Iron Gods AP with GM Mustache (Inactive)

Game Master Mustachioed

Adventure Began: Gozran the 5th, 4714.
Current Day: Desnus 8th, 4714.

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Zeke, we are in combat and it is your turn, so do more than make checks! :)

It is clearly a robot. You recall that robots are vulnerable to electricity, and if you manage to hit it in a particularly sensitive area (critical hits), you'll could potentially put it down hard.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Sorry, I wanted to see what it had said before I decided what to do. I've updated my post.


ROUND 1

Both Varrad and Zeke attack and miss, and then the 2 robots start their attack.

The southern robot pulls out a strange net from a hidden compartment and throws it at Ton'iel. The net goes right over Ton. The robot then steps up five feet to stand right next to him.

southern robot:

Robot net to-hit against touch AC: 1d20 + 4 ⇒ (1) + 4 = 5

The northern robot focuses his aggression on Wulf, who inadvertently awoke the machine with the tap of his hammer. The robot, perhaps still stiff from unknown years of inactivity, misses.

northern robot:

Robot slam to-hit: 1d20 + 6 ⇒ (2) + 6 = 8
Robot slam damage: 1d4 + 6 ⇒ (3) + 6 = 9

You guys have yet to be challenged in combat primarily because of my sucky rolls! Seriously. Also, a clarification to the critical hit/fumble rules. Regular mooks like these guys don't draw cards. If the enemy is a named enemy, then I will use the cards. You guys always use the cards.

ROUND 1 & 2

1 Varrad
2 Zeke
3 Robots
4 Wulf
5 Charles
6 Garfaulk
7 Ton'iel

Everyone go! Zeke and Varrad can take their Round 2 action, while everyone else takes their Round 1 action.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Mswk longbow shot, spell combat, deadly aim: 1d20 + 1 + 4 + 1 - 2 - 2 ⇒ (14) + 1 + 4 + 1 - 2 - 2 = 16 (BAB+Dex+Mswk-spell combat)
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Ranged touch attack spell: 1d20 + 1 + 4 - 2 ⇒ (8) + 1 + 4 - 2 = 11
Acid Damage: 1d3 ⇒ 1

Ton shuffles back and unleashes an arrow at the southernmost robot, aiming for the joints where the legs connect to the body. He sends a shaft lancing across the room and follows it with a thin beam of acidic energy.

"Take these things down quickly, we don't know if they are calling any more of them!"


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Just to clarify, with the crit/fumble cards - You said we only take cards now we don't get x damage and card or get to pick either?

Wulf roars out as the robot misses him, he takes the opportunity to swing up and down on the back of what would be its head.

Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 ⇒ (16) + 2 + 5 - 1 = 22 BAB+Str-PA
Rage PA Hammer Damage: 2d6 + 7 + 3 ⇒ (5, 3) + 7 + 3 = 18 Str+PA

"Smash them all!" He shouts out between large breaths.


The cards: only named enemies use them. For you: You will use them. In most cases on a crit card, you will do full crit damage and then apply something special. Occasionally, you will run across a crit card that is -1 on your weapon multiplier (like a x3 turning into a x2), but when this happens it is because the special effect is particularly powerful. Like blinded or stunned for d6 rounds or something else really nasty.


Varrad steps behind the robot, in order to flank with Wulf. Then he swings again, hoping to at least make contact this time!

longsword swing: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 bab 1+strength 2+ flanking 2
damage: 1d8 + 2 ⇒ (4) + 2 = 6 str


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk grunts, looking from one robot to the other. "Damn. Guessed wrong." He swore, knowing he had the scattershot loaded into the dragon pistol. Instead, he began to sing his hearty dwarven tune, one that had inspired many on a battle field before, and would serve him well again now. Still, as a precaution, he did pull out his mace, just in case something tried something tricky.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18dagger attack, Dex, BAB, Flank, Masterwork, Size: 1d20 + 4 + 1 + 2 + 1 + 1 ⇒ (20) + 4 + 1 + 2 + 1 + 1 = 29damage and sneak: 1d3 + 1d6 ⇒ (3) + (6) = 9

Charles tries to slip past the robot and attack it from behind.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

crit confirm: 1d20 + 4 + 1 + 2 + 1 + 1 ⇒ (16) + 4 + 1 + 2 + 1 + 1 = 25crit damage if confirmed: 1d3 ⇒ 2


Crit confirmed... your crit card reads: "Elbow Pierced: Normal crit multiplier and target drops whatever is being held. At this point, the robots are attacking with slams and hold nothing. bummer. But the crit damage counts of course and does extra from the crit vulnerability.

Only Zeke needs to act at this point


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke reloads with one of his alchemical cartridges (move action) and takes aim again, this time firing at the southern robot (standard action).

Ranged touch attack: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Pistol damage: 1d8 ⇒ 8

Damnation, Zeke thinks. Get yourself together, Zeke! Mr. Khonnir is counting on you!


SUMMARY OF PC ROUND 1/2 ACTIONS

Garfaulk starts belting out a hearty dwarven song, inspiring all those around him.

Ton'iel lets loose with an arrow, which strikes the robot in the chest, and follows it up with a splash of acid, which barely hits (it would have missed if not for the bard song). Zeke also fires at the same creature, missing.

Huge blows from Wulf, Varrad, and Charles take down the northern robot.

ROUND 2 ENEMY ACTIONS

The southern robot (now named Robot 1) once again pulls a net from a hidden compartment and throws it at Ton'iel, but it sails harmlessly to the side.

To the chagrin of everyone on the south side of the room, two more robots (Robot 2 &3 ) emerge from the room to south and converge on the party, and swing and miss and Garfaulk and Zeke.

robot 1:

Robot net to-hit: 1d20 + 4 ⇒ (6) + 4 = 10

robot 2:

Robot slam to-hit: 1d20 + 6 ⇒ (7) + 6 = 13
Robot slam damage: 1d4 + 6 ⇒ (3) + 6 = 9

robot 3:

Robot slam to-hit: 1d20 + 6 ⇒ (3) + 6 = 9
Robot slam damage: 1d4 + 6 ⇒ (3) + 6 = 9

For those keeping score at home, I haven't rolled above a 7 for 5 times in a row.

ROUND 2&3

1 Varrad
2 Zeke
3 Robots
4 Wulf
5 Charles
6 Garfaulk
7 Ton'iel

Go if you are bold!


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke steps back (free action) and reloads his pistol (move action). Then he begins casting a spell (standard action), touching the side of the weapon reverently as he summons arcane forces through it. Flames erupt from the barrel as he points it towards two of the robots (Robots #2 and #3).

He casts burning hands through the weapon, but it's only cosmetic as he doesn't actually benefit from using the pistol to cast it. The Reflex DC to take half damage is 14. Burning hands damage: 2d4 ⇒ (2, 1) = 3 fire damage


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

With more robots closing in, Ton takes a hasty step back. (5ft step)

He then fires a snap shot before conjuring a gobbit of thick, greasy oil in his hand. "More coming in!" he shouts as he throws the grease onto the floor beneath two of them.

Mswk longbow shot, spell combat, inspire: 1d20 + 1 + 4 + 1 - 2 + 1 ⇒ (5) + 1 + 4 + 1 - 2 + 1 = 10
(BAB+Dex+Mswk-spell combat+inspire)
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Two of the bots are greased, DC 15 Reflex save or knocked prone


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

Wulf continues with his deep breaths as he pounds his chest, his skin feels looser and the metal underneath vibrates slightly. He steps forward Movement and swings at the now greased robot. standard

Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 + 1 ⇒ (19) + 2 + 5 - 1 + 1 = 26 BAB+Str-PA+inspire
Rage PA Hammer Damage: 2d6 + 7 + 3 + 1 ⇒ (1, 5) + 7 + 3 + 1 = 17 Str+PA+inspire

Swinging his hammer into the side of the creature. "More! Keep them coming!" He screams out.


Varrad steps in front of Zeke after he is done casting his burning hands spell, and swings his longsword.

longsword swing: 1d20 + 4 ⇒ (11) + 4 = 15 bab 1+strength 2+inspire 1
damage: 1d8 + 3 ⇒ (3) + 3 = 6 str+inspire 1


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Certain that the others, Wulf especially, have the robots under control for now, Charles starts searching the room. Perception (+1 for traps): 1d20 + 13 ⇒ (17) + 13 = 30


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Sorry I forgot to do this when Charles first attacked

As Charles swings his dagger at the robot, his arm feels heavier and clumsy. He connects and deals damages, but his aim felt a little off. The ring, which he took to be a feather-falling ring, is glowing bright orange.

curse: 1d100 ⇒ 33

Though Charles doesn't quite understand what is happening yet, you are wearing a feather-falling ring cursed with a minor clumsiness spell. Every time you swing, roll a d100. If you roll a 1-5, the attack automatically misses. The ring doesn't come off, unless you are willing to cut off your finger. That's what you get for picking up a ring in a jenkin gremlin's nest... they love curses.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Continuing his hearty tale, his voice beginning to resonate within the chamber, making the ground itself shake at the power of his voice. With a crazed glint in his eye, he takes a step back, happy to see he had made a wise choice after all. Raising the gun, he grins, squeezing the trigger, sending bits of metal and shrapnel everywhere, flying between his allies into the space before him-and hopefully, at the robots.

I'd like to use my Stonesinger Bard's ability Tremor to give them all a -1 to AC, then fire the dragon pistol

Tremor:
As part of another bardic performance, a stonesinger can cause the ground within 30 feet to tremble, throwing enemies off balance and causing them to take a –1 circumstance penalty to AC as long as the stonesinger continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Creatures levitating or flying above the ground are unaffected by this ability.

Scattershot Robit 1 vs Touch AC: 1d20 + 3 + 1 + 1 - 2 ⇒ (4) + 3 + 1 + 1 - 2 = 7 Dex+BAB+Inspire-Scatter
Scattershot Robit 2 vs Touch AC: 1d20 + 3 + 1 + 1 - 2 ⇒ (8) + 3 + 1 + 1 - 2 = 11 Dex+BAB+Inspire-Scatter
Scattershot Robit 3 vs Touch AC: 1d20 + 3 + 1 + 1 - 2 ⇒ (2) + 3 + 1 + 1 - 2 = 5 Dex+BAB+Inspire-Scatter

Swearing midsong as he clearly missed some of them, he drew another scattershot slug and loaded the weapon (Move Action)


SUMMARY OF ROUND 2&3

Zeke stretches forth his gun, blasting two robots with gout of weak fire. They both somewhat dodge, taking only minor damage.

GM-Screen-With-Lots-of-Extra-Rolls:

robot reflex : 1d20 + 5 ⇒ (8) + 5 = 13
robot reflex : 1d20 + 6 ⇒ (6) + 6 = 12
robot reflex : 1d20 - 7 ⇒ (2) - 7 = -5
robot reflex : 1d20 - 3 ⇒ (11) - 3 = 8
robot reflex : 1d20 + 2 ⇒ (11) + 2 = 13
robot reflex : 1d20 + 10 ⇒ (8) + 10 = 18
robot reflex : 1d20 + 5 ⇒ (9) + 5 = 14
robot reflex : 1d20 + 6 ⇒ (14) + 6 = 20
robot reflex : 1d20 - 7 ⇒ (4) - 7 = -3
robot reflex : 1d20 - 3 ⇒ (4) - 3 = 1
robot reflex : 1d20 + 2 ⇒ (18) + 2 = 20
robot reflex : 1d20 + 10 ⇒ (18) + 10 = 28

Ton steps back while firing a quick shot from his bow, but misses. He follows up by casting Grease. The robot in the center (2) falls over, prone.

GM-Screen-With-Lots-of-Extra-Rolls:

robot reflex : 1d20 + 5 ⇒ (11) + 5 = 16
robot reflex : 1d20 + 6 ⇒ (9) + 6 = 15
robot reflex : 1d20 - 7 ⇒ (15) - 7 = 8
robot reflex : 1d20 - 3 ⇒ (1) - 3 = -2
robot reflex : 1d20 + 2 ⇒ (17) + 2 = 19
robot reflex : 1d20 + 10 ⇒ (20) + 10 = 30

robot reflex : 1d20 + 5 ⇒ (6) + 5 = 11
robot reflex : 1d20 + 6 ⇒ (17) + 6 = 23
robot reflex : 1d20 - 7 ⇒ (19) - 7 = 12
robot reflex : 1d20 - 3 ⇒ (17) - 3 = 14
robot reflex : 1d20 + 2 ⇒ (9) + 2 = 11
robot reflex : 1d20 + 10 ⇒ (3) + 10 = 13

Garfaulk takes his first shot with the new dragon pistol, but the scattershot somehow goes right around the robots without hitting.

Wulf and Varrad both do what they do best, swinging their weapons. They hit and sparks fly up from the robots' chassis.

Charles, meanwhile, decides to leave the hard work to the others. He looks about the room for any future trouble. He doesn't see any traps. He again notices the smashed up cages and old bones on the north wall, but there doesn't seem to be anything else of interest in the room.

ROUND 3 ENEMY ACTIONS

The robots on the left and right both try to slam the person in front of them (Wulf and Varrad). Both of them hit. Varrad takes 6 damage, while unarmored, cocky Wulf is dealt a tremendous critical blow, taking a total of 19 damage!

Wulf, your DR is up to you to figure out your total damage taken

GM-Screen:

Robot slam to-hit: 1d20 + 6 ⇒ (20) + 6 = 26
Robot slam damage: 1d4 + 6 ⇒ (4) + 6 = 10
Robot slam to-hit: 1d20 + 6 ⇒ (11) + 6 = 17
Robot slam damage: 1d4 + 6 ⇒ (1) + 6 = 7

Robot slam confirm critical!: 1d20 + 6 ⇒ (15) + 6 = 21
Robot slam crit damage: 1d4 + 6 ⇒ (3) + 6 = 9
No crit card, these aren't named monsters

The robot in the middle struggles to his feet, provoking attacks of opportunity from both Wulf and Varrad. Both hit, doing much damage, and the robot falls again, deactivated, not even getting a chance to attack.

AoO:

Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 + 1 ⇒ (13) + 2 + 5 - 1 + 1 = 20
Rage PA Hammer Damage: 2d6 + 7 + 3 + 1 ⇒ (5, 6) + 7 + 3 + 1 = 22

longsword swing: 1d20 + 3 ⇒ (20) + 3 = 23 bab 1+strength 2+1 song
damage: 1d8 + 3 ⇒ (7) + 3 = 10 str+1 song
longsword crit confirm: 1d20 + 4 ⇒ (6) + 4 = 10 bab 1+strength 2+1 song
does not confirm

Two robots remain. The one on the left is heavily damaged.

ROUND 3&4

1 Varrad
2 Zeke
3 Robots
4 Wulf
5 Charles
6 Garfaulk
7 Ton'iel

Go if you are bold!


Hindsight: Oh, Garfaulk- about your tremorsong, because it did lower the AC of them by 1, you actually did hit the middle one. You don't need to worry about it because the others killed it, but normally roll damage on everything just in case. Also-- does your inspire courage still happen at the same time, or is that done now?


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

That would be -2 on that so I took 17

Wulf shudders as the large blow scrapes away skin exposing more metal under his skin, with blood flowing down his chest. He long lets out another shout of anger and he swings at the robot

Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 ⇒ (18) + 2 + 5 - 1 = 24 BAB+Str-PA
Rage PA Hammer Damage: 2d6 + 7 + 3 ⇒ (5, 1) + 7 + 3 = 16 Str+PA

HP - 17/34

Lost my rage stats - I will update them in the top if it helps you during the next raged fight.


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke shoots at the heavily injured robot (standard). Then he steps back (free) and reloads again (move).

Ranged touch attack: 1d20 + 1 + 2 - 4 ⇒ (9) + 1 + 2 - 4 = 8 (BAB + DEX - no precise shot) Sheesh, a 50/50 chance to hit, and I keep missing!


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Determined, Garfaulk raised the dragon pistol once more, squeezing the trigger to let it breath forth a burst of metal scraps and flame

The inspire keeps going! Its a weird ability I found while making the charater that I almost forgot that I get lol. they work in tandem

Scattershot Robit 1: 1d20 + 3 + 1 + 1 - 2 ⇒ (18) + 3 + 1 + 1 - 2 = 21 Dex+BAB+Inspire-Scatter
Scattershot Robit 2: 1d20 + 3 + 1 + 1 - 2 ⇒ (17) + 3 + 1 + 1 - 2 = 20 Dex+BAB+Inspire-Scatter

Damage: 1d6 ⇒ 6

it's a cone attack, so I only roll once for damage, right?

Garfaulk laughed uproariously as he continued singing. His first shot had almost thrown him off balance-that kickback was something he hadn't expected for such a small weapon-but this time, his marksmanship was on point.


Wulf and Garfaulk bring down the robot on the left. One remaining.

Once for damage, Garfaulk. You got it. You also only misfire if every roll misfires.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft
GM Mustache wrote:

Wulf and Garfaulk bring down the robot on the left. One remaining.

Once for damage, Garfaulk. You got it. You also only misfire if every roll misfires.

oh believe me, after seeing the 2 pop up earlier, I nearly had a heart attack and immediately checked on scatter weapons lol. Also, if it is down to one robot, I'd like to use my move action to reload to a single shot alchemical cartridge.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Holy and unholy gods! These maniacs are loud!


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Oh I forgot to say earlier that Grease came from my Bonded Item. It's not a spell I had prepared today. Everything is the same, it's just I need to track the fact I can't use that ability again today.

Mswk longbow shot, spell combat, inspire: 1d20 + 1 + 4 + 1 - 2 + 1 ⇒ (9) + 1 + 4 + 1 - 2 + 1 = 14 (BAB+Dex+Mswk-spell combat)
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Ranged touch attack spell: 1d20 + 1 + 4 - 2 + 1 ⇒ (8) + 1 + 4 - 2 + 1 = 12
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

With a clear shot on the robot that has been barely damaged, Ton fires an acid-coated arrow into it's gearing. Fluff - normal shot and an acid splash

"Hey Charles, these things are no push over, you wanna get involved here?"

Charles, I know you don't have great positioning for sneak attacking etc, but Ton wouldn't necessarily appreciate that :)


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Charles shrugs and bolts across the room, slipping past one of the bots. acrobatics: 1d20 + 11 ⇒ (14) + 11 = 25knife attack! Dex,Mwk,Size,BAB,Flank,Inspire: 1d20 + 4 + 1 + 1 + 1 + 2 + 1 ⇒ (2) + 4 + 1 + 1 + 1 + 2 + 1 = 12damage and sneak: 1d3 + 1d6 ⇒ (3) + (5) = 8 His knife glances off he thing's metal casing.clumsy: 1d100 ⇒ 54


Varrad continues to swing out at the robot in front of him.

longsword swing: 1d20 + 3 ⇒ (1) + 3 = 4
longsword damage: 1d8 + 3 ⇒ (8) + 3 = 11
longsword confirm fumble!: 1d20 + 3 ⇒ (5) + 3 = 8
Fumble confirmed!

Varrad overextends and pulls muscle, doing d4: 1d4 ⇒ 4 strength damage.

Varrad cries out in pain but says in an emotionless voice. "I think I did something deleterious to my shoulder."


ROUND 3&4 SUMMARY

Wulf and Garfaulk bring down the robot on the left with ease.

Zeke shoots and misses; Charles runs to assist, dodging and somersaulting behind the remaining robot, but fails to connect. Varrad also misses, and wrenches a shoulder muscle in the process.

Ton'iel does hit and do damage with an acidic arrow, doing 11 damage.

ROUND 4 ENEMY ACTION

The robot looks like he is on his last legs, but the motion of Charles buzzing behind him catches his attention. He half turns and slams Charles broadside in the chest, quite hard, doing 10 points of damage.

GM-Screen:

Robot slam to-hit: 1d20 + 6 ⇒ (17) + 6 = 23
Robot slam damage: 1d4 + 6 ⇒ (4) + 6 = 10

ROUND 4&5

1 Varrad
2 Zeke
3 Robots
4 Wulf
5 Charles
6 Garfaulk
7 Ton'iel

Go if you are bold!


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

With another smooth motion, Ton draws an arrow from his quiver, nocks it, pulls and whispers a word of arcane power when the string is drawn to his cheek. An acidic mist begins to swirl once again around the arrow.

Full round action spell combat so just fluffing it again. Looks like the arrow would miss and the acid splash hit

Mswk longbow shot, spell combat, inspire: 1d20 + 1 + 4 + 1 - 2 + 1 ⇒ (8) + 1 + 4 + 1 - 2 + 1 = 13 (BAB+Dex+Mswk-spell combat)
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Ranged touch attack spell: 1d20 + 1 + 4 - 2 ⇒ (12) + 1 + 4 - 2 = 15
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

"Ow, f%@+." Charles snarls and strikes out again clumsy: 1d100 ⇒ 27knife attack: 1d20 + 4 + 1 + 1 + 1 + 2 + 1 ⇒ (6) + 4 + 1 + 1 + 1 + 2 + 1 = 16damage and sneak and inspire: 1d3 + 1d6 + 1 ⇒ (3) + (2) + 1 = 6


Varrad swing again, greatly weakened. He misses, the swing going wide.

longsword swing: 1d20 + 1 ⇒ (4) + 1 = 5
longsword damage: 1d8 + 1 ⇒ (4) + 1 = 5


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke fires his pistol again, and reloads.

Ranged touch attack: 1d20 + 1 + 2 - 4 + 1 ⇒ (13) + 1 + 2 - 4 + 1 = 13 (BAB + DEX - no Precise Shot + inspire courage)
Pistol damage: 1d8 + 1 ⇒ (7) + 1 = 8 (inspire courage)


With hits from Charles, and a spell from Ton'iel, and then finally a bullet in the head from Zeke, the final robot falls.

The frenzied battle took less than 30 seconds, but it has left Wulf, Varrad, and Charles bleeding and weakened.

The room grows quiet again.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

Ton'iel concentrates and the patch of oily grease begins draining away as if pouring through invisible holes in the floor. A moment later, it is gone.

Standard action to dismiss the spell

"Let's hold up here a second, make sure there's no more coming and then we can patch you guys up."

"Old tech, same old problems...." he mutters as he ducks his head through the southern door to make sure there are no more immediate threats.


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

I actually forgot my trait to get a bonus to hit on robots >:/


Ton- your final bow attack would have killed it, if you remembered the trait, but otherwise I don't think it would have affected things this time.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Garfaulk spun his pistol around his finger like a classic gunslinger before holstering it

Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21

Pulling out the wand with more charges, having not given one to Zeke yet, as well as his bottle of brandy he refilled back at Val's place, before going over to Charles, who he saw get hit right towards the end there. "Good on ya lads, tha's how we get things done! Charles, lemme take a look at tha. Also, Zeke, you want one of these? No sense in me carryin both around"

Healing: 1d8 + 1 ⇒ (7) + 1 = 8

"Anyone else?"


Half-Elf Cleric 3/Wizard 2 | HP 36/39 | AC 16 Touch 12 FF 14 CMD 11 | F+7 R+4 W+7* | Init +4* | Per +10, Low-Light Vision, Blind-Fight | Buffs: heightened awareness, 50m; protection from evil, 5m | Conditions: none

Zeke puts his pistol away too. "Surely, Mr. Sharpstone," he mentally responds, "pass that stick over here, and I'll see to Mr. Torstein."

He looks at Wulf and raises his eyebrows, as if asking him to confirm he is willing to be healed.

cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9


Varrad could use a hit.


Human Barbarian !Rage! hp 84/84 | F+12(+16) R+3(+7) W+5(+7) | DR 2 | AC 17, T 11, FF 18 (+7 armor, +1 Dex, +1 Nat, -2 RA) | Init +3 | Perc 9 | CMB +12; CMD 23 | Debuff: | Rage 16/16

With the last robot down Wulf lets out a large puff of air, places his hammer down head first and leaning on it. A large gash showing on his bare chest. "I wouldn't say no to some fixing, those damn things hit hard." He lets out a few deep breaths attempting to care himself down.

Looking over to Zeke as he steps forward, Wulf waits for him to get in his head again but when he doesn't he just nods at the half-elf letting him heal him. "Thank you." He says curing up his lip. The wound on his chest beings to heal, knitting it's self back together as skin stretching over metal forming more scar tissue.

hp = 26/28 That should be fine, don't want to waste it.


"Wulf, that thing nearly broke you in half. You sure you don't want to put some armour on?" Ton says over his shoulder.


GM Screen-PC Perception:

Wulf Percep: 1d20 + 5 - 6 ⇒ (5) + 5 - 6 = 4
Ton'iel Percep: 1d20 + 6 - 0 ⇒ (18) + 6 - 0 = 24
Charles Percep: 1d20 + 12 - 0 ⇒ (17) + 12 - 0 = 29
Charles: +1 to locate traps
Zeke Percep: 1d20 + 7 - 0 ⇒ (14) + 7 - 0 = 21
Varrad Percep: 1d20 + 8 - 0 ⇒ (11) + 8 - 0 = 19
Garfaulk Percep: 1d20 + 4 - 0 ⇒ (16) + 4 - 0 = 20

As Ton'iel pokes his head into the southern room, he notices it is just a small chamber. The far end is a twisted mass of metal and rubble... but a couple of interesting items poke up from the mess. You pull out two batteries- somehow they escaped being destroyed by room caving in on itself and seem to still be functional. You also find a intricate black-colored tool about the size of a screwdriver, with designs and whorls on it that remind you a lot of the faint blue tattoos on Varrad's face. Finally, you notice a set of tongs. They look somewhat like a blacksmith's tongs, but not quite. These items should probably be shown to Sanvil Trett, as your own experience will not suffice in identifying them.

As you looks around, the door to the west automatically closes. You push the button again, and it opens, all the way this time. It seems these doors are set to close themselves after enough time has passed.

The door to the east beckons you onward.


M Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)
Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Perception, +1 traps: 1d20 + 12 ⇒ (17) + 12 = 29Stealth: 1d20 + 13 ⇒ (19) + 13 = 32

Charles carefully and quietly enters the next room.


This time, the door opens all the way without getting stuck. Charles takes a careful look and sneaks in.

Two strange machines sit to the north and south against the walls here, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself.

The machines are suspicious looking, but Charles doesn't detect a trap.

Against the west door and east door, there are dark blue panels set in the walls. This is different than the simple buttons that controlled the doors you have seen thus far.


Bard 4/Gunslinger (Mysterious Stranger) 1 | HP 46/46 | AC 17 T 13 (15v Firearms) FF 14 | CMB +3, CMD 13 | F: +5, R: +8, W: +4 | Init: +3 | Perc: +6 | Grit 3/"4" (Max is normally 3) Speed 20ft

Giving Zeke the wand with less charges now, he took back the one with more, so he could keep healing the rest wile they looked around. Checking out Varrad's shoulder, he hit him with it as well.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Heal Check: 1d20 - 1 ⇒ (15) - 1 = 14 looking to see if I know he has Str damage

Then sent to check out the other room, eyeing the strange device on the wall with coils and tubes, doing his best to put in his mind what it looks like. "Well tha's a bit creepy lookin, innit."


AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) | HP 43/43 | Fort +6, Ref +6, Will +6 (+2 vs Enchantment) | Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 8 | Perc +9 | Base Atk +3; CMB 7; CMD 17

"You can't trust anything in here."

Ton takes a closer look at the blue panels and tries to determine their function.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

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