Dr Lucky

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1,070 posts. Alias of Bozzinator.


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Stuffs:

1d20 + 10 ⇒ (19) + 10 = 29

The "Ghost Lanterns" are cautious at first by keeping their distance but as you use the light source you get their attention. As you greet them they speak in a language that you do not understand. Then shortly after you hear one speak in broken common and all you get from what it said was What you want?


So to recap, After the attack from the Faceless Stalkers and Not-Carver (lol) you found out that they might have a base of some sort on an island. After making your way to the island you talked to a talking table and was able to convince him your faceless stalkers in disguise.

Then you make your way to a cave that you heard some of the Faceless Stalkers made home. After fighting some Chaos Beasts you were able to look around and realized that they left before you arrived.

Then you arrived at a shipwreck area and were confronted by Wyrwood Archers. After talking you find out you both have a common enemy, the faceless stalkers or Ugothols as they call them. You also learned about the area of ghost lanterns as they call them and you headed there to investigate.

The places that you have left that are known are the ghost lanterns area (which you are at) and the area that was label Wheels of Heaven.


Placeholder


Eustice can tell that the creatures are not immediately hostile. If anything the glowing balls of light seem curious of you. As they get closer Eustice recognizes that these glowing balls of light are actually Will-O'-Wisps, also you remember a few flight patterns they use to greet one another that might help you if you wish to try to communicate to them.


As the sun sets upon the ancient stone monument, one by one, dozen upon dozens of lights appear in the darkness, hovering like ghostly lanterns above the fetid waters of the marsh.

A few of them come closer to you very slowly. Knowledge Dungeoneering or Sense Motive to understand

Knowledge Dungeoneering from Eustice: 1d20 + 10 ⇒ (15) + 10 = 25
Knowledge Religion from Mary: 1d20 + 16 ⇒ (2) + 16 = 18


Well I would be interested in being allies, it is nice to find being that are not immediately violent. We do have things that we can trade if you have things we need.

The items that they have to trade are Shadow Essence Poison, Horn of Fog, Pearl of Power (1st), Pirate's Eye Patch, Shark Tooth Amulet, and a Vest of Escape. You can trade any magic item worth the same. Also you can trade them a Ioun Stone which the value is doubled.

You can then head out to the Ghost Lantern location that you were told about, which would put you in the location around dusk.

Six twenty-five-foot-long stone blocks, each tapered like an arrowhead, are arranged in a vaguely flower-shaped formation in the moist ground. Some of the ancient stone blocks are cracked and splintered, while others are half-sunken in the marsh.

Slide 1 updated.


These are alot different than the regular cantrip of light.


Everyone had the opportunity to take one. Carver gave you an induction into the pathfinders if you wanted and offered each of you a wayfinder.


“They are intelligent, flying balls of light—that’s why we call them ghost lanterns. There is an ancient place built from stone where they gather at dusk. It is said they know everything that happens on this island, but I should warn you, they’re not very welcoming to visitors. The stories say you should carry a lantern or other light source when you approach them or they’ll think you’re an enemy.”


Ugothols are what you know as Faceless Stalkers.
Ulat-kini are what you know as Skum.
You are not sure what the Ghost Lanterns are referring to.

If you want you could ask him if he can explain about them


Yes those Ugothols have been troublesome, that is the reason we were so cautious about letting you come any closer. The way they change their appearance we can not be too careful. They haven't always been living here on the island. Something or someone made them come here. But I think a alliance would be best for both of us. We do have some knowledge of the island. Usually the Ugothols live to the north, the Ulat-kini are common in the southeast but we don't know where their lair is. Ghost lanterns inhabit the southern marshes. Many different kinds of beasts live in the woods and marshes.

Knowledge Dungeoneering to know what Ugothols and Ghost Lanterns are. Knowledge Nature to know what Ulat-kini are.


The Wyrwood you see lowers his bow as it does then 3 more of them raise up from different places with no weapons in hand. The one that has been talking calls out, It seems you have proven yourselves. We can take you to our elder, Locwudu. Please come this way. The other 3 stay up on the boats as the one that was talking climbs down and bring you all further into the area.

The one that was talking to you approaches another one and they talk quietly briefly. This one looks a bit different as he has a vials on his waist next to a book in a leather carrier. Also he has a bandolier with different vials. He speaks up, Hello I am Locwudu. Thank you for being patient with us. I have been told you come seeking to become allies? Why come all this way just for that?


Mary's Spellcraft: 1d20 + 18 ⇒ (9) + 18 = 27
Fang Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Atlan Perception: 1d20 + 10 ⇒ (9) + 10 = 19

Mary knows that these are Wyrwood and that they are given life by an Ioun Stone heart. Eustice notices that the Wyrwood is looking at his Ioun Stone and nods.


It gives a brief pause like it's contemplating somethjng.

Well do you have anything that's worth something to us?

Knowledge Arcana or Spellcraft to find out information about them. You can also give a Perception or Sense Motive to learn other things as well.


The creature gives a slow nod. Then will say, No creatures like you live around here. Where's your ship?

If you can't think of anything or have anything to answer his question, you can also give me a Knowledge Geography or Profession Sailor


You all heal up and leave the cave to head to the Shipwreck + Enemies area you remember on the map you saw.

Broken remains of ships and boats on the shore form a perimeter around heaps of barrels, crates, and other items that look like salvaged cargo. Additional ladders, nets, ropes, and weights have been attached to the ships and boats. A crimson flag on the mast of the largest ship proudly blows in the wind.

When you get about 60 feet from the ships. You are coming from the West and heading East. You see something come out on the deck and shout out, Reveal your true form, spies! You can't fool us!

Slide 1 updated and a Picture of who is taking is blown up to see it better


Eustice Survival: 1d20 + 6 ⇒ (6) + 6 = 12

Mary knows that the statue is a depiction of Ydersius, the patron deity of the serpentfolk, who were one of Azlant’s chief enemies. You are not able to tell exactly how long its been here but you know its been here for a long time.

HP Update wrote:


Atlan *HP 50/64 *1 Wisdom Drain*
Eustice
Fang
Kelpy *HP 57/64
Mary Kay

Where did you want to go next? You know of the locations of Shipwrecks + Enemies and Wheels of Heaven from the map you saw at the watchtower.


Giving the area a good search you find a ring that pings as magic. You also find a 1-foot-tall jade statue of a humanoid serpent hybrid creature (worth 1,000gp).

Knowledge Religion to find out what the statue is of. Appraise or Survival to learn more about the age of the statue.


Going to have Guidance be cast on Atlan during the saves to speed things up a bit.

Atlan is able to clear up the curse with some assistance from Eustice.

The Wisdom Drain stays with you and is able to be cleared up with a Restoration spell, but since its only 1 drain it currently is not effecting your stats.

HP Update wrote:


Atlan *HP 50/64 *1 Wisdom Drain*
Eustice
Fang
Kelpy *HP 57/64
Mary Kay


Eustice is able to tell that this is a curse

Corporeal Instability (Su) Claw—contact (curse); save Fort DC 17; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Kelpy is able to do 3 successful consecutive saves so he is not under the effects of Corporeal Instability anymore.

HP Update wrote:


Atlan *HP 50/64 *1 Wisdom Drain*
Eustice
Fang
Kelpy *HP 57/64
Mary Kay


Atlan, Fang and Kelpy work together to finish off the creature.

Out of Combat.

First thing before the healing is done is we need to work on the affliction that Kelpy and Atlan has. To be able to take care of the rest of the 1 minute from the Will Save can I have 9 Fort Saves from Kelpy and 8 Fort Saves from Atlan. You need to have 3 consecutive Fort Saves DC17 in order to be cured of it.


Will Save: 1d20 + 4 ⇒ (1) + 4 = 5

Eustice heals up Atlan some more. Mary casts a spell at the creature.

Green attacks at Kelpy
Attack: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32
Blind Miss Change High Hits: 1d100 ⇒ 67
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Crit Confirm: 1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25

Kelpy Fort Save: 1d20 + 11 ⇒ (5) + 11 = 16

The creature hit Kelpy and he starts to feel a bit weird.

For Kelpys next turn you will have to roll a Will Save to try to maintain yourself for 1 min. Also will need Fort Saves at the end of Kelpys turn and Atlans turn.

Combat Tracker wrote:


**Round 4 into 5**
Bold Can Act
***Bless is up***
Atlan *HP 50/64 *1 Wisdom Drain*
Eustice
Green -49 *Blind*
Fang
Kelpy *HP 57/64
Mary Kay
Yellow -76


Fang cracks his whip and gets a good hit on the creature. Kelpy is able to get 1 hit on the creature. Atlan is able to maintain his regular self and pulls a potion. which draws an Attack of Opportunity from the creature

Greens AoO to Atlan.
Attack: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Combat Tracker wrote:


**Round 3 into 4**
Bold Can Act
***Bless is up***
Atlan *HP 35/64 *1 Wisdom Drain*
Eustice
Green -49
Fang
Kelpy
Mary Kay
Yellow -76


Atlan tries to maintain his form but is unable to. Atlan takes 1 point of Wisdom Drain

Green attacks at Kelpy
Attack: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Combat Tracker wrote:


**Round 3 into 4**
Bold Can Act
***Bless is up***
Atlan *HP 35/64 *1 Wisdom Drain*
Eustice
Green -14
Fang
Kelpy
Mary Kay
Yellow -76


Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Eustice summons a chain from the ground and slashes at the creature.

Will Save for Atlan if you want to try to maintain your regular shape which is a standard action

Combat Tracker wrote:


**Round 3**
Bold Can Act
***Bless is up***
Atlan *HP 35/64
Eustice
Green -14
Fang
Kelpy
Mary Kay
Yellow -76


Fang whips at Yellow it drops motionless before it can get too far.

Combat Tracker wrote:


**Round 3**
Bold Can Act
***Bless is up***
Atlan *HP 35/64
Eustice
Green -6
Fang
Kelpy
Mary Kay
Yellow -76


Kelpy moves forward and gets 1 solid hit on Green.

Yellow will move forward. This will cause an Attack of Opportunity from Kelpy, Atlan, Fang, and Eustice if he is carrying a weapon.

Combat Tracker wrote:


**Round 3**
Bold Can Act
***Bless is up***
Atlan *HP 35/64
Eustice
Green -6
Fang
Kelpy
Mary Kay
Yellow -76


Will Save Yellow: 1d20 + 4 ⇒ (1) + 4 = 5
Will Save Green: 1d20 + 4 ⇒ (9) + 4 = 13

Fang whips at Yellow but misses. Mary casts a spell and both creatures start to move a bit slower.

Combat Tracker wrote:


**Round 2**
Bold Can Act
***Bless is up***
Atlan *HP 35/64
Eustice
Green
Fang
Kelpy
Mary Kay
Yellow -76


Atlan gets 2 solid thumb jabs at Yellow. Eustice gives some healing to Atlan making him feel almost good as new.

Green is going to 5ft closer to Atlan because of the and then attacks 4 times.
Attack 1: 1d20 + 13 ⇒ (12) + 13 = 25
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9

Attack 2: 1d20 + 13 ⇒ (17) + 13 = 30
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9

Attack 3: 1d20 + 13 ⇒ (16) + 13 = 29
Damage 3: 1d6 + 3 ⇒ (4) + 3 = 7

Attack 4: 1d20 + 13 ⇒ (5) + 13 = 18
Damage 4: 1d6 + 3 ⇒ (1) + 3 = 4

Fort Save for Atlan: 1d20 + 7 ⇒ (6) + 7 = 13
Fort Save for Atlan: 1d20 + 7 ⇒ (2) + 7 = 9
Fort Save for Atlan: 1d20 + 7 ⇒ (13) + 7 = 20

As Atlan fails his save his body becomes a spongy, shapeless mass. Unless he manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. He is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. He gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

He can temporarily regain you own shape by taking a standard action to attempt a Will save. A success reestablishes the creature’s normal form for 1 minute.

Combat Tracker wrote:


**Round 2**
Bold Can Act
***Bless is up***
Atlan *HP 35/64
Eustice
Green
Fang
Kelpy
Mary Kay
Yellow -76


Mary casts a spell and 3 missiles slam into Yellow but it says upright while the missile at Green fizzles. Fang lets out a crack of the whip getting a good hit on Yellow. Kelpy moves forward and gets ready if something moves within range.

Yellow looks at Atlan and then attacks 4 times.
Attack 1: 1d20 + 13 ⇒ (14) + 13 = 27
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 13 ⇒ (6) + 13 = 19
Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4

Attack 3: 1d20 + 13 ⇒ (9) + 13 = 22
Damage 3: 1d6 + 3 ⇒ (6) + 3 = 9

Attack 4: 1d20 + 13 ⇒ (2) + 13 = 15
Damage 4: 1d6 + 3 ⇒ (3) + 3 = 6

Fort Save for Atlan: 1d20 + 7 ⇒ (10) + 7 = 17

Combat Tracker wrote:


**Round 2**
Bold Can Act
***Bless is up***
Atlan *HP 43/64
Eustice
Green
Fang
Kelpy
Mary Kay
Yellow -45


Chaos Beast
Chaotic Neutral
Medium Outsider (Chaotic, Extraplanar)
SR18

Eustice Casts Bless. Atlan moves over and gives it a good jab.

Green is going to 5ft up to Atlan and Full Attack.
Attack 1: 1d20 + 13 ⇒ (19) + 13 = 32
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 13 ⇒ (7) + 13 = 20
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 3: 1d20 + 13 ⇒ (2) + 13 = 15
Damage 3: 1d6 + 3 ⇒ (1) + 3 = 4

Attack 4: 1d20 + 13 ⇒ (17) + 13 = 30
Damage 4: 1d6 + 3 ⇒ (6) + 3 = 9

Fort Save for Atlan: 1d20 + 7 ⇒ (13) + 7 = 20
Fort Save for Atlan: 1d20 + 7 ⇒ (15) + 7 = 22

Combat Tracker wrote:


**Round 1**
Bold Can Act
***Bless is up***
Atlan *HP 49/64
Eustice
Green
Fang
Kelpy
Mary Kay
Yellow -16


Mary taking the warning from Fang pulls out a wand and casts Mage Armor on herself. Eustice is not able to determine what could be causing this. As he tries to wrack his brain for what could be causing this Fang notices 2 creatures to the southwest.

Initiative:

Eustice: 1d20 + 5 ⇒ (19) + 5 = 24
Kelpy: 1d20 + 8 ⇒ (1) + 8 = 9
Fang: 1d20 + 3 ⇒ (12) + 3 = 15
Mary Kay: 1d20 + 2 ⇒ (7) + 2 = 9
Atlan: 1d20 + 12 ⇒ (19) + 12 = 31
Yellow: 1d20 + 6 ⇒ (2) + 6 = 8
Green: 1d20 + 6 ⇒ (17) + 6 = 23

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan
Eustice
Green
Fang
Kelpy
Mary Kay
Yellow

Fang points out the 2 creatures that were attempting to sneak up to the southwest. Now that you seen them you are able to make another Knowledge Planes check to try to know what they are.


With his weapon out and ready Kelpy will get closer and see a dire rat writhing and thrashing as it looks to be in great pain. Suddenly, the creature’s neck twists around itself, and a pair of legs grows from its stomach, only to melt away a moment later. For a moment, the rat looks normal again, but then the horrific convulsions start anew.

Kelpy will relay the information he sees to the rest of the group. Knowledge Planes to try to deduce what could cause this

Spoiler:

2d20 ⇒ (9, 18) = 27

Fang:

As the rest of the group is either looking at the cave or thinking about what could cause this you know that there are 2 creatures that are to the west in the water and heading south but you quickly lose track of them.


After finishing off the Giant Bees you are able to make your way without any other issues. Once you get to the location you seen on the map you notice a crack in the hillside and make your way to it. As you get closer you hear horrific screeches resembling a panicked animal echoing from inside the cavern.

Stuffs:

Eustice Knowledge Nature: 1d20 + 9 ⇒ (7) + 9 = 16
Fang Knowledge Nature: 1d20 + 5 ⇒ (17) + 5 = 22
Eustice Survival: 1d20 + 6 ⇒ (18) + 6 = 24
Fang Survival: 1d20 + 2 ⇒ (14) + 2 = 16

Perception:

Eustice Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Kelpy Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Fang Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Mary Kay Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Atlan Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Fang and Eustice both realize that the screeches as those of a frenzied rat and that there’s something horribly unnatural about the sounds.

Fang notices that there are tracks going to the west to the river. After following it a bit you can guess they probably waded up or down the river to
avoid leaving further tracks.

You all make your way into the cave hearing the screams the entire way and notice on the far side of the cave something is wiggling on the ground.

Fang, Eustice and Atlan notice the cave’s most recent inhabitants appear to have left in a hurry very recently, leaving behind all kinds of miscellaneous junk collected from the bodies of their victims. Eustice and Fang pick up that there were about a dozen faceless stalkers that lived here until quite recently.

Slide 1 Updated. Please place yourselves how you want. Also you are not able to make out what exactly is wiggling on the ground on the other side of the cave. You have to get closer to get a better look.


Out of Combat!


Fang still hyper focused cracks his whip at the creature that approaches and it falls

Combat Tracker wrote:


**Round 2**
Bold Can Act
**Bless is Active**
Kelpy
Atlan
Eustice
Green -4
Blue
Mary Kay
Red
Fang
Yellow


Fang focuses his energy and let's out a whip crack as the creature falls.

Yellow will move up and strike at Fang
Sting: 1d20 + 2 ⇒ (17) + 2 = 19

Combat Tracker wrote:


**Round 2**
Bold Can Act
**Bless is Active**
Kelpy
Atlan
Eustice
Green -4
Blue
Mary Kay
Red
Fang
Yellow


Yellow Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14

Mary pulls a wand and casts a spell at Yellow but the creature is able to dodge it.

Red will move up and strike at Mary
Sting: 1d20 + 2 ⇒ (6) + 2 = 8

Combat Tracker wrote:


**Round 1**
Bold Can Act
**Bless is Active**
Kelpy
Atlan
Eustice
Green -4
Blue
Mary Kay
Red
Fang
Yellow


Atlan focuses into his stance then quickly moves over to the bee and with a quick thumb jabs it falls limp to the ground.

Green will strike out at Kelpy
Sting: 1d20 + 2 ⇒ (4) + 2 = 6
Fail sauce

Combat Tracker wrote:


**Round 1**
Bold Can Act
**Bless is Active**
Kelpy
Atlan
Eustice
Green -4
Blue
Mary Kay
Red
Fang
Yellow


Giant Bee
Neutral Medium Vermin
-Their sting has a poison that can damage your strength
-Weakness - Vulnerable to Smoke, If it is caught in smoke it will need to make a Fort save or be nauseated for as long as its in the smoke plus 1d4 rounds.


Kelpy moves up and gets a clean hit on the creature. Eustice casts Bless.

Combat Tracker wrote:


**Round 1**
Bold Can Act
**Bless is Active**
Kelpy
Atlan
Eustice
Green -4
Blue
Mary Kay
Red
Fang
Yellow


Not sure what the backpack is but knowing it is magical, you guys pick it up and decide to go to the area listed as "Home." You know that you will have to go through some forest because most of the middle part of the island is forest.

Hollow husks of crooked, leafless tress grow from the blackened ground in this forest. The bark on the trees is marred with wound-like cracks that weep blackish sap.

As you walk through the forest you hear this buzzing noise every so often.

Perception:

Eustice Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Kelpy Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Fang Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Mary Kay Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Atlan Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Fang and Atlan are able to notice 4 bees that come out from the trees around you guys and they do not look happy.

Initiative:

Eustice: 1d20 + 5 ⇒ (14) + 5 = 19
Kelpy: 1d20 + 8 ⇒ (18) + 8 = 26
Fang: 1d20 + 3 ⇒ (1) + 3 = 4
Mary Kay: 1d20 + 2 ⇒ (15) + 2 = 17
Atlan: 1d20 + 12 ⇒ (9) + 12 = 21
Red: 1d20 + 2 ⇒ (3) + 2 = 5
Green: 1d20 + 2 ⇒ (16) + 2 = 18
Blue: 1d20 + 2 ⇒ (15) + 2 = 17
Yellow: 1d20 + 2 ⇒ (1) + 2 = 3

Combat Tracker wrote:


**Round 1**
*Bold Can Act*

Kelpy
Atlan
Eustice
Green
Blue
Mary Kay
Red
Fang
Yellow

Slide 1 updated.


It really doesn't matter in what order you do this in. Just whichever you want to first.


Mary and Eustice are unable to determine what the backpack is but does know it's magical.

What location do you want to go to first?


Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

Mary weaves a spell and the creature starts to move a bit slower. Kelpy calls out insults to it and the creature lets out a yell in rage at Kelpy. Atlan takes the distraction and gets 2 precise thumb strikes as one of the legs on the table snaps in half and it stops moving.

Out Of Combat

As the table breaks and it slumps crooked to the ground a backpack falls off the table. You scan with Detect Magic and it pings with magic.

Perception:

Eustice Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Kelpy Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Fang Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Mary Kay Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Atlan Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Fang checks a pile of rubble in the corner and find a ring that also pings with magic. You have seen a ring like this before, it is a Ring of Swimming.


Fang gets a big hit on Karnax the Table. Eustice draw a spear and will cast Bless.

Karnax
Giant Mimic Slayer 5
Neutral Large Aberration (Shapechanger)
-Immune to Acid
-Adhesive - If you hit the creature with a weapon it will get stuck unless you pass a Reflex DC20. If the weapon is stuck its a Strength check DC20 to remove. Also if the creature hits it automatically grapples.
-Lowest Save is Will
-Has a 10ft Reach

Combat Tracker wrote:


Round 1 into 2 *Bless is up*
Kelpy
Karnax (Red) -95
Mary Kay
Fang
Atlan
Eustice

Mary, Atlan and Kelpy are up.


Atlan Sneak Attack: 3d6 ⇒ (6, 2, 1) = 9
Reflex Save for Kelpy: 1d20 + 7 ⇒ (15) + 7 = 22

Kelpy is able to keep ahold of his weapon as it almost gets stuck.

The table will study Atlan and attack him.
Slam: 1d20 + 17 + 2 - 3 ⇒ (7) + 17 + 2 - 3 = 23
Bludgeoning Damage: 2d6 + 10 + 6 + 2 ⇒ (5, 6) + 10 + 6 + 2 = 29
Constrict Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14

Atlan just barely dodges the creatures attack.

Combat Tracker wrote:


Round 1 into 2
Kelpy
Red -28
Mary Kay
Fang
Atlan
Eustice

Everyone is up.


Initiative:

Eustice: 1d20 + 5 ⇒ (4) + 5 = 9
Kelpy: 1d20 + 8 ⇒ (16) + 8 = 24
Fang: 1d20 + 3 ⇒ (17) + 3 = 20
Mary Kay: 1d20 + 2 ⇒ (19) + 2 = 21
Atlan: 1d20 + 12 ⇒ (4) + 12 = 16
Red: 1d20 + 6 ⇒ (16) + 6 = 22

Fang leans on the wall as everyone is talking. Kelpy bumps and nods at Atlan as he goes and stands across the room on the other side of the table creature. Fang catches the exchange and gets the idea. Eustice is talking with the creature while Mary joins in showing the body of one of the faceless stalkers.

With this creature distracted Atlan moves up to it and catches it off guard landing a hit. With this Kelpy being at the ready takes out his weapon and lands a hit on the creature as well. Fang seeing this starts gathering power.

Combat Tracker wrote:


Round 1
Kelpy
Red -13
Mary Kay
Fang
Atlan
Eustice

Kelpy is up.


Yeah they told me to stay here to watch over the place. They said they were going Home to grab some things.


Stuff and Thangs:

1d20 + 16 ⇒ (2) + 16 = 18

I have never been into artistry but I know you all are. I understand not wanting to just throw away something you worked hard on. What are you guys doing here though, everyone else left.

Now that you are talking with the creature you see a backpack sitting on top of the table.

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