GM PDK IRONFANG INVASION (Inactive)

Game Master Purple Dragon Knight

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Knowledge Checks

Ok thanks for confirming!

Arthur rounds the corner and readies his halberd for incoming attacks. Coming out of the darkness, two troglodytes converge on his position and attempt to strike him down. He sticks one in the gut before that one can club him! Red takes 9dmg from Arthur

Red club: 1d20 + 2 ⇒ (13) + 2 = 15
Blue club: 1d20 + 2 ⇒ (17) + 2 = 19

Arthur easily dodges the creatures' clumsy attempts. Their stench rolls over the entire group at this point, except Herman, who is far behind.

Anyone except Herman who has not rolled a Fort save at this point should do so; those who have already rolled one need not do so again.

Round 1 Init - Bold may go
Jestyn
Dommer
Arthur
Grenwold & Ringo
Troglodytes! (plural!) [red -9, blue fine]
Herman
Luke
Fizzle & Biter


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N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Herman bites down on the dried herbal paste from Rhyna before following his companions further into the cave. "Trying to mask the flavor of licorice with carrots and sweatpea flowers, is she. And held together with honey. Bah! It needs salt, to help flush the sinuses."

Fortitude, Herbs (x2): 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14

I'm assuming that would be a move or standard action, and then another move action to move. If activating the herbs is a free or swift action, then he'll use Evil Eye on the closer troglodyte (Will 17 to reduce duration to 1 round).


Knowledge Checks

Move to retrieve and standard to chew/activate; you may take a 5-foot step towards the stench if you want! ;) PS: it's something you can chew over an hour's time, so in the future feel free to start chewing ahead of time, well before combat and treat it as a long buff like antitoxin or antiplague.


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Given that, can we say Herman would have the herbs in his mouth already as he moved in past the shrieker mushrooms? Given how long the stuff lasts, it doesn't make a ton of sense to wait until the group finds a troglodyte to pull it out.


Knowledge Checks

Sorry, but no. I gave ample opportunity to prepare and make a plan. The dice have been cast! :)

Herman stuffs his mouth with half of Rhyna's herbs, and thanks to its well-balanced fragrance, narrowly avoids losing his lunch as the stench rolls over the group!

Round 1 Init - Bold may go
Jestyn
Dommer
Arthur
Grenwold & Ringo
Troglodytes! (plural!) [red -9, blue fine]
Herman
Luke
Fizzle & Biter


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

fort: 1d20 + 6 ⇒ (19) + 6 = 25

Luke moves closer to one of Troglodytes blue and stirkes with his sword.

+1 adamantine Greatsword (+ Furious Focus, power attack ) - std.: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d6 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18

crit confirm: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d6 + 10 + 6 ⇒ (5, 1) + 10 + 6 = 22


Knowledge Checks

Luke nearly slices the trog with the blue vest in half, showering Arthur in reptilian blood. The unfortunate troglodyte falls to the ground in death throes.

Round 2 Init - Bold may go
Fizzle & Biter
Jestyn
Dommer
Arthur
Grenwold & Ringo

Troglodytes! (plural!) [red -9, blue/green dying]
Herman
Luke


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Fortitude: 1d20 + 8 ⇒ (16) + 8 = 24

Dommer moves in the cloud of bad odor and then shoots his exotic bow, trying to deal with the closer troglodyte to the best of his skills. He uses durable arrows, hoping to recover them after the fight.

Attack: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 PBS
Damage: 2d6 + 3 + 1 ⇒ (6, 1) + 3 + 1 = 11

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Jestyn quietly moved up, ready for any reinforcements to show up.
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Half move and try to hide. Ready action, when a foe gets 30' or less, shoot it

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

Fizzle moves up and casts guidance on the swashbuckler.

"This should help!"

Fort: 1d20 + 6 ⇒ (19) + 6 = 25


male Badger AC 18

Biter moves up as well.

Fort: 1d20 + 7 ⇒ (20) + 7 = 27


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Arthur moves around to the other side of the remaining troglodyte for better positioning, then attacks.

Acrobatics to Avoid AOO: 1d20 + 12 ⇒ (8) + 12 = 20

Halberd Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d10 + 1 ⇒ (10) + 1 = 11

Confirm: 1d20 + 11 ⇒ (10) + 11 = 21
Possible Extra Damage: 2d10 + 2 ⇒ (2, 5) + 2 = 9

"How many more do we expect? These two were likely the guards."


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold and Ringo move into the room, and Sheathes his glaive, and draws his longsword, holding it with two hands. He gestures, and Ringo looks stronger.

Actions:

Move (Grenwold) - sheathe glaive
Move (Grenwold) - draw longsword and hold with two hands
Swift (Grenwold) - switch Ringo's animal focus to Bull
Move (Ringo) - Move (without provoking) just north of Red
Standard (Ringo) - Gore attack (will post from Ringo) with outflank and pack flanking.


”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion

Ringo takes the chance to gore the troglodyte, though he doesn't much care for the stench! He thinks maybe if I gore this smelly thing, I won't smell it any more!

Gore, outflank, bull: 1d20 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11
Gore, bull focus: 1d8 + 3 ⇒ (1) + 3 = 4

Unfortunately, the smell is too strong, and Ringo shies away at the last moment.


Knowledge Checks

Dommer's arrow take down the last troglodyte, but Arthur and Ringo tear it in half before it hits the ground. This one is quite dead, and the two previous troglodytes lie on the ground, bleeding out.

COMBAT OVER

The party regroups together in the first cave. A cylindrical mass of roots hangs from the exact center of this room. The roots have been braided together to form a cradle holding a giant violet crystal as big as a human head. Sparkling veins of crystal line the walls.

What do you do?


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Gren thinks a moment, then focuses and casts a few spells.

Cast Heightened Awareness on Self, Cast Shield Companion on Ringo, Cast feather step on Ringo. He returns Ringo's active focus to turtle.

Gren isn't certain about the stench chew, and whether new trogs will cause a terrible stench, so he chews one for himself and looks at Ringo. The deer doesn't seem likely to just chew on the food, so he pats his friend on the haunch and holds his glaive at the ready.

Ready to go whenever ya'll are.

He looks at the crystal, and asks "trap, or something?", hoping Jestyn can hear.


Knowledge Checks

Knowledge (dungeoneering) would work for identification here; for valuation and/or extraction, Profession (miner), Craft (glass) or Craft (jewelry) would be beneficial , or you may also use plain old Appraise. Of course all these long-term activities can wait for later, after you secure the caves and have your people join you here... What do you do now? there appears two exits to this cave, beyond the one you already came from.


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Herman likewise conjures several layers of magical protection, finishing off with a divinatory effect to prevent unpleasant surprises. "Keep standing here like deer in the torchlight and we'll get butchered like deer," he says as he finishes, pointing towards the northern tunnel.

Disgustingly sweet, this paste. But effective.

Casting mage armor, false life, and see invisibility.

Temporary Hitpoints: 1d10 + 4 ⇒ (3) + 4 = 7


Knowledge Checks

After some spellcasting, the heroes pass through the northern tunnel. A dark, rippling pool covers much of this sloping cavern. Water drips from stalactites above and tumbles from fissures in the rock wall. An underwater garden of colorful algae and white fish fills the pool. Above the pool, two man-sized, crab-like monstrosities cling tenaciously to the rough stone, their enormous pincers held out menacingly before them.

Luke Init: 1d20 + 1 ⇒ (5) + 1 = 6
Jestyn Init: 1d20 + 6 ⇒ (4) + 6 = 10
Grenwold Init: 1d20 + 2 ⇒ (9) + 2 = 11
Arthur Init: 1d20 + 5 ⇒ (16) + 5 = 21
Dommer Init: 1d20 + 5 ⇒ (3) + 5 = 8
Herman Init: 1d20 + 8 ⇒ (5) + 8 = 13
crab things Init: 1d20 + 1 ⇒ (7) + 1 = 8

Round 1 - Bold may go
Arthur
Herman
Grenwold & Ringo
Jestyn
Dommer

crab things
Luke
Fizzle


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

After collecting back his durable arrow, Dommer drinks the vial of antitoxin, from before, and shakes his head in agreement with Herman to keep moving towards the northern tunnel.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15 Darvision, looking around

GM: Can we for now just assume Dommer is using his durable arrows and collecting them after the fight? Just for ease of number keeping. If I decide to use the regular arrows for whatever reason (attacking like a rock elemental that could break them, or a blob of acid, etc.) I will specifically say. If at the end of a fight any of his durable arrows couldn't be recovered, just let me know and I will deduct the numbers accordingly.


Knowledge Checks

Retrieving arrows take time so in certain situations it might not be possible to do immediately; in this case the spellcasters spent a few rounds spellin' so Dommer recovered his arrows then. Also, missing a target means your arrow keeps flying... in the woods, that means the arrow is lost unless you spend 1d6x10 minutes looking for it (as in, per arrow), and even then I'll only allow a 50% chance of finding it. In buildings or caves like this, durable arrows make sense, as you can't lose them. Summary: in the forest and most outdoor settings, use your cheap arrows, or you will be sadly disappointed.

The creatures begin to advance on the party. Just before they do, Dommer manages to take a quick look into a southeast passage sloping sharply downward. He can't see what's in the room due to the descending passage angle but he sees the flickering reflection of a fire on the passage's walls... with his darkvision, Dommer sees another crab-like creature in the darkness to the west. Sniffing around, he also detects the smell of rotten meat coming from the northeast passage.

Round 1 - Bold may go
Arthur
Herman
Grenwold & Ringo
Jestyn
Dommer [move action spent looking around; standard action only]

crab things
Luke
Fizzle


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Unable to tell how deep the water is, and preferring not to risk a dangerous leap Arthur moves forward and prepares an action to attack if one of the crabs moves into his reach.

Readied Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d10 + 1 ⇒ (8) + 1 = 9

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Arrow Purple: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 4 ⇒ (3) + 4 = 72d6 ⇒ (2, 3) = 5
Crit?: 1d20 + 9 ⇒ (6) + 9 = 152d8 + 8 ⇒ (4, 1) + 8 = 13
Seeing the creatures out of the corner of his eye, Jestyn moved over to get a clearer shot, sending an arrow right at the creatures mouth.
12 damage or 25 if a 15 will hit its flatfoot


Knowledge Checks

Arthur advances and raises his halberd, preparing a strike. Jestyn joins him, aims his bow, and shoots one of the creatures down in a single well-placed shot. It falls into the pool below with a splash.

Round 1 - Bold may go
Arthur
Jestyn
Herman
Grenwold & Ringo
Dommer [move action spent looking around; standard action only]

crab things
Luke
Fizzle


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

I didn't even see we were in initiative - I think we posted together, GM (I didn't see your post). Anyway...

Dommer five-foot steps ahead and shoots against the other creature.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11

GM:

As I mentioned, I didn't know we were in initiative at all when I posted. Just did the regular walking around and searching after the previous fight (I didn't even see us moving). My actual action would be to flurry - in which case, the attack above is 1 less (+8 instead of +9) and this would be my second attack:

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9

Confirm: 1d20 + 8 ⇒ (18) + 8 = 26
Extra: 4d6 + 6 ⇒ (1, 2, 4, 4) + 6 = 17

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Jestyn looked towards the dwarf and smiled. "You have some catching up to do, I am already two for two." he said.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Grenwold and Ringo move up next to Arthur and nods at him, similarly readying an attack with his glaive against one of the large crustaceans.

glaive readied attack: 1d20 + 6 ⇒ (10) + 6 = 16
glaive damage: 1d8 + 1 ⇒ (7) + 1 = 8

AOOs:

glaive aoo attack 1: 1d20 + 6 ⇒ (16) + 6 = 22
glaive damage: 1d8 + 1 ⇒ (2) + 1 = 3
glaive aoo attack 1: 1d20 + 6 ⇒ (19) + 6 = 25
glaive damage: 1d8 + 1 ⇒ (8) + 1 = 9
glaive aoo attack 1: 1d20 + 6 ⇒ (18) + 6 = 24
glaive damage: 1d8 + 1 ⇒ (3) + 1 = 4

Ringo doesn't know how to ready attacks, so he just snuffs disconsolately.


Knowledge Checks

Dommer lodges an arrow in the other crab thing, while Grenwold joins Arthur on the front line of defense!

Round 1 - Bold may go
Arthur
Jestyn
Grenwold & Ringo
Dommer
Herman
crab things
Luke
Fizzle


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Knowledge (nature): 1d20 + 12 ⇒ (4) + 12 = 16

Herman advances behind Ringo and Arthur, focusing his attention on the creature hiding in the wall. ”Begone, pest!”

Move and use Evil Eye to give Orange a -2 penalty on attack rolls for 8 rounds (Will 17 to reduce duration to 1 round). I am unable to move the token on mobile - apparently the gifs consume too much processing power. While I appreciate them, would it be possible to remove them to reduce the file size?

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

"What are those things!"


Knowledge Checks
Herman the Reclusive wrote:
I am unable to move the token on mobile - apparently the gifs consume too much processing power. While I appreciate them, would it be possible to remove them to reduce the file size?

Sorry: silly animations is one of the only fun I get while GMing, other than seeing you all roleplay fantastic characters of course! feel free to dictate how many squares north, west, etc. and I'll move you; e.g. Move: 3N 2W

Herman:
The cave fisher is a highly specialized predator that dwells in caves. The creature’s mode of hunting is unique—it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favored hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation.

A cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It’s impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher’s filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher’s glands count as 100 gp worth of raw materials, offsetting the total cost of the item’s final creation.

Although cave fishers have many superficial similarities to crabs, they do not fare well in water and aren’t very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-flowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster’s hunger.

A cave fisher is 7 feet long and weighs 400 pounds.


Knowledge Checks

Herman intensely stares and even converses with the crab thing, but it appears impervious to such acts of sentience, and fires a thin filament of sticky silk at Arthur.

Ranged Touch: 1d20 + 3 ⇒ (13) + 3 = 16
Pull, 10-ft.: 1d20 + 9 ⇒ (17) + 9 = 26 vs. Arthur CMD 19

Arthur is immediately pulled into the water, the strand firmly stuck to his body! the creature reels the human warrior towards it as it, devouring the silk rope as it does so.

Similarly, another creature in the darkness beyond seems to take a liking to Jestyn, and fires a silk strand as well.

Ranged Touch: 1d20 + 3 ⇒ (13) + 3 = 16
Pull, 10-ft.: 1d20 + 9 ⇒ (14) + 9 = 23 vs. Jestyn CMD 19

Alas, Jestyn is also yanked into the crisp, cold waters, and towards the darkness! Still considered dim light for Jestyn and others with low-light vision though, if/when Jestyn ends up into the darkness.

Round 2 - Whole party may go!
crab things [orange damaged, teal fine]
Luke
Fizzle & Biter
Arthur
Jestyn
Grenwold & Ringo
Dommer
Herman

Sovereign Court

Male Gnome druid 4 HP 26 | AC 16; T 11; FF 16 | Fort +6; Ref +4; Will +9; +2 vs. illsions |CMB+2; CMD 12 |Init: +0 | Perc: +11 Druid 4

Fizzle moves up into the room.

"Does the web hurt? Maybe they're defending their homes"

double move

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Am I considered grappled or can I cut the strand using my curve blade?


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Arthur steps up into the creature, attacking with his halberd and shield.

Halberd: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d10 + 1 ⇒ (6) + 1 = 7

Shield: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 ⇒ 5

If I am "grappled" and can only use one hand, its just the Halberd with +2 more to hit Edit: actually the grappled penalty would cancel out the gain from not 2WF


Knowledge Checks

@Jestyn: you don't have the grappled condition no; you are currently wielding a bow and you are in water deep enough you can't touch bottom. @Arthur: you are in water deep enough you can't touch bottom and are currently wielding a shield and a halberd; you can make a swim check to get closer to the cave wall to the north, but climbing will be impossible with your hands full. However, the creature appears to be reeling you in like a fish, so you'll soon be next to it anyway...


”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion

How far up are the cave fishers relative to the surface of the water?


Knowledge Checks
Ringo the Deer wrote:
How far up are the cave fishers relative to the surface of the water?

About 10 ft.


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”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

I suppose my best bet is to just delay until it reels me in and attack then


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

Luke moves closer to the water and takes out his shortbow and tries to shoot orange one.

shortbow: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 ⇒ 3


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Muttering darkly about mindless vermin, Herman pulls out his sling and carefully loads a heavy round stone into it. "If those cave fishers don't kill us first, try to take care with their corpses. Their silk glands could be harvested and used for rope and adhesives if you all don't puncture them."

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Can I drop the bow on shore before getting dragged in?


Knowledge Checks
Jestyn wrote:
Can I drop the bow on shore before getting dragged in?

Unfortunately no; the bow went with you. You can throw it on the shore as a move action on your turn though.


Knowledge Checks

Arthur prepares a strike while Fizzles relocates; Luke drops his sword on the ground, pulls his bow, and puts an arrow in the cave fisher that's reeling Arthur in. Herman prepares his sling.

Out from the corner of his eye Luke sees something come out of the darkness to rush him!

charge: 1d20 + 7 ⇒ (14) + 7 = 21
grab: 1d20 + 11 ⇒ (9) + 11 = 20
b/p/s dmg: 1d8 + 4 ⇒ (6) + 4 = 10 + poison
Luke Fort vs. poison: 1d20 + 6 ⇒ (8) + 6 = 14

A lizard the size of a wolf takes a bite out of Luke's quadriceps! fortunately Luke pulls in time before the poison makes it down the creature's fangs... however he feels a significant amount of blood run down his right leg. The creature is relentless though and its teeth remain firmly embedded in Luke's trousers!

Round 2 - Bold may go
crab things [orange damaged, teal fine]
Fizzle & Biter
Luke -10 [grappled]
Arthur [readying, glued to strand]
Herman
Monitor Lizard
Jestyn [glued to strand]
Grenwold & Ringo
Dommer


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

GM: Can I see the one pulling Jestyn, Considering it's less than 60 feet from me?

Dommer steps ahead and takes a deep breath before letting his weapon flurry against the enemy. Considering the danger his friends are, he tries to make his strikes as perfect as they could be.

Attack 1: 1d20 + 8 ⇒ (1) + 8 = 9
Attack 1 (PS): 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10

Attack 2: 1d20 + 8 ⇒ (16) + 8 = 24
Attack 2 (PS): 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11

Using Perfect Strike and regular arrows this round. If Dommer can see the one pulling Jestyn, it will be the target; otherwise it will attack the one pulling Arthur. If it ends up being the second one, since it's within 30 feet of Dommer, please add +1 to attack and damage from Point Blank Shot. Thanks!


Knowledge Checks

Dommer puts two well-placed arrows in the crab thing reeling Jestyn.

Round 2 - Bold may go
crab things [orange damaged, teal damaged]
Fizzle & Biter
Luke -10 [grappled]
Arthur [readying, glued to strand]
Herman
Monitor Lizard
Dommer
Jestyn [glued to strand]
Grenwold & Ringo

The Concordance

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|

Tossing the bow to shore with one hand, Jestyn smiled as he rode the strand to his next target as his other hand pulled out the curved blade. "Can I have some light here please." he asked, heading towards the darkness.

Move action, toss bow to shore and draw weapon as part of the action. Ready action, attack the crab thing when I get into range.


Knowledge Checks

Roll your ready action like Arthur did, using a 01-20 miss chance range; I'll apply any damage on the creature's turn when it reels you in.

Jestyn gets ready for the creature.

Round 2 - Bold may go
crab things [orange damaged, teal damaged]
Fizzle & Biter
Luke -10 [grappled]
Arthur [readying, glued to strand]
Herman
Monitor Lizard
Dommer
Jestyn [readying, glued to strand]
Grenwold & Ringo

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