Doomsday Dawn (Inactive)

Game Master DoubleGold

Map is up


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DungeonMaster

Nothing happens through the night. I'm going to speed this up, cause we have little time to collect playtest points. And I'd like to get through at least part 3 if possible.

This large cavern seems to have been dedicated to the
ideals of water and earth. A set of rough natural stairs
leads down from the main passage into this natural
chamber. Holes piercing the walls of the cave allow
rivulets of water to filter into this room, flooding the
floor. Several flat-topped stones project above the water. You also see a bomb that deals 3d8 electric dmg, fort save dc 15 for half in a 10 foot radius

In the next room.
A set of stairs tiled in red and white leads upward and
around a bend into this chamber. The stairs emerge onto
a small landing before an almost spherical room. This
chamber appears to be a tribute to air and fire, with a
high, domed ceiling and bowl-shaped floor. Small lava
flows trickle from the walls to collect in a pool below,
from which a column of smoke pours up to roil against
the ceiling above. Same bomb as before

Arcana 15 and nature 8, must make both:
it is wise to Throw first bomb in water, throw second bomb into pool. There are elementals here and they will take double damage from bomb being in water/pool/lava before combat even starts. It also raises the DC by 8 if you do this.

Perception 15, anyone can attempt, but only read if the above skill check is made:
There are Mummies coming too, normally they'd be here on the 3rd round, but if you do nothing and wait a minute they'll be in the room too as you track their movements, passing through the water once. That is when you throw the bombs, so they take double damage as well and higher save to make


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Arcana: 1d20 + 8 ⇒ (7) + 8 = 15

Nature: 1d20 + 4 ⇒ (8) + 4 = 12

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Nerze idly passes through the rooms, scanning them for magic. He picks up the bomb should no one else insist on it, tossing it from hand to hand in an annoying manner. "Elementals in this pool. That leads me to think they're from the Plane of Water, so I can't speak with them. Not that my words tend to lead to peaceful solutions."

I read the first spoiler, but I'm confused. Are we expecting the elementals to attack? And is there one bomb or two?


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Caelryl looks around the room. When Nerze mentions the elementals, he draws his swords. "I don't see anything. Does anyone else?" he asks.


perception: 1d20 + 8 ⇒ (8) + 8 = 16

As Nerze readies the bombs to throw zig puts an arm up Wait I hear something coming moment later mummies start to appear in the darkness of the tunnel.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus sees Nerze grab bombs, so the goblin does the same. He produces two vials of [I[]bottled lightning[/I] from his pack.


DungeonMaster
Playtest Pregen wrote:
Fumbus sees Nerze grab bombs, so the goblin does the same. He produces two vials of [I[]bottled lightning[/I] from his pack.

You plan to throw them all at once, or just the bombs, I'm assuming zigurad is sharing what he knows. If so roll that dmg.


DungeonMaster

Okay, so I'm just going to say you just throw the bombs
dmg: 3d8 ⇒ (6, 8, 6) = 20 X 2 so 40
dmg: 3d8 ⇒ (1, 3, 7) = 11 X 2 so 22
mummies fort: 4d20 ⇒ (9, 5, 14, 13) = 41 +4 to each. 13, 9, 18, 17. Two Crit Fails, Two fails
fort: 1d20 + 12 ⇒ (9) + 12 = 21 lesser water elemental, Fail
fort: 1d20 + 9 ⇒ (10) + 9 = 19 Lesser fire, Fail
fort: 1d20 + 8 ⇒ (7) + 8 = 15 Minor Earth elemental, Fail
fort: 1d20 + 4 ⇒ (4) + 4 = 8 Minor Air elemental, Crit Fail
Water and Air takes the first bomb, Fire ad Earth take the second bomb.
Mummies take the second bomb.

44 dmg to first two mummies, dead. 22 to other 2.
Air Elemental Dead
Minor Earth 22 dmg
Lesser fire 22 dmg
Lesser Water 40 dmg
That was round 0, Round 1, all heroes are up Map is up


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Drawn initially to the flames of the fire elemental, Fumbus briefly considers what it would be like to set the being on more fire! He draws two vials of alchemist's fire.

Quick Bomber

Then, recalling what he knows of fire, he realizes that his dreams of creating an instant inferno are not as likely as he would like. He next turns toward the earth elemental and frowns, seeing little flammable on the creature. He then turns to the water elemental and frowns even more.

He then whips his head around too look at the two remaining mummies, wrapped by ancient, dry, flammable cloth! He tosses the two vials with a squeal of delight!

Throw (bomb) v nearest mummy: 1d20 + 4 ⇒ (15) + 4 = 19
Damage (alchemist's fire) F: 1d8 ⇒ 8
Throw (bomb) v next nearest mummy: 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17
Damage (alchemist's fire) F: 1d8 ⇒ 2

Each does 1 persistent fire damage, and 1 fire splash damage. You, or a creature adjacent to you, can end the persistent damage with an Interact action. The persistent damage ends if you are submerged in water or otherwise enter an area deprived of air.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Also happy with the magical explosions, Nerze adds to them with acid. He fires a sizzling bolt at the mummy Fumbus isn't going for.

Acid Arrow vs. Mummy: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d8 + 4 ⇒ (2, 4) + 4 = 10

Also deals 1d6 persistent acid damage on a hit.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Happy to see the damage the bombs have done, Caelryl pauses for a moment to see if Fumbus and Nerze finish off the mummies before choosing his target. Will attack mummies if still alive or the minor earth elemental if not (assuming I can reach him without entering the lava. Will use hunt target on mummies and attack once with precision. Will attack twice without hunt target if attacking elemental.

He moves up to try to finish the creature off.

Attack 1: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Precision Damage: 1d6 ⇒ 5 vs. mummy only

Attack 2: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17 vs. elemental only
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Zig decides that the elementals will be his target and moves forward to hit them with his great sword.
1d20 + 6 ⇒ (9) + 6 = 152d12 + 3 ⇒ (1, 9) + 3 = 13
1d20 + 1 ⇒ (16) + 1 = 172d12 + 3 ⇒ (12, 3) + 3 = 18
if possible swings twice on the closest elemental.


DungeonMaster

Playtest Pregen takes out one mummy They are weak against fire, so he took 10 extra
he then throws a bomb at the other severely catching it on fire.
Crunch probably doesn't want the same target, so he goes after the water elemental injuring it.
Agamer and Zig misses

The mummy on its turn will burn up with 11 persistant fire damage
The water elemental dmg: 1d6 ⇒ 3
shake it off: 1d20 ⇒ 8

And then attacks vs AGamer hit: 6d20 ⇒ (16, 2, 17, 13, 1, 14) = 63 +13, +13, +8, +8, +8, +3 Water, fire, Earth, water fire, earth are the attacks
Two hits with water, one with earth total dmg: 5d8 + 9 ⇒ (8, 6, 4, 1, 2) + 9 = 30
All heroes are up


zig shouts out gorum take my blade and strike true. true strike

He then goes again after the elementals.
attack 1 w/h true strike: 1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (17) + 6 = 232d12 + 3 ⇒ (10, 1) + 3 = 14

attack 2 : 1d20 + 1 ⇒ (13) + 1 = 142d12 + 3 ⇒ (4, 3) + 3 = 10


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

With the mummies aflame, Fumbus assumes a wide, toothy grin. He draws his blade, steps toward the nearest elemental and stabs at it.
Manipulate, Step, Strike

Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage (+1 dogslicer): 2d6 + 1 ⇒ (1, 1) + 1 = 3
Add Crit Damage (+1 dogslicer): 2d6 + 1 ⇒ (1, 1) + 1 = 3


DungeonMaster

Playtest Pregen and Zig both hit the water elemental once, but it survives barely. Though the ongoing acid damage will kill it, as long as I don't roll a 1, feel free to attack another elemental


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze goes after the less-hurt elemental with his crossbow. Instead of reloading, he follows up the bolt with a small gout of fire.

Expert Crossbow: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 ⇒ 8

Produce Flame: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18
Damage: 1d4 ⇒ 1


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl cringes in pain as he gets slammed into multiple times by the elementals. He tries to retaliate against the earth elemental before withdrawing to safety, trying to avoid getting hit again.

Attack 1: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Attack 2: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


DungeonMaster

ongoing damage: 1d6 ⇒ 4 so the water elemental dies, as Agamer and Crunch hurt the minor Earth elemental badly.
35 Minor Earth Elemental
22 Lesser Fire Elemental

dm stuff:

Rollings a d20 for each character on the field three times as well as something else, this does something. No 1's, lava doesn't touch anyone what: 19d20 + 2d6 ⇒ (8, 17, 7, 11, 19, 6, 5, 20, 15, 14, 17, 2, 12, 11, 7, 6, 11, 16, 19) + (4, 3) = 230 No 6's

hit: 4d20 ⇒ (8, 10, 6, 17) = 41 +13, +8, +8, +3 As the Elementals purse A gamer, but only the fire one hits. Oh, right, Earth guy will take a -2 penalty for his situation, so really +6 and +1 for him
This provokes from Zig and Playtest Kill the fire one and I don't have to roll damage on him. Sorry, Agamer, but if I make them attack anything else, that means more total hits on the party, it will beat Crunch's AC even, so I'm going to make them have the personality of how dare you escape from me to putt the odds in heroes favors, which also gives out aoos. Edit: humans won't have this, but I'm making the monsters dumb with a vengeance.
All heroes are up, Zig and Playtest get aoos on the fire elemental, roll high and roll crits.
A Gamer if you are hit take dmg: 2d6 + 6 ⇒ (3, 2) + 6 = 11 fire damage


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

I don't think this build of Playtest Pregen/Fumbus can make AoOs.

Fumbus races after the elementals, striking at the nearest with his blade.

Step, Strike x2

Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage (+1 dogslicer): 2d6 + 1 ⇒ (1, 5) + 1 = 7
Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 - 5 ⇒ (7) + 4 + 1 - 5 = 7
Damage (+1 dogslicer): 2d6 + 1 ⇒ (3, 3) + 1 = 7


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Only fighters get AoO at the moment

Fearful for his life and unable to escape the elementals, Caelryl does his best to stay alive. He drops his ordinary sword and says a few magical words as a shimmering shield appears before him. He then grabs a minor potion of healing from his belt pouch and drinks it.

Cast a spell/Interact/Operate Activation

Potion: 1d8 ⇒ 1 ffs, of course

Shield gives +1 AC and has hardness of 4 for shield block


Seeing the elemental batter Caelryl zig roars in anger and goes to cleave the elemental in half. True strike, attack, attack

true, attack: 1d20 + 6 ⇒ (14) + 6 = 201d20 + 6 ⇒ (17) + 6 = 232d12 + 3 ⇒ (2, 6) + 3 = 11

true, attack: 1d20 + 1 ⇒ (10) + 1 = 112d12 + 3 ⇒ (1, 12) + 3 = 16


DungeonMaster

Playtest and Zig put massive damage on the elementals. Playtest killed the Earth one, while Zig hits.
botting Crunch hits: 2d20 ⇒ (2, 19) = 21 +7 and +2
dmg: 1d10 ⇒ 2 and dmg: 1d10 ⇒ 6 Crunch hit the fire elemental
hits: 1d20 + 13 ⇒ (5) + 13 = 18 miss

dm stuff:
something: 2d20 ⇒ (13, 18) = 31

hit: 1d20 + 8 ⇒ (3) + 8 = 11 miss
Al heroes are up 39 dmg on fire.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Having fun "playing with fire". Fumbus continues cutting at the elemental with glee.

Strike x2

Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage (+1 dogslicer): 2d6 + 1 ⇒ (2, 6) + 1 = 9
Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 - 5 ⇒ (19) + 4 + 1 - 5 = 19
Damage (+1 dogslicer): 2d6 + 1 ⇒ (6, 2) + 1 = 9
Melee (+1 dogslicer) v nearest elemental: 1d20 + 4 + 1 - 5 ⇒ (6) + 4 + 1 - 5 = 6
Damage (+1 dogslicer): 2d6 + 1 ⇒ (5, 3) + 1 = 9


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze makes his way through the ordeal of reloading his crossbow, and shoots the elemental as close up as possible.

Expert Heavy Crossbow: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 ⇒ 1


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

A little relieved to see only one attacker now, Caelryl continues to try to keep himself alive and hopes his companions can finish off the last elemental. He renews his shield and drinks another potion.

Potion: 1d8 ⇒ 4


DungeonMaster

dm stuff:
something: 3d20 ⇒ (3, 11, 1) = 15

Almost dead hits: 3d20 ⇒ (20, 2, 1) = 23 +6, +6 and +1
dmg crit: 4d12 + 6 ⇒ (12, 3, 8, 7) + 6 = 36 and Zig finishes after crunch and Playtest Pregen each land a hit.
Heroes may now go back out to the camp and get a short or long rest before heading into the last bit of the cave. Level up to level 4. You don't want to rest in the lava room, that is for sure. Also, perception checks to discover the secret room on the map.


Once the carnage ends zig takes a second to look around at the burning mummies and the destroyed elementals along with checking to see the damage to his friends that occurred.

perception: 1d20 + 9 ⇒ (7) + 9 = 16


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

was that the end of part 3? I need lots of healing so maybe Zig uses his spells to heal me up then we take a long rest to level up and regain spells


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"The bombs were a nice touch, I think."

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Zig tends to Caelryl’s wounds looking them over and trying to help how he can, he casts heal to ease the pain of his injuries.
heal lvl1: 1d8 + 4 ⇒ (6) + 4 = 10

that will have to do till we can get a some time to rest.


DungeonMaster

Heroes cast a few healing spells and find the hidden room with Mabar in it, he is a Janni. Welcome heroes. I'm a genie and I can cast an enlarge, shrink or invisibility spell on you guys as you please. You will probably need it in the final battle vs the antipaladin, evil Cleric and whatnot You have one final battle.


DungeonMaster

Heroes camp out through the night with no problems, the statue goblins keep things out.
Alright, place yourselves in the map in the final room and remember you are level 4. This is the final battle of this part. The next part jumps you clear to level 7 and you'll be adding lots of gold and magic items, so be ready.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"Heroes? Bold assumption of you there," Nerze says jovially to Mabar. "I'm sure my friend Zig wouldn't mind that, the better to squish things under his heel and sword." Otherwise, the dwarf lazes about and pieces together some new magic for the coming confrontation.


heroes seems to have a loose definition, I’m sure to our enemies we are anything but. If you could cast enlarge spell on myself it would be appreciated, might make hefting this blade easier. zig chuckles a little at this thinking of it from a different perspective.

Zigs is ready whenever to leave as he spends the time learning several battle prayers, and then getting the spell cast on him.


DungeonMaster

Heroes buff up you can still pick a buff if you want
And they go through the labyrinth and see the tombs being destoryed, slowly but surely. And looted, though if you stop them you can claim the loot.
They see a Scout, Cleric, Necromancer and an Antipaladin all evil and the Antipaladin is the leader heroes are up Not going to roll init, letting heroes go first cause I want to get this done.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Nerze, crossbow in hand, instead elects to fire a bolt of acid. He then raises a shield around himself.

Acid Arrow vs. Antipaladin: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15 plus 1d6 persistent acid


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Prior to re-entering the labyrinth ...

Caelryl wakes the next morning, steal feeling the effects of the battle with the elementals. He takes some time gathering berries and herbs to help sooth his wounds but it doesn't help.

Natural Medicine (Nature – DC20): 1d20 + 7 ⇒ (8) + 7 = 15

Disappointed, he shrugs his shoulders and returns to the labyrinth with weapons drawn. He chuckles at his companions musings about being heroes. "Given those options, I suppose I will get enlarged too," he says. Does that increase the damage of our weapons?

Seeing the evil group, he studies the anti-paladin to determine his weaknesses and lets the group know.

Recall Knowledge (Nature): 1d20 + 7 ⇒ (12) + 7 = 19 if success, all get +1 to hit

He then tries to take advantage of his size and knowledge of his foe.

Attack (+1 sword): 1d20 + 7 + 1 + 1 ⇒ (7) + 7 + 1 + 1 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage(precision): 1d6 + 2 ⇒ (6) + 2 = 8


DungeonMaster

Crunch hits the antipaladin with an Acid arrow hard.
AGamer finds out the Antipaladin has no weaknesses or resistances, but AC 20. TAC 16. He misses by the way.

Botting Zig and Playtest, they will go after the Vile Necromancer
hit: 2d20 ⇒ (6, 10) = 16 +4, and -1 to hit Cleric for Playtest Pregen
Zig will true strike the Cleric hits: 2d20 ⇒ (1, 11) = 12 +6, the higher of the two dmg: 2d12 + 3 ⇒ (9, 1) + 3 = 13 And Zig Hits the Necromancer, while Playtest Pregen misses.

The Anitpaladin dmg: 1d6 ⇒ 4 shake it off: 1d20 ⇒ 16

Enemies turn
The cleric will bane Crunch, Agamer and Playtest Pregen, will save dc 17
The Necromancer will cast Fear on Agamer Will save dc 17
The Antipaladin will swing at Zig hits: 3d20 ⇒ (14, 10, 2) = 26 +13, +8 and +3
The Scout will use a Kukuri against Zid hits: 3d20 ⇒ (1, 12, 10) = 23 +9, +4 and -1

Zig, you have been hit twice by Antipaladian (1 of those a crit) and once by scout total dmg: 4d12 + 8 ⇒ (6, 11, 11, 7) + 8 = 43Nevermind, you were not critted, you never updated your AC when you leveled. Remember, you AC is 10+level+armor bonus, I doubt it is a 16 at level 4 being upfront. Fixed the damage output. Actually the scout didn't hit you either, so removed his damage. In fact that 18 might miss you, if that is the case, just the first 2d12+4.
All heroes are up


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Doesn't look to me like Bane gives a save. Caelryl, it'll up your melee weapon damage by one step.

Nerze summons a friend right next to the cleric, then shoots the foe, his crossbow augmented with residual magic.

+1 Expert Crossbow, Bane: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d10 ⇒ (2, 7) = 9

Illusion Strike: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Illusion Strike: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Illusory Creature:
I made what appears to be a copy of Nerze, wielding a dagger. Its attacks deal nonlethal mental damage (but if the target has resistance to piercing, that applies). If the target decides to Seek (and succeeds) it gets back half the damage dealt by the illusion, which can't hurt it anymore.


DungeonMaster

At Crunch, I believe the final version of 2e is said to include a save on Bane. All other editions of D&D and Pathfinder that had that spell, allowed a save, as well as any similar spells.
will save crunch: 6 + 1d20 ⇒ 6 + (17) = 23
Anyway Crunch hits the Cleric, or shoots him, but his creature misses.


status:
zig”s at 27/48 health and used his 1 true strike.

Roaring in pain zig raises his sword uttering a prayer to help from Gorum before cleaving downward on the scout.
true strike, weapon surge, swing

true strike, surged attack: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (11) + 9 = 203d12 + 3 ⇒ (2, 7, 12) + 3 = 24
damn that could gone better


DungeonMaster

Zig hits the Scout hard, putting gashes in the chest. I know you all had 4th of July, but I want to get these credits out to you and me, so bot.
hits: 3d20 ⇒ (12, 7, 18) = 37 as Playtest Pregen swings, +8, +3 and -2 (Playtest Pregen, unless your str is negative, you have a least a +5 to hit. Level 4 and +1 weapon. Edit, Finesses weapon, fixed)
AGamer swings hit: 1d20 + 9 ⇒ (19) + 9 = 28 Precision Strike.

You get +2 damage to enlarge. We will say you are targetting Cleric

will save fear: 1d20 + 6 ⇒ (11) + 6 = 17 A Gamer
Bane checks will saves: 2d20 ⇒ (12, 17) = 29 +6 AGamer and +1 Playtest
Edit: So you all save.

The Cleric took a hit from Playtest and a Crit from Agamer The +2 damage from enlarge person is also increased
dmg: 6d6 + 8 ⇒ (1, 5, 6, 4, 3, 2) + 8 = 29

Enemies Turn
The Cleric will cast Burning hands which provokes from everyone in melee, not rolling damage, cause he could be dead
The Necromancer will cast Magic missile hoping you use all your aoos to kill the Cleric It will be 3d4+3 to Zig if he survives the aoos which he likely will. He will also make a Concentration check on the spell if he is hit.
The Scout and Antipaladin attack Zig hits: 6d20 ⇒ (14, 16, 4, 7, 13, 12) = 66 +13, +8, +4 as the Paladin and +9, +4 and -1 as the scout

Zig is hit twice by the Paladin dmg: 4d12 + 8 ⇒ (1, 6, 9, 10) + 8 = 34
All heroes are up. Aoos to the Cleric or Necromancer of your choice if you are in melee. They went before the Paladin, so Zig still gets his if he is down.

Edit: forgot to roll ongoing acid damage on Anitpaladin dmg: 1d6 ⇒ 1 shake it off: 1d20 ⇒ 17


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

When do we need to finish by?

Caelryl takes a swing at the cleric as he begins to cast a spell but misses.

AoO: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Order of action depending on who's still alive: Cleric, Necro, Scout, Paly.

Reflex save: 1d20 + 7 ⇒ (8) + 7 = 15

Caelryl takes a moment to study his new target before attacking with his magic sword.

Recall Knowledge (Nature DC 20): 1d20 + 7 ⇒ (7) + 7 = 14

Attack 1: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d6 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Damage (precision): 1d6 ⇒ 5

Attack 2: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 1d6 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Did they change AoOs to let everyone have them again?

Nerze slowly reloads his crossbow, something he rarely does in a fight. But he makes time to keep up his illusory double.

Their positions don't seem fixed, so target depending on who's still alive: Cleric, Necro, Scout, Paly.

Illusion Strike: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Illusion Strike: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


DungeonMaster
Crunch's Pregen wrote:

Did they change AoOs to let everyone have them again?

They are casting spells in melee. Well, if that that don't provoke, then let it go. I sold my Softcover on Ebay cause the real thing comes out soon. and ain't looking through all the PDFS now

Two NPC's are definitely dead at this point if focus fire is brought on, but I'll sort that out when the rest of the aoos are applied.


AOO are only for fighter or those with the dedication so I don’t think anyone gets them, also I forgot to add the +2 to damage for the last attack so the scout takes another 2 damage. And the necromancer will get those missiles off

Zig takes a second to focus using some magic to stabilize the cuts on his body.
2 lvl heal: 3d8 + 4 ⇒ (1, 2, 4) + 4 = 11
Then taking a breath before focusing on his blade it begins to glow black as he raises it to crush the anti Paladin in front of him.
channel smite: 1d20 + 8 ⇒ (7) + 8 = 152d12 + 5 ⇒ (6, 12) + 5 = 233d8 + 4 ⇒ (5, 7, 7) + 4 = 23
DC 19 for half damage from the negative channel smite, +2 health of hits with it

status:
zig’s at 38/48 health and used 2 true strike, 2 focus points


DungeonMaster

Ah, got it Zig, no aoos means Clerics thing goes off as does Magic missile from last round
Cleric burning hand to zig and Playtest and A Gamer: 2d6 ⇒ (6, 3) = 9 Reflex 17 for half
Yes this hits two of his own men
magic missile: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9 to Zig
reflexes: 2d20 ⇒ (8, 19) = 27The scout takes full. The Anitpaladin none, updates coming to fix enemy damage in a new post.


DungeonMaster

A Gamer Took down the Cleric
His second attack goes toward the Necromancer and Crunch hits him 32 dmg on necromancer
Zig Misses the AntiPaladin
The Scout was hit by Zig and burnt by his ally 33 dmg
The AntiPaladin was shot once for 15 damage and took ongoing twice for a 5 total ongoing. 20 dmg on the AntiPaladin

Playtest pregen will swing hits: 3d20 ⇒ (18, 18, 8) = 44 +8, +3 and -2

19 would have been a Crit on these guys, ac 17, except for Cleric and Antipaladin
dmg: 2d6 + 1 ⇒ (5, 6) + 1 = 12 and dmg: 2d6 + 1 ⇒ (5, 6) + 1 = 12 Which is enough to kill the Necromancer and the Scout
ongoing dmg: 1d6 ⇒ 5 shake it off: 1d20 ⇒ 17 nope

the Antipaladin swings hit: 3d20 ⇒ (11, 3, 12) = 26 +13, +8 and +3 on zig

one hit dmg: 2d12 + 4 ⇒ (11, 2) + 4 = 17
All heres are up


Zig would be down, 34 from earlier and then the magic missiles, he’d be bleeding out so I’d do death save.

death save: 1d20 ⇒ 14


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl's elation at the group killing 3 of their opponents is short lived as Zig falls to the antipaladin. With more room to maneuver, he takes a step around the last opponent to flank it with Fumbus. While moving, he looks for a weak spot in his defences and takes a swing.

Attack: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18
Damage: 1d6 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Damage(precision): 1d6 ⇒ 4

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