GM Jhaeman's The Dark Menagerie (Inactive)

Game Master Jhaeman

Thornkeep: The Dark Menagerie

Maps & Handouts


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Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The Mephit gives the wizard a rebellious look and begins to pout.

"You never want to get into the action. You always stay in the back and cast your spells. Don't you ever want to sink your claws into a creature once in a while? I know you do not have claws but you know what I mean."


The doors swing open to reveal a sun-drenched, dusty canyon. Layers of reddish rock create small plateaus that rise up in graduated ledges against the walls of the room, which appear to be impossibly high canyon walls. Tall natural rock pillars of orange stone rise up from the parched earth, all seemingly randomly dispersed throughout the barren landscape. One of these hoodoos soars well above the rest, easily rising thirty feet into the sky above. To the northeast, a fissure in the walls opens up and reveals a night sky full of stars in the distance.

Deldri notices there are tiny creatures hiding behind the pillars!

Deldri, you may take a move or standard action in this surprise round.

The plateaus start at 10’ high and rise in 10’ steps (with the highest at 30’). They require a DC 10 Climb check to scale.

GM Dice:

Perception (Tzleztor): 1d20 + 9 ⇒ (15) + 9 = 24
Perception (Xilt): 1d20 + 13 ⇒ (9) + 13 = 22
Perception (Dat): 1d20 + 21 ⇒ (3) + 21 = 24
Perception (Hal: 1d20 + 8 ⇒ (4) + 8 = 12
Perception (Spackle): 1d20 + 7 ⇒ (20) + 7 = 27
Perception (Bom w/ H.A.): 1d20 + 13 ⇒ (4) + 13 = 17
Perception (Ulfur): 1d20 + 4 ⇒ (10) + 4 = 14
Perception (Deldri): 1d20 + 15 ⇒ (14) + 15 = 29

GM Dice:

Initiative (Deldri): 1d20 + 5 ⇒ (7) + 5 = 12

Initiative (Bad Guys Type 1): 1d20 + 5 ⇒ (20) + 5 = 25

Initiative (Bad Guys Type 2: 1d20 + 1 ⇒ (13) + 1 = 14

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

"Look guys there's creatures there!" He points.

Deldri casts effortless armor.

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 will use his HA for Init


Initiative (Round 1)

Bad Guys 1
Hal
Bad Guys 2
Xilt
Deldri
Dat
Bom
Spackle

Bold may go!

GM Dice:

Initiative (Bom w/ H.A.): 1d20 + 7 ⇒ (2) + 7 = 9
Initiative (Xilt): 1d20 + 11 ⇒ (2) + 11 = 13
Initiative (Dat): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Hal): 1d20 + 8 ⇒ (14) + 8 = 22
Initaitive (Spackle): 1d20 + 2 ⇒ (3) + 2 = 5


Identify Dog-headed Creatures (DC 10 Knowledge: Nature):
These are pugwampis. Pugwampis are gremlins who delight in causing mishaps and unlucky incidents on those around them. Their “jokes” can often be dangerous. You may ask 1 question for every 5 by which you exceed the DC.

Identify Insectoid creatures (DC 11 Knowledge: Nature):
These are vexgits. Vexgits are maniacally destructive fey who delight in scrapping and sabotaging the works of larger races. You may ask 1 question for every 5 by which you exceed the DC.

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 attempts to identity the creatures, moving into the room for a better look.

Dog-headed:
Nature: 1d20 + 1 ⇒ (2) + 1 = 3

Insectoid:
Nature: 1d20 + 1 ⇒ (3) + 1 = 4

"I don't believe I've ever seen creatures like these before. However, I can always come up with a brief ditty about them in the moment."

Hal begins to sing about the creatures and how they are about to die.

Bardic Performance: Inspire Courage +1/+1


Maniacal giggling comes from behind the pillars, as Hal steps into the room. The pillar to the northeast sways a bit but doesn't fall, leading to groans of disappointment from the insectoid creatures behind it.

Secret GM Dice:

Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14


Initiative (Round 1)

Bad Guys 1
Hal
Bad Guys 2
Xilt
Deldri
Dat
Bom
Spackle

Bold can go!

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 steps into the room and snaps off a shot.

Nature: 1d20 + 8 ⇒ (5) + 8 = 13
Nature: 1d20 + 8 ⇒ (5) + 8 = 13

"Pugwumpis 'n vexgits. That there's a combination sure ta ruin a day. Them pugwumps 'r all fer makin' some bad luck 'n dangerous traps they be callin' 'jokes'. Ain't nuthin' funny 'bout 'em though. The vex'ees there enjoy fightin' larger races, me included. Sure'n they're spoilin' fer a fight."

Hornbow vs BLACK {PBS/IC}: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Damage {PBS/IC}: 1d10 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8

Added color outlines to the 'badguys'

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)

Nature: 1d20 + 7 ⇒ (4) + 7 = 11

Nature: 1d20 + 7 ⇒ (6) + 7 = 13

Going to Delay until the people in front have a chance to clear out and then decide where I'll move to/what I'll do

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 moves and readies an attack if the bad guys coming in front of him.

attack: 1d20 + 7 ⇒ (19) + 7 = 26

damage: 1d3 + 2 ⇒ (3) + 2 = 5

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
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 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt enters the room to see what they are up against before deciding on his action (Standard).

Knowledge Nature Dog Headed DC 10: 1d20 + 14 ⇒ (15) + 14 = 29
Knowledge Nature Insect DC 11: 1d20 + 14 ⇒ (12) + 14 = 26

Questions for both types are 1)Spell Like Abilities, 2)Supernatural Abilities and 3)Special Attacks


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The action loving Mephit flies into the room. He flies over his enemies and begins to draw all the moisture in the room

"I do not know how these guys are going to taste as jerky but let us find out."

Dehydrate Fortitude DC 14 1/2 damage. 20' area of effect from Mephit: 2d8 ⇒ (2, 8) = 10

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 delay not wanting to step out and interfere with readied actions.


Spackle’s arrow flies true and catches one of the little dog-headed gremlins in the throat! The pugwampi collapses to the ground, dying. The other pugwampis start to chatter.

Undercommon:
”That was so mean! Tall folk just can’t take a joke! Get them!”

Tzleztor flies into the room, fighting foes smaller than he is! He draws the moisture out of the air, to devastating effect on the vexgits and puwampis. Two collapse, their skin dry and leathery, while the others look so hurt a feather could blow them over.

GM Dice:

Fortitude Save (Pugwampi A): 1d20 ⇒ 3
Fortitude Save (Pugwampi C): 1d20 ⇒ 17
Fortitude Save (Pugwampi D): 1d20 ⇒ 14
Fortitude Save (Vexgit A): 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude Save (Vexgit B): 1d20 + 2 ⇒ (1) + 2 = 3


Xilt:
You know both types of gremlins can use prestidigitation. Pugwampis create bad luck in those around them (forcing rerolls of d20s), while vexgits can speedily dismantle things. Neither have any special attacks.

Xilt, Dat, and Bom can still go and then we'll proceed to Round 2. So far you guys are being shown up by a familiar :)

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 gives command to Ulfur to follow as he advances into the room, drawing one of his cold iron chakram. Taking advantage of his long stride enchantment, he reaches the creature on the right red and attempts to hammer it with the cold iron spikes on his shield.

Shield Bash+Power Attack: 1d20 + 9 ⇒ (6) + 9 = 15

Damage (Cold Iron spikes): 1d6 + 8 ⇒ (4) + 8 = 12 Using shield as primary weapon, so full STR bonus +lvl 6 PA, I think is another +4

Saw there are some pugwampi there and I OOC know about their aura, so...

Shield Bash+Power Attack (unluck): 1d20 + 9 ⇒ (6) + 9 = 15

Shield slam makes this a Bull Rush with the attack as the maneuver roll, which I will use if there is a solid wall behind the creature...in which case the creature is knocked prone.

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 enters snake stance crouching low then runs over and attacks.

Attack: 1d20 + 14 ⇒ (8) + 14 = 221d20 + 14 ⇒ (2) + 14 = 161d4 + 8 ⇒ (1) + 8 = 9

Ears the Deinotherium attempts to trample the Pugwampis.

Trample Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15 DC 23 Ref for half.


Bom strides into the room and slams his spiked shield into the sole remaining vexgit, impaling it! The fey’s corpse has to be manually removed. Simultaneously, Dat’s deinotherium tramples the pugwampis into sticky paste. With the gremlins dead or dying, a moment’s glance shows they had been chipping away at the pillars, hoping to push them over on you!

Even if they made the save, the trample damage is enough to finish off the pugwampis.

We’re off initiative.

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 was short work. Nicely done, everyone."

Hal searches the room for anything of interest.

Perception:
1d20 + 8 ⇒ (13) + 8 = 21

If he finds something he stops to look at it.

If nothing to be found, he heads toward the next tunnel/passageway.

"Where do you think this leads to? Curious. Always curious."


Hal searches the room carefully. You notice he stops at the large, 30' tall hoodoo to the southwest. There are strange striations in the rock.

DC 20 Knowledge: Nature or Profession (Minor):
These are veins of mithral ore! With a few hours' work, you could easily chip away a few pounds of the valuable mineral.

Hal:
As you carefully inspect the barren landscape, your vision blurs for a moment. You blink several times and realise there's a magical overlay of a rugged wilderness scene over what is really just a normal chamber. Where once you saw an orange-rock hoodoo, now you see a circular stone pillar. Where once there were layers of reddish rock creating strange plateaus, now there's just simple stone blocks built to create terraces leading up to a ramp. You're now able to see both the illusion and the underlying reality in this chamber.

Secret GM Dice:

Will save: 1d20 + 4 ⇒ (18) + 4 = 22

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

Know nature: 1d20 + 9 ⇒ (18) + 9 = 27

Deldri points with excitement.

"Hey guys! These are veins of mithral ore! That's work a lot!"

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
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 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt nods.

"Yes. I say we clear out this level and then come back to mine the ore. It makes no sense to do it while monsters are about."

He looks around.

"Is everyone ready to continue?"

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 stows his chakram and cleans off the vexgit. At the mention of mithral, Bom's eyes sparkle at the thought of a mithral...anything as he inspects the hoodoo.

K. nature w Guidance: 1d20 + 8 ⇒ (2) + 8 = 10

Bom shrugs. "Well, I can't see it, but if you say it's there. Still, I am not so sure we are seeing what we are seeing. So I agree with the half-orc. Let's clear this place out from end to end. If this be a real and not some arcane trick, then we come back and see what we can find."

Once the group decides to move on, Bom uses his wand of HA again.

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 is happy to move on. He will cast greater magic fang on himself. Using anointing oil and place magic to increase the caster level to 8 for a +2 bonus.

"Yes."

Dat scans into the next room with spirit sight.

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

"Things are not what they complete appear to be here. The scenery here is just an illusion. Perhaps it's like that for all of these chambers. Hmm. I doesn't seem to be harming us though. I'm not too worried about it. Let's keep going."

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

The bard considers what he knows about illusionary magic. "Thought I learnt that them kinda spells kin only effect sumthin' with smarts so they kin understand it. Ifin' that's bein' true, it means that alla these 'r meant ta be filled with thinkin' creatures, amIright?. Can't 'magine they're gonna be too happy 'bout seein' anybody."

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

Will: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23

Dat stares very hard looking for anything that seems like a facsimile.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
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 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt draws forth a rod and a tiny piece of metal to fortify his spell.
He speaks a word of power and a moment latter he is no larger than a halfling. He places his rod of extend back in his pack and draws forth a rod of intensify.

Reduce Person (extended) with power component - duration 16 minutes.

The diminutive wizard is whisked away by his familiar and flown over the elevated terrain.


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The Mephit sighs as he is turned into a pack animal by his master.

"This is so humiliating. Perhaps I need to start my own union or something?"


Dat:
You extend your senses into the next room, but nothing in particular registers. As you study the area carefully, however, you realise a thin magical veneer has been placed over the chamber: the “night sky” is an ordinary stone ceiling, the “dead trees” at the base of the cliffs are manufactured stone pylons, and so forth.

For the purposes of buffs everyone, I’m going to say it’s been about five minutes since you entered the dungeon.


As you walk into the next chamber, you realise you’ve come into the same “night sky” chamber you saw before only this time you’re on top of the cliffs. The cliffs descend to hard dirt 40’ below, a landscape intermittently dotted with dead trees. To your left, a set of natural stairs descends to the ground. Ahead, to the north, a wooden door is set into the black rock wall.

The ground you’re walking over seems to shudder for a moment. Instants later, animated piles of mud seem to flow out from the rock and congeal into a rough semblance of humans. The dripping piles of sludge have cut off escape, and raise up limbs to strike!

Initiative (Round 1)

Dat
Xilt
Bom
Spackle
Hal

Mud Monsters
Deldri

Bold may go!

GM Dice:

Initiative (Deldri): 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Bom w/ H.A.): 1d20 + 7 ⇒ (8) + 7 = 15
Initiative (Hal): 1d20 + 8 ⇒ (5) + 8 = 13
Initiative (Spackle): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Xilt): 1d20 + 12 ⇒ (3) + 12 = 15
Initiative (Dat): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Mud Monsters): 1d20 ⇒ 13


Identify the Mud Monsters (DC 13 Knowledge (Planes):
These are mud elementals. They are outsiders normally dwell at the points where the elemental plane of earth meets the elemental plane of water, and are scorned by denizens of each.

Identify the Mud Monsters (DC 18 Knowledge (Planes):
You know an additional piece of useful information: Mud elementals are immune to acid!

Identify the Mud Monsters (DC 23 Knowledge (Planes):
You know yet another additional piece of useful information: Mud elementals can entrap creatures with their own bodies, leaving targets entangled and, eventually, helpless!

Identify the Mud Monsters (DC 28 Knowledge (Planes):
You know yet another additional piece of useful information: Mud elementals can easily flow in and out of the ground, and detect any creatures in contact with it.

The Exchange

Male N Half-Orc Wizard (Exploiter Archetype) 11| |HP 82/82|AC 12 T 12 FF 10|CMB +4 CMD 16|F +11 R +10 W +13|INIT+9|PER+14/+16 Darkvision 60' SM+8|
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 6/6, Persistent 3/3. Pearls 1st 6/6 , 2nd 2/2| Spells 1st 6/6, 2nd 6/6 ,3rd 6/6, 4th 4/4, 5th 3/3, 6th 2/2

Xilt looks at the Mud Monsters trying to remember what he might have read about them. He then remembers that they were part of a paper that he wrote for the academy on extra-planar creatures.

KS-Planes: 1d20 + 19 ⇒ (16) + 19 = 35

Please include any one detail about the mud men that you find personally interesting as his check is 35.

Xilt sighs as he considers his options. He lets loose yet another volley of magic missiles at the Mud Monster next to Dat.

"Be careful. They can entangle you in their mud. Tzleztor if you please."

Magic Missile: 4d4 + 4 ⇒ (1, 4, 2, 1) + 4 = 12


Ha, nice roll!

Identify the Mud Monsters (DC 33 Knowledge (Planes):
Mud elementals that are larger than the ones you see tend to adopt non-humanoid forms--they may look like massive worms or frogs!


Male N Salt Mephit | Buffs: | HP 41/41|DR 5/Magic| FH 2 Arid Env|AC 25 T 14 FF 22|CMB +5 CMD 18|F +4 R +5 W +7|Init +6|PER +14 DV 60' SM+1|30' Fly 40'+18 Stealth+20|Improved Evasion,SR 16
Resources:
Summon Mephit 1/1, Breath Weapon 1/1, Glitterdust 1/1, Dehyrdate 1/1, Ember Staff 10/10

The Mephit spends his entire turn air lifting his master far off the ground (40' high).

"You get to have all the fun and all I get to do is lift."

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

The bard knocks an arrow as he begins to encourage his allies.

"C'mon lads. Time ta give 'em what for!"

Begin Inspire Courage. +2 to hit, +2 to damage, +2 to saves vs FEAR.

2nd of 25 rounds. 23 rounds of Bardic Performance remain

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 5ft up to mudman. He dual wields, slice and dice.

Rapier Attack: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Rapier Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Short Sword Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Short Sword Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

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 again to help the party.

Know planes: 1d20 + 8 ⇒ (17) + 8 = 25

"Hey guys don't use acid on these mud people and watch out they can grab you!"

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 calls out to the Inquisitor, "Could you step to the side"

Can Deldri take a 5' step to his right so Bom can try to set up a flank with the wolf?

To speed this up, I'm going to assume Deldri can either 5' step to the side, or 5' step back

Bom looks down to Ulfur, "Now's your chance to have some fu...what is that you are eating? Did you grab one of those dried up fey?" Bom shakes his head as Uflur seems to swallow what must have been one of the pugwampi. "How does that taste anyway?" Before the wolf can answer, Bom moves forward, drawing his sword and whistles Uflur to flank and attack.

Uflur gets a running start and easily leaps over the steps behind the elemental I think it's a 5' jump and Ulfur auto-succeeds with a +18 or so, where upon he turns and tries to bite the elemental.

Bite with Flank + Inspire + Bless: 1d20 + 6 + 2 + 2 + 1 ⇒ (3) + 6 + 2 + 2 + 1 = 14
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Trip if Bite hits: 1d20 + 11 ⇒ (7) + 11 = 18

With Uflur in position, Bom swings for power

Adamantine Sword with Flank + Inspire + Bless - PA: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (20) + 11 + 2 + 2 + 1 - 2 = 34
Damage+PA+Inspire: 1d8 + 5 + 4 + 2 ⇒ (2) + 5 + 4 + 2 = 13

Crit Confirm: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (7) + 11 + 2 + 2 + 1 - 2 = 21
Damage+PA+Inspire: 1d8 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12

Oh wait. Elementals are immune to crits and flanking...oh well, that 20 still hits.

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 seeing a creature right in front of him flurries. Attempting to destroy the body and return it to its plane.

UAS: 1d20 + 14 + 1 + 1 ⇒ (5) + 14 + 1 + 1 = 21
Damage: 1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13

UAS: 1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31
Damage: 1d4 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Ears trumpets from his trunk before attacking.

Tusk: 1d20 + 11 + 2 + 1 ⇒ (9) + 11 + 2 + 1 = 231d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Slam: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 232d6 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15

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

Just as a reminder to everyone, between my Inspire Courage and Deldri's Bless, you are all +3 to hit, +2 to damage & +2 to saves vs FEAR

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

I got them in my numbers.

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)

@Dat - Shouldn't the icon for the Deino be 2x2 squares as a large creature?


Magic missiles slam into one of the mud creatures, weakening it enough for Dat to finish it off with a flurry of blows! Meanwhile, Bom and his wolf splatter mud everywhere—but their foe still stands.

The remaining mud monster tries to flow over Bom, but the Ulfen slides easily out of the way.

I know it’s a bit confusing from the map, but you’re basically on a narrow land-bridge over the valley floor 40’ below. You have to stay single-file (unless you’re flying), and large creatures will be squeezing. I’ve readjusted the minis a little.

Deldri, you went out of turn and wouldn’t have been able to 5’ step. I don’t want to try to re-create the initial situation, so we’ll just go with it.

GM Dice:

Attack roll vs. Bom: 1d20 + 7 ⇒ (3) + 7 = 10


Initiative (Round 2)

Dat
Xilt
Bom
Spackle
Hal

Mud Monsters
Deldri

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 waits for Ulfur to attack, hoping the wolf can topple the mud creature.

Ulfur Bite + Inspire + Bless: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Damage+Inspire: 1d6 + 5 ⇒ (5) + 5 = 10

Trip: 1d20 + 9 ⇒ (15) + 9 = 24

Guessing that might do it, but will not include a prone modifier in my attack.
"Ulfur, you can have all the fey jerky you want!"

Bom goes to work on the mud man, trying to make Gorum notice.

Main Attack+Bless + Inspire - TWF - PA: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Iterative: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Shield Bash+Bless + Inspire - PA: 1d20 + 12 ⇒ (11) + 12 = 23
Damage+Inspire+PA: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8


Ulfur knocks the mud monster onto its back! It's barely maintaining consistent form when Bom steps in and makes Gorum proud.

The area is covered in splotches of inert mud, and everything seems safe again.

We are off Initiative. Speedy work guys!

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)

With the threat having been dissolved, Bom speaks up. "Perhaps we should search this area."

Bom takes a look around from the ridge.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

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