Destiny of the Sands High-Tier (Inactive)

Game Master Baerlie

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Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, it does

Cressyk draws his falchion and steps forward to attack the hound in front of him. The difference between a longspear and a falchion is too much and Cressyk is not able to hit the target.

Round 2
Hound purple -34 HP
-----------------
Cressyk
Ghrezzd
Herman + round 1 action
Buri
-----------------
Skeleton yellow
Skeleton red defeated

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Round 1

Hoping the hound and its skeletal allies are sensitive to sound effects, Herman steps up and casts Ear-Piercing Scream on the hound, which creates a silent sonic attack that only the target can hear.

DC 15 Fort save to avoid being dazed for a round, and halve the damage. Not sure if the Daze will un-do the creatures Round 2 efforts or not.

Ear piercing scream dmg: 2d6 ⇒ (1, 5) = 6

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Round 2

Unleashing another sonic attack, Herman casts Chord of Shards which creates a razor-sharp series of musical notes that affect all in 15' cone. This cone should catch the skeleton and the hound, but avoid any allies based on current positioning.

Chord of Shards dmg: 2d6 ⇒ (4, 5) = 9

DC 15 Reflex save for each creature negates any damage

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Herman casts ear-piercing scream at the hound, followed by an attack with razor-sharp series of musical notes.
Fort DC15 vs. ear-piercing: 1d20 + 7 ⇒ (6) + 7 = 13
I just found out that I forgot the action for the hound in round 2 anyway LOL

Hound Reflex DC15 vs. chord of shards: 1d20 + 9 ⇒ (14) + 9 = 23
Skeleton Reflex DC15 vs. chord of shards: 1d20 + 2 ⇒ (9) + 2 = 11

The hound was dazed in round 2, so its not any more in round 3

The hound awakes, shakes its head and tries to bite Buri but misses.
Bite: 1d20 + 11 ⇒ (2) + 11 = 13

Round 3
Hound purple -40 HP
-----------------
Cressyk
Ghrezzd
Herman
Buri

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Cressyk swings again, this time adjusting for the shorter weapon.

Standard action: Attack hound
Attack (Adamantine Falchion, Power Attack): 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Damage (Adamantine Falchion, Power Attack): 2d4 + 7 + 3 ⇒ (3, 2) + 7 + 3 = 15

Critical Confirm (Adamantine Falchion, Power Attack): 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
Critical Damage (Adamantine Falchion, Power Attack): 2d4 + 7 + 3 ⇒ (3, 2) + 7 + 3 = 15

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

I cannot move my token from the iPad. I should be just behind Herman at the moment having moved up last round.

Ghrezzd flexes his wrist quickly allowing his Wand to release from its wrist sheath. With a quick motion he fires a magic missle at the beast.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

2nd round of acid splash should also hit him for 4 hps.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman, figuring the extraplanar hound must be on his last figurative leg, double moves through the difficult terrain, circling behind Cressyk and the hound, setting up a flank with Buri.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Taking advantege of Herman's flank Buri attacks the hound one more time.

Atk: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Dmg: 1d8 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

With Cressyk's attack and Ghrezzd's magic missile the hound is defeated. With a lound noise it returns to the plane he came from.

combat over

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

A lot of outsiders in this place, that's never a good sign.
Buri searches the room for anything out of the ordinary and casts detect magic.
Take 20 in perception for 29 or 10 for 19 if we are in a hurry.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Buri spots a worn-out leather strap hanging from the mouth of one akata. The strap is attached to a belt pouch, which you can extract with ease. Hours spent in the akata’s stomach has destroyed most of the contents, but several parts of a journal are still intact and legible. The journal belongs to Nefti and the entries include poetry and music composed by him, as well as mundane day-to-day observations. The last several pages record Nefti’s complaints about the Aspis Consortium’s lack of appreciation for his accomplishments. A folded sheet of paper wedged in the journal bears the title Potential Partners and names the Pathfinder Society among other well-known organizations.

Several of the fallen cult’s tools have survived the passage of ages. Buri finds a dagger, a vial containing a handful of dust and a sheet of beaten gold with words written in a foreign language.

At the end of the passage Buri finds a buried door and two empty potion bottles on the floor.

Detect Magic:
The dagger and the content of the vial are magic.[/ooc]

[spoiler=Linguistics DC15]The sheet bears an inscription in Aklo that describes a prayer one can perform under the open sky to channel the power of the stars.

Linguistics DC15 + Kn. Planes DC20:
Performing the ritual might also attract the notice of something beyond the stars.

Survivial DC15:
Kafar's footprints are partially obscured by those of the akatas, but you are able to follow them. They lead to the buried door at the end of this passage. Kafar’s tracks stop about 15 feet from the buried doorway before disappearing.

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Cressyk casts detect magic and points to the dagger and potion, "Those are magical." He then proceeds to follow Kafar's footprints to a point about 15 feet from the buried doorway. "His tracks stop here. I wonder if he stepped through a portal, or maybe into a trap?"

Survival: 1d20 + 6 ⇒ (9) + 6 = 15

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

After reviewing the journal's contents, Herman finds it quite curious that their quarry, Nefti, is perhaps reconsidering his alliance with the Aspis, and could, perhaps, be recruited to join the Pathfinders. He files that information away for future use, if they ever catch up with the wily adventurer.

"Potion bottles and a buried door? Did they maybe change shape to fit through there?"

Herman bends down and examines the buried door, to see if there is anyway to squeeze through or how big the actual opening might be.

Is there anyway to identify the empty potion bottles to see what might have once been inside?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Spellcraft DC18:
The bottles contained potions of gaseous form.

And I just saw that I made a mistake with the spoilers yesterday.

Linguistics DC15:
The sheet bears an inscription in Aklo that describes a prayer one can perform under the open sky to channel the power of the stars.

Linguistics DC15 + Kn. Planes DC20:
Performing the ritual might also attract the notice of something beyond the stars.

This should be correct now

It is not possible for a humanoid creature to squeeze through. The gaps are only fractions of an inch wide. But it is possible to remove the rubble.

DC 20 Knowledge (dungeoneering) or Perception:
There are cracks in the floor, which they can tell breach the ceiling of a lower tunnel.

Time for a creative solution! Remember, you have mythic abilities and you are in a hurry :)

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26
Know(Dungeoneering): 1d20 + 10 ⇒ (6) + 10 = 16

"Looks like the potions were of gaseous form. That enabled them to get through the doorway. "

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

"Or perhaps through these cracks! Looks like another level below us. I don't know that spell, but I could open a pit in the ground to expose that level."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ghrezzd opens a pit to the level below and you are able to continue your chase through the passages beneath the temple. +1 chase point

A system of tunnels runs under the temple, cutting through the mountains. These dark, 10-foot-wide round passages extend throughout the region, allowing the creature that created them to travel throughout the Pillars of the Sun. Spots along the rough walls show signs of chemical reactions between the rock and some unknown substance.

Craft (alchemy) DC15:
The substance is a potent acid.

Kn. arcane or Kn. nature DC20:
The galleries as a series of interwoven death worm tunnels.

Kn. dungeon. or Survival DC20:
You travel efficiently through the tunnels and find a shortcut. +1 chase point

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Ghrezzd carefully exams the passageways and the chemicals and the unknown substance.

Know(Arcana): 1d20 + 9 ⇒ (16) + 9 = 25
Know(Dungeoneering): 1d20 + 10 ⇒ (18) + 10 = 28

It appears we've found a short cut. I believe these tunnels are interwoven death work tunnels.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

8 chase points in total, you are doing good :)

You travel through the death worm tunnels until you suddenly see sunlight entering the tunnel a hundred feet in front of you. Once you exit the tunnels through this hole you see two tall sandstone outcroppings rise to the north and south, channeling whistling wind and stinging sand through this pass. The carcass of a giant serpentine beast covered in dried blisters lies in a heap at the gorge’s narrowest point, the body savaged by some powerful predator.

Strong winds channeled by the region’s topography blow west through this area. The sandstone scarps are 50 feet tall and feature only narrow handholds, save for a recently collapsed section to the northeast that has jagged spars that can serve as more adequate handholds. This rock fall has created an area of dense rubble at the base of the escarpment where it fell. The rest of the area is covered in light rubble.

The blisters that cover the death worm’s body are filled with poison secreted from its skin and turned into powder by the dry climate and intense heat.

Perception DC26:
A young behir is hiding between rocks on the upper level of the canyon.

Kn. arcana DC16:
The blisters that cover the death worm’s body are filled with poison secreted from its skin and turned into powder by the dry climate and intense heat. The death worm is dead, and if handled delicately, the body is not dangerous. However, if jostled violently or harmed by a damaging effect, the blisters break and release their poison into the air in a 20-foot radius cloud.

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (Arcana): 1d20 + 4 ⇒ (17) + 4 = 21

"Stay away from the carcass of that worm. It will release poison gas if it is hit."

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Herman at first stunned by the site of the great wyrm, is then shocked when he actually sees a live one on the rocks on the upper level of the canyon.

"Look out!" he cries pointing out the behir to the others. "There's still one alive up there!"

Any idea which knowledge it is to find out about Behirs?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Knowledge arcana as well, it's a magical beast.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Know Arcana: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Do we need to make the perception roll to make the Kn(Arcana) roll?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

No, Herman told you that there is a beast so you know that it's there and you can see it.

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Cressyk looks at the creature Herman points out, trying to remember anything he can about it.

Knowledge (Arcana, Monster Lore): 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Defenses, Abilities, Attacks, in that order

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri's eyes checks the surroundings for footprints.
Surv: 1d20 + 11 ⇒ (12) + 11 = 23
Maybe we can move forward avoiding the beast with stealth since it has not attacked us yet.

Can we go around it and continue our way?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Cressyk knows that the Behir is immune against electricity and it's thick hide makes it hard to injure it. AC22 The Behir usually bites and once it's jaws close around a creature it does not let go and attacks the grappled creature with it's claws Rake The breath of the creature is deadly, it exhales a line of electric energy. Breath Weapon It can also crush a grappled opponent or swallow it whole. Constrict, Swallow it whole

You can see that the Behir is already injured and two of the six claws are mangled. The tracks lead to the east.

If you want to follow the tracks you need to pass this canyon to the east. And you might miss some loot if you run. The Behir spotted you already.

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Is the Behir making any move toward us or moving to block our way to the east?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

No, the Behir is still watching you.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri would rather not engage it but I am find if you guys want to attack it.

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

"Let's proceed to the east, following the tracks. The beast upon the ridge doesn't appear to be hostile towards us... at least not yet."

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Looking back I realized I forgot to roll to ID the magic dagger we found.

Using his heldritch sight Buri checks the magic dagger they found before moving forward, just to be sure...
Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24
He nods to Ghrezzd in approval of the elf's plan.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Buri identifies the dagger as a +1 mythic bane dagger.

You follow the tracks and pass through the area to the east. Suddenly the behir starts to move and climbs down the wall and blocks your way. The creature hisses and opens its mouth to use its lightning breath.

GM:

Behir: 1d20 + 3 ⇒ (6) + 3 = 9
Ini Cressyk: 1d20 + 5 ⇒ (15) + 5 = 20
Ini Herman: 1d20 + 3 ⇒ (11) + 3 = 14
Ini Buri: 1d20 + 9 ⇒ (20) + 9 = 29
Ini Ghrezzd: 1d20 + 9 ⇒ (18) + 9 = 27

Round 1
Buri
Ghrezzd
Cressyk
Herman

Behir

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

"...and the hostilities begin!"

Ghrezzd reaches out his hand and summons a globe of acid that magically flies toward the beast.

Acid Splash: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Cressyk rushes forward, charging the beast. "Spread out! Don't give it a chance to get more than one of us with a lightning attack!"

Attack (Adamantine Falchion, Power Attack, Charge): 1d20 + 7 - 1 + 2 ⇒ (18) + 7 - 1 + 2 = 26
Damage (Adamantine Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15

Critical Confirm (Adamantine Falchion, Power Attack, Charge): 1d20 + 7 - 1 + 2 ⇒ (14) + 7 - 1 + 2 = 22
Critical Damage (Adamantine Falchion, Power Attack): 2d4 + 6 + 3 ⇒ (3, 1) + 6 + 3 = 13

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri moves north to go around the giant worm's carcass while drawing the magic dagger and using his druid powers to make his skin rugged as leather.
Move action drawing weapon and totem transformation.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman also moves north using the body of the dead worm as a shield, readying his crossbow as me moves.

"I don't know if I will be much help against this great beast," he cries. "Probably better if I just stay out of the way."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ghrezzd fires a magic globe of acid towards the behir, but the orb goes wide and misses. Cressyk charges the beast and criticlly hits it with his falchion. Buri and Herman move behind the death worm carcass and prepare to attack.

The behir tries to bite Cressyk, grab him and squeeze the half-orc like a dog toy.
Bite: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d8 + 6 ⇒ (1) + 6 = 7 + grab
Constrict: 1d8 + 6 ⇒ (3) + 6 = 9

Round 2
Buri
Ghrezzd
Cressyk grappled
Herman

Behir -28HP

Scarab Sages

Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5

Ghrezzd moves past the carcass, teleporting as he goes, to get to the northeast of the beast. Having closed the range, he then mumbles in elvish and a blast of fire springs from his hands.

Move Action: 30' movement. Swift Action: Teleport 5' with Dimensional Agility. Standard Action: Cast Burning Hands at the behir. DC16 Reflex for half. Failed save results in creature on fire, 1d6 per round (alchemical power component: Alchemist's Fire)

BH Damage: 3d4 ⇒ (4, 4, 3) = 11

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Just noticed Cressyk's HP hadn't been adjusted from the last combat. He took 8 damage from the ripping gaze, but nothing else, I think.

Also, I'm not 100% clear on the grab rules, but I thought that the behir would have to roll a grapple check (and beat Cressyk's CMD) to actually initiate the grapple (grab just makes it a free action to do so, it's not automatic). Also, is the behir accepting the grappled condition, or taking the -20 to its CMB to avoid it?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You are absolutely right, Cressyk. I'm really sorry! I thought it's automatic like poison or something, but it gets a bonus according to the behir's stats. The behir accepts the grappled condition. Means -4 penalty to Dexterity, –2 penalty on all attack rolls and combat maneuver checks, and it can't move. And I just found out that I also made a mistake with the creature's size. A young behir is just large and not huge.
Grapple: 1d20 + 18 ⇒ (14) + 18 = 32

Ghrezzd moves closer to the behir and casts a spell at it. A blast of fire springs from his hands and burns the creature but the behir is able to avoid most of the fire.
Reflex DC16: 1d20 + 10 ⇒ (15) + 10 = 25

Round 2
Buri
Ghrezzd
Cressyk grappled
Herman

Behir -33HP grappled

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Heh - okay, I suppose if its CMB is the same as Cressyk's CMD, you don't have to roll after all. Thanks, though, for confirming my interpretation of the rolls.

Realizing that the creature will likely just grab him again if he were to escape, Cressyk drops his falchion and draws his morningstar, swinging it at the creature.

Free action: Drop falchion
Move action: Draw morningstar
Standard action: Attack behir
Attack (Cold Iron Morningstar, Power Attack, Grappled): 1d20 + 7 - 1 - 2 ⇒ (19) + 7 - 1 - 2 = 23
Damage (Cold Iron Morningstar, Power Attack): 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri charges the Behir

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri charges the Behir.
Attk: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Dmg: 1d4 + 4 ⇒ (1) + 4 = 5

Crit confirm: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Cressyk changes his weapon and swings it at the behir holding him tight. He hits and the behir hisses, opening its mouth. Cressyk can see a lot of tiny, sharp teeth. Buri charges the creature, cutting another wound in the behir's body.

Round 2
Buri
Ghrezzd
Cressyk grappled
Herman
Behir -48HP grappled

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Herman shoots a crossbow bolt at the behir but misses, he reloads his crossbow.
Ranged Attack: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10

Round 3
Buri
Ghrezzd
Cressyk grappled
Herman

Behir -48HP grappled

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Cressyk swings his morningstar once more at the creature.

Standard action: Attack behir
Attack (Cold Iron Morningstar, Power Attack, Grappled): 1d20 + 7 - 1 - 2 ⇒ (18) + 7 - 1 - 2 = 22
Damage (Cold Iron Morningstar, Power Attack): 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri press on with his attack to make sure the Behir stays debuffed.
Ssshould have ssstayed out of it. He says in a language only reptiles can understand.
Attk: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Cressyk swings his cold iron morningstar once again at the large beast and is able to create a big wound on its head. Also Buri continues to whack at the creature and finally it lets go Cressyk and drops to the ground.

combat over

Loot:

The behir wears a crown and a ring on one claw.

Although the behir’s remarks indicate that Kafar and Nefti took this course, the severe winds and hard ground make it impossible to locate any tracks; however, you can infer that continuing down the valley is the natural route forward and is likely the path taken by your quarry.

The trail descends among many red sandstone arches and hoodoos as the afternoon sun heats the rock formations to baking temperatures. Periodically, you find signs of Kafar and Nefti’s passage, such as a discarded bottle, footprint, or shred of cloth. As the afternoon heat abates, you begin ascending taller peaks.

Do you want to rest before getting high into the mountains?

Grand Lodge

Male Half-Orc Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Rather than slow down their pursuit of Kafar and Nefti, Cressyk pulls a wand from his belt pouch and taps himself several times with it.

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

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