Horgus Gwerm

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It a befuddled child like voice it answers "I don't know. I'm just a wee little poppet. Created and all that. I wasn't and then I was. I think she created me."


Turel Avundlil wrote:
miteke wrote:
Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)
Is this copy-pasta from last round (when he stopped the bleeding)?

It is complicated by spotty vacation internet. I probably had to redo that post 4 times. You will remain at -12.

Zaashakar knows she is in trouble when her frightening spell does not take hold. Sure enough Snorri, the engine of destruction, lands another might blow and Zaashakar collapses, lifeless and truly dead.

The poppet, who had been set on a pedestal, calls out plaintively with out stretched arms “I’m free! Free from that evil witch! Please take me with you and allow me to serve Abadar with a righteous ally!”

DC 25 sense motive:
You recognize that the tiny poppet is lying, desperately seeking a new host.


In spite of feeling a bit wobbly, Eegru's training takes over and he lands a mighty kick (for him) to the egomaniac.

concentration: 1d20 + 5 ⇒ (19) + 5 = 24

Z steps back and a ray and spell strike out at Snorri almost simultaneously. Z really did not like that hit on her, but at least the ray misses (again).

ranged touch, entangled: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.

Snorri (-0 HP; DC 14 will save or be frightened for 1d4 ⇒ 2 rounds; shaken 1 round)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 3 ❖❖❖

Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)

Zaashakar (-22 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})


Turel stops bleeding as the eidolon distracts the creature with its ineffective flailing.

Eegru?


Shadow (-86 HP; resist fire: expires after 40 minutes).
Seif (-57 HP; -1 level: -5 max HP and more)
Malgrim Gryh (-0 HP)
Gnasher (-49 HP)
Urah (-0 HP; ant haul)


Snorri's blow puts a damper on her enthusiasm, eliciting a grunt of surprise. But Vaultkeeper, perched on hir shoulder murmurs encouragements, egging her on. Navatsiyk lands a lucky blow too, scoring a bit of damage.

Turel slips closer to death, wondering if this mission was over his head.

Turel, I also need a DC 14 fort save vs. the Aurum Death disease.

DC 18 knowledge (religion):
You can tell that Zaashakar is a form of ghoul and can paralyze, but the normal ghoul fever disease is replaced by the Aurum Death disease.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.

Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)

Zaashakar (-21 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})

Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 3 ❖❖❖

Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)


The two charges of the wand will give him back 20 HP, The CSW will give him back 13 leaving him at -10.


Turel advances and flashes a knife at the would-be-god, but misses, but it dows draw her attention. Zaashakar points a finger and a ray shoots out at Turrel from the northern crystal (swift action).

to hit ranged touch: 1d1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11

When that fails she attacks with her claws and teeth and Turel goes down.

to hit claw, entangled: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4
to hit claw, entangled: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
to hit bite, entangled: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.

Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 2 ❖❖❖

Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)
Turel Avundlil (-10 HP; need stabilization roll)

Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})


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Current statuses (after taking into account Gnasher's temp HP):

Shadow (-86 HP; resist fire: expires after 40 minutes).
Seif (-113 HP, unconscious but stabilized; -1 level: -5 max HP and more)
Malgrim Gryh (-33 HP)
Gnasher (-49 HP)
Urah (-0 HP; ant haul; invisibility; fly)

Are you going to rest a day? That way you would all heal up fully, lose the negative level, and, best of all, NO MATH.


Zaashakar is entangled by Eegru's net, but the eidolan's attacks are still ineffective.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.

Turel Avundlil (-2 HP)

Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})

Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 2 ❖❖❖

Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)


Area D17a is a balcony overlooking the Noble District; the ground is 100 feet below. No traps, just a nice place to hang out.

Make your rolls to heal up.


I always get my genders mixed up when dealing with characters.

Zaashakar scowls at you all. "Inconvenient, but this should not take long, Right Vaultkeeper?"

Excitedly, like a child eying a bag of choclolate, yet oh so sweetly, like an rotting apple covered with yellowjackets, Vaultkeeper chimes in with "Right! Ascension can wait until you deal with these interlopers."

init rolls:

init (Turel Avundlil): 1d20 + 10 ⇒ (17) + 10 = 27
init (Eegru): 1d20 + 3 ⇒ (16) + 3 = 19
init (Snorri): 1d20 + 2 ⇒ (5) + 2 = 7
init (Navatsiyk): 1d20 + 2 ⇒ (5) + 2 = 7
init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (13) + 1 = 14

init (Zaashakar): 1d20 + 4 ⇒ (6) + 4 = 10

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)

Zaashakar (-0 HP)

Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 2 ❖❖❖


You find a +1 falchion on the body. It is a sized for a large creature, though, and not much use to you.


A little miffed, he interjects with "Of course I am telling the truth. I never cheat and always respect a wager."

You can see that his claws are gold clad and strongly suspect that it has something to do with the diseases being spread.


No traps

A grand burial chamber with a large dais in the center appears to have been converted into a ritual chamber. Two concentric circles of ornate runes have been scrawled in chalk atop the dais. The dais itself is surrounded by four obelisks, each of which is topped with an inverted tetrahedron clasped by a black stone claw. Each of the crystals emits a strange, crimson glow.

Zaashakar is here, preparing some kind of ritual conversing with an eerie Poppet. "Vaultkeeper, my little friend, soon we will ascend, and we will finally have the power to reach beyond this world!” Vaultkeeper responds to Zaashakar’s statements in a sweet, almost childlike voice, murmuring hopeful encouragements.

Zaashakar notices the PCs entering the room, and smirks at them and says “Well, found us, have you? It’s too late now. As soon as my employer gets here I shall become something more powerful than you can possibly imagine!” As Zaashakar cackles madly at her own declaration, the
poppet Vaultkeeper interjects “Not fair, sweet queen, not fair! A game must be played before you can be declared the victor!”

At this, Zaashakar stops cackling and a strangely serious look comes over her face. “Quite right, quite right. Well, my would-be heroes? Shall we play a game for the shard?”

Zaashakar proposes a simple game that involves spinning the shard upon the ground; if the shard comes to rest pointing at Zaashakar, the PCs must agree to leave the Alhanzir Cemetery and not return for exactly 24 hours. If the shard comes to rest pointing at any of the PCs, one of them must assist her in completing her ritual, after which she will relinquish the shard to them.

DC 15 sense motive:
Zaashakar’s offer seems sincere and religiously loves to gamble.


did you want to roll for the crit?


Malgrim proves very nimble AND resistant.

DC 20 Reflex save: 1d20 + 20 ⇒ (6) + 20 = 26

The div takes some damage from the mud, but not much, as it also has DR. It is going to take more damage than an orc usually deals to take this big bad fellow down.

Then there is Gnasher, who could do that kind of damage but just doesn't.

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Shadow (-86 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; bless: expires after round 10).

❖❖❖ Round 5 ❖❖❖

Sepid Div (-184 HP)

Seif (-150 HP/dead but not exploded); bless: expires after round 10)
Malgrim Gryh (-33 HP; haste: expires after round 8; bless: expires after round 10)
Gnasher (-85 HP; haste: expires after round 8; bless: expires after round 10; fast healing 3; DC 29 reflex save or take 43 damage)
Urah (-0 HP; ant haul; invisibility; fly; haste: expires after round 8; bless: expires after round 10; sanctuary)


I knew, but a clarification is always appropriate.


This should impress on you the importance of carrying scrolls of breath of life and raise dead. Things in this game go from cakewalk to Danger Will Robinson!


Everyone but Turel has been healed.
Nat and Eegru are still sickened.

What do you do now?


Seif (-150 HP/dead but not exploded); bless: expires after round 10)
Shadow (-86 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; bless: expires after round 10).

Urah yells "No!" and rushes over, or it sounds like it. He is invisible, as you know.


Forgot to apply fast healing last round, so Gnasher is at -42 prior to the Div's attack.

The Div resorts to the stone storm and everyone takes
bludgeoning damage: 22d8 ⇒ (7, 1, 4, 2, 3, 8, 2, 7, 3, 8, 4, 5, 1, 4, 4, 1, 2, 4, 2, 7, 2, 5) = 86; DC 29 reflex save for half (or none with evasion). Remember to add the +1 from haste.
"Seemed to do well last time. Let's see you survive this time!"

You are going to need some decent saves here or this will be very painful.

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (-86 HP; haste: expires after round 8; bless: expires after round 10; DC 29 reflex save or take 43 damage)
Gnasher (-85 HP; haste: expires after round 8; bless: expires after round 10; fast healing 3; DC 29 reflex save or take 43 damage)
Seif (-64 HP; bless: expires after round 10; DC 29 reflex save or take 43 damage)
Shadow (-16 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; bless: expires after round 10; DC 29 reflex save or take 86 damage)
Urah (-0 HP; ant haul; invisibility; fly; haste: expires after round 8; bless: expires after round 10; sanctuary)

❖❖❖ Round 5 ❖❖❖

Sepid Div (-179 HP)


Much better. So Seif is at -48 + 27 = -21; Shadow is at -49 + 33 = -16. Correct?


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Shadow hits tree times, once barely (AC 36) and once...
crit confirm: 1d20 + 23 ⇒ (13) + 23 = 36
damage: 4d6 + 15 ⇒ (2, 5, 4, 6) + 15 = 32
a crit
for
26 + 23 + 34 + 36 - 30 = 89
@Seif, how are you able to deliver the touch spells to Shadow? Share spell still requires a touch, so what am I missing?

Malgrim is everywhere, unable to hit squat.

Gnasher hits with the hasted attack and...
resist demoralize: 1d20 + 28 ⇒ (12) + 28 = 40
... is not demoralized. Is seems to know all the intimidation tricks itself and is not bothered.
Gnasher does 26 damage

Sepid Div (-179 HP)

Gotta go right now, no time for a combat post, but I should get to it tonight.


Snorri stops bleeding, but that healing potion might be useful as that still leaves him down 7 HP.

The eidolan is feeling quite whole again.

Eegru and Nave are still reeling from the overpowering odors from the previous room, which seem to linger in their nostrils even after leaving.

Any more preps/searching before trying another door?


Seif-al-Din ibn-Subhi wrote:

Ah, I was apparently getting 1st level Shield Companion(AA) confused with 2nd level Shield Companion(ACG) - which is an immediate action to take all damage.

Having two spells with similar effects and the same name is a terrible idea, Paizo!

Yea, no kidding. Unfortunately, because yours is a class not normally granted an animal companion, you have to take the Animal Archive version. Even then by RAW it may only be legal if you prepare spells, which an Oracle does not. But this is not PFS and I get to let you.

Note also that this version does not give you the option to take the damage. You just take it so this could get painful for Seif.

In any case, Seif is now at -21 HP.


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Got it. Notice that I added that info to the combat card.


The div targets Shadow as she was the one that did most of the damage to her.

to hit falchion, power attack: 1d20 + 27 - 2 ⇒ (2) + 27 - 2 = 27
damage, power attack: 2d6 + 15 + 6 ⇒ (1, 3) + 15 + 6 = 25

to hit falchion, power attack, MAP: 1d20 + 27 - 2 - 5 ⇒ (9) + 27 - 2 - 5 = 29
damage, power attack: 2d6 + 15 + 6 ⇒ (4, 5) + 15 + 6 = 30

to hit falchion, power attack, MAP 2: 1d20 + 27 - 2 - 10 ⇒ (6) + 27 - 2 - 10 = 21
damage, power attack: 2d6 + 15 + 6 ⇒ (2, 4) + 15 + 6 = 27

And misses all three times.

"Blast it!" it yells. "Going to have to use different tactics on the pet."

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (-0 HP; haste: expires after round 8; bless: expires after round 10)
Gnasher (-45 HP; haste: expires after round 8; DC 29 reflex save or take 49 damage; bless: expires after round 10; fast healing 3)
Seif (-0 HP; bless: expires after round 10)
Shadow (-0 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; DC 29 reflex save or take 97 damage; bless: expires after round 10)
Urah (-0 HP; ant haul; invisibility; fly; haste: expires after round 8; bless: expires after round 10; sanctuary)

❖❖❖ Round 4 ❖❖❖

Sepid Div (-64 HP)


@Seif
Note that Shield Companion only transfers half the damage to you. So You take 48 and she takes 49. Heal is a bit of an overkill.

Urah casts bless on the group.

Shadow hits twice (meaning it's AC must be 36 or 37 after adding the bonus for bless) for 39 damage after the reduction.


After a pair of adequate blows, green collapses.

Blue shifts his attention to the eidolan, having been very unsuccessful hitting Eegru.

to hit: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3; 1 bleed.

After he attacks he collapses.

Both Snorri and the eidolan bleed a bit more. All your opponents are down and the customers flee. We are still in combat/rounds because some of you are bleeding to death.

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Navatsiyk's Eidolan (-4 HP; 1 bleed)
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-6 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)

❖❖❖ Round 4 ❖❖❖


Seif-al-Din ibn-Subhi wrote:
DR, any energy resistances/immunities.

DR 10/cold iron and good (i.e., both, so if you have a good weapon but not cold iron, the DR kicks in and vice versa)

Immune fire, poison; Resist acid 10, electricity 10

Wow, Gnasher, nice set of rolls. Hey, if really are not feeling this battle, the door is right behind you :)

Anyone want to volunteer Urahbot for duty?

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Seif (-0 HP)
Shadow (-0 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; DC 29 reflex save or take 97 damage)
Urah (-0 HP; ant haul; invisibility; fly; haste: expires after round 8; sanctuary)

❖❖❖ Round 3 ❖❖❖

Horned Dude (-25 HP)

Malgrim Gryh (-0 HP; haste: expires after round 8)
Gnasher (-45 HP; haste: expires after round 8; DC 29 reflex save or take 49 damage; fast healing 3)


After bleeding a bit Snorri takes the yellow dwarf down! The patrons start scooping up money, seeing the way the fight is going and having the victors blessing.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Navatsiyk's Eidolan (-0 HP)

❖❖❖ Round 3 ❖❖❖

Green Dwarf (-7 HP)
Blue Dwarf (-16 HP)

Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-5 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)


He determines that it is a Sepid Div and he may asks two questions. He also has access to all the information on this page


reflex: 1d20 + 20 ⇒ (14) + 20 = 34

Again the damage seems to be reduced for some reason (DR)

Horned Dude (-25 HP)

Suggestion: Seif, Roll that knowledge planes and figure out what the DR is based on. Malgrim can use metal infusion for most metals, and Gnasher has a variety of weapons to choose from.


noted and noted, though Gnasher's distance did not matter under the circumstances.

BTW, in case you were wondering, the Big Guy's attack was a supernatural ability and that is why there were no AoOs


The horned guy (13' tall and 1500 pounds of muscle) howls and the elements shake, sending a rain of debris on anyone within 40' of it (Gnasher and Shadow).

bludgeoning damage: 22d8 ⇒ (1, 7, 1, 8, 3, 7, 1, 2, 6, 8, 8, 1, 3, 5, 5, 6, 8, 2, 7, 5, 1, 2) = 97; DC 29 reflex save for half (or none with evasion)

Gnasher heals up a bit of that damage, but definitely felt that!

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Seif (-0 HP)
Shadow (-0 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8; DC 29 reflex save or take 97 damage)
Malgrim Gryh (-0 HP; haste: expires after round 8)
Gnasher (-45 HP; haste: expires after round 8; DC 29 reflex save or take 49 damage; fast healing 3)
Urah (-0 HP; ant haul; invisibility; fly; haste: expires after round 8; sanctuary)

❖❖❖ Round 3 ❖❖❖

Horned Dude (-16 HP)


'Gnasher' Red Claw wrote:
Moved 40 ft, but stopped 15 ft from creature to force it to move 10 ft to hit him.

It is a large creature and creatures of that size typically have 10' reach. You would need to be 20' away to force more than a step.

Gnasher moves to engage and swings wild, not hitting anything. Shadow, after some serious buffing, has better luck hitting, though it does not do that much damage.

Urah casts haste on everyone except Seif, who is behind the wall from the spell.

Shadow (-0 HP; resist fire: expires after 50 minutes; Divine Favor: expires after round 12; Righteous Might: expires after round 12; haste: expires after round 8)

Horned Dude (-16 HP)

If someone can make a knowledge (planes) roll you should be able to figure out what will penetrate the DR.


Turel lands another blow but the dwarf is still up. Eegru lands a kick and it is looking pretty wobbly

Blue Dwarf (-16 HP)


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On the bright side, Eegru is dodging like a football star.


Malgrim misses. This thing, whatever it is, has very tough hide. The blow landed, but it just bounced right off (i.e. it has a lot of natural armor).


Now green takes a hit. He survives and waits for blue to move into a flank on Eegru with him. Once in place they make a pair of blindingly fast and well coordinated attacks on the unfortunate Grippli.

to hit, flank: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
to hit, flank: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Only he is not unfortunate. Somehow the elusive monk is able to deflect one of the daggers, and spin and shift to avoid the other. All with no armor. He seems untouchable.

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-4 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)

Yellow Dwarf (-14 HP)

Navatsiyk's Eidolan (-0 HP)

❖❖❖ Round 3 ❖❖❖

Green Dwarf (-7 HP)
Blue Dwarf (-8 HP)


Initiative(Seif+Shadow): 1d20 + 9 ⇒ (18) + 9 = 27
Initiative(Malgrim): 1d20 + 6 ⇒ (15) + 6 = 21
Initiative(Gnasher): 1d20 + 5 ⇒ (9) + 5 = 14
Initiative(Urah): 1d20 + 8 ⇒ (11) + 8 = 19

Initiative(Horned being): 1d20 + 13 ⇒ (14) + 13 = 27

The creature is very fast and casts a blindness spell on Gnasher as he enters.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Seif (-0 HP)
Shadow (-0 HP; resist fire, 50 minutes left)
Malgrim Gryh (-0 HP)
Gnasher (-0 HP; DC 22 fort save or be blinded; fast healing 3)
Urah (-0 HP; ant haul; invisibility; fly; sanctuary)

❖❖❖ Round 2 ❖❖❖

Horned Dude (-0 HP)


'Gnasher' Red Claw wrote:
miteke wrote:

@Gnasher

You still at -10 HP or did I forget to record the healing of that?
I'm not sure, I'd missed where Seif-al-Din 'healed' him and if he was attacked after that, so I though he was minus a bunch and SaD pointed out he'd been healed, so I thought it was zero, but you said - 10 so I assumed you were right. To simplify things, why don't I burn a spell from the wand of Infernal healing to make sure.

Good idea.

The door pops open. Well, more like groans, resists, and finally, reluctantly, moves.

The furniture of this once decadent parlor has been pushed unceremoniously against the two doors, leaving only a single oversized divan and a large stack of books in the otherwise empty northern half of the room. Inside is a horned creature armed with a falchion. It does not look happy to see you.

DC 26 knowledge (planes):
This is a Sepid Div. You know about Divs, particularly after your issues with Synn, who was a Pairaka. This one is a bit more powerful.


The author of this scenario had a thing for bleed damage it seems. Ouch!


The dwarf facing Snorri gets in a blow before he likely expires. After the attack he moves away from Snorri and puts the table between them.

to hit: 1d20 + 2 ⇒ (14) + 2 = 16
slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4; bleed 1

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Navatsiyk's Eidolan (-0 HP)

❖❖❖ Round 2 ❖❖❖

Green Dwarf (-0 HP)
Blue Dwarf (-8 HP)

Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-4 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)

Yellow Dwarf (-14 HP)


Snorri Thordenskjold wrote:
I'm not sure which dwarf was beckoning people to join. If he is one of the fighters, Snorri will attack him.

The two dwarves to the south had customers and were not beckoning you. The one in the northwest, who rolled poorly on his init, was the one beckoning you.

Snorri puts hi blade into the dwarf, who is looking decidedly worse for wear.

Turel also does some serious damage to the dwarf he targets.

Eegru has a touch time recovering from his ducking (at least it wasn't a drubbing) and has trouble concentrating on his kicking. or it could be that he feels so sick to his stomach after the last room. In either case he is unable to land a toe on his opponent.


D16: This simple parlor seems to have been searched, but sometime
long ago, for a thick layer of dust covers everything. A trail of
fresh, huge humanoid footprints crosses over the floor from
the northern door to the western one.

I'm going to assume you head on through that door too, but this time you find it does not budge. Malgrim can see no locks or traps on it.

By this time Urah's fly and invisibility spell have worn off. But with the blocked door he recasts them.

Shadow's resist fire is down to 50 minutes.

@Gnasher
You still at -10 HP or did I forget to record the healing of that?


The kobolds cower and the Salamanders back away cautiously, opening the door to the west and preparing to retreat if necessary. Seif advances, but the heat from the wall of fire seems to be pointed at the wall of living brass and not into the room. There are racks between the two walls for the cooking dishes to rest.

D15: This was clearly at one time the living quarters of someone important. However, that use seems to have ended long ago, and the contents have been thoroughly looted and destroyed, leaving little more than splintered fragments of furniture and ornaments.


init rolls:

init (Turel Avundlil): 1d20 + 10 ⇒ (5) + 10 = 15
init (Eegru): 1d20 + 3 ⇒ (12) + 3 = 15
init (Snorri): 1d20 + 2 ⇒ (14) + 2 = 16
init (Navatsiyk): 1d20 + 2 ⇒ (10) + 2 = 12
init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (4) + 1 = 5

init Yellow Dwarf: 1d20 + 3 ⇒ (6) + 3 = 9
init Green Dwarf: 1d20 + 3 ⇒ (18) + 3 = 21
init Blue Dwarf: 1d20 + 3 ⇒ (20) + 3 = 23


As you probably expected, this initiates combat. Eegru gets about 30' before they react, and the two at the other end of the room are very quick and meet him half way through the room.

Eegru is not flat-footed this round since he initiated things.

to hit dagger: 1d20 + 2 ⇒ (4) + 2 = 6
to hit dagger: 1d20 + 2 ⇒ (2) + 2 = 4

Eegru makes a sudden halt and practices the limbo as the daggers carve a path WAAAY above his chest. Being small pays off sometimes!

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.

Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-0 HP)
Navatsiyk (-0 HP)

Yellow Dwarf (-0 HP)

Navatsiyk's Eidolan (-0 HP)

❖❖❖ Round 2 ❖❖❖

Green Dwarf (-0 HP)
Blue Dwarf (-0 HP)


D14: This simple kitchen is a clatter of pots and pans, with a large, crackling wall of fire along the southern wall, currently being used to cook food. Eight kobold slaves work frenetically in this kitchen, overseen by four salamanders. They do not immediately attack.

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