GM Badblood's Deluge of the Drowned God #9-22 (1-5) (Inactive)

Game Master Lance K

This is a first edition Pathfinder scenario. It will be run for Pathfinder Society credit and you will need a PFS legal character that is level 1-5.


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Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa will follow Zalgrim. She'll poke around. Make sure there are no more crabs around - none hiding in any corners.

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke will follow. He'll cast light on an arrow and fire it into any dark patches.

Sovereign Court

The Dragon's Demand

The party climbs through the hole in the side of the ship and into the hold. The air is dank and briny and the floor boards are covered in algae and the bony remains of fish that were washed in by the tide. Ten small sodden chests, each with a tin name plate on it are in the aft of this small space. There is a short stairway leading upward.

Light from the breeched hole dimly illuminates the hold, but Bocke's arrow lights the hold sufficiently. The chests are unlocked and only contain wet clothing and few other valueless trinkets and keepsakes, including letters that have been destroyed by the seawater and a cheap brass locket containing a lock of curly black hair.

Perception DC 16:
The sound of a footsteps can be heard from the mid deck above.

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

perception: 1d20 + 6 ⇒ (4) + 6 = 10

Bennett picks up the locket, Someone may miss this. Hopefully we can return it to this person's family.

Made my way onto the map.

The Exchange

Zalgrim Perception: 1d20 ⇒ 14
Pyrha Perception: 1d20 ⇒ 15

Zalgrim follows suit with light, picking up a nearby pebble and turning it into a makeshift torch. ”Is that hair coming out of the locket? Gnarly.”

Zalgrim makes his way over to the chests and begins inspecting them, wary of traps before opening them. Perception: 1d20 ⇒ 9

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Bedisa stops in her tracks. She hears a faint creak from the deck above. And another creak. And another. Footsteps. She puts her fingers to her lips to try to quiet her companions.

Do you hear that? she whispers while pointing upstairs. Footsteps up above.

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Perception: 1d20 + 0 ⇒ (16) + 0 = 16

I heard that too. We're not alone here. Most probably foes.. Raiders looking for some loot, maybe?

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Hopefully not more crabs.. Bedisa moans - she hates crabs now!

Maybe one of us should scout up and see what's making the noise.


CN Eidolon 1 | HP 2/9 | AC:15 T:11 FF:14 | CMD 14 | F+3 R+1 W+2 | Init +1 | Perc +0 SM+0 | Darkvision | Conditions: 5 non-lethal damage, Unconscious

”I volunteer. If it’s an ally, all the better. If it’s a foe, then I let myself be slain so I might finally be rid of this dullard,” she motions to Zalgrim, ”if only for a short while.”

The Exchange

”Pyrha and I can communicate telepathically as well. She can relay back information about our foes without giving away our presence.”

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

"Pyrha, allow your death to be one more meaningful than a scouting errand," Bocke insists. "Let's all go together."

Dark Archive

Female LG Elf Arcanist 3 | HP 15/15 | AC 13, T 12, FF 11 | CMB +0, CMD 12 | Fort +1, Ref +3, Will +4 | Init +3 | Perception +8, Sense Motive +5 | Spells 1: 5/5 | Arcane Pool 5/6 | low light vision | Speed 30ft | Active conditions: none

Finishing with her casting of Heightened Awareness, Professor Masaendri enters the hold last.

Perception: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

How come I didn't notice that? Huh. Perhaps this spell only does so much. Interesting. She murmurs to those nearest her: "It is unlikely to be an ally. Seeing one of us will alert them to our presence just as well as seeing all of us. Better to all go at once, so they don't have time to prepare any nasty surprises." Finishing with a shooing gesture with her hands, the Professor indicates that she wants others to go first.

The Exchange

Zalgrim snickers at his Eidolon, whispering, ”Looks like you’re stuck with me a bit longer.” He directs his attention to the party, continuing. ”Alright alright, so who’s leading the charge? I’m itching for some action.”

Sovereign Court

The Dragon's Demand

It sounds like the plan is to all go up the stairs together? I will post follow up later tonight. Declare any other preparations you'd like to make!

The footsteps sound like the heavy footfalls of a large person in boots, and not like the scuttling sound of chitin on wood that a giant crab would make.

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

Bennett will take out a wand and cast the spell on his bow.

UMD for wand of Gravity Bow: 1d20 + 9 ⇒ (11) + 9 = 20

The Exchange

Zalgrim takes a wide stance and magic tracers begin to float around as he incants a spell. After several seconds, his casting completes. Casting Shield when the party is ready to breach. To make sure I understand, the wand of Cure Light Wounds we discovered isn’t something we get to keep, and is something “extra” for us to use before the end of the adventure, correct? I don’t want to waste resources that will affect our lasting wealth.

”I just can’t help myself, there’s no rush like jumping in and mixing it up face-to-face. If you need me out of the way, just say the word. I’ll try and keep myself from blocking your shots.” Zalgrim stretches dramatically and hops up and down, hyping himself up for the fight.

Sovereign Court

The Dragon's Demand

Right. You don't keep any items you find and any ongoing conditions you pick up need to be resolved between adventures. You will get some gold on your chronicle sheet that you can spend between adventures. The nice thing about finding a wand or scroll during an adventure is that it might be a higher level or be partially charged, so if it ends up on the chronicle sheet you can buy it.

The party advances up stairs, ready for a fight. Bennett casts a spell on his bow and slips the wand back into his belt. Zalgrim casts a shield spell on himself and (I'm assuming) Bocke retrieves his lit up arrow. The noise from the spellcasting seems to excite whatever is stepping around above as the footsteps get louder. It's clear that there is more than one creature above.

GM Rolls:

Bennett: 1d20 + 3 ⇒ (4) + 3 = 7
Bedisa: 1d20 + 2 ⇒ (7) + 2 = 9
Professor M: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Bocke: 1d20 + 6 ⇒ (15) + 6 = 21
Eredur: 1d20 + 2 ⇒ (18) + 2 = 20
Zalgrim: 1d20 + 3 ⇒ (18) + 3 = 21
Pyrha: 1d20 + 1 ⇒ (15) + 1 = 16
Zombie: 1d20 + 0 ⇒ (2) + 0 = 2
Zombie: 1d20 + 0 ⇒ (19) + 0 = 19
Zombie: 1d20 + 0 ⇒ (5) + 0 = 5
Zombie: 1d20 + 0 ⇒ (1) + 0 = 1

As the party emerges from the stairwell they see several dark shapes shuffling around the room. The closest one shambles forward and moans loudly as it sees the party. The other three turn towards them and begin to shamble forward.

This large space takes up most of the ship’s below-deck area and is still strung with almost a dozen crew hammocks, though some have been sliced through and hang limply from their tethers. Light is dim here, filtered through the cracked glass of a few filthy portholes. Stairs aft lead up to the main deck.

The cannons will count as difficult terrain to move through. I am assuming that the Professor used Heightened Awareness for the initiative bonus. Bold may act first.

Round 1
Professor M
Bocke
Zalgrim
Eredur

Corpse with yellow sash
Pyrha
Bedisa
Bennett
Corpse with turquoise necklace
Corpse with red pants
Corpse with purple scarf

The Exchange

”Oh blast it! Zalgrim curses when he sees that his enemies are undead. ”Zombies. I can work with Zombies at least.” He dashes past Bennet and slides under the cannon, taking a position near the corpse with the red pants.

”These pants are a little too nice for a bloke as ugly as you. I think I’ll take them.” His hand grabs the belt loop of the corpse and yanks down...

Dirty Trick vs CMD: 1d20 + 6 ⇒ (16) + 6 = 22

...entangling the shambling idiot in his own trousers. For good measure (if not just fun), Zalgrim drives his heel into the zombies groin.

Nonlethal damage he’s most likely immune to: 1d6 + 5 ⇒ (6) + 5 = 11

Zalgrim does provoke an attack of opportunity from his target.

Entangled Condition:
-2 to attack rolls, -4 to Dexterity, Concentration Check DC 15+Spell Level to cast spells. Move Action to remove the condition, otherwise lasts one turn plus an additional turn for every 5 it surpasses CMD.

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

"Those aren't ... oh Nethys ... oh no ..."

Bocke will voluntarily take the shaken condition as he faces undead. As part of his backstory, he used to be a tomb robber, until he encountered undead and quit. He'll lose the shaken condition when he personally kills one. Even though he's seen them fall before, he's not quite convinced that they can re-die.

Bocke steps up and fires an arrow at Red.

Longbow, PBS, shaken: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15
Piercing, PBS: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Dark Archive

Female LG Elf Arcanist 3 | HP 15/15 | AC 13, T 12, FF 11 | CMB +0, CMD 12 | Fort +1, Ref +3, Will +4 | Init +3 | Perception +8, Sense Motive +5 | Spells 1: 5/5 | Arcane Pool 5/6 | low light vision | Speed 30ft | Active conditions: none

"Ah, yes. Fortunately, I have a spell prepared to deal with these things. Excuse me." Professor Masaendri scoots past Bennet to a spot where she can aim a spell at the zombie with the red pants.

Disrupt Undead vs. Touch AC: 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 5

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

From the back, Eredur sends a dart of pure energy ,using one of his wands, while giving any information he can recall on these undead

Know religion on zombies: 1d20 + 7 ⇒ (13) + 7 = 20
Magic missile on Red zombie: 1d4 + 1 ⇒ (1) + 1 = 2

MM Wand 49/50

The Exchange

I only just noticed that your post says "The cannons will count as difficult terrain to move through." I misread them as simply being difficult terrain. Was my positioning okay?

Sovereign Court

The Dragon's Demand

Professor M, I might be missing something, but your attack roll for your rays are based on your Dexterity and base attack bonus. Funny thing is that it still hits.

The Professor steps forward and blasts a ray of disrupting light and then Bocke finishes it off with an arrow straight to the chest. The zombie explodes, splashing foul seawater and the rotting marine life that was inside it all over the deck.

Eredur aims his wand at the closest zombie but seeing it go down he redirects his shot at the next shambler. Zombies are very common and every Pathfinder learns about them but Eredur can tell that these are a variant kind of zombie. Now that the party has gotten their attention he can see that they are moving much faster than a typical zombie. On the other hand, they seem to lack the resistance to damage that a typical shambling zombie has, which explains how Bocke's arrow caused so much damage. Otherwise, they have the kinds of communities that any mindless undead creature has, such as immunity to charms, being knocked them unconscious, or poisoned.

Zalgrim thinks that it would be hilarious to pull down the pants of the lead zombie, but sadly it falls apart before he is able to take more than a few steps towards it and has to reconsider his options.

Round 1
Professor M
Bocke
Zalgrim
Eredur
Corpse with yellow sash -2
Pyrha
Bedisa
Bennett
Corpse with turquoise necklace
Corpse with purple scarf

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

"They do die!"

Bocke regains his confidence.

LOL that was quick! That condition had persisted through 2-3 undead battles at level 1!

The Exchange

Zalgrim finishes his slide and launches a splash of acid at the corpse with the yellow sash.

Moving my 5 remaining available feet (counting the difficult terrain)

Acid Splash vs Touch AC: 1d20 + 3 ⇒ (9) + 3 = 12

”Just wait until I get there you undead bastards!”

The Exchange

Whoops. Forgot to roll damage in case it hits.

Acid Splash: 1d3 ⇒ 1

Sovereign Court

The Dragon's Demand

Acid splash: 1d3 ⇒ 1
Zalgrim knicks the zombie with a wee bit of acid. The slightly damaged undead sailor shambles forward towards the largest mass of adventurer's, taking a swing with both arms at Bedisa.

Slam, charge: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Slam, blunt: 1d6 + 4 ⇒ (6) + 4 = 10

The swing is clumsy but hits with the force of an earthbreaker, almost knocking the berserker to the ground with it's power.

Round 1
Professor M
Bocke
Zalgrim
Eredur
Corpse with yellow sash -3
Pyrha
Bedisa -10
Bennett

Corpse with turquoise necklace
Corpse with purple scarf

You know how this works.


CN Eidolon 1 | HP 2/9 | AC:15 T:11 FF:14 | CMD 14 | F+3 R+1 W+2 | Init +1 | Perc +0 SM+0 | Darkvision | Conditions: 5 non-lethal damage, Unconscious

Pyrha circles around back, pushing past Professor Masendri with a hushed apology, and hurdles over the cannon into a flanking position with Bocke.

"Undead scum." Pyrha let's loose a battlecry and slams her greataxe down in an overhead swing targeted at the yellow sash wearing zombie.

Greataxe, Flanking: 1d20 + 6 ⇒ (17) + 6 = 23
Greataxe Damage: 1d12 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Ouch. That really hurt.

Enter a bloodrage. Does Dutiful Strike go off? Usually bloodrager's powers only activate when they bloodrage. Would this activate since Bedisa was attacked?

Bedisa will swing down her sword with all her might.

Longsword w/ Power Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Longsword Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Sovereign Court

The Dragon's Demand

Oofff....I'm not sure, but I would lean towards you needing to be raging first. It's kind of a moot point, as Pyrha does take that zombie down. Do you want to move up and take that strike against a different zed?

Pyrha moves around and takes a tactical strike at the zombie with her axe. The axe cleaves through the creature's shoulder and it crumples to the ground.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Yeah - I'll assume I need to be raging to activate it from now on.

Bedisa seeing the Eidolon strike down a zombie, Bedisa will run up Teal zombie.

Will use same attack/damage rolls

Sovereign Court

The Dragon's Demand

Bedisa dashes forward and cuts a zombie down with one overwhelming slash.

Bennett is still up! Can he finish it?

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

Bennett walks forward, with purpose, to stand with Bedisa and fires an arrow a the zombie.

longbow, pbs: 1d20 + 9 ⇒ (3) + 9 = 12
gravity bow damage, pbs: 2d6 + 4 ⇒ (5, 6) + 4 = 15

well poop

Sovereign Court

The Dragon's Demand

Round 1
Professor M
Bocke
Zalgrim
Eredur
Pyrha
Bedisa -10
Bennett
Corpse with purple scarf

Bennett's powerful shot goes over the zombies shoulder and the arrow buries itself halfway up the shaft into the ship's hull. The zombie lets out a long low moan then shambles towards the archer, its movements fast but jerky. The creature reaches out towards Bennett's throat with damp, swollen fingers.

Slam: 1d20 + 4 ⇒ (14) + 4 = 18
Blunt: 1d6 + 4 ⇒ (1) + 4 = 5

The zombie's fingers fail to find purchase and slide off his gorget. The archer shoves the creature backwards as the rest of the party comes to his aid.

Round 2
Professor M
Bocke
Zalgrim
Eredur
Pyrha
Bedisa -10
Bennett

Corpse with purple scarf

Everyone gets to act before the zombie goes again, so have at it!

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Hey Zombie. . Bedisa motions towards the undead creature. See ya later

Longsword w/ Power Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Crit?: 1d20 + 7 ⇒ (10) + 7 = 17

Longsword damage: 1d8 + 10 ⇒ (6) + 10 = 16

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke watches Bedisa (presumably) kill the last zombie but shoots an arrow for good measure.

Longbow, PBS: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Piercing, PBS: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

He then runs up with his quarterstaff and begins beating the undead like it's a printer from Office Space.

Sovereign Court

The Dragon's Demand

Bedisa cleaves the last zombie in half, the Bocke shoots an arrow into its head and beat the remains of his quarterstaff into the world's most disgusting salsa.

The zombies are dressed in sailor's outfits and jackets of leather reinforced with plates and studs (studded leather). They no longer have their cutlasses with them, but each of them also has a dagger on them, still in its sheath. The armor and daggers were made well and are still usable, as these sailors have clearly not been dead too long. Among the corpses the party also finds four identical potions in tiny black bottles with a symbol of a snake curling around an olive branch.

Perception or Spellcraft DC 16:
These are all potions of cure light wounds

A thorough search of the mid deck uncovers no other treasures, clues or hidden dangers. The hammocks here indicate that this is the area of the ship where the crew slept. At the end of the ship is a heavy, well made door that most likely leads to the captain's room. There is also a staircase leading up to the deck.

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

Bennett goes over to take a look at the captain's door. Making sure it is not trapped before opening it.

perception: 1d20 + 6 ⇒ (16) + 6 = 22

Sovereign Court

The Dragon's Demand

The door is unlocked and there are no signs of tampering or built in traps. Bennett also noticed that there are no other suspicious noises indicating a creature on the other side of the door.

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

Bennett proceeds to enter the captain's quarters.

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke will follow, lighted arrow notched.

Sovereign Court

The Dragon's Demand

Although not locked, the door has been barred from the inside and a shelf was pushed up against it. Marisa and Bennett are able to push the open with a little effort.

Unlike other sections of the ship, there are few signs of damage in this room other than those obviously caused by water. A waterlogged corpse floats in a large pool of water in the corner of the room, wearing a uniform of rotting finery, apparently dead from a stab wound in the side. The waves have washed most of the blood from the floorboards, leaving only a faded, rustcolored stain. A thick, weather-beaten journal is tucked into the corpse’s coat.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Can Bedisa get hit with a CLW? She took 10 damage!

Bedisa will slowly wander up to the corpse. She'll hold up her longsword - in case it starts to move. As she approaches, she'll try to reach for the journal and pull it out.

Grand Lodge

Human Slayer (Ankou's Shadow) 3 | HP 22/22 | AC 20/13/17 | F+3 R+6 W+1 | Init +3 | Perc: +6 | Active Conditions: Sh Double

Bennett offers his wand to Bock to administer healing, You're better with this than I am, I'm sure.

wand of CLW

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Thank you Bocke. Definitely feeling better!

The Exchange

Zalgrim gives the corpse a push with his toe, testing it. ”Looks like we may have found old Jaheem... hopefully that’s the Captain’s Log we were sent to find. Might have some insight as to why someone would want to run our good man through.”

Dark Archive

Female LG Elf Arcanist 3 | HP 15/15 | AC 13, T 12, FF 11 | CMB +0, CMD 12 | Fort +1, Ref +3, Will +4 | Init +3 | Perception +8, Sense Motive +5 | Spells 1: 5/5 | Arcane Pool 5/6 | low light vision | Speed 30ft | Active conditions: none

Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26

After examining the potions for a bit, Professor Masaendri exclaims: "Ah! Excellent! These are four potions of Cure Light Wounds. Perhaps our frontliners would light to hold onto them? --Oh! I see we have moved on." She bustles along to catch up to the group. "What did I miss?"

Grand Lodge

open | NG male (he/him) human inquisitor (Nethys) 7 | AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 | Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Bocke wouldn't have left the Professor alone. He would have held back (and kicked the zombie skulls around a bit).

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Eredur was staying with the elf too

I've heard they might have found Jahemm, while you were offering us your expertise on potions.

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