[GD XIII] Redelia's Cosmic Captive (Inactive)

Game Master Redelia

Chronicle Sheets


51 to 100 of 226 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Scarab Sages

Male elf ranger 4 |HP:32/32|AC20/FF15/T15|Init +4 +2 underground|F+3R+8W+3*+2 vs enchantment|Perception +11 +2 vs human, +2 underground

Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Climb: 1d20 + 1 ⇒ (17) + 1 = 18
Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Climb: 1d20 + 1 ⇒ (1) + 1 = 2

I need some help!

Grand Lodge

Male Half-Orc Fighter 5

Tri'gar offers to help anyone who seems to be struggling. His job has always been to protect those he is adventuring with, and that doesn't go just for combat.

Climb: 1d20 + 7 ⇒ (16) + 7 = 23
Climb: 1d20 + 7 ⇒ (6) + 7 = 13
Climb: 1d20 + 7 ⇒ (17) + 7 = 24
Climb: 1d20 + 7 ⇒ (10) + 7 = 17
Climb: 1d20 + 7 ⇒ (10) + 7 = 17

If something goes wrong with the person he is trying to aid, he will attempt a Reflex or Acrobatics to try to put himself between them and the falling damage or other damage they would take so he would take the brunt of it.

Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Acrobatics: 1d20 + 0 ⇒ (16) + 0 = 16

Not that he is particularly adept at either of those... But he tries...


Venture Lieutenant, Play by Post (online)

As the team first attempts to climb down, Tri'gar and Daeron make it down safely. Jarlaxle and Tusk don't, but just fail to make progress.

For the second round, Jarlaxle and Tusk make it down the first stage. Tri'gar attempts to help Daeron. Daeron makes it down, but not Tri'gar. However, Tri'gar does not fall.

For the third round, Jarlaxle, Tusk, and Tri'gar make it through the second stage. Daeron almost loses his grip, but the help of Tusk and Tri'gar keep him at the current stage instead.

For the fourth round, Jarlaxle finishes the climb safely. Daeron makes it to the bottom safely due to help from Tusk and Tri'gar. Tri'gar does not make progress. Tusk finds the ground slip under his foot, and lands heavily at the bottom, taking 2d4 ⇒ (4, 2) = 6 damage.

For the fifth round, Tri'gar finishes the climb (using the normal rather than helping DC since there is no one left to help).

(pausing for any healing or reactions)

Grand Lodge

Male Half-Orc Fighter 5

"Well, that was fun! I don't look forward to having to climb out of this place."

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

Tusk dusts himself off and makes sure he did not twist his ankle, which feels a bit sore.

"would someone please use this on me?"

he waves a wand with a 'CLW' tag on it.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


Venture Lieutenant, Play by Post (online)

To avoid delay, I'll assume that Jarlaxle uses the want on Tusk.

The terrain smooths out and contains paths fit for travel at the crater’s bottom. Uneven trails converge toward a vast unnatural cavern entrance hollowed out of the basin. Signs of once-impenetrable defenses litter the area, battered and toppled as if broken down from within.

Please place yourselves in the yellow box on the map. You see another earth mephit and two little crystal creatures.

Since you need to put yourselves on the map, you may roll your own initiative. You also are welcome to roll sense motive, knowledge arcana or knowledge planes to see if you notice something.

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Lore Master - 'Take 10' = Knowledge(Arcana) 23.

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18.

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

init: 1d20 + 4 ⇒ (7) + 4 = 11

sense motive, untrained: 1d20 ⇒ 20


Venture Lieutenant, Play by Post (online)

Jarlaxle realizes that the crystal creatures have runes on them that show they are being magically controlled. The mephit seems to be exerting the control, and if he is destroyed, the crystal creatures will be free of the compulsion.

Tusk notices that the crystal creatures really don't want to fight, and are not actually hostile to you. Any attacks they make are against their wills.

botting those who have not posted today:

Initiative:

Tri’gar: 1d20 + 3 ⇒ (14) + 3 = 17
Daeron: 1d20 + 4 ⇒ (9) + 4 = 13
mephit: 1d20 + 6 ⇒ (6) + 6 = 12
crystal creatures: 1d20 + 2 ⇒ (2) + 2 = 4

bold may post:
Jarlaxle
Tri'gar
Daeron

mephit
Tusk
crystal creatures

Grand Lodge

@Jarlaxle : What's your action ? Seeing the character is in melee, but what's the action next (If there's less action during the week-end I might have to do some level of botting or doing the rounds in a more narrative way ). But strictly speaking, given Either you, Tri'Gar and Daeron act in a single bloc, you can arrange the internal turn order as you see fit. Tusk can also anticipate the action if it makes it easier.

Grand Lodge

Male Half-Orc Fighter 5

Tri'gar charges the little crystal creature furthest to the right.

Charge Power Attack with Slitherbane: 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
Power Attack with Slitherbane: 1d10 + 11 + 4 ⇒ (3) + 11 + 4 = 18

"Take that you crystal vermin you!"

Grand Lodge

The crysmal was already weakened somehow by the fact it's fighting the mind enslavement the mephit is inflicting, so while it won't leave itself defenceless, that certainly makes the party's life easier. The hit Tri'gar is landing is hard enough to finish it off, considering Jarlaxle already threw an initial hit. Not entirely true, but given the PC moved and action wasn't specified, I have to imagine in the realm of the plausible

Grand Lodge

Male Half-Orc Fighter 5

"One down! I'm leaving the next one for you Tusk!"


Venture Lieutenant, Play by Post (online)

Botting Jarlaxle and Daeron, because it's been over 24 hours since they were announced as 'up.'

Jarlaxle smacks the mephit with his sword.

attack: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d8 + 9 ⇒ (1) + 9 = 10

Daeron sends an arrow at the mephit.

attack: 1d20 + 9 ⇒ (1) + 9 = 10

He misses.


Venture Lieutenant, Play by Post (online)

The mephit attempts to do something magic.

1d4 ⇒ 2

Jarlaxle may take an AoO.
Tusk is up.


Venture Lieutenant, Play by Post (online)

AoO from Jarlaxle:
attack: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 1d8 + 9 ⇒ (1) + 9 = 10


Venture Lieutenant, Play by Post (online)

botting Tusk:
to hit orc double axe: 1d20 + 7 ⇒ (15) + 7 = 22
slicing damage, adamantine or cold iron: 1d8 + 11 ⇒ (2) + 11 = 13

The mephit is dead.

The remaining crystal creature immediately surrenders.


Venture Lieutenant, Play by Post (online)

You may now try to a diplomacy check to convince the crystal creature to join your cause.

(success reported)

Grand Lodge

Covering for GM Redelia since she has to step away for a bit

Jarlaxle looks the one to go to when it comes to talk to others, if others want to chip in they won't be prevented to do so though. The survivng crysmal is free of the mephit's domination, and while the creature won't immediately start to help them, is certainly amenable to negotiate.

Jarlaxle's diplomacy attempt : 1d20 + 12 ⇒ (18) + 12 = 30

The creature won't help them in a future combat but at least will provide them with clues about what might await them later closer to the actual prison of the entity that is calling for help. Will come into play in part 3

Additionally the hint of where they need to go next, and in the horizon there's a double gate to some sort of vault. Before they go their separate way, the crysmal provides them with one last hint of their next possible enemy : they might face followers of Ayrzul, the Lord Elemental of Earth, but evil-aligned.

After moving for a couple of minutes, they arrive closer to the gates. There aren't actual gates, the passageway acts more as a funnel given the walls are high enough that it's quite difficult to climb them. The creature didn't lie : two divine-like followers are expecting them with murderous intent once they see the party getting closer.

You can roll initiative, change maps to slide 4


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”

Table GMs, the Allies benefit is now in play.

Grand Lodge

Jarlaxle's initiative :1d20 + 3 ⇒ (14) + 3 = 17
Tusk's initiative :1d20 + 4 ⇒ (14) + 4 = 18
Trigar's initiative :1d20 + 3 ⇒ (12) + 3 = 15
Daeron's initiative :1d20 + 4 ⇒ (17) + 4 = 21
Cleric 1 initiative :1d20 + 3 ⇒ (8) + 3 = 11
Cleric 2 initiative :1d20 + 3 ⇒ (18) + 3 = 21

Daeron senses something wrong as he gets at the doorstep, he detects a trap right before falling inside it, and given the depth of it, anybody falling over would suffer quite substantially. He might have some difficulty dealing with the partial cover, but he has a line of sight against one of the clerics.

Daeron attacks with a longbow :1d20 + 9 ⇒ (2) + 9 = 11
Damage if it hits :1d8 + 5 ⇒ (4) + 5 = 9

The shot goes wide, and said cleric reacts shortly thereafter. He tries to send an acid dart in retaliation IT's +2 to hit, not +3

Acid dart touch :1d20 + 3 ⇒ (14) + 3 = 17
Damage if it hits :1d6 + 2 ⇒ (6) + 2 = 8

Because of Daeron's high protection against touch attacks and the partial cover of the wall, the shot barely goes wide.

Jarlaxle is able to disable the trap by preventing the soil from falling over after mowing close and poke at it. Both Tri'gar and Tusk can move at full speed afterwards. The other cleric starts to find himself a little bit too close for comfort but see there's no point falling back, so comes forwards and releases a wave of negative energy against the partu

NEgative channeling :2d6 ⇒ (2, 4) = 6
DC13 for half. I botted the first round for the needs of pacing, Daeron's turn

Grand Lodge

Male Half-Orc Fighter 5

Tri'gar braces himself against the wave of negative energy.

Will Save: 1d20 + 2 ⇒ (15) + 2 = 17

I think this is going to hurt...

Grand Lodge

Male Half-Orc Fighter 5

Tri'gar is surprised that it hurt so little but wastes no time in retaliating with a strong blow to the enemy.

Power Attack with Slitherbane: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Damage: 1d10 + 8 + 6 ⇒ (9) + 8 + 6 = 23

"Take that!"

Submitting my attack out of sequence to keep the momentum, please apply when needed.

Scarab Sages

Male elf ranger 4 |HP:32/32|AC20/FF15/T15|Init +4 +2 underground|F+3R+8W+3*+2 vs enchantment|Perception +11 +2 vs human, +2 underground

Will DC13: 1d20 + 3 ⇒ (9) + 3 = 12

Daeron takes the full blast of negative energy, but decides to take revenge on the priest.

Longbow: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 +2 vs human
Damages, P: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 +2 vs human

Grand Lodge

Thanks to his slight focus on humans, Daeron manages to injure the cleric. Jarlaxle starts to sing. Tri'gar is just lucky enough to act after the bard, as that thanks to the song that is belted, he manages to hit right where needed. Tusk isn't so lucky as he tried to attack with his orc axe a bit earlier, but just barely missed.

To hit Orc double axe : 1d20 + 9 ⇒ (5) + 9 = 14
Damage, cold iron, whetstone : 1d8 + 11 + 1 ⇒ (7) + 11 + 1 = 19

Seeing that he won't have everybody targeted in the party without taking the risk of going very close, the second cleric who originally threw a dart and then retreated, now moves forward and then also agitates his own unholy symbol.

Negative channeling, DC 13 : 2d6 ⇒ (2, 2) = 4
Tusk's saving throw : 1d20 + 3 ⇒ (1) + 3 = 4
Jarlaxle's saving throw : 1d20 + 3 ⇒ (9) + 3 = 12

Both Tusk and Jarlaxle didn't manage to resist the negative channeling, so they take its full effect. They all act together, but in a sense, the two clerics also are in a single bloc. The second cleric also releases a wave of negative energy for his part.

Negative channeling, DC 13 : 2d6 ⇒ (5, 2) = 7

Tusk's saving throw : 1d20 + 3 ⇒ (8) + 3 = 11
Jarlaxle's saving throw : 1d20 + 3 ⇒ (7) + 3 = 10

Neither Tusk or Jarlaxle seem to be able to catch a break as they're failing again. As it stands, one of the cleric is still in pristine shape, but the other looks pretty bad.

You're now under the effects of Inspire Courage, given you're all in a single bloc, you can arrange turn orders as you see fit. You suppose 14 to hit is just barely not enough, they have probably 15 from what you're seeing

Grand Lodge

Tusk got majorly hurt by the successive negative channelings as they don't do a lot individually, but added over time, it can start to hurt. There's the suspicion these two clerics have more channels in reserve, so he tries to attack again.

To hit Orc double axe : 1d20 + 9 ⇒ (13) + 9 = 22
Damage, cold iron, whetstone : 1d8 + 11 + 1 ⇒ (8) + 11 + 1 = 20

This time he does not miss the mark as the axe slices the body despite the armor the cleric is wearing. Jarlaxle keeps singing.

Grand Lodge

Male Half-Orc Fighter 5

Here is Tri'gar's rolls for when he's up

"Hey you nasty cleric man! Stop messing with my friends!"

Will Save: 1d20 + 2 ⇒ (11) + 2 = 13

Fingers crossed!

Power Attack with Slitherbane: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 Not sure what to add for Bard Song or any other buffs to this.

Damage: 1d20 + 8 + 6 ⇒ (1) + 8 + 6 = 15 Again, not sure if there are any mods from botted buffs etc.

Grand Lodge

Male Half-Orc Fighter 5

Forgot the 2nd will save.

Will Save: 1d20 + 2 ⇒ (4) + 2 = 6

Fingers crossed again, it worked the first time...

Grand Lodge

Male Half-Orc Fighter 5

Tri'gar takes a total of 9 points of damage between the 2 blasts of negative energy. He doesn't look happy about that.

Grand Lodge

Jarlaxle activated the bard song, so you benefit from it. I bot Daeron for this round

Tri'gar manages to swipe on the remaining cleric in a big way, barely missing the perfect shot. Daeron then tries to hit him with the longbow.

Longbow attack :1d20 + 12 ⇒ (20) + 12 = 32
Damage :1d8 + 4 ⇒ (7) + 4 = 11
Confirmation roll :1d20 + 12 ⇒ (8) + 12 = 20
Critical hit damage :2d8 + 8 ⇒ (2, 2) + 8 = 12

He strikes very close to the heart, so despite the cleric still on decent shape before hand, he immediately falls to the ground like a sack of potatoes. The entrance to the vault is now free to reach. While they probably won't have several hours to rest, they can certainly pause to heal themselves and re-prepare for the next fights.

I will put the next map at worst on tomorrow afternoon (UTC+2 timezone)

Grand Lodge

You can go to the slide 5

Ranginori’s struggles shattered the mile-wide doors that sealed these chambers leading into the heart of the complex. Ayrzul’s presence is channeled through his followers here and lethal radiation permeates many of the chambers. This radiation floods the path leading to the central vault, and the Pathfinders are unable to progress further until they diminish the elemental lord’s presence on the asteroid.

Vaulted arcs of stone create a bizarre network of geometric recesses, like a petrified beehive but orders of magnitude larger. In one cell stands an altar smeared with blood and ochre.

The initial bad surprise the party gets in entering the complex is that they're struck by a wave of radioactivity that they suspect is of divine origin, probably Ayzrul since his good-aligned counterpart would never do that and reanimate corpses, such as what they will start to face in a couple of seconds. This radioactivity might not be very active while they explore, it might be much more problematic during a fight.

The effects of the Planar Adaptation the party bought at the start of the specia start now. You can roll initiative

Not so fresh creature init : 1d20 + 6 ⇒ (16) + 6 = 22
Bones only creature init : 1d20 + 6 ⇒ (1) + 6 = 7

Grand Lodge

EDIT : It's good to go, that sequence is part of the current sequence you're playing

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Sorry. For some reason, my dot in this game disappeared, so I did not realise there had been any posts for the last week, apparently. I vaguely remembered that Redelia said she was going to be away, and did not think anything of it, and only just checked in on the thread now because I thought it was a little odd that there had been no activity for such a long time :-/

Apologies, all!

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16.

Grand Lodge

Male Half-Orc Fighter 5

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Grand Lodge

Male Half-Orc Fighter 5

Since I rolled well on initiative, here is my attack to keep things rolling.

Charge up 10' to the closest opponent.

"You should have stayed dead!"

Charging Power Attack with Slitherbane: 1d20 + 14 - 2 + 2 ⇒ (13) + 14 - 2 + 2 = 27
Damage: 1d20 + 8 + 6 ⇒ (3) + 8 + 6 = 17

Scarab Sages

Male elf ranger 4 |HP:32/32|AC20/FF15/T15|Init +4 +2 underground|F+3R+8W+3*+2 vs enchantment|Perception +11 +2 vs human, +2 underground

Initiative: 1d20 + 4 ⇒ (15) + 4 = 19 +2 in an underground environment.

As Tri'gar I post my actions in advance

Daeron shoots at the closest target.

+1 longbow: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 Adds +1 if Inspire Courage is on
Damages, P: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Adds +1 if Inspire Courage is on

Grand Lodge

Tusk's initiative : 1d20 + 4 ⇒ (19) + 4 = 23

Tusk is fast enough to be able to get there first. He charges into the undead who still has some substance on him and uses his double axe.

attacks with an orc double axe (charge) : 1d20 + 11 ⇒ (1) + 11 = 12

But his strike attacks thin air and now the creature attacks in return.

attacks with a claw: 1d20 + 4 ⇒ (11) + 4 = 15
attacks with the second claw: 1d20 + 4 ⇒ (6) + 4 = 10

But the creature also badly misses. Tri'gar then moves forward and his attack is enough to instantly destroy it. Daeron then tries to land an arrow on the skeletal one, but misses.

What Jarlaxle will be doing at his initiative ?

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Jarlaxle strides forward, and readies to take a swing at the skeletal figure if it closes into melee.

Gamin the Reforged: 1d20 + 12 ⇒ (16) + 12 = 28, for 1d8 + 9 ⇒ (8) + 9 = 17 Magical Slashing damage.

Grand Lodge

As expected, this better skeleton moves forwards and invites the attack from Jarlaxle's sword, which is landing well and big despite the resistance to anything that sounds slashing.

Nonplussed, the monster then tries to land a hit in return, but misses by quite a bit.

attack with a bastard sword ; 1d20 + 7 ⇒ (9) + 7 = 16

Tusk then tries to attack with his weapon, hoping it connects this time around.

attack with an orc double-axe ; 1d20 + 9 ⇒ (8) + 9 = 17
Damage ; 1d8 + 12 ⇒ (7) + 12 = 19

Again despite the resistance to slashing, Tusk hits hard and the sksleton doesn't feel holding on for much more time.

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Jarlaxle steps around his foe, and smacks it from the flank.

Gamin the Reforged: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18, for 1d8 + 9 ⇒ (3) + 9 = 12 Magical Slashing damage.

Grand Lodge

Male Half-Orc Fighter 5

When I am up next.

"One down, one to go!"

Tri'gar 5' steps up to the skeletal one.

Power Attack with Slitherbane: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18

Power Attack Damage: 1d10 + 8 + 6 ⇒ (5) + 8 + 6 = 19

+ any buffs (i.e. Bard Song) that are up.

Grand Lodge

Tri'gar and Jarlaxle combine to knock down the sksleton down for good. even with the thickness of the bones again making their life a bit more difficult. They're now free to loot the place how they wish.

The Bone Priest has a masterwork bastard sword, and a quick perception of the room yields the party further loot : four potions of endure elements, two potions of cure light wounds, and a potion of remove disease. In Subtier 3–4, the PCs also find a wand of lesser restoration (5 charges)

Normally, you should have suffered the effects of the radiation hazard there which amounts to 1d4 acid damage, but thanks to the Planar Adaptation, you didn't really notice the effects.

It is fast and furious, they immediately move forward in the search of more rooms to explore and more enemies to get down, given they didn't get scratched at all. They speed up through the corridor and arrive right into some sort of training ground for earthly creatures, whereas the previous room had the feel of a room dedicated to cultists.

The ceiling of this deep chamber is barely visible in the distance. Stairways designed for giants connect multiple levels, and bright illumination wipes away the shadows, unlike most other areas on the asteroid. A central platform inscribed with arcane runes hangs carefully balanced in the center of this network of enormous pathways paths. The floor of the platform appears to be a never-ending cascade of earth, forever falling into a black void.

You can go to slide 6

Two creatures are standing there, one is a tiny floating ball and the other is a monstruous humanoid with wings. Unlike last time though, no creature has been enslaved. It seems the humanoid us there on own accord, not compelled by anything.

You can all roll initiative

Init winged creature : 1d20 + 6 ⇒ (6) + 6 = 12
Init floating ball : 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8.

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

Tusk leaves the potions and scrolls for the others to take, and he prefers his orc weapon over a bastard sword any day.

init: 1d20 + 4 ⇒ (18) + 4 = 22

If we beat their init, should we post an action?

Grand Lodge

Yeah you can go ahead and post it

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

In that case, Tusk charges and hammers at it with his axe, tripping over some rubble.

to hit orc double axe, charge: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
slicing damage, adamantine or cold iron, whetstone: 1d8 + 11 + 1 ⇒ (8) + 11 + 1 = 20

"Crap!"

Grand Lodge

Daeron's initiative : 1d20 + 6 ⇒ (4) + 6 = 10
Tri'gar's initiative : 1d20 + 3 ⇒ (2) + 3 = 5

How the initiatives are unfolding, both sides are in a single bloc, given Tusk is first, floating ball and winged creatures right after, and everybody else behind

Tri'gar, despiite his haphazard strike, surprisingly manages to hit the winged creature, and everybody goes through, thanks to catching his opponent flat-footed. But the floating immediately flies in and lashes a tendril at him in retaliation.

attacks with a tendril : 1d20 + 11 ⇒ (6) + 11 = 17

The attack misses by quite a bit despite benefiting from a flank. Everybody has the ill-feeling that the floating ball directly helps the winged one to fight better somehow, like a sort of aura. The other creature doesn't hesitate to try to exploit both advantages to the maximum extent with a high volume of throws, and three hits are landing.

attacks with a bite : 1d20 + 11 ⇒ (2) + 11 = 13
attacks with a claw : 1d20 + 11 ⇒ (19) + 11 = 30
attacks with a claw : 1d20 + 11 ⇒ (15) + 11 = 26
attacks with a gore : 1d20 + 11 ⇒ (9) + 11 = 20
Damage gore : 1d4 + 4 ⇒ (3) + 4 = 7
Damage claw : 1d6 + 4 ⇒ (3) + 4 = 7
Damage claw : 1d6 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Jarlaxle moves closer, and attempts to smack the ball.

Gamin the Reforged: 1d20 + 12 ⇒ (4) + 12 = 16, for 1d8 + 8 ⇒ (3) + 8 = 11 Magical Slashing damage.

Grand Lodge

Typo on my last post, I wanted to quote Tusk, but I quoted Tri'gar instead, my bad

Jarlaxle hits the ball quite a bit, the main thing that stands out is the creature's ability to absorb a little part of the hit. Tri'gar then tries to finish the same target, but misses the target.

attacks with the double orc axe : 1d20 + 9 ⇒ (1) + 9 = 10

Daeron then attempts to do it with his longbow, but it is the same problem. Such unluckiness only happens very rarely ...

attacks with the longbow : 1d20 + 9 ⇒ (1) + 9 = 10

Tusk can act

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

So Tusk took 21 damage?

Tusk shifts away from the flank, blood draping down the haft of his axe, and tries a little harder to do some damage, swinging first with his adamantine side and then with his cold iron side, both at the winged creature.

  • to hit orc double axe: 1d20 + 5 ⇒ (9) + 5 = 14
  • slicing damage, adamantine, whetstone: 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15
  • to hit orc double axe: 1d20 + 5 ⇒ (19) + 5 = 24
  • slicing damage, cold Iron, whetstone: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16

  • 51 to 100 of 226 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [GD XIII] Redelia's Cosmic Captive All Messageboards

    Want to post a reply? Sign in.