Dungeon Master S's "Wardens of the Reborn Forge" (Inactive)

Game Master Dungeon Master S

Kargatt Mine | Tactical Map | Handouts

Initiative Quickpost:

[dice=Baddies]d20[/dice]
[dice=Aiuda]1d20+7[/dice]
[dice=Bill]1d20+11[/dice]
[dice=Sven]1d20+6[/dice]
[dice=Zelkin]1d20+6[/dice]

Perception Quickpost:

[dice=Aiuda]1d20+23[/dice] LLV (+4 v. Evil Outsiders/Aberrations, +2 Elves/Plants)
[dice=Bill]1d20+12[/dice]
[dice=Sven]1d20+28[/dice]
[dice=Whitestripe]d20+10[/dice] (LLV, DV, Scent)
[dice=Zelkin]1d20+27[/dice]


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MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

What now brave adventurers?


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill remembers the oiled tarp and decides to check it out while they are waiting for the storm to roll past the compound.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill moves towards the eastern gate where a massive ...something... is held under an oiled tarp. Pulling the tarp away, a clap of thunder sounds in the distance, giving the wind-whipped tarp a theatrical sound to go with the motion.

Beneath is something arcane and strange indeed... On a massive mining cart sits the device. There's a pivoting chair (designed for a dwarf or human sized operator) mounted upon a tripod. the legs of the tripod are splayed out nearly 10 feet apart from each other. Attached to the front of the chair is a 12 foot long hollow mithral cylinder wound with a fine braid of incredibly thing copper wire. The entire thing is set up to allow a variable aim like a siege weapon of some sort.

At the cylinder's end is a small clamp designed to hold a large crystal through which some kind of energy can pass through and into the hollowed cylinder.

Whatever it is, none of you have EVER seen anything like this.

Bill waves his hand and sees a red spiky aura of considerable strength. This is strong evocation...


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda furrows her elven brow at the strange sight. "It looks formiddable but how is it used? Perhaps more importantly, how is it moved?"


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Should we destroy it? If we can't use it, why let something else?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda looks about and it does have wheels on the base, like a mining cart track. How it's used.... well, that's not quite as obvious.

How it works is within the realm of the most learned minds:

Spellcraft DC 45:

With a fist-sized eidite gem placed in the machine, a proficient user can harness, magnify, and unleash terrible magic. Once used it can recreate the near legendary power of an earthquake. The size of the barrel would give it a range of nearly 20 leagues! This could topple cities if used on the right target.

Destroying an item of this power won't be easy. Even Bill shakes his head at the thought. With a week and access to a world class library, he might be able to work something out...


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Can't even get it on a 20... Though I can get close. :D

Bill looks at the machine and is unsure of how to use it or even hide it from interlopers.

"We can't just leave this here... It is too powerful to let it fall into the hands of just anyone." he remarks to the team. "Thoughts?"


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

May be with a spell of shrink item we could moves it from here ?

Says Sven who adds

One one of the room something about a canon was written. Do you think it this thing ?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Still here ready to go. I might be on vacation, but keeping this game going is on my short list of gaming priorities. Just letting you guys RP and decide what to do.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

If we can't do anything to it to destroy it and we can't take it with us, what can we do? We have no choice but to leave it.

Pelkin turns to Bill and says, Is there any way to at least disable it so it can't fire? Maybe we can prevent it from moving to aim or something.

I don't know what else to do with it.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Shrink Item only works on non-magical items. :(

"I'm not strong enough to shrink magical items..." Bill says to Sven. "I suggest we leave it as I cannot lift it from the tracks and I doubt any others could either, at least none we have seen."

"Let's sleep and move on to Megator." Bill suggests.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda listens to Bill, deferring to his expertise. Eventually she says, "I have to agree with Bill. I don't see how we can possibly transport and use it and if Bill thinks there are no magical means of doing so, then it must be left behind. Let's rest and wait out the storm and then start our search in the morning."

Bummer! It's a cool item but I honestly don't know how they expect you to use it.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Maybe this thing has hella range and we can later blow up the building we're looking for later on. Other than that, ya got me.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

At a lose the party decides that there's a bit of recon available before taking shelter from the storm.

Taking flight, it looks like the road to the east has a large rundown wall protecting something dug into the mountain. It'll take you about half a day to get there.

When the morning comes the sky is an emerald green color, odd anywhere else, but calm here.

Feel free to head to the area, let me know what morning spells or travel stuff you use.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

In the morning, Aiuda gives everyone's shoes (and paws) a light touch to prevent any tracks that might lead someone to follow them. pass without trace on everyone

"Ok, I will try to guide us there. Keep a watch out for more storms or abnormal weather and anything wandering in the wild that might try to take us unawares. With any luck we can approach without being seen."

Survival: 1d20 + 17 ⇒ (19) + 17 = 36 (+2 to avoid becoming lost)
Knowledge (geography): 1d20 + 9 ⇒ (4) + 9 = 13
Perception: 1d20 + 23 ⇒ (9) + 23 = 32


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin will aid the Lantern Bearer as best he can.

Survival Aid: 1d20 + 3 ⇒ (2) + 3 = 5 +7 to track, if it becomes valid.
Perception: 1d20 + 28 ⇒ (17) + 28 = 45


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Survival (auto aid): 1d20 + 22 ⇒ (13) + 22 = 35 +7 for tracks
Know. Geography: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 30 ⇒ (2) + 30 = 32

I will be ready

Sven takes the rear with his friend, looking for anything unusual, bow in hands.

No spells except mage armor on Whistestripe by Bill


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Whitestripe happily follows his master.

Perception (+Scent): 1d20 + 10 ⇒ (14) + 10 = 24


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Morning Spells are Mage Armor on Bill and Whitestripe and Overland Flight on Bill.

Bill prepares his spellbook after carefully reconsidering their previous encounters. With a few thoughts, he decides to focus a bit more on traditional spells rather than some of the more exotic ones he has acquired.

"Alright, to Megator!"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Sorry guys. Out most of today, will post tonight. I don't have the adventure with me at the moment.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Map is updated. You can hear the noise of a foundry from hundreds of yards away. You can see movement atop the turrets in the distance. Feel free to not only describe your approach, but also roll the checks (if needed).


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

@DM: Do I need Concentration checks for the morning spells?

Bill floats behind the party and spies the foundry in the distance. "Brute force approach?" he asks with a wry grin.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Unless you see a better way from up there. How many guards are posted atop the turrets, can you tell?

With their destination in sight, Zelkin casts Sacred Bond once more. He'll also cast See Invisibility on himself.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

@Bill: once the storm abates, you can take 10 and not have an issue.

This assumes looking from 300 away. Subtract 1 from the DC for every 10' closer.

Perception DC 30:

Each turret has a trio of heavily armed gnolls in it.

DM Screen:

1d20 + 13 ⇒ (13) + 13 = 26


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Perception: 1d20 + 28 ⇒ (19) + 28 = 47

I see that each turret has three heavily armed gnolls in it. Perhaps we could try to take them out quickly from range, or should we simply rush up there?


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"I can dimensionally move myself closer with a single step but that would leave me exposed. Bill, do you have any magic that could transport all of us at once? Or perhaps turn us all invisible? It would be best if we didn't draw the whole factory's attention at once, although it certainly worked in our favor back at the fort."


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

I can use a Dimensional Hop for transport but the more I take the less we could travel. That might be useful once we get closer.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

There's little cover, but enough that you could try to get closer.

You're at 300'. You can stealth closer. Tell me the distance you want to get and roll your Stealth checks. If you get to that distance without failing the opposed check, you'll be spotted sooner.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

On the assumption we are going to attempt it,

Stealth roll if needed:
Stealth: 1d20 - 4 ⇒ (16) - 4 = 12


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"I have the perfect tool for this job." Bill says as he descends to the ground in the middle of the group.

"Stay close to me. In fact, grab my tunic so you can keep track of where I am." he recommends before weaving some arcane glyphs in the air. As the spell progresses everyone sees the group slowly fade from view.

Invisibility Sphere - Lasts 14 minutes.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Perfect spell Bill !

Says Sven who asks Whitestripe to follow him closely.

Stealth: 1d20 + 24 ⇒ (8) + 24 = 32 +20 with invisibility


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Grouh ! accepts Whitestripe who follows closely his master and friend.

Stealth: 1d20 + 24 ⇒ (8) + 24 = 32 +20 with invisibility


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Using Bill's spell, you can get close enough (Taking 10) that it all works out. The curtain wall looks hard to sneak over, but to the east...

The stone wall that once protected this courtyard now features a wide gap of crumbled masonry. A set of tall double doors occupies the entire south wall. Inside you see a potent looking construct guard, a collection of jagged metal rears up into a humanoid form, its enormous cannon tracking movement with mechanical precision.

Map includes the guard now so you can see where I'm describing. You can get as close as you want form the outside without needing rolls.

Knowledge Arcana DC 30:

A canon golem! A real canon golem. These are legendary even here. It's arm can deliver a hit like a battering ram, and legend says they can sometimes explode their payload like a wizard's fireball. +1 question for each over 5.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

What is that thing, exactly? I can't make the DC.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda whispers (outside, so the machine can't hear, if it's capable of hearing), "We should sneak in and kill that construct as quickly as possible. If we can do it quietly, maybe we can sneak up behind those fellas on the wall. Can anyone keep things quiet, with magic perhaps? Otherwise let's just sneak into the room and start attacking it."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The noise is so loud this close that you have to talk at a normal volume to people right next to you. Clearly the forge is in use.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Ah, well that makes Aiuda's plan even better then!

Aiuda pulls everyone close, putting her mouth near their invisible ears. "I don't think they'll hear us killing that construct in there if we can get in the room without being seen. Hopefully we can sneak up behind the people on the walls."

Aiuda readies herself to sneak into the room once everyone is ready.

Stealth: 1d20 + 26 ⇒ (6) + 26 = 32


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Given that you're still invisible if you're close to Bill, go ahead and put yourselves inside the room and tell me what you do (and roll it if appropriate.)


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin will cast True Strike on himself and just before the attack is made will activate his Judgment of Smiting (Adamantine). He then nods that he is ready to attack the creature with the goal of taking it down quickly.

I've put us inside the room but I'm not sure that is where everyone wants to be. I know I need to be able to reach the enemy for melee.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Considering moving away from Bill will make people visible, I'm going to switch to initiative. Everyone can start there. If you want to cast spells, I'll build in one round of "Prep."

Baddies: 1d20 + 7 ⇒ (16) + 7 = 23
Aiuda: 1d20 + 7 ⇒ (9) + 7 = 16
Bill: 1d20 + 11 ⇒ (12) + 11 = 23
Sven: 1d20 + 6 ⇒ (1) + 6 = 7
Zelkin: 1d20 + 6 ⇒ (11) + 6 = 17


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Preparation Round
Bill: Go
Baddies: Go
Zelkin: Go
Aiuda: Go
Sven: Go

Surprise Round Round
Remember, up to a Standard Action only
Bill: Go
Baddies: Go
Zelkin: Go
Aiuda: Go
Sven: Go

Round 1
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Prep : Cast True Strike, draw weapon and shield, activate Judgment
Surprise : Charge

Charge with True Strike: 1d20 + 16 + 20 ⇒ (1) + 16 + 20 = 37 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18

Of COURSE! The one chance I actually could use True Strike and set myself up, that had to happen. Yay! LOL

Free Action : Zelkin snarls in disgust.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

That positively sucks...Sorry. Zelkin, despite magical assistance slips at the last second as a loud noise from the forge distracts him for a moment.

Preparation Round
Bill: Go
Zelkin: True Strike
Aiuda: Go
Sven: Go

Surprise Round Round
Remember, up to a Standard Action only
Bill: Go
Baddies: Go

Zelkin: Charge fail
Aiuda: Go
Sven: Go

Round 1
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Surprise (no preparations needed):

Aiuda's bow is in her hands and an arrow flying through the air before anyone recognizes that anything has happened. Unfortunately the arrow only clatters against the wall.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
damage: 1d8 + 13 ⇒ (5) + 13 = 18


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

With the chaos of FINALLY being at the source (hopefully) of this entire adventure, Aiuda gets a bit to excited and misses with her own arrow.

Preparation Round
Bill: Go
Zelkin: True Strike
Aiuda: None
Sven: Go

Surprise Round Round
Remember, up to a Standard Action only
Bill: Go
Baddies: Go

Zelkin: Charge fail
Aiuda: Miss
Sven: Go

Round 1
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill incants a few words as he studies the creature, drawing the symbol for speed in the air. It rapidly splits into five pieces and imbues each of the humanoids and the feline with enhanced reflexes. "That should be good enough, eh?" he practically yells to his team.

Kn. Monster: 1d20 + 24 ⇒ (9) + 24 = 33

Haste on the party.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Before entering the forge Sven casted barskin on himself and Whitestripe.

== Round Prep ==

Sven casts gravity bow

== Surprise Round ==

Sven calls for the spirit of the bull and tiger to help him swift action then shoots at the creature, ordering whitestripe to attack it too ! free action

Attack !

Longbow: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33
damages: 2d6 + 12 + 1 ⇒ (5, 4) + 12 + 1 = 22

@EF Aiuda has an immediate action to attack the creature !


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Whitestripe charge the creature.

GGRRRRRRRRRRRRrrrrrrrrrr !

Bite: 1d20 + 23 + 2 ⇒ (16) + 23 + 2 = 41
Damages: 1d4 + 22 ⇒ (2) + 22 = 24


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill you've got plenty of action left.

Before exploding into action, Bill castes haste on the party. Sven adds a spell of his own before launching an arrow that hits square! Most of the arrow splinters ineffectually, but a scratch does remain. Whitestripe's teeth do a bit more, but still not much.

Preparation Round
Bill: Haste
Zelkin: True Strike
Aiuda: None
Sven: Gravity Bow

Surprise Round Round
Remember, up to a Standard Action only
Bill: Go
Zelkin: Charge fail
Aiuda: Miss
Sven: Hit

Round 1
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD

DM:

Golem: 16


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

@DMS Whitestripe has a DR/adamantium and bypass any DR/adamantium the creature could have with its natural attack.

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