Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

Thanks Sunny! (^_^)

As Shaedo notices Sunny approaching, she would move to receive the boots she has so kindly retrieved. The kitsune thanks her the island elf profusely, though silently, and then switches footwear in haste.

However, should Shaedo be needed for combat, or anything that requires immediate attention, she would drop the whichever footwear she is holding and attend to it.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny moves to quietly stand before the harried Kitsune as her friend adds a little more protection.

Perception:1d20 + 5 ⇒ (5) + 5 = 10

Stealth:1d20 + 8 ⇒ (13) + 8 = 21

Dun't mind me none. Am jus' standin' here, doin' nuffin' a'tall, yup, yup. Nuffin' goin' on here a'tall... no siree willinkin's.

Bluff:1d20 + 3 ⇒ (6) + 3 = 9

Will save:1d20 + 2 ⇒ (3) + 2 = 5

Sunny begins to whistle innocuously as she looks about, completely harmless....

Darn dice roller! :P


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Knowledge (History): 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge (History): 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge (History): 1d20 + 9 ⇒ (6) + 9 = 15
INT check: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (History) if INT is above 12: 1d20 + 9 ⇒ (10) + 9 = 19

If I can surprised them in a group my Color Spray should incapacitate a large group of the, but I cannot help against the leader. I can hope Frosty is up to the challenge.

Frosty floats at the ready for when the combat begins.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

With Dijiron's aid, I am able to identify the armor, or should I say, harmor!

Good plans, Vitreous, Dijiron... The kitsune's tongue flicks out to brush her nose, oh, this heat is drying out my nose! Shaedo finishes pulling on her boots and looks up at Sunny standing close, and not so subtly eyeing her fluffy tails. She grins at her tall friend, aah.. thanks for watching my tails, Sunny...

Boots on, she tosses the cleats back through the gate. She hops to her feet as her tongue flicks across her nose again. She then looks at the undead gob-boss. She's the one I'm most worried about- I've heard stories of her armor before- I just- don't believe my eyes! Those are hammers, aren't they? She nods as Dijiron confirms -by his aid another check! ;) Yes, that really is- harmor- she is wearing armor made of hammers and spikes! I never thought anyone would actually be crazy enough to wear something like that.... as you might guess, the wearer is often hammered by their harmor... yet she wears them easily! We best be doubly careful- those spikes will pierce anyone who gets close to her something nasty! What's more.... anyone who wears something like that, she must be completely mad! She will be unpredictable in battle.

She looks to her allies, I like Vitreous' idea of a distraction, and the idea of a color spray- maybe, if Dijiron and Vitreous work together to thin the ranks while the fighters guard them- and those of use with ranged attacks try to take out the crazy-dead leader as quickly as possible... maybe, just maybe we smash 'em!

We'va got the harmor identified, but I need more aids to know about those nasty nasty weapons! (~_^)


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Aid Another Held Weapon, DC 25 Knowledge local: 1d20 + 5 ⇒ (17) + 5 = 22

Aid Another Sheathed Weapon, DC 25 Knowledge local check: 1d20 + 5 ⇒ (11) + 5 = 16

Aid Another Armor, DC 25 Knowledge local check: 1d20 + 5 ⇒ (20) + 5 = 25

Special, DC 12 INT, WIS, Appraise, Perception, or similar: 1d20 + 8 ⇒ (11) + 8 = 19

I succeeded in the DC 12 spoiler above, so DC 25 Aid Another Knowledge local check: 1d20 + 5 ⇒ (3) + 5 = 8

I think between us we got all the stuff, so can share the info.

Good idea, both. Should I help with ranged attacks or...? This new thingy Father Husk gave me I think only makes melee weapons, but I still also have my short bow and some alchemical weapons.


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

With the help of her companions, Shaedo shares everything the group has discovered about the weapons with the party, via the mind-chat! ~_^ Thanks Ceru!

I understand if you want to try out your new toys, Ceru- just watch out for that crazy harmor- and those crazy chain hammer and chain scyth weapons... Shaedo telepaths, trying to be helpful, and strategic, though she is panting very much at this point.

Oh, I am burning up! She cries out mentally finally. ...It's as if my fur could- that's it! I think it may be time to shed this fur...


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo quickly shifts into her usual humanoid form- the silver-blonde haired fox-eared gnome... or halfling girl.

Whoah, that is a liiittle better. Still hot though. Refocusing on the task at hand, Hmmm... maybe we can start by distracting our enemy- Dijiron can knock some out with his color spray, Dijiron can blast 'em, and maybe you could start with helping with the ranged support, Ceru, and then switch to fighting with one of your new weapons once the gob-boss is accounted for. What do you think?

She pauses for a moment to hear her friend's response, and then adds, and I've got a little illusion I can place around the door that may keep their eyes off us for just a moment... (tehehehe!)


Based on what I'm reading, I'm going to infer a few actions from posts to create an update tomorrow. Please clarify any actions before then. This will cover the "opening the gate" attempt rounds. EDIT: Eris is, lacking other input, probably going to attempt an assassinate on the leader. I'm structuring the update as if people's loose plans were more firm. Shaedo, what kind of illusion do you wish to make?


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

"If it's distraction you want, I'm good at those. Though I might suggest letting me shoot the knight, my pistol is usually pretty good at drawing attention and overcoming fancy armor!"
If this works for everyone I'd like to sneak further in and slightly away from the gate we are working on, before shooting the Knight. Otherwise, I'll head over with Dijiron and shoot one of those goblins that escape his color spray.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Shoot!: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Dang! Nice rolls for me.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

To the DM. I think the group is more 'bypassing' the grate and slipping in through the holes. Then, once pretty much every one who's going to help out in combat is on the 'inside', we're going to fight to be a distraction while the gate is unlocked and opened allowing the Spidey thing to come in and help finish off the rilly big, bad evil guys.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo creates the illusion of blue mist seeping through the big doors- underneath the door, or through the crack between the doors.

Tehehehe! Blue mist is everywhere!

Good idea Vitreous- why don't you- the kitsune doesn't finish her thought before her gnome companion draws and fires.

I was going to suggest to try and assassinate the knight with your pistol, for stun or instant death- but starting combat with a bang is great too! And we'll have other chances to take the knight out. (~_^)

EDIT: That can still be done, if Vitreous is invisible. >:)

Next shot, my friend- be sure to study the target first, to be sure she's put down!


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Dijiron sneaks over as best he can and aims in such way ans to hit as many of the lesser goblins as possible with his color spray.

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Spell Save DC = 15

Remaining Daily Abilities:

Lvl 0 Dancing Lights, Prestidigitation, Detect Magic, Summon Frosty
Lvl 1 Ray of Enfeeblement
School Powers: Resistance Fire 5
Protective Ward: 6 casts remaining, +1 deflection bonus, 10ft around me.


The "black knight" (as Layla called her) slowly paces behind the line of the goblins calling out phrases to which the others respond with a quick phrase.

"Gob-gob-goooob?!" questions the black knight.
"Gob-goble-gob!" comes the disciplined response.

"Blin-goooob!" barks the black knight.
"Gob-gobble-gob!" comes the same disciplined response

"Go-go-bliiiiiiin...!" the black knight intones.
"Gob-gobble-gob!" the response once again resounds.

Gob Smash One quickly prepares themselves, then dashes over the burning flames and, miraculously (or, more accurately, due to their excellent boots and a pinch of luck) none were truly damaged by the intense heat they quickly walked across.

Exceedingly quietly, the crew prepared themselves to strike, Eris and Beylinda intensely focusing on the undead leader and hiding behind the table she was just near, while Frosty crawls carefully across the ceiling, ready to strike from above. Dijiron prepares to dart forward and cast a color spray across their foes, as Vitreous readies a "distraction" which mostly means a scythe to the face on the signal.

As Layla intensely focuses on the lock, aided by Ceru (and her exquisite tools) attempting to get the wretched thing free as quickly as possible, the black knight stops, staring into the gloom, a look of triumphant fury on her dead, cold face.

Then... Sunny starts whistling.

The black knight, obviously confused, looks around, briefly, seeing if the sound comes from the gloom (though being careful not to touch the inky blackness in front of her), immediately before a loud, hard clanging sound begins on the door repeatedly, drawing her attention toward the door.

Everyone looking can see it, clear as day. They're open, and cannot remain hidden. As the black knight confidently begins to turn in the direction of the party, blue mist begins to flow from below the door!

Though dead, the dark knight pulls in a sharp intake of breath, and narrows her eyes.

"Birruuuu!!!" screams one of the spear-wielders.
"... goblin!" comes the swift, sharp command from the black night, preventing them from breaking. "gob-gob!" she calls.

Despite the obvious terror of the goblins, their spears rise and fall quickly into the blue mist.

And... a... a... um, snowball... hits her in the face!

Even as the black knight shakes her head, confused, Eris rises, the last remnants of her magic swirling about her body. Eris' voice speaks in your minds, hand on her head to bellow the orders mentally, Now, my troops! Strike swift, sure, and hard!

The black night shows minor worry for the first time, "B... biru?" she questions, softly.

At which point Vitreous, having been sneaking up this entire time, fires his gun directly into her back.

Dijiron, having moved forward quietly, uses color spray on the goblins, causing the back row to collapse into a deep fit of slumber, and two of the front row to suddenly be blinded and stunned!

"BIIIRRRRUUUU~!!!!!" cry the standing goblins, horrified.

As the lock finally clicks under Layla's hands!

"Gob?!" demands the black knight, angry, but not afraid. Then, seeing the ratfolk, and quickly taking in the rest of Gob Smash One, her eye widen in surprise, as she orders "GOB-LIN! Gob-gob-gob!"

Menacing the lot of you, she begins calmly spinning one of her hammer-chains...


One of your thirty rounds on each boot has been used.

Eris has used her last 1st level spell of the day, and uses one of her assassinate attempts. The black knight, clearly, succeeded on any fortitude save it may have been required to make. The snowball deals 11 dmg

Thank you for posting your remaining resources, Dijiron.

Currently, there are three goblins not affected by Dijiron's color spray: two apparently made their saves (wielding spears), and one was outside the range.

The two goblins affected by Dijiron's color spray that had been wielding spears are still standing - they are by the front doors, but they have dropped their spears and are clearly stunned.

Vitreous successfully shot the black knight, and it was quite a roll, but... she seems completely undamaged.

Based off of initiative checks... somehow... you guys end up going first. why does she even have improved initiative if she's gonna roll like that?! ;P :D


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Knowledge (Religion): 1d20 + 3 ⇒ (3) + 3 = 6 - To identify the kind of creature the black knight is. She clearly has no idea. >_>

The shot-didn't do a thing to her? Did her armor block it, or- what kind of creature is she? Shaedo telepaths her concern to her allies, in the hopes that someone else may know more.

Shaedo holds her (standard?) action, and looks around the room for anything in the area that may be used to the groups advantage. If possible. (^_^) Is there anything on the ceiling that might knocked down on top of the knight?

Or is there an open brazier, or weak part of the grating above the furnace we crossed, that we could knock the knight into, if she should prove too strong a foe to beat - in the usual way?

Perception, looking for exploitable features of the area: 1d20 + 7 ⇒ (8) + 7 = 15


Shaedo: there are! A brazier next to the black knight (although it's some distance from you), a brazier next to two goblins near the door, and seven others scattered around the room (for a total of nine: though none of the others are near any of your foes), a pile of coins in front of the enormous table next to the black knight, and a large offering bowl-like thing filled with some sort of black, glistening substance above the black knight.

-----------------------------------------------------

EDIT: Also forgot to mention in the above post, as Dijiron does his thing, Frosty unleashed his searing cold rays... and the dark knight ignored them, not even noticing that they hit her.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Round 1

Having recognize goblin Beylinda waits for no one and grabbing her new weapon goes for the kill.

As she swifly move from under her cover she starts taking a step here and a step there clearly in a dancing motion

Move, dancing to the step of Gob smash 1, Arcane strike (swift)

Enoreth Blade: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 161d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Round 1, or 2 if the last wasn't the surprise round

"What?! That's not fair! I finally manage to shoot something and it doesn't even bother you!"shouts Vitreous, clearly furious that he scored a direct hit with no visible results.
I assume this is a DR thing and not an incorporeal creature.

Mumbling under his breath again to activate his bandoleer,"Oh cartridge made of paper, in gun barrel do appear." With this short phrase a paper cartridge is loaded into his pistol. He then takes aim at the knight and pulls the vial launcher's trigger to fire an alchemist fire at her.

Launcher attack: 1d20 + 6 ⇒ (14) + 6 = 20 vs. Touch AC
Alchemist Fire damage: 1d6 ⇒ 1

Sigh... I cannot win...


Unfortunately, Bey, as you launch your attack, she flinches in exactly the right way - almost as if she were preternaturally warned - so that your blade slides right off of one of the pauldrons.

Your interpretation seems correct, Vitreous, considering it definitely physically touched her.

... and... sadly... the fire seems to have no effect. I'm... I'm sorry. :/


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Not sure what else might do, Ceru pulls out an acid flask and chucks it at the black knight.

Ranged Touch Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage, although I doubt it: 1d6 ⇒ 1

Thanks, Paizo die roller, for always being there for me.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

First, while watching the undead goblin flinch or stand up to all of her friends' attacks,
Who... what is this thing? Shaedo thinks about the seemingly invulnerable knight, only half aware of herself broadcasting the thought.

Then, eyes fixed on the offering bowl filled with weird-lookin' black stuff, Shaedo shares her plan with the party, Everyone, hold the hammer-knight's attention- I see something that looks like nasty magic- probably harmful to any who touch it- I'm gonna try to sneak by overhead, and knock the stuff onto the knight- hopefully it'll be harmful to her!

Shaedo does her best to be both stealthy and fast and moves toward the nearest wall, and begins to climb- up and toward the offering bowl (at the first opportunity). Using ki to move faster! (^_^)

GM: after Shaedo's looking around, and mind-talking with her allies, how much action does she have left for round 1?

To everyone else: if anyone thinks this is a bad idea, please speak up! Shaedo will listen to her allies, but she's going for it, caution to the wind, if no one stops her!


Consider this all round 2; you successfully stealthed your way (with help from horrid Perception dice rolls and timing) into a highly advantageous position. Ceru's post is the first action of "round 2", though the goblins have not, in fact, gone yet. You're welcome. :)


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

So- Shaedo begins round 3 in the advantageous position? :) As for knocking down the offering bowl... What check - if any- would it require with the trusty die-roller? Would it require strength, or perhaps dex to knock the bowl down strategic-wise, hopefully on the undead knight lady? (~_^)


This is round 2: it'd take you (more or less) two move actions + an acrobatics check to get to the strange black rocks. (That's the full round, unless you have some way to take additional actions.) On round 3: It would require a strength check to loose the bowl hard, and a dexterity check to aim it.

EDIT: They will act (well, at least, those that can act) by round 3. Their first actions will come at the end of round 2, after you guys.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

I think I got it. Thanks GM! :) I shall finish the action I started in my earlier post then... (^_^)

Shaedo scurries along the wall past the unwary goblin and undead hammer knight. She attempts to nimbly hop to the area with the offering bowl above the knight.

Acrobatics, I's gots this!: 1d20 + 9 ⇒ (3) + 9 = 12

Ack! No I's don't! -Unless- it wasn't that far a hop?? >_>


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny, realizing her friend has scampered off and doesn't need an obfuscation any more, smiles at the person wearing the iron monger ensemble. Stepping closer Sunny calls/asks,

"Here? Dun't that get, y'know, a tad smelly after a while?" Her new toys shift absently in her hands.

Just moving into a position to help both keeping causing a distraction and maybe gaining a flanking bonus against little miss Iron pants. (^_^)


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GM Tacticslion wrote:
The snowball deals 11 dmg

I wanted to clarify: this is how much the snowball should have done. The black knight seems entirely undamaged by it.

Though it doesn't do much, I'll go ahead and spoil the next round by noting that the acid does, at least, seem to touch her a bit...
(EDIT: it damages her.)


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Dang.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Reposting previous stuff I took ten on for this...

Dexterity +2
Fortitude +5
Stealth +12 - 4
Perception +8
Disable Device +7 +2
Strength +2

Layla, having successfully gotten the lock open, does whatever she needs to do to get the gate thing open so Father Husk can pass through. If she still has the wet blanket they used to extinguish the previous fire, she'd toss it on the grate so he has a safer path across.

Then (not sure what round this would be) she would turn, move to within 30 feet, and fling a chakram at the Black Knight Nugglet.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Layla, The attack will come round 3.

Shaedo, you... uh... you... land on the table, at least. Well, sort of. More accurately, you land on a massive, fleshy, dead body on the table, dressed in ancient, rotting tatters. It smells relatively fresh, for a dead body, and is in shockingly good condition. It's also not nearly as soft as it seems like it should be. 1d10 ⇒ 3 dmg. You're prone. (Sorry.)


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

First of all: eeeeeeeeeeeeeeeewwwww.... Second of all, whew! I am fine being prone, for what it is. I'm just glad I didn't fall off the wall and into the midst of the combat below! <_<

Gyak! Big- dead- body! Keep quiet Shaedo, keep quiet!

Slipping between shared and hidden thoughts, Shaedo takes great effort to suppress her instinctive reaction to the unusual surface she has fox flopped upon, ready to spring to her feet, and see how the gobs and hammer knight like a rain of mysterious black rocks...

We'll, at least I'm in place here... soon, the fun begins! Tehehehe! Yiiihehehe! (^_^)

Although the little vixen is thoroughly grossed out, and very wary of any sudden - movements the strange body may make, she wears a devious grin that soon, so soon, she shall once again be in her element!

Last chance everyone... (~_^)


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

I be all okeys! (^_^) Jus' tryin' ta' keep Miss Iron pants distracted.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Well now that i have a better knowledge of how you move black armored goblin i am just going to have to go full force she thinks to herself as she gets ready for its counter attack


Bey, you can act now.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Well the color spray worked about as well as could be hoped, I suppose. It's funny how several enemy combatants surrounding you makes you realize just how small and soft you really are. I think it would be best if I left the fighting to the fighters. But first let's see how the "invincible" Black Knight fights when their strength has been sapped.

Ranged Touch Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Spell Save DC = 15 targeting Fort

Remaining Daily Abilites:
Lvl 0 Dancing Lights, Prestidigitation, Detect Magic, Summon Frosty
School Powers: Resistance Fire 5
Protective Ward: 6 casts remaining, +1 deflection bonus, 10ft around me.


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Round 3
"So fire didn't work... Well lets see how you like the holy water!"
Vitreous begins to squirm around and load the vial launcher with a vial of holy water from his bandoleer.
This takes a full round.

The alchemist fire continues to burn for 1d6 ⇒ 5 fire damage.


.

.

.

.

Round 2

As the chaos of combat begins to sort itself out, finding its rhythm, and the black knight, Nuglet, has proven surprisingly resistant to every attack so far, from bladed attacks to direct blasts to the torso, to magical snowballs, and Frosty's own fury...

  • Layla, having finally finished opening the gate with Ceru's help shoves it as hard as she can, swinging it wide. She throws a damp blanket onto the fire grate, in hopes that Father Husk can come help, quickly against a seemingly invulnerable black knight.

  • Ceru, noting the door is open, immediately turns away to rush over and fling a vial of acid at the knight! Unfortunately, however, though it hits, the acid doesn't seem to do much beyond burning the armor, though (as a first so far), as small burn mark appears on the dead goblin's face.

  • Shaedo quickly scrambles around the walls and ceiling, hoping to avoid any entanglements and get to the table rapidly. Unfortunately, she slips and, though she makes the table, her landing is... harsh, to say the least. And worst of all, she lands on a giant corpse! A... a... soft... cool... fleshy... corpse! Eugh!

  • Beylinda quickly arcs her new blade across the knight a second time, in her dance of danger, hoping to find purchase, but simply having it scratch across the creature's bizarre spiked armor instead of cutting through. Frustrated, but determined, she prepares to try again with her deadly battle dance. Beylinda, I went ahead and declared your round 2 action as an attack and used one of my previously-made rolls to do so. I'll need your round 3 action, now.

  • Dijiron quickly commands Frosty to attack the goblins - I'm guessing? To take advantage of their helpless state? Let me know if we need to retcon this. - while he, finding the power of the knight infuriating, aims a necromantic spell against a necromantic being. Finding her easy to touch with his magic, he watches as it seems like it should have worked, but something about her nature causes her to simply ignore the effect. I'm going to be nice and delay Frosty's attack for a moment...

  • Vitreous launches his alchemist fire at the creature... to no avail, it seems, as, even though it's clearly wrapping her in flames, she's completely inured to it!

  • Sunny quickly menaces and calls out to the strange goblin knight, taunting ? her in order to distract her.

  • Eris, realizing that she won't be able to harm the knight with her remaining magic and coming across a natural 20 brilliant idea, decides to try to enhance Frosty with her own magic. Focusing, she casts her own ray of frost at, or rather into Dijiron's Frosty. As the two spells overlap with each other, Frosty suddenly surges with power! Frosty slams the one goblin that wasn't within the area of Dijiron's spell, and quickly leaves a frozen corpse, swiftly moving to the next, and slamming into it twice more, taking it down, frozen solid!

  • Nuglet the Black Knight narrows her eyes at those surrounding her. "Goblin-gob-lin?" she asks in an almost casual manner, her dead face seeming amused. "Oohr... thees... woohhrrds?" she asks. "Hee!" she says, in her dead, croaking voice, and immediately proceeds to slam a one end of her chained hammer heads into Sunny, and another into Beylinda. Her weapon ignores the damage reduction provided by the armor. Sunny takes 10 damage, and Beylinda takes 8. Just so that you're aware, she rolled a 1 on the damage to Beylinda, and a 3 on the damage to Sunny, on a d10. It's worth noting that her gauntlets seem similarly chained to her weapon, meaning it's likely really hard to disarm her... Bey, I am, currently, presuming your AC 23, as I recall from before. Let me know if that's incorrect. Also, Sunny, it looks like your AC should be 19, instead of 15 or 17?

  • Most of the remaining goblins either collapse or reel unseeingly under the weight of Dijiron's mighty magic! Two were unaffected, and one remained outside the area of effect, but Frosty - enhanced by Eris' magic - quickly took care of the one beyond the 'spray's range, and one that was - before Frosty arrived - still standing, unaffected. The last goblin standing screeches in fury and attempts to stab Frosty... poorly. He doesn't quite stab his own foot, but it's close. You get the impression he's normally substantially more competent than this, but between the sudden surprise of the blue mists (that he's deathly afraid of), the strange spell assaulting him, and the sudden explosion of new people, he might not be quite at the top of his game. That and he rolled a natural 1.

Round 3 actions should now be declared.
Round 3 actions declared so far:
- Layla turns and dashes toward the melee, so she can fling one of her Chakram into the creature! (If she does not make the appropriate roll, I'll use one of my pre-made ones.)
- Shaedo heaves with all her might to fling a bowl full of obsidian and coal pieces directly onto the dark knight! (I need some rolls, please. It'll be your full-round action: getting up and making a strength and dexterity check to shift and fling the bowl.)
- Vitreous furiously boasts about holy water as he reloads his launcher. It... takes several seconds to accomplish!


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

"OWWIE!" (>_<) Sunny exclaims as the black clad figure strikes out. So saying she shifts into a more defensive stance even as she tries to return the favor.

Att 1:1d20 + 1 ⇒ (1) + 1 = 2

Dam 1:1d8 ⇒ 1

Att 2:1d20 - 1 ⇒ (20) - 1 = 19

Dam 2:1d8 ⇒ 1

Crit Confirm:1d20 + 1 ⇒ (2) + 1 = 3

Meh... yay tha' dice roller. (-_-)

Though the Dark Knight's ferocity seems to have put the plucky Elf off her game.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Round 3!

EEEEEEEEEEEEEEEEEEEEEEEeeeeeeeee"eeeeeeeeeeeeee!"

Shaedo braces against- the dead thing she doesn't wanna think about what it is- and does all she can to knock the bowl over to rain black shinys onto the knight below!

Strength: 1d20 - 1 ⇒ (16) - 1 = 15

Dexterity to aim: 1d20 + 2 ⇒ (15) + 2 = 17


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

I rolled my chakram attack. See my previous post above.


Layla the Twin-Blade wrote:
I rolled my chakram attack. See my previous post above.

You are correct. I had just forgotten it when I was finished making the post above. Thanks! :)


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru sees that her acid had some, if minor effect, but decides to take a bigger risk.

First, she pulls out her wand and tries to activate it.

Use Magic Device: 1d20 + 8 ⇒ (16) + 8 = 24

Beaming as she sees the wand glow into life, she holds the charge and waits for the opportunity to approach the knight.

Retrieve and Use as Move and Standard, so she'll attack with it next round.


You'll probably want to try to move to flank next round in order to get your opportune strike as a bonus to damage, as this is a touch-attack.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Yes, she hasn't moved at all yet so she needs to move into melee range anyway. :)


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Round 3

Furious with the black knight and at herself for her blows not connecting

she decided to go for a different strategy. The started an overhand chop aimed at the head but at the last possible moment The tip of the blade arched sidesways and Beylinda some what feinted with a few dance step to the sound of Gob Smash One and the Bladed Rushed toward the middle section of the so called Knight

Move Action: Activate Battle Dance, Arcane Strike (swift)

Blade of Enorth: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 291d10 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10

Crit Conf Blade of Enorth: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 291d10 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8

Pay attention and focus...


Excellent!


.

.

.

.

Round 3

Nuglet, the Black Knight has made her first assault against Gob Smash One... and what an assault! Meanwhile, thanks to Dijiron's magic, and Eris' enhancement, Frosty the spell has managed to devastate a few goblins... but who knows how long the others will be unable to lend their might...

  • Layla dashes forward, flinging her Chakram against the black knight... and it bounces off the weave of of hammer-heads with as much effect as if she threw a rag doll against a wall.

  • Ceru pulls out her wand, activates it, and prepares to dash in and hopefully hammer the knight with healing power!

  • Shaedo gets up, and heaves the enormous bowl of obsidian-like gems onto knight. It... it's heavy! Unfortunately a few smaller chips land on her, and she feels a little woozy as magical energy courses through her body, but fortunately everything else lands directly on the knight herself! The flames that were dying down from Vitreous' alchemist fire, suddenly flare with unholy light (none of you adjacent folk are actually dazzled, though it was close for Sunny), and the Dark Knight screams in agony! ... and something begins to happen...
    The area where the dark knight stands is now difficult terrain and deals 8 fire damage for the next round. It is not difficult terrain for those who are adjacent, and does not deal damage to them.

  • Beylinda, taking advantage of the opportunity, spins the blade of Enoreth through the air once again, sliding through the dark knight in a manner and clearly harming her in a way that none have managed so far.

  • Vitreous boasts of holy water, as he reloads his launcher and watches the dark knight writhe!

  • Sunny attempts to return the creature's assaults, but her blades seem to merely rake off the flesh of the knight, unable to truly harm it, though it's as much luck as anything else.

  • Eris continues maintaining the solid stream of arcane power into Frosty!

  • Nuglet the Black Knight, surrounded in unholy flames screams, as her body changes and distorts. "Eeeyyyyeee... wheeell... ffffeeeaaassst oooonnnn yoooorrr soouuullls!" she screams, as her face distorts and alters. Suddenly, she breathes again, as terrible magical forces seem to play havoc with her nature, and begin changing her flesh and form. ??: 1d15 ⇒ 9 You briefly see Nuglet's form melt and alter into a small fox-like face - a... a... kitsune?! -, as she screams in rage and pain, and then transforms, equipment and all, into an 8 ft. long hairy black fly... that itself turns into a dead, but very active, husk-like creature.

  • The last remaining unaffected goblin is quickly taken down by a very buffed up Frosty, who quickly dispatches the next goblin at the door. Dijiron, having delayed, steps forward to continue to focus on Frosty's actions against the remaining goblins (though he feels a second arcane presence with him...?) and to slam his quarterstaff down on the unconscious beasts. It's at this point that Dijiron smells something shifting somewhere past him - a deep, familiar, but malevolent scent that makes him feel like a mere prey animal rather than a sentient mage manipulating the arcane forces of the universe.

  • The remaining goblins continue their current state of insensate reeling from the color spray.

Round 4 actions should now be declared.


Dijiron, I bott'd you for this round, and had Dijiron make use of his assassin abilities, that you don't normally think about. Let me know if he would avoid killing the goblin. Otherwise, he performed a coup de grace with his staff.

Shaedo, Sunny, and Beylinda are currently flanking the black knight. There are three places to flank the black knight (currently a black undead fly) that are not occupied. Two require acrobatics checks to get to - one on the table next to Shaedo, and one on top of the enormous offering bowl of coins. One requires no such check, but is adjacent to the mysterious gloom.

Currently the goblins are still mostly unconscious or dead, piled up near the door.

The fly looks hideous, furious, and very, very deadly.

DC 13 Knowledge (nature):
What you see before you is a giant botfly. Similar to giant horseflies, these destructive creatures are deadly in their own right... and much more deadly with sentience, cruelty, and a dedication to your destruction.

DC 19 Knowledge (nature) or Spellcraft:
While you're not entirely sure about everything that occurred, you can say one thing for certain: the undead creature was reincarnated, despite the fact that such an effect does not normally apply to one of its kind. Similarly, you can tell that the form of a fly it wears is not its true form, but rather a temporary one.

DC 21 Knowledge (nature) or Spellcraft:
In addition to the reincarnate effect, the creature was also subjected to a powerful alteration spell that allowed it to take the shape of a vermin.

DC 16 Knowledge (religion):
The creature was, and remains, a juju zombie - a kind of undead zombie that retains all of its mental and physical faculties. It holds a great many immunities and resistances.

DC 19 Knowledge (religion):
The creature before you is not a true juju zombie, but is, instead, only temporarily taking such a form by way of a powerful spell.

DC 20 Knowledge (religion):
You recognized some sort of odd holy symbol emblazoned across the back of the fly. You're not sure... but it might be a strange mix of two holy symbols - each half of a symbol - to create a new one.

Detect Magic, DC 18 Spellcraft:
The creature before you has also been cursed, though it's not easy to ascertain the exact nature of it.

Detect Magic, DC 22 Spellcraft:
The black knight has suffered from more than one curse: one is a curse of vulnerability, and the other a curse of weakness of life. Penalty to saves and penalty to CON.

EDIT: Oh, right! Shaedo!

Shaedo:
Suddenly, no matter what you do, you don't make much noise at all. Further... you... feel... great! Starving, but great! All sorts of minor aches and pains vanish as if they never were, and you... feel... so... buzzed... maaaaaaaaaaaaan~! Woo! And... and... and... look aaaaaaaaat thaaaaaaaaat~! So pretty!

You gain a +2 resistance bonus against pain-related spells, and a -2 penalty on Perception checks. You also gain a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute, and a +1 resistance bonus to all saves for 1 minute. You must choose to use the bonus before making the roll to which it applies.

You feel comfortably intoxicated (as if by a few alcoholic beverages) and have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. Please describe the hallucinations you're currently having. Additionally, if you go to sleep within the next hour, you know that you will have a lucid dream that is under your control and lasts for an hour.

You will, however, probably feel fatigued, soon, and starving and thirsty. You can delay the fatigue by making a fortitude DC 10. It must be made once per minute for three minutes, increasing in DC by 5 each time: 10, 15, and 20. If you succeed at all three fortitude saves, you are not fatigued and are not starving or thirsty. If you fail one, you are fatigued and starving until you succeed at one, at which point you are no longer fatigued (but are still starving and thirsty; this condition doesn't change for any more saves). If you fail two, you are fatigued for 8 hours, as normal. If you fail the third save, you must make 1 more save - DC 25 - after one more minute to avoid fatigue. You can negate the hunger and starvation at any time by consuming a full meal's worth of food. If you eat and drink at any time after this moment, you can ignore all the information about starvation and thirst above.

Yes, randomly rolled, Shaedo basically just went on a really psychedelic trip, got drunk, and got the munchies. Hey, at least she didn't grow an iron beard and have her face light on fire! :D

Enjoy!


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru tumbles in to tackle the goblin-fox-fly-husk creature, attempting to both dodge gems and flames and still land in a position that would flank the knight. Presuming she arrives safely, she pokes the dead husk with the glowing charge on her wand.

If Ceru touches the flames while moving, she grits her teeth and keeps moving. Do I get a reflex save or anything? Or just take 8 damage?

Acrobatics for flare and possible avoiding things: 1d20 + 8 ⇒ (2) + 8 = 10

Touch Attack, which I think I can finesse, plus flanking with Sunny: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Damage (or healing if she's not undead after all, yikes!): 1d8 + 1 ⇒ (7) + 1 = 8 Plus whatever the hell damage I do for flanking in this system.


You deal +5 damage, Ceru. Same as when anything suffers a condition. :)
Also, you wouldn't take damage unless you actually entered the square in question. Since you are adjacent, you're fine.

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