DM Brainiac's Seven Dooms for Sandpoint Table 3

Game Master Brainiac

Reputation: Bunyip Club: -4, Runewatchers: 4, Sandpoint Cathedral: 15, Sandpoint Mercantile League: 2*, Scarnetti Consortium: -13, Town Watch: 0*, Townsfolk: 3*


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HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 53/53
AC 20
Fort +11, Ref +9, Will +12
Hero points: 3
Focus Points: 2/2
Spells prepped (DC 21): 1st: enfeeble [], ill omen [], soothe []; 2nd: blood vendetta [], paranoia [][]; 3rd: invisibility sphere [], slow []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

"Now I'm hungry. Shame to die when I'm hungry," Wherby grumbles.

He glares at the nearest spider, and wishes it ill if it attacks Tekmin casting evil eye and needle of vengeance on it, naming Tekmin. Then he casts magic to protect himself.

Cast evil eye (DC 21 Will), cast needle of vengeance (DC 21 Will), cast shield


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Focus Points: 2/2 | Hero Points: 2/2 | Exploration:

Ximble internally complains when he sees Tekmin charging forward to meet the creature head-on. Shoot dang! He reaches for his bolas and, as he tells his companion to move forward, throws the bolas at the foul creature's legs.

A1+2) Hunt Prey & Throw Bolas to Trip | A3) Direct Minion | Minion A1+2) Stride & Strike
Ranged Athletics to Trip: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Goat Strike: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 2d8 + 1d8 + 4 ⇒ (2, 5) + (3) + 4 = 14


Will vs Evil Eye, Needle: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex vs Electric Arc: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 181d20 + 9 ⇒ (8) + 9 = 17
Herok Attacks: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 7 ⇒ (11) + 7 = 181d20 + 2 ⇒ (7) + 2 = 9
Damage: 2d8 + 1 ⇒ (6, 1) + 1 = 82d8 + 1 ⇒ (3, 7) + 1 = 11

Wherby afflicts the nearest spider with the evil eye and targets another with needle of vengeance! Tekmin zaps the two nearest arachnids before moving in to prepare to fight. Herok fires his bow, scoring a critical hit and taking down one spider before shifting aim and finishing off the sickened spider with a second hit! Ximble hurls his bolas but fails to trip the spider-human aberration. He sends his goat in to attack, but as it gets within five feet of the creature, it triggers a trap! A web tripwire lets loose a bundle of boulders onto the goat.

Deadfall: 2d6 ⇒ (2, 4) = 6

The goat takes 6 bludgeoning damage (basic Reflex DC 20).

The aberration chitters as it dodges the goat's horns and retaliates with its own fangs and claws. Meanwhile, the two remaining fighters move up to attack Tekmin. The halfling avoids their clacking mandibles.

Fangs, Claws vs Goat: 1d20 + 11 ⇒ (14) + 11 = 251d20 + 7 ⇒ (20) + 7 = 271d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 6 ⇒ (6) + 6 = 121d8 + 6 ⇒ (5) + 6 = 11
Fangs vs Tekmin: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 4 ⇒ (5) + 4 = 91d20 + 9 ⇒ (2) + 9 = 111d20 + 4 ⇒ (16) + 4 = 20

12 piercing and 22 slashing damage to the goat! Everybody may act.


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Focus Points: 2/2 | Hero Points: 2/2 | Exploration:

Ref vs 20: 1d20 + 12 ⇒ (20) + 12 = 32
No damage from the trap. The other damage takes the goat down to 19/53 HP

Both the goat and Ximble strike at the aberration. With horn, hoof, and scythe, the unlikely duo hope to overcome it.

A1) Direct Minion | A2+3) Strike & Strike
X's Strike 1: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
X's Strike 2: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
1d8 precision dmg *if anything* hits: 1d8 ⇒ 7
Goat's Strike 1: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d8 + 4 ⇒ (8, 7) + 4 = 19
Goat's Strike 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d8 + 4 ⇒ (6, 1) + 4 = 11
1d8 precision dmg *if anything* hits: 1d8 ⇒ 7


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

Tekmin swings his frying pan wildly, hoping to connect with the fanged foes.

Strike, Strike, Parry
frying pan: 1d20 + 15 ⇒ (8) + 15 = 23 for bludgeoning: 2d4 + 4 ⇒ (2, 1) + 4 = 7
frying pan: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31 for bludgeoning: 2d4 + 4 ⇒ (1, 2) + 4 = 7
fatal: 3d8 ⇒ (3, 2, 6) = 11

AC 23


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 53/53
AC 20
Fort +11, Ref +9, Will +12
Hero points: 3
Focus Points: 2/2
Spells prepped (DC 21): 1st: enfeeble [], ill omen [], soothe [x]; 2nd: blood vendetta [], paranoia [][]; 3rd: invisibility sphere [], slow []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

Wherby growls as he tries to stave off the goat's death, casting a spell to help it. "No dying if we can avoid it!"

Cast soothe, sustain needle of vengeance
Healing: 1d10 + 4 ⇒ (2) + 4 = 6


Heal (2nd): 2d8 + 16 ⇒ (2, 6) + 16 = 24
Longbow: 1d20 + 12 ⇒ (4) + 12 = 16

Herok heals the goat but misses with his arrow. Tekmin smashes the spiders' heads to pulps with his frying pan, while Ximble teams up with his goat for a devastating assault on the aberration. With a series of precise and deadly strikes, the monster falls!

The aberration wears a strange crown on his head made of webs and rib bones. He’s affixed a half dozen shiny gems to the crown—six garnets in all, each worth 20 gp.

Exploring the large chamber, you see two doors to the south. Additionally, a faint glow comes from the wall to the north. An inspection of the area reveals a secret door--the glow must be light shining on the other side.


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

"Ooo! Another secret door," Tekmin enthuses as he opens it.


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"No!" Wherby sighs as Tekmin rushes forward. "Adventurers!" he curses, looking back at the badly injured goat, but figuring it's too late to do anything about whatever awaits them ahead.


The secret door opens up into a cavern in which a shimmering, softly glowing pool of unusually blue water ripples and shines. The water is also unusually clear, revealing a depth of five feet—and the ancient skeleton clad in shining silvery chainmail clutching a softly glowing starknife in the pool’s depths against the northeast wall.


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

"Wow! Would you look at that?!" Tekmin coos. "And not even guarded by some horrible monster. We can rest up here for a minute and I can swim down and get it when we are ready."

If someone wants to heal the goat, Tekmin will wait for that to dive in. Athletics +13 if I need to roll.


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"Leave it alone, Tekmin!" Wherby snaps. "That's probably acid, or poison, or some horrible ooze that will paralyze you and eat you! You used to hear stories about those, but you don't anymore. Do you know why? Because they eat everything that encounters them so no one comes out and tells those stories. Or maybe the armor's cursed and weighs you down so you just drown! Those are the things that happen to adventurers!"

He tries to patch up the goat -- but it's moving too much at first. He also takes time to Refocus and restoke his annoyance with everything.

Nature (expert) to treat wounds vs. DC 20: 1d20 + 14 ⇒ (4) + 14 = 18
Nature (expert) to treat wounds vs. DC 20: 1d20 + 14 ⇒ (17) + 14 = 31 Healing: 4d8 + 10 ⇒ (7, 6, 4, 8) + 10 = 35


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

"This is why you're the boss, Master Crick. Who would have thought that water could be an ooze?" Cautioned by his mentor, Tekmin draws his filcher's fork and throws it into the water, testing for ooziness.


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"Well, now you've lost that fork too!"


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

"So think you!" he smirks, as the fork magically returns to his hand.


The water seems perfectly safe. It's not oozy in the slightest!

The magic of the water seems to have been preserving the skeleton--when the remains are dragged out of the pool, the skeleton crumbles away, the chainmail rusts to ruin, and most of the rest of the gear decays as well—the one exception being the starknife. Indeed, it is a powerful relic!

Monarch


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

Tekmin shakes himself off after retrieving the starknife from the pool. "Wow! Still sharp after all these years, and it comes back when you through it. It's shinier than my filcher's fork, but I bet no one has ever toasted a marshmellow on it."

I'll pass this over if anyone wants it, but otherwise it's a good weapon for Tekmin.


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Focus Points: 2/2 | Hero Points: 2/2 | Exploration:

Feel free to take it!

Ximble squats next to the pool and wonders who this person is, no, was. "Do you think Father A-to-Z might know who this person was? The weapon they carried looks to be too special to have been forgotten."


male halfing witch's apprentice 5 HP 39/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 1 | Active Conditions:

"I'll take good care of it until we get back, and we can ask him," Tekmin vows. "Let's go through those other doors from the bigger room."


One of the two doors here is barricaded from the other side. Once forced open, it reveals a flight of stairs leading down to a lower level of the Pit.

The other door opens into a circular cave that has an acrid stink to it. Nearly a dozen one-foot-wide holes open in the cave walls near the floor, widening into tiny tunnels. The cave itself is littered with dozens of little heaps of gravel and dirt and what must be over a hundred bent and broken spoons. A particularly large mound of gravel sits in the middle of the room, into which a shortsword has been jabbed, its bejeweled hilt pointing upward toward the ceiling ten feet above.

A single long-eared gremlin sits on a gravel heap to the south, picking through the bent spoons for one that still has some dig left in it. She shrieks in excitement upon spotting you, and a chorus of other shrieks answer from the tunnels. Seven other gremlins clamber out of the tunnels from all directions with little spoons sharpened to wicked points!

Initiative:
Herok: 1d20 + 12 ⇒ (7) + 12 = 19
Tekmin: 1d20 + 11 ⇒ (3) + 11 = 14
Wherby: 1d20 + 10 ⇒ (9) + 10 = 19
Ximble: 1d20 + 12 ⇒ (17) + 12 = 29
Enemies: 1d20 + 7 ⇒ (10) + 7 = 17

Everybody but Tekmin may act!


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Focus Points: 2/2 | Hero Points: 2/2 | Exploration:

Ximble tries to get the gremlin's attention by shouting at her. "Hey, she-gremlin! Catch!" What follows is a barrage of chakrams.

A1) Hunt Prey on her | A2+3) Strike & Strike with Chakram
Strike 1: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Precision (bonus dmg on hit): 1d8 ⇒ 6
Strike 1: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Ximble is keeping his distance for now and using his ranged options


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 53/53
AC 20
Fort +11, Ref +9, Will +12
Hero points: 3
Focus Points: 2/2
Spells prepped (DC 21): 1st: enfeeble [], ill omen [], soothe [x]; 2nd: blood vendetta [], paranoia [x][]; 3rd: invisibility sphere [], slow []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

"Careful!" Wherby calls as he glares at the first of these monstrosities and then casts a spell on it.

Cast evil eye at the first gremlin, then cast paranoia on her

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