DM Brainiac's Age of Ashes (Inactive)

Game Master Brainiac

Current Date: 17 Neth, 4719 AR

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Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

Not wanting to get in close enough so that his protective ward would cover his companions, Ervan stays well at bay and calls upon the elements to assault and overwhelm their not-quite goblin foe.

[A1+2] Electric Arc [A3] Nussin' (I need a crossbow or darts)
Electric Arc vs DC 20 reflex: 2d4 + 4 ⇒ (1, 4) + 4 = 9

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

Lucius meanwhile strides forwards and intones a prayer.

"Abadar, Lawgiver. Give your servants the might to strike down this evil and defend the right!"

Cast Bless for my other 2 actions.


Nell Attacks: 1d20 + 12 ⇒ (13) + 12 = 251d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 112d6 + 4 ⇒ (3, 2) + 4 = 9
Persistent Damage: 1d6 ⇒ 61d20 ⇒ 16
Gull Peeper Attacks: 1d20 + 10 ⇒ (10) + 10 = 201d20 + 6 ⇒ (8) + 6 = 14
Reflex: 1d20 + 15 ⇒ (16) + 15 = 31

Nell steps up to Ralldar and slices him twice with her scimitar. The tough fighter fights off the poison. Gull Peeper fails to hit. Pril scores two light kicks and Allandir lands a single shot. Bruynarth misses, and the monster dodges Ervan's lightning.

Ralldar' jaws snap shut on Nell's torso, bringing her down! It swipes at Pril, but the gnome dodges!

Jaws, Claws: 1d20 + 17 ⇒ (13) + 17 = 301d20 + 13 ⇒ (2) + 13 = 151d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d10 + 10 + 1d6 ⇒ (8, 7) + 10 + (5) = 30

Nell is down and dying 1. Everybody may act!

Enemy Status:
Ralldar -70


Bruynarth roars in anger at the monster and launches another series of frenzied attacks, which don't accomplish much.

Bite: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Claw: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

First attack that hits does 1d8 ⇒ 3 precision damage

Allandír narrows his green eyes as Nell falls, seeking out a kill-shot.

Hunted shot: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d8 ⇒ 4
Precision: 1d8 ⇒ 1
Deadly: 1d10 ⇒ 4

Hunted shot: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
Damage: 1d8 ⇒ 5


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

Ervan clutches his staff and drains the essence from the bonded item until his eyes snap wide open. With renewed clarity, the wizard once again invokes the words to unleash a deadly torrent of pressurized water onto the goblin-foe. "To the Endless Depths with you!"

[Free?]Drain Bonded Item to regain Hydraulic Push level 2 [A1+2]Cast Hydraulic Push at level 2
Hydraulic Push Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 5d6 ⇒ (1, 6, 4, 5, 3) = 19

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

I'm assuming that since Lucius had to get close to the melee he can hit Nell without too much trouble.

The Cardinal continues to pray aloud, the aura surrounding him creeping outwards as a warm light engulfs Nell.

A1, push bless. A2/3 Heal Nell.

Heal: 2d10 + 16 ⇒ (5, 2) + 16 = 23


Attacks: 1d20 + 14 ⇒ (15) + 14 = 291d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

Allandir scores a critical hit, and Bruynarth's teeth leave a light mark on Ralldar's leg. The monster dodges Ervan's torrent, but when Lucius heals Nell, the half-elf doggedly gets back to her feet. Guided by the cleric's blessing, she slices open Ralldar's belly with a powerful slice of her scimitar! The fiend groans as blood and entrails spill out, and he shrinks back to his normal size as he collapses. You have slain the great goblin-wolf!


Game Concluded

"So what the heck was that?" Pril questions as she gives the beast a shove with her sandaled foot. Convinced that the creature is, indeed, dead, she looks around the 'throneroom'.


Allandír allows himself a quick sigh of relief as he sees that everyone is still standing, even if in Nell's case it is rather shakily. He shakes his head at Pril's question. "No idea. But if goblins have learned how to do things like that, then I for one am, ah, glad we're no longer at war with them." His brow wrinkles in puzzlement. "How is it done, I wonder? Was it a don't-feed-them-after-midnight scenario?"


There seems to be little of value in this cave, but a small opening leads to a side cavern. Pril is able to wriggle through without difficulty. Although dingy and moist, this constructed room is more a cellar than a cave, though lumpy mounds covered in oilcloth tarps still lend it an unpleasant air.

Beneath the tarps are stacks of bones and skulls. Most of the bones are loose, although there are a few rib cages that still wear armor in the pile, including a +1 breastplate and a +1 chain shirt. Further sifting through the bones uncovers a fan feather token, a fear gem, a pair of healer’s gloves, and a wand of web.


Game Concluded

Pril tosses out the items she thinks may be of interest to the others. Although nothing there attracts her eye. She then squeezes back out through the narrow passage and looks over the cave.

Any other exits out of the cellar? Or other exits out of the 'throneroom'?


Another tunnel exits the cave to the east. The tunnel widens, then drops away in a series of ten-foot-high cliffs into a chamber filled with fine, hair- like filaments and mushrooms. The filaments look like bleached grass and wave erratically with the cave’s natural air currents. The mushrooms glow slightly, giving the cave a strange, dreamlike feel. To the south, a seven-foot-wide hole in the floor drops down into a chamber below.


Game Concluded

Pril watches the fungus warily as the group moves down the various ledges to get closer to the hole in the floor. "I might have read something about this stuff," she says.

Nature: 1d20 + 10 ⇒ (8) + 10 = 18

She drops her bag on the ground and starts looking around for something to tie rope to.


Pril isn't sure what kind of mushrooms these are, but it looks like you could try to clear a path through them just to be safe.

You may attempt a Survival check to do so.


Game Concluded

Survival: 1d20 + 8 ⇒ (4) + 8 = 12

The Survival roll doesn't have to be a good one, does it? :)

Pril grabs a piece of nearby broken stone and attempts to clear a path through the strange fungus.


Unfortunately, yes.

Pril's actions disturb the fungi, which spray forth glowing spores!

The triggering creature must attempt a DC 22 Reflex save. On a failed save, the creatures become sickened 1 and stupefied 1 (or sickened 2 and stupefied 2 on a critical failure) and take a –4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a prestidigitation spell, or a similar measure.


Game Concluded

Reflex Save DC 22: 1d20 + 11 ⇒ (16) + 11 = 27

As the spores are released, Pril rolls out of the way, narrowly avoiding the harmful effect.

"I never did like mushrooms," the gnome mutters to herself.

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

"Perhaps you should come back." The Cardinal calls, "We might do better as a group."


The tall elf throws Pril a cautionary look: "I'm happy to leave the, ah, hand-to-hand fighting to you; perhaps you can leave this sort of thing to me?" He looks at the fungus. "It's possible I've encountered something like this before..."

Nature: 1d20 + 9 ⇒ (11) + 9 = 20

He then does his best to clear a path through the mould.

Survival: 1d20 + 7 ⇒ (14) + 7 = 21

Reflex save (if needed): 1d20 + 12 ⇒ (12) + 12 = 24


Game Concluded

Since Allandír succeeded where Pril failed, I won't point out that she has both a higher Survival and a Higher Nature than he does.

See! I didn't point it out. ;)

The diminutive woman responds with an extended tongue and crossed eyes.


Allandir recognizes the fungi as gloomglow mushrooms. Their glowing spores cause sickness but are not too dangerous. The elf is able to clear a path through the mushrooms without triggering more spore discharges, allowing you to use the rope to descend to the the lower cavern.

This area seems to have once been a small complex of rooms, but their original use is anyone’s guess today, for some ancient catastrophe seems to have melted the walls in places, leaving behind a half-demolished complex. In the few places where the walls are still intact, however, the delicate carvings indicate that whoever once built these rooms was a skilled artisan. Far to the southwest, a partially melted stone archway opens into a larger room.

Two boggards and two charau-kas lurk here. Their apparent leader is a tough-looking charau-ka in a chain shirt that wears a smoking gauntlet and wields a hatchet. This must be the Cinderclaws' leader, Malarunk. He shrieks when he sees you, ordering his minions forward! He shouts in Draconic.

Draconic:
"The Sorrowmaker will taste your blood!"

Initiative:

Allandir: 1d20 + 9 ⇒ (10) + 9 = 19
Cardinal Lucius: 1d20 + 12 ⇒ (13) + 12 = 25
Ervan: 1d20 + 7 ⇒ (5) + 7 = 12
Gull Peeper: 1d20 + 7 ⇒ (10) + 7 = 17
Nell: 1d20 + 8 ⇒ (11) + 8 = 19
Pril: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Malarunk: 1d20 + 12 ⇒ (13) + 12 = 25
Cultists: 1d20 + 6 ⇒ (10) + 6 = 16

Before you can react, Malarunk casts a spell, hurling a small flame into your midst that erupts into a blazing fireball!

Fireball: 6d6 ⇒ (6, 6, 6, 1, 2, 4) = 25

Everybody takes 25 fire damage (basic Reflex DC 23). Allandir, Lucius, Gull Peeper and Nell may act! Map update in progress.


Reflex: 1d20 + 12 ⇒ (3) + 12 = 15

Allandír does his best to dive out the way, but still ends up badly scorched. Narrowing his green eyes, he sights down the shaft of an arrow and fires at the leader.

Hunted shot: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d8 ⇒ 1
Precision: 1d8 ⇒ 6
Deadly: 1d10 ⇒ 3

Hunted shot: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24
Damage: 1d8 ⇒ 1

Bruynarth is also badly scorched, but moves towards the nearest enemy, trying to bite them.

Reflex: 1d20 + 8 ⇒ (7) + 8 = 15

Bite: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Game Concluded

Reflex Save DC 23: 1d20 + 11 ⇒ (9) + 11 = 20


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

Ref vs 25: 1d20 + 8 ⇒ (7) + 8 = 15
That's a nope

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

Reflex: 1d20 + 9 ⇒ (19) + 9 = 28

Lucius ducks with surprising speed before intoning a brief prayer for guidance.

AA - Bless, A - push the radius up.


Nell and Gull Reflex: 1d20 + 10 ⇒ (3) + 10 = 131d20 + 12 ⇒ (4) + 12 = 16
Hero Point Rerolls: 1d20 + 10 ⇒ (19) + 10 = 291d20 + 12 ⇒ (15) + 12 = 27

Nell and Gull Peeper both twist aside, avoiding the worst of the fireball. Allandir fires two arrows into Malarunk's chest, the first a critical hit that leaves the Cinderclaw leader wounded. Bruynarth bumbles over and claws the nearest charau-ka.

Nell Attacks: 1d20 + 12 ⇒ (13) + 12 = 251d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 92d6 + 4 ⇒ (2, 3) + 4 = 9

Nell moves to assist the bear, finishing off the charau-ka with two strikes from her scimitar.

Gull Peeper Attacks: 1d20 + 10 ⇒ (3) + 10 = 131d20 + 6 ⇒ (9) + 6 = 15

Gull Peeper attacks the boggard, but doesn't hit.

The boggards move to attack Nell, one of them unleashing a terrifying croak! The remaining charau-ka flies into a shrieking frenzy, hurling rocks and debris at Bruynarth! Luckily, the bear only gets hit once.

Clubs vs Nell: 1d20 + 10 ⇒ (14) + 10 = 241d20 + 5 ⇒ (11) + 5 = 161d20 + 10 ⇒ (12) + 10 = 221d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 6 ⇒ (5) + 6 = 111d6 + 6 ⇒ (1) + 6 = 7
Debris, Shrieking Frenzy: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 3 ⇒ (1) + 3 = 41d20 - 2 ⇒ (4) - 2 = 21d20 - 7 ⇒ (16) - 7 = 9
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

18 damage to Nell, 4 damage to Bruynarth. Everybody becomes frightened 1 unless they succeed at a DC 18 Will save. Ervan and Pril may act!

Enemy Status:
Malarunk -18


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

The Isgerian wizard focuses all of his attention on the Mwangi firestarter. Calling upon the impossible, Ervan conjures forth a blast of pressurized water and unleashes it upon the apparent leader of the Mwangi invasion committee.

[A1+2]Cast Hydraulic Push (lvl 1) on the fireball casting leader [A3] use Protective Ward (5ft aura that grants a +1 status bonus to AC & Resistance)
Frightened -1, Bless +1

Will vs 18: 1d20 + 8 ⇒ (3) + 8 = 11
Hydraulic Push vs Leaderman: 1d20 + 10 ⇒ (19) + 10 = 29
Blunt damage: 3d6 ⇒ (2, 5, 4) = 11
If crit: 3d6 ⇒ (1, 5, 2) = 8


Game Concluded

Pril growls in her throat and lowers her stance. Dashing forward, she sweeps out with her leg at the charau-ka.

Will Save DC 18: 1d20 + 10 ⇒ (16) + 10 = 26

{A} Assume Dragon Stance
{A} Stride

{A} Dragon Tail Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Dragon Tail Damage - B: 1d10 + 1 ⇒ (10) + 1 = 11


Pril's sweep misses her foe, but Ervan blasts Malarunk with a geyser of water, pushing him back a few feet. The charau-ka cleric shrieks and casts a spell, conjuring a spiritual dragon's claw in front of Allandir. The claw rakes at the elf's neck, Ervan's protective ward the only thing stopping it from slicing open his jugular! As it is, the ranger is still badly hurt. Malarunk grunts another quick spell, conjuring a shield of force in front of him.

Spiritual Weapon: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

12 damage to Allandir. Allandir, Gull Peeper, Lucius, and Nell are up!


Ouch. Spiritual Weapon is less fun when you're on the receiving end :(

Stepping cautiously back from the claw that attacked him, Allandír maintains the volley of fire against the leader.

Hunted shot: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 ⇒ 6

Hunted shot: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 ⇒ 1

First attack that hits does 1d8 ⇒ 7 precision damage

Bruynarth quickly moves to attack the beast that threw things at him, biting at the creature with his jaws.

Bite: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

Lucius pushes his spell out further with a grimace of effort, before he pulls out a crossbow bolt, loads and fires it at the beast.

Xbow: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d10 ⇒ 3


Allandir and Bruynarth both miss with their attacks.

Nell Attacks: 1d20 + 13 ⇒ (20) + 13 = 331d20 + 8 ⇒ (10) + 8 = 181d20 + 3 ⇒ (19) + 3 = 22
Damage (First Crit): 2d6 + 4 ⇒ (6, 5) + 4 = 152d6 + 4 ⇒ (2, 4) + 4 = 102d6 + 4 ⇒ (4, 1) + 4 = 9
Gull Attacks: 1d20 + 10 ⇒ (10) + 10 = 201d20 + 6 ⇒ (5) + 6 = 11
Damage, Sneak Attack: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Nell dispatches one of the boggards and wounds the second. Gull Peeper moves to flank the boggard with Pril, landing a good strike, and Lucius shoots it with a crossbow bolt.

The boggard swings its club about to no avail, and the charau-ka hurls debris at Bruynarth but none of them hit hard enough to wound the bear.

Club: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 5 ⇒ (8) + 5 = 131d20 ⇒ 13
Debris: 1d20 + 8 ⇒ (8) + 8 = 161d20 + 3 ⇒ (9) + 3 = 121d20 - 2 ⇒ (11) - 2 = 9

Ervan and Pril may act! Bless extends 15 feet from Lucius.

Enemy Status:
Boggard -22, Malarunk -29


Game Concluded

Pril continues her tactics of low leg sweeps.

{A} Dragon Tail Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Dragon Tail Damage - B: 1d10 + 1 ⇒ (8) + 1 = 9

{A} Dragon Tail Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Dragon Tail Damage - B: 1d10 + 1 ⇒ (8) + 1 = 9

{A} Dragon Tail Attack: 1d20 - 3 ⇒ (15) - 3 = 12
Dragon Tail Damage - B: 1d10 + 1 ⇒ (1) + 1 = 2

If any of the attacks drops the boggard, she continue the attack against the remaining charau-ka.


Allandír continues shooting, but his aim is - for some reason - badly awry and he hits nothing.

Hunted Shot: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 ⇒ 4

Hunted Shot: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11
Damage: 1d8 ⇒ 1

Longbow: 1d20 + 11 - 10 ⇒ (9) + 11 - 10 = 10
Damage: 1d8 ⇒ 7

Bruynarth strikes at the enemy with claw and fang.

Bite: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Claw: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

The wizard lashes out with tongue and lightning as he projects his condemnation upon the Mwangi invaders. "You'll wish you had never come through that portal!"

[A1] Sustain (+1 status to AC & Saves in a 10ft bubble) [A2+3] Electric Arc on yellow and yellow
Electric Arc vs DC 20 Ref: 2d4 + 4 ⇒ (4, 4) + 4 = 12


Reflex: 1d20 + 5 ⇒ (5) + 5 = 101d20 + 8 ⇒ (14) + 8 = 22

Pril kicks the boggard once, then Ervan finishes it off with a blast of lightning. The charau-ka manages to dodge the worst of it.

Spiritual Weapon: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Channel Smite: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9
Harm: 3d10 ⇒ (9, 3, 7) = 19
Nell Fortitude: 1d20 + 10 ⇒ (3) + 10 = 13

The spiritual claw tears at Allandir again, leaving him critically wounded. Once more, Ervan's protective aura prevents a critical hit. Malarunk enters a shrieking frenzy as he rushes forward and channels negativ energy through his gauntlet. He sinks the sharpened fingers into Nell's chest, smiting her, and her skin turns ashen as she falls from the cleric's power!

Draconic:
"Kill me you might, but the rest of the Cinderclaws shall come, and they shall feed your flesh to the Endless Destruction!"

Allandir's shots go awry, but Bruynarth takes down the lesser charau-ka cultist with a critical hit! Only Malarunk remains.

Nell is down at dying 2! Everybody but Allandir may act!


Game Concluded

As Nell falls, fear begins to sink its claws into Pril. To ward it off, she takes a moment to be aware of her breathing and refocus herself.

{A} Flurry of Blows - add damage before applying
Unarmed Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Ki strike
Unarmed Damage - B: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7 Ki strike

Unarmed Attack: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Ki strike
Unarmed Damage - B: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6 Ki strike

{A} Unarmed Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Unarmed Damage - B: 1d6 + 1 ⇒ (1) + 1 = 2

{A} Dragon Tail Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Dragon Tail Damage - B: 1d10 + 1 ⇒ (9) + 1 = 10

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

Cardinal Lucius intones a prayer to Abadar and his radiant glow extends still further as Nell's skin becomes infused with new light!

A: push Bless. AA: Heal: 2d10 + 16 ⇒ (3, 3) + 16 = 22


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

Doh!

Ervan is running out of spells, but luckily he has mastered one spell to such a degree that he could cast it all day long. Sadly for their Mwangi foe, the spell isn't an innocent one.

[A1] Sustain (+1 status bonus to AC & Saves in a 15ft bubble) [A2+3] Cast Electric Arc
Electric Arc vs DC 20: 2d4 + 4 ⇒ (2, 2) + 4 = 8


Nell Attacks: 1d20 + 13 ⇒ (17) + 13 = 301d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Gull Attacks: 1d20 + 11 ⇒ (3) + 11 = 141d20 + 7 ⇒ (5) + 7 = 12
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Nell gets back to her feet and slices Malarunk with her scimitar. Pril and Gull Peeper fail to hit the charau-ka, though. The cleric shrieks as Ervan's spell zaps him!

The spiritual claw tears into Allandir, dropping him to the ground! Malarunk then rakes Nell again with his gauntlet, channeling negative energy. Nell resists the spell but still crumples to the ground again!

Spiritual Weapon: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Channel Smite: 1d20 + 13 ⇒ (13) + 13 = 261d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12
Channel: 3d10 ⇒ (9, 10, 6) = 25
Nell Fortitude: 1d20 + 11 ⇒ (18) + 11 = 29

12 damage to both Allandir, 24 damage to Nell. Allandir is down at dying 1, Nell is down at dying 3. Everybody may act!

Enemy Status:
Malarunk -43

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

The Cardinal says something in a language no-one recognises. It is obviously uncomplimentary however. Then he sells up with light once again and it spreads in a wave around him.

3 action channel. Heal: 2d10 ⇒ (1, 3) = 4


Allandir and Nell groan as they regain consciousness, though both are still badly hurt.

Both of them are at 4 HP and may act this round. Nell is wounded 3, Allandir is wounded 1.


Male Medium Human Wizard 7 | HP: 63/63 | AC: 23/23 | F: +12, R: +14, W: +12| Lore +13, Per +10, Init +12, Nature/Society +13 | Speed 25ft | Focus 1/1 | Active Conditions:

I got no dispels left, so there's nothing I can do to counteract the stupid spiritual weapon.

Ervan tries to make a mental note to ask Lucius about what he just said, but the threat of the divine-powered murderous monkeyman eclipses his every thought.

[A1] Sustain (+1 status bonus to AC & Saves in a 20ft bubble) [A2+3] Cast Electric Arc
Electric Arc vs DC 20 Reflex: 2d4 + 4 ⇒ (4, 3) + 4 = 11


Game Concluded

"Nowhere in my destiny does it say, 'she fell at the hands of a monkey'! Pril states with a determined grimace.

{A} Flurry of Blows - add damage before applying
Unarmed Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 ki strike
Unarmed Damage - B: 2d6 + 2 + 1d6 ⇒ (4, 6) + 2 + (4) = 16 ki strike

Unarmed Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 ki strike
Unarmed Damage - B: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10 ki strike

{A} Unarmed Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Unarmed Damage - B: 1d6 + 1 ⇒ (5) + 1 = 6

{A} Dragon Tail Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Dragon Tail Damage - B: 1d10 + 1 ⇒ (6) + 1 = 7


Remember you don't roll double damage for critical hits anymore. The damage is just doubled. So Pril would deal 9 x 2 = 18 damage.

Pril lands a powerful kick, and she feels Malarunk's knee breaking from the force of the blow. Ervan's lightning blast hits him in the chest, and the cleric groans and falls, twitching, to the ground! His eyes stare up blankly at the ceiling above.

Malarunk has a +1 chain shirt, Cinderclaw gauntlet, gold religious symbol of Dahak (worth 20 gp), hatchet, hunter's arrowhead.

Identify Magic DC 19: Cinderclaw Gauntlet:
CINDERCLAW GAUNTLET ITEM 5 UNCOMMON EVOCATION MAGICAL Price 150 gp Usage worn on 1 hand; Bulk L

This sharp-taloned +1 striking spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a Cinderclaw gauntlet has the versatile S trait. On a critical hit, the Cinderclaw gauntlet deals an additional 1d6 fire damage.

Activate [reaction] command; Trigger Your attack roll with the Cinderclaw gauntlet is a critical success. Effect The creature you hit must succeed at a DC 19 Fortitude save or be sickened 1 by the gauntlet’s acrid smoke. Creatures that don’t need to breathe are immune.

Identify Magic DC 20: Hunter's Arrowhead:
HUNTER’S ARROWHEAD ITEM 4 RARE ENCHANTMENT INVESTED MAGICAL Price 80 gp Usage worn; Bulk —

This arrowhead-shaped charm is not meant to be affixed to an arrow, but instead to be carried in a pocket or inside of a quiver. A hunter’s arrowhead is etched with images sacred to the elven god Ketephys. If you carry one on your person, you are infused with great skill at hunting, and gain a +1 item bonus to Survival skill checks and attack rolls against any creature you’ve currently designated as your prey for the Hunt Prey ranger ability (note that the bonus to attack rolls is an item bonus, and therefore not cumulative with an item bonus from a magic weapon). A hunter’s arrowhead is also a religious symbol of Ketephys.

Activate [reaction] command; Frequency once per day; Trigger You would miss with an attack made with a bow. Effect You get a +2 circumstance bonus to your attack roll. This can turn a miss into a hit.


Game Concluded

That's right. I knew that. Sorry.

Pril kicks away any weapons that the monkey-priest may have and stands guarding him - just in case - as the others are tended to.

Dark Archive

Male Medium Human Cleric 10 | HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft | Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:

The Cardinal spares the monkey-priest a brief glance before firmly commanding both Nell and Alandir to sit down and be quiet!

He applies himself to healing their respective wounds with swift efficiency incompetence - fortunately he's been picking up some new tricks recently and so continues on to eventually help them both.

Heal Nell: 1d20 + 10 ⇒ (3) + 10 = 13
Heal Allandir: 1d20 + 10 ⇒ (1) + 10 = 11 Awful but not a crit failure unless a 1 auto crit fails?

Battle Medicine, Nell: 1d20 + 10 ⇒ (7) + 10 = 17 Heal: 2d8 ⇒ (6, 5) = 11
Battle Medicine, Allandir: 1d20 + 10 ⇒ (12) + 10 = 22 Heal: 2d8 ⇒ (2, 8) = 10

"No more exploring for now." He commands firmly. "We can investigate cautiously, but I have little of Abadar's blessing left and it will be some time before I can treat them again. We must avoid more conflicts for now."

1 Hour Later.
Heal Nell: 1d20 + 10 ⇒ (14) + 10 = 24 Heal: 2d8 ⇒ (8, 5) = 13
Heal Allandir: 1d20 + 10 ⇒ (7) + 10 = 17 Heal: 2d8 ⇒ (8, 3) = 11


Nat 1 auto crit fails, but you can assume the battle medicine roll patches him back up again.


Game Concluded

The gnome bobs up and down on the balls of her feet. "Fine then, tend to them. I'm just going to sneak up around the corner and see what awaits us. No one will even know I'm there," she says with a grin before moving off on almost silent feet down the tunnel.

Stealth: 1d20 + 9 ⇒ (13) + 9 = 22


The walls and domed ceiling of this large circular chamber are elegantly carved in spiraling designs. To the north, a double door stands in the side of a squared-off column protruding from the wall, while to the south an open archway leads to a stairwell leading up that’s been blocked by rubble. In the center of the room stand six statues of elves, all facing outward and arrayed around a dry fountain. Empty benches sit in four alcoves to the east and west, nestled between six stone archways built into the wall. Each of these archways bears a different type of decor, but with the exception of the northeastern archway (which is partially collapsed and opens into a ruined chamber beyond), each archway leads nowhere—they are filled with plain, featureless walls of polished stone.

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