Caldovan Marches 2022

Game Master rando1000

Date: Mayum 27

Albarra;
HQ Map

Over-land Map

Combat Map

Party Funds:1810 gp, 10 sp, 4 cp, 500 gp amethyst
Party Potions: Remove Paralysis (2), Neutralize Poison (1), Remove Blindness/Deafness (1), Cure Moderate Wounds (2), Lesser Restoration (1)
Party Magic: Magic Mirror (back in Albarra), Ring of Swimming (swim speed 30', turqoise and silver) copper ritual bowl (allows casting without using slot, but takes 10 minutes), Feather Token (Tree)


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Rocko will stand up, ready his axe and shield, and grumble at this unexpectedly unhappy turn of events.

"And she seemed so nice ..."

not to be nit-pciky, but technically Rocko wasn't combat ready until now and is just now able to count for a flank bonus. Not sure if that modifies any attacks or damage rolls.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Kevin Boyer 646 wrote:


not to be nit-pciky, but technically Rocko wasn't combat ready until now and is just now able to count for a flank bonus. Not sure if that modifies any attacks or damage rolls.

Meh, it was close enough; it's Round 2, so you weren't flat footed, and the witch's attention was focused forward; I'm gonna leave it as is.

Thanks for being honest though.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

At this point, Raymundo regains control and takes a swing at Yoltzin.

1d20 + 7 ⇒ (11) + 7 = 18 HIT
1d8 + 3 ⇒ (4) + 3 = 7

Yoltzin and Quince may act.


"Old lady, you need to stop this, NOW!"

Let's see how this goes...
Elias knows he needs to get to the old lady, he doesn't know where to cut things that don't have flesh. He kicks at the creature's knee, trying to bring it down.

Trip: 1d20 + 7 ⇒ (11) + 7 = 18
Raymundo gets an AoO. If he goes down I'll move into the cottage to get as close as possible to the old lady, if not I'll step to map south of Raymundo to allow Yoltzin an easy flank


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

AOO
1d20 + 7 ⇒ (9) + 7 = 16 HIT
1d8 + 3 ⇒ (8) + 3 = 11

Quince feels a sharp pain as the skeleton's blade chops at the offending kick, slicing into the warrior's calf.

Unfortunately for Raymundo, however, the kick connected solidly before he could fend it off entirely: the Skeleton falls to the ground and rolls sideways (Raymundo is now Prone).

Yoltzin's action Round 2.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

The elf scowled as the skeleton managed to escape from its hold long enough and strike her. Stepping away from it, she drew upon the souls trapped within this bog and pleaded for their help. In celestial flames, someone appeared ready to seek their revenge in the form of a wolf.

It howels in rage against the woman, recognizing her for deeds wronged upon it in life. With sanctified necromatic power, it tore into her with abandon.
Summon monster 2, Wolf. Placed near the witch.

Attack, Smite Evil: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

confirm?: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The woman screams out in pain, having taken a beating from the wolf's viscous bite. But instead of lashing out at it, she takes her wrath out on Djack, who struck the first blow, and Rocko, who appears most intimidating.

Claws:

On Djack: 1d20 + 13 ⇒ (8) + 13 = 21 HIT
1d4 + 4 ⇒ (1) + 4 = 5
Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9
2 Str Damage

On Rocko: 1d20 + 13 ⇒ (16) + 13 = 29 HIT
1d4 + 4 ⇒ (1) + 4 = 5
Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25
No Str Damage


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The zombies have not yet appeared from behind the building.

Top of Round 3, Rocko and Djack are up (and still flanking the witch).


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack is taken aback, feeling a bone chill.

I think she's a... witch?!

Claws that leech, eyes of red... Never let up, 'til the witch is dead!

The young man quickly thrusts...

atk, rapier, flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
dmg, rapier, sneak: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (1, 3) = 9


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

This time, the woman easily dodges Djack's blade, an evil cackle coming from her lips.

Rocko's action.


Normally Rocko would have reservations about beating up an old woman, but something about that claw attack seemed unnatural. He'll take a swing, but then try to talk her down.

battleaxe: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
damage if hit: 1d8 + 5 ⇒ (1) + 5 = 6

"Call off the Dead Ones, ma'am. We can still talk."


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The witch dodges Rocko's attack, as well.

At this point, Raymundo stands, (AOO from Yoltzin if she threatens). He then takes a swing at Yoltzin.

1d20 + 7 ⇒ (3) + 7 = 10 MISS
1d8 + 3 ⇒ (1) + 3 = 4


M Kobold (Gold) Sorcerer 3|HP 3/14|AC 14/14/12|Fort: +2, Ref: +3, Will: +1 (4)|BAB: +1, Melee +1, Ranged +4, CMB: -1, CMD: 11|Init: +2

Spizz finally snaps out of his confusion and comes around the table to assist Yoltzin against Raymundo. From his magic words, flames jet forth in a line at the Skeleton.

1d20 + 4 ⇒ (2) + 4 = 6 MISS
1d4 + 4 ⇒ (3) + 4 = 7

Unfortunately, the flames jet out to the right and out the door, scorching the door frame slightly as they do.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rest of party may act in Round 3.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4
rando1000 wrote:

The witch dodges Rocko's attack, as well.

At this point, Raymundo stands, (AOO from Yoltzin if she threatens). He then takes a swing at Yoltzin.

1d20+7 MISS
1d8+3

I stepped away to not trigger an AoO from him while casting, but luckily still misses. Actually, my spear is a reach weapon, so suppose I would indeed threaten...

AoO: 1d20 + 2 ⇒ (7) + 2 = 9

Though her incidental strike with her spear goes wide, she's able to step just enough to the side to avoid it's continuing strike against her. Just as she steps back further still, she attempts to close the door to shut the skeleton out. Even if she can not, she still steps back next to Spizz and reaches within to plead assistance from her god.

"Xenxolotl, guide us as we purge this world of a woman who taints your sacred gifts."

Bless to the party, +1 on all attack rolls and against fear affects.

The wolf spirit continues to bare down on the witch, sizing her up and waiting for an opportune moment to attack.

Wolf readies an action to if Quince starts flanking with it.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Quince's action, followed by witch and zombies.


Ducking behind Rocko, Elias lunges at the witch as she is distracted by the wolf.

Attack(Power Attack, Flank): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Confirm?: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
+crit damage: 1d6 + 6 ⇒ (6) + 6 = 12


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Quince's attack slices into the witch powerfully, causing her to scream a horrid sound. Outside, wind starts to howl among the trees as if in sympathy.

Surrounded by so many powerful foes, she rethinks her strategy: suddenly, she disappears from view.

1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 8 ⇒ (1) + 8 = 9

However, Quince is too savvy for her; he hears the slightest noise as she climbs onto the table, and perceives that she has merely turned invisible.

Top of Round 4; Rocko and Djack may act.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

readied action dosnt go off?


while we're waiting for a resolution on the wolf's action, I'll go ahead and put in an action for Rocko.

"Hey, where'd she go?"

Rocko will instinctively close his eyes and take a deep sniff to check if it smells like she's still nearby.

perception check, and I'm assuming Rocko doesn't get his preferred enemy - animal bonus or his preferred terrain - plains. He's also relying on a non-standard sense, so I'll throw in a -4 penalty. If he gets attacked this round, he's effectively blind

perception - smell: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Yoltzin wrote:
readied action dosnt go off?

Sorry, my bad.

Before she turned invisible...

The summoned wolf bites out, but she manages to avoid its teeth.

1d20 + 6 ⇒ (11) + 6 = 17
1d6 + 3 ⇒ (3) + 3 = 6


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Rocko wrote:
perception - smell 17

Rocko is pretty sure the witch is still on the table, just above and behind the wolf.

Reminder that though you know ROUGHLY where she is, attackers will still get a 50% miss chance as long as she remains invisible.

Rocko may still attack. Djack will have to take a 5' move (basically step down off the shelf) and is no longer flanking.

Map Updated.


Rocko's first thought is to pin the old woman down. He's not too keen on dropping his axe or shield, so he opts for the next best thing.

Rocko lunges at where he thinks she is in an attempt to bit down onto her cloak, possibly even her arm for a better hold.

I guess this counts as a grapple attempt? I'm going to just roll as a combat maneuver as printed, then feel free to add any additional penalties for improvised weapon or the like. I'll also include the miss chance afterwards. I'll call 1-50 on the d100 as a miss.

grapple attempt with a bite: 1d20 + 7 ⇒ (20) + 7 = 27
miss chance: 1d100 ⇒ 21

also, I can't remember if bless gets added into this. I can't remember if a combat maneuver counts as an attack or not. And if she takes her attack of opportunity, I guess we'll know whether it's regular invisibility or improved.


aww, a 20 paired up with a miss. I don't suppose Rocko can bite off a piece of her sleeve as compensation for the miss?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rocko thinks he as a grip and bites down, tearing off some very foul tasting fabric into his powerful Gnollish jaws. Unfortunately, that's all he's come away with. But it does validate that she's still right there, if Djack can just hit her.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack's eyes go wide at get vanishing.

She's still... there?

His eyes go wider still, realizing she's merely unseen. He hops down and takes a uncertain poke.

atk, rapier: 1d20 + 7 ⇒ (20) + 7 = 27
dmg, rapier: 2d6 + 8 ⇒ (5, 4) + 8 = 17

crit, rapier: 1d20 + 7 ⇒ (18) + 7 = 25

vs Invisible: 1d100 ⇒ 25


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Djack Nymball wrote:
vs Invisible: 1d100 ⇒ 25

Not sure if you're seeing that was a miss or not, you didn't specify high or low.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4
rando1000 wrote:
Djack Nymball wrote:
vs Invisible: 1d100 ⇒ 25
Not sure if you're seeing that was a miss or not, you didn't specify high or low.

I'm used to playing low is good (when it comes to concealment), from player perspective. 50% or 80% chance to hit... So roll below that.

But, Rocko went the other way so, figured that's how you guys play and we'd stick with that... a miss.

House Rule: Nat 20 pierces concealment! :)


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yeah, kind of sucks for the party to miss out on two crits in a row; what are the odds? OTOH, that is the benefit of turning invisible. She'll need to decide soon whether to lamb it out of there or attack.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As Rocko and Djack wildly attack the right area, but still manage to barely miss their foe, Raymundo prepares to advance.

The Skeleton 5' steps forward and takes a shot at Spizz.

1d20 + 7 ⇒ (15) + 7 = 22 HIT
1d8 + 3 ⇒ (2) + 3 = 5

Yoltzin (and the wolf) and Quince may now act.


"She making a run for it, I don't much fancy being trapper in her menagerie. Yoltzin, shut the doors!"

Elias rushes over to the doorway and tries to shove The Skeleton out, it seems to be blocking the doors

Move to behind Yoltzin, beside Spizz. "Reposition" as standard to push Raymundo out of the door.

Reposition: 1d20 + 7 ⇒ (1) + 7 = 8

"Don't let her out!"

I was due that to be fair!


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

As Quince mentions his plan, the elf taps him on the shoulder at the last moment to fill him with a sense of certainty to his actions-

Touch of luck, try that again!


Noice! Thank you!

Reposition: 1d20 + 7 ⇒ (4) + 7 = 11


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

Sadly probably still ain't enough, but allas.

Heedless of the danger, Yoltzin still tries to keep the witch contained within the hut by shutting the door tight.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Unfortunately, despite their best efforts, Quince even with a touch of luck is unsuccessful at pushing out Raymundo; looks like he's here for the duration. The Skeleton attacks back against the attempt:

1d20 + 7 ⇒ (5) + 7 = 12 MISS
1d8 + 3 ⇒ (4) + 3 = 7

While Raymundo is distracted, Yoltzin slams the witch's cabin door shut. This greatly frustrates the zombies at the doorstep, who were just getting ready to reinforce Raymundo.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

At this point, the witch immediately becomes visible again, now standing atop her table.

Everyone except Yoltzin needs to make a Will Save, DC 14. (To keep it moving, I will roll for you at some point tomorrow if you've not rolled before then).


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Map updated, Top of Round. Djack and Rocko may act, after their saves. Reminder no more miss chances, for now.


well, here goes nothing. Don't be disappointed when Rocko does whatever now.

[dice=will save] 1d20+1 [/ooc]

I don't suppose this is fear related? if it is the bless should still be giving a +1


sorry, botched typing :P

will save: 1d20 + 1 ⇒ (9) + 1 = 10


just fyi, I keep seeing the old map despite clearing the cache. I'll just assume Rocko is able to act, just with some unknown penalty.

Rocko will sweep with the axe to try and topple the old woman onto her back, either on the table or off onto the floor.

trip attempt: 1d20 + 7 ⇒ (3) + 7 = 10

She'll get an attach of op if she'd like


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

Oop, forgot to move for the wolf. I'll consider her having still had ht emiss chance, so lemme roll that first.

Miss chance: 1d100 ⇒ 25

Moments ago, the wolf tried to get another bit in at the witch by following her vile scent. However, even relying on more than eyes, it was unable to find purchase.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4
Kevin Boyer 646 wrote:
just fyi, I keep seeing the old map...

Likewise. Does the file name stay the same? Ending in 1? Assuming Djack can step into flanking position, of not just ignore +2/+2d6.

Will Save vs DC 14: 1d20 + 2 ⇒ (16) + 2 = 18

There you are more... hideous than I remember. Gramms liked that word... spicy words.

Add of unable to suffer the crone's existence, Djack lashes out with vim and vigor.

atk, rapier, flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
dmg, rapier, sneak: 1d6 + 4 + 2d6 ⇒ (2) + 4 + (5, 3) = 14


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Kevin Boyer 646 wrote:
just fyi, I keep seeing the old map despite clearing the cache. I'll just assume Rocko is able to act, just with some unknown penalty.

Sorry, should be fixed now. Upload failed somehow.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Kevin Boyer 646 wrote:
will save: 1d20 + 1 ⇒ (9) + 1 = 10

Rocko begins to sweep with his axe, but mid-swing, he gets really sleepy, and drops to the floor for some Z's. (Rocko is magically asleep).

Djack yawns, but manages to resist the witch's magic. Instead he stabs out with his blade, catching her mid-body.

Quince Save: 1d20 + 2 ⇒ (7) + 2 = 9

Raymundo lashes out at Quince's sleeping form:
1d20 + 11 ⇒ (10) + 11 = 21HIT
1d8 + 3 ⇒ (5) + 3 = 8

This causes Quince's sleepy eyes to pop open as the pain shoots through him. He may act this round, but is prone.

Spizz Save: 1d20 + 2 ⇒ (20) + 2 = 22

Quince, Yoltzin, Wolf, and Spizz may act.


M Kobold (Gold) Sorcerer 3|HP 3/14|AC 14/14/12|Fort: +2, Ref: +3, Will: +1 (4)|BAB: +1, Melee +1, Ranged +4, CMB: -1, CMD: 11|Init: +2

"Spizz is getting very angry you hurting friends!"

A cone of flame shoots out, engulfing the Skeleton, the doorway, part of the ceiling, and basically the entire area ahead of him.

3d4 + 4 ⇒ (1, 3, 3) + 4 = 11


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The roof catches ablaze in the wake of Spizz' flames.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

"Spizz! Do not set things aflame so carelessly, especially while we're stuck within!" She chastised.

Clutching her charred skull with one hand, she felt hesitant to step away from the scaly arsonist. She tried to bring focus on her magics while next to the skeleton, but she just couldn't bring it to bare.

concentrstion: 1d20 + 6 ⇒ (10) + 6 = 16 with a DC of 27, a failure and a loss of the spell.

wolf attack: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Trip attempt: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

damage: 1d6 + 1 ⇒ (6) + 1 = 7

Undeterred by the loss of its flanking companion, the spirt given form Continues tearing into the witch.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yoltzin's spell loss notwithstanding, her wolf summon manages to contribute by ripping further into the witch.

Quince may act before the witch in round 5.


Constitution: 1d20 ⇒ 3

Elias squares with Raymundo, blades en guard ready to duel, before his body realises the skeletons last blow. He sinks to his knees and then falls face down on the rough floor.

At -5HP and counting :) I'll start rolling stats...


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Elias Quince wrote:


At -5HP and counting :) I'll start rolling stats...

I wouldn't worry yet. You've a cleric with a wand not far away.

The last sound Quince hears before he passes out is zombies pounding on the door trying to enter.

Back in wakey land, Yoltzin and Spizz note that the bolt on the door is holding...for now.

The witch, heavily injured, was really hoping her spell would take more of you down. However, she's not ready to give in yet. She turns to face Djack with her claws once again.

1d20 + 13 ⇒ (20) + 13 = 33HIT
1d20 + 13 ⇒ (4) + 13 = 17NO CRIT
1d4 + 4 ⇒ (2) + 4 = 6

1d20 + 13 ⇒ (14) + 13 = 27HIT
1d4 + 4 ⇒ (1) + 4 = 5

Need two Fort Saves from Djack

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