Nearly gods... (Inactive)

Game Master BloodWolven

Nearly Gods-monastery

Upper and lower

Rough Map

Gnoll Tower


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Next round Azulth.

The baboons do not attack the gremlins, instead they swarm around Alton and Baris.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth grins as he targets the first pugwampi and slices into it, his scimitar slashing through the creature's back. Move action to make it the favored target, and then an attack.

Attack: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Attack: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
These versus flat-footed AC, so I'd guess it's a hit.

Damage: 1d6 + 6 + 1d6 ⇒ (6) + 6 + (5) = 17

Silver Crusade

Nearly Gods Upper and lower

The gremlin is sliced in half as Azulth becomes visible once more. The other pugwampi scatter at the sight of you and one of their own killed.

Azulth go! Waiting on Alton and Asasres as well in the other encounter.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Without waiting more than a moment, Azulth charges at the next of the creatures, bringing his scimitar around again.

Charge Attack: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Charge Attack: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

Damage: 1d6 + 6 ⇒ (1) + 6 = 7


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes remains still, adopting a defensive stance. "Drag them to the pugwampis!" he says, encouraging Alton and Baris.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Baris lets his hand strike out at one of the baboons knocking it low. Then he tumbles away from them.

The baboons surround Alton and Baris. Alton takes a few hits, 1d6 + 2 ⇒ (4) + 2 = 6, 1d6 + 2 ⇒ (5) + 2 = 7, 1d6 + 2 ⇒ (6) + 2 = 8, 1d6 + 2 ⇒ (1) + 2 = 3
As does Baris, 1d6 + 2 ⇒ (5) + 2 = 7, 1d6 + 2 ⇒ (6) + 2 = 8.

The gremlin next to Azulth is not knocked down but turns and misses with its swing. Several of them shoot arrows but they all miss but one, 1d6 ⇒ 5.

"Too bad you don't have a fireball or something to kill them all at once. One by one instead."


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"I was hoping they'd attack the pugwampis..." Arasmes says, somewhat dejected.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"Yeah I know what you were trying to do and now they are attempting to eat me! Do you want me to run into that death trap of a room with all these baboons on my heels!?" Baris exclaims.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth takes a moment to focus in on the gremlin he's now fighting, wincing as another arrow catches him along the ribs. Scowling down at the creature, he takes another swing with the scimitar. Favored target for this one.

Attack: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Attack: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

Damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Silver Crusade

Nearly Gods Upper and lower

Azulth takes out the gremlin before him and two of them scatter as three continue to pepper Azulth with their small arrows. None of them hit.

Have at them Azulth, 2 down 10 to go! Nothing adjacent.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth steps up to the next of the gremlin creatures, measuring up for a weak point and slicing in. Five-foot step, move action favored target, standard action attack. If they're all 10 or more feet away, he charges, so just subtract damage by 2.

Attack: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Attack: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23

Damage: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Silver Crusade

Nearly Gods Upper and lower

Azulth, go ahead and play with them, just RP out how you kill them all, as you can tell they fight and scatter easy enough and die easier.

In the next 6 rounds, enough time to kill 5 of them only one 20 happens, thus only bow damage: 1d6 ⇒ 5 in that time.

Once half of them are dead, the other ones will have run away from you on the rafters. Each rafter has a 75% chance of breaking when you step on any of them, low being bad. If it breaks you have a Reflex save DC 15 to get to another one.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

Alton frowns these creatures annoy me he steps into position where he can extirminate as many as possible. he places his hands together fingers extended as his hands begin to glow, fire pours out over them as the spell completes
burning hands reflex save DC 15 for half: 5d6 + 5 ⇒ (3, 1, 6, 5, 1) + 5 = 21


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth begins to move lithely through the pack of gremlins, slicing with precision and spinning. His combat is a dance of war, a constant motion that flows in and out and around and through the openings in the melee. He rolls around thrusts, flips over slashes, dodges arrows. Only one attack catches him as he lunges forward, an arrow that pierces him low on his left arm. He grimaces, and after the creatures' ranks have broken and they run, he breaks it off and pushes it through. "Damn, that actually hurt... No, we're gonna get those assh*les, I promise. Just gimme a sec." He murmurs to himself as he moves to the rafters, then brings up his hand, whispers some arcane words, and wipes his fingers over his wounds, closing them.

Cure Light Wounds: 1d8 + 5 ⇒ (8) + 5 = 13

He then takes a quick look at the drop and breathes deeply. "I'm pretty sure we've done dumber things than this."

1st rafter breaks?: 1d100 ⇒ 5 Reflex Save: 1d20 + 11 ⇒ (19) + 11 = 30
The first rafter breaks apart almost as soon as Azulth steps onto it, and he quickly springs to the next.

2nd rafter breaks?: 1d100 ⇒ 53 Reflex Save: 1d20 + 11 ⇒ (14) + 11 = 25
Again, the man senses the rafter breaking and leaps to the next, continuing his chase.

3rd rafter breaks?: 1d100 ⇒ 10 Reflex Save: 1d20 + 11 ⇒ (20) + 11 = 31
"Starting to think we're breaking our bridges behind us..."

4th rafter breaks?: 1d100 ⇒ 79
Azulth finally finds a rafter that, between hearty construction and his own lithe steps, holds his weight. He grins and increases his speed, unwilling to let even one of the creatures get away.

Just realized I'm still in their range of unluck, aren't I? Here's the secondary rolls.

Reflex Save 1: 1d20 + 11 ⇒ (20) + 11 = 31 Reflex Save 2: 1d20 + 11 ⇒ (20) + 11 = 31 Reflex Save 3: 1d20 + 11 ⇒ (8) + 11 = 19
Whoo! Made everything. Sorry for the long post.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

should I go again?


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

The baboons as a whole are decimated, Baris kicks the last two standing. Baris jumped and avoided the jets of flame. As the fire creature simply stepped forward to enjoy the flames.

Now with the threat of the baboons taken care of, what shall you do next? There still are those few gremlins in the next room.

Azulth does a grand display of acrobatics to get over to the balcony, he finishes off two of them before the last one can get away.

Azulth you can climb along the wall or attempt to jump across to where the rest of the gremlins are running to hide.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"...Well, it's worked so far, hasn't it?...But nothing, we're doing this!"

Azulth dashes forward and springs across...
Acrobatics: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25
Acrobatics: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Well, as long as it's about twenty feet across...

Silver Crusade

Nearly Gods Upper and lower

It's amazing Azulth makes it over the gap and all the gremlins run into the fabric rooms. They retreat to the far room. Do you pursue them Azulth and how?


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

am i correct in thinking that the only combatants are with Azulth?


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Technically, the three gremlins in the next room are waiting for you but are not threatening you. You may act out of rounds until near the doorway again.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth pauses for another moment, running his hand across his wounds again. "Nah, we're not letting them go, just gotta heal."
Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7
He finishes the spell and then dashes after the gremlins, sword in hand.


Azulth follows and then steps on the fabric floor and falls through DC 15 Reflex save or fall 20 feet.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

so i have a doorway in front of me leading to a room with a fire creature and gremlins who are keeping their distance, and presumably some sort of racket a distance away where Azulth is slaughtering gremlins?

Silver Crusade

Nearly Gods Upper and lower

Arasmes, the map is updated. You are in a new corridor/hallway, there is a room across the way that looks deserted. Just to your left is a doorway where a forge/kitchen resides. Three gremlins wait for you to pop your head out to pepper you with arrows. Alton, the fire creature, and Baris are out in the first room you explored in this monastery with many baboon bodies around them.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Baris comes back to Arasmes, "So what now? Got some ranged weapons to smash their skulls in? Then I can clean up the place some."


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Well, In i must go. I tire of waiting."

Arasmes moves in and attacks one of the enemies defensively. if they attack me while i attack defensively i get an extra attack on them if they miss, and my AC is 27 when fighting defensively

Attacking unarmed
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (5) + 5 = 10
1d6 + 4 ⇒ (2) + 4 = 6


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Reflex Save: 1d20 + 11 ⇒ (6) + 11 = 17 Reflex Save: 1d20 + 11 ⇒ (6) + 11 = 17
"Oh SHIIIIIIIII--Wait, what?" Azulth suddenly realizes he hasn't fallen and hauls himself back up. "Huh." He then follows after the gremlins once more.

Silver Crusade

Nearly Gods Upper and lower

The problem before Azulth, is that you were able to back step quick enough after the tear began in the floor. You know that the fabric, denoted as red, floor will give way. Do you wait a moment or make a standing jump to where the gremlins are at the back of that room?

There appears to be a solid floor to the left perhaps another room?

A few of the gremlins see you and shoot their little bows but none of them hit you.

____________________
In the Kitchen:
The littered floor here counts as difficult terrain, and each round if you stand upon it you must make a DC 12 Reflex save or take 1d6 points of damage from some uncomfortable jagged bit biting through a boot or scratching an ankle.

So Arasmes you may do such and with a double move be in the corner next to two of the gremlins.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

ref: 1d20 + 9 ⇒ (13) + 9 = 22

I have fast movement as well, would that give me the extra distance to strike in a single move ?


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth sighs as he looks at the torn floor and realizes that it'll take quite a leap to get to the creatures. He sheathes his scimitar and draws his bow, lines up a shot, and fires at the nearest of the creatures. I'm guessing they get another round of attacks there, because the actions would be move to sheathe sword, move to draw bow, move to acquire a favored target, and then standard attack with Focused Shot.

Attack: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Attack: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27

Damage: 1d6 + 2 + 3 + 2 ⇒ (1) + 2 + 3 + 2 = 8

Silver Crusade

Nearly Gods Upper and lower

You will need to move 50 feet, can you do that in one move?

__________

Azulth they have a surprise for you. The gremlins pepper you with arrows but after you shoot your arrow and down one of them a nasty fat gremlin appears from the left, the other room. It is larger than the rest and carries a small warhammer it also has four gremlins flanking it. They charge you in mass.

One of the arrows for the two rounds makes it to your flesh, small arrow damage: 1d6 ⇒ 5.

small warhammer: 1d20 + 6 ⇒ (6) + 6 = 12 small warhammer damage: 1d6 + 3 ⇒ (4) + 3 = 7
Even with the charge you dodge his blow.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

No, not quite that far

Silver Crusade

Nearly Gods Upper and lower

No dice with me now...
3d20 + 3 ⇒ (14, 7, 4) + 3 = 28

The Gremlins shoot arrows at Arasmes and none of them connect. Arasmes now you are adjacent to two of them. You miss and they hide behind what they can. They are literally acting like vermin.

Next round Arasmes...


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

They hide behind what they can? So do they have partial cover or something? Can I kick them?


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth grunts as another arrow hits him, and he glances to the side and swings his body to the left as the gremlin charges in with a hammer, deftly avoiding the attack. "Back to sword, huh?" he asks as he drops his bow, draws his scimitar, and slashes. Free to drop the bow, move to draw scimitar, standard attack.

Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Attack: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Also, I believe blur is still in effect, just as a reminder.


One jumps in a can of sorts, one has partial cover beind behind the spice rack, and the last has full cover being behind a pot.

_____________

Blur 1d100 ⇒ 77
warhammer: 1d1d20 + 6 ⇒ (10) + 6 = 16

attacks 8d20 ⇒ (10, 16, 14, 18, 19, 1, 18, 4) = 100

Blur 1d100 ⇒ 9

Blur 1d100 ⇒ 25

Blur 1d100 ⇒ 25

As the few gremlins with enough stones to keep up a fight shoot arrows and miss. One of the bows snap as the gremlin over draws it. The four gremlins with the chubby gremlin attempt to strike at Azulth to no avail, but they have now safely swarmed around him.

Azulth hits and lands a blow on the larger more hideous gremlin, but it stays standing and still trying to kill him.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth sighs and takes a second look at the larger gremlin. "No, this is nothing like that. And anyway, we won that fight." He then brings the scimitar forward and rolls, pivoting on his foot to lend extra speed to the attack. Pivot for flavor, it's just a move action to acquire a favored target followed by an attack.

Attack: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 Attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Damage: 1d6 + 6 ⇒ (4) + 6 = 10


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Punching the one behind the spice rack

Fighting defensively

1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (17) + 5 = 22

1d6 + 4 ⇒ (1) + 4 = 5

Silver Crusade

Nearly Gods Upper and lower

Azulth the gremlins armor knocks away your strike. They all swing and only one touches your defenses, still leaving you unharmed.

Arasmes you strike the gremlin and knock him buggy but it still stands, being cornered it attacks with a piece of metal that looks like more shoddy craftsmanship than a goblin. It misses you as you dodge its attack.

Baris leaps into the room landing on the anvil. Waiting for a target.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes will use his Snake Style to kick at the gremlin again for having the audacity to miss him. the gremlin missing in melee provokes an AoO due to Snake Fang

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (20) + 5 = 25
1d6 + 4 ⇒ (4) + 4 = 8

if that hits, i could strike at him again, but i imagine he will probably be knocked out


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Hm, you're right. Time for some softshoe!" Azulth begins shifting his weight even more often, quickstepping and spinning and finally swinging his blade once again. Now starting a battle dance of inspire courage, which is a move action, followed by an attack.

Attack: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30 Attack: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
Damage: 1d6 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14

Silver Crusade

Nearly Gods Upper and lower

Arasmes you are correct the little beastie looks to be out cold.

The hefty foe of a gremlin takes a slice to its arm nearly slicing it off. As blood soils the ground it falls to the ground as its warhammer skids across the floor. The four around him run back from where they came and those off to the side screech in fright.

Next round boys!


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Back to the chase!" Azulth cries with glee, dashing after the gremlins with his sword raised. If he can make a charge attack this turn he does so; he's chasing after the ones that came from the left.

Attack: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 Attack: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18
Damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
14 rounds of performance left.

Silver Crusade

Nearly Gods Upper and lower

Azulth you chase after one of them more than the others swiping it hard with your blade blood spilling on the ground. It absently flees provoking the others scream some more and retreat beyond more fabric flooring. Will the fourth one be able to join his fellows?


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth leaps after his foe, spinning as he steps up and bringing his blade around in another arc... (Another charge)

Attack: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 Attack: 1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24
Damage: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
...and deftly strikes the head from the small creature. I presume.

He'll then follow after the gremlins, stepping where they did and jumping where needed.

Acrobatics: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35 Acrobatics: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

kicking another one

Fighting defensively

1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (16) + 5 = 21

1d6 + 4 ⇒ (2) + 4 = 6

Silver Crusade

Nearly Gods Upper and lower

Thunk, thunk, thunk goes the head as blood gushes from the goblins body. Wow, Azulth you jump with amazing grace landing behind them on a beam ready to strike next round. The creatures drop their weapons and bow before you.

Arasmes you find another one and kick it, it flees as best it can from the room just like the other one.

Baris is ready to kick anything that passes him.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Uh... It looks like they're bowing...?" Azulth cocks his head to the side and taps his open hand's fingers against his thigh. "Hello? Hello? Hi?" Azulth repeats his greeting in Common, followed by Kelish, then Osiriani.

I've also stopped the battle dance at this point, so I've got 13 rounds left--although I am marking the nearest of the creatures as my favored target.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Arasmes follows them out. i figure i cant hit them if theyre faster than me? unless the terrain is also difficult for them

Silver Crusade

Nearly Gods Upper and lower

Works for me Azulth, they continue to bow to you not making any hostile actions.

Baris whacks both of them and one of them drops. The terrain is bad for them as well they both move thirty five feet putting the last one five feet south of the entrance of this room.
I might be able to get to a laptop tomorrow. But if you follow and hit it will likely end the combat. Did you not want to take the AoO?

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