Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore taps Tiff on her shoulder.
Try to get hit once more. I have a higher powered healing spell, but don't want to waste it yet.

He did cast Vigor on her.


Tiff's jaws crunch through flaming bones, her magic protecting her against the heat.

Flaming headless skeleton at -25.

Marill, Ismene, and Quinn are up!


Male Varisian Human L3 Dirge Bard - devoted to Desna

First, let me apologize for the radio silence. There have been some issues consuming my time and attention.

Those issues are hopefully now under control, I should be able to resume posting again.

Marill steps into the flank and swings with his starknife

tohit: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d4 + 5 ⇒ (1) + 5 = 6

"Woo hoo!!!! Take that you foul undead fiend"


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

Quinn tries to slip another stab around the door jamb, but his strike is fouled by the crowding.

Attack, cover: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage, no DR due to spell: 1d8 + 3 ⇒ (8) + 3 = 11


Ranged Touch Attack, PBS: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Holy Water Damage, PBS: 2d4 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
Miss Scatter: 1d8 ⇒ 6

Ismene draws and tosses another holy water flask, but it goes past the target.

5 splash damage only


His Touch AC is 9, so Ismene just misses.

Marill has no ability to get into melee combat. unfortunately.
Map is here, my apologies. I will update the link in the header. I guess Marill can throw the starknife? I'll use your roll so it hits even with all the penalties for cover and into melee.

Marill's starknife does minimal damage. DR not beat.

Quinn misses.

Ismene's holy water splashes the skeleton.
Now at -31 HP.

The flaming skeleton chops at Tiff.
Handaxe: 1d20 + 6 ⇒ (19) + 6 = 25
01-50 Miss?: 1d100 ⇒ 100
Damage: 1d6 + 9 ⇒ (6) + 9 = 15

Tiff gets hit again, just as Theodore requested. The handaxe cuts deep into her neck and she falls, bleeding. This guy might not have been the Lopper, but he is auditioning to take over the role.

The skeleton steps over her fallen form and claws at Quinn, hitting again.

Claw at Quinn: 1d20 ⇒ 19
01-50 Miss?: 1d100 ⇒ 22
Blind-Fight: 1d100 ⇒ 96
Damage with Fire: 1d4 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11

Round 3
Gurtis Vortch -31
Theodore
Quinn -11
Ismene

Round 4
Tiff -25 (At -2, DC 12 Con check to stabilize)
Marill


GM Aldizog wrote:
His Touch AC is 9, so Ismene just misses.

Really? In that case is it too late to figure in inspire courage? I was trying to hurry when I posted and didn't add it to the formulae. Would have been 12 total damage on a hit with IC added in... =D

Ismene takes an alarmed step back as the blazing bones barrel into the hallway, scrambling for another Holy Water to throw before it can bring anyone else down.

Ranged Touch Attack, PBS, IC: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24 Holy Water Damage, PBS, IC: 2d4 + 4 + 1 + 1 ⇒ (4, 2) + 4 + 1 + 1 = 12


Ismene Albus wrote:
GM Aldizog wrote:
His Touch AC is 9, so Ismene just misses.

Really? In that case is it too late to figure in inspire courage? I was trying to hurry when I posted and didn't add it to the formulae. Would have been 12 total damage on a hit with IC added in... =D

Ismene takes an alarmed step back as the blazing bones barrel into the hallway, scrambling for another Holy Water to throw before it can bring anyone else down.

[dice=Ranged Touch Attack, PBS, IC]1d20 +4+1+1 [dice=Holy Water Damage, PBS, IC]2d4+4+1+1

Well, he also had cover, not factored in, so no retconning away his hits this round unfortunately.

Ismene destroys the skeleton.

More later.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore taps his sister.
Much better, dear. You took that like a professional.

Channel energy : 2d6 ⇒ (1, 2) = 3 DC 15 7/5


Tiff is now conscious (1/23).
Quinn (20/28) and Theodore (21/24) are also wounded.

The guardroom has a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots. The skeleton, its flames now flickering out, carried a simple handaxe.

There is a winch affixed to the north wall. It would seem to raise and lower the portcullis that allows entrance into the area to the north; the portcullis is currently raised.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore squeezes out another (hopefully better) channel!
Channel energy: 2d6 ⇒ (4, 4) = 8 DC 15 7/4


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"I am much obliged, Teddy. Here, Tiff, looks like you could use a top-up too."

He'll use the healing rod on Tiff. Healing Rod: 1d8 + 3 ⇒ (1) + 3 = 4


Quinn and Theodore are now back to full, and Tiff is at 13/23.

Do you heal further, turn back, press on to the Oubliette, or do something else?

@Marill - I think you should have more spells known, one of which could be Cure Light Wounds if you wished... your profile just shows 2 1st-level spells known and you should have 4 as a 3rd-level Bard (plus any that you might have added from Secrets of the Grave).


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore places a reassuring hand in his sister's shoulder.
Perhaps try not to get hit as often? Seems like a proper plan.

The elder brother looks entertained.
Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Glad that skeleton didn't burn the winch. All good then? Let's press on northward."


Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

With a bloodcurdling shriek, a spectral figure emerges from the pit!

Its legs are twisted as if broken; its arms are unnaturally long. It carries what appears to be an oversized hatchet, though all of it is translucent and insubstantial.

Initiative:
Ismene: 1d20 + 2 ⇒ (14) + 2 = 16
Marill: 1d20 + 3 ⇒ (2) + 3 = 5
Quinn: 1d20 + 1 ⇒ (6) + 1 = 7
Theodore: 1d20 + 2 ⇒ (19) + 2 = 21
Tiff: 1d20 + 4 ⇒ (6) + 4 = 10
Lopper: 1d20 + 7 ⇒ (5) + 7 = 12

Knowledge (Religion):
Ismene: 1d20 + 12 ⇒ (16) + 12 = 28
Marill: 1d20 + 7 ⇒ (16) + 7 = 23
Quinn: 1d20 + 4 ⇒ (18) + 4 = 22
Theodore: 1d20 + 7 ⇒ (16) + 7 = 23
Tiff: 1d20 + 10 ⇒ (20) + 10 = 30

From descriptions, you recognize this is The Lopper. Who has his handaxe? He has become a wraith. Wraiths can vary in their abilities, but generally can drain life with a touch. They are incorporeal, can sense the presence of living creatures (even invisible ones), are powerless in sunlight, and can create spawn by killing the living. Animals are normally extremely averse to attacking such beings - but Luna should have no trouble.

Round 1
Theodore
Ismene

Lopper
Tiff
Quinn
Marill


NG Female Human | Wizard 3 | HP 23/23 | AC 15, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff whistles as she spies the Lopper and begins to catalog his traits, ”Oh wow! A class IV full torso vaporous. Sammy do you think it's free floating or focused? I guess we could let it chase us around and find out!” While she has well educated guesses as to how the Lopper functions as a spirit she does not share those particulars with her companions at this moment.

She addresses the apparition directly, ”Mr. Lopper, would you mind answering some questions? I have many!” Tiff has absolutely no idea the danger she’s in so does not act accordingly.

Can't use the axe so not it.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore Samuel Walden Carter raises a bushy white eyebrow at his sister's utter lack of decorum.
Dear Sister! Your manners are failing our family. You have neglected to introduce yourself properly.

The Cleric of Pharasma does squint at the apparently Lopper fellow.
Knowledge (religion) (Int) DC ?: 1d20 + 7 ⇒ (13) + 7 = 20

Theodore Readies to target the Lopper fellow And his Sister (or anyone brave enough to Melee).....
Positive Pulse

EDIT!

Theodore taps his pantaloons.
No axe here ..


Male Varisian Human L3 Dirge Bard - devoted to Desna
GM Aldizog wrote:


@Marill - I think you should have more spells known, one of which could be Cure Light Wounds if you wished... your profile just shows 2 1st-level spells known and you should have 4 as a 3rd-level Bard (plus any that you might have added from Secrets of the Grave).

I do have cure light wounds on my actual character sheet. Could have sworn I added it to my profile. Added now


I think Quinn is the only one who can wield martial weapons, I nominate him to have it. He's also the strongest of us, so he would have better carrying capacity.

'At least this one isn't already on fire...' Ismene thinks to herself as she pulls and combines reagents from her various pockets, giving them a shake for good measure and tossing the resultant bomb underhanded to cover the distance.
Bomb touch attack, attunement, PBS, Range Penalty: 1d20 + 5 + 1 + 1 - 2 ⇒ (15) + 5 + 1 + 1 - 2 = 20 Bomb Fire Damage, PBS: 1d6 + 1d6 + 4 + 1 ⇒ (2) + (4) + 4 + 1 = 11

"Quinn, the spirit board said the axe is his weakness..." She softly reminds the cavalier while making sure to stay behind him.


The spirit flinches as the bomb explodes. The insane rage on his face cannot mask the fear in his ghostly eyes.

Takes half damage (incorporeal), so -5 HP, and is Staggered.

The wraith flies at Quinn!

Partial charge
Theodore casts his readied spell, which should bolster Quinn and Tiff against the wraith's touch.

Will vs Positive Pulse: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
The wraith is hurt by the spell at -11 but not stopped.

Touch attack, charge: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d6 ⇒ 6 plus 1d6 ⇒ 1 bleed

The Lopper swings his ghostly axe at Quinn's neck. There is pain, and blood - but the blood then turns into smoke and flows into the Lopper. On the spectral form, the burns from Ismene's bomb and Theodore's spell start to heal.

So, this variant wraith doesn't have Con drain, but it does have a sort of vampiric ability through the Bleed damage.

Party up!
Round 1
Theodore
Ismene
Lopper -10 HP, -2 AC (charge)
Tiff
Quinn -7, Bleed 1 (already applied for this round)
Marill

Round 2
Theodore
Ismene


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti
Ismene Albus wrote:
I think Quinn is the only one who can wield martial weapons, I nominate him to have it. He's also the strongest of us, so he would have better carrying capacity.

Reasonable, that works for me. Quinn feels the spectral axe tear through his neck and grits his teeth.

"Almost vampiric! Unliving fiend, you will take no more victims! Fight me and meet your end!" Quinn throws down his shield, it's of no use to him here. He takes up his sword with two hands and calls out, "Luna, behind!"

Luna mutters a solemn whinny and trots up the aisle, brushing aside the party members and leaving a silvery sheen of moonlight where she touches, then squeezing past the spectral murderer to menace him from behind. Then together, they attack!

Quinn is dropping his shield as a free action, challenging as a swift action, commanding as a move action, and attacking as a standard. Luna is moving (including squeezing past the enemy, which provokes and takes double movement (totalling 45 of her 50 ft move) but doesn't otherwise penalize her due to Narrow Frame, and attacking as a standard.

Longsword attack, challenge, flank, power attack: 1d20 + 7 + 1 + 2 - 1 ⇒ (19) + 7 + 1 + 2 - 1 = 28 I believe this can't crit, so won't bother rolling to confirm
Longsword damage, challenge, power attack, magical: 1d8 + 5 + 3 + 3 ⇒ (1) + 5 + 3 + 3 = 12

Horse Bite + Flank: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Horse bite damage, nonmagical: 1d4 + 3 ⇒ (1) + 3 = 4 Nonmagical and despite the description, she's treated as corporeal so unless I'm missing something, this isn't actually capable of damaging the guy


Quinn Harwood wrote:
Nonmagical and despite the description, she's treated as corporeal so unless I'm missing something, this isn't actually capable of damaging the guy

I believe that is correct. Luna gets Magic Attacks at level 4, and you could take the Phantom Fighter feat to make her attacks Ghost Touch, though that may or may not be worth a feat depending on your plans. I'd probably rule that the Phantom Fighter feat would also make her natural armor bonus to AC apply against incorporeal touch, since it seems like it almost should already.

I also believe that dropping a worn shield (which a Heavy Shield is) takes a move action, not a free action (unless combined with a move). But you should have the Link ability so commanding Luna is a free action, not a move action. It all works out.

The Lopper swings his axe at Luna.
AOO touch attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 ⇒ 2 plus 1d6 ⇒ 3 bleed, although the Bleed will not take effect until the start of her next turn.

Quinn tears into the wraith.

Lopper at -16 HP


NG Female Human | Wizard 3 | HP 23/23 | AC 15, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff steps forward pulling her quarterstaff into her hand, she puts some magical english on her swing! "I asked nicely! You can make poor unlife choices later."

Wizard's bonk! aid? Defensive: 1d20 + 5 + 1 - 4 ⇒ (17) + 5 + 1 - 4 = 19
Bludgeoning, magic, arcane strike: 1d6 + 1 ⇒ (3) + 1 = 4

AC 21


Male Varisian Human L3 Dirge Bard - devoted to Desna

Marill casts his Cure Light Wound Spell, steps up, and attempts to touch the undead

touch attack: 1d20 + 3 ⇒ (7) + 3 = 10 for damage: 1d8 + 3 ⇒ (4) + 3 = 7 Will save DC 15 for half


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore Readies to Channel after the Lopper makes a third person to Bleed....

The Scrooge only trims his nails for the time being... occasionally raising a blue eye up to watch for his most opportune moment....

Channel: 2d6 ⇒ (3, 1) = 4
That axe does look sharp.


Seeing that her bombs have some effect, she imbibes her cognatogen to maximize their damage.


Tiff hits! 2 damage, Lopper at -18

Marill misses, but retains his spell to try again.

Theodore readies to Channel, and Ismene augments her mental prowess.

Seeing that Quinn and Luna are bleeding, but Tiff is not, the Loppper seeks to change that.

Incorporeal Touch vs Tiff's AC 21: 1d20 + 7 ⇒ (2) + 7 = 9
He misses badly.

Theodore - as it happens that nobody got Bleed damage this round, do you want your action to be a Delay instead, and then apply that Channel now? Doing so would prevent the Bleed that Quinn and Luna would take at the beginning of their turns (and so prevent healing going to the Lopper). This is a little weird with block initiative of course.

Party up!

Round 2
Theodore readied/delaying?
Ismene
Lopper -18 HP
Tiff
Quinn -7, Bleed 1
Luna -2, Bleed 3
Marill

Round 3
Theodore readied/delaying?
Ismene


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore Channels!
Somebody get that axe out of it's hands!


Theodore now goes right after Lopper.

Round 2
Ismene
Lopper -18 HP
Theodore
Tiff
Quinn -3
Luna
Marill

Round 3
Ismene


Male Varisian Human L3 Dirge Bard - devoted to Desna

Marill will again try and hit the undead

touch attack: 1d20 + 3 ⇒ (2) + 3 = 5 for damage: 1d8 + 3 ⇒ (7) + 3 = 10 Will save DC 15 for half

"Sigh"


NG Female Human | Wizard 3 | HP 23/23 | AC 15, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

"I don't know Sammy, that axe looks sharp. He could drop it on Quinn's toes!" She swings at the Lopper halfheartedly.

Wizard's bonk! aid? Defensive: 1d20 + 5 + 1 - 4 ⇒ (11) + 5 + 1 - 4 = 13
Bludgeoning, magic, arcane strike: 1d6 + 1 ⇒ (3) + 1 = 4

AC 21


Given the close quarters, Ismene uses her precision methods to spare her friends the splash as she combines her reagents and lobs another bomb at the Lopper.

Bomb ranged touch attack, attunement, PBS: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Bomb Fire Damage, attunement, PBS, cognatogen: 1d6 + 1d6 + 4 + 1 + 1 + 2 ⇒ (5) + (1) + 4 + 1 + 1 + 2 = 14

AC 18, touch 12, flat-footed 16 (+3 armor, +1 attunement, +2 Dex, +2 natural-cognatogen)


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Get clear, Luna, you can't do any more good back there!" Quinn calls out to his spectral horse companion, and Luna retreats further back.
Withdraw

"Thanks, Teddy. I don't think this Lopper wants my toes," he says to the siblings while continuing his own strikes at the wraith.

Longsword attack, challenge, power attack: 1d20 + 7 + 1 - 1 ⇒ (15) + 7 + 1 - 1 = 22
Longsword damage, challenge, power attack, magical: 1d8 + 5 + 3 + 3 ⇒ (5) + 5 + 3 + 3 = 16


Marill, unfortunately, misses again.
As does Tiff. Lopper is AC 18
Ismene hits again! And, as before, the Lopper flinches at the fire and appears to be terrified Half damage, Lopper at -25 and staggered
Quinn delivers a mighty blow with his sword! Lopper at -33

The Lopper seethes with rage. With the priest and the fire-bomber out of reach, he swings his axe at the warrior in front of him.

Touch Attack vs Quinn: 1d20 + 7 ⇒ (1) + 7 = 8

Quinn dodges.

Round 3
Ismene
Lopper -33 HP
Theodore
Tiff
Quinn -3
Luna
Marill

Round 4
Ismene


NG Female Human | Wizard 3 | HP 23/23 | AC 15, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Tiff pouts as the Lopper ignores her yet again, "Hey! Stop trying to steal Quinnies toes or foot or fingies or even his head!"

She frantically waves her staff in front of the Lopper's face, through his face, and his eyes. She makes quite a nuisance of herself.

While her staff doesn't harm the apparition she does infuse it with a little leftover magic.

Aid another for AC bonus to Quinn: 1d20 + 5 ⇒ (13) + 5 = 18

Standard for aid another, swift for arcane strike just in case it provokes.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore taps Quinn's shoulder.
Make him stop glaring at me.

Vigor


Quinn, Marill, and Ismene are up!


Male Varisian Human L3 Dirge Bard - devoted to Desna

Marill will once again try and hit the undead. At least he isn't losing any spells :-)

touch attack: 1d20 + 3 ⇒ (6) + 3 = 9 for damage: 1d8 + 3 ⇒ (4) + 3 = 7 Will save DC 15 for half

Marill then goes off into a corner and weeps quietly to himself


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti

"Definitely need all those bits," Quinn mutters as he keeps hacking away, now empowered and defended.

Longsword attack, challenge, power attack:: 1d20 + 7 + 1 - 1 ⇒ (19) + 7 + 1 - 1 = 26
Longsword damage, challenge, power attack, vigor, magical: 1d8 + 5 + 3 + 3 + 1 ⇒ (3) + 5 + 3 + 3 + 1 = 15


Bomb ranged touch attack, attunement, PBS: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
Bomb Fire Damage, attunement, PBS, cognatogen: 1d6 + 1d6 + 4 + 1 + 1 + 2 ⇒ (2) + (5) + 4 + 1 + 1 + 2 = 15
Ooh, Confirm?: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23
WhooHoo! Crit Damage: 1d6 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11

Ismene lobs a particularly blasty bomb at the Lopper. She blinks rapidly as she pushes her lenses back up her nose. "Ooh, I'll have to check my notes to see what I did differently with that one."

Quinn, that's a crit threat for you too, isn't it? Longsword is a 19-20, iirc.


NG Female Human | Wizard 3 | HP 23/23 | AC 15, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: alarm, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy

Since it's incorporeal I think it's immune to crits unless we use a ghost touch weapon. :(


Theophania "The Great Tiff" wrote:
Since it's incorporeal I think it's immune to crits unless we use a ghost touch weapon. :(

Correct.

Quinn lands a powerful blow, and Ismene's bomb hits dead center. Ectoplasmic wisps start to evaporate from the wraith. Lopper now at -47.

The spirit attacks in a mix of fury and fear, hitting Quinn again.

Touch Attack vs Quinn: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 ⇒ 2 plus Bleed: 1d6 ⇒ 4 at the start of Quinn's turn.

Another round like that and you've got him.
Party up!


Male Varisian Human L3 Dirge Bard - devoted to Desna

You can do it Marill. You can actually hit this person and do something. Come on, you can do it

Marill pulls back his shoulders and tries again to hit.

touch attack: 1d20 + 3 ⇒ (17) + 3 = 20 for damage: 1d8 + 3 ⇒ (1) + 3 = 4 Will save DC 15 for half

Absolutely garbage damage but at least I hit :-). Yay. I'm contributing :-) :-) :-)


Will: 1d20 + 7 ⇒ (19) + 7 = 26

So half damage on the save, but I believe this is not halved again for incorporeal; Cure Light Wounds says "you channel positive energy..." and the incorporeal ability specifies that channeled energy is not halved.

Lopper at -49!


Noting that she was nearing the end of her resources, Ismene lobs her next to last bomb.

Bomb ranged touch attack, attunement, PBS: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Bomb Fire Damage, attunement, PBS, cognatogen: 1d6 + 1d6 + 4 + 1 + 1 + 2 ⇒ (4) + (5) + 4 + 1 + 1 + 2 = 17


Ismene's penultimate bomb destroys the wraith!
That brought it to exactly 0 HP, and undead are destroyed at 0.

Three of the five are now destroyed, leaving the Mosswater Marauder and the Splatter Man somewhere in this dungeon.

What do you do now?

Descend in the oubliette?
Explore another room?
Find a place to rest?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light

Theodore taps Quinn's shoulder.
Well done, my good man! Showed that Lopper what's what! Ismene, your bombs seems quite productive in deed. Marill, well everything helps.

The Cleric Channels.
Channel: 2d8 ⇒ (6, 4) = 10


Ismene gives a weary nod. "Unfortunately, I'm down to one bomb left and I've gone through half our supply of Holy Water. I'll need to rest soon if I'm going to continue to contribute."


M Init +1 | AC 19 T11 FF18 | HP 21/28 | Fort +6, Ref +3, Will +4 | Perception+2 || Healing Rod: Is Lu Ma Qu Th Ti
Theodore Samuel Walden ... wrote:

Theodore taps Quinn's shoulder.

Well done, my good man! Showed that Lopper what's what! Ismene, your bombs seems quite productive in deed. Marill, well everything helps.

"It's was quite the team effort, Reverend. Well done, all. But if we need to rest and restock, we can. Teddy, Miss Tiff, Marill, how are your wells of magic faring? I am well enough to continue, and..." Quinn walks over and checks his horse over, "Luna is as well, but we won't for long if our healing resources run out."

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