#4–12: The Refuge of Time - Standard (not Core) (Inactive)

Game Master noral

Handout 1: Kaer Maga information
Handout 1: Map of the area
Slides: Maps & character information


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Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

"Ah'd imagine ifin they'd found it, they'd 'ave left already."

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Spellcraft: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38

The spell he cast was solid fog. If we wish to wait for the spell to expire, it will take at least ten minutes. Likely more depending how skilled a caster he is.

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

"I'm not certain we can beat him in a waiting game. Still, he can't leave and neither can we."

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge shrugs. "I'm fine either way. If we wait, any spells he casts will eventually time out...if we go in, we're blind as we can't see through the fog...but perhaps he's blind as well? I confess, I know little of the arcane and defer to the casters in our group..."

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Maybe we can wait him out, maybe not. If we don't want to take the chance of him teleporting away, a valid concern, maybe we can buff up and then go in. Invisibility, haste, a pre-combat summon, a bards song, stuff like that. I don't like how long those guys arms are and that fog is going to be dangerous.

Doormouse keeps her voice down to a raised whisper as she speaks.

“The bad man said the bald people told him about us, so we need to be quiet. Could he get away? Maybe. If we want to go in, let’s prep and give this a try. I’ll be able to get away if this goes bad, I’ll even open the door to let you all in. Doormouse casts Invisibility and moves to the door. “When you are ready I'll open the door, I guess.”

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Everybody has cast the spells they want? Can we prepare better? asks Winds

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

I can summon an Air Mephit to cast Gust of Wind when we open the door and disperse the fog in one round

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Looks like a good idea to me!

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

I agree...let's do that!

Readied Action:
Ingrge will await till Colin's mephit disperses the fog after Doormouse opens the door and then fire at the bad dude...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim, IC
Damage: Strength, Magic, Deadly Aim, IC

Longbow: 1d20 + 13 + 1 + 1 - 2 + 2 ⇒ (16) + 13 + 1 + 1 - 2 + 2 = 31
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (5) + 2 + 1 + 4 + 2 = 14

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Sounds great!

Delaying Until...:
When the air is clear, Arnold hurls himself at the mage.

I will move straight ahead, all the way up the map. It will provoke from Purple, but not before I make my attack against Red. I will attempt a Mounted Combat roll against an AoO.

+1 Lance, IC, Charge: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 3d6 + 66 ⇒ (2, 5, 2) + 66 = 75

Mounted Combat: 1d20 + 18 ⇒ (3) + 18 = 21

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

I will open the door once the monster is summoned.

Doormouse looks around excitedly at everyone. Yay! A plan. They might be ok after all.

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Colin will summon an air mephit with summon monster 3, instruct it to use gust of wind on the fog cloud when door is opened. Then he will ready to summon a tiger as a standard action once the door is open as well.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

I will cast Aspect of the Falcon, Invisibility on myself and start Inspire Courage before the door is open and then drop Haste as soon as the fog is clear.


Looks good! ;-) Can you align on the number of rounds you will need as Spackle has stated a couple of spells and actions. Also the talking will have taken some time. So would four or five rounds be a reasonable assumption?

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Seems good to me

Winds renews her shield spell from her baguette before her comrades open the door again.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Aspect of the Falcon and Invisibility are each going to last seven (7) minutes, so that should not be to much of a problem for timing. With Lingering Performance, a single round will last three rounds, giving me ample time to cast Haste. Three rounds 'before' the door, one round as the fog if cleared.

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Arnold waits patiently for as long as his comrades need to power up.

I'll hold off on my delayed action until we see their positions or new allies. Would you like me to make new rolls when the time comes?

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

@Arnold remember that your weapon slipped from your hand.
But you have several round to try to pick it up!

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Oh yeah, thanks Winds.

Arnold requisitions the help of any spellcaster not otherwise preparing. He hopes Create Water might help with this issue, but doesn't bank on it. If the lance remains greasy, the wayang sticks it in the ground and pulls out his new chainsaw instead.

Definitely using new rolls if that's the case.


Arnold, please roll a saving throw to see if at the start of your turn when you ride in the weapon suddenly slips. :-/ So are you all set? Can I start with the opening of the door?

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Ready

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge's a go...

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

If we are progressing to the next round I will take a 5 foot step and open the door.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Inspire Courage is in effect. +2 to hit, +2 to damage, +2 to saves vs CHARM & FEAR

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Might as well try this time.

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14

My plan is just to leave the lance for now, I'd have to make saves every round even if I got the first one.


After you are all positioned, Spackle casts HASTE on you and the time has come for Doormouse to open the door! Suddenly stinking fog is all around you which was behind the door and immediately spreads.

Colin's Air Mephit immediately starts to cast gust of wind and it is clear that the stinking cloud will disperse withing seconds (1 round).

Please note the spell area in green. Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Everone except of Spackle, please make a fort save DC 18 or be nauseated. If you fail please roll d4+1 to know how many rounds you are nauseated. The cloud will disperse in 1 round so you do not need to worry about staying in the cloud.

* *

Colin immediately starts casting a spell to conjure a tiger and the tiger appears!

Please make a fort save to see if you are fatigued.

* *

None of the enemies are visible on the other side!

GM rolls:

Perception : 1d20 + 12 ⇒ (10) + 12 = 22
Aid *5: 1d8 + 6 ⇒ (7) + 6 = 131d8 + 6 ⇒ (7) + 6 = 131d8 + 6 ⇒ (2) + 6 = 81d8 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (3) + 6 = 9

Initiative! Round 5

BUFFS: HASTE, Inspire Courage +2

Spackle, cast haste, move action remaining
Doormouse, opened door, standard action remaining, DC 18 Fort save
Colin's Air Mephit, cast gust of wind, move action remaining, DC 18 Fort save
Colin, summoned monster, move action remaining, DC 18 Fort save, , DC 15 Fort save
Colin's Tiger
Ingrge, DC 18 Fort save
Winds, DC 18 Fort save
Arnold , DC 18 Fort save
Slothspawns
Naroth

The BOLD may act.

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

Fortitude: 1d20 + 11 ⇒ (12) + 11 = 23

Winds concentrates to protect herself against evil casts protection from evil on herself then rages and moves inside, bow ready.

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Saves:

Fort Save for Colin vs. Cloud: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Fort Save for Colin vs. Fatigue: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

Fort Save for Tiger vs. Cloud: 1d20 + 10 ⇒ (15) + 10 = 25
Fort Save for Mephit vs. Cloud: 1d20 + 4 ⇒ (4) + 4 = 8

The mephit begins wretching.

Rounds Nauseauted: 1d4 + 1 ⇒ (2) + 1 = 3

The tiger take a move action into the cloud, trying to find one of the creatures to maul.

Tiger Stat Block:

N Large animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+18)
Fort +10, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 2d6 + 8 ⇒ (3, 1) + 8 = 12
Miss Chance, low is good: 1d100 ⇒ 77
Grab, if attack hits: 1d20 + 17 ⇒ (1) + 17 = 18


Please note that I only left the icons of the opponents so you still know where they were last located. You cannot see anything in the fog until it is gone due to the wind.

When Winds arrives she does not see anybody anymore.

The Tiger can use its good nose to identify the direction of beings but there are many.

I put the real location of the opponents on the map but that is meta knowlegde as I know that you do not use that.

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

I figured the tiger would just wander around the cloud until he found one of the bad guys - If a single move action doesn't get him close enough to any of them, he will keep looking and attack next roung. I assumed the stinking cloud would interfere with his scent ability

Dark Archive

AC22(T18 +4 vs Incorporeal,FF16) CMD27| HP 72/72| F +11 R +13 W +11* | Init +7, Perc +14, Sense Motive +2 | improved uncanny dodge | See Invisibility, Heroism, mage armor, shield, Rage

It’s a move action to use scent except if a creature is next to you.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge will move forward and ready an attack once the fog clears...

Readied Action:
Ingrge will target the caster once the fog lifts...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim, IC
Damage: Strength, Magic, Deadly Aim, IC

Longbow: 1d20 + 13 + 1 + 1 - 2 + 2 ⇒ (14) + 13 + 1 + 1 - 2 + 2 = 29
Magic/Cold Iron Damage: 1d6 + 2 + 1 + 4 + 2 ⇒ (6) + 2 + 1 + 4 + 2 = 15

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Friz Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12 1d4 + 1 ⇒ (2) + 1 = 3
Arnold Fortitude: 1d20 + 11 ⇒ (17) + 11 = 28

Arnold's steadfast wallaby is hampered by the fog, but the wayang can still guide her about. He pulls the cord on his chainsaw and it spins to life with a roar.

Swift action for Dragon Style, move to activate Martial Flexibility (Exotic Weapon Proficiency (Chainsaw)), standard to activate it.

Dark Archive

Female Halfling Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Fortitude Save: 1d20 + 4 ⇒ (11) + 4 = 15
Rounds Nauseated: 1d4 + 1 ⇒ (3) + 1 = 4

I failed so I end my turn.

A terrible feeling overwhelms Doormouse’s senses as starts to vomit up jets of a red, sticky liquid which becomes visible as it violently leaves her body. If the room didn’t already smell like a hospital made of rotting meat and old gym socks, it would smell of old blood.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

Gallant Inspiration (on Fritz): 2d4 ⇒ (4, 3) = 7

Seeing Fritz lag in the cloud, "Oh no ya don't! That ain'tin 'bout ta happen." With a wiggle of his fingers, he adds, "Go suck an egg ya evil git!"

Add 7 to Fitz's Fort roll for a total of 19. On my phone atm, but Gallant Inspiration is cast as an immediate action. One of my favorite bard spells.


Ingrge, I think you didn’t roll a fort save.

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

You sure you want to use that on Friz? I don't need to charge, especially without a lance, and then Doormouse can do things.


@Colin: I just realized that the elemental is immune to poison so no nausea. :-)

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Argh! Must’ve posted my attack roll over my fort save.

Fort Save: 1d20 + 9 ⇒ (1) + 9 = 10

I’ll use my folio re-roll.

Fort Save (folio re-roll): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20


:-) Good use of the reroll. Will update in a couple.


Wind, Colin and the Tiger enter the temple to Lissala!

Doormouse is unfortunately throwing up and is still near the door with the Air Mephit who is using its power from the plane of air to get rid of the fog.

Ingrge is prepared to shoot an arrow and looks into the smoky room.

Spackle is in the back pushing the team to give everything.

Arnold prepares his unbelievably deadly machinery from another time for battle.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12
Arnold wrote:
You sure you want to use that on Friz?

Its a second level spell that can make all the difference. Got a few more. So YES, I am investing that resource in Fitz.


* * Round 5: Naroth reacts! * *

The smoke is almost gone but it is still visible! Winds can make out the shape of three figures to her right and two figures to her left.

Naroth's voice is loud and clear. "Prepare to die!"

Suddenly, the three figures disappear! And right next to Spackle on the Sihedron rune in the middle of the room Naroth appears with the two ugly flesh-warped beings. Naroth then moves to back of the room where you fought the dark knight.

@All: Would Ingrge's readied action work now? I would say yes but am no expert on readied actions and their conditions as Naroth is not in the room with the fog anymore.

The two felsh-warped beings immediately attack Spackle with their Longspears and then step forward to bite him! Two spears pierce his body and one can even bite Spackle in the shoulder!

Longspear, purple: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 9 ⇒ (5) + 9 = 14
Bite, sinful bite DC 14 Will save if hit: 1d20 + 13 ⇒ (13) + 13 = 261d6 + 2 ⇒ (6) + 2 = 8

Longspear, purple: 1d20 + 15 ⇒ (15) + 15 = 301d8 + 9 ⇒ (1) + 9 = 10
Bite, sinful bite DC 14 Will save if hit: 1d20 + 13 ⇒ (17) + 13 = 301d6 + 2 ⇒ (4) + 2 = 6

Spackle, 38 damage and two Will save DC 14 please. One failed save means: –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Two failed saves: Additionally, you are staggered for 1 round.

* * *

The two figures that are in the room with the smoke are standing ready for an attack!

* * *

You are all up!


Initiative! Round 6

BUFFS: HASTE, Inspire Courage +2

Spackle, -38, two DC 14 Will saves
Doormouse, nauseated
Colin's Air Mephit, round 3
Colin
Colin's Tiger, round 2
Ingrge, potentially need to resolve readied action from last round?
Winds
Arnold
Slothspawn blue
Slothspawn purple
Naroth
Hound Archon yellow, round 4, readied action
Hound Archon orange, round 3, readied action

Bold may act.

Silver Crusade

Male Wayang Fighter 7/Brawler 1 | HP 75/75 | AC 23/13/18 | F +11, R +8, W +5 (+2 vs. shadow, +2 vs. mind-affecting)| Init +2 | Perc +10 | Conditions: Dragon Style
The Friz:
Female Wallaby Familiar (mauler) 7 | HP 37/37 | AC 18/12/16 | F +7, R +6, W +2 (improved evasion) | Perc +7 | Active Conditions: Battle Form, Dragon Style

Arnold rides a step closer and swings his buzzing blade at the slothspawn. He hopes it won't drown out Spackle's performance. "Leave that gnome alone!"

Chainsaw vs. Blue: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d12 + 20 ⇒ (11) + 20 = 31

Chainsaw vs. Blue: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d12 + 20 ⇒ (1) + 20 = 21

Haste Attack: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d12 + 20 ⇒ (9) + 20 = 29

The Friz tries to shield her master from the creature, provided it isn't entirely chopped up.

Aid Another (AC) vs. Blue: 1d20 + 11 ⇒ (17) + 11 = 28


Initiative! Round 6

BUFFS: HASTE, Inspire Courage +2

Spackle, -38, two DC 14 Will saves
Doormouse, nauseated
Colin's Air Mephit, round 3
Colin, fatigued
Colin's Tiger, round 2
Ingrge, potentially need to resolve readied action from last round?
Winds
Arnold
Slothspawn blue, -81
Slothspawn purple
Naroth
Hound Archon yellow, round 4, readied action
Hound Archon orange, round 3, readied action

Bold may act.

Liberty's Edge

HP 87/82 | AC 15 T 15 FF 14 | CMB +0, CMD 13 | F: +8, R: +5, W: +8 | Init: +7 | Perc: +0, SM: +0 | Buffs: MagArm,SeeInv,Drkvsn,Hero,FlseLfe,HgtAware Classes: Wizard (Sin Mage (Sloth Conjuration Specialist) 8

Colin's Mephit will cast Blur on Spackle!

Colin will move out of the room, and call forth to the outer planes once more, calling forth another Tiger, which he sicks on Naroth!

Fort Save: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Then, Colin's first tiger will stalk forward and attempt to bite the slothspawn.

Bite: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19
Grab if the bite hits: 1d20 + 19 ⇒ (5) + 19 = 24

And finally, his second tiger will pounce on Naroth!

Claw 1: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Grab if the claw hits: 1d20 + 19 ⇒ (7) + 19 = 26

Claw 1: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Grab if the claw hits: 1d20 + 19 ⇒ (10) + 19 = 29

Rake1: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Rake 1: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 10 ⇒ (3) + 10 = 13

Bite: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Grab if the bite hits: 1d20 + 19 ⇒ (20) + 19 = 39

Tiger Stat Block:

N Large animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 57 (6d8+18)
Fort +10, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +13 (+17 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

GM: I'm hardly an unbiased observer...but if Ingrge saw him when he first appeared, I'd say he could fire; if he didn't, then no. Whatever you decide though is fine by me...


Earlier ...

When Naroth appeared Ingrge sent an arrow flying into the corpulent wizard! But the arrow somehow bounces off.

* * *

The flying Naroth is astonished when suddently a tiger appears and is able to hit the man although he is 10 ft above the ground! Also the tiger realizes that its attacks are not as effective as they could be. But the tiger is able to grab the wizard!

The first tiger runs forward and rips the slothspawn to pieces!

Initiative! Round 6

BUFFS: HASTE, Inspire Courage +2

Spackle, -38, two DC 14 Will saves
Doormouse, nauseated
Colin's Air Mephit, round 3
Colin, fatigued
Colin's Tiger, round 2
Colin's Tiger, round 1
Ingrge
Winds
Arnold
Slothspawn blue, dead
Slothspawn purple
Naroth, -19, grappled
Hound Archon yellow, round 4, readied action
Hound Archon orange, round 3, readied action

Bold may act.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge arches his eyebrows as his arrow bounces off...he switches arrows, using adamantine blanched arrows this go round...he moves back 5’ and fires a rain of arrows at Naroth (red)...

To Hit: Dex+Base, Magic, Weapon Focus, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim, Rapid Shot, Favored Enemy, Haste
Damage: Strength, Magic, Deadly Aim, Favored Enemy

Longbow: 1d20 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (14) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 28
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (2) + 2 + 1 + 4 + 2 = 11

Longbow (Iterative): 1d20 + 8 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (16) + 8 + 1 + 1 - 2 - 2 + 2 + 1 = 25
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (3) + 2 + 1 + 4 + 2 = 12

Longbow (Rapid Shot): 1d20 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (12) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 26
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (4) + 2 + 1 + 4 + 2 = 13

Longbow (Haste): 1d10 + 13 + 1 + 1 - 2 - 2 + 2 + 1 ⇒ (8) + 13 + 1 + 1 - 2 - 2 + 2 + 1 = 22
Magic/Cold Iron/Adamantine Damage: 1d8 + 2 + 1 + 4 + 2 ⇒ (2) + 2 + 1 + 4 + 2 = 11

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