The otyugh engaged in melee with MJ snaps it's toothy maw....
And flails it's horny tentacles....
GRrrUuunnh!? The lone standing otyugh seems to realize that hunter has become prey as it sees its fellows mowed down by a knight in shining armor with dual weapons of doom, a blade-wielding ninja-bird, and the Hammer of Thor hurled by a furious demon-man! Feeling its own bullet wounds (compliments of MJ), it attempts to flee, withdrawing from Yingzen and thumping eastward on elephantine legs, toward downtown Sarasota....
The otyugh near the pick-up truck snaps its great maw at Derrik and flails at him with its tentacles....
Derrik weathers the assault without harm, protected by his armor.... The two otyughs near Yingzen move (5-ft-steps) to flank the Tengu swordmaster.... Bite 1d20 + 9 ⇒ (16) + 9 = 25 1d8 + 4 ⇒ (8) + 4 = 12 plus disease....deals 12 damage to Yingzen, who must make a DC 14 Fort save or be stricken with filth fever....
Bite 1d20 + 9 ⇒ (13) + 9 = 22 1d8 + 4 ⇒ (4) + 4 = 8 plus disease....deals 8 damage to Yingzen, who must make a DC 14 Fort save or be stricken with filth fever....
Koran "The Hammer" wrote:
Even at 90 ft, Mjolnir strikes true! The otyugh that came out from behind the Ford truck is rocked by the mythical hammer, which then flies back to Koran's gauntleted right hand!
Yingzen moves ahead of the group and melts into the shadows of the parking garage.... About 60 ft into the ground level of the parking garage, as the rest of The FOs are just entering the garage, Yingzen detects a snuffling and thumping from between a pair of abandoned cars.... He sees a serpentine tentacle covered with blinking eyes snake up from behind the trunk of the nearer car (a Pontiac Grand Prix)! A second tentacle covered with eyes rises up from behind the further car (a Dodge Stratus)! More snuffling and stomping comes from behind a third vehicle (a Ford pick-up truck).... Three grotesque, barrel-shaped monsters waddle into view on stumpy, elephantine legs, spiky tentacles flailing from their sides, and eye-covered tentacles swaying like cobras from the tops of their trunks. Gaping, drooling, toothy maws open in their torsos! They seem to have picked up the scent of prey.... The three otyughs are about 30 ft from Yingzen, two to the right, and a third to the left about 15 ft from the other two.... The rest of The FOs are about 90 ft from any of the three.... Initiative, please!
The pain.... I am....broken inside.... Accursed man-thing....has ruptured....something with its....bloody hammer! Roaring with agony, the otyugh lashes out at Koran, biting with its great, toothy maw....1d20 + 7 ⇒ (10) + 7 = 17 1d8 + 4 ⇒ (5) + 4 = 9....for 9 piercing damage, and Koran must make a DC 14 Fort save or contract filth fever! Lashing at the giant warrior with its toothy tentacles....1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 2 ⇒ (2) + 2 = 4....raking the big tiefling's tree-trunk arm for 4 slashing and attempting a grab 1d20 + 13 ⇒ (3) + 13 = 16....which Koran shakes off! Lashing at the giant warrior with its toothy tentacles....1d20 + 3 ⇒ (18) + 3 = 21 1d6 + 2 ⇒ (1) + 2 = 3....lacerating for 3 damage and a grab attempt....1d20 + 13 ⇒ (8) + 13 = 21....shrugged off by the enlarged wild rager!
The door to Kilwin's Chocolate's bursts open, and out stomps a large, hideous aberration with a roughly oval body the size of a horse, supported on three elephantine, stump-like legs, a gaping, toothy maw drooling and smacking, and three writhing tentacles on top, two ending in deadly-looking spiky clubs, the central one ending in a paddle-like flap covered with three eyes! It gives out a beastly roar! RRAAAARRR!!!! It stomps right up to the backs of the skum that just charged Dr Grimm, looming over them, it's long tentacles flailing about, it appears to have plenty of reach to attack Radsworth, Derrik, or Grimm on its next turn....
About DM Deevor.
old stuff:
[/spoiler=RoW Player Initiatives] [ooc] Andrei Kovacs [dice]1d20+2[/dice] [/ooc] [ooc] Asric Swain [dice]1d20+1[/dice] [/ooc] [ooc] Gozrym Trygve [dice]1d20+1[/dice] [/ooc] [ooc] Ragnar Lothveld [dice]1d20+6[/dice] [/ooc] [ooc] Rerdahl Tollan [dice]1d20+7[/dice] [/ooc] [ooc] Vyr Embar [dice]1d20+6[/dice] [/ooc] [/spoiler] More old GiantSlayer stuff:
IM MT SAE GM A IM [/ooc] [spoiler=Old Giantslayer Stuff]
[/.spoiler=Giantslayer Player Initiatives]
[ooc] Grok Initiative [dice]1d20+2[/dice] [/ooc] [ooc] Zove Initiative [dice]1d20+2[/dice] [/ooc] [ooc] Davian Grallus [dice]1d20+1[/dice] [/ooc] [ooc] Bromwin Initiative [dice]1d20+1[/dice] [/ooc] [ooc] Maurie Initiative [dice]1d20+2[/dice] [/ooc] [/.spoiler]
[ooc] Era Naucht Initiative [dice]1d20+3[/dice] [/ooc] [ooc] Jacqueline Artorias Initiative [dice]1d20+4[/dice] [/ooc] [ooc] Lady Quinn [dice]1d20+2[/dice] [/ooc] [ooc] Regina Initiative [dice]1d20+4[/dice] [/ooc] [ooc] SaD Initiative [dice]1d20+1[/dice] [/ooc] [/.spoiler]
[ooc] Era Naucht Player Random Rolls [dice]1d20+0[/dice] [/ooc] [ooc] Jacqueline Artorias Player Random Rolls [dice]1d20+1[/dice] [/ooc] [ooc] Lady Quinn Player Random Rolls [dice]1d20+1[/dice] [/ooc] [ooc] Regina Player Random Rolls [dice]1d20+4[/dice] [/ooc] [ooc] SaD Player Random Rolls [dice]1d20-2[/dice] [/ooc] [/.spoiler]
[ooc] Domitian Olavsgaard Initiative [dice]1d20+1[/dice] [/ooc] [ooc] Eianar Drudsson Initiative [dice]1d20+2[/dice] [/ooc] [ooc] Erland Frey [dice]1d20+2[/dice] [/ooc] [ooc] Ingrit Initiative [dice]1d20+3[/dice] [/ooc] [ooc] Khristov Initiative [dice]1d20+3[/dice] [/ooc] [/.spoiler] DM Deevor:
Giantslayer
Strange Aeons
Horace
David
Scare CL3
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
saved:
XP 600 Male orc skald 3 (Pathfinder RPG Bestiary 222, Pathfinder RPG Advanced Class Guide 49) CE Medium humanoid (orc) Init +4; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 18, touch 10, flat-footed 18 (+6 armor, +1 shield, +1 natural) hp 23 (3d8+6) Fort +4, Ref +1, Will +4; +4 vs. bardic performance, languagedependent, and sonic Defensive Abilities ferocity Weaknesses light sensitivity OFFENSE Speed 20 ft. Melee mwk battleaxe +4 (1d8+1/3) Ranged throwing axe +2 (1d6+1) Special Attacks rage powers (strength surge), raging song 8 rounds/day (inspired rage [+2 Str/Con, +1 Will], song of marching) Skald Spells Known (CL 3rd; concentration +4) 1st (4/day)—ear-piercing screamUM (DC 12), hideous laughter (DC 13), lesser confusion (DC 13), sleep (DC 13) 0 (at will)—daze (DC 12), detect magic, mending, message, read magic, resistance TACTICS During Combat Although he has been beating his drums for quite a while, Kagak waits to begin his raging song, which gives his allies the benefits of inspired rage, until enemies enter the tower below. While the orcs under his command engage foes, Kagak casts spells such as ear-piercing scream, hideous laughter, and sleep. He uses his scrolls as needed, summoning monsters, instilling fear in his enemies, or charming opponents. Morale If reduced to fewer than 10 hit points, Kagak imbibes his potion of cure moderate wounds or uses his wand of cure light wounds to stay in the battle. He fights to the death. STATISTICS Str 12, Dex 10, Con 12, Int 11, Wis 12, Cha 13 Base Atk +2; CMB +3; CMD 13 Feats Improved Initiative, Ironhide, Spell Focus (enchantment) Skills Climb +3, Knowledge (local) +6, Perception +7, Perform (percussion) +7, Spellcraft +4 Languages Common, Orc SQ bardic knowledge +1, versatile performance (percussion), weapon familiarity Combat Gear potion of cure moderate wounds, scrolls of cause fear (2), scroll of charm person, scrolls of grease (2), scroll of remove fear, scrolls of summon monster I (2), wand of cure light wounds (24 charges), thunderstone; Other Gear mwk chainmail, mwk light steel shield, mwk battleaxe, throwing axes (5), antitoxin, war drums TWISTED NAIL ORCS (6) CR Saturday:
Saturdayu ... flistens but doesn't fully understand Iomedae. Ealdeez
Saturday wakes with a start, as clouds of yellow fog blank out his sight beyond a few feet. The
Regina:
As a ethermancer that shoots into piles of dead bodies ... hmmmm... Lady Quinn:
Finds herself in with a cabal of shae cultists, in Quidira in a feast, includes a plate of sheeps eyes, ... look beyond the eyes ... Era:
Is in cathedral with doctors, learning medicine ... ends up strapped to table in experiments of the Drs.... much like what is going on in the hospital ... the Drs are her comapnions as they flay her alive ... Regina:
???? could change places with Era's story line... depends |