Mask of the Living God for Gameday (Inactive)

Game Master DoubleGold

Map is up
init: 1d20 Edwin
init: 1d20 + 1 arrow
init: 1d20 + 1 the sentinel
init: 1d20 + 2 nevendo
init: 1d20 + 2 Alarien
init: 1d20 + 7 Halzunet


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Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

What about the other allies we have? Don't we have three allies who snuck in wearing the robes of the three priests that we killed? Do we have a way to get in touch with them?

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien bites her tongue and hides behind her mask for now, staying silent. Are these fools really so easily led astray? Fair weather allies, at best.


DungeonMaster
Halunzet "Hal" Methrigum wrote:
What about the other allies we have? Don't we have three allies who snuck in wearing the robes of the three priests that we killed? Do we have a way to get in touch with them?

They are in the room with you. They gave you their robes early in the morning while everyone else was still asleep. They no longer have on priest robes or the bosses robes, instead they have normal acolyte robes on, but they are way to cowardly and fragile (Statistics of commoners) to do any kind of fighting.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal goes through and makes sure the dining area (T9) is also clear. If so, he proceeds down the hallway to the southernmost stairwell. Toward T12, I think

Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

I will follow Hal. However, I will stay at least 20ft back to not interfere too much with his sneakiness.

stealth: 1d20 - 1 ⇒ (11) - 1 = 10
perception: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin will take one priest robe and he will put it on himself. Then he follows Halunzet.

perception: 1d20 + 1 ⇒ (4) + 1 = 5

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

Sorry, I forgot to mention that put on the high priest robe.


DungeonMaster

Halzunet, edwin and Nevendo walk into room 9, the dining hall. Together 4 acolytes and 2 priests are eating together. They look up at you, then they continue eating. When the acolytes see the high priest robe, one of them has a look on his face, but they just act natural. Another says Good morning boss, we'll do our best today.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin says"All you acolytes please step outside of this room. Our high priest needs to speak with you."

if the step outside:

"We have noticed that something fishy is going on here. So for your own safety don't speak about this to no one and if fight breaks out don't attack us we are your friends in this."

diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Halunzet leaves Edwin to deal with the acolytes and proceeds down the stairwell.

Keeping the Perception/Stealth rolls from earlier. Want to keep things moving. Nevedno, I hope it's okay, but I moved you on the map to indicate you were about 20 feet behind me.

Grand Lodge

Female Elf Samurai (sword saint) 3

Blending in with the other priestly robe-wearers in the party, Alarien follows at a distance alongside Nevedno.


DungeonMaster

The Acolytes believe Edwin. Do you tell them to go back in the room or to the bedroom? What do you do with the 2 priests in the room? Leave them alone in there, plan an attack, etc.

Edwin and Nevendo go to the cell room. This is the room where you guys were locked up in on day 1 of your initiation. To get on the other side of the cells of room 12, you have to enter through the restricted area, ie that door between the two sets of stairs. From here you can go upstairs onto the first floor though.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

No one's in the cells, right? Can I pick the locks to just go through the cellblock, into the rooms beyond it? If so ...

Disable Device, masterwork tools: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

If not, then I'll check the lock into the restricted area for traps, and unlock it if needed. I'll wait on someone dressed more appropriately to go through it.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin tells them to go in the bedroom

"Guys we have 2 priests alone in the room. What shall we do with them? asks Edwin others.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal considers. "We know they got fast-acting poison. These fools, probably just keep it in the kitchen for convenience. Let's give them a couple of drinks that knock 'em out for a few hours."

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sorry for lack of posts recently.

Sentinel keeps up to the search of the kitchen, then says to Edwin, "If anything goes south, I at least still have my own weapon. I will be ready to kill anyone who tries to thwart us."

Hal's plan sounds good to me.


DungeonMaster

Nobody finds any poison anywhere in any of the rooms they visited and they look hard.
Halzunet finds he has that the only entrance to the cells is from the west. There are no cell doors on the north side. However he is able to find a secret door. Halzunet cannot unlock the secret door with his disable device check, however he does have the key from killing Egarthis and it unlocks the door.
There are no traps or enemies in room T11. We will say Nevendo or someone else went with you, ie. he went ahead of you to scout room 11 and then you followed. By the way, only 1 priest robe is worn right now and and the boss robe is worn right now, leaving 2 more priest robes out there.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

I believe both Alarien & Edwin are in priest robes, and Nevedno is in the high priest robe.

Hal and the others gather in the kitchen, having gotten rid of the acolytes and trying to figure out what to do with the priests. "Well, I guess we're blowing this place and dropping our cover tonight, so might as well take out these priests. Anybody got a sleep spell or silence or something, so we can avoid them sounding an alarm? We are far enough away, maybe they won't be heard ..."

Just to be sure I understand: the hallway from T11 leads down into the cells, so we can get through there, right?

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

I could order them to join me to get them out in the hallway for an ambush. You folks set up out here to get ready. Take them out swiftly and silently.

Only if the rest agree with this plan:

Guidance on myself
Nevedno struts imperiously into the room.
You two shall suffice for the task. Your assistance is required. Come with me. Immediately!
bluff: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Crap! I will use my folio re-roll
re-bluff: 1d20 + 6 + 1 + 1 + 1d6 + 2 + 3 ⇒ (3) + 6 + 1 + 1 + (1) + 2 + 3 = 17
Double crap! Ok, I added in my second spirit surge for the day.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

"I agree with Nevedno."

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Maybe I'm missing something on the map ... but the dining room is *more* secluded from calling for aid than the hallway is, isn't it? We have already gotten the acolytes out, so if we jump the priests, we'd want to do it in the dining room.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Let's attack those priests.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Suggested strategy: Split up, so we're coming in from both the hallway and the kitchen. That way, we have both exits covered. I'll come in from the kitchen, since it's further away and I'm a ranged fighter.

Hal comes in from the kitchen, trying to be discreet while the priests are focused on the others, including the high priest, entering from the hallway.

Stealth: 1d20 + 13 ⇒ (11) + 13 = 24

Crossbow pulled and loaded, under my robes.


DungeonMaster

Nevendo, you've already fooled the acolytes the first time you talked to them, so that bluff check was not need. Also the acolytes are out of the room, I just didn't move them out.
priest perceptions: 1d20 + 6 ⇒ (7) + 6 = 13
Nice for you all to join us for breakfast, what is the occasion?
Hal you get a surprise round.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

If either of these guys are ones that he recognizes as having done something evil, he targets that one. If not, he aims at the one who just spoke.

Hal brings up his crossbow and fires at one of the seated priests.

Crossbow shot vs. Flatfooted AC: 1d20 + 8 ⇒ (20) + 8 = 28
Crissbow damage: 1d6 ⇒ 5 P

Crit confirmed: 1d20 + 8 ⇒ (3) + 8 = 11
Extra crit damage?: 1d6 ⇒ 3

He reloads and says, "Stay quiet and do what we say, and we won't have to kill ya ..."

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

Since not following that plan, I won't have used my re-roll or second spirit surge.

I will go in first to try and distract them.
Cast guidance on myself then walk in

Nevedno move in to stand behind the priests (axe in hand within the robes). With all possible bombast he intones, This will be a portentous day for the church of Razmir within this city. Something important is about to happen. You are among the first to be involved. Close your eyes. Clasp your hands above your heads. Now chant with me the prayers of the opening day. Etc...

Will continue until Hal opens fire...

Or maybe we will. Then Nevedno brings out his axe to slash at the closest priest.
greataxe attack: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4, if hits, greataxe damage: 1d12 + 1 ⇒ (11) + 1 = 12
Holy Crapola! The digital dice gods hate me this week in all my PbP games. I will use my folio re-roll
greataxe re-attack: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14


DungeonMaster

Halzunet shoots a priest but does not crit, it definitely hurts though.
Nevendo cannot surprise attack give, it would be next to impossible to pull out a weapon next to someone without them knowing you did it. If you had a dagger that would be a different story. Anyway, that will count as your turn. If you go before them, that is a hit, given they would be flatfooted. What is working in your favor is no alarm has gone off, and priests normally wield a shield, they don't have a reason too.

init: 1d20 ⇒ 15 Edwin
init: 1d20 + 1 ⇒ (7) + 1 = 8arrow
init: 1d20 + 1 ⇒ (9) + 1 = 10the sentinel
init: 1d20 + 2 ⇒ (1) + 2 = 3nevendo Oouch, that low init just turned your hit into a miss
init: 1d20 + 2 ⇒ (19) + 2 = 21 Alarien
init: 1d20 + 7 ⇒ (6) + 7 = 13 Halzunet
init: 1d20 + 2 ⇒ (7) + 2 = 9 Priest

Halzunet, Alarien and the sentinel are up

Nevendo, you did say close your eyes, and I forgot you are in boss robes, give me a bluff check for them to go along with it, that would cause you to have a surprise round and turn your miss back into a hit.
sense motive for them: 1d20 + 1 ⇒ (7) + 1 = 8 vs your bluff

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal reloads and fires at the same priest.

Crossbow vs. flat-footed AC: 1d20 + 8 ⇒ (20) + 8 = 28
Crossbow damage: 1d6 ⇒ 6

Okay, weird. I appear to be stealing Nevedno's good rolls. Let's try this again ...

Confirm crit?: 1d20 + 8 ⇒ (19) + 8 = 27
Extra damage?: 1d6 ⇒ 3

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin is also before priests

Edwin steps closer to the priest and swings with his sword.

+1 longsword: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

bluff: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien steps out from behind her comrades, drawing her katana and wordlessly slashing at one of the cultists with her blade.

1d20 + 6 ⇒ (13) + 6 = 19
1d8 + 3 ⇒ (3) + 3 = 6


DungeonMaster

Everyone hits taking out one priest and nearly almost killing the second priest.
He screams for help, but nobody can probably hear him.
He will try to attack Edwin hit: 4 + 1d20 ⇒ 4 + (7) = 11 miss
botting sentinel. He moves and attacks hit: 8 + 1d20 ⇒ 8 + (5) = 13 miss
Arrow and Nevendo is up for round 1
All heroes up for top of round 2 You would have to be extremely unlucky to not have this priest down before it gets to his turn. He has 17 dmg on him

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

Edwin swings again to finish the job.

+1 longsword: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Crossbow attack (if needed): 1d20 + 8 ⇒ (8) + 8 = 16
Crossbow damage: 1d6 ⇒ 5

Once the enemies are defeated, Hal checks the bodies for any equipment or money. He also takes off the black priest robes. He glances around to make sure that there are enough robes for everyone else and, assuming there are, begins putting it on. Once on, he slices off the bottom of his robe with his knife, so that it doesn't drag. "Haven't seen any priests my size, so I'll try to stay hidden so I'm not noticed, but easier to do in black robes than in white."

Sovereign Court

Male LN Ectoplasmist 3 Slayer 1| HP35/35 | AC21 T12 FF20| CMD 17 | Fort 8 Ref 4 Will 7 | Speed 30ft | Initiative +1|

Sentinel studies the priest and swings again.
Ectolash Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Ectolash Damage: 2d6 + 5 + 1 ⇒ (1, 3) + 5 + 1 = 10


DungeonMaster

Edwin finished up the last priest. Halzunet can save his crossbow bolt.

The group now has 5 priest robes and 1 boss robe, allowing them to travel as a party across this entire basement floor.

Treasure potion of cure light wounds (2), smokestick; Other Gear masterwork rapier, light crossbow with 20 bolts, sap, +1 studded leather, masterwork light steel shield, gray robes, iron mask, sunrod (2), thieves tools, 2d10 gp. Each priest has this, meaning you have 4 potions, 4 sunrods, etc.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal claims one of the sunrods, smokesticks, and healing potions, and replenishes his crossbow bolts. He leads the group (assuming they follow) through the cells, to check out the room beyond it.

We have keys now, so don't need disable device checks, right? Just in case ...

Disable Device, masterwork tools: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien slashes her katana at the empty air, sending a spray of blood across the wall and floor. The samurai resheathes her blade. She keeps a vigilant eye on their surroundings as the party polices their fallen foes' belongings, and readies to move on.

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

"Guys, shall we to 1st floor?"


DungeonMaster

Halzunet goes into T13, the store room.
perception: 1d20 + 9 ⇒ (17) + 9 = 26 He spots a secret door to the south, but he would have to deal with the spider swarm in that room. They quickly come towards him, but Halzunet closes the door. I'm assuming you wouldn't deal with them alone. You can take as many turns as you need to kills these things. no alarm will go off.
The cultists usually burn this place out to get rid of vermin, but they haven't done this in a while. Deal with them or not

init: 1d20 ⇒ 14 Edwin
init: 1d20 + 1 ⇒ (2) + 1 = 3arrow
init: 1d20 + 1 ⇒ (17) + 1 = 18 the sentinel
init: 1d20 + 2 ⇒ (17) + 2 = 19nevendo
init: 1d20 + 2 ⇒ (3) + 2 = 5 Alarien
init: 1d20 + 7 ⇒ (17) + 7 = 24 Halzunet
init: 1d20 + 3 ⇒ (17) + 3 = 20 spider swarm

Here is init, if you decide to fight, feel free to rearrange yourselves.

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

"Guys, there's a secret door in here. I say we get a couple of torches and burn these spiders out, to check out where it leads. Might be useful."

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

Agreed. I will lead for this. Nevedno smears vial of noxious goo on himself, lights one of his torches, readies another vial, then moves to the front.
Applied vermin repellant. DC=15 fort save for vermin to enter my square.

ranged touch: 1d20 + 2 ⇒ (1) + 2 = 3, if hits, vial of acid damage: 1d6 ⇒ 3
location: 1d8 ⇒ 2
Ha! Location is past it to the right. It only takes a point of splash damage. I take none.


DungeonMaster

fort: 1d20 + 3 ⇒ (10) + 3 = 13 fail as they waste their turn, and it takes splash.
All hereos are up This is a diminutive swarm, so before you waste you time, weapons don't hurt it. Neither does MM. They are weak, but do you even have the means to kill it?

Silver Crusade

1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision

torches will still work, right?


DungeonMaster
Nevedno de'Morcaine wrote:
torches will still work, right?

yep.


DungeonMaster

attack rolls with torches hits: 5d20 ⇒ (17, 15, 8, 16, 20) = 76 arrow, sentinel, nevendo, Alarien, Halzunet
With this being an improvised weapon, only one of you would hit
crit confirm: 1d20 ⇒ 10 dealing one point of fire damage.
Actually with them avoiding bug spray they are flat footed so three more hits for one fire damage each. And it is a flammable object. They were hit four times, so four chances, 20% each
chance: 1d100 ⇒ 78
chance: 1d100 ⇒ 50 nope.
chance: 1d100 ⇒ 100
chance: 1d100 ⇒ 87
fort: 1d20 + 3 ⇒ (8) + 3 = 11 Fail they still avoid you
All heroes are up make attacks with torches or whatever else They have 5 dmg on them out of 9 to defeat this

Grand Lodge

| Male LG Medium Human Paladin of Iomedae 5| | HP 32/49 | AC 23, T 12, FF 22 | CMB +9, CMD 20 | F +9 R +5 W +7 | Init +1 | Perc -1 SM +4 | Speed 20ft | Smite Evil 2/2 |Spells: 1st 2/2 |Lay on Hands 7/7 | Active Conditions: none

You didn't roll for Edwin.

Edwin will try one more time to hit with torch.

torch: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal shakes his head. "Need to begin carrying around some acid or something, to deal with situations like this." He continues waving his torch around in the doorway around Nevedno's repellant form.

Improvised torch attack: 1d20 ⇒ 7

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