ADQ table 1

Game Master chillblame

Sterich and Keoland
Raiding and destruction in Sterich. Heros are needed.
greyhawk gods


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Sorted
Horek: 20
orc leader 2: 18
ogre leader 1: 17
Elnaril: 12
Eldric: 11
Frost Giant (Big Johann): 11
Jeeves: 9
Mazrak: 8
orcs: 8
Seltyn: 7
ogres: 7
orc leader 1: 5
ogre leader 2: 4

Orc guards perception roll 1d20 + 4 - 5 ⇒ (7) + 4 - 5 = 6


Well, with that roll you can probably choose your spots. Place your selves no closer than 30 feet (6 squares) from and opponent. Then take a surprise action. Then after that, the first round will start.

Note that the surprise round can be extended if you want, and appropriate stealth rolls are made


Dwarf Oracle 7 AC20, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste, False Life has expired

If Stealth roll is needed during Surprise Round[s].

stealth check: 1d20 + 5 ⇒ (10) + 5 = 15

Mazrak will move with the party. He will then hesitate casting his spell until after Seltyn has cast his Fireball to start.

After the Fireball, Mazrak will try to create an illusion of a Huge Fire Elemental that will rise out of the Fireball nearest to the Dire Boars to the right. The image will make sounds like that of a roaring fire.

Minor Image spell, DC14 Will Save.

@GM Chillblame - Is it night time?


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD

Elnaril tries to sneak fowards to a better position before the fight starts
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21

Unfortunately images of an uncertain future begin to bombard his mind leaving him dazed and unable to act.

Elnaril's curse makes him unable to act during a surprise round.


M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC, 24 CMD

Parvo shadows Elnaril until it is time to strike.
Stealth: 1d20 + 9 ⇒ (1) + 9 = 10


Wounds (17) NL (3) HP (70) AC30 (27/24/19, +3 DB) Saves (16/16/10 +2 DB, +2 vs Fire) Divine Bond (1/1) Initiative (+7) Panache (6/6) LoH 2d6 (9/9) Fire/Cold/Acid/Electricity Resist (7)

Will try to move on map later, can’t do it on phone. But with haste have 60ft move. So surprise round moving into base contact with the Frost Giant. AC30. Not using Divine Bond, unfortunately. Impossible to sneak up when you shine with a golden halo. Round 1...

Smite Evil!

Hit: 1d20 + 12 + 6 ⇒ (17) + 12 + 6 = 35
Damage: 1d6 + 11 + 5 ⇒ (4) + 11 + 5 = 20
Fire Damage: 2d6 ⇒ (4, 4) = 8

Flurry: 1d20 + 12 + 6 ⇒ (14) + 12 + 6 = 32
Damage: 1d6 + 11 + 5 ⇒ (2) + 11 + 5 = 18
Fire Damage: 2d6 ⇒ (4, 2) = 6

Iterative: 1d20 + 7 + 6 ⇒ (17) + 7 + 6 = 30
Damage: 1d6 + 11 + 5 ⇒ (1) + 11 + 5 = 17
Fire Damage: 2d6 ⇒ (4, 4) = 8

Haste: 1d20 + 12 + 6 ⇒ (7) + 12 + 6 = 25
Damage: 1d6 + 11 + 5 ⇒ (5) + 11 + 5 = 21
Fire Damage: 2d6 ⇒ (1, 1) = 2

If all of those Hit, then regular damage: 15 + 13 + 12 + 16 + 20 = 76
Fire Damage: 8 + 6 + 8 + 2 = 24
If vulnerable to fire: 56 + 20 + 24 + 12 = 112

Bursting from cover, Eldric ran straight towards the Frost Giant. As he did so his arms burst into flames. Fire was exploding as arcane energies were released, and he could hear the screams of pain and surprise. The Giant had been drinking, and was slow to react. As he got closer he could see just how tall a task this was. The Giant was easily fifteen feet tall and likely weighed nearly three thousand pounds. And here he was...ready to punch it.

Luckily for him, his form of martial arts was not predicated on brute strength. But rather attacking pressure points. It was the art of striking quickly and decisively. By hitting a foe just right, intense pain could be induced...even death. Even against an armored foe, he just had to find the one weak spot. But against a giant? He didn’t even have to try to find them. It was reaching them that was the issue. The fact that his hands burned with the light of Pelor just made each blow that much more deadly.

He knew that the orcs and the hill giants would soon be upon them. Which was fine. He could weather a fireball much better than they. And once they grouped up on him, his allies could continue their bombardment.

Just as he hit, his fire began to take on a golden hue, as he willed his flames to burn away the shadow of evil. As a paladin, he had the ability to strike directly at the hearts of those who harbored evil. And how could this giant be anything but evil when it preyed on helpless civilians?


Mazrak the Forlorn wrote:

If Stealth roll is needed during Surprise Round[s].

[dice=stealth check]1d20 + 5

Mazrak will move with the party. He will then hesitate casting his spell until after Seltyn has cast his Fireball to start.

After the Fireball, Mazrak will try to create an illusion of a Huge Fire Elemental that will rise out of the Fireball nearest to the Dire Boars to the right. The image will make sounds like that of a roaring fire.

Minor Image spell, DC14 Will Save.

@GM Chillblame - Is it night time?

It is a couple of hours to dawn


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OK I'll wait for the other surprise round actions. But Eldric...Wow


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste

Looks like I picked the wrong time to go to sleep! It was late here!

In the predawn twilight, Seltyn peeks around the edge of the rock. With the fires still illuminating his targets, and his low-light vision, he sees them as clearly as a human would on a sunny day.

He whispers, Here we go, and casts the first Fireball, centered as promised.

Fireball: 9d6 + 3 ⇒ (5, 2, 2, 4, 5, 3, 4, 2, 1) + 3 = 31

He then moves 30' forward, drawing his sword, and another tiny bead of bat poop.

I tried to draw a dot where it's centered, but I should have focused closer! It's to the right of the sleeping orcs in front of the giant, hitting all of them and most of the boars to the right. They'd get a save if they were awake.


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life

Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.


Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 70 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Attack: +1 Obsidian Greataxe +13/+8 [+15/+10 when 'Raging'] (1d12 +7 [+10 when 'Raging']) | Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Attack: Bite +11 (1d8 +7) & Trip (CMB +12)

Horek moves forward with stealth, trying to stay hidden as he makes for the nearest boulder to use it for cover and pointing out the nearest sentry for Whisper to take down. The ranger frowns a bit as the eager monk flings himself into the middle of the camp, and he hopes that Eldric's defenses are up to the task. When the fireball explodes, Horek takes aim at the frost giant, impressed with the wounds inflicted by the monk upon the creature. Perhaps his arrows will help bring it down for good so that they can focus on the rest of the encampment and keep the enemy away from the prisoners.

OOC: Wow... some really bad rolls for me there. If it's OK GM, I'll use that +1 bonus Horek got for the blessing he received at the Beory shrine he dripped some of his blood onto? Hopefully all the bonuses will be enough to compensate... Anyway, Horek and Whisper moving with stealth to their positions on the map. I forgot that I'll need a token for Whisper. Remember he is a Large wolf, but with decent stealth. He is moving to attack that sentry a bit north of Horek's current position - I put a text box in that 10' square.

I went ahead and made a surprise round attack figuring I'd gotten into position behind the boulder without being spotted prior to the surprise round and will then use the surprise round itself to make a standard attack action with the bow against the frost giant. I also posted my full attack against the frost giant for Horek since he acts first in Round 1. I did the same for Whisper, though figure that her surprise round is a 'partial charge' action, if that's OK? I'm also guessing she is acting on my initiative? I measured the distance and Horek is at exactly 110' range from the frost giant from his current position, so no range penalties apply. I rolled stealth checks for he and Whisper both and they are both also utilizing cover, in case that has an effect on anything - like ranged attacks from the encampment.

I'm thinking that someone cast Magic Fang on Whisper already as we discussed, and those +1 bonuses are included below. I'm also guessing that Whisper is NOT hasted, so didn't include extra attacks. EDIT: Found out Whisper is hasted, so gave him an extra attack in Round 1 as well as the additional +1 bonus to all attacks.

Combat Details:

Horek's Stealth Check: 1d20 + 10 ⇒ (18) + 10 = 28

Horek's Longbow Attack (Surprise!): 1d20 + 10 + 4 + 1 + 2 + 1 ⇒ (5) + 10 + 4 + 1 + 2 + 1 = 23 vs. Frost Giant's FF AC
Longbow Damage (Giant Bane): 1d8 + 4 + 2 + 2d6 ⇒ (2) + 4 + 2 + (2, 3) = 13 vs. Frost Giant

Horek's Longbow Attack (1st): 1d20 + 10 + 4 + 1 + 2 ⇒ (6) + 10 + 4 + 1 + 2 = 23 vs. Frost Giant's FF AC
Longbow Damage (Giant Bane): 1d8 + 4 + 2 + 2d6 ⇒ (5) + 4 + 2 + (4, 1) = 16 vs. Frost Giant

Horek's Longbow Attack (2nd): 1d20 + 5 + 4 + 1 + 2 ⇒ (3) + 5 + 4 + 1 + 2 = 15 vs. Frost Giant's FF AC
Longbow Damage (Giant Bane): 1d8 + 4 + 2 + 2d6 ⇒ (8) + 4 + 2 + (4, 5) = 23 vs. Frost Giant

Horek's Longbow Attack (Haste): 1d20 + 10 + 4 + 1 + 2 ⇒ (5) + 10 + 4 + 1 + 2 = 22 vs. Frost Giant's FF AC
Longbow Damage (Giant Bane): 1d8 + 4 + 2 + 2d6 ⇒ (2) + 4 + 2 + (6, 1) = 15 vs. Frost Giant

Whisper's Stealth Check: 1d20 + 10 ⇒ (11) + 10 = 21

Whisper's Bite Attack (Surprise 'partial 'charge'!): 1d20 + 11 + 2 + 1 + 1 ⇒ (1) + 11 + 2 + 1 + 1 = 16 vs. Orc Sentry's FF AC
Bite Damage: 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10 vs. Orc Sentry
Whisper's 'Trip' CMB Attack: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 vs. Orc Sentry's FF CMD

Whisper's Bite Attack: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25 vs. Orc Sentry's FF AC
Bite Damage: 1d8 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11 vs. Orc Sentry
Whisper's 'Trip' CMB Attack: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 vs. Orc Sentry's FF CMD

Whisper's Bite Attack (Haste): 1d20 + 11 + 1 + 1 ⇒ (20) + 11 + 1 + 1 = 33 vs. Orc Sentry's FF AC
Bite Damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9 vs. Orc Sentry
Whisper's 'Trip' CMB Attack: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 vs. Orc Sentry's FF CMD


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life

Jeeves does his best to sneak toward the enemy with his bow out, ready to fire the first time he is spotted.

Spending one point of Insipiration
Stealth: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (6) = 21

I also don't seem to have control over any of the figures in Roll20. Am I doing something wrong?


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste

Horek: Whisper is indeed Hasted. He gets the speed, +1 AC and +1 to hit and Reflex. So is Parvo. Seltyn is the only party member who is not. He doesn't want to get close, but instead take advantage of the darkness and distance. Darkvision is only 60'.

Jeeves: I can only move my character. You can't move Jeeves at all?


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life
Seltyn Sevenleaf wrote:
Jeeves: I can only move my character. You can't move Jeeves at all?

Nope. Can't move anything.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste

Are you using a phone? Eldric said he's had issues with it on a phone. I'm on a desktop, and no problem here.


Wounds (17) NL (3) HP (70) AC30 (27/24/19, +3 DB) Saves (16/16/10 +2 DB, +2 vs Fire) Divine Bond (1/1) Initiative (+7) Panache (6/6) LoH 2d6 (9/9) Fire/Cold/Acid/Electricity Resist (7)

Can see the map, but also can’t move. One solution I’ve seen done is to have top to bottom be labeled A-Z and left to right of grid labeled with numbers. That way a player can say “I start in A3. With 60ft movement, I go to C7, stopping adjacent to the orc sentry.” That way even with issues moving, it can be clear what is intended


Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 70 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Attack: +1 Obsidian Greataxe +13/+8 [+15/+10 when 'Raging'] (1d12 +7 [+10 when 'Raging']) | Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Attack: Bite +11 (1d8 +7) & Trip (CMB +12)

Awesome, thanks for the Haste on Whisper!


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life

Not on a phone and have tried with two different browsers.


Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 70 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Attack: +1 Obsidian Greataxe +13/+8 [+15/+10 when 'Raging'] (1d12 +7 [+10 when 'Raging']) | Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Attack: Bite +11 (1d8 +7) & Trip (CMB +12)

It's possible GM Chill just didn't grant the right permissions. Roll20 can be tricky with that sometimes. I've played a few real-time internet games on that software and inevitably somebody gets locked out of their token and it takes a few minutes of work to get the permission straightened out.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Horek Varshot wrote:
It's possible GM Chill just didn't grant the right permissions. Roll20 can be tricky with that sometimes. I've played a few real-time internet games on that software and inevitably somebody gets locked out of their token and it takes a few minutes of work to get the permission straightened out.

I bet that's it. Also, next level, Seltyn will be able to Haste all 8 of us.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Jeeves the Inimitable wrote:
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.

I think the idea is that we all got into position unnoticed, so we get a surprise round. And yes, it's a move or a standard, but not both. I forgot about that. I'll put Seltyn back where he was.


Dwarf Oracle 7 AC20, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste, False Life has expired
Jeeves the Inimitable wrote:
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.

My understanding was that we would be able to move to a starting position and then get the Surprise Round actions, which for Mazrak was to cast the Minor Image spell immediately after Seltyn's Fireball.


Jeeves the Inimitable wrote:
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.

Yes. You have either a standard action or a move action in the surprise round.


Horek@ In a surprise round you only get one attack (a standard action) so only the first strike applies right now. And yes, you are in position as long as you are not closer than thirty feet from any foe. Also, I will get a token for Whisper.

Jeeves@ under what name are you on roll20?

Mazrak@ you can move your figures into no closer than 30 feet from any foe.

Eldric@ what name are you on roll20?


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste

My idea was that Seltyn would cast the fireball and clear out the orcs, and that would start the surprise round. Eldric could run up to the giant and hit him once, but he wouldn't get a full attack until the normal round. I think he was confused because he couldn't move his character.


I know there is a bit of excitement in combat, but it would be less confusing if players only completed the round we are on in future. In the surprise round you can either do a standard or move action (free, immediate and swift also). A partial charge can be done.
Also, hopefully, all permissions on roll20 will work now


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD

Ok then, I will put Elnaril in position for where he will be for a surprise round but on Parvo will actually be doing anything.


M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC, 24 CMD

Parvo's surprise round action will be charging the orc guard standing on the rock.

Big Bite: 1d20 + 15 ⇒ (13) + 15 = 281d6 + 12 ⇒ (3) + 12 = 15


Wounds (17) NL (3) HP (70) AC30 (27/24/19, +3 DB) Saves (16/16/10 +2 DB, +2 vs Fire) Divine Bond (1/1) Initiative (+7) Panache (6/6) LoH 2d6 (9/9) Fire/Cold/Acid/Electricity Resist (7)

Sorry! I seem to have jumped the gun. My apologies


Dwarf Oracle 7 AC20, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste, False Life has expired

@Chillblame - Just to be clear, we were not able to move up before the Surprise Round. If so, then Mazrak would have not moved and cast his Minor Image after Seltyn's Fireball. Thanks.


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life

Jeeves fires off a shot at the nearest orc (marked as "Target of Jeeves"). Longbow attack vs. flat footed AC in 2nd RI: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12


Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 70 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Attack: +1 Obsidian Greataxe +13/+8 [+15/+10 when 'Raging'] (1d12 +7 [+10 when 'Raging']) | Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Attack: Bite +11 (1d8 +7) & Trip (CMB +12)

Oh, sorry if my attack confused things! I figured since Horek was first up in Round 1, I'd just throw up my surprise round as well as my Round 1 attacks all at once. In the future I'll definitely just do one round's worth of actions at a time unless you ask otherwise.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Eldric Lightbringer wrote:
Sorry! I seem to have jumped the gun. My apologies

No worries. You can position yourself where you like, and once the orcs are out of the way, you can charge the giant and give him a good whack. Everyone still has a 50% chance of missing you before they even make an attack roll, and you won't get hit in the surprise round at all, and you have 2 more rounds of the Displacement spell in effect. Then you full attack.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Seltyn Sevenleaf wrote:
Eldric Lightbringer wrote:
Sorry! I seem to have jumped the gun. My apologies
No worries. You can position yourself where you like, and once the orcs are out of the way, you can charge the giant and give him a good whack. Everyone still has a 50% chance of missing you before they even make an attack roll, and you won't get hit in the surprise round at all, and you have 2 more rounds of the Displacement spell in effect. Then you full attack.

Well, actually, you can't give him a good whack. Don't know why I said that. You get a move or a standard. Just get next to him. Full attack on your turn, and you go right before he does.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD

And partial charge. single move + 1 attack


Mazrak the Forlorn wrote:
@Chillblame - Just to be clear, we were not able to move up before the Surprise Round. If so, then Mazrak would have not moved and cast his Minor Image after Seltyn's Fireball. Thanks.

Not quite. I said you can place your characters as close as 30 feet from any opponent. That is your move up. You do not have to be that close, of course.


Surprise round
Horek shoots an arrow and it strikes the frost giant just as he was having a drink. He drops his drinking horn spitting wine.

Parvo sweeps in, savaging an orc-guard, who's scream of surprise ends in a gurgle, his throat ripped out. Enaril is heroic

Eldric rushes up to the frost giant, who towers above him, Bleeryly looking about.

Jeeves attacks but misses

Mazrak delays

Seltyn casts his fireball, exploding in the midst of a group of orcs. Most don't even get to scream.The dire boars wake, and are hurt, but are still alive.

Mazrak casts and creates an illusionary fire elemental, roars and hissing, seemingly created by the fireball.


Horek: 20
orc leader 2: 18
ogre leader 1: 17
Elnaril: 12
Eldric: 11
Frost Giant (Big Johann): 11
Jeeves: 9
orcs: 8
Seltyn: 7
ogres: 7
Mazrak: 6.5
orc leader 1: 5
ogre leader 2: 4

Note that as Mazrak delayed, his initiative has changed
Eldric has already acted


Dwarf Oracle 7 AC20, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste, False Life has expired

Round One

Mazrak will begin to ask for more help.

#s Summoned: 1d3 ⇒ 3

He will begin to cast Summon Monster III to add some fodder to keep the numbers busy. Cool roll! In Round Two he will add three Small Fire Elementals. The illusion will fade away at the end of Round Two.

Was a Haste put up before we started the Surprise Round. And if so, how long will it last?

AC23 HPs46 (False Life has expired. The Armor of Bones does not have to be a consecutive seven hours, but at least an hour at a time. He would not put up the armor until needed.) Edited:Mazrak gets a +3 for his Shield of Faith.


Human Ranger (Skirmisher) 6 / Barbarian 1 | Init: +2 | Per: +11 | Fort: +11, Reflex: +8, Will: +6 | HP: 70 (of 83) | AC: 20, FF AC: 18, Touch AC: 12 | CMD: 20 | Attack: +1 Obsidian Greataxe +13/+8 [+15/+10 when 'Raging'] (1d12 +7 [+10 when 'Raging']) | Animal Companion: 'Whisper' - Large Wolf (7 HD) | Init: +2 | Per: +6 | Fort: +9, Reflex: +7 (Evasion), Will: +3 | HP: 57 (of 57) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 24 (28 vs Trip) | Attack: Bite +11 (1d8 +7) & Trip (CMB +12)

OOC: GM, my Round 1 actions are already up in my previous post as well. Whisper's actions are also there. Let me know if I'm missing something though!


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD

Elnaril shakes his head clear of futures that may or may not come to pass and levels his crossbow at one of the ogres.
Light Crossbow: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 1 ⇒ (1) + 1 = 2

Barely skimming the ogre Elnaril grimaces while reloading.


M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC, 24 CMD

Parvo charges the ogres while snarling and latches his fangs on one of them
Big Bite: 1d20 + 15 ⇒ (3) + 15 = 181d6 + 12 ⇒ (3) + 12 = 15


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste

On his turn, Seltyn's intiative is tied with the ogres, but he gets to go first, and they haven't moved. He centers it to hit all the ogres, but not Parvo.

Fireball: 9d6 + 3 ⇒ (6, 2, 2, 4, 1, 6, 1, 6, 4) + 3 = 35
DC 20 Reflex save for half.

He then moves, drawing his sword.


Male M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life

Are we acting in initiative blocks? If so, I'll hold posting my actions until all the baddies that go before me have posted theirs.


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Jeeves the Inimitable wrote:
Are we acting in initiative blocks? If so, I'll hold posting my actions until all the baddies that go before me have posted theirs.

Yeah, if the ogres got to go before Seltyn, I'd wait to say what he's doing, because they would probably have moved from their lovely fireball formation. I just want to kill them soooo bad!


M Elf Wiz Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 M. Armor, Shield, Haste
Mazrak the Forlorn wrote:

Round One

Was a Haste put up before we started the Surprise Round. And if so, how long will it last?

Yes. The duration was extended by Elnaril's rod, so the duration is now 14 rounds. You've got 10 rounds left, by my count.


Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD

By the way, I forgot to add the penalty to hit for prone for Elnaril and the bonus to hit for prone for Parvo, but I don't think they will make much of a difference.


Mazrak the Forlorn wrote:

Round One

Mazrak will begin to ask for more help.

[dice=#s Summoned]1d3

He will begin to cast Summon Monster III to add some fodder to keep the numbers busy. Cool roll! In Round Two he will add three Small Fire Elementals. The illusion will fade away at the end of Round Two.

Was a Haste put up before we started the Surprise Round. And if so, how long will it last?

AC23 HPs46 (False Life has expired. The Armor of Bones does not have to be a consecutive seven hours, but at least an hour at a time. He would not put up the armor until needed.) Edited:Mazrak gets a +3 for his Shield of Faith.

Mazrak, three small fire elementals are near your character, and under your control. Place them where you want, within the limits of the spell


Horek Varshot wrote:
OOC: GM, my Round 1 actions are already up in my previous post as well. Whisper's actions are also there. Let me know if I'm missing something though!

There may be some confusion here. Last round was a surprise round, so only one attack. unless you did some other action. It is now round one


Init 18
Orc leader 2 Starts chanting, holding a skull tipped staff as he does so. He casts a spell onto orc leader 1.

spellcraft DC 23:
The spell is a bull's strength spell

DC modified for range and in combat.

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