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125 posts. Alias of Chris Marsh.


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Bytor casts Dispel Magic on the logger with whom Taranis was speaking.


Uh, do we have healing? I don't want this to come down to getting hunted down. John moves too.


John, tired of all this, finally gets to the room, REF: 1d20 ⇒ 10 confidently stepping on the dead guard's body atop the grease. "Drelev. This is for the fallen." The staccato twang of arrows fills the room:

=
RANGED FULL ATTACK
Haste, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3. No idea on the specifics. These are my best guesses.

ATK 1: 1d20 + 21 + 1 + 1 ⇒ (5) + 21 + 1 + 1 = 28 for DMG: 2d8 + 12 + 1 ⇒ (6, 6) + 12 + 1 = 25
ATK 2: 1d20 + 16 + 1 + 1 ⇒ (11) + 16 + 1 + 1 = 29 for DMG: 1d8 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Haste: 1d20 + 21 + 1 + 1 - 2 ⇒ (12) + 21 + 1 + 1 - 2 = 33 for DMG: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11


John.... REF: 1d20 ⇒ 16 is most likely okay.


John risks getting hit, confident that he can take one and deliver MUCH more:

ATK: 1d20 + 21 - 3 ⇒ (9) + 21 - 3 = 27 for DMG: 1d8 + 9 + 6 + 2 ⇒ (2) + 9 + 6 + 2 = 19


Eselar engages his jetpack and closes in.


John Will: 1d20 ⇒ 14


John's player is actually AFK this week, just spoke to him.

John steps to the side. There's a lot in his way, but he spies the guard next to Augrym. He let's fly with his full barrage:

RANGED FULL ATTACK
First Attack:
Haste, Deadly Aim, Point Blank Shot, Manyshot, Clustered Shots with Adaptive Compound Longbow +3 whilst invisible:

ATK: 1d20 + 21 - 3 - 2 + 2 - 2 ⇒ (4) + 21 - 3 - 2 + 2 - 2 = 20 for DMG if hit: 2d8 + 18 + 12 + 2 + 1 ⇒ (4, 6) + 18 + 12 + 2 + 1 = 43
ATK 2: 1d20 + 16 - 3 - 2 + 2 - 2 ⇒ (9) + 16 - 3 - 2 + 2 - 2 = 20 for DMG if hit: 1d8 + 9 + 6 + 2 ⇒ (2) + 9 + 6 + 2 = 19
ATK Rapid: 1d20 + 21 - 3 - 2 + 2 - 2 - 2 ⇒ (14) + 21 - 3 - 2 + 2 - 2 - 2 = 28 for DMG if hit: 1d8 + 9 + 6 + 2 ⇒ (1) + 9 + 6 + 2 = 18
ATK Haste: 1d20 + 21 - 3 - 2 + 2 - 2 ⇒ (8) + 21 - 3 - 2 + 2 - 2 = 24 for DMG if hit: 1d8 + 9 + 6 + 2 ⇒ (5) + 9 + 6 + 2 = 22


John will also T10.... I just don't know what he's got.


Augrym quickly casts Second Wind before hustling to catch up Healing: 2d8 + 9 ⇒ (6, 8) + 9 = 23. Unrak also hustles to his brother.


John rushes towards the exit, almost catching up to his son.


John hurls himself through the wall! 2d6 + 12 + 6 ⇒ (5, 1) + 12 + 6 = 24 and keeps going


Knowing that he needs to get a line on the spellcaster outside, John tries to drop enough of the enemy to give Toth a path forward:

REF v. Chain Lightning: 1d20 + 10 ⇒ (10) + 10 = 20

Arrow 1: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (1) + 22 + 2 + 1 + 1 - 2 - 2 = 23
Arrow Rapid: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (20) + 22 + 2 + 1 + 1 - 2 - 2 = 42 THREAT
Arrow Rapid Confirm: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (10) + 22 + 2 + 1 + 1 - 2 - 2 = 32 for DMG: 3d8 + 27 + 2 + 6 + 12 ⇒ (3, 3, 4) + 27 + 2 + 6 + 12 = 57
Arrow 2: 1d20 + 17 + 2 + 1 + 1 - 2 - 2 ⇒ (17) + 17 + 2 + 1 + 1 - 2 - 2 = 34 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (2) + 9 + 1 + 2 + 4 = 18
Arrow Haste: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (19) + 22 + 2 + 1 + 1 - 2 - 2 = 41 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (8) + 9 + 1 + 2 + 4 = 24


John unleashes a rain of arrows so fierce that it feels like an indoor windstorm! Haste, Inspire Courage, Point Blank (Master), Deadly Aim, Rapid Shot, Clustered - all on the elemental unless it drops, the the closest giant.

Arrow 1: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (4) + 22 + 2 + 1 + 1 - 2 - 2 = 26 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (3) + 9 + 1 + 2 + 4 = 19
Arrow Rapid: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (16) + 22 + 2 + 1 + 1 - 2 - 2 = 38 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (5) + 9 + 1 + 2 + 4 = 21
Arrow 2: 1d20 + 17 + 2 + 1 - 2 - 2 ⇒ (11) + 17 + 2 + 1 - 2 - 2 = 27 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (1) + 9 + 1 + 2 + 4 = 17
Arrow Haste: 1d20 + 22 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 22 + 2 + 1 + 1 - 2 - 2 = 37 for DMG: 1d8 + 9 + 1 + 2 + 4 ⇒ (1) + 9 + 1 + 2 + 4 = 17


Sense Motive: 1d20 + 21 ⇒ (9) + 21 = 30 Augrym focuses on the man for the Duke. Once he looks into the man's eyes he concludes...


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Vojtek, full of rage and fury, feels the pumping of his draconic heart.
He steps back for what he hopes is a kill, pulling the fantastically powerful bow:

Vojtek: 1d20 + 12 ⇒ (19) + 12 = 31 for DMG: 1d8 + 5 ⇒ (1) + 5 = 6


John tries to break free, desperate to not end up naked and unarmed.

REF: 1d20 + 7 ⇒ (13) + 7 = 20
CMB: 1d20 + 10 ⇒ (14) + 10 = 24


John's REF: 1d20 + 7 ⇒ (7) + 7 = 14

The archer attempts to break free before everything dissolves!
John's CMB: 1d20 + 10 ⇒ (7) + 10 = 17


John immediately steps back, and offers a prayer to Erastil... In the next moment his bow glows red, arrows aflame...


Angel misses by a hair, but Chip's drone continues to be clutch. When Chip himself hurls a grenade, he nearly misses... but it's a grenade REF w/Evasion: 1d20 ⇒ 14. Never the less, the drow completely avoids the blast

Round 3:
Kaz (HP: 12/20): Go

Chip (SP: 11/14): Hit
Aldo (SP: 6/12): Go

Deminda: TBD
Angel (SP: 1/16): TBD

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 31


Aldo's aim is off, but Kaz's is spot on. Unfortunately the shot connects at a spot with plenty of protection.

Determining Kaz to be the biggest threat, she spins around, drops to a knee and hurls another shuriken:
Trick: 1d20 + 14 ⇒ (15) + 14 = 29
ATK: 1d20 + 13 ⇒ (15) + 13 = 28 for DMG: 1d4 + 4 + 1d8 ⇒ (2) + 4 + (4) = 10 The shuriken rips through, cutting him on the neck!

Round 2:
Kaz (HP: 12/20): Crit
Chip (SP: 11/14): Hit
Aldo (SP: 6/12): Miss
Deminda: ATK
Angel (SP: 1/16): Go

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 26


Chip girds himself as the drone scores another hit!

Angel's shot is wide as the shuriken knocks her aim off.

Round 2:
Kaz (SP: 2/16): Go

Chip (SP: 11/14): Hit
Aldo (SP: 6/12): Go

Deminda: TBD
Angel (SP: 1/16): TBD

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 24


Angel's shot is wide as the shuriken knocks her aim off.

Round 2:
Kaz (SP: 2/16): Go
Chip (SP: 11/14): Go
Aldo (SP: 6/12): Go

Deminda: TBD
Angel (SP: 1/16): TBD

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 18


Chip's quip costs nothing, though the drone misses. The grenade lands close REF: 1d20 ⇒ 1 enough that she can't dodge!

She leaps forward, doing a cartwheel that hides her motions
Trick: 1d20 + 14 ⇒ (9) + 14 = 23 before hurling a shuriken at Angel

ATK: 1d20 + 13 ⇒ (3) + 13 = 16 for DMG: 1d4 + 4 + 1d8 ⇒ (3) + 4 + (5) = 12

Round 1:
Kaz (SP: 2/16): Hit
Chip (SP: 11/14): Hit
Aldo (SP: 6/12): Hit
Deminda: TBD
Angel (SP: 1/16): Go

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 18


Alf dives to the side to help!

trick attack (bluff): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Laser Pistol, Azimuth: 1d20 + 4 ⇒ (18) + 4 = 22
Fire: 1d4 ⇒ 2 trick attack damage: 1d4 ⇒ 3


Bytor keeps at it each day:
Bytor Desnus 27: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Bytor Desnus 28: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Bytor Desnus 29: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bytor Desnus 30: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Bytor Desnus 31: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14


Bytor checks out the gemstone: Appraise: 1d20 + 11 ⇒ (20) + 11 = 31


Augrym jumps down to help and looks around.

Perception: 1d20 + 18 ⇒ (8) + 18 = 26


Augrym thinks about his own education and training as it pertains to Gyronna, Knowledge (Religion): 1d20 + 10 ⇒ (18) + 10 = 28


Quick Reminder of the current situation:

  • Swordlord Jamandi Aldori: Maxed out, don't engage
  • Lord Lander of House Lebeda: Maxed out, don't engage
  • Lady Natala Surtova: Priority #1 for Bytor
  • Mayor Ioseph Sellemius: Maxed out, don't engage
  • Baron Hannis Drelev: (unavailable)
  • Baroness Pavetta Stroon-Drelev
  • Imeckus Stroon
  • Lady Quintessa Maray: (unavailable)
  • Augrym wanders over to Imeckis. He does his usual technique of dancing around various topics lightly while all the while focusing intently on comportment, expression, and tone...

    Sense Motive (Uncover Bias: 1d20 + 20 ⇒ (7) + 20 = 27


    John rides a horse around like a boss, doing tricks and being awesome 1d20 + 10 ⇒ (13) + 10 = 23 impressi g Leveda


    John looks about the room. There are still a few who are inscrutable to him, but Lebeda speaks a language he understands. John moves to the man and begins to ask him about the various stock of horses in his lands, looking to get the man speaking of something Humble John knows.

    Ride (Influence): 1d20 + 10 ⇒ (19) + 10 = 29


    John struts up to the bull. There's something about getting ready to jump in the saddle that makes a man walk with a swagger. He takes his spot, and pays close attention to who pays attention to him... Ride: 1d20 + 10 ⇒ (16) + 10 = 26


    Augrym surreptitiously joins in to Lady Surtova's current conversations. The man says little, preferring the other people in the circle to do the work, but he watches the lady's demeanor: Discover Strength: 1d20 + 20 ⇒ (7) + 20 = 27


    Finally taking the moment to introduce himself, Augrym speaks with Jamandi.
    He takes a careful approach, giving and taking openings that a skill duelist would note are invitations to candor: Sense Motive (Influence): 1d20 + 20 ⇒ (19) + 20 = 39


    Augrym, curiosity piqued, tries to get a feel for what other social armor the princess is wearing...

    Uncover Strength (Princess Surtova: 1d20 + 20 ⇒ (11) + 20 = 31


    Augrym circles about. Lebeda has something of the active or adventurous streak in him, but there's a chance he could quickly close down if the Baron makes a mistake discussing "horses' rights" or some such. Augrym even lightly engages in conversation with the Lord, though he keeps it very polite. Throughout he listens intently to changes in tone or timbre.

    Sense Motive (Uncover Strength): 1d20 + 20 ⇒ (14) + 20 = 34


    Augrym turns his eyes towards Lord Lander Lebeda, "Good friend Taranis always says focus is better than spreading about. We must find someone who will be impressed by John's prowess. While recently a widower, I don't mean that way. Bytor has had some luck, let's see if John can too. Again, not that way." Sense Motive (Angle): 1d20 + 20 ⇒ (7) + 20 = 27


    Augrym, moving quickly, unslings his bow for a quick shot. Bow: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 while adjusting position slightly. DMG if hit: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Targeting the one John shot


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    Bytor is at a convention, so I'll bot.

    While continue to boost the party's morale, Bytor tries to blind the manticore with a clear path forward. Glitterdust, DC 17


    Bytor asks to spend some time looking about. Lore Master = 30 on Knowledge Local


    First Attack:
    Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 ⇒ (17) + 18 - 2 - 2 + 2 = 33 for 2d8 + 16 + 8 + 2 ⇒ (1, 1) + 16 + 8 + 2 = 28 damage (+1 Attack & Damage if target w/in 30')

    Second Attack:
    Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 - 5 + 2 ⇒ (20) + 18 - 2 - 2 - 5 + 2 = 31 for 1d8 + 8 + 4 + 2 ⇒ (7) + 8 + 4 + 2 = 21 damage (+1 Attack & Damage if target w/in 30')

    Rapid Shot:
    Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 ⇒ (15) + 18 - 2 - 2 + 2 = 31 for 1d8 + 8 + 4 + 2 ⇒ (4) + 8 + 4 + 2 = 18 damage (+1 Attack & Damage if target w/in 30')

    Haste Attack:
    Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 ⇒ (19) + 18 - 2 - 2 + 2 = 35 for 1d8 + 8 + 4 + 2 ⇒ (5) + 8 + 4 + 2 = 19 damage (+1 Attack & Damage if target w/in 30')


    Marc steps into the fray and swings with his magically sharp guisarme:

    ATK 1: 1d20 + 13 ⇒ (20) + 13 = 33 for DMG: 2d4 + 16 ⇒ (4, 1) + 16 = 21
    ATK 2: 1d20 + 8 ⇒ (9) + 8 = 17 for DMG if hit: 2d4 + 16 ⇒ (1, 4) + 16 = 21


    John risks the angle, comfortable with his precision.

    RANGED FULL ATTACK
    First Attack:
    Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 ⇒ (16) + 18 - 2 - 2 = 30 for 2d8 + 16 + 8 ⇒ (4, 3) + 16 + 8 = 31 damage (+1 Attack & Damage if target w/in 30')

    Second Attack:
    Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 - 5 ⇒ (20) + 18 - 2 - 2 - 5 = 29 for 1d8 + 8 + 4 ⇒ (1) + 8 + 4 = 13 damage (+1 Attack & Damage if target w/in 30')

    Rapid Shot:
    Deadly Aim; Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 ⇒ (11) + 18 - 2 - 2 = 25 for 1d8 + 8 + 4 ⇒ (3) + 8 + 4 = 15 damage (+1 Attack & Damage if target w/in 30')

    Precise Shot and Clustered Shots apply


    Bibi, perhaps foolhardy perhaps shrewd, likely both.... gets around and blocks the fleeing morlock!

    Round 7:
    Elena: Go
    Carrufikus: Go
    Noroc: Go
    Peldur: Go
    Tal: Go

    King Graulgust: TBD
    Bibi: TBD

    DM:

    Graulgast: 57


    Tal shudders and slaps himself until he clears his head All three actions, but cleared.

    Graulgast takes a big risk, trusting in his mirror images He enters the room and tendrils of darkness curl out from his fingertips and race through the air. The slam into and through Elena, Peldur, and Noroc. Take NEG damage: 2d4 ⇒ (4, 2) = 6 and 1 persistent bleed damage. Make a FORT save v. DC 21.

    Save results:

    Critical Success: The creature is unaffected.
    Success: The creature takes half the negative damage and no persistent bleed damage.
    Failure: The creature takes full damage.
    Critical Failure: The creature takes double negative damage and double persistent bleed damage.

    The remaining two morlocks go to town with their clubs attacking Noroc and Bibi:
    ATK v. Noroc: 1d20 + 9 ⇒ (9) + 9 = 18 for dice=DMG]d6+4[/dice]
    ATK v. Noroc: 1d20 + 4 ⇒ (5) + 4 = 9 MISS
    ATK v. Noroc: 1d20 - 1 ⇒ (9) - 1 = 8 MISS

    ATK v. Bibi: 1d20 + 9 ⇒ (18) + 9 = 27 for dice=DMG]d6+4[/dice]
    ATK v. Bibi: 1d20 + 4 ⇒ (6) + 4 = 10 MISS
    ATK v. Bibi: 1d20 - 1 ⇒ (19) - 1 = 18 MISS

    Round 3:
    Elena: Zap
    Carrufikus: Heal
    Noroc: Hit
    Peldur: Hit and crit
    Tal: Clear
    King Graulgust: ATK
    Morlocks: ATK
    Bibi: Go

    DM:

    Graulgast: 33 (3 mirror images)
    White: 22, Stunned 3
    Black: 35


    Graulgast: 1d20 + 11 ⇒ (7) + 11 = 18
    Black: 1d20 + 11 ⇒ (8) + 11 = 19

    Elena's spell ignores the mirror images of the "king." The arc jumps to the other morlock and nearly kills him!

    Round 3:
    Elena: Zap
    Carrufikus: Heal
    Noroc: Hit
    Peldur: Hit and crit
    Tal: Go
    King Graulgust: TBD
    Morlocks: TBD
    Bibi: TBD

    DM:

    Graulgast: 33 (3 mirror images)
    White: 22, Stunned 3
    Black: 35


    Tal is suddenly wracked with pain. It feels like every bone in his body is breaking over and over again! Take Mental Damage: 2d4 ⇒ (3, 4) = 7 and you are Sickened 2. Additionally you'll take 1d4 persistent mental damage until you recover from being sickened or the spell ends, whichever comes first.

    Noroc's blade hits flesh and drops another morlock!

    Round 3:
    Elena: Go
    Carrufikus: Heal
    Noroc: Hit
    Peldur: Hit and crit
    Tal: TBD
    King Graulgust: TBD
    Morlocks: TBD
    Bibi: TBD

    DM:

    Graulgast: 13 (3 mirror images)
    White: 22, Stunned 3
    Black: 25


    Talborel Will: 1d20 + 8 ⇒ (3) + 8 = 11


    Augrym slides into position behind the column and turns his weapon into an undead bane weapon of righteous indignation.

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