Umagro

Garrett "Ash" Hunt's page

73 posts. Alias of Lucendar.


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Hey, this is "Ash", a Hungry Ghost monk that was part of a WotW game that ended way too soon. I enjoyed his personality and motivation. His crime was murder. I will complete build if selected. Thanks!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

DM, I just can't dedicate the time necessary for this PbP and I don't know when my schedule will be back on track. It's not fair to the other players for me to hold up the game so I am bowing out. Good luck with you game, it sounds like a great module. Just my schedule is too busy right now. Thanks for understanding.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Fort save: 1d20 + 3 ⇒ (19) + 3 = 22
Stabilization: 1d20 + 3 ⇒ (13) + 3 = 16


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Acrobatics check to avoid AoO and move to I-18: 1d20 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash does a flurry of blows on the dog:
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Critical confirmation: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Critical confirmation: 1d20 + 2 ⇒ (11) + 2 = 13
Addtl damage: 1d6 + 3 ⇒ (5) + 3 = 8


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Sorry for my absence, guys. Work has been crazy. Let me post to move this along.

Ash runs in behind Lueck and also takes a punch at a guard or dog, whomever is closest.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4...miss!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Huh...what? I was having a good dream!" Seeing the warden, Ash sighs in frustration, stands, and shoots a ray of fire at him.

Ranged touch: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage: 1d6 ⇒ 6
2 uses left today!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Oh, forgot about that. My bad. Will save: 1d20 + 5 ⇒ (3) + 5 = 8
Guess he still is sleeping away and still has his 1x per day elemental fist.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves 10' east and with hatred in his eyes, punches the warden as he invokes his elemental fist!

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Did the previous fire bolt hit the warden's touch AC?

Ash moves 30' to bottom left diagonal of Steinki and shoots another fire bolt at the warden:
Ranged touch attack:1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 2
3 uses left today


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves 30' east into the room, behind Steinki, and shoots a fire bolt at the warden:
30' Ranged touch attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 3
4 uses left today


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves to open the door. If locked, he tries to put his shoulder into it:

Strength check to open door: 1d20 + 3 ⇒ (3) + 3 = 6..if not, will move back and wait for Lueck to pick it.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Sorry for absence, went away for Memorial Day. Ash is ready to back up the party.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Oh, okay. Will save: 1d20 + 5 ⇒ (11) + 5 = 16


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Fatality!

Ash admires the halfling's skill at dealing death.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash silently curses himself for making noise and rushes to attack the guard before he can alert anyone, moving around to provide a flank for Lueck.

Attack: 1d20 + 3 ⇒ (6) + 3 = 9..and the hits just keep on comin'.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash follows Lueck and uses the +1 from guidance:

Stealth: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10..bad time for bad roll


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash can stealth also, if there is concealment around.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Looking forward to it!"


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves in and attacks the guard as well, if we have surprise on him, but unfortunately misses!
Attack: 1d20 + 3 ⇒ (4) + 3 = 7


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash follows Lueck stealthily and waits for the halfling's signal to attack and take out the lone guard!

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

How high is the ceiling? Will one of us reach if we stand on the other's shoulders?


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Sounds good to me, Hugh. I'm ready when you are."


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash looks on with boredom at all the inane weapons. :)


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash looks ready to attack, should enemies come pouring out.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash silently admires Lueck's skill with his blades. "Okay, while I enjoy the decorating the floor with blood motif we got going, we need to move fast. My disguise is not fooling anyone anymore. How are we getting out? There's still a few manned guardhouses between us and freedom."


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

If he's still up after the dwarf's vicious club swing, Ash tries to finish him but misses!
Attack: 1d20 + 3 ⇒ (5) + 3 = 8...miss


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Guess the jig is up!

"Stay quiet or I'll bash your brains in with my fists. Guys, you'd better come in here." Ash calls out to the party.

Untrained Intimidate check: 1d20 ⇒ 13


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash whispers, "Guys, let me take care of this. Just wait outside in case I need help." Assuming Disguise Person still in effect... He opens the door to the kitchen and walks in.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

We try the keys on the locked chests. If not, "Oh Lueck, we need your services again! Open, please!"


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash motions Lueck over and whispers, "Go do your thing!", while he waits and watches the halfling spill the guards' blood. With a CDG on each one, I am assuming...


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

We go north. Do you need a new stealth roll? If so: 1d20 + 6 ⇒ (19) + 6 = 25


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash grabs the keys and hands them to the halfling. "After you!"

Waiting for Lueck to take the lead into the eastern room.

Ash follows behind with Stealth roll: 1d20 + 6 ⇒ (16) + 6 = 22


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

GM, any keys on dead guard? How much time has passed since casting of disguise spell? Lasts 10 minutes.

Ash relays to the party all the information GM relayed to him about the outside layout of the prison, guard patrolling with lantern, etc. and how there is a poker game going on in the gatehouse. "I say, we try the eastern door this dead guard was guarding and go from there. With Lueck and his stealthy nature in the lead followed by me. What say ye?"


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Surprise Round:
Ash does partial charge to O74, flanking with Hugh: Attack: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10...miss!

Round 1:
Flurry of blows
Attack vs FF AC: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13..miss!
Attack vs. FF AC: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16...hit!
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

HPs: 10/10
AC: 16
No buffs/situational modifiers other than flanking


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"C'mon, buddy, alright, my final offer. I'll give you guaranteed 5sp and I'll even take one of your shifts for you. I'm feeling lucky tonight, so a do a brother a favor and go upstairs quickly and get me my coin purse."

Untrained Diplomacy check: 1d20 ⇒ 20..damn, maybe I should have just attacked the guy!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Oh, I thought we were being held in dungeon and we took stairs up to get to this level. We were being held on 2nd floor?

Sense (Motive): 1d20 + 7 ⇒ (11) + 7 = 18...does Ash think the guard is susceptible to any bribe or is he wasting his time trying to bribe the guard to leave his post?


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash walks to the entrance of the gatehouse, realizes he has no coin purse, shuffles through his pockets and heads back into the prison. If he sees the guard there, he stands within the door, smiles and says to him, "Can you believe it? Left my coin purse on the table downstairs. Can't play poker with no coinage, eh? Do you think you could get it for me? I'll watch the hallway for you till you get back. Please, I'll share some of my earnings wit ya if I win."


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

GM, as Ash was walking north, I was looking back toward SE part of prison. See questions above.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash nonchalantly heads to the gatehouse, taking the long way around to see if he can look back and see down the eastern side of the prison for guards, exits from the prison, how far from the prison to the main wall, etc.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

I assume the rest of the party with the ogre is in the southern room by the stairs, correct?


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Wish me luck at the poker game." Ash raises his hand in farewell and heads North through the double doors, which hopefully lead outside, to gather intel on the perimeter. If outside, he takes a deep breath and his time walking to the Eastern gatehouse, looking up, trying to notice number of guards, places with cover on ground level to hide, etc.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Oh, you know, because of the notoriety of the prisoners, all 4 being Asmodean worshipers and all, I thought they might have changed it for security purposes? You know, it would look bad if they got out on our watch."

Perception to see if this guard has a signal horn or whistle or what he carries: 1d20 + 10 ⇒ (9) + 10 = 19


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"They're b#%&%in' as always, about how evil they are, etc. Where's the poker game being held again?" Ash tries to see in his eyes which way the guard looks when he answers.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash walks up toward the guard. "Yeah, sure. Tired of being cooped up in that cell block. So you alone out here?"


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash takes a deep breath, opens the door and walks in, if open. If not, he tries to fit keys into door.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash walks up quietly to the door and puts his ear to it to listen for voices on the other side.

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 10 ⇒ (6) + 10 = 16


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash dressed in the clothes, puts the scabbard on with long sword and club with keys. When party is ready, Ash casts the spell: Disguise check: 1d20 + 4 + 10 ⇒ (20) + 4 + 10 = 34
He struts himself showing off the disguise."Not bad, eh? Be ready to come for me if I call out for help! That will mean the jig is up!" He heads to the guard post outside.
Duration of spell: 10 minutes.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Sounds good, I can do that. Need to know the 2 guards' names so I can try and con anyone who stops to question me."

GM, did any of us hear their names when they addressed each other?


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash is happy with his unholy symbol but he picks up one of the clubs. He puts on the guard's clothes who was not burned to death. Hopefully, they fit since he's short as well. Did they wear tabards or cloaks over their armor?

"I've got a spell that will allow me to magically appear like that dead guard there, even appear a foot taller. It will last 10 minutes so perhaps I can "lead" us out of here as my prisoners or get as far as possible before the spell expires. Maybe allow us to catch them by surprise? Did anyone happen to catch the guards' names while we were here?"

I am referring to Disguise Self, domain spell.

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