GM Jhaeman's The Dark Menagerie (Inactive)

Game Master Jhaeman

Thornkeep: The Dark Menagerie

Maps & Handouts


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Bom:
You listen carefully, but either there's nothing on the other side or that door is thick enough to mask any sounds of movement on the far side.

Spackle:
You don't detect any unexpected magic in this room.

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

Hal looks around for magic items at the market, but can't find the item he is looking for.

"Hmmm. This town doesn't have quite what I'm looking for. Perhaps I will find what I need while on the adventure itself."

Hal heads back to the inn for some rest, waiting for the group to head out.
- - -

The next day (or whenever) he joins his comrades into the delve.

- -

"A bucket, a bell, and a floating helmet. Yep, I think I heard this joke before."
Hal sniffs the air.

Perception:
1d20 + 8 ⇒ (10) + 8 = 18

"Fortune favors the bold ladies and gents!"
Hal walks up to the floating helmet and, very gently, touches it with one finger.


Hal gently pokes the floating helmet with a finger, and his finger slides into it, meeting no resistance at all! The helmet doesn't seem to react in the slightest.

Hal:
You sniff the air, but don't notice anything beyond what you would expect.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Heightened Awareness,Blood Boiling Pill,Haste,Mirror Image (ext),Protection from Electricity,E.E.,Mage Armor,False Life,Ablative Barrier(50/50),Life Bubble,Overland Flight,Prest.,Contingency* |HP 82/82 |Temp19/19|First 5 points of damage is converted to nonlethal|AC 18 T 14 FF 14 |6 images|CMB +6 CMD 18|F +11 R +11 W +13|INIT+13|PER+16/+18 hidden objects|Darkvision 60' SM+8|Flight 70', Fly +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 4/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 1/2| Spells 1st 6/6, 2nd 5/6 ,3rd 4/6, 4th 4/4, 5th 2/3, 6th 2/2

Xilt looks around ready to proceed.

"Don't bother with the helmet. I am sure that its purpose will become revealed in time."


Male N Salt Mephit | Buffs:MIrror Image (Extended), Produce Flame (8 minutes),Haste, Protection from Electricity, Endure Elements, Mage Armor, False Life (16/16), Ablative Barrier (50/50). | HP 41/41 Temp 16/16|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|6 images|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|70' Fly +18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 7/10

The inquisitive outsider looks around the dungeon. He seems to hover with little difficulty.

"It looks like it could use some dusting in here. I have a cousin that would love it down here. I wonder what we are going to find?"

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 13; FF 23 | F +6; R +4; W +10 | CMB +5; CMD 17 | Speed 15 ft | Init +6 | Stealth +1 | Perc +17 Inquisitor 7

"Yeah let's move on"

Deldri helps search.

Perception: 1d20 + 15 ⇒ (2) + 15 = 17

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

"Well, that's a neat trick."

Hal turns to the western door. He checks it for traps.

Percpetion/Traps: 1d20 + 13 ⇒ (4) + 13 = 17

If he suspects a trap, he stops. If he does not suspect a trap, he opens the doors.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

No reason to check just once?

When Hal opens he door Bom stands with his spiked shield at the ready, but the other hand free.

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat will look for traps and listen for danger.

Perception : 10 + 21 = 31


Hal and Dat look over the door for traps, but neither find any. With Bom ready for battle at his side, Hal pushes the stone door, and it swings open with little effort. After all the preparations, what lies beyond is disappointingly mundane. In the unremarkable stone corridor, there’s a door to the north and, at the far western end, another door.

Dat:
Can you please place a token for Dat and his Deinotherium on the grid and Pathfinders slide (#2)? Thanks!

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom grabs a javelin in his free hand and then scans the area and then looks at Ulfur, wondering if the wolf smells anything odd.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30

Bom is going to assume every corridor and room has traps, so Bom is always going to wait for Hal to say it's clear.


Bom:
You don't notice any traps in the area immediately past the door. Glancing further down the hallway, you notice there seems to be some sort of decorations hanging around the far western doorframe. It's hard to tell what they are given the distance and angle though.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Heightened Awareness,Blood Boiling Pill,Haste,Mirror Image (ext),Protection from Electricity,E.E.,Mage Armor,False Life,Ablative Barrier(50/50),Life Bubble,Overland Flight,Prest.,Contingency* |HP 82/82 |Temp19/19|First 5 points of damage is converted to nonlethal|AC 18 T 14 FF 14 |6 images|CMB +6 CMD 18|F +11 R +11 W +13|INIT+13|PER+16/+18 hidden objects|Darkvision 60' SM+8|Flight 70', Fly +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 4/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 1/2| Spells 1st 6/6, 2nd 5/6 ,3rd 4/6, 4th 4/4, 5th 2/3, 6th 2/2

Xilt clears his throat from the back of the room.

"Bom. Would you open the first door to the right? I guess we can start there."

Checking for traps is fine but perhaps we can just have the GM roll (or assume a take 10) to move this along in the future?

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

I agree that a GM trap search would be nice, but I understand if the GM wants us to announce it.

Hal looks down the hallway.
Perception/Traps: 1d20 + 13 ⇒ (7) + 13 = 20

"Come on, fellas. I'm sure it's fine. There's a door right up here."

Hal moves up to the first doors on his left. He, stealthily, checks to see if they are unlocked and/trapped.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Perception/Trap: 1d20 + 13 ⇒ (8) + 13 = 21


Having established there are no traps in this part of the hallway or on the nearby doorway, you and your allies move into the corridor. With Hal and Bom in front, the door is flung open to reveal something you never expected to see here—a jungle!

Vibrant foliage creates thick walls of shrubbery that encase the chamber and sprawl across its center. You can even see the sky above, bright light filtering through the jungle canopy. The western side of the chamber is dominated by an enormous kapok tree that towers above the rest of the terrain. On the far side of the chamber across from you, a gap in the foliage leads into a dank, unlit stone cavern.

GM Dice:

Perception for Bom: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Perception for Spackle: 1d20 + 7 ⇒ (6) + 7 = 13
Perception for Hal: 1d20 + 8 ⇒ (3) + 8 = 11
Perception for Xilt: 1d20 + 13 ⇒ (3) + 13 = 16
Perception for Tzleztor: 1d20 + 9 ⇒ (3) + 9 = 12
Perception for Deldri: 1d20 + 15 ⇒ (4) + 15 = 19
Perception for Dat: 1d20 + 21 ⇒ (13) + 21 = 34
Perception for Ulfur: 1d20 + 4 ⇒ (1) + 4 = 5

Bom:
Ulfen tenses as it clearly smells other creatures in the chamber ahead.

Deldri:
Looking into the room, you realise that a patch of diseased-looking undergrowth in the center of the room is actually a camouflaged ooze of some kind! You can act in the Surprise Round.

Bom and Dat:
Looking into the room, you realise that a patch of diseased-looking undergrowth in the center of the room is actually a camouflaged ooze of some kind! And even more ominous, coiled around the large kapok tree is a large snake with two heads! You can act in the Surprise Round.

The following PCs may take one standard or move action in a Surprise Round:

Bom
Dat
Deldri

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom drops his javelin and pops (swift) his wand of lead blades, then casts it on himself as then drops the wand outside the door.

"You don't see that every day."

Spellcraft to see if this is an illusion: 1d20 + 5 ⇒ (14) + 5 = 19

"We got company...snake, ooze"

Knowledge Nature on snake: 1d20 + 7 ⇒ (17) + 7 = 24 Used HA for Init
Knowledge Dungeoneering on ooze: 1d20 + 8 ⇒ (18) + 8 = 26


Bom, my understanding of illusions is that you either have to study one carefully or interact with one in some way, and then you can get a Will saving throw to disbelieve. I don't think Spellcraft on its own is enough. Illusions are a complicated subject though, so if I'm wrong, someone please let me know.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

I haven't looked it up, so you are probably right. I'm just rolling in case it works as a substitute for something. if some skill I roll doesn't apply, no problem.

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat moves up to defend the group and enters Snake Stance to defend his new friends.

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

"Stop. Danger here."


Deldri shouts "Be careful, that diseased plant in the center has an ooze wrapped around it!" Deldri does Total Defense.

Botting Deldri as requested.


Dat and Deldri take up defensive positions, while Bom magically enhances his weapons. Inside the chamber, the snake seems to realise it has been spotted and hisses.

Initiative!

Hal
Deldri

Snake
Ooze
Bom
Xilt
Dat
Spackle

Bold may act!

GM Dice (Initiative):

Spackle: 1d20 + 2 ⇒ (1) + 2 = 3
Dat: 1d20 + 1 ⇒ (2) + 1 = 3
Hal: 1d20 + 8 ⇒ (16) + 8 = 24
Xilt: 1d20 + 11 ⇒ (1) + 11 = 12
Deldri: 1d20 + 5 ⇒ (18) + 5 = 23
Bom: 1d20 + 7 ⇒ (7) + 7 = 14
ooze: 1d20 + 3 ⇒ (14) + 3 = 17
snake: 1d20 + 2 ⇒ (16) + 2 = 18

Bom, this includes your expenditure of Heightened Awareness
All pets can go on the same round as their handlers. Please remember that pets aren’t robots, and role-play or make checks to direct them as necessary.

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

Hal 5 foot steps back a bit from the jungle scene. Drawing his rapier (which has Ghost Touch because it's super rad :), Hal begins to purr. It's a lovely purr, but at the same time makes everyone feel strong and focused. A purr that Inspires Courage.

Bardic Performance: Inspire Courage (+1/+1).


Identify Snake (DC 21 Knowledge: Arcana):
This large, two-headed snake is the rare and reclusive amphisbaena! The amphisbaena is a dreaded viper that is quite aggressive, attacking anything that enters its territories. Amphisbaena eggs are highly sought by animal trainers and collectors. If you exceed the DC by 5 or more, you may ask one question per increment.

Identify Ooze (DC 12 Knowledge: Dungeoneering):
This must be a garden ooze, animate acidic protoplasmic goos that hide within plantlife to ambush nearby living creatures. Unlike most oozes, though, they’re quick and chase fleeing prey. If you exceed the DC by 5 or more, you may ask one question per increment.


As Hal purrs and Deldri watches the western door to make sure no surprises ambush the party, the two-headed snake moves up next to Dat. One of the heads flashes down at him, but he easily dodges. Instants later, a blob of protoplasmic slime emerges from a diseased looking tree and an acidic pseudopod darts at the snake, but its thick scales allow it to emerge from the strike unscathed.

Bom:
I’ll need Knowledge (arcana) to identify the snake. You succeeded on the ooze, and to answer your first of two allowable questions, you don’t think it has DR to any weapon types.

GM Dice:

Attack roll (snake vs Dat): 1d20 + 8 ⇒ (1) + 8 = 9
Dat’s Snake Style Sense Motive: 1d20 + 24 ⇒ (3) + 24 = 27
Dat, I assume you wanted to use your immediate action since you were in Snake Stance.
Attack roll (ooze vs snake, w/ flanking): 1d20 + 5 ⇒ (12) + 5 = 17

Deldri does Total Defense. I play botted PCs very conservatively unless instructed otherwise.


Initiative! (Round 1, continued)

Hal
Deldri
Snake
Ooze
Bom
Xilt
Dat
Spackle

Bold may act!

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom pauses and has to convince himself he's seeing what he thinks he's seeing.

"Is that ooze attacking that snake? Maybe we see who wins?"

Delay until after the last person in this block goes.

Grand Lodge

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

Spackle begins to talk about the benefits of working together. "Alright now lads, seems we got us a chance ta work tagether on this. Let's be smart 'bout the whole thing!" As he talks, the bard flicks his wrist and a wand slides into his hand.

Song of the Fiery Dance, next round I will drop Obscuring Mist

Bardic Performance {Lingering Performance} round 1 of 25 || 24 Rounds remain (not including Linger Performance)]


Xilt, Dat, and Bom can all go. Tomorrow, we'll move on to round 2.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Heightened Awareness,Blood Boiling Pill,Haste,Mirror Image (ext),Protection from Electricity,E.E.,Mage Armor,False Life,Ablative Barrier(50/50),Life Bubble,Overland Flight,Prest.,Contingency* |HP 82/82 |Temp19/19|First 5 points of damage is converted to nonlethal|AC 18 T 14 FF 14 |6 images|CMB +6 CMD 18|F +11 R +11 W +13|INIT+13|PER+16/+18 hidden objects|Darkvision 60' SM+8|Flight 70', Fly +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 4/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 1/2| Spells 1st 6/6, 2nd 5/6 ,3rd 4/6, 4th 4/4, 5th 2/3, 6th 2/2

Xilt has a good look at the two creatures before him before deciding what to do.

Arcana: 1d20 + 18 ⇒ (11) + 18 = 29
Dungeoneering: 1d20 + 17 ⇒ (20) + 17 = 37

Questions. What Languaages (if any) can the snake creature understand? In terms of the Ooze please tell me special defenses, special attacks, immunities, resistances and special abilities if any.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom wants to give Xilt a chance to do whatever before possibly attacking the snake.

@Spackle - I don't know how much the obscuring mist is going to help against the ooze, these things do fight in the dark. Might want to hold off on that tactic.

Grand Lodge

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

@Bom Assuming that the snake would be effected if it comes to it. Besides, if I just drop the regular Inspire Courage, I will have superseded Hal's version, rendering it useless. This way you still get some bonus and we are not disadvantaged. If we can negotiate with the snake, not worries. Plenty of charges and resources left in either case.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

@GM - Still on Delay for Xilt and Dat, but unless someone directs Bom to attack the snake, after Xilt and Dat go, Bom will step up and go Total Defense for an AC of 27

Bom looks at Dat..
"What say we just keep this snake penned in and see if will kill that ooze for us?"

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 13; FF 23 | F +6; R +4; W +10 | CMB +5; CMD 17 | Speed 15 ft | Init +6 | Stealth +1 | Perc +17 Inquisitor 7

"Sounds like a good idea. Maybe the snake is friendly!"

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom can't imagine why a two-headed unnatural snake-like creature would be friendly, but he also can't stop wondering which end of the snake works as the exit.

Stuff goes in, but where does it come out?


Xilt:
The amphisbaena isn’t intelligent enough to understand any languages. Five things about the ooze in the categories you gave me: 1) It can release a terrible stench to sicken foes; 2) It can camouflage itself among diseased plants; 3) It is immune to acid; 4) It can operate effectively in total darkness, and can even strike invisible creatures; 5) It’s immune to all mind-affecting effects.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11|Buffs:Heightened Awareness,Blood Boiling Pill,Haste,Mirror Image (ext),Protection from Electricity,E.E.,Mage Armor,False Life,Ablative Barrier(50/50),Life Bubble,Overland Flight,Prest.,Contingency* |HP 82/82 |Temp19/19|First 5 points of damage is converted to nonlethal|AC 18 T 14 FF 14 |6 images|CMB +6 CMD 18|F +11 R +11 W +13|INIT+13|PER+16/+18 hidden objects|Darkvision 60' SM+8|Flight 70', Fly +25
Resources:
Shirt Re-roll 1/1,Slush Fund=50/50, Showman 1/1,Save Reroll 1/1,Arcane Pool 8/8, Spark Staff 10/10, Extend 4/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 1/2| Spells 1st 6/6, 2nd 5/6 ,3rd 4/6, 4th 4/4, 5th 2/3, 6th 2/2

"We will not be able to talk to the snake creature. Attack."

With those words he unleashes bolts of magical energy at the amphisbaena. He then moves in case these creatures advance on the party.

Magic Missile: 4d4 + 4 ⇒ (2, 3, 2, 3) + 4 = 14


Male N Salt Mephit | Buffs:MIrror Image (Extended), Produce Flame (8 minutes),Haste, Protection from Electricity, Endure Elements, Mage Armor, False Life (16/16), Ablative Barrier (50/50). | HP 41/41 Temp 16/16|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|6 images|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|70' Fly +18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 7/10

The plucky Mephit attempts to imitate his master pulling forth a wand of magic missiles.

"Take that Two-Snake."

UMD to activate Wand: 1d20 + 13 ⇒ (11) + 13 = 24

The wand activates and three missiles fly at the snake creature.

Magic Missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

He then flutters five feet closer to Xilt.

"Wait for me. You need me remember."

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down
Bom Skjold wrote:


Bom looks at Dat..
"What say we just keep this snake penned in and see if will kill that ooze for us?"

"YES!" he booms enthusiastically.

Dat shakes his headband free to reveal his third eye then flurry with his Sansetsukon.

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

After the attack he takes a 5ft step back.


The cascading magic missiles blast scales off the two-headed snake, while Dat's weaponry cut deep. The creature is badly hurt, but its twin sets of mouths hiss as poison drips from its fangs!


Initiative! (Round 2)
Hal
Deldri

Snake
Ooze
Xilt
Dat
Spackle
Bom

Bold may act!

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 13; FF 23 | F +6; R +4; W +10 | CMB +5; CMD 17 | Speed 15 ft | Init +6 | Stealth +1 | Perc +17 Inquisitor 7

Deldri casts bless to aid the party.

"This should help!"

fyi I have shielded caster teamwork feat so in combat everyone next to me gets a +4 on concentration checks

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

Continuing his purring performance, Hal loads and shoots a bolt at the two-headed snake.

Range Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

Damage: 1d8 ⇒ 8


Deldri’s magic fills everyone with confidence they can win the battle. Nonetheless, this is the first time the group has fought together, and Hal’s bolt goes astray as he has difficulty aiming with his allies in the way.

The snake gets soft cover, otherwise the bolt might have hit.


Although barely alive, the territorial two-headed snake knows only triumph or death. One fanged maw darts down at the ooze, while the other tries to taste Bom’s flesh! But both opponents easily avoid the attacks.

The amphisbaena is taking a 5’ step in between its two attacks.

GM Dice:

Attack roll (snake vs. ooze): 1d20 + 8 ⇒ (4) + 8 = 12
Damage roll (snake vs ooze): 1d8 + 2 ⇒ (8) + 2 = 10
Attack roll (snake vs. Bom w/ Total Defense: 1d20 + 8 ⇒ (3) + 8 = 11
Damage roll (snake vs Bom): 1d8 + 2 ⇒ (5) + 2 = 7


The strange ooze squelches forward for the kill! But the two-headed snake slithers out of the way just in time.

GM Dice:

Attack roll (ooze vs. snake): 1d20 + 3 ⇒ (11) + 3 = 14
Damage roll (ooze vs snake): 1d4 + 1d8 ⇒ (4) + (8) = 12


Initiative! (Round 2 continued)

Hal
Deldri
Snake
Ooze
Xilt
Dat
Spackle
Bom

Bold may go!

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom was admittedly confused. He had thought the group was content to let the ooze and snake fight for supremacy, but clearly the part had taken sides. But based on watching the two creatures go at it, the not-a-snake thing looked to be the more dangerous of the two.

"Alright, I suppose we kill the snake then...."

Longsword (main) + Inspire - TWF: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (Lead Blades) + Inspire: 2d6 + 5 ⇒ (4, 3) + 5 = 12

Iterative: 1d20 + 5 ⇒ (16) + 5 = 21
Damage + Inspire: 2d6 + 5 ⇒ (3, 1) + 5 = 9

Shield bash wSpikes (off hand) + Inspire - TWF + Shield Master): 1d20 + 12 ⇒ (14) + 12 = 26
Damage + Inspire: 1d6 + 3 ⇒ (2) + 3 = 5

If the snake is still alive, Bom orders Ulfur to defend him via Aid Another defense. I think this adds +2 to Bom's defense versus target, DC/AC is 10 but cover might make that 14.

Ulfur Aid attempt with Inspire: 1d20 + 7 ⇒ (10) + 7 = 17

Did not add any flanking bonus

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat Flurries with his Sansetsukon.

Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d10 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d10 + 8 ⇒ (9) + 8 = 17 .


Male N Salt Mephit | Buffs:MIrror Image (Extended), Produce Flame (8 minutes),Haste, Protection from Electricity, Endure Elements, Mage Armor, False Life (16/16), Ablative Barrier (50/50). | HP 41/41 Temp 16/16|DR 5/Magic|First 5 points of damage is converted to nonlethal|FH 2 Arid Env|AC 30 T 15 FF 26|6 images|CMB +6 CMD 19|F +4 R +6 W +7|Init +6|PER +14 DV 60' SM+1|70' Fly +18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 7/10

The Salt Mephit attempt to fire another volley of missiles but this time aimed at the Ooze.

UMD Wand-Magic Missiles: 1d20 + 13 ⇒ (4) + 13 = 17

"Whoops. It did not work this time."

The small outsider flies to catch up with his wizard master.

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