[Alpha Group] A Call into Death: GM Choon presents Tomb of the Iron Medusa (Inactive)

Game Master Choon


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M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Fortitude: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Will: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

Rathis manages to stare into the light, his eyes watering, but he feels his already tenuous grip on sanity lapse, and sweat beads his brow as his mind travels back to things he's seen and done.

"The children! Oh God, the children!" he cries.

Unless someone's got something that would've boosted his Will save by 2, that'll be him confused...

1d100 ⇒ 39


Protection from evil does the trick, right?


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Sort of. It's a resistance bonus, so if someone didn't have a resistance bonus to saves, they would get a +2. At this level, however, I think that magic circle is mostly useful for the protection from mind effecting effects.

Fort Save: 1d20 + 19 ⇒ (18) + 19 = 37
Will Save: 1d20 + 9 ⇒ (16) + 9 = 25

As soon as I rolled that, the victory theme from FF VII rolled through my head; This would have been the 2nd character I have in a pbp that was permanently blinded. Btw, I'm pretty sure that the heal spell will get rid of both insanity and blindness.

Edit: and I was right, after looking it up.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

I included that +2; I need another +2 somehow. I should be able to fix the blindness after the fight, though I have to make sure I can use it on others (I think I can).

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

fortitude save: 1d20 + 15 ⇒ (8) + 15 = 23
will save: 1d20 + 12 ⇒ (12) + 12 = 24 well that's moot at least

On the plus side, I can still locate their square with a perception check (which I can't miss given my bonus) and seeker takes care of the miss chance. So flubbing the fort save spared me from getting confused.

"Damn, that's bloody bright. Hells, now I'm blind. You little brats will pay for that. "

Ranger focus on his previous target.
deadly aim, rapid shot, many shot, clustered shots
to hit: 1d20 + 25 ⇒ (9) + 25 = 34 damage: 2d8 + 38 ⇒ (5, 6) + 38 = 49 acid: 1d6 ⇒ 4
to hit: 1d20 + 25 ⇒ (14) + 25 = 39 damage: 1d8 + 19 ⇒ (5) + 19 = 24 acid: 1d6 ⇒ 5
to hit: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 1d8 + 19 ⇒ (2) + 19 = 21 acid: 1d6 ⇒ 5
to hit: 1d20 + 15 ⇒ (1) + 15 = 16 miss


The Man. The Myth. The Mask!

screen:

1 118
2
2d20 ⇒ (8, 11) = 19
4d6 ⇒ (5, 4, 5, 5) = 19

Corso is correct. It's not posession or domination or the like, so protection from evil only provides the resistance bonus.

One child is hit by several arrows as the Blindness of their flash of light seems to not have hindered the Skill of Omar in the least.

The children's screeching turns into a kind of alien laugh as they stroke their fingers toward Corso. Their shining hands skim his armor and Corso feels his very souls burst into flame. (Take 19 fire)

Corso, you will take 4d6 fire damage for the next five rounds as the positive energy that fuels your very being is corrupted and twisted. You may "extinguish" this "fire" by entering the area of a darkness or deeper darkness spell or by finding an area of complete natural darkness.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

What's a little fire damage between mortal enemies?


The Man. The Myth. The Mask!

Party up. sorry, forgot to say that.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Same target till it drops, then focus on the other one and continue fire.
deadly aim, rapid shot, many shot, clustered shots
to hit: 1d20 + 25 ⇒ (4) + 25 = 29 damage: 2d8 + 38 ⇒ (3, 5) + 38 = 46acid: 1d6 ⇒ 4
to hit: 1d20 + 25 ⇒ (10) + 25 = 35 damage: 1d8 + 19 ⇒ (4) + 19 = 23acid: 1d6 ⇒ 2
to hit: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 1d8 + 19 ⇒ (1) + 19 = 20acid: 1d6 ⇒ 2
to hit: 1d20 + 15 ⇒ (11) + 15 = 26 damage: 1d8 + 19 ⇒ (7) + 19 = 26acid: 1d6 ⇒ 4


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Antagonize on the left-hand one.

Diplomacy vs. DC 10 + Hit Dice + Wisdom Modifier: 1d20 + 14 ⇒ (13) + 14 = 27


Already gave Ferod's actions, casting invis, crawling into corner.


Val attacks one of the evil things with a smite in her full attack
Atk: 1d20 + 18 + 4 ⇒ (11) + 18 + 4 = 33
Dam(Silver): 1d8 + 4 + 14 ⇒ (8) + 4 + 14 = 26
Dam(Holy): 2d6 ⇒ (3, 6) = 9

Atk: 1d20 + 13 ⇒ (4) + 13 = 17
Dam(Silver): 1d8 ⇒ 8
Dam(Holy): 2d6 ⇒ (6, 4) = 10

Atk: 1d20 + 8 ⇒ (10) + 8 = 18
Dam(Silver): 1d8 + 4 ⇒ (2) + 4 = 6
Dam(Holy): 2d6 ⇒ (3, 2) = 5


The Man. The Myth. The Mask!

screen:

4d10 + 4d6 ⇒ (7, 8, 9, 9) + (6, 6, 2, 3) = 50
4d6 ⇒ (4, 3, 5, 5) = 17
4d10 ⇒ (8, 4, 9, 10) = 31

One of the things explodes in a flash of radiance and the other is damaged by the group's attacks. It lashes out at the paladin and both its hands caress her, in spite of Corso's distraction. (take 50 fire, and you also have a 4d6/round fire effect burning away your soul.
Corso takes 17 more fire for round 2. Also, I forgot the actual fire damage from their attacks themselves last round. You took 31 additional fire damage.)

As I'm pretty sure you're about to rock this thing's world, here's Val and Corso's Burning damages.

Corso's future damage:

round 3: 4d6 ⇒ (6, 1, 2, 1) = 10
round 4: 4d6 ⇒ (4, 6, 1, 2) = 13
round 5: 4d6 ⇒ (4, 5, 2, 4) = 15

Val's future damage:

round 2: 4d6 ⇒ (3, 4, 2, 3) = 12
round 3: 4d6 ⇒ (6, 6, 1, 3) = 16
round 4: 4d6 ⇒ (2, 1, 6, 6) = 15
round 5: 4d6 ⇒ (3, 4, 3, 1) = 11

Party UP!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

One target left. It gets all the arrows.

deadly aim, rapid shot, many shot, clustered shots
to hit: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 2d8 + 38 ⇒ (1, 8) + 38 = 47 acid: 1d6 ⇒ 3
to hit: 1d20 + 25 ⇒ (12) + 25 = 37 damage: 1d8 + 19 ⇒ (6) + 19 = 25 acid: 1d6 ⇒ 5
to hit: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 1d8 + 19 ⇒ (3) + 19 = 22 acid: 1d6 ⇒ 6
to hit: 1d20 + 15 ⇒ (9) + 15 = 24 damage: 1d8 + 19 ⇒ (6) + 19 = 25 acid: 1d6 ⇒ 1 miss


The Man. The Myth. The Mask!

And it dies! With the same burst of light, both are now down and your party faces a problem of a different sort: how to cure your impediments.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Ok, this isn't good. While I can still hear plenty well, I don't trust myself to get rid of traps when I can't see. We better head back for town. "

I have a fair number of potions for condition removal, but not blindness.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

I may be able to fix your blindness, but I need to do a little research (and I'm at work at the moment) -- I think I can use my extract on you, but I'm also confused, so I want to make sure I'm not going to just attack instead. After all, it doesn't matter if you're blind if you're dead.! :)

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I'm also down to maybe 1 ranger focus (2 at best) left. Don't like to run too low on those since when I need them, I need them.


The Man. The Myth. The Mask!

I'll let youall know that you have one fight remaining so you don't take time you don't need.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Well in that case, I'm good to go once I can see.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Well, unfortunately, I don't have the infusion discovery, so I can't do anything about the blindness. I also only have restoration, so probably can't do anything about my insanity either.

Also, GM, with that confusion insanity, I don't know if you want me to play it as there's a chance I can attack my comrades, as per the confusion spell, even now that combat's done. It feels like it'd be time-consuming, but I'm willing to see what I can do. :)

Pulling out a vial, Rathis examines it, a perplexed look on his face. After a few moments, a look of anger and frustration crosses his features, and he slams the empty glass onto the ground. He looks around as if confused who you are.


The Man. The Myth. The Mask!

I'll say the "attack" option results in you lashing out at something nearby, but your allies are actively aware and protecting themselves, so you won't actually harm them. That way we can avoid having to stay in rounds while you guys get this sorted.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Having seen (and been, on more than one occasion) confused by magic, Corso moves next to Rathis and says "It's going to be okay. You have a potion for this. Take a deep breath and relax."


Are they gone?

Deciding that the floor is probably the safest place, Ferod sits with his back in the corner and pets his familiar.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Yes, they are both gone now. Problem is, a lot of us are blind. We need that resolved. "


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

"Blind. Like mice. Three of them. Looking for the cheese."

Rathis giggles ... horribly.

He points to his companions: "Hickory. Dickery. Dock!"

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Oh yeah, and I forgot to mention the crazy one. "


I guess I'll need to guide you all around until it wear's off.


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Without taking his eyes off of Rathis, Corso says "Does anyone have any spells that can remove madness?"


The Man. The Myth. The Mask!

Retreating from the temple this time is a much greater struggle. The companions with impediments make the progress slower, though not as slow as it could have been, thank the heavens. Long story short, it takes you a couple days to make it out to the city and back, though time is your ally in this so that matters little.
Soon enough you are healed, stocked, and back at the teleporting gate of the tomb. Another trip in brings you back to the catacombs, and to the last door you haven't opened.

Pushing through the heavy seal reveals a surprisingly gorgeous room. It appears to be a beautifully decorated bathhouse, complete with a large pool of crystal-clear water that dominates the center of the room. 
A pair of stone statues depicting reclining medusas decorate niches to the east and the west, while a large caption along the southern wall reads, in the common tongue, “Have you ever beheld a smiling face and not named it beautiful?”

Reclining in one of the pools is a madeusa, and an ugly one at that. Her lower body is like a writhing snake. She sits up as you enter and a murderous gleam enters her eye. Four Bone devils materialize in a line, blocking your charging lanes as she cackles. Darkness clings to her being, and she draws a wicked looking bow.

Party Up! The devils are 30 ft ahead and cannot be passed without acrobatics, not that that means much for Omar. :)


The Man. The Myth. The Mask!

Corso - The sword has become more active over the past few days. While it hasn't actively resisted you yet, you have felt it urging you toward the darker side of the force.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Rathis quickly downs an extract, his form doubling in size as he prepares to tangle with these newest foes. A magical shield leaps into existence in front of him as he concentrates his ring's power on the medusa, setting it as the focused foe a free action, giving him +2 to saves and AC vs. her; extract was shield/enlarge person.

"Beware her gaze," he warns his companions, trying to focus on the devils and not the greater threat.

Stats:

178/178 hp
AC 32 (+2 vs. medusa)

Effects: Enlarge person (+2 Str, -2 Dex, -1 to hit, -1 AC), shield (+4 AC); cumulative +2 to AC, +1 damage; +10' reach[/ooc]

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Well they named the place after one of those, must be important. "

ranger focus on medusa, inspired moment, deadly aim, rapid shot, many shot, clustered shot

to hit: 1d20 + 29 ⇒ (8) + 29 = 37 to hit: 2d8 + 38 ⇒ (2, 8) + 38 = 48 acid: 1d6 ⇒ 2
to hit: 1d20 + 29 ⇒ (10) + 29 = 39 to hit: 1d8 + 19 ⇒ (5) + 19 = 24 acid: 1d6 ⇒ 5
to hit: 1d20 + 24 ⇒ (5) + 24 = 29 to hit: 1d8 + 19 ⇒ (5) + 19 = 24 acid: 1d6 ⇒ 2
to hit: 1d20 + 19 ⇒ (3) + 19 = 22 miss

Load up every buff, and the dice go bust, bah.


Almost wishing I was still blind...

Ferod dances a jig, waves his hands, and I suggest y'all get a move on!

casts haste


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

If Corso has a path to the Medusa, he will do the following: Corso will move to threaten the Medusa.

If not, he will move next to as many of the demons as possible and Antagonize the medusa.

Antagonize (Diplomacy vs. DC 10+Hit Dice +Wis Mod): 1d20 + 14 ⇒ (7) + 14 = 21


The Man. The Myth. The Mask!

Val to act


Val will charge the medusa

Atk: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Damage(Good+Silver+Magic): 1d8 + 4 ⇒ (8) + 4 = 12
Damage(Holy): 2d6 ⇒ (1, 6) = 7


The Man. The Myth. The Mask!

dice:

1
2 19
3
4
5 72
16d20 ⇒ (16, 18, 1, 4, 6, 18, 20, 12, 12, 17, 8, 5, 12, 19, 1, 11) = 180
1d6 + 5 ⇒ (1) + 5 = 6

Corso taunts seem to not disturb the madeusa in the least as Rathis grows to monsterous size and Val and Omar start swinging. They both land good blows, but this party is just getting started.

A flurry of bone claws and tails descends upon Val and Corso They are able to ward off all save one which scratches Val across the cheek (for 6).

The madeusa casts and a wall of force blades springs to life against the back of the room where Ferod, Omar, and Rathis are standing!
Each of you make a DC 22 reflex or take 14d6 ⇒ (4, 3, 4, 5, 3, 3, 2, 4, 3, 4, 5, 3, 1, 2) = 46 damage.

Party up, map updated.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Reflex save: 1d20 + 20 ⇒ (18) + 20 = 38 evasion for no damage

open fire
ranger focus, deadly aim, rapid shot, haste, many shot, clustered shot
to hit: 1d20 + 26 ⇒ (3) + 26 = 29 damage: 2d8 + 48 ⇒ (4, 2) + 48 = 54 acid: 1d6 ⇒ 5
to hit: 1d20 + 26 ⇒ (19) + 26 = 45 damage: 1d8 + 24 ⇒ (8) + 24 = 32 acid: 1d6 ⇒ 2
to hit: 1d20 + 26 ⇒ (8) + 26 = 34 damage: 1d8 + 24 ⇒ (8) + 24 = 32 acid: 1d6 ⇒ 2
to hit: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 1d8 + 24 ⇒ (5) + 24 = 29 acid: 1d6 ⇒ 6
to hit: 1d20 + 16 ⇒ (4) + 16 = 20 miss


reflex: 1d20 + 11 ⇒ (14) + 11 = 25

don't forget your +1 from haste

Ferod moves aside, before the wall of blades crashes over him. Smiling at the medusa, he casts another spell, reversing the gravity around the medusa! Hope you can fly, @#$%

she'll take falling damage of 1d6 per 10' when she slams into the ceiling. I added a blue box of the area of gravity. If she moves out of it, she'll take 1d6 per 10' when she slams into the ground.


M HP 148/178, AC 30/16/27, F +16, R +13, W +6, Init +3, Per +17 Half-orc alchemist 14

Reflex: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18 Dicebot is hating me tonight...

Rathis grunts as the blades score his monstrous back, the pain throwing off his aim as he tries to tear into the devil in front of him.

Claw, power attack, amulet: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
1d6 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Holy damage: 2d6 ⇒ (1, 4) = 5

Claw, power attack, amulet: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
1d6 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Holy damage: 2d6 ⇒ (5, 3) = 8

Bite, power attack, amulet: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
1d8 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Holy damage: 2d6 ⇒ (4, 6) = 10

Claw, power attack, amulet: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
1d6 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Holy damage: 2d6 ⇒ (5, 2) = 7

Claw, power attack, amulet: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
1d6 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Holy damage: 2d6 ⇒ (2, 6) = 8

Claw, power attack, amulet: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
1d6 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Holy damage: 2d6 ⇒ (1, 3) = 4

Boar style rend (if two or more unarmed strikes hit) bleed damage: 2d6 ⇒ (6, 4) = 10

Wow. Apparently the dicebot REALLY hates me: 4, 1, 3, 5, 5, 9, 1

Mechanics:

132/178 hp
AC: 33 (+2 vs. medusa)

Effects: Enlarge person (+2 Str, -2 Dex, -1 to hit, -1 AC), shield (+4 AC); cumulative +2 to AC, +1 damage; +10' reach; haste (+1 to hit, +1 AC, +1 Reflex saves)[/ooc]


Val will continue on the medusa with some smiting

Ref: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

SAtk: 1d20 + 18 + 2 + 4 ⇒ (16) + 18 + 2 + 4 = 40
Damage(Good+Silver+Magic): 1d8 + 4 + 18 ⇒ (2) + 4 + 18 = 24
Damage(Holy): 2d6 ⇒ (1, 1) = 2

Atk: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage(Good+Silver+Magic): 1d8 + 4 ⇒ (3) + 4 = 7
Damage(Holy): 2d6 ⇒ (1, 1) = 2

SAtk: 1d20 + 13 + 2 + 4 ⇒ (17) + 13 + 2 + 4 = 36
Damage(Good+Silver+Magic): 1d8 + 4 + 18 ⇒ (6) + 4 + 18 = 28
Damage(Holy): 2d6 ⇒ (3, 1) = 4


The Man. The Myth. The Mask!

Val, you are currently engaged with bone devils. Do you still want to smite?


No smite, as I want that for medusa.


The Man. The Myth. The Mask!

screen that will happen once Corso acts:

1
2 52
3
4
5 14
16d20 ⇒ (15, 20, 2, 19, 14, 9, 3, 14, 8, 11, 15, 10, 4, 10, 1, 8) = 163
2d6 + 10 ⇒ (4, 5) + 10 = 19
1d20 ⇒ 18


HP: 15 | AC: 14 | Fort (T): +2; Ref (T): +4; Will (E): +9 | Perception (T): +7 | Cleric Spell DC: 17 Spells/Day: 5 (5) / 1 (2; +3 slots of Heal) | Focus Points: 0 (1)

Corso will Attack the Bone devil in front of him with everything he has.

Attack Roll (Normal): 1d20 + 24 ⇒ (15) + 24 = 391d20 + 24 ⇒ (1) + 24 = 251d20 + 19 ⇒ (10) + 19 = 291d20 + 14 ⇒ (5) + 14 = 19

Damage rolls on the 3 non-ones (includes holy damage): 3d6 + 11 ⇒ (4, 5, 2) + 11 = 223d6 + 11 ⇒ (3, 3, 5) + 11 = 223d6 + 11 ⇒ (4, 5, 3) + 11 = 23


The Man. The Myth. The Mask!

The madeusa twists in the air as she "falls" and manages to land "upright" on the ceiling. She locks gaze with Ferod, then casts a spell on herself.

On the front line, a furious melee is developing. Valeria is the only one hit on your side, but you give a few good kicks return. Well, most of you do. Rathis is struggling to damage anything besides his ego.

Val takes 19 from two hits. Party up!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Same stuff on the medusa.

ranger focus, deadly aim, rapid shot, haste, many shot, clustered shot
to hit: 1d20 + 26 ⇒ (4) + 26 = 30 damage: 2d8 + 48 ⇒ (8, 2) + 48 = 58 acid: 1d6 ⇒ 5
to hit: 1d20 + 26 ⇒ (5) + 26 = 31 damage: 1d8 + 24 ⇒ (5) + 24 = 29 acid: 1d6 ⇒ 2
to hit: 1d20 + 26 ⇒ (18) + 26 = 44 damage: 1d8 + 24 ⇒ (6) + 24 = 30 acid: 1d6 ⇒ 4
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 24 ⇒ (5) + 24 = 29 acid: 1d6 ⇒ 3
to hit: 1d20 + 16 ⇒ (5) + 16 = 21 miss

Likely a lot of misses there.


Kinda hard for her to lock gaze with me, I'm wearing a hellknight mask that has no eye slots. Since she cast a spell on herself, I assume that I don't have to save verses her gaze?

nature medusai don't have spellcasting: 1d20 + 12 ⇒ (16) + 12 = 28
spellcraft detect spell cast by medusa: 1d20 + 28 ⇒ (7) + 28 = 35

Guys, this medusa looks to be smarter than the average snake...

Ferod casts greater invisibility and moves to the side.


The Man. The Myth. The Mask!

She does her best to lock eyes, at any rate. She cast Heal on herself which is odd because, you are right, madeusa typically don't cast.

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