Sarvik |
Sarvik will take a moment to compose himself and allow Arlana to recover. He will use his inflict light wounds wand on himself.
inflict light: 1d8 + 1 ⇒ (8) + 1 = 9
inflict light: 1d8 + 1 ⇒ (1) + 1 = 2
inflict light: 1d8 + 1 ⇒ (3) + 1 = 4
He will then listen to hear what is in the next room.
perception: 1d20 + 20 ⇒ (13) + 20 = 33
cartmanbeck RPG Superstar 2014 Top 16 |
Sarvik |
The Red dragon will kick open the southeast door.
Sarvik |
He will check the other door as well.
cartmanbeck RPG Superstar 2014 Top 16 |
The unlocked stone door opens to a large room. The dragon's banging on the door, however, has attracted a creature, and as soon as the door falls, the Huge-sized giant slug attacks!
tongue: 1d20 + 15 ⇒ (17) + 15 = 32
damage: 2d10 + 12 ⇒ (1, 1) + 12 = 14 plus acid: 2d8 ⇒ (4, 5) = 9
Init: 1d20 - 4 ⇒ (20) - 4 = 16
Inits please!
jooker |
100 nurpuses attack.
Assuming all the attacks hit vs touch.
100 attacks: 100d20 ⇒ (20, 9, 1, 6, 10, 20, 6, 15, 4, 7, 8, 15, 13, 10, 7, 16, 8, 17, 7, 8, 2, 8, 5, 7, 1, 9, 16, 17, 13, 3, 15, 20, 17, 19, 1, 11, 7, 18, 4, 11, 16, 9, 6, 5, 2, 1, 2, 7, 4, 11, 8, 8, 14, 4, 17, 2, 3, 7, 18, 1, 8, 20, 6, 14, 2, 9, 7, 15, 11, 12, 14, 10, 9, 8, 4, 9, 8, 9, 11, 13, 19, 19, 5, 16, 19, 11, 7, 1, 16, 20, 17, 2, 1, 17, 6, 20, 11, 20, 8, 16) = 1006
7 crit, and 7 natural 1.
confirms: 7d20 ⇒ (5, 16, 2, 7, 3, 16, 18) = 67
all confirm.
Assuming that each culverin deals 2d8+5. Modified for natural 1 and confirmed crits.
Damage: 100d8 + 570 ⇒ (2, 3, 4, 1, 4, 4, 2, 4, 2, 5, 8, 2, 5, 2, 7, 8, 2, 7, 1, 6, 1, 7, 7, 3, 1, 7, 5, 4, 8, 6, 5, 1, 7, 7, 8, 3, 6, 8, 7, 4, 4, 6, 4, 7, 4, 8, 1, 4, 6, 5, 2, 1, 6, 1, 1, 4, 8, 8, 4, 4, 2, 1, 5, 6, 5, 8, 2, 4, 4, 3, 8, 7, 4, 5, 4, 7, 8, 1, 3, 4, 1, 8, 3, 4, 5, 1, 8, 1, 4, 6, 2, 3, 6, 7, 4, 2, 4, 3, 2, 5) + 570 = 1012
Damage: 100d8 + 570 ⇒ (6, 3, 1, 3, 7, 2, 8, 1, 4, 7, 2, 8, 2, 3, 2, 8, 3, 2, 5, 6, 4, 5, 8, 4, 7, 3, 2, 1, 8, 1, 7, 7, 1, 2, 3, 7, 1, 7, 2, 1, 2, 7, 6, 5, 7, 8, 5, 2, 5, 6, 8, 8, 7, 6, 5, 4, 8, 8, 8, 1, 4, 5, 6, 3, 1, 7, 7, 1, 5, 2, 1, 7, 5, 2, 7, 5, 6, 1, 7, 5, 5, 6, 5, 2, 8, 1, 2, 1, 5, 3, 4, 8, 1, 4, 8, 6, 4, 2, 4, 6) + 570 = 1022
Damage: 28d8 + 570 ⇒ (1, 8, 4, 6, 7, 6, 2, 7, 5, 8, 3, 2, 1, 7, 1, 4, 1, 8, 4, 6, 1, 4, 3, 2, 4, 1, 1, 6) + 570 = 683
jooker |
Thais enters the portal into the endless deep. The world goes black as he steps through the gate.
When he opens his eyes again he is in a small corridor. Behind him is no longer a portal, but a solid stone wall. The walls are made of masonry. The floor, tiled with flagstone. The hallway is surprisingly well lit (magical illumination), unlike some of the others he has entered before. The ceilings are ten ten feet tall.
Most importantly, the hallway is cold. Very cold. The type of cold that gives you hypothermia.
unprotected creatures must succeed on a Fortitude saving throw every hour (DC 15, +1 per previous check) or take 1d6 points of non-lethal damage; a creature that takes any non-lethal damage from cold exposure suffers from hypothermia and is fatigued
Thais |
Concerned about how far away he is getting from that first hallway and not wanting to leave it unexplored for long, he goes back to check it out.
Thais |
Thais approaches the gate, removes his ioun torch, prepares Crane Style, and tries to enter. I'm assuming you'll handle my perception and auto trap detect.
If the gate is locked...
Disable Device: 1d20 + 10 ⇒ (2) + 10 = 12
er... nevermind I guess.
jooker |
The small grate does not appear trapped, nor locked. It does, however, seem to be attached to the wall securely. It is only approximately 2' square. Too small to fit through.
As your ioun torch shines through the bars, you can see that it extends down farther than the light extends.
As you get towards the gate, however, you notice the corridor continues ahead.
Thais |
After he settles down from the near-miss Thais gets a running start and attempts the jump.
Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22
Panache not used. Including +4 bonus for increased speed.
He lands safely on the other side, and continues forward.
Thais |
Thais heads back to the door he encountered before, leaping back over the pit on his way.
Acrobatics: 1d20 + 14 ⇒ (7) + 14 = 21
Panache not used. Including +4 bonus for increased speed.
As he nears the door he begins to look for hidden things once again.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
...and presumably sees nothing.
Thais |
Thais, skeptical of the all-too-convenient rope, decides to reach up and try climbing onto the balcony.
Climb: 1d20 + 4 ⇒ (9) + 4 = 13
Using panache after roll, but before reveal
Derring Do: 1d6 ⇒ 5
After nearly failing he makes a final push and scrambles up onto the balcony.
jooker |
As you make it up onto the balcony you see a gigantic scorpion chitter and stand.
This outsized scorpion has a translucent shell, allowing one to see through to the creature's internal organs. The scorpion's body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.
Before you can even react, it runs full speed at you and attacks with pincers and tail.
dice: 4d20 ⇒ (12, 10, 9, 17) = 48
dice: 3d3 ⇒ (1, 2, 2) = 5
All three attacks connect. You take 5 damage in total. Make a fortitude save.
Roll for initiative, the scorpion got a surprise round.
jooker |
Initiative
Scorpion: 17
Thais: 9
The speedy scorpion attacks again before you can react.
claw: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d3 ⇒ 2
claw: 1d20 + 2 ⇒ (1) + 2 = 3
Natural 1, auto miss
sting: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d3 ⇒ 2 + Poison. Roll another fort save.
I think it is only fair not to do GM rolls in the 1v1. I will roll combat rolls visibly from now on.
Your turn. I am working under the assumption that you are not prone and standing.
Thais |
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21
not using Charmed Life
Thais smashes downward with his fist, aiming for a weak spot on the scorpion.
Stunning Fist (attack): 1d20 + 8 ⇒ (5) + 8 = 13
Stunning Fist (damage): 1d6 + 1 ⇒ (6) + 1 = 7
DC 14 save for the stun if I hit
Thais |
THIS IS WHAT YOU GET
Unarmed (attack): 1d20 + 6 ⇒ (8) + 6 = 14
Unarmed (damage): 1d6 + 1 ⇒ (2) + 1 = 3
FOR SNEAKING UP ON ME
Unarmed (attack): 1d20 + 6 ⇒ (7) + 6 = 13
Unarmed (damage): 1d6 + 1 ⇒ (3) + 1 = 4
Thais |
Thais shakes his arm to remove some of the guts. Now that he has a moment, he checks his surroundings.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Thais |
grumble grumble worthless platform... empty dead ends... you'll get what's coming to you...
Thais carefully falls from the platform and cautiously approaches the unusual carving.
Acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Thais |
I think my class bonuses are only for detecting traps, not for disabling them.
Thais works to safely open the door.
Disable Device (trap): 1d20 + 10 ⇒ (3) + 10 = 13
Disable Device (lock): 1d20 + 10 ⇒ (20) + 10 = 30
jooker |
The door unlocks and you seem to have disabled the trap. As you open the door, an axe swings down from the doorway.
axe trap: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d8 + 1 ⇒ (8) + 1 = 9
You failed the DC of the trap by more than 5, so you did not know that you failed your attempt. Axe to the face time! Time to break out those healing potions.
Thais |
*@$*(%^!
Thais drinks a potion of cure light wounds.
Potion: 1d8 + 1 ⇒ (1) + 1 = 2
...and another because the first was a dud. POS.
Potion: 1d8 + 1 ⇒ (8) + 1 = 9
Then he checks out his surroundings and prepares to fight Crane Style.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
jooker |
I'm going to fast forward what happens because it is fairly uninteresting.
You find nothing dangerous or especially noteworthy as you explore the corridor behind the hidden door until you get to the very end. At the end is an unlocked chest with 500g inside.
Chest is marked on the map with a gold rectangle
You are now back to where you are standing ready to move on and explore more rooms.
Cold timer 10/60.
Thais |
"Thank god. I was beginning to think this place was just a cold, stabby waste of time."
Thais walks to the door to the North and checks it for traps.
Perception (traps): 1d20 + 9 ⇒ (3) + 9 = 12
Includes trap bonus. Add another +2 if the trap is in stone rather than wood/metal.
if it is trapped...
Disable Device (trap): 1d20 + 10 ⇒ (7) + 10 = 17
if it is locked...
Disable Device (lock): 1d20 + 10 ⇒ (19) + 10 = 29