Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

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Identifying information about this creature would take an arcana check.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

perception: 1d20 + 15 ⇒ (20) + 15 = 35
Init: 1d20 + 10 ⇒ (7) + 10 = 17
know arcana: 1d20 + 14 ⇒ (5) + 14 = 19


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (Arcana): 1d20 + 7 + 1d6 ⇒ (9) + 7 + (6) = 22


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

perception: 1d20 + 11 ⇒ (11) + 11 = 22

init: 1d20 + 2 ⇒ (20) + 2 = 22


10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

Grimm Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Grimm Initiative: 1d20 + 13 ⇒ (6) + 13 = 19

Enemy Initiative: 1d20 + 7 ⇒ (1) + 7 = 8

The sudden movement of swirling metal surprises none of you, and you prepare to engage whatever this thing is. Neither Helgash nor Tristan can tell anything about what it might be other than a blur of blades approximately 15 feet wide.

Surprise Round (everyone acts, you may take a move action or a standard action, but not both.)

Khoran
Groff
Tristan
Grimm
Helgash
Enemy

I'm putting this fight in the Maps and Handouts rather than Roll 20 to see how that goes.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"I am not sure what that is, and I don't feel like sticking around to fight flying shrapnel - move out" - Helgash grunts, and retreats.

So move away from it :D


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Khoran gathers his will and watches the creature, preparing to hex it if it closes.

Ready a standard action - Use a Silkstring Snare hex (DC 17 Reflex or be entangled and anchored in place) on it when(if) it gets within 30' of Khoran then take a 5' step away from it.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff will do a partial charge forward 20' and swing at it.

power attack, charge
to hit: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 1d10 + 17 ⇒ (1) + 17 = 18

Those dice coulda been better


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan begins Inspire Courage +1 (standard)

Get it boys whatever it is?

performance 13/14


@Groff, you do get a +2 to hit for the charge, though in this case it's still not going to be enough to make solid contact with whatever this is.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Funny, I looked everything up to make sure I had all the numbers right, and at the start had the charge in mind. Heck, I even listed it, but forgot it when calculating. I thought only my joints were supposed to make me feel old. Anyway, didn't think a 6 would cut it.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm will cast haste on the group.


10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

You make your preparations and attacks as the whirlwind of blades finishes rising up from the dusty ground, Groff even charging up to take a swing at it which misses anything of substance. In retaliation the thing sends a dagger flying out to hack at the dwarf.

Standard Action to Attack Groff.

Attack on Groff: 1d20 + 16 ⇒ (12) + 16 = 28
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13

Round One

Khoran
Groff
Tristan
Grimm
Helgash
Enemy


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

"I gotta remember that Groff's gonna charge whatever he sees...", Khoran grumbles as he moves forward to support Groff, trying to snare the thing with a hex.


move - move forward 20'
standard - Use a Silkstring Snare hex (DC 17 Reflex or be entangled and anchored in place)


DC 17 Reflex Save: 1d20 + 9 ⇒ (17) + 9 = 26

The Silkstring Snare fails to grasp the creature, some strands not finding a grasp and others being cut apart even as they appear.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff lays into it with his ball and chain
power attack, haste, inspire courage
to hit: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d10 + 18 ⇒ (5) + 18 = 23
to hit: 1d20 + 14 ⇒ (6) + 14 = 20 damage: 1d10 + 18 ⇒ (3) + 18 = 21
to hit: 1d20 + 9 ⇒ (17) + 9 = 26 damage: 1d10 + 18 ⇒ (6) + 18 = 24


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

inspire +1 12/14

Tristan 5fts forward and hurls his starknife

haste+1, Inspire+1, -2range increment
Starknife 5bab +6Cha +1Starknife, (Deadly Aim -2,+4)
attack #1: 1d20 + 10 ⇒ (1) + 10 = 11
damage #1: 1d4 + 11 + 1 ⇒ (4) + 11 + 1 = 16

attack #1: 1d20 + 10 ⇒ (18) + 10 = 28
damage #1: 1d4 + 11 + 1 ⇒ (1) + 11 + 1 = 13


There is a satisfying crunch as Groff's first attack hits something he can see metal bits inside the thing smashing. His next two attacks however fail to find purchase and Tristan's starknife tosses also glance off the whirl of blades with no effect.

Round One

Khoran
Groff
Tristan
Grimm
Helgash
Enemy

@Groff, don't forget you've got DR 3/-, so that last hit should only do 10 damage to you.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm invokes a flaming sphere on the creature.

Flaming Sphere damage: 3d6 ⇒ (3, 1, 3) = 7; DC 19 Reflex negates


DC 19 Reflex Save: 1d20 + 9 ⇒ (8) + 9 = 17

The creature sizzles some as the flaming sphere appears atop it.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Seeing his companions intent on fighting a cloud of debris, Helgash doubles back to join them.

Move back to stand 10' to the side of Khoran, and zapping my wand of Shield :P

I think I need to roll UMD? DC20: 1d20 + 14 ⇒ (14) + 14 = 28


10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

The whirl of sharp metal bits drifts forward and unleashes a storm of attacks on Groff.

Five foot Step south. Full Round Action to Barbed Whirl Attack.

Barbed Whirl Attacks: 2d4 + 4 ⇒ (4, 4) + 4 = 12

Attack 1: 1d20 + 16 ⇒ (16) + 16 = 32 (hit)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14
Attack 2: 1d20 + 16 ⇒ (3) + 16 = 19 (miss)
Damage (P and S): 1d8 + 6 ⇒ (1) + 6 = 7
Attack 3: 1d20 + 16 ⇒ (14) + 16 = 30 (hit)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 4: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 5: 1d20 + 16 ⇒ (3) + 16 = 19 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 6: 1d20 + 16 ⇒ (15) + 16 = 31 (hit)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 7: 1d20 + 16 ⇒ (20) + 16 = 36 (hit, crit)
Damage (P and S): 1d8 + 6 ⇒ (4) + 6 = 10
Attack 7 Critical Confirmation: 1d20 + 16 ⇒ (14) + 16 = 30
Critical Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Attack 8: 1d20 + 16 ⇒ (5) + 16 = 21 (miss)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 9: 1d20 + 16 ⇒ (2) + 16 = 18 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 10: 1d20 + 16 ⇒ (15) + 16 = 31 (hit)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 11: 1d20 + 16 ⇒ (4) + 16 = 20 (miss)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Attack 12: 1d20 + 16 ⇒ (7) + 16 = 23 (miss)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14

Total Damage (reduced by DR): 11 + 6 + 8 + 14 + 8 = 47

You should confirm that the hits are hits and that I'm adding that damage correctly, but I think I've got it right.

Round Two Initiative Order

Khoran
Groff
Tristan
Grimm
Helgash
Enemy


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Hits look correct. Looks like a nice early TPK, though the 'outrun the dwarf' escape method might just work.

Groff, now rendered bloody all over sees a short future for himself.

"Run for it, I'll try to hold it!"

haste, inspire courage
to hit: 1d20 + 16 ⇒ (19) + 16 = 35 damage: 1d10 + 12 ⇒ (3) + 12 = 15
to hit: 1d20 + 16 ⇒ (7) + 16 = 23 damage: 1d10 + 12 ⇒ (9) + 12 = 21
to hit: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d10 + 12 ⇒ (3) + 12 = 15


@Helgash, wands are spell-trigger items and shield appears on your formulae list so you do not need to roll UMD to use it. You wouldn't be able to use a scroll without UMD, but wands with spells on your list don't need the check.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Unfortunately, I don't think outrun the dwarf is going to work - "drifts forward" implies flying... Worse, given it was K Arcana checks, this is a construct, and a lot of my stuff doesn't work...

Khoran looks at the blood spurting from Groff, shakes his head, and mutters an incantation, conjuring mud to impede the storm of blades. Then he steps towards the dwarf, unslinging his shield as he goes! "Helgash, buy me time!"


standard Action - Cast Slowing Mud, (Slow and Blind) DC 18 Fort Negates. Let's hope for a poor saving throw...
Move action - unsling shield
Takes a 5' step forward so I can 5' next you next round and full action treat wounds...
Unfortunately, using Healing Hands is a full round action and I need to be next to you. Thus why I'm moving towards you and asking Helgash to buy me time...


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm shakes his head, "I'm not running from a trash tornado. Most other things - yes."

Grimm directs the flaming sphere and fires his wand of magic missiles.

Flaming Sphere damage: 3d6 ⇒ (6, 4, 5) = 15; DC 19 Reflex negates

Magic Missile damage: 4d4 + 4 ⇒ (3, 1, 1, 2) + 4 = 11


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Groff the glib wrote:
Hits look correct. Looks like a nice early TPK, though the 'outrun the dwarf' escape method might just work.

If we go head on against adversaries which survive in this harsh environment, and about which we know absolutely nothing... Will get us dead real quick :P

---

Thanks for clarifying Zorblag ;)

Helgash positively boggles at Khoran's words, but then just chuckles it away, speaking calmly to Coal who squeaks in fear on his shoulder - "Calm now, we've got this".

Then he advances fearlessly at the maelstrom, and attacks - "Of course Khoran, take as much as you need"

Swift action to study his opponent. Using Combat Expertise.

Rapier: 1d20 + 15 ⇒ (9) + 15 = 24
Damage if it hits: 1d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13

The +3 is precision damage, so not sure if it does anything...

On his shoulder, Coal now squeaks in anger at the strange foe!

Coal Bodyguard 1 vs DC10: 1d20 + 9 ⇒ (7) + 9 = 16
Coal Bodyguard 2 vs DC10: 1d20 + 9 ⇒ (18) + 9 = 27
Coal Bodyguard 3 vs DC10: 1d20 + 9 ⇒ (2) + 9 = 11

----------


AC: 28 (30 if/when Coal Bodyguard applies)
HP: 58/58
Effects: Studied foe, Shield, Inspire Courage, Haste (which of these would apply to Coal?)


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Now let me recall, who wanted to explore the random areas and not just go straight the the objective? Investigating this made it a combat, and as you might notice it flies so is probably faster than us. Investigating got us killed, not trying to fight since we never had the option of that not happening. It was roll for surprise then initiative. I'm seen enough from this gaming company that in a metagaming sense I know you don't screw around with extraneous stuff as it will very often be way over your head and get you killed. However I don't metagame, so I acceded the notion of exploration non goal sites. My metagaming impression merely gets confirmed. Generally Frog God won't screw you if you do just what you need to do. If you try for more, it's likely your end.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Exploring does not mean charging at anything that moves - so I disagree with you Groff, and I think there may be other options. You do not know if we couldn't have ran away. And you cannot simply assume we have to fight because 'we never had the option of that not happening'

That being said, opinions are what they are, and they vary. You think exploring will get us dead real quick. I think charging at a presumed foe without knowing anything about it will get us dead real quick ;)


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

What part of 'roll for initiative' is unclear from how this started? We are below the level of teleport, and we don't have the means to outrun a flying creature. My visible options were fight and hope to win or die, or run and definitely die. Arguing won't do anything here, but blaming this on me is rubbish.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

'Roll for initiative' has no ingame relevance - it is ooc. And nothing hinted at the fact it could move faster than us. Or that it would be interested in chasing us. Rolling initiative is not automatically a fight you cannot run from.

I am not blaming anything on you Groff, I am just stating that 'If we go head on against adversaries which survive in this harsh environment, and about which we know absolutely nothing... Will get us dead real quick'

Do you disagree?


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I disagree there is any point in further discussion with you.


Groff's first and third swings again make satisfying contact with whatever this is, though the second sails through a space between blades, not doing anything of note.

Khoran's spell has no noticeable effect on whatever this is, but he moves forward to assist Groff nonetheless.

DC 19 Reflex Save: 1d20 + 9 ⇒ (9) + 9 = 18

Grimm's flaming sphere and magic missile both continue to whittle away at your foe.

As Helgash moves towards the whirling blades one bit of metal lashes out at him.

AoO vs Helgash: 1d20 + 16 ⇒ (19) + 16 = 35 (hit, no crit confirm)
Damage (P and S): 1d8 + 6 ⇒ (3) + 6 = 9
Critcal Confirmation: 1d20 + 16 ⇒ (2) + 16 = 18
Critical Damage (P and S): 1d8 + 6 ⇒ (1) + 6 = 7

Helgash is hit, and distracted, misses with his rapier thrust.

@Helgash, the inspire courage and haste should apply to Coal if he's out and participating (which he is.)


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

@Zorblag, what suggest to you that being coated with sticky mud won't work on objects? Constructs are immune to Fort effects that require biology to work.


@Khoran, the spell specifies creatures as it's target. From the Contract traits we've got : Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Basically, just like I didn't try to reason through how silkstring snare would make any sense to work on something like this (it seems likely it wouldn't; webs aren't going to have any reasonable way to latch onto sharp whirling bits of metal in a way that would slow it down) I didn't try to reason through the Slowing Mud would work beyond following what the rules say. It's also perhaps worth pointing out that you've decided that this is likely a Construct via the knowledge checks being arcana checks which Khoran wouldn't have any access to.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

frog god is famous for tpk's so running into one is always a possibility especially when exploring for random encounters. Meh.. It's what we signed up for

Inspire 11/14
Tristan takes another 5ft forward and tosses more blades

Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 ⇒ (12) + 12 = 24
damage #1: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 ⇒ (4) + 12 = 16
damage #1: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11


10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

Tristan tosses his starknife at the thing another couple times, but each time they sail through, missing anything of substance.

The creature once again throws a barrage of attacks, though now they are divided amongst Groff, Helgash and Khoran who are all within it's reach.

Full Round Action to Barbed Whirl Attack.

Barbed Whirl Attacks: 2d4 + 4 ⇒ (3, 1) + 4 = 8

Attacks on Groff:
Attack 1: 1d20 + 16 ⇒ (19) + 16 = 35 (hit, no crit confirm)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 1 Critical Confirmation: 1d20 + 16 ⇒ (11) + 16 = 27
Critical Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Attack 2: 1d20 + 16 ⇒ (2) + 16 = 18 (miss)
Damage (P and S): 1d8 + 6 ⇒ (8) + 6 = 14
Attack 3: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 4 1: 1d20 + 16 ⇒ (13) + 16 = 29 (hit)
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12

Total Damage (after DR): 8 + 9 = 17

Attacks on Helgash
Attack 5: 1d20 + 16 ⇒ (5) + 16 = 21 (miss)
Damage (P and S): 1d8 + 6 ⇒ (5) + 6 = 11
Attack 6: 1d20 + 16 ⇒ (6) + 16 = 22 (miss)
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12

Attacks on Khoran
Attack 7: 1d20 + 16 ⇒ (8) + 16 = 24 (miss with the AC bonus from Haste I think)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13
Attack 8: 1d20 + 16 ⇒ (12) + 16 = 28 (hit)
Damage (P and S): 1d8 + 6 ⇒ (7) + 6 = 13

Once again, it's worth checking my calculations for what hits and what misses, but I think I've got it right.

Round Two Initiative Order

Khoran
Groff: Unconscious and dying
Tristan
Grimm
Helgash
Enemy


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Khoran takes 11 of his 13 damage on his false life spell.
Well Khoran goes before Groff, and by my math, Groff started at 66, took 10, took 47, and then 17, is thus is at -8. I guess we are going to find out if he's auto-dropped his weapon; hopefully he's going down with it clenched hard in hand...

Khoran steps up behind Groff as he starts to fall and catches him, putting forth the fullest arts of his healing...

5' step
full round action, Heal using Healing Hands feat, healing satchel (2 uses). Uses the 17 from his Thriceborn Charm...
Heal check: 17 + 7 + 4 + 3 + 4 = 35 vs dc 20 (25& 30 for extra benefits).
7 ranks +4 wis +3 trained +4 healing satchel

Effects: Heal 7 (groffs hd)*2 + 4 (wis from satchel) +4 wis (from satchel for making a DC 25) + 4 wis (from Heal skill making DC 25 )+ 7 (ranks planes from making DC 30), for a total of 33 HP. Groff should be at 25 HP. Hope you can make them count Groff


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I will try


Groff does drop his weapon when he falls unconscious (much like Gurg did both when he fell in the hole and when we fell asleep in the last fight.)

If you want to use the Charm of the Thriceborn you don't get to choose which of the rolls you take, but you roll randomly to see which one gets used.

Edit: I'm also not sure why you're doubling the Level healed with Treat Deadly Wounds. Is there some effect that is causing that? Normally it heals hp equal to the level. The +4 to the check from the healing satchel also applies when you're using First Aid or Treating Poison, neither of which applies here, though it would still give a +2 as a standard healer's kit.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Healing breakdown:

What Khoran has: Healing Hands (Feat), Signature Skill : Heal (feat), Healer's Satchel (item)

Heal (Treat Deadly Wounds):"Treating deadly wounds restores 1 hit point per level of the creature."

Signature Skill (Heal) gets you the skill unlock for (Heal):
"5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day." (This is 2hp/lvl +2 pts of ability damage. This overrides the 1 HP/level of the basic skill)

Heal (Treat Deadly Wounds): "If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount." (thus +4 if I make a DC 25)

Healer's Satchel : "When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored." (+4 if I make DC 20 and +4 again if I make DC 25)

Healing Hands: "When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed." (thus +7 if I make a DC 30)

Revised Heal Check: 1d20 + 7 + 4 + 3 + 2 ⇒ (18) + 7 + 4 + 3 + 2 = 34
7 ranks +4 wis +3 trained +2 healing satchel


OK, Signature Skill (Heal) do that that, sounds good!

Immediately after Groff falls Khoran edges forward once more to heal him, helping him regain consciousness, prone and with his weapon beside him.

The swirling thing takes advantage of Khoran's attention on healing and sends out a broken metal plate in a swiping attack.

AoO on Khoran: 1d20 + 16 ⇒ (18) + 16 = 34
Damage (P and S): 1d8 + 6 ⇒ (6) + 6 = 12


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

This highlights an issue with a dorn dergar, since you move your grip on the chain to get different reach, a locking gauntlet is not an option.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm continues the combination of flaming sphere and magic missile.

Flaming Sphere damage: 3d6 ⇒ (4, 2, 3) = 9; DC 19 Reflex negates

Magic Missile damage: 4d4 + 4 ⇒ (3, 4, 2, 2) + 4 = 15


DC 19 Reflex Save: 1d20 + 9 ⇒ (20) + 9 = 29

The flaming sphere fizzles, not harming the creature this round, but the magic missiles still strike true.

Round Two Initiative Order

Khoran
Groff: Prone and without his weapon
Tristan
Grimm
Helgash
Enemy


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Inspire Courage +1

Tristan sees no options other than continue to throw at the thing. futily

Haste inspire
Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
damage #1: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Starknife 5bab +6Cha +1Starknife
attack #1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
damage #1: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Groff will grab his weapon and stand up. That's pretty much all he can do.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash sidesteps and attacks again - "I wonder if we are even hurting this thing"

5' Step NE. Attack. Using Combat Expertise,

Rapier: 1d20 + 15 ⇒ (18) + 15 = 33
Damage if it hits: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Probably no crits, right?

Rapier (Haste): 1d20 + 15 ⇒ (16) + 15 = 31
Damage if it hits: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Coal defends his master as best as he can!

Coal Bodyguard 1 vs DC10: 1d20 + 11 ⇒ (15) + 11 = 26
Coal Bodyguard 2 vs DC10: 1d20 + 11 ⇒ (1) + 11 = 12
Coal Bodyguard 3 vs DC10: 1d20 + 11 ⇒ (11) + 11 = 22

----------

AC: 28 (30 if/when Coal Bodyguard applies)
HP: 49/58
Effects: Studied foe, Shield, Inspire Courage, Haste


Critical hits and precision damage both work on this one, so I'll count that one as a crit and it's confirmation roll in case you have inspiration that needs refilling (I don't think you do, but in case I'm wrong.) Even without doubling the precision damage on the critical that hit does the job.

As Helgash lunges his rapier connects with something inside the creature before you that seemed to be holding it together. The shards of metal instantly stop spinning in the air and fall to the ground, intert and dull, many shattered and melted by your various attacks.

Combat is over and the silence of the Desolation surrounds you once more.

10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

For what it's worth, that was the highest possible CR on a random encounter you could have rolled in the Ashen Waste during the day, so nice work dealing with it!


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Wiping blood out of his eyes Groff asks "What the hell was that thing?"

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