Gm Fanguar's AoW (Inactive)

Game Master Fanguar

Current MAP


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You twist the stone arrow to point at indigo lantern's area. Another stone elevator rises out of the floor, this one sounding much healthier than the one that just fell. As you approach, you all see that unlike the other elevator you rode in, the floor of this one is littered with mouldering clothes and what appears to be fragments of bone.

Perception DC10:
You can see a few shiny glitters from among the trash on the elevator floor

Perception DC20:
You can hear a soft chittering coming from out of the hole where the green elevator one was.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

"Errr, anyone else hear an ominous chittering from the hole ther? Make ready!"


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

Ratchet moves behind Byden and readies his spear.

"Critters. Hate 'em. Why the hell they can't learn t' stay th' hell outta mah ruins, I'll never know."


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

Senna hears the chittering and is torn between investigating the shineys in the elevator and a healthy respect for the unknown. She takes three long steps away from the hole and watches it carefully, brandishing the quarter-staff. "I'm happy to make myself 'ready'... if I knew what from."

Perception (in shadows) 1d20 + 7 ⇒ (16) + 7 = 23 +4 otherwise (so 20 or 23)

Senna will give herself an unobstructed view of the hole for Burning Hands and make sure she won't catch any of her teammates.


Ok, so I've updated the google drive map. It's editable, so you can place your token wherever you would like to. If you can't access the map, just give an general idea of where you would like to be an I'll do the rest.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"Right lets back up a bit get a look at what we are dealing with before it gets a chance to hit us. I don't see any reason te engage before we know what we are up against," Byden says moving back so he has a good view of the hole and is the first one any emerging foes will face.

Moved everyone along with Byden, hope thats okay.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

I've re-positioned Senna. She wasn't capable of doing much good from there. In her new spot she can act or run as needed.


You all tense and prepare for whatever is approaching. The noise builds to a rising crescendo and a living fountain of thousands of glossy green beetles bursts forth from the hole. Spilling onto the floor in a wave, they chitter hungrily at the smell of fresh meat. Just when you thought things couldn't get any worse, a giant monstrosity lumbers out of the hole behind the swarms. It might once have been a beetle itself, but now it is nearly man sized and its six legs look more like blades than appendages.

Initiative rolls:

Adotiln: 1d20 + 1 ⇒ (13) + 1 = 14
Ratchet: 1d20 + 3 ⇒ (6) + 3 = 9
Byden: 1d20 + 2 ⇒ (14) + 2 = 16
Senna: 1d20 + 3 ⇒ (20) + 3 = 23
Swarm: 1d20 + 3 ⇒ (15) + 3 = 18
Beetle: 1d20 + 3 ⇒ (8) + 3 = 11

Round 1:
23 Senna
18 Swarm
16 Byden
14 Adotlin
11 Beetle
9 Ratchet

Enemy Stats:

Swarm: AC17/T17/FF14 HP 1:9/9
Big Bug: AC15/T13/12 HP:26/26


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

The sorceress assesses the horror crawling from the hole. "Not good."
Hoping to draw the bugs in by providing a wall of meat, Senna quickly slides in between the Paladin and Cleric. She fans her hand open and prepares to cast a spell as soon as the vile creatures are in range.

~ Round 1 ~

MOVE: Move to stand with group
STAND: Ready Attack - Cast Burning Hands as soon as the swarm comes in range.

BOOM:
Burning Hands
RANGE: 15' cone
EFFECT: 2d4 + 2 ⇒ (2, 4) + 2 = 8 DAM - Mage Tattoo - Evoc (as +1 Lv), Bloodline (as +1 DAM/die)
SAVE: DC:15 Reflex Save for 1/2 DAM

Status:
HP: 7 / 7 | AC:13
1st Spells (4): x
Spell Effects: None


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Nice that could kill the swarm if its not immune to fire and fails its save, since..

PFSRD wrote:
A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

Yeah, it's a calculated risk. Hopefully, it pays off. I've also got an Alchemist's Fire on me and I'm seriously thinking that Grease below the big cockroach might not be a bad idea - either to give us time to escape or if we can do enough stand-off damage to put it down.


Ref Save: 1d20 + 3 ⇒ (12) + 3 = 15

Ooooh so close, but not quite. Still 6 dmg is nothing to sneer at.

The swarm surges forward and senna unleashes her arcane blast, beetles burst and pop in the heat of her flames, but somehow a remnant passes through unscathed and surges over Byden. Armour provides no protection to the creeping horror that crawls up his legs in a stinging and biting horde.

Enemy Stats:

Swarm: AC17/T17/FF14 HP 1:3/9
Big Bug: AC15/T13/12 HP:26/26

damage: 1d6 ⇒ 6
Acid damage: 1d4 ⇒ 3 DC11 fort save for half

DC11 fort save or nauseated for 1 round

Byden and Adotlin are up.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"I can't fight these things, I'll handle the knife spider over there," Byden growls through gritted teeth, hurrying forward away from the insects and readying himself to attack the creature if it gets close enough.

Fort DC 11: 1d20 + 4 ⇒ (10) + 4 = 14
Readied Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d8 + 4 ⇒ (5) + 4 = 9


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

"Sonofa!" Ratchet says jumping back and tossing a caustic vial down on in the middle of the swarm.

Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Acid Damage (No save, AOE is doubled vs Swarms): 1d4 + 4 ⇒ (4) + 4 = 8

Splash damage deals 5 Acid damage. DC 15 Reflex save for half


Male Dwarf Cleric/1 HP10/10, AC 18, Touch 11, Flat-footed 17, Fort +4, Ref +1, Will +7

Sorry to be a pest, right in the middle of combat, but we're in the process of moving, and they've just informed us we wont have phone or internet for 2 weeks, and our mobile reception at the new place is sketchy at best, enough for the occasional SMS, no mobile data. So can you please GMPC my character for a few weeks? Thanks.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

If nobody minds I'll NPC Adotiln for the moment to speed things along.

Adotiln, seeing the others have the swarm seemingly well in hand and Byden readying to face the creature alone readies to charge the creature should it come enough.

Charge: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 + 2 ⇒ (3) + 2 = 5


No Problem Adotlin

Stats:

Swarm: AC17/T17/FF14 HP 1:0/9
Big Bug: AC15/T13/12 HP:12/26

Bug Attack vs Byden: 1d20 + 6 ⇒ (14) + 6 = 20

The bug charges in and slashes at Byden, but isn't able to get through his armour.
Byden's attack and Adotlin's counter charge cut deep into the creature.

Ratchet's bomb blows what's left of the swarm to smithereens.

Round 2:
23 Senna
16 Byden
14 Adotlin
11 Beetle
9 Ratchet

You guys are up.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

The torched swarm crunches beneath Senna's feet as she cautiously circles around the fight with the large, razor-clawed cockroach. She finds a clear position to flame it and waits to see if her spell is even necessary.

~ Round 2 ~

MOVE: (on the map)
STAND: Ready Attack - Cast Burning Hands if the bug survives Byden's and Adotlin's attacks (Init 13)

BOOM:
Burning Hands
RANGE: 15' cone
EFFECT: 2d4 + 2 ⇒ (2, 3) + 2 = 7 DAM - Mage Tattoo - Evoc (as +1 Lv), Bloodline (as +1 DAM/die)
SAVE: DC:15 Reflex Save for 1/2 DAM

Status:
HP: 7 / 7 | AC:13/17
1st Spells (4): x(?)
Dancing Light (3):
Spell Effects: None/Shield


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"Move to its side and strike together! " Byden bellows, as he steps around to flank the creature with the dwarf and both swing in unison. But both blows fail to connect with the nimble monster to Byden's evident annoyance,

"Gah, damnation!"

Byden: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Adotiln: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Sorry for blocking there Senna, I thought it was probably meta gaming for him not to set up the flank. Though looking at the templates you should still be able to hit it without getting either of us.


Guess who has whirlwind attack...

Attack Byden: 1d20 + 6 ⇒ (4) + 6 = 10
Attack Adotlin: 1d20 + 6 ⇒ (10) + 6 = 16
Guess who can't roll...

The insect whirls and slashes, but can't find a chink in its opponent's armour.

I'm guessing Senna's not going to light Byden on fire, so Ratchet is up.


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

Ratchet tries in vain to thrust at the bug with his spear,

Attack: 1d20 ⇒ 4
Damage: 1d6 ⇒ 2

I'm going to guess... me.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Its possible for Senna to hit the monster without hitting Byden or Adotiln, since you can direct a cone from any square beside you. She just goes with the lower right diagonal and uses the v shaped cone option.

With a snarl Byden swings again with Adotiln once again offering a flank and striking as the creature turns to Byden. This time the tactic works and both are able to strike true, with Adotiln scoring a powerful blow with his warhammer.

Byden: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Adotiln: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Adotiln Crit Conf: 1d20 + 4 ⇒ (10) + 4 = 14 Extra Damage: 2d8 + 4 ⇒ (7, 3) + 4 = 14


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

Senna curses quietly as the Paladin steps in front of her fanned hands. A witch she exchanged pleasantries with once gave Senna a solid piece of advice:

"Dearie," she said, "Never crisp your allies."

I recreated the layout in maptools and I don't see a way for Senna to take the shot without toasting Byden.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Hmmm, upon reflection I think you are correct I was assuming you could put any side on the diagonal, but looking at the 30ft. cone that has that as a specifically designated option and the 15ft. does not. Ah well, won't hurt to save spells she should be able to get into position to hit it easily enough with a move if those blows did not finish it. I'd suggest doing so in that case, because otherwise its going to get three attacks on us since it has whirlwind attack.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

Ratchet, did you have a specific position in mind for your spear stabbiness?


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

The only way I can see for him to reach would have been to charge, meaning -2 AC sadly, so I'll position him accordingly.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

He's got a long-spear so he might get some use from the range there. :)

I'm betting you guys have kilt the bug dead, so I'll wait on Fang before posting an action, if needed.


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

I didn't have access to the map. Put me wherever works best. Ratchet is very aware of lines of fire, so he'd do his best to stay out of your way.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

No worries. With that longspear you are well out of the way. :)


Byden and Adotlin's pincer attack manages to put the fearsome creature down.

You are victorious!! Combat is over.


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

Senna eyes the hole in the floor dubiously. "Ya think that was all the creepy crawlies lurking down there? Should we check it out?"


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

Ratchet sighs and walks over to the hole, wiping the sheen of sweat from his brow as he peers over the edge. "C'n ye send some o' those light bauble things down there?"

Darkvision 90', but in case that's not enough, Dancing Lights?

Readied action, jump the hell back away from the hole at the first sign of danger.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"Damned little bugs, how am I supposed to defend against that? I'm covered in bleeding blisters, like they were weeping acid or something," Byden complains, examining his injuries with a sour expression.

Moving over to the hole he says,

"Thought the plan was to check out the other lanterns before going down. I'm still for that a rope or whatever is a vulnerability we might end up trapped down there. So I vote we keep on activating the lanterns in order."


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

"Split the difference? I can drop a light down there now so we can see what's what before we do the lanterns. That way if there are any more crawlies below maybe we can see them or destroy them as they come up the walls."

Assuming no one has a problem with the idea...

Senna casts Light on a copper coin and tosses it down the hole, then prepares to Grease the top of the wall inside the hole if a large bug comes scrambling up (let's see if a long fall will kill it), or Burning Hands on another swarm.


The elevator shaft descends some 60' before ending in a tumble of shattered stone. Though now choked with rubble, you can see that the entrance at the base of the shaft is still accessible. No insects or other foul beasts come to investigate your light.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Byden stares down frowning, then turns to Adotiln,

"Can you heal me Adotiln? Those bugs were tiny but they all bit and burned like lye, and I don't want to risk more like that wounded."

The dwarven cleric nods and chants briefly before pressing a hand to Byden's arm and sending healing magic flowing forth.

"Thanks, now the next lantern," Byden growls, stalking back over to the sarcophagus and turning it to face the next lantern with a grunt of effort.

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

"All clear here."


You still haven't investigated the indigo elevator. Repost from above:

You twist the stone arrow to point at indigo lantern's area. Another stone elevator rises out of the floor, this one sounding much healthier than the one that just fell. As you approach, you all see that unlike the other elevator you rode in, the floor of this one is littered with mouldering clothes and what appears to be fragments of bone.

Perception DC10:

You can see a few shiny glitters from among the trash on the elevator floor


HP:31 | AC:15 ; T:15 ; FF:13 ; CMD:19/17 | Fort:+5 ; Ref:+6 ; Will:+7 | Init:+3 ; PER:+11 (Low Light)

This is the same elevator as this post, right?

Senna carefully pokes at the clothing with the quarterstaff to reveal the shinies.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Oops good point.

"Anyone else reminded of a nutcracker? Senna, just drag everything out with your staff so we can examine it then we can let Ratchet check this thing for traps. Actually lets do that the other way round hey?"


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Growing impatient Byden pulls out one of his clubs and taking care to remain out of the elevator uses the club to drag its contents out into the corridor before examining them carefully.

Take 20 for a 24 perception on the contents.


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

Ratchet nods and starts his careful sweep.

Taking 20


@Senna: Yup.

Removing and rifling through the contents of the elevator reveals a small red ruby (50gp) and a few handfuls of coins (35gp, 18sp) among the rotted cloth and bone fragments.

Ratchet does a thorough examination of the elevator and it doesn't take him long to realize that the thing is in fact a cunning trap designed to crush anyone who enters the small chamber.


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

"Yeeeeeah, we don't want to take the elevator." Ratchet says with a shake of his head.


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"You won't get any arguments out of me," Byden says, scooping up the valuables and divvying them up roughly between the group and heading back for the sarcophagus, "we're making out pretty well, we'll make sure everyone has an even share more properish when we're in safer circumstances, all told though, definitely not going to need to reenlist at this rate! Right, let's try our luck with the violet lantern."

With a grunt of effort he shifts the arrow again and waits for the results...


Further experimentation with the arrow, fails to find any further elevators.


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

"Hmm. Well now what?"


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

"Huh," Byden says walking down to examine the end of the violet corridor, before shrugging, "head down the hole I guess. You said you had a rope Ratchet?"


HP 22/24, AC 16, CMD 12, Fort +5, Ref +6, Will +1, Init +3, Perception +6, Traps Check 27 Bombs 6/7, Draught 1/1, CLW Extract 3/4

"Yep. Lots." Ratchet says, unsnapping a epaulet and pulling a coil of rope off his shoulder. "More in mah bag."

Finding a solid anchor point, Ratchet tied an impressive knot and tossed the rope down the hole.

"Cover me from up 'ere. I'll wave ye down if it's safe."

Snapping the rope through a pair of carabiners attached to the climbing harness built into his armor, Ratchet leaned back over the edge and began self-rappelling down into the hole.

Climb DC 5 (climb a rope braced on a wall): 1d20 + 2 ⇒ (13) + 2 = 15
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14


Male Half Orc Paladin 1 (HP 26/26; AC 21, touch 12, Flatfooted 19; Cmd 18; Fort +8, Ref +5, Will +5; Init +2; Perception +5)

Strapping his shield to his back, Byden descends after Ratchet, waiting only for the dwarf to touch the ground first to make his way clumsily down.

Once he reaches the ground he hurriedly draws his sword and readies his shield glancing about as he steps away to let the others descend.

Takes 10 for a 10 on climb.

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