Beltias Kreun

Jack Sand's page

352 posts. Alias of Riddlewrong.


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HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Congratulations on victory, everyone. This is where I bid you all farewell. Thanks for the good times, and I'm sorry I couldn't be here until the end! Feel free to take control of Jack, kill him off, or whatever you deem useful to your continued enjoyment of the campaign. It's been a pleasure. :)


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shoots an arrow at the darkness! He hits and slays the vile ceiling of the temple, which shall trouble this land no longer.

*

*

Combat wrote:

Target: Priestess

Attack: 1d20 + 5 + 1 - 8 ⇒ (10) + 5 + 1 - 8 = 8
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Concealment: 1d100 ⇒ 16


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Radiology. I unfortunately also have to get an extra job while going to school (and I had to move back in with my mother, which comes with additional household responsibilities). I've had to make a lot of concessions with my time, and now it's getting to the point where I know I won't have any. It sucks, but in the end it will be worth it. :)


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I need to give you all some advance warning. I don't know if you all knew this about me yet, but I'm a medical student and I've recently finished a round of courses. I've got about a week before school starts up again, and then I will be busy for the next few years with some pretty tough curriculum. What that means for my attendance is that it probably won't be frequent enough to be considered a contribution. After this battle concludes, I'm afraid I will probably be retiring from the group for good. I have to go and inform my other two games now as well. I felt like giving you guys some advance notice would be helpful in order to get a replacement for Jack. It's been fun, really.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack will probably light a torch on his next turn and see if the darkness moves with the monsters. I think the idea of spreading out to test how it's working would be helpful.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack cries out in pain and swings wildly into the darkness, but doesn't connect with anything substantial. Afterwards, he tumbles backwards in an attempt to distance himself from the unseen creatures.

*
*

Combat wrote:

Will Save: 1d20 + 3 ⇒ (3) + 3 = 6

Move: J9
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

As long as you don't move more than half your speed, I think you can just move and attack as normal, with the 50% miss chance.

Jack takes a swing at the Lacedon nearest to him after Dragolan calls out its location, but the darkness foils his attempt.

*

Combat wrote:

Miss Chance: 1d100 ⇒ 5

Dagger +1: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Alexite, if you don't mind my suggestion -- just swing your sword. Running around will just be a waste of time since the entire temple is dark, spell or not. Entire rounds will be eaten up trying to get light going again. One of them is already dead anyway. It's also worth noting that you have to make an acrobatics check to move more than half your speed in darkness (or while blinded) or you fall prone.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

We need to kill these things asap. Do we still have a channel energy available? The one Jack stabbed could possibly be killed by it, and the others at least wounded. It's probably the easiest way we could do damage to them in the dark since it isn't subject to the darkness miss chance.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Quinta already healed me to full, so Dragolan may have one of his CLW's back.

Jack takes a literal shot in the dark with his blade, using the sound of the creature's gnashing teeth to determine its general location. His dagger sinks into the creature's flesh all the way down to the hilt in a desperate attempt to fend off the unseen assailant.

Combat wrote:

Attack

Target: Lacedon in H13
Dagger +1: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6
Concealment: 1d100 ⇒ 72


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Ah, I didn't know that Pathfinder changed those rules about sneak attack. I still can't do it, because I've got 11 health lol.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I think we're boned.

Can we take an inventory of the abilities we have left for the day so that we can determine what we're working with?

I've got a magic dagger but risk vs. reward dictates I shouldn't attempt using it here. I'm down for letting Joll or Dragolan borrow it if the two of you are getting into melee. I can't sneak attack any of the undead creatures we're about to fight anyway. I have a bow, but once the fight gets to the melee phase, I probably won't hit with it much, if at all. Jack is kind of a skill oriented rogue, so encounters like this are difficult for him. He's essentially going to be a below-average fighter with no combat feats for this battle. xD


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack whispers:

"Agree to her terms and see if she'll come to us. If not, there's no other way out. We'll have to fight."

Afterwards, he moves to the northernmost pillar and watches the narrow entrance to the temple with bow at the ready.

Moving to C6 (double move) and readying an action to shoot the first target who fully enters the room if there is enough time to do so. If that condition isn't met, I'll just use the following roll when it's relevant.

Quote:

Attack: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d6 ⇒ 2


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

"Do I have to be mindless? I could probably get used to being undead as long as I was still Jack. Otherwise, that wouldn't be very fun."

Jack strokes his chin in disturbingly serious contemplation of the offer.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack ducks behind the pillar across from the temple entrance (E15) and waits.

Skill Check wrote:
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack takes a few minutes to peruse the strange writings on the wall. Though he wasn't an expert linguist by any stretch of the imagination, it was something of a hobby of his -- at least in his old line of work.

Carpe could you make a secret linguistics check for Jack? It's at +9.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shrugs and opens the door.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack traces a finger through the ash caking the snake mouth door as he listens to the conspiracy theories behind him. After a minute, he speaks up, his voice reverberating off the walls of the chamber. "Looks like someone set off a trap here pretty recently. Doesn't look like it's still active. There's no way to tell whether there's anything -- or anyone inside without investigating it."

If no one protests, he tries to open the door.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

"I don't know..", Jack mumbles as he paces the room examining everything, but paying special attention to the door when he reaches it.

"They're kind of exotic."

Skill Check wrote:
Perception: 1d20 + 11 ⇒ (17) + 11 = 28


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

We could still play as Jask, Ishirou, Sasha, Gerik, and Pezock in the worst case scenario I would think.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack remains frozen for what seems like an eternity, helpless to defend himself or aid his companions. He strains with all his might against the rigidity of his muscles, but it is to no avail.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack enters the room and is immediately incapacitated. Again! He manages to fight off the effects of the creature's diseased claws, at least.

Saves wrote:

DC 13 Paralysis: 1d20 - 1 ⇒ (5) - 1 = 4

DC 13 Disease: 1d20 - 1 ⇒ (18) - 1 = 17


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack just quietly follows along behind the group, eyes open for more monsters.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shrieks and jumps back, pointing an accusatory finger at Joll.

"He's infected! We have to put him down before he turns."

He claps Joll on the shoulder with a grin.

"Just kidding. It'll be at least a couple of days before you turn. We have plenty of time!"


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack sidesteps behind Alexite, ending up near the eastern exit of the chamber. Once he has a clear shot, he fires an arrow into the creature nearest to him.

*

*

Combat wrote:

Move: U9

Attack: 1d20 + 5 + 1 - 4 ⇒ (19) + 5 + 1 - 4 = 21
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Firing into melee (-4)


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

For the sake of unity, adventure, liberty, and justice for all, Jack has a change of heart. He comes to the conclusion that everyone would die without his expertise. He slides down the rope just before Jask in the order of things.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Well, I don't want to fight about it because that's not very constructive. I'll be a team player.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I'll run him since Jack isn't going.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |
Alexite Krupt wrote:
I realize that Jack said he didn't want to come down but I'm assuming he changed his mind when the whole group decided on this course of action, right Jack?

Incorrect. Jack is working at the lighthouse currently, and has absolutely no interest in going back into the ghoul pit.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Let's just hope Dragolan never gets nauseated, panicked, paralyzed, pinned, or stunned. Panic and stun would be particularly nasty since he would drop all held items and his oracle curse would then teleport them away from him.

It sure would be nice if we had some potions to get us through the rounds in which he was unable to take standard actions. Just sayin'!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I'm not too worried about the monetary split right now since we can't spend any coin yet anyway. We can worry about that later. All the items can go to whomever wants them. Jack doesn't really need any of them. We can just compare the value of gear once we get to a place where money is viable and the person who has the least valuable gear will get an appropriate share of the gold to make up for it. Easy.

I think that at least one person who is not able to heal themselves or others should have a healing potion, if not for themselves, then for a healer who drops and cannot be healed by any other means. What would we do if Dragolan and Quinta were incapacitated simultaneously? It's not that far-fetched. A potion could allow someone to survive, or administer healing to an incapacitated healer.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

"Screw that. Seal the pit. Whatever soul was in that body is long gone. It's just a filthy shell. Let it rot down there and be done with it. We've got more important things to do, like fixing the lighthouse."

No matter what anyone says, Jack refuses to go near the pit. He spends the next week working in the lighthouse.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

If Joll's 13 hits, then doesn't Jack's 14 also hit? The cover penalty is included in that roll and it's still 14 (13 + 5 - 4 = 14).


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shoots an arrow at the witch and then sidesteps into the adjacent room to avoid her potential wrath.

Attack: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Jack moves to G8.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

That seems excessively risky for very little payoff. I'm good here.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I'm moving to G8 on my next turn. The maximum damage Jack can do to these skeletons is 1, and he must roll max damage to do it. I will probably just fight defensively since I care more about not being hit than the 25% chance to do 1 damage. :P Feel free to slide Ishirou or whomever else into Jack's old spot so that more people can fight.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack casually shoots the last cannibal in the face, killing him instantly.

*

*

No Scope wrote:

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Critical Confirmation: 1d20 + 6 ⇒ (14) + 6 = 20
1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shoots and misses.

Combat wrote:
Attack: 1d20 + 5 - 8 ⇒ (11) + 5 - 8 = 8


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack stumbles out of the "closet" and draws back his bowstring. When the two cannibals are dropped by Alexite's sword, the rogue launches a projectile over Ishirou's head at the cannibal horde beyond.

*

Archery wrote:

Move: H8

Attack (H12): 1d20 + 5 + 1 + 1 - 2 ⇒ (12) + 5 + 1 + 1 - 2 = 17
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Pre-posting Ishirou's action. He'll ready the following attack as instructed, or carry it out to the best of his ability depending on the circumstances of his turn.

Ishirou moves into the position Alexite indicates and prepares an attack for the first cannibal who comes within range of his katana.

*

Ishirou wrote:

Ishirou:

Move: H9
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

There are only two people here other than Alexite who are proficient with the longbow: Joll and Sasha. Joll's Dex is only 12, so I'm thinking he should be in melee instead of Sasha, who isn't wearing any armor anyway.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Oh. I thought it said that it WASN'T sufficient to send it back to whatever hell it came from.

Ishirou drags the laughing rogue into the southernmost room.

"I put Jack in closet until he calm down."

If there's a problem with this, just assume he did whatever actions you think are more appropriate to reach the same result. I'm not too concerned about semantics. He'll use two turns if that's required. He can't join the battle currently anyway.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I posted Ishirou's actions already.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Ishirou continues his relentless assault, and with a flash of metal and the force of his great strength behind it, he manages to deal a palpable blow to the fleshy blob.

Jack continues to laugh hysterically.

*

Ishirou wrote:

Ishirou:

Katana (Flanking): 1d20 + 4 + 1 + 2 ⇒ (11) + 4 + 1 + 2 = 18
Damage: 1d10 + 1d6 + 3 ⇒ (4) + (3) + 3 = 10

I don't think your eagle (celestial or not) can actually hurt the lemure since it has DR 5/good;silver and the celestial template doesn't give the eagle's natural weapons the good property. At least it provides a flank for Ishirou. Is it possible to send the eagle through the window and get it to flank the witch with the second eagle? That would be kind of hilarious.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

To Do List:

  • Kill the lemure.
  • Get out of witch line of sight.
  • Heal the injured.
  • Clear out the remaining cannibals. (My kingdom for a fireball)
  • Investigate the rest of the lighthouse.
  • Activate the lighthouse or figure out how.
  • Deal with witch, possible cannibal stragglers/undead minions.
  • Win.


  • HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    Oh, I just looked up the spell description. I get it now. Okay, Jack just laughs for however many caster levels the witch has. This is a very powerful spell for how low level it is. I remember using it in the video game version of Temple of Elemental Evil on Hill Giants and being able to kill them at level 3!


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    If possible, Ishirou will flank with Quinta's summoned creature, (making his attack roll 16 with bless and flank, and adding 1d6 ⇒ 5 damage to the attack. Otherwise, the attack will just be a normal one.

    Distracted by Jack's increasingly annoying bouts of laughter, Ishirou's katana swings in a wild and passionate arc on its way to the blob creature. With an irritated tone, the Tian scolds the rogue's magically influenced behavior.

    "Jack, this not funny."

    Combat! wrote:

    Ishirou Attack: 1d20 + 6 ⇒ (8) + 6 = 14

    Damage: 1d10 + 3 ⇒ (7) + 3 = 10

    Jack Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

    As if it were as simple as telling him that it wasn't appropriate to laugh, Jack suddenly snaps out of his hysterical stupor.

    "Huh?"

    ...

    "WHAT THE--!? GET THIS THING OFF ME!", he screams as he flails helplessly for a moment beneath the Lemure's claws.


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    Sure, I can do that. Just tell me when he's up. :)


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    A charge requires 10 feet of movement, so he doesn't provoke an AoO, nor does he charge. There's no space.


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    I killed her monkey and she's PISSED. Since all I can do on my next turn is roll the save, I'm just gonna do it now.

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

    Jack continues to laugh hysterically despite being pummeled by a disgusting blob demon. In fact, each time it hits him, he laughs even harder!


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    I'm going to have Jack move to I5 and sneak attack the monkey as posted above. We should probably take out the extra cannibal ladies in our way after that, since the rest of us in here will want to come out there and take up positions to fight Klorak.

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