Will Save: 1d20 + 8 ⇒ (7) + 8 = 15

Urzaia steps up to the drochtac to return the favor...

Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (20) + 8 + 1 + 2 - 1 = 30
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16

and buries a spike into the creature. Pulling back he channels divine energy through himself again.

Fervor, CLW: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Converting Bless

Liberty's Edge

The Slithering Maps

Ouch.
The Drochtac drops like a brick, all of its limbs twitching slightly as the weapon cracks its skull.

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

Will: 1d20 + 4 ⇒ (9) + 4 = 13
That's how all my saves have been going this week!

Kasumi snarls at the damage, grabbing a fistful of light and throwing it perhaps more forcefully and less elegantly than she normally does, right at the weird dude.

Daze DC17 vs. Weird Dude.

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene targets the red mite with his magic missile wand.

Damage 1d4 + 1 ⇒ (4) + 1 = 5

Lol, Mivvy, don’t know why I had mites on the mind!

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

Keene, these are dretches: rather more serious business than mites...

Liberty's Edge

HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

11/18 HP remaining

Fen bloodied and almost broken, Stabs out a the demon in front of him.

Cold Iron Rapier+Bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d6 + 1 ⇒ (6) + 1 = 7

Activating Judgement of Sacred Healing +2, so Fast Healing 2

Holy power infuses Fen, "Calistra Heal my wounds, I am not done seeking your Vengeance just yet!"

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Heh, I missed the crit threat. Oh well, dead is dead.

Silver Crusade

Female Samsaran Oracle (Reincarnated Oracle) 6 | HP: 39/39 | AC: 24| T: 16 | FF: 19 | CMD: 19 | Fort: +3 | Ref: +4| Will: +5| Init: +7 | Perc: +5| Sense Motive: -1 | Spirit Mem: 8/8 | Locat Mem: 8/8 | Spells: 1:7/7, 2: 6/6, 3: 4/4

WILL DC16: 1d20 + 3 ⇒ (10) + 3 = 13

Prakriti moves to take a swing at the blue dretch.

+1 Morningstar, Bless: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Liberty's Edge

The Slithering Maps

Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-2,Frightened)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-12,Fine)
Dretch Green(-37,Dead)

GM Screen:

Kasumi SR Check DC14: 1d20 + 3 ⇒ (19) + 3 = 22
Wormgnash Will Save: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21

Wormgnash does not seem to be affected by Kasumi's spell.
Suddenly, Wormgnash seems to slump heavily, and then his body begins to fold away to the ground, leaving only a pile of skin.

The worm creature, the true Wormgnash, begins to burrow through the floorboards and is making his escape!

Recovery: 2d6 + 3 ⇒ (1, 6) + 3 = 10

Liberty's Edge

The Slithering Maps

Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)

Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-12,Fine)
Dretch Green(-37,Dead)

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

MIvvy strikes out at the dretch before her.
cold-iron rapier and bless: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

The Slithering Maps

Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-13,Fine)
Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-6,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Hypnotized)
Dretch Blue(-18,Fine)

Dretch Green(-37,Dead)

Will Save Dretch: 1d20 + 3 ⇒ (20) + 3 = 23

The red Dretch finally snaps out of its hypnotism and attacks Urzaia!

The blue Dretch swings once at Mivvy, and then collapses!

GM Screen:

Red Dretch +4: 3d20 ⇒ (15, 9, 15) = 39
Red Dretch +1: 3d4 ⇒ (3, 2, 4) = 9
Blue Dretch +4: 1d20 ⇒ 19
Blue Dretch +1: 1d4 ⇒ 2
Blue Dretch Confirm?: 1d20 + 4 ⇒ (13) + 4 = 17
Confirm Damage: 1d4 + 1 ⇒ (1) + 1 = 2

The red dretch lands two blows on Urzaia and the blue dretch lands it's dying blow on Mivvy!
Urzaia takes 9 damage from two attacks, and Mivvy takes 3 damage.

Liberty's Edge

The Slithering Maps

Round 3: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)

Strange Man: Wormgnash(-0,Frightened, Escaping)
Mivvy Hetherington(-9,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)

Had to double check and see if Urzaia did any healing I missed. Got it added in.

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

In a desperate bid to stop the worm’s escape, Kasumi launches another ball at it!

Daze DC17 again. More likely to stop it than a piddly Magic Missile!

Liberty's Edge

The Slithering Maps

Unfortunately, Kasumi's Daze won't affect it anymore since it shed its humanoid form!

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

LAME. Are you telling me “try something else” or just letting me know for next turn?

Liberty's Edge

The Slithering Maps

You are a smart Sorcerer who knows what her spells do, so you knew better than to cast it. Try another tactic :D

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

Yay!

Kasumi ACTUALLY whips her wand around. ”Have I mentioned I hate bugs?” she asks, arcing a Missile at the retreating worm.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

”DIRECT HIT! HA!

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

If he can still get to Wormgnash Urzaia will move past the dretch to reach him. Otherwise he'll stand his ground and try to knock down the minion.

Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (16) + 8 + 1 + 2 - 1 = 26
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (2) + 6 + 2 + 3 = 13

"Ha!

Urzaia pauses to utter a prayer, though his zeal seems to wane.

CLW: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Converting Divine Favor

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

War Mind for +1 AC again.

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

parry: 1d20 + 9 ⇒ (9) + 9 = 18

Liberty's Edge

The Slithering Maps

Round 4: FIGHT!
Dim Light, Party is Blessed +1 to Hit, Wormgnash is gone!
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-7,Fine)
Strange Man: Wormgnash(-0,Fine)
Mivvy Hetherington(-9,Fine)
Fen Vion(-11,Fine)
Drochtac(-16,Dead)
Dretch Red(-0,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)

Delaying Keene
Kasumi uses Magic Missile to blast Wormgnash.

Urzaia realizes that Wormgnash is too deep into his pit, and decides to hit the Dretch instead.

Mivvy, unfortunately, fails to parry the attack.

Wormgnash suddenly bursts from the floor in a different spot, and casts a spell!

Will Save DC16/Half: 1d8 + 3 ⇒ (2) + 3 = 5
Only need the Save from Mivvy, Urzaia, and Fen as everyone else is out of its range.

Liberty's Edge

The Slithering Maps

Round 4: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Will Save DC16 for 2)
Strange Man: Wormgnash(-5,Fine)
Mivvy Hetherington(-9,Will Save DC16 for 2)
Fen Vion(-11,Will Save DC16 for 2)

Drochtac(-16,Dead)
Dretch Red(-13,Fine)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene uses his wand on the red dretch.

Magic missile damage 1d4 + 1 ⇒ (2) + 1 = 3

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

will save: 1d20 + 4 ⇒ (11) + 4 = 15

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

Mivvy comes around the table and strikes at the remaining dretch.

cold iron rapier, bless, flanking
attack: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d6 + 4 ⇒ (4) + 4 = 8

Liberty's Edge

HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

Now 9/18 HP

Fen moves up, to flank with Mivvy.

Rapier+Solo tactics Precise Striking+Bless: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d6 + 1 + 1d6 ⇒ (5) + 1 + (6) = 12

"WHere did that worm thing go?" Fen asks loudly

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

Fen: The worm is back - see the map - and I suspect that Mivvy finished off the dretch (if it had similar AC and HP to the others) so you might want to post alternative actions.

Liberty's Edge

HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

I saw it on the map but missed that it came back

If it doesn't Die.

Fen Will move as close as possible towards this worm creature.

Save that will probably be needed, add appropriate number: 1d20 ⇒ 18

Liberty's Edge

The Slithering Maps

Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-20,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)

Wormgnash(-5,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
Drochtac(-16,Dead)
Dretch Red(-21,Dead)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)

The last dretch dies.

Fen makes his way to Wormgnash.

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

Kasumi hisses through her pain, arcing another bolt at the nasty.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

”We’ve got him now! Finish it!!”

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

"Is your god still with you?

Attack, Bless, Divine Favor, Power Attack: 1d20 + 8 + 1 + 2 - 1 ⇒ (14) + 8 + 1 + 2 - 1 = 24
Damage, Divine Favor, Power Attack, Cold Iron: 1d6 + 6 + 2 + 3 ⇒ (6) + 6 + 2 + 3 = 17

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

DM, how did I pick up another five damage between your last two posts?

Liberty's Edge

The Slithering Maps

Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-15,Fine)
Prakriti(-19,Fine)

Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Strange Man: Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)
Drochtac(-16,Dead)
Dretch Red(-21,Dead)
Dretch Blue(-19,Dead)
Dretch Green(-37,Dead)

Typos :D

Also, seriously, the guy has less HP than I have fingers. Finish him!

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene pulls his greatsword and double moves as close as possible to the worm creature.

Would someone move me up, please?


BZZZZZZZZZT BOTTING PRAKRITI

Prakriti casts Cure Light Wounds upon Keene.

CLW: 1d8 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

The Slithering Maps

Round 5: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-6,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)
Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)

Wormgnash took too much damage after coming back up! He will fight to the death!

GM Screen:

Target Keene 1 Urzaia 2: 1d2 ⇒ 2
Attack Roll: 1d20 + 7 ⇒ (6) + 7 = 13
Damage Roll: 1d6 + 1 ⇒ (5) + 1 = 6

Wormgnash misses Urzaia!

Liberty's Edge

The Slithering Maps

Round 5&6: FIGHT!
Dim Light, Party is Blessed +1 to Hit
Rondolpho Keene(-6,Fine)
Prakriti(-19,Fine)
Kasumi the Vexatious(-19,Fine)
Father Urzaia Conflict(-14,Fine)

Wormgnash(-28,Fine)
Mivvy Hetherington(-14,Fine)
Fen Vion(-13,Fine)

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene swings his sword, buffered very gods themselves.

Attack with Bless 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Damage 2d6 + 2 ⇒ (5, 3) + 2 = 10

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

Kasumi, considering how expensive her wand is, waits until her allies attack. Once they’ve all had a turn, she casts Magic Missile again!

Arcane Rocket: 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

The Slithering Maps

Keene swings his blade at Wormgnash, and the sword bites true into the demon's flesh. As the slice crosses through the midsection of the wormy monster, it flops over its wound a black bile bellows from its belly.

The demon flops onto the floor, and lies still.

This room contains many records, with information about the Sarinis victims, rituals, and experiments.

On the table lies a diagram of some sort of portal, showing a vermlek stepping through what looks like the sacrificial pit in the adjactent room.

Abyssal:

The notes suggest that Wormgnash believed he was very close to a breakthrough that would have ripped a tiny interdimensional hole to this location, and allowed several more of his vermlek brethren to join him on the material plane.

A map of Saringallow with arrows and drawings of mites has scribbles all over it. The map indicates that the fiendish fey were soon to attack the town in order to obtain bodies.

Six cabinets in the room are full of documents. Neatly labeled and organized, it takes no time to find the missing records.

There is time for 1 round of healing before below happens.
-----------------------------------------------------------------------

Suddenly the house begins shaking violently! You have enough time to quickly loot the records, but now you must flee for your lives!

Portions of the ceiling begin to crumble, and small tremors start to ripple throughout the basement!

Liberty's Edge

The Slithering Maps

Every PC has to roll for these 5 obstacles. If all the rolls are not done by tomorrow night, I will bot the missing rolls.

1) Falling Cabinet
A powerful tremor shakes the basement, causing cabinets to topple!
DC 10 Reflex to dodge it, or DC 12 Strength to shove it aside.

2) Grasping Hands
The dying and panicking mites trapped in the demon’s bile web blindly grab at anything they can!
DC 10 Acrobatics to avoid them, or DC 12 Escape Artist to break free.

3) Rolling Barrels
Rolling barrels make movement in the flooded cellar difficult!
DC 12 Constitution to dive under, or DC 12 Swim to slip past them.

4) Crumbling Stairs
The precarious stairs leading out of the basement are falling apart!
DC 13 Climb to scramble up the steps, or DC 14 preception to tread carefully.

5) Panic in the Kitchen
A stream of frenzied rats blocks the way out!
DC 10 Knowledge Nature or Handle Animal to Herd them away, or DC 11 Fortitude to wade through the rats.

Regardless of the check results, each PC proceeds to the next obstacle, but any PCs who failed the check take 1d3 points of damage each. In between navigating the obstacles, it is possible to quickly quaff a potion, cast a single spell, or use an ability that takes no more than a full-round action to function.

A PC can drag an ally who falls unconscious through these obstacles, but that PC takes a –4 penalty on checks and saving throws while doing so. This penalty is only –2 if two PCs drag a single unconscious ally.

Any PC who has chosen the same check type as another PC can voluntarily take a –2 penalty on her check to give a +2 bonus on the other PC’s check. Multiple PCs can help the same character.

Grand Lodge

Human Ranger (Guide) 1/ Wizard (Wood) 7 | AC (17)/13/11| CMD 18 | HP 69/69 | F+9, R+8, ,W+8 | Init+6,Perc +12 | Ranger Focus 1/day |

Keene drinks the healing potion he’d been given earlier before he started running for his life.

Clw 1d8 + 1 ⇒ (6) + 1 = 7

1 Reflex 1d20 + 4 ⇒ (1) + 4 = 5

Keene tries to dodge the falling cabinet to no avail.

2. Acrobatics 1d20 + 2 ⇒ (19) + 2 = 21

He tries to avoid the grasping hands of the mites andsucceeds.

3. Swim 1d20 + 5 ⇒ (8) + 5 = 13

Keene tries to swim underneath those red hot barrels, barely missing them.

4. Perception 1d20 + 7 ⇒ (1) + 7 = 8

Despite his best effort, Keene slips on the stairway!

5. Know. Nature 1d20 + 7 ⇒ (10) + 7 = 17

Keene thinks back and his school, trying to remember how to scare off the rats.

Failed two check so Keene takes 2d3 ⇒ (2, 2) = 4 points of damage and successfully lives!

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia uses his final spell to heal himself.
CLW: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Silver Crusade

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Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Falling Cabinet, Str: 1d20 + 4 ⇒ (18) + 4 = 22
Urzaia slams the cabinet aside

Grasping mites, acrobatics: 1d20 ⇒ 13
and twists past the mites

Rolling Barrel, Con: 1d20 + 1 ⇒ (2) + 1 = 3
but gets battered by barrels.
damage: 1d3 ⇒ 3

Crumbling Stairs, perception: 1d20 + 10 ⇒ (15) + 10 = 25
He spots an easy way up

Panic at the Disco in the Kitchen, Fort: 1d20 + 6 ⇒ (16) + 6 = 22
and keeps a song at the front of his mind as he stomps through the rats.

Sovereign Court

Female Human, Taldane Marquise Myvanwie Jadrine Keostela Hetherington Swashbuckler 5 / Bard 2 | HP 64 / 64 | AC 25/18/19 | F+9 R+18 W+11 (+4 vs sonic; +2 charmed life) | Init+7 | Perception+11

clw: 1d8 + 1 ⇒ (1) + 1 = 2

reflex: 1d20 + 9 ⇒ (4) + 9 = 13
acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26
con/swim: 1d20 ⇒ 20
perception: 1d20 + 6 ⇒ (8) + 6 = 14
knowledge (nature): 1d20 + 6 ⇒ (18) + 6 = 24

Mivvy’s healing magic is not very effective but she dances past the obstacles with relative ease.
”I always enjoyed assault courses. Such fun!”

I will help allies where possible (healing and checks) when we are all done.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia will also wand people as we go along and share bonuses.

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

As they feel the house quaking around them, Kasumi swears under her breath in Sylvan. ”We need to get out—NOW!”

With that, she points the rest o the group forward, clapping Riti’s back as she goes. Take a +1 on that first Reflex save, Prakriti!

She ducks out of the room behind the rest, just as the cabinet nearest the door starts to tip.

Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

Ducking through it, she deftly twirls and dips past the mites, not even feeling their grip upon her—and notices her side stitching, in both senses of the word, as Mivvy’s considerate hand throws a spell of healing over her.

Kasumi has a +9, so that Acrobatics check is an autopass.

She stops only briefly as she sees the churning mass of barrels; taking one to the head at this point would be... not so good.

Taking a deep breath, she slips forward at an almost flat angle, hoping to cover as much ground with her jump as she can before going under.

Constitution: 1d20 + 2 ⇒ (16) + 2 = 18

She manages to stay deep enough under, lungs proving capable of seeing her all the way to the other side before she breeches, sopping wet and panting.

”Almost out, almost out,” she begins chanting as she moves, groaning as she sees the stairs in a crumbling state.

Climb: 1d20 - 1 ⇒ (1) - 1 = 0

She isn’t particularly deft, nor observant of how the architecture weakens her footfalls; when she lowers herself to all fours, she gets a brick fallen from the ceiling across her back for her troubles, and lets out a help of pain.

Damage: 1d3 ⇒ 3

Making it to the top of the stairs just before the whole thing collapses to useless rubble behind her, she turns to the rats.

”We don’t have time! she snarls, hurriedly mumbling some hypnotic words and hoping it stops the vermin tide.

If Hypnotism doesn’t work, I’ll roll the 1d3.

She dives out of the exit, panting as she coughs into the grass.

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