Arueshalae

Braelex's page

974 posts. Alias of nomadicc.


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Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Indeed. Make it so! Splash will heal it for 3.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Fire does, but I want to do direct damage to the zombie.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Want to confirm the damage to #1... It cut down one of the mummies last round, so only got hit once, then a second hit this round. So, two hits for 15 and 18 (DR 5/adam) = 33 total?

Braelex regains control of her emotions and returns to the fight. She sidesteps along the wall and hurls a bomb at the juju zombie. The glass golem continues to slash at the mummy.

Fire Bomb: 1d20 + 17 ⇒ (19) + 17 = 36; Fire Damage: 5d6 + 6 ⇒ (5, 2, 1, 2, 1) + 6 = 17

#1 vs Mummy: 1d20 + 16 ⇒ (20) + 16 = 36; Damage: 2d8 + 5 ⇒ (1, 3) + 5 = 9
#1 vs Mummy: 1d20 + 16 ⇒ (20) + 16 = 36; Damage: 2d8 + 5 ⇒ (1, 2) + 5 = 8 Whoa!

Confirm Crit #1: 1d20 + 16 ⇒ (8) + 16 = 24; Total Damage: 2d8 + 5 + 9 ⇒ (2, 3) + 5 + 9 = 19
Confirm Crit #2: 1d20 + 16 ⇒ (7) + 16 = 23; Damage: 2d8 + 5 + 8 ⇒ (5, 4) + 5 + 8 = 22


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Did you account for the golem's attacks last round (not in the narrative)?

Braelex remains paralyzed, but Number One continues attacking the mummy.

#1 vs Mummy: 1d20 + 16 ⇒ (9) + 16 = 25; Damage: 2d8 + 5 ⇒ (3, 6) + 5 = 14
#1 vs Mummy: 1d20 + 16 ⇒ (12) + 16 = 28; Damage: 2d8 + 5 ⇒ (4, 5) + 5 = 14


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Will save: 1d20 + 5 ⇒ (14) + 5 = 19
Will save: 1d20 + 5 ⇒ (8) + 5 = 13


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

#1 AoO: 1d20 + 16 ⇒ (10) + 16 = 26; Damage: 2d8 + 5 ⇒ (1, 3) + 5 = 9

Braelex reloads and continues firing at the zombie, while Number One slashes at the mummy (or zombie if the mummy drops).

Crossbow vs Zombie: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35; Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11 plus Acid: 1d6 ⇒ 5
Crossbow vs Zombie: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29; Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 plus Acid: 1d6 ⇒ 5

#1 vs Mummy: 1d20 + 16 ⇒ (11) + 16 = 27; Damage: 2d8 + 5 ⇒ (2, 5) + 5 = 12
#1 vs Mummy: 1d20 + 16 ⇒ (15) + 16 = 31; Damage: 2d8 + 5 ⇒ (3, 3) + 5 = 11


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex and Number One move into the room. Braelex moves into the corner and fires a bolt at the zombie fighting Relan. The golem moves up with a crackling and attacks with its blade arm.

Crossbow vs Zombie: 1d20 + 16 ⇒ (8) + 16 = 24; Damage: 1d8 + 7 ⇒ (8) + 7 = 15 plus Acid: 1d6 ⇒ 4

#1 vs Zombie: 1d20 + 16 ⇒ (6) + 16 = 22; Damage: 2d8 + 5 ⇒ (3, 1) + 5 = 9


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will make a thorough search of the Abbot's chambers, especially in and around the bookcases. Take 20 = 41

Initiative: 1d20 + 8 ⇒ (6) + 8 = 14


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"I'll check for traps."

Perception: 1d20 + 21 ⇒ (5) + 21 = 26 +5 vs traps...


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Refectory, let's go!


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will happily take some minor healing from Casamir. (Currently 10 hp from full)

"The redcap indicated southwest and up as where we can find the 'Hen'. I'd suggest we head that way. Do you think those gargoyles are going to be a problem?"


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"And there may be means to return her to life from stone, so do not lose hope," Braelex adds, strangely affected by the half-elf's story. "At the least, we will secure her for you."

"We will need to confer on our plan going forward, but for the moment, I'd be glad for your healing magic," she adds, trying to divert the subject.

She listens and tries to memorize the map details as Caz explains them.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I'm happy to continue. Braelex hasn't expended much in the way of resources so far. But like Relan said, we need a medusa strategy before we move out. Do we have any mirrors?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex gets in!


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex keeps lookout while the others speak with the redcap.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I would prefer no murderhobo if we can avoid it.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

At 80 of 90 hp, so can use a light heal but not urgent.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I was going to keep her with me.

Going after the redcap is almost certainly a trap or an ambush.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"If the last ruckus didn't raise the guard, I'm not sure a lone redcap is much concern. But he could cause mischief, " Braelex shrugs. "I'm happy to leave him alone for now."

*

Cathedral

Braelex spends some time searching through the rubble.

Perception Take 20 = 41

*

Refectory

She will make a more cursory check of the mess for anything of interest.

Perception: 1d20 + 21 ⇒ (15) + 21 = 36

*

"The locked door is presumably secure for the moment. I think we should check out the lighthouse interior next, but let's secure this level before moving up or down.

Slowly connecting the dots between the text and map...

"I'd wager 10 gold that redcap is trying to lure us into a trap. Let's check out the building to the west first."

Braelex will check the door there for traps... and listen!

Perception (traps): 1d20 + 25 ⇒ (15) + 25 = 40
Perception (listen): 1d20 + 21 ⇒ (9) + 21 = 30


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Agree. Let's heal, collect our companions, and press on.

Braelex replenishes her spent bolts, and uses another cold iron blanche to coat another batch of bolts. She grabs the key ring and the garnet, to make sure they don't get left behind. "The rest we can stash until we finish here."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex rapid fires bolts at the nearest redcap.

Blessing to get an extra attack...

Crossbow: 1d20 + 17 ⇒ (7) + 17 = 24; Damage: 1d8 + 2 ⇒ (6) + 2 = 8 plus Acid: 1d6 ⇒ 6
Crossbow: 1d20 + 12 ⇒ (16) + 12 = 28; Damage: 1d8 + 2 ⇒ (6) + 2 = 8 plus Acid: 1d6 ⇒ 3
Crossbow: 1d20 + 17 ⇒ (1) + 17 = 18; Damage: 1d8 + 2 ⇒ (4) + 2 = 6 plus Acid: 1d6 ⇒ 1


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

With the acid fog gone, Braelex moves back into the southern hall, edging along the wall. She reverses and resumes waiting for a redcap target to appear. Hold for line-of-sight, as above.

"There's a couple more redcaps up that way, incoming," she calls out to the others.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Bralex readies her crossbow and loads a cold iron bolt. If the redcaps return and come within thirty feet, she will fire.

Acid Burst Crossbow: 1d20 + 17 ⇒ (14) + 17 = 31; Damage: 1d8 + 7 ⇒ (2) + 7 = 9 plus Acid: 1d6 ⇒ 5 ... denied Dex bonus to AC.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex keeps the illusions on their trajectory to the east and then runs down to rejoin the battle.

Double move.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will let him go by.

Braelex continues to keep her illusions moving and the redcaps occupied. She'll have them stop to make another taunt, then run and duck around the corner to the east.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Sure, but won't wander too far from the group.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex continues concentrating on the illusion, keeping the doubles just ahead of and taunting the redcaps, hopefully keeping them out of the fight for a little bit longer.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex uses the Shard of Pride to create an illusion of her and Vuloo running into the room to the west, making rude gestures at the redcaps and then retreating. She then jogs through the passageway north to join Vuloo.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex uses an invisibility extract and runs off to the northwest.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Same. It seems like every game is a bit depressed for involvement currently. It was dragging through the summer and fall, but has definitely hit a low ebb during the holidays. Speaking for myself and the 4 games I run, the last 10 months have been mentally exhausting.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I hope not. =/


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex takes a step away from the horrific thing.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex moves away from the things.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Initiative: 1d20 + 8 ⇒ (1) + 8 = 9


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex is nauseated 6 rounds.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex takes cover in the rubble and fires at the thing in the doorway.

Crossbow: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24; Damage: 1d8 + 6 ⇒ (6) + 6 = 12 plus Acid: 1d6 ⇒ 1

Is there any way I can call up my golem from the end of the hall, or is it just too far away now?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex runs after the others, turning the corner and looking down the ruined corridor.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Yes. Go. Please.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10
DM Fflash wrote:
@Braelex: how are you calling the golem? "A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator."

From the arrow slot by Vuloo?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will move up and try to unlock the door.

Disable Device: 1d20 + 30 ⇒ (1) + 30 = 31

And keep trying...

Disable Device: 1d20 + 30 ⇒ (2) + 30 = 32

And keep trying...

Disable Device: 1d20 + 30 ⇒ (13) + 30 = 43


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex calls up Number 1 through the collapsed area.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

That's fine. Let's go then. Waffling and indecision are killing the game flow for me. Relan is the tank... lead and we'll follow. If you can track, great -- if not, pick a direction and we'll be close behind.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Yeah, let's regroup and lock down this area. The redcap is gone. We need to get ready for a counterattack."

Can the golem get in through the rubble to the south?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

If we can't track the redcap, there's no use rushing into a bad situation. Let's regroup, secure this area, then move on when we're ready.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"We can get around them. Let's keep moving."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex grins, "Lead the way, ladies."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex moves up through the tunnel and uses a cold iron bolt to put down the unconscious fey.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex fires a cold iron bolt at the visible redcap.

Crossbow: 1d20 + 18 ⇒ (9) + 18 = 27; Damage: 1d8 + 7 ⇒ (3) + 7 = 10 plus Acid: 1d6 ⇒ 6

If it goes down, she will move up along the wind tunnel.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Burning!: 1d6 ⇒ 1

Who's left?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Don't see any health bars.

Catching fire from the bomb is automatic... no save. He can try to extinguish the fire with a full-round action and a successful Ref save.

Burning: 1d6 ⇒ 6

Braelex continues to carpet bomb the redcaps, making the leader her primary target.

Explosive Bomb: 1d20 + 18 ⇒ (3) + 18 = 21; Fire Damage: 5d6 + 6 ⇒ (6, 4, 1, 6, 4) + 6 = 27
Explosive Bomb: 1d20 + 13 ⇒ (5) + 13 = 18; Fire Damage: 5d6 + 6 ⇒ (1, 5, 5, 4, 3) + 6 = 24
Explosive Bomb (haste): 1d20 + 18 ⇒ (3) + 18 = 21; Fire Damage: 5d6 + 6 ⇒ (5, 1, 6, 1, 4) + 6 = 23

3x: Blast radius 10 feet... Fire damage 11, Ref DC 20 for half!