Ngoga

DM Sockmonkey's page

354 posts. Alias of keith goudreau.


RSS

1 to 50 of 354 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Phew thanks Rungok!
1d8 ⇒ 6
1d8 ⇒ 6

Much better!


Level 2 & 3 Hit Points
1d8 ⇒ 1
1d8 ⇒ 1

Wow... Wow... Can I reroll these please?


Halrian Wrung
Human Cleric

Not sure how you would like to do starting gold

Domains- Travel, (Liberation? Not all the domains Waukeen has in 3.5 exist in pathfinder)

http://realmshelps.net/cgi-bin/deities1.pl?nam=Waukeen

fluff:

Hal, is a very charismatic cleric of Waukeen. He has been involved in the church for as long as he could remember as his father is a prominent importer of goods in Waterdeep and excessively devout to the god of coins. His father's devotion was so true to the church that he made arrangements for Hal to join the priesthood at the very young age of five.
Hal enjoyed the priesthood. He enjoyed the frivolous lifestyle, he liked some of the ideas the clerics envisioned to make coin. This is what he eventually excelled at, thinking outside the box and making money where others would not think there was any to be made. He was always tinkering with an invention, or finding a weird niche to supply services.

His latest business venture is a slow cooking barbecue wagon that travels with trade caravans between Baldur's Gate and Waterdeep that sells the meals to the caravan at night when they camp. This wagon contains several gentle Repose pre-butchered cows for meat and a permanent magical hot coal bed built into the wagon, everything else are trade secrets.

Recently Hal has joined up with a crew that shares a similar goal of hunting pirates. These pirates have been disrupting trade routes, something a cleric of the god of coins cannot just sit back and watch.

Crunch:

STR: 10
DEX: 10
CON: 14
INT: 13
WIS: 17
CHA: 14

BAB + 0
Fort 4 =2+2
Ref 0=0+0
Will 5=2+3

AC in leather armor + shield= 14
HP = 11

Morningstar +0 (1d8)
Crossbow +0 (1d8)
Large wooden shield +2 AC
Leather Armor +2 AC
Scale Armor +5 AC

Feats
Scribe Scroll
Selective channeling

Skills
Diplomacy 6 = 1 +3 +2
Knowledge Religion 5 = 1 +3 +1
Sense Motive 7 = 1+3 + 3

spells:

Spells
0 level
-
-
-
1st level
-
-
-

Domains

Travel:
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Associated Domain: Travel.
Replacement Power: The following granted power replaces the agile feet power of the Travel domain.
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—floating disk, 5th—overland flight, 9th—gate.

Liberation:
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Traits
Spoiler:
Focused Mind
Benefit: You gain a +2 trait bonus on concentration checks.
Careful Combatant
Benefit(s): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.


Very interested

Always wanted to play a money making cleric of Waukeen.

Quick Fluff

Halrian Wrung:

Hal, is a very charismatic cleric of Waukeen. He has been involved in the church for as long as he could remember as his father is a prominent importer of goods in Waterdeep and excessively devout to the god of coins. His father's devotion was so true to the church that he made arrangements for Hal to join the priesthood at the very young age of five.
Hal enjoyed the priesthood. He enjoyed the frivolous lifestyle, he liked some of the ideas the clerics envisioned to make coin. This is what he eventually excelled at, thinking outside the box and making money where others would not think there was any to be made. He was always tinkering with an invention, or finding a weird niche to supply services.

His latest business venture is a slow cooking barbecue wagon that travels with trade caravans between Baldur's Gate and Waterdeep that sells the meals to the caravan at night when they camp. This wagon contains several gentle Repose pre-butchered cows for meat and a permanent magical hot coal bed built into the wagon, everything else are trade secrets.

Recently Hal has joined up with a crew that shares a similar goal of hunting pirates. These pirates have been disrupting trade routes, something a cleric of the god of coins cannot just sit back and watch.

As for crunch high Wis high Cha and craft wondrous item.


I am going to deactivate this campaign. Thanks again everyone. I will PM everyone in the future if the game picks back up.


Ark's attack will kill a goblin.

The last remaining goblin sheds a lonely tear and attacks.

attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 ⇒ 1

Ark's AOO on the sad goblin: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d10 + 8 ⇒ (9) + 8 = 17

The last goblin swings and stabs Ark in the foot giving him a minor cut. Then it realizes what it just did to the big bad man, sheds a lonely tear and tries to run away. Ark swings his flail about with force and a little blood cloud forms where the goblin use to be, the majority of the goblin remains get thrown into the thorn wall and hang there limp and disconnected.

Combat over.

Thank you everyone for playing the game for the last year it was a good and fun run. I hope to see you on the boards and play with you again.


Cannot get to the map link to remove goblins.

Prof's magic missile kills the orange one. Zol's spiritual weapon kills a second one, and Zol moves in five feet to kill a third one.

Ark & Jer you guys are up.
Can someone please remove the orange goblin and the two closest goblins to Zol from the board.


@ Ark Please attack with the +1 from level 3, your last attack killed one.

attack on Ark: 1d20 + 2 ⇒ (14) + 2 = 16
attack on Ark: 1d20 + 2 ⇒ (18) + 2 = 20 Hit
attack on Ark: 1d20 + 2 ⇒ (3) + 2 = 5
attack on Zol: 1d20 + 2 ⇒ (4) + 2 = 6

damage on Ark: 1d4 ⇒ 1

Ark Takes 1 Damage

Init-
Prof
Jer
Goblins
Zol
Ark

Everyone is up


Zol kills a goblin with his rapier, his spiritual weapon misses.

Ark misses his attack because of the tight quarters.

@Prof, yes your previous attacks dropped a goblin, you just hit one for 4 hp this round, made him orange.

Jer what do you want to do?


Jer twiddles his thumbs...

@ Prof that will kill another Goblin.

attack Ark: 1d20 + 2 ⇒ (12) + 2 = 14
attack Ark: 1d20 + 2 ⇒ (20) + 2 = 22 Hit
attack Ark: 1d20 + 2 ⇒ (10) + 2 = 12
attack Zol: 1d20 + 2 ⇒ (5) + 2 = 7

Confirm Crit on Ark: 1d20 + 2 ⇒ (13) + 2 = 15 Nope

Damage to Ark: 1d4 ⇒ 3

Ark Takes 3 Damage

Init-
Prof
Jer
Goblins
Zol
Ark

Everyone is up


goblin attack: 1d20 + 2 ⇒ (20) + 2 = 22 Hit, Possible Crit
goblin attack: 1d20 + 2 ⇒ (16) + 2 = 18 Hit
goblin attack: 1d20 + 2 ⇒ (3) + 2 = 5 Miss
goblin attack: 1d20 + 2 ⇒ (5) + 2 = 7 Miss
goblin attack to Confirm Crit: 1d20 + 2 ⇒ (8) + 2 = 10 Miss

Damage to Ark: 1d4 ⇒ 2
Damage to Ark: 1d4 ⇒ 1

Ark takes 3 damage from attacks as the goblins close in around him.

Init-
Prof
Jer
Goblins
Zol
Ark

Everyone is up


Surprise Round
Ark's Attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 = Miss
Jer delays
Prof fires magic missile
Zol inspires

1st round
Prof drops the first goblin
Jer still delaying?

Init-
Prof
Jer
Goblins
Zol
Ark


Anyone else want to have their actions.

@Prof it your attacks will kill one goblin of your choice, feel free to remove it from the map.


Area C8 is another lookout area behind a thorn map, with a quick search has nothing of interest.

Area C4

This thirty-foot-diameter, low-ceilinged chamber
stinks of smoke. A shallow fire pit smolders in the
center of the floor, while nine tangled reed-and leaf
nests line the walls.

goblin perception vs DC 10: 1d20 - 1 ⇒ (3) - 1 = 2

There are ten goblins in this low hanging ceiling that have not noticed the group yet. The party has a surprise round then into initiative, it would be fair to say they will most likely notice you next turn.

The goblins appear to be bored but still on guard even though you are catching them off guard.

Init for round 2:

Arkus: 1d20 + 4 ⇒ (4) + 4 = 8
Jer: 1d20 + 5 ⇒ (8) + 5 = 13
Zolarus: 1d20 + 4 ⇒ (6) + 4 = 10
Prof: 1d20 + 3 ⇒ (19) + 3 = 22
goblins: 1d20 + 6 ⇒ (4) + 6 = 10

Prof
Jer
Goblins
Zol
Ark

Prof and Jer may post two actions, the surprise round and for round two.

Negatives for medium creatures:

Bipedal Medium creatures can navigate them by
stooping over and hunkering down, effectively squeezing
to move, and thus taking a –4 penalty on attack rolls
and a –4 penalty to AC; such characters must spend 2
squares of movement for each square traveled.

Small and smaller creatures can move about normally, as can most
quadrupedal Medium creatures (including goblin dogs).
The larger chambers within all have higher ceilings,
wherein these penalties do not apply to Medium creatures.

@ Jer, you would know that your splash damage from your bombs would ignite the ceiling causing the smoke signal so throw carefully if you must.


Knowledge Nature DC 12. The thorns are very wet, lighting them on fire would cause much smoke and most likely alert everyone, also it would take a very long time to burn one 5x5 square.

By continuing to follow the left you come to another thorn door. After listening for sometime you open the door and find a little look out post that overlooks the coast. There is much goblin refuge but no goblins.

Continue going left?


Nice use of Arcane Mark

Map updated
Which way do you want to go


Double Checked, opening this door is a standard action; or a move action that requires a DC 15 Reflex save not to be damaged by the thorns.

Prof Easily pulls back the thorny net to reveal a four-foot-high tunnel that winds through the dense briars and nettles. The floor is hard-packed earth, with patches of wiry plants growing stubbornly here and there.

Basically this entire area is a massive thorn bush mixed in with vines, you entered a tunnel that goes through it.

Medium and Large Creatures Negative to Move around in the tunnel:

Large creatures must crawl to navigate the thistle
tunnels. Bipedal Medium creatures can navigate them by
stooping over and hunkering down, effectively squeezing
to move, and thus taking a –4 penalty on attack rolls
and a –4 penalty to AC; such characters must spend 2
squares of movement for each square traveled. Small and
smaller creatures can move about normally, as can most
quadrupedal Medium creatures (including goblin dogs).

What would you like to do?


Map Link has been changed for Thistletop


@Ark, The Sheriff seems well aware of his status, he may be emotional but he pulled the all nighter to get the info about Thistletop from Tsuto. He looks like his is going to pass out on the cot in the back as soon as you leave.

Ark's Survival Roll: 1d20 + 6 ⇒ (10) + 6 = 16
1d4 ⇒ 3
1d100 ⇒ 51
1d100 ⇒ 46
1d100 ⇒ 68

It is still very early in the morning when you depart from Sandpoint on the Lost Coast Road that leads East to Thistletop. Some of the early risers of the town wave or tip their hats to you while you walk by. The baker notices you pass from her window and runs out to greet you with a pile of warm rolls piled high in her plump forearms; she complains that the lot of you are too skinny before letting you continue.

As you exit the town you can look back and see the sun bathing the harbor and rooftops of Sandpoint and it is really a beautiful sight. The dew on some of the open meadows glistens at you like tiny diamonds. Today the weather looks to be wonderful, not a cloud in the sky and with a cool breeze coming off the coast it will not be too hot.

The Lost Coast Road is not traveled often and wildflowers, moss, and ferns seem to be reclaiming it more and more each year. There are many hummingbirds and bees attacking the oversized blue and purple irises. A family of deer cross your path and jet into the forest; a twelve point buck bragging as the leader. You yield and let the oversized skunk have the right of way as it walks into a crop of various wild berries.

The six mile marker finds you without any issue as the previous five before it. The marker is a neatly stacked brick structure, four bricks around that is about waist height for a human. The center is full of dirt and like all the others before it someone has planted red asters to help it stand out from the natural greenery about it.

From the mile marker you follow the sheriff's directions and enter the woods to cut through to the coast. The woods are heavily tangled with Nettlewood making navigation very difficult. After several hours Ark is able to push through the tangled woods and safely bring everyone earshot of the ocean waves.

The briars and thistles that grow so rampantly in Nettlewood are even more dense and tangled here, close to the shore. Although not quite dense enough to block the sound of waves crashing on the unseen shores to the west, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the briars themselves often reach heights to rival them; here, the patch is nearly twenty feet high and quite damp.

Spoiler:

1d20 ⇒ 3
1d20 ⇒ 8
1d20 ⇒ 19
1d20 ⇒ 12

Everyone except Zol is able to spot an odd weaving of briars. It is best described as a woven mat of thorns about four feet by four feet, it seems to hide an entrance into the briars.

What would you like to do?


For the sake of speed you have also recovered the 2 decapitated bodies and their unattached heads.

Thank you. You lot have been a true blessing. I also apologize about your painted pony master gnome.


You all enjoy a goodnight's sleep at the inn. It was a well deserved rest and you have become even more popular by the heroics clearing out the dungeon under the glassworks.

Before resting you have talked with the sheriff and told him your entire encounter as well as the fate of Hallard. He was very upset to here of Hallard's fate, he held back tears as he told you to meet him the next morning.

After a good breakfast you meet again with the sheriff. He looks like he has not slept and has hit the bottle all night (he looks like crap).

Tsuto talked. There is something going on at Thistle Top, bunch of goblins. That is all I could get out of him. Would you be so kind to check it out for us? I know we asked so much of you; but losing Hallard the town is very exposed and I could not send any other men.

He points across the desk toward a chest on the floor near you. The town has been taking a collection to reward you. It is not much but it is honest folk's hard earned coin.

Copper: 1d1000 ⇒ 206
Silver: 1d1000 ⇒ 929
gold: 1d100 ⇒ 64
platinum: 1d10 ⇒ 3


Everyone have everything set by tomorrow.

Loot
Levels
Etc...

Consider yourself in the town resting for the night


Waiting for everyone to check in.

Ark and Jer you guys set?


you are all level 3 now!

Woo!


Lets just do that; there is nothing down here that can kill anyone so I will post some highlights and the treasure list from the dungeon. This is the stuff you found this last time going into the dungeon, it does not contain the stuff from the Quasit.

MW Ranseur (400 gp)
scroll of flaming sphere (CL 5th)
+1 longsword, (from mutant goblin)
silver dagger, (from mutant goblin)
masterwork handaxe (from mutant goblin)
Evvil Book (100 gp)
iron wand is a wand of shocking grasp (28 charges)
bottle of wine
The scroll is a scroll of burning hands (CL 3rd).

Room #2:

The crumbling remnants of several chairs and a
long table clutter the floor of this room. To the south
stand three stone doors, each bearing a strange
symbol that resembles a seven-pointed star.

A search of the rubble uncovers the fragments of
countless books and scrolls with bits of spiky writing
in a strange language all over them.

The three solid doors to the south were once prison
cells. Within each is a single skeleton of a badly
deformed humanoid; one has three brittle arms,
another has an enormous misshapen skull, and the
third has a rib cage that goes all the way down to its
pelvis—a pelvis with stunted leg bones strewn below
its strangely flat girth.

A DC 20 Perception check while looking at
the torn-up pages reveals a scroll of flaming sphere (CL 5th)
under a broken chair.

In room #3 you spend time killing (rekilling) all the zombies at the bottom of the pits by throwing rocks down on them and using arrows.

#7 stairway
1d4 ⇒ 4
This stairway is closed with a cave in.
Jer, you get really creeped out around these stairs, you think you heard something from the depths below, possibly a howl. looking at the cave in you know digging it out is no small feat and could take several days if you decided to do so.

#8 room:

The room is under the effect of a permanent reverse gravity and takes a few moments to get use to, you float around for a bit before you can get control. If it was not for the scary lightning on the walls this room could be fun.

bottle of wine
The scroll is a scroll of burning hands (CL 3rd).

The book is a magically preserved but still ancient
prayer book dedicated to the worship of Lamashtu,
the Mother of Monsters. The book reads as much
like a bestiary of the world’s most horrific and cruel
monsters (along with numerous woodcut illustrations
of how they kill) as it does a religious text. The book
is worth 100 gp.

The iron wand is a wand of shocking grasp (28 charges)


Prof
knowledge local: 1d20 + 9 ⇒ (7) + 9 = 16

How Awesome was this guy: 1d20 ⇒ 20 LOL, OK

Hallard was one of the guards left to post at the top of the basement stairs in the glassworks. He was a younger guard, serving about two years as a reserve for Sandpoint. Many people looked up to him for wanting a more active role then the town militia; comprised of the local farmers and tradesmen. His enthusiasm for the want to do good was contagious and other boys of his age also took to the reserves.

He was becoming a folk hero, clearing the lands of wolves that attacked Shepard's flocks, tracking down highwaymen and bringing them alive to face justice, and with the recent goblin raid a few days ago defended a large portion of the town by himself. He was the first to volunteer to your requests for guards, taking it on as double duty. Hallard never boasted, or made mention to his deeds, many have gone unidentified as he does not look for the attention or praise. He always said when asked why he did a deed of charity, "that is just the way it should be, so I did it."

The mayor Kendra Deverin, and sheriff Belor Hemlock knew of his reciprocity-lacking deeds and acts. They had made arrangements for him to squire under a holy knight of Iomedae knowing that he would not seek greater things for himself. Initially he was reluctant of the gift but after the entire town of Sandpoint rallied for him to go and make more of himself and spread his selfless deeds to those whom needed it more tearfully he accepted the honor the people he cared for entrusted on him.

He was to leave after the Swallowtail Festival commemoration to the new church he had helped raise funds for and build. With the goblin attacks he postponed his plans to ensure his friends and family would remain free of harm.

Hallard was sixteen at the time of his untimely death and survived by both his parents and six siblings.

He will be sadly lost.

Also, I believe this is a new character I will be playing in my Sunday game, sans the whole dead part.


Prof documents his findings well, and any other findings in the dungeon.

I forgot to mention something else you found in room one, oops.

After opening the door and walking out onto the raised platform you notice a strange site inside of one of the prisoner cells. You debate a moment before deciding to head to the area below to investigate. After a through observation for any more hidden ambushes or traps and everyone feels content with the safety of the room you all go to inspect the strange site.

It is more of that beige colored substance that covers the hallway walls leading into the dungeon. What it contains confirms the previous horror of the last battle.

There are two decapitated bodies affixed to the wall with a covering of the beige substance. Blood is everywhere sprayed copiously around the inside of the cell covering walls, ceiling and floor. Muscle, sinew, stretched skin and dislocated vertebrae create a collage of gore settled in the space between each one of these bodies shoulders. There is one exposed hand that lay still with all the fingers hyperextended from torturous pain.

The contorted hand is what draws your eye to it.

Next to the hand is a finger length scraping into the hard beige substance.

"Hallard"

On the floor in front of the wall-hung body resting in a pool of dried blood is a strap clasp used to scrap the name.

Think of the movie Aliens with the infested bodies stuck to the wall.

What would you like to do?


Congrats! You have killed everything in the dungeon. I just wanted to see if you were backing off.

The map has been cleared, Here are the highlights room by room.

With the exception of room 3 & 4 all the room descriptions are taken from the outside of the room looking in. Room 3 & 4 needed to be walked through to reveal the entire map.

1. This large chamber was obviously once a prison, as testified by the twenty cells that line the room’s perimeter. The room has a raised platform beyond the door that drops off to the prisoners area.

2. The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.

3. This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the
center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

4. The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.
Each pit contains a human zombie.

5.Water ripples quietly in this circular stone pool, the rim of which is lined with skulls.

6. A flight of spiral stairs winds up around a circular pillar into darkness above. The stairs end in a collapse that fill the stairs that halt any progress forward.

7. This twisting flight of spiral stairs once led down to even deeper complexes below but are completely filled in with rubble.

8. This strange room is a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space—a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be chance. Prof can identify the strange runes as Thassilonian and read as words such as anger, wrath, and revenge.

You guys have many choices, do you want to enter any of these rooms or do anything?


Excellent! So that means you guys want to....

:-)


What would you guys like to do?


Yes Ravenloft rules. Definitely not part of the adventure but helps breathe life into the story.

I play in another PBP where my thief had to kill someone in a dungeon, the next day he had to come to terms that he was a murderer; it was lots of fun to write. The character is usually a very chaotic crazy happy go lucky pathological liar without a filter to what he says in long winded rants and run on sentences like this one. So when he had a serious realization it really allowed some substance to be brought to the character.

his name is Del:

With his damped slicked back Auburn hair, Del wanders down the street toward the market square. He was going to find his mother's sister's daughter's daughter but the smell of fresh bakery items had carried on the small amount of breeze this stuffy city gets. It did not take him long to find the bread vendor with the still warm oatmeal rolls, Del feeling like he had accomplished... well he accomplished something according to the people that are letting him stay in their house.

Per usual his thoughts were racey and came in bursts so quick he has difficult times keeping them straight.

To himself thinking.
Did I just join a cult? Dammit, I thought it would of been more obvious. They have a secret hide out and that is a sure sign of a cult. And I was "recruited" that is more cult speak. If this ends up with me smeared in dead chicken blood kneeling and swaying to chanting while getting symbols burnt into me with hot brands my mother is going to be so upset. So what are we worshipping anyway? Something that does not like low class citizens apparently... What the hell do they have against the flings anyway? That is some racist nonsense, just because they are second class citizens we have to kill them now? And what about that whole capturing a prison wagon? We did not even keep the wagon. Ugh. I killed someone.

Del looks down at his basket of rolls and the thought of warm oatmeal rolls turns his stomach.

I killed a few people.

Del stops dead in the flow of pedestrian foot traffic while that grim fact really digs in; he was a murderer.

The flow of people push and shove and complain about Del the roadblock as they manage around him, some say some nasty words; but Del stays lost with that thought for a long time. Even with the constant bombardment of people pushing him about he has never felt so alone. He drunkardly makes his way to the side of the foot traffic and to the wall of a tall building that boarders the walkway. For a very long time he stands with his back against the wall, feeling the roll in his hand grow cold, like the people he killed.

He wasn't sure what type of temple he was in or how he got there, or what happened to the bag of oatmeal rolls, but there was definitely stained glass so he was in a temple. The fine dressed cleric he was talking to seemed a bit appalled by his direct questions but Del had things he needed to know so he asked again.
Like I said HYPOTHETICALLY, that means I did not do it but what if. So HYPOTHETICALLY if I did kill someone what kind of pray is that for penance? This is that kind of church right? The erase your bad things to be good church? ... What do you mean this is the showroom and want me to leave at once!? When was salvation for sale! I have real brain wracking questions!... For the eighth time I am not leaving until I get an answer and I do not want to buy a window.

This conversation ended by two large gentlemen physically throwing him out of the Church of Kaijitsu of Sandpoint, odd name.

As Del was in the process of standing up from his sidewalk net someone grabbed him by his ear with a firm twist. A young girl moved Del's hurting ear to the side to bring his face into view. She said.
Hey uncle Del. You told me you were in town. And I was told by the you of tomorrow you want me to show you that trick. You also wanted me to meet you here so you did not go back into the stained glass store and break all those windows that got you arrested.

Del. Mina! I probably did! Just who I was looking for.

Quick Note, he is a gypsy looking for his gypsy niece that is a diviner that could tell the future. Last few sentences are confusing without that fact.


To the party.

Ark checks out for a moment, his breathing gets deeper and more rapid his eyes fixed on the head in the hallway. He starts to broaden, his shoulders bulk up and the grip on his spear tightens, a wood creak can be heard from his iron grip. He starts to froth from the mouth as a wild animal before the attack, and his veins bulge over his massive mussels.

Everyone has seen this from him before but not to this extent, he is angry, very angry. Ark slips by him quiet as a mouse to the wizard and alchemist in the hallway and shuttles them out of site back some distance toward the glass works.

Rraaawwwww!

You can tell it was Arkus, but you cannot tell where the line between the humanoid yell and the beast roar lays. There is much noise that takes place over the next minute; the cracking of bone, the muffled thud of meaty parts being struck, stone cracking, and more prominent is the beastly roars that echo through the corridors. Arkus's outburst seems to last a very long time and frightens everyone, and you question if the creatures down here or a raging half-orc are more frightening to behold. Arkus's shadows can be seen on the wall from the dancing lights in the room, it mores with primal grace. Spear, and fist converge in a myriad flurry of absolute destruction.

After almost two minutes it gets quiet, and Arkus's breathing returns to normal. When the party finds him he is holding part of the haft to his spear, the other is embedded in the wall strangely as the result of a sideways slashing attack one would use with an axe. There is bits of cracked stone that has crumbled from the wall, more gore everywhere, the head has been destroyed beyond recognition now just a pudding on the floor and walls. The mutant goblin is also in a similar condition, bits of bone splinters protrude from its limbs making it more disfigured looking. One of it's arms lay next to Ark by his feet, evidence that at one time it was a club of sorts. The longsword and axe the goblin was using are sticking out of the statue in what would of been violent deaths to any mortal.

There Arkus stands among the gore and destruction, he is still angry but tired and calming.

What would you like to do?

Also, I am a big fan of granting story bonuses. So if Ark or Zol do nothing to "fix" the horror negatives and play into them they can get a DM boon. For example, Zol is obsessive about the transformation and when he goes to tell a scary ghost story he can access some of the horror he witnessed as a bonus to his preform skill.

This does not just apply to the horror saves, if you start putting time into story hooks and whatnot (as long as they are good story) lets see what we can do.


To the party.

Ark checks out for a moment, his breathing gets deeper and more rapid his eyes fixed on the head in the hallway. He starts to broaden, his shoulders bulk up and the grip on his spear tightens, a wood creak can be heard from his iron grip. He starts to froth from the mouth as a wild animal before the attack, and his veins bulge over his massive mussels.

Everyone has seen this from him before but not to this extent, he is angry, very angry. Ark slips by him quiet as a mouse to the wizard and alchemist in the hallway and shuttles them out of site back some distance toward the glass works.

Rraaawwwww!

You can tell it was Arkus, but you cannot tell where the line between the humanoid yell and the beast roar lays. There is much noise that takes place over the next minute; the cracking of bone, the muffled thud of meaty parts being struck, stone cracking, and more prominent is the beastly roars that echo through the corridors. Arkus's outburst seems to last a very long time and frightens everyone, and you question if the creatures down here or a raging half-orc are more frightening to behold. Arkus's shadows can be seen on the wall from the dancing lights in the room, it mores with primal grace. Spear, and fist converge in a myriad flurry of absolute destruction.

After almost two minutes it gets quiet, and Arkus's breathing returns to normal. When the party finds him he is holding part of the haft to his spear, the other is embedded in the wall strangely as the result of a sideways slashing attack one would use with an axe. There is bits of cracked stone that has crumbled from the wall, more gore everywhere, the head has been destroyed beyond recognition now just a pudding on the floor and walls. The mutant goblin is also in a similar condition, bits of bone splinters protrude from its limbs making it more disfigured looking. One of it's arms lay next to Ark by his feet, evidence that at one time it was a club of sorts. The longsword and axe the goblin was using are sticking out of the statue in what would of been violent deaths to any mortal.

There Arkus stands among the gore and destruction, he is still angry but tired and calming.

saving throw spear dc 10: 1d20 ⇒ 5

What would you like to do?


All the knowledge checks for the creatures have been rolled.

Jer- not a knowledge arcana, you are not sure what it is exactly. There are no splash marks or drip marks that lead to or from the human head in the hallway. The liquid seems to of originated from it, like a candle made of poor wax that melts over the holder, or a chunk of ice brought into a warm room left in a bucket.

As s for what may be causing the mutations.
knowledge for prof: 1d20 + 9 ⇒ (2) + 9 = 11 Not a clue.

Ark and Zol- The last flying head Ark just killed is also starting to form a liquid pool.
Ark Horror save vs DC 10: 1d20 + 1 ⇒ (3) + 1 = 4 Fail
Zol's Horror save vs DC 10: 1d20 + 6 ⇒ (1) + 6 = 7 Fail

As disfigured head on the floor begins to melt or molt rather neither one of you can remove your eyes from such a grotesque sight. The skin falls from it and fanged teeth fall from it's mouth. The green once glowing eye that has dislodged from the socket fades to a white orbit and the meaty pieces behind it turn from black to a healthy red. Bit and pieces are missing and attached to the wall Ark used to defeat the flying head. Even eye level the gore patch on the wall changes, the blackened pieces leave snail trails as they ooze down the wall, slowly they become a buff color and you notice a birthmark on a piece of traveling flesh. The severed head is human, but very hard to tell by the condition Ark left it in.

I gave you guys a hearty bonus because of how badly Ark smashed this things face into the wall several times. The two of you fail please see the Horror spoiler button. Ark destroyed it too much to have the same silent scream Prof was able to witness.

Horror:

This is an old school rule that is always fun, I am not trying to punish anyone so please do not feel that way. You have just witnessed a very traumatic event, the walls of reality just crumbled a little. Below are several possibilities of what a failed horror save can do to a character. You can roll a d10, pick the one you like best, or write up your own. I would like to use this to give more role-play into the story. It does not need to be permanent, you can choose to have it effect you for a few weeks by finding a way to cope with it, or you can make it permanent if you wish by never being able to cope with it. Use your discretion and pick something that makes sense for the character. If you think these are too severe or not severe enough you can go Here and look over the other options.

1. Aversion - the scene is just too much, the character whirls, flees and can't go back

2. Nightmares - the character is haunted by constant nightmares of the scene

3. Revulsion - compared to Aversion, but the character can't also stand with things similar to the scene

4. Obsession - the character will speak about the event constantly and repetitively

5. Rage - blind rage on everything

6. Mental Shock - the character seems simply shut down for a certain time

7. Fascilation - every thought is spent on the things seen - the characters character slowly changes into something different - connected to the scene

8. Madness - the character can also react with madness (see below) aka not as traumatized.

9. Fear - a horrified character can react with great fear / very intense fear(see above) aka really really messed you up, sever horror

10. Players choice

Hey Jer could you please add your saving throws to your posting info like the rest of the group has. Like Prof's.

Male Human Wizard Conjurer (Teleportation School Archetype)/2 | HP: 10/14 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +4, Will +4


Yes you are almost at level 3.


Zol gives Ark some much needed healing. Prof hits the flying head again, but it keeps on coming. Jer attempts a stab at it and misses. Ark raises his goblin skewer into the air to strike, but the dead weight from the goblin is too unbalancing and he misses completely. The head also comes diving in for another bite missing Ark completely.

This angers the half-orc, which is a bad thing for the flying head. After the head's attack missed it TRIED to fly by the infuriated barbarian, but it couldn't.

Ark reached up and grabbed it by the back of it's head and using it's own momentum and his personal primal strength he directs it into the wall next to him. He slams the face side of it into the wall three times before whatever he was holding on to on the back side of the creature ripped off leaving a meaty chunk in his hand. The head hits the floor like a rip pumpkin bursting open, brain matter slushes out of the several newly created holes covered in black icor.

What would you like to do?

Flying head attack: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11

Took a liberty to have Ark attack the near-death head. My posting frequency has been slower than I would like; and it is foolish to waste time on a peon creature.

Ark's attack on the flying head: 1d20 + 8 ⇒ (13) + 8 = 21 Hit
Ark's Minimum damage is enough to kill it outright.

Ark:

That spear does not feel so neat anymore.

Prof:

Perception: 1d20 ⇒ 17
You are the only one that can notice this because of positioning.

The last flying head that you killed in the hallway looks different. Either it is sheading an outer layer like a molting or it is shapechanging. Your eyes cannot move from it, it owns all of your attention. The hair on the back of your neck and arms stand up, you skin covers with goosebumps, and you begin to get a cold sweat.

The head before you on the ground is human! It is hairless, even devoid of eyebrows.

It's lifeless eyes fix on you staring, glazed over and the little light they pick up from your dancing lights spells causes them a slight twinkle of life that disturbs you further.

You know this face. This man was one of the town guards you met the other day, ONE OF THE GUARDS FROM UPSTAIRS YOU WERE TO RESCUE!

His eye's blink, then again. Shear panic takes over the severed man's face, his eye's bulge out from their sockets staring at you with panicked shock. His mouth opens and he tries to scream, but silence, only silence. There is a quiet pop as his jaw unhinges with the silent scream.

Within a few seconds his eyes gentle roll backwards but not closing. His face freezes in the most horrified look.

He will look like this forever.

And you will never forget these last moments of time.

You have a moment where your knees felt like they would buckle but you are able to keep your bearings.

Remember-y: 1d20 + 4 ⇒ (15) + 4 = 19
Will vs. Horror Save DC 15: 1d20 + 4 ⇒ (14) + 4 = 18 Save- You may still Role Play this any way you want.
[/ooc]


Again very sorry Real Life has been very busy.

Ark spins his spear down onto the mutant goblin and it enters in the most unusual, most everyone would agree unnatural way; the spear comes down on the crown of the mutant and travels through it's small body and out his under-end. The goblin drops all of his weapons. The spear however cannot be freed of the goblin-kabob. Jer and Prof both attack the last flying head but it will not drop. Zol quickly sends some much needed healing to the raging half orc. The Flying head continues to try and attack Ark but misses.

flying head attack Ark: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6 miss

party up, kill this thing!


Prof fires more force missiles and finally destroys the flying head. Jer follows with a fiery explosion that makes sure the flying head does not get up. Zol's attack misses, the goblin parried the blow with his handaxe. Ark drives the spear deep into the goblin's gut, it roars with violence. The goblin swings wildly directing all his attacks at the halforc. His handaxe strikes Ark square in the chest, everyone can hear ribs crack and the hollow thud that would knock the air out of a lesser man, but the half orc still stands. The last flying head tries to bite Ark as he fights the warped goblin but misses.

odd is good: 1d2 ⇒ 1 Ark this saved your life

longsword attack on Ark: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 miss
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Miss
handaxe on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit

flying head on Ark: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 miss

handaxe: 1d6 + 1 ⇒ (6) + 1 = 7

Ark takes 7 damage

Ark you are at 1 hp because you are raging, the dice gods have decided to play with you

The group is up

again sorry for the delays, RL has been a busy week


Prof's wand fires again and the flying head staggers it's flight path; the creature is hanging on to it's existence in this world by a thread. Jer makes his tactical reposition. Zol continues to be inspiring even as he vomits and undresses. Ark dives headfirst into the combat and strikes the goblin with all his wrath. The goblin smiles and strikes back. All three weapons come swinging in at Ark with animal like fury; the longsword swings too high and does not even come close. However the silver dagger catches Ark in the middle of his abdomen and the handaxe strikes him in the back of the calf of his left leg. The flying heads continue to pursue. One continues to flank Ark and its clumsy attack misses. Prof also gets attacked by the flying head that was targeting Jer before the tactical retreat, the head swoops in but fails to sink it's teeth into Prof. The goblin's wounds begin to heal in front of your eyes!

attacks and such:

longsword attack on Ark: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
silver dagger on Ark: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15 Hit
handaxe on Ark: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 Hit

silver dagger damage: 1d4 + 1 ⇒ (1) + 1 = 2
handaxe: 1d6 + 1 ⇒ (2) + 1 = 3

flying head on Ark: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 Miss

flying head on Prof: 1d20 + 5 ⇒ (7) + 5 = 12

Ark that is 5 damage
Top of the order again.


Ark is up


Jer quaffs a potion and attacks a flying head but misses. Prof fires his wand again this time at the flying head trying to bite Jer, the force missiles ram into it and it looks as though it will not be able to take another soiled hit. Ark runs toward the laughing misshaped goblin, in his rage he trips over the statue's leg, this folly allowed the two enemies flanking him to attack but they both missed. Zol, taking advantage of the opening the sinspawn next to him left open while trying to take advantage of Ark's situation, thrusts his blade into the sinspawn's left eye. It twitches uncontrollably for a moment in a seizure like state before dropping to the floor limp. The flying heads attack, one takes a large bite out of Jer and the wound continues to burn after the fangs release. Ark's flying head attacks but is deflected almost by an unseen barrier. The laughing goblin makes a gut wrenching sound, much like a sick dog about to vomit, then the misshaped goblin does vomit! The sick releases from this small creatures mouth with unholy speed and distance; a fountainous line of brackish browns, blacks, and reds fire across the room striking Zol square in the chest, the impact and force cause the sick to splash all over Zol. A bit gets into his open mouth and he too begins to projectile vomit in-between yelling from the burning acidity of the blood vomit he is covered in. Now that the goblin can be seen better it flexes all three of its arms. He points the longsword at Ark, points the handaxe at Zol, and does an ennie-mennie gesture with the silver dagger in his third hand between Ark and Zol as he nonchalantly wades into the room and over to Zol.

Note all his weapons are human (or medium) sized

1d3 ⇒ 3

aoo on ark: 1d20 + 3 ⇒ (5) + 3 = 8 Miss
aoo on ark: 1d20 + 5 ⇒ (4) + 5 = 9 Miss

flying head attack on Jer: 1d20 + 5 ⇒ (16) + 5 = 21 Hit
flying head attack on Ark: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 Miss, via protection vs evil

Jer's damage: 1d4 ⇒ 3
Jer's fort save: 1d20 + 3 ⇒ (6) + 3 = 9 Fail
Jer please note this 3 damage as special flying head damage and also deduct it from your current HP

Zol's reflex save still sickened: 1d20 + 2 ⇒ (9) + 2 = 11 Fail, you are covered in goblin vomit
vomit acid damage: 2d4 ⇒ (4, 1) = 5
Zol's Fort save: 1d20 + 1 ⇒ (1) + 1 = 2 You are nauseated for the round.

1d4 ⇒ 2

Group is up.


@ Prof. Thank you, yes that is exactly what comes running up the stairs. Good call on the color coordination too!

Zol just waiting on you.


Ark drives the spear into the Sinspawn's head and it ceases to move. Prof also has similar luck the last magic missile was enough to drop the flying head. Zol seeing that he was on the brink of death quaffed a potion of healing. THe other two flying heads attack and do not connect, as well as the last Sinspawn on Zol. From down the stairway hall the laughter is much louder and a misshapen goblin runs into view.

On the mac, it is giving me grief about trying to use google drive. Could someone delete the flying head on Prof and the sinspawn right below Ark please. Also the blue square in the hallway is the misshaped goblin, could someone change its color, first person to change it gets to pick the color!

Spoiler:

Sinspawn on Zol
bite: 1d20 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (15) + 3 = 18

Flying Head on Ark
1d20 + 5 ⇒ (1) + 5 = 6

Flying head on Jer

1d20 + 5 ⇒ (12) + 5 = 17

The dice bot gods have looked favorably on the party as none of the attacks hit.

Jer you still get an action from this last round and the new round coming up, please post two actions.

The party is up.


@ Prof, you are correct it has 17 damage. I was waiting for Jer to post before updating the map with damages and whatnot.

@Jer, did you adjust the hp total on the flying head? Doing negative damage does not heal the enemy ;-), negative damage just counts as zero damage.

Prof casts from his wand again, and the flying head looks like it will be destroyed soon. Ark misses with his fancy spear. Zol crits the sinspawn with his cold iron rapier, it too looks like it will not last another round. Several attacks miss Ark by both the sinspawn and flying head. Zol takes a vicious bite to his upper shoulder almost his neck. Both Jer and Prof yell out in pain as flying heads swoop down and bite them.

From down the hallway with stairs a tiny but menacing maniacal laughter can be heard. Followed by small feet charging forward, it may not be big but something is on the way.

All attacks and saves:

Sinspawn on Ark
bite: 1d20 + 3 ⇒ (9) + 3 = 12 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 miss

Sinspawn on Zol
bite: 1d20 + 3 ⇒ (20) + 3 = 23 Will check crit at bottom
claw: 1d20 + 3 ⇒ (15) + 3 = 18 miss
claw: 1d20 + 3 ⇒ (1) + 3 = 4 Miss

Flying head on Jer
1d20 + 5 ⇒ (15) + 5 = 20 Hit

Flying head on Prof
1d20 + 5 ⇒ (16) + 5 = 21 Hit

Flying head on Ark
1d20 + 5 ⇒ (7) + 5 = 12 Miss

Confirm crit on Ark
1d20 + 3 ⇒ (7) + 3 = 10 Miss

Damage to Zol
sinspawn bite: 1d6 + 1 ⇒ (6) + 1 = 7 will save: 1d20 + 6 ⇒ (15) + 6 = 21 Pass

Damage to Jer
flying head damage: 1d4 ⇒ 2 fort save: 1d20 + 3 ⇒ (18) + 3 = 21 Pass
Jer treat this as regular damage not that special damage from the flying heads I asked you to track.

Damage to Prof
flying head damage: 1d4 ⇒ 1 fort save: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Prof treat this as the special kind of flying head damage.

Ark no damage

Zol 7 damage

Jer 2 damage treat this as regular damage not that special damage from the flying heads I asked you to track.

Prof 1 damage treat this as the special kind of flying head damage.

Party is up!


@ Prof, yes the damage is hurting the flying head. All the creatures have been damaged and their damage totals posted on them on the map. Just note for important fights or boss type guys I may not post the damage. But for these encounters with lots of bad guys, it makes it easy to track.

@ Zol, it was a dc 12 will save.

Jer it is your turn

@Ark:

Your spear is non magical for combat bonuses or damage. However it gives you a constant protection from evil, and it will bypass DR at DM discretion. Yes that includes a +2 AC from the protection from evil.


Zol hits the sinspawn in it's open mouth causing it to comically gag for a brief moment. Prof's wand seems to anger the flying head and it glares at you, it must want mage for dinner now. Ark thrusts his spear forward and just misses. Jer is all thumbs and misses his target again. The flying heads attack Prof and Jer causing grievous wounds on them. The two sinspawn attack one bites Zol and the other bites Ark.

Jer you get an AOO on the flying head that provokes as it charges Prof.

flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (14) + 4 = 18
flying head reflex vs Jer's bomb: 1d20 + 4 ⇒ (19) + 4 = 23

flying head attack on Prof: 1d20 + 5 ⇒ (15) + 5 = 20 Hit
flying head attack on Jer: 1d20 + 5 ⇒ (19) + 5 = 24 Hit
Flying head attack on Ark with flanking: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15 Miss

Prof's fort save: 1d20 + 3 ⇒ (7) + 3 = 10
Jer's Fort save: 1d20 + 3 ⇒ (7) + 3 = 10

Prof's damage: 1d4 ⇒ 3 See Below
Jer's damage: 1d4 ⇒ 3 See Below

This is normal damage but please track it in addition to subtracting it from your total.

sinspawn on Ark,
sinspawn bite attack: 1d20 + 3 ⇒ (14) + 3 = 17
sinspawn claw attack: 1d20 + 3 ⇒ (10) + 3 = 13
Sinspawn claw attack: 1d20 + 3 ⇒ (18) + 3 = 21

Sinspawn on Zol
sinspawn bite attack: 1d20 + 3 ⇒ (18) + 3 = 21
sinspawn claw attack: 1d20 + 3 ⇒ (6) + 3 = 9
Sinspawn claw attack: 1d20 + 3 ⇒ (9) + 3 = 12

Bite damage on Ark
damage: 1d6 + 1 ⇒ (4) + 1 = 5
will save: 1d20 + 1 ⇒ (17) + 1 = 18
claw attack: 1d4 + 1 ⇒ (3) + 1 = 4

Bite damage on Zol
damage: 1d6 + 1 ⇒ (3) + 1 = 4
will save: 1d20 + 6 ⇒ (3) + 6 = 9 fail
minutes: 1d6 ⇒ 1
Zol will be sickened for minutes.

sickened:

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

-->Rest of party
All the baddies

The rest of the part is up.


Thank you to everyone for being understanding with the slow posting while I am in school. I have such a hard time with studying and cannot afford immediate distractions.

I have been doing great 100's in all the tests taken so far!
Woot!


reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (2) + 4 = 6
reflex save vs Jer's splash damage: 1d20 + 4 ⇒ (9) + 4 = 13

Added Prof's Magic Missile damage

Flying head attack on Jer: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Flying head attack on Jer: 1d20 + 5 ⇒ (9) + 5 = 14 Miss
Flying head attack on Ark: 1d20 + 5 + 2 - 2 ⇒ (8) + 5 + 2 - 2 = 13 Miss

Ark hits

flying heads
Ark
-->Rest of party
All the baddies

Rest of the party is up


Will do some catch up tomorrow at work doing a double, just doing this as a note.

roll up saves vs splash damage from Jer.
Prof had a readied action for his surprise round then his action in the init order (two missiles)
Zol hits

Ark if you want to set up your attack please do. I will put it right after the flying head attacks.

Also next round I will be moving the sinspawn to the flying head init to keep things simpler.

If the rest of the party wants to post after Ark please feel free.

flying heads
Ark
Rest of party
All the baddies
Rinse repeat


that will miss.

The bad guys attack!

Ark
bite: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (15) + 3 = 18

Zol
bite: 1d20 + 3 ⇒ (9) + 3 = 12
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (6) + 3 = 9

Damage to Ark
1d4 + 1 ⇒ (4) + 1 = 5

Init
Prof
Jer
Ark
Sinspawn
Zol
Flying Heads

Zol you are up

1 to 50 of 354 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>