Hmm’s True Dragons of Absalom (Inactive)

Game Master Hmm

GM Mentoring LoungeDungeon Master S’s True Dragons

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”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

Engashez continues to sing her song of inspiration, adding a little accent of arcane magic as a flourish at the end, causing 4 lights to appear in the sewer amongst the fetchling 'workers!'

"Confuse what you can silly fetchlings
We revise our despise so impending
‘Cause I soak on the wrath
I throw light on your mask
We're seeing you clearly down this sewer path
Which means it's your lives we'll be ending"

Actions:

Free: continue bardic performance
Move: 25'
Standard: cast dancing lights

Dancing Lights wrote:

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Inspire Courage active: +1 morale to saves vs. charm/fear, +1 comp. to attacks and weapon damage
Bardic Performance: 2/13 rds used

...and that should help with the concealment.


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”Pethjun” | Female LE Small Kobold Fighter 4 | HP 34/34 | AC 22, T 13, FF 20 | CMD 18 | F +5 R +3 W +2; +1 vs. fear | Init +2 |  Perc +7, Darkvision | Speed 30ft | Frost Spitter 1/1 Active Conditions: Light sensitivity.  

Engashez, I don't think their concealment comes from the lighting. We all have darkvision, which should negate that. But I might also be misremembering that.

Pethjun gives a hiss as the dagger finds it's mark in her upper thigh. She savagely pulls it out and tosses it off to the side. Her hiss deepens when Engashez turns on the lights. "Dangit, Engashez! That's bright! Warn us when your about to burn our eyes out."

Tail flicking about angrily, Pethjun the best fighter in the tribe, the one kobold to prove to the world true dragons were NOT weak had yet to land a hit all day. To add insult to the injury, Fazgyn came in and killed her last target, she took a dagger to the leg, and now she was almost half blinded on top of everything! She stalks up to the dagger wielding fetchling, not caring if the man swings his tiny little dagger around. She plants her feet and in a no-nonsense blow tries to drive her rapier through the man.

___________
+1 rapier, IC: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Damage: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Concealment? Low miss: 1d100 ⇒ 49


”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

Had a busy weekend as anticipated, and got back late Monday night. All should be back to normal schedule now. Thank you for botting me, GM.

Fazgyn peeks around the corner and looks on appreciatively as Pethjun lands a pretty blow with her sharp rapier.. then jerks back saying naughty words as the lights erupt in his eyes.

GM: Is the dog still in the tunnels near me? or did it continue to run off?

If the dog is still there.:
Fazgyn recedes down the dark tunnel and turns to cut the "maintenance men" off.. but he forgot about fluffy.. He almost runs into the damn dog before he stops, sword flashing.
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Dmg: 1d4 + 5 ⇒ (1) + 5 = 6

If the dog is gone:
Fazgyn recedes down the dark tunnel and turns to cut the "maintenance men" off, pulling out into the tunnel and catching one of them between himself and Pethjun.


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”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

So this is the time where I goofed and forgot to include the Mage Armor granted by the great Vanarog Earlier in my stat block. I fixed it moving forward.

Athrax moves up just behind Pethjun pulling the components for another bomb. Giving the shadowing thing with the beedy red eyes the look of death he throws another bomb. "MUHAHAHAH."

RTA Bomb vs Blue, IC, PBS: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29
Miss Chance: 1d100 ⇒ 25
Round and Round it goes, where does the bomb go?: 1d8 ⇒ 7
Firey Explosion, IC, PBS: 2d6 + 3 + 1 + 1 ⇒ (4, 6) + 3 + 1 + 1 = 15
Splash Damage: 7 = 7

The Bomb sails up high hitting the wall just above the red eyed shadow devil showering it in firey shrapnel.


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Cleric of Dahak 4 | HP 29/29 | AC18, T12, F17 | F+6 R+4 W+8 | Init +5, Perc +5

Skyrahk moves over and points at pink. A wave of dread starts to overwhelm pink.

Casting doom DC 14 will save or shaken for 4 minutes


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Engashez, alas the dancing lights will do no good against that Shadow Blend ability. Only a full Daylight spell will dismiss it. Since you would know that as the person who identified them, I am going to let you retcon that post.


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Vanarog moves up. Athrax reminds the GM that he had mage armor on, and so the fetchlings missed him! Engashez continues her song, and does something cool when she retcons. Pethjun misses again, her attack glancing off the concealment. Fluffy has run off, so Fazgyn comes out of the tunnel, ready to attack.

Skyrahk casts Doooooooooom on the pink haired fetchling.

Pink’s will save: 1d20 - 1 ⇒ (15) - 1 = 14

Amazingly, it shakes the spell off!

Then the Fetchlings attack.

Pink and Purple, who had been simply guarding the portal until now, attack Fazgyn.

Dagger Throw: 1d20 + 3 ⇒ (16) + 3 = 19
Dagger Throw: 1d20 + 3 ⇒ (3) + 3 = 6

Both miss.

Red throws a dagger at Athrax!

Dagger Throw: 1d20 + 3 ⇒ (4) + 3 = 7

However you can tell he was rattled by the bomb that went off near his ear, and his throw goes wide!

Orange just stabs Pethjun. “Take that, vile lizard!”

Dagger Stab: 1d20 + 3 ⇒ (14) + 3 = 17

However he underestimates how dodgy the stalwart kobold is, and he misses!

★ --- ★ --- ★ --- ★

Round 2
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez (Take two actions due to Retcon!)
Skyrahk
Pethjun (-9)
Fazgyn
Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red (-7)
Orange
Pink - Guarding
Purple - Guarding

================================

The whole team is up!

Dark Archive

”Varanog” | Male LE Small Kobold Sorcerer 4 | HP 26/26 | AC (20)16, T 15, FF 12 | CMD 12| F +2 R +4 W +5 | Init +3 | Perc +3, Darkvision | Speed 30ft | Spells 1st 7/7 2nd 4/4 Reach 3/3 | Trap Rune 6/6 | Active Conditions: Light sensitivity

Vanarog sneaks a bit closer and looks around the corner to see what's going on, he sees a whispy, shadowy bigfoot in an orange slicker and one in a pink slicker further down the hall. "Two bigfeet? You guys are so worked up about TWO! The Great Vanarog will save us, watch and be amazed!"

He leans around the corner and raises two clawed fingers, a glowing fang appears above each finger, which he flicks in the direction of the Pink bigfoot. The 'fang missiles' dodge and weave through the traffic and slam into the pink one.

Magic Missile: Caster Check/Damage vs Pink: 1d20 + 4 ⇒ (19) + 4 = 232d4 + 2 ⇒ (4, 1) + 2 = 7


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Vanarog hits the guard in the pink slicker squarely!

★ --- ★ --- ★ --- ★

Round 3
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez (Take two actions due to Retcon!)
Skyrahk
Pethjun (-9)
Fazgyn
Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red (-7)
Orange
Pink - Guarding (-7)
Purple - Guarding

=================================

Bold is up!


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”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

Athrax Holding his ground puffing his Chest out wildly bellowing "You ain't seen nothing yet!"

Tossing another Bomb at the one in red attempting to blow the other eardrum out.
RTA Bomb vs Red, IC, PBS: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Miss Chance: 1d100 ⇒ 36 Cant a Koblod Get a break
Round and Round it goes, where does the bomb go?: 1d8 ⇒ 5
Firey Explosion, IC, PBS: 2d6 + 3 + 1 + 1 ⇒ (1, 6) + 3 + 1 + 1 = 12
Splash Damage: 7 = 7

The projectile sails over the Red ones Head again this time to the other side of its ear.

"HAHAHAH BOOM Look Look Vanarog!!! Look!!!!!" grabbing Vanarog's Arm and shaking him vigorously.

If the Red falls:
Seeing the Red eyed Devil fall Athrax cant help himself he jumps back into the tunnel and runs the 10 feet to clear across the 5 foot gap and darts down the corridor.
Acrobatics take 10: 10 + 4 = 14

HMM: If it doesn't fall please delete the recolored Athrax.


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Hit by the splash of a second bomb, Red falls into the sewers! Athrax nimbly leaps across to the other side!

★ --- ★ --- ★ --- ★

Round 3
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez (Take two actions due to Retcon!)
Skyrahk
Pethjun (-9)
Fazgyn

Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red - DEAD
Orange
Pink - Guarding (-7)
Purple - Guarding

=================================

Bold is up!


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”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

Engashez's head jerks as she falls out of her reverie. There's no way dancing lights would work; I'd need daylight at minimum to break those shadows.

Good thing I didn't too; I'd have blinded everyone, the Sewer Dragons would be furious with me. She continues to hustle and catch up with everyone, still singing her song. She leaps across the sewer.

Retcon Actions:

Standard: cast dancing lights
Standard: Move 30', jumping 5' sewer

Acrobatics, jump DC 5: 1d20 + 8 ⇒ (2) + 8 = 10

She fixes her gaze on the fetchling with the purple necklace. She removes a few odd items from her pouch--a fruit tart and a feather, proceeding to tickle the one with the other--as she whispers arcane words in-between verses of her song.

"But who can unburn all your escapes that we've burned
As you stand guard like fools while your doom we have learned
And the torture of laughter collects on my tongue
Thoughts follow my vision and dance in the sun
All your vasoconstrictors they come slowly undone
You can't wait ’til you're old
'Cause you'll die while you're young!"

Actions:

Free: continue Bardic Performance
Standard: cast hideous laughter on purple
Will DC 14 negates, duration 4 rounds

Grease wrote:

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

Inspire Courage active: +1 morale to saves vs. charm/fear, +1 comp. to attacks and weapon damage
Bardic Performance: 3/13 rds used


Cleric of Dahak 4 | HP 29/29 | AC18, T12, F17 | F+6 R+4 W+8 | Init +5, Perc +5

Skyrahk moves forward and waves her hands for a moment. A burst of sound centered between two of the shadow creatures shakes the room.

sound burst, red circle is affected area

damage: 1d8 ⇒ 4

DC 15 fort save or stunned for 1 round


”Pethjun” | Female LE Small Kobold Fighter 4 | HP 34/34 | AC 22, T 13, FF 20 | CMD 18 | F +5 R +3 W +2; +1 vs. fear | Init +2 |  Perc +7, Darkvision | Speed 30ft | Frost Spitter 1/1 Active Conditions: Light sensitivity.  

Pethjun gives a snarl of annoyance. These bigfeet look particularly weak and, except for the one who got a lucky throw in, probably couldn't touch her. But their flickering into and out of the shadows made them next to impossible to actually hit. She hisses out a few quiet words at the fetchling in front of her, waiting for the best time to strike. "You're dead, it's just a matter of time!"

She strikes out with her rapier, but hits thin air again. Annoyed the white kobold takes a step back and then spins around at in a flash, bringing her tail, and the blades attached to it, around to strike the stupid bigfoot. She grins as she sees the man flicker into existance. I have the bastard now! She gives a scream of anger, though, as she misses the man once again!

________

Actions and rolls:

+1 Rapier, IC: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage IC: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Miss chance, Low Miss: 1d100 ⇒ 17
Tail strike, IC: 1d20 + 4 ⇒ (4) + 4 = 8
Damage, IC: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Concealment, low miss: 1d100 ⇒ 90


”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

Fazgyn ducks as two blades whistle past him, one of which whistles past his ear, way too close for comfort. He ignores the group behind him though, as he tries to clear the path to the rest of the sewer dragons.

Stepping forward, his swords flash in glittering arcs, but he can't seem to connect with these tricksy creatures..

Attack: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Concealment: 1d100 ⇒ 29

Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Concealment: 1d100 ⇒ 37


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Oh man guys... Your rolls versus concealment have been awful. I am so sorry!

Purple’s Will Save: 1d20 - 1 ⇒ (5) - 1 = 4

Engashez casts her spell and Purple convulses into hysterical laughter. “Look, they missed again! Hahahahahaha! Loser lizards! Hey, that alliterates! Lousy loser lizards! I’m so funny I could DIE!”

Skyrahk casts a sound burst, which obliterates the Fetchling in the pink scarf.

Purple’s Fort Save: 1d20 + 2 ⇒ (10) + 2 = 12

Abruptly, Purple’s giggly commentary stops as the Fetchling is stunned.

Meanwhile, Pethjun and Fazgyn keep striking at shadows, wondering if they’ll ever hit the damned Fetchlings.

Orange strikes out at Pethjun!

Dagger: 1d20 + 3 ⇒ (19) + 3 = 22
Damage+Sneak Attack: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (6, 5) = 16

”Who’s dead now, lizard?”

★ --- ★ --- ★ --- ★

Round 4
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez
Skyrahk
Pethjun (-25)
Fazgyn
Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red - DEAD
Orange
Pink - DEAD
Purple - (-4, hideoous laughter+stunned)

================================

Everyone one is up! May your dice rolls be kind this time. Hit these jerks!

Dark Archive

”Varanog” | Male LE Small Kobold Sorcerer 4 | HP 26/26 | AC (20)16, T 15, FF 12 | CMD 12| F +2 R +4 W +5 | Init +3 | Perc +3, Darkvision | Speed 30ft | Spells 1st 7/7 2nd 4/4 Reach 3/3 | Trap Rune 6/6 | Active Conditions: Light sensitivity

Ha this whole time I thought that sewer was a wall!

Seeing things firmly in hand and not wanting to waste too many spells, Vanarog hops up on his floating disk and points his double dragon headed staff at the bigfoot in the orange slicker "It was a mistake to come here yes? You know we will roast you and eat you yes? Ok, goodbye." He waves his staff at the others to finish him off.

Intimidate(demoralize) vs Orange: 1d20 + 10 ⇒ (7) + 10 = 17


”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

Engashez begins to laugh herself as the fetchlings' early advantage continues to seep away. She can't contain her amusement, some of it seeping into the song she continues to sing.

Pulling a small bit of butter out of her pouch, she adds arcane words to her song targetting the weapon of the only fetchling still standing.

"But no peace for fetchlings tonight
I oil the slipp'ry blade up right
And watch what I sing as it clatters and rings
And all your grand visions are now harmless as kings
Now leave or escape, controlled by fright"

Actions:

Free: continue Bardic Performance
Standard: cast grease
Reflex DC 14 or drop weapon

Concealment: 1d100 ⇒ 62 (Not sure if needed?)

Grease wrote:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Inspire Courage active: +1 morale to saves vs. charm/fear, +1 comp. to attacks and weapon damage
Bardic Performance: 4/13 rds used


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Incoming bulletin: GM Retcon causes Pethjun to be refunded all prior sneak attack damage!

Pethjun gets refunded 15 points of sneak attack damage from the Fetchlings.


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Vanarog intimidates the heck out of Orange, and then Engashez greases Orange’s weapon!

Orange’s Reflex Save: 1d20 + 5 ⇒ (12) + 5 = 17

Orange manages to hang on to his weapon, slippery though it is!

★ --- ★ --- ★ --- ★

Round 4
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez
Skyrahk
Pethjun (-10 after the retcon refund)
Fazgyn
Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red - DEAD
Orange - Intimidated. Eek!
Pink - DEAD
Purple - (-4, hideoous laughter+stunned)

================================

Bold is up!


”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

Athrax begins to grin a most devlish grin seeing that the one with tthe necklace of Purple has started to uncontrollably laugh and then halt still stunned by the Wise Skyrahk.

"What better way to go then to die laughing but it seems what was granted to you by Engashez will not be your way to go today!" Moving up Athrax mixes his volatile components together gingerly throwing it under handed at the stunned "Maintenance Worker".

"Bye Bye!!"

RTA Bomb vs Red, IC, PBS: 1d20 + 8 + 1 + 1 ⇒ (8) + 8 + 1 + 1 = 18
Miss Chance: 1d100 ⇒ 72
Firey Explosion, IC, PBS: 2d6 + 3 + 1 + 1 ⇒ (1, 5) + 3 + 1 + 1 = 11
Splash Damage: 7 = 7

"BOOM!!!" Athrax echoes the recent explosion cackling wildly like a little Pyro would.


”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.
GM Hmm wrote:
[dice=Orange’s Reflex Save]1d20+5

Not that it would change the result in this case, but wouldn't Orange receive a -2 to this roll from the Intimidate (shaken)?


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Yes, he would have! Good call!

Athrax blows up Purple, and all that is left is the shaken Orange, who is quivering in his faux sewer maintenance worker duds!

★ --- ★ --- ★ --- ★

Round 4
Active conditions: 50% Concealment on Fetchlings

Vanarog
Engashez
Skyrahk
Pethjun (-10 after the retcon refund)
Fazgyn

Athrax

================================

'Sewer workers'
Green - DEAD
Blue - DEAD
Red - DEAD
Orange - Intimidated. Eek!
Pink - DEAD
Purple - DEAD

================================

Bold is up!


”Pethjun” | Female LE Small Kobold Fighter 4 | HP 34/34 | AC 22, T 13, FF 20 | CMD 18 | F +5 R +3 W +2; +1 vs. fear | Init +2 |  Perc +7, Darkvision | Speed 30ft | Frost Spitter 1/1 Active Conditions: Light sensitivity.  

Opps I wasn't even paying attention to the fact it was sneak attack damage! But, dang, of course they can roll really well!

Pethjun's anger goes from warm to white hot when the stupid Bigfoot in front of her claims a hit. "You. Are. Going. To. DIE!" She brings up her rapier and not caring about timing, or even Fazgyn on the other side, stabs out stabs out with her rapier, while bringing her tail around the other direction.

________

Rolls upon rolls:
+1 rapier, IC flank: 1d20 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19
Damage, IC, flank: 1d4 + 6 + 1 + 3 ⇒ (2) + 6 + 1 + 3 = 12
Miss chance: 1d100 ⇒ 15
Tail! IC, flank: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19
Damage, IC, flank: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
Plaese don't miss chance!: 1d100 ⇒ 84


Cleric of Dahak 4 | HP 29/29 | AC18, T12, F17 | F+6 R+4 W+8 | Init +5, Perc +5

Skyrahk waits to see if the last shadow thing goes down under fighter-minion's blade.


”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

Huh.. I thought that was a wall as well!!

As Pethjun finally lands a hit, Fazgyn keeps up the attack, trying to drive the creature to the ground. Unfortunately, he continues to be completely worthless in this fight.

Attack: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Concealment: 1d100 ⇒ 14

Attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Concealment: 1d100 ⇒ 12


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

Pethjun’s rapier misses, but the tail connects in a glorious shower of gore!

— COMBAT OVER!!!! —

The group warily continues their exploration into the last unexplored area [A5] which turns out to be empty of foes.

This cavern slopes upward from its southern edge. Three slopes give the chamber a stark slant. The northern edge of the cavern ends in a plateau connected to various side caverns. The slopes in this chamber bring the caverns level with the sewer tunnels. Creatures standing north of their opponent in this chamber always count as being on higher ground than their opponents.

Clearing of the sewers done, it’s time to set traps!


Cleric of Dahak 4 | HP 29/29 | AC18, T12, F17 | F+6 R+4 W+8 | Init +5, Perc +5

Are there bodies left from the shadow creatures that can be incorporated into traps?


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

TRAP-MAKING TIME!!!

To answer Skyrahk’s question, yes there are bodies left. Feel free to use them however you wish.

Dungeon Master S wrote:

Sometimes the game is best served by breaking immersion in order to preserve immersion. Trying to explain all this in character would be tedious at best. By laying out the mechanics and plan, I find that fun is preserved, and expectations are met. There's nothing worse than finding out after it's too late that the DM and players aren't on the same page.

Reinforcements are on their way! You have about half an hour before renegade elements of the Blakros family and their allies arrive to reinforce the portal. As kobolds, you are skilled in the crafting of traps, and this time gives you ample opportunity to craft traps to vex your enemies. A list of kobold traps is provided HERE; this list details information on construction and activation of the traps presented. The time you have to prepare is broken into 5 phases that are each about 6 minutes long. During each phase, you can craft one trap, unless the trap requires more than 1 phase to construct, in which case you continue construction into the ensuing phases. Each phase represents roughly 6 minutes of time. You can take 10 on these checks, but cannot take 20 due to the somewhat rushed nature of your defense.

Succeeding at the necessary Craft (traps) check creates the desired trap, placing it in a location available on the map based on the trap’s size. Simply copy the token in the hand out and place it on the map. In addition, unless the trap has a special note, there is no cost to create a trap! If you fail by 5 or fewer, the trap still functions.... mostly. Simply make a note on the trap icon.

In real life this is where the GM takes a 15 minute break, and grabs their food while the party schemes together. I encourage you to scheme in an out of character, but I want you to be aware of the time constraints as you do so. You may lay all six rounds of your traps at once and still for fun kibbitz with other kobolds. However, each kobold can make their own choices about where to best lay their traps!


Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

So we can keep track of what traps your character makes and lays down, let’s borrow once again from Dungeon Master S here. This isn’t just laying down traps... This a chance to RP and scheme! You are defending your sewers from an invading army!

You are small, and they are medium sized creatures so they won’t be able to travel down the same tunnels as you. Also... You guys can always travel over your own traps because you set them up as a team.

Dungeon Master S wrote:
Due to the timing of this scene, and the nature of PbP, I won't progress in phase-by-phase order. Everyone can just execute. So that no one has to format a wall of text, I've left the blank template for this post HERE

★ --- ★ --- ★ --- ★

Skyrahk

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go

    Athrax:

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go

    Fazgyn:

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go

    Engashez:

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go

    Pethjun:

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go

    Varanog:

  • Phase 1: Go
  • Phase 2: Go
  • Phase 3: Go
  • Phase 4: Go
  • Phase 5: Go
  • Phase 6: Go


  • ”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

    Edit: posted while GM Hmm was posting the mechanics. May modify my strategy after I review mechanics.

    After review, not much will change Engashez's strategy from my original posting, except that she can contribute a spell or two to an Alarm Spell Trap. I'm thinking a Glitterdust (probably near where we think they'll come in, if we can determine that), and maybe a Grease in a tight passage.

    Engashez busies herself as the other kobolds begin discussing the traps that they will set throughout the area. Even though she knows that they know that she's no good at trap-setting, she still attempts to do her best to help out where she can.

    Whenever a trap is set, she sings a quick song to inspire that kobold to do the best work he or she can. She also adds some spells to a couple of the traps that others set.

    [ooc]Engashez will use 1 round of bardic performance: inspire competence to grant the setter a +2 competence bonus for each trap. She has 9 rounds left; if we set more than 5 traps, she may hold back some rounds in case there's a final combat.

    PRD wrote:

    Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

    Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.


    Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

    Engashez, there will be far more than 5 traps. Trust me, when we played this we littered the sewer with traps. So... How about aid another? What I did as Engashez was rolled six different aid anothers, telling others I would be glad to help them with their most difficult trap rolls.


    ”Pethjun” | Female LE Small Kobold Fighter 4 | HP 34/34 | AC 22, T 13, FF 20 | CMD 18 | F +5 R +3 W +2; +1 vs. fear | Init +2 |  Perc +7, Darkvision | Speed 30ft | Frost Spitter 1/1 Active Conditions: Light sensitivity.  

    Pethjun gives a proud flick of her head, spatter some blood around, as she purveys her handy work. "Easy!"

    She then turns to the group, "Alright, Slowfangs? I'm partial to pit, especially spiked ones, axes, and spears!" She turns to Fazgyn and asks, "Slowang master, any ideas on where should we put them?"


    ”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.
    GM Hmm wrote:
    Engashez, there will be far more than 5 traps. Trust me, when we played this we littered the sewer with traps. So... How about aid another? What I did as Engashez was rolled six different aid anothers, telling others I would be glad to help them with their most difficult trap rolls.

    I'm thinking she'll want to contribute some spells to some Alarm Spell Traps. If she does that in one of the phases, she can't Aid Another in that same phase, correct?


    Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

    Correct!


    ”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

    In depth post coming tonight once I have time to read over all of the mechanics and figure out what Fazgyn would be up to.

    Don't forget that Fazgyn can provide some limited assistance to others with Trapsmith Savant(Ex) Even when embroiled crafting traps himself, Fazgyn can direct allies to construct their traps more efficiently. Up to two PCs receive a +2 competence bonus on checks to craft traps if Fazgyn wishes. This cannot be used on allies taking 10 to complete their check. If Fazgyn opts not to grant this bonus to allies, he can instead reduce the construction time of any trap he is working on by 1 round (to a minimum of 1 round). I choose to forgo the reduced construction to help any 2 PC's that may fall a bit short on their rolls, but remember that you have to roll and cannot take ten! In addition, Fazgyn has several poisons that can be used, and I will share as able. Just pop over to my profile to see whats available.

    As I said, post to come tonight, most likely after midnight depending on how hard work blows. With the holiday this weekend, its going to be either absolutely dead or a living nightmare.. not much chance of anything in between!


    ”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

    Athrax: The Mad Bomber, doing what he does best.
    Athrax begins rush about the area looking for places to hide a few choice traps.

  • Phase 1: Poison Dart, Greenblood Oil (Green)
    Craft Trap take 10: 10 + 14 = 24

    "Thank you Fazgyn! These will provide a fantastic little kick when they are hit by these darts." Athrax smiles wide and devlishly gleeful as he prepares a simple Dart Trap

  • Phase 2: Poison Dart, Giant Wasp (Orange)
    Craft Trap take 10: 10 + 14 = 24

    They wont know what hit them when the get pricked by this one. Athrax laughs crazily wild eyes setting in. More, More I must do more!

  • Phase 3: Poison Dart, Large Scorpion (Red)
    Craft Trap take 10: 10 + 14 = 24

    "Fazgyn How did you get the Venom of a Scorpion! Ha! Wait, no don't tell me I don't want to know." the Mad Bomber starts bouncing excitedly.

  • Phase 4: Swinging Axe
    Craft Trap take 10: 10 + 14 = 24

    "Pethjun! Pehtjun! Do you think this will work?" Athrax grabs the mighty dragon fighter and shakes her arm realizing that was a bad, a very bad idea he sheepishly steps back and darts down the cooridor to finish setting his bombs

  • Phase 5: Bomb Trap
    Craft Trap take 10: 10 + 14 = 24

    "So lets finish setting up this stack of fleshy shrapnel." Athrax begins clapping his hands and nearly drooling at the mouth at the thought of the gruesome sight this explosion will be.

  • Phase 6: Bomb trap
    Craft Trap take 10: 10 + 14 = 24

    Athrax begins cackling manically at the though of more explosions and death traps. "If I put this here, oh and that there, drape the arm like this. Oh this will be perfect! Muha hahaha." Athrax finsihes with the creation of Embeding a bomb trap undeneath the torso of one of the Shadow creatures. In essence anyone coming to check the body will recieve a nice surprise when they touch the body or roll it over.

    -=-=-=-=-=-=-=-
    Athrax Rushes back up towards the ladder area sitting on the ledge next to the water, pulling the equivalent of a bowl of popcorn from his bag he sits feet hanging waiting to see the outcome of his wondrous work.

    Poisons:

    Giant Wasp Poison—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 1 save.

    Greenblood Oil—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Con damage; cure 1 save.

    Large Scorpion Venom—injury; save Fort DC 17; frequency 1/ round for 6 rounds; effect 1d2 Strength damage; cure 1 save.


  • ”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

    Engashez only has a +3 to her craft (traps). She will not be setting any traps herself. I've placed 2 spell traps on the map that I need someone else to take the lead on, the requisite Craft DCs are listed with them.

    @GM, since Engashez isn't actually participating in the setting of the traps, is she busy for both phases? Could she use one phase each to inspire competence, and then the second phase for actually casting the spell into the trap? I'm assuming that Aid Another would take both phases, so inspire competence respects the action economy better.

    Engashez:

  • Phase 1: Alarm Spell Trap, glitterdust Craft DC 22
  • Phase 2: Alarm Spell Trap, glitterdust Craft DC 22

    "Let's set up a glitterdust trap right when they come out. It could blind them, but it will make sure we can see--and hit them--no matter what." She helps whichever kobold wants to take lead on actually setting the trap, and casts her spell into when ready. Phase 1: Inspire Competence (+2 bonus), Phase 2, cast glitterdust

    Area of effect outlined in purple

  • Phase 3: Alarm Spell Trap, grease Craft DC 21
  • Phase 4: Alarm Spell Trap, grease Craft DC 21

    "And if we give them a slippery surprise here, right before the cavern, we can maybe catch the longlegs on their behinds and spring an ambush!" She again helps whichever kobold wants to take lead on actually setting the trap, and casts her spell into when ready. Phase 1: Inspire Competence (+2 bonus), Phase 2, cast grease

    Area of effect outlined in gold

  • Phase 5: Aid Another: Craft (traps), take 10: 10 + 3 = 13
  • Phase 6: Aid Another: Craft (traps), take 10: 10 + 3 = 13


  • ”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

    Pethjun turns to Fazgyn with questions, to which he simply grins and replies with a malicious chuckle.. "We put them wherever they be walking but not expecting.." Enigmatic but maybe not so helpful, he keeps his eyes on his fellow kobolds as best as he is able and helps direct the others in setting their traps.

    Fazgyn pairs up with Engashez first, pairing his nimble hands with the bards supple spells. Together, they weave several traps that neither would have been able to achieve alone.

    The glitterdust trap is easy and almost falls together, but the Grease trap proves a little more difficult to plan out.

    As the last spell trap is completed, Fazgyn heads out on his own to see what other mayhem he can cause. He disappears into the warren of tunnels to the south, noticing that this area seemed to be lightly defended. After several trips around the area, he realizes that his time was running short after spending so much time helping to set the magical traps. He quickly sets up a spear and spring combination with an ingenious winch that will reset the trap once its been sprung, and sets in in the exit tunnel from the warren towards the sewers.

    Out of time and out of supplies, he fades into the smaller tunnels to the side to wait for the coming invaders!

    Fazgyn:

  • Phase 1: Alarm trap: Glitterdust: 1d20 + 17 ⇒ (16) + 17 = 33
  • Phase 2:

  • Phase 3: Alarm trap: Grease: 1d20 + 17 ⇒ (11) + 17 = 28
  • Phase 4:

  • Phase 5: Spear Trap: 1d20 + 17 ⇒ (9) + 17 = 26
  • Phase 6:

  • Dark Archive

    ”Varanog” | Male LE Small Kobold Sorcerer 4 | HP 26/26 | AC (20)16, T 15, FF 12 | CMD 12| F +2 R +4 W +5 | Init +3 | Perc +3, Darkvision | Speed 30ft | Spells 1st 7/7 2nd 4/4 Reach 3/3 | Trap Rune 6/6 | Active Conditions: Light sensitivity

    "Its about time... Time for fun!" Vanarog cackles happily, hopping down from his disk.

    Varanog:

  • Phase 1: Spear Trap, take 10 for a 19
  • Phase 2: ^

  • Phase 3: Axe Trap!, Take 10 for a 19
  • Phase 4: Axe Trap!, Take 10 for a 19
  • Phase 5: Arrow Trap!, Take 10 for a 19
  • Phase 6: Arrow Trap!, Take 10 for a 19

    Even though Vanarog is the master of spells, he seems to be one hell of a craft trapsman as well, favoring physical traps to compliment his magical abilities. "MORE TRAPS! MUST HAVE MORE!"


  • Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

    We are just waiting on Skyrahk and Pethjun’s traps!


    ”Pethjun” | Female LE Small Kobold Fighter 4 | HP 34/34 | AC 22, T 13, FF 20 | CMD 18 | F +5 R +3 W +2; +1 vs. fear | Init +2 |  Perc +7, Darkvision | Speed 30ft | Frost Spitter 1/1 Active Conditions: Light sensitivity.  

    Pethjun smiles as she's told to do what she likes with the traps. She cracks a smile before commenting, "Well then, lets get to digging!" She pulls out a her trap tool kit and a small spade from somewhere and starts digging a two different pits. "Ah, piut traps these should slow them down!"

    Proving her strength she soon has one and then two full ten foot deep pits dug and ready to go. The white kobold then starts to interlace a wooden frame work she then sets tiles and bits of rubble on to disguise the gaping holes.

    She then moves over to the area where everyone will be filing in from and takes a look at the ladder set to break under the weight of a bigfoot. She calls Engashez over. "If that ladder fails, won't they get backed up around here? We could set up a spear trap to catch them and force them to go into the sewage or face getting stabbed!"

    With the bards help Pethjun digs out a hole and sets the spear inside. Fiddling about with the mechanism she turns to the bard. "Can you go find Fazgyn and see if he has a mechanism to automatically reset this trap?"

    When she finishes, Pethjun readies her rapier and shield, taking up a good offensive position near the portal.

    The Trap Making!:

    Phase 1: Pit trap 1!: 10 + 8 = 18
    Phase 2: Pit trap 1!: 10 + 8 = 18
    Phase 3: Pit trap 2!: 10 + 8 = 18
    Phase 4: Pit trap 2!: 10 + 8 = 18
    Phase 5: Spear trap, w/ Engashez: 10 + 8 + 2 = 20
    Phase 6: Spear trap, w/ Engashez: 10 + 8 + 2 = 20
    Taking ten on these checks, and I'm taking Engashez's Aid anothers!


    ”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

    I just made a slight change to the trigger square for the glitterdust trap; no change to the area of effect.

    Engashez has a wand of heroism with three charges, 50 min duration. Is there time (action economy) for her to hit three kobolds with that before the enemy arrives? I'm thinking Athrax, Pethjun, and Fagzyn.

    If there's time:

    Before Pethjun and Engashez go their own ways, she quickly taps the warrior with her wand, ensuring her bravery and confidence in the upcoming fighting. She then slips off and finds Athrax and Fagzyn, doing the same for them.

    Heroism wrote:
    This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.Duration: 50 minutes

    Engashez slips into the smaller tunnels, waiting for their prey to arrive. She feels really good about the upcoming festivities. Working with the other kobolds on the traps went much better than it has in the past. She slips her sling out of her belt and loads up a bullet, while keeping spells and songs at the front of her mind.


    Cleric of Dahak 4 | HP 29/29 | AC18, T12, F17 | F+6 R+4 W+8 | Init +5, Perc +5

    round 1: place magic trap, using alarm spell and command: attack nearest ally.
    take 10 for a total of 20 including masterwork tool

    rounds 2-5, setting arrow traps, taking 10 for 20 again

    All my traps have the same color border as my token.


    ”Fazgyn”| Male LE Small Kobold Unchained Rogue 4 | HP 29/29 | AC 20, T 15, FF 16 (+2 vs trap) | CMD 15 | F +2 (+1 vs trap) R +8 (+2 vs trap) W +1 (+1 vs trap) | Init +5 | Perc +9 (+1 vs being surprised), Darkvision, Trapfinding | Speed 30ft | Active Conditions: Light sensitivity.

    GM: Since everyone took ten on their checks would you mind if I switched my offered +2 for an extra round setting traps? "reduce the construction time of any trap he is working on by 1 round (to a minimum of 1 round)." If so, I would like to add a pit trap. I have placed it on the map over to the right hand side with a bright yellow border. If not allowed, no worries.. I will delete the icon.


    ”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

    Athrax claps excitedly seeing the last of the traps have been set. "Oh, I can't wait to see this turn out."


    Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

    Sure I’ll allow it, Fazgyn! Engashez, there will be time for spells when the invaders start coming through!


    Venture Captain, Play-by-Post "Doom Girl" // PbP Events // Play-by-Post Gameday 7 // // PbP GM Kit // // Kobolds in Kaer Maga

    Then the first wave of invaders comes through the sewers. There are four of them, three men in armor with green and red livery and another man with no armor but robes and a beard.

    Knowledge Local DC 15 if any of you peek to look:
    They’re guards in Blakros Family livery.

    Spotting Athrax at a distance, they give chase...

    Pokey Pokey Spear Trap: 1d20 + 10 ⇒ (3) + 10 = 13
    Damage: 1d8 + 3 ⇒ (7) + 3 = 10

    The first guard dives out of the way, but the bearded mage impales himself right on the spear!

    “Holy crap! They killed our mage!” The guards look nervously at each other, pulling off the impaled sorc. “Ewww. Bloody hells. Keep your eyes out boys. They’ve trapped the area!”

    They try the ladder, and fall through! “Ow! What the hell!” Hopping around and holding their knees, they go around on the side.

    Green Guard Perception: 1d20 + 3 ⇒ (11) + 3 = 14
    Green Guard Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16
    Damage: 1d8 + 3 ⇒ (8) + 3 = 11 / 2 = 5

    “OWWWW! I think I burned my britches off!” Green weaves around shakily.

    “Look,” Gray says snidely. “If you’re just gonna just merrily meander into every stupid trap in the place, maybe I should take point.”

    Grey Guard Perception: 1d20 + 3 ⇒ (9) + 3 = 12

    Poisoned Dart Trap: 1d20 + 10 ⇒ (19) + 10 = 29
    *THUNK!*

    The dart lands right in Grey’s neck!

    Damage: 1d3 ⇒ 1 plus poison.

    Grey Guard Fortitude Save: 1d20 + 4 ⇒ (5) + 4 = 9

    “Gah, they got me, right in the neck!”

    Grey takes some con damage!

    “Oh, that was real smooth, Grey. Real smooth,” Green says, his voice dripping in sarcasm. “By all means, keep leading the way!”

    To be continued...


    ”Engashez” | Female LE Small Kobold Bard (dragon yapper) 4 | HP 29/29 | AC 18, T 12, FF 17 | CMD 13 | F +3 R +6 W +5; +4 vs. bardic performance, language-dependent, and sonic | Init +1 | Perc +2, Darkvision | Speed 30ft | Bardic Performance 12/13 | Spells 1st 4/4 2nd 2/2 | Active Conditions: Light sensitivity.

    Well, I completely misunderstood their approach! I was thinking they'd enter the sewer through the portal. Oops.

    Knowledge (local): 1d20 + 10 ⇒ (15) + 10 = 25

    Engashez recognizes their livery. She leaves her own hiding space, and leaps across the sewer to join Athrax and Pethjun on the other side, slipping into the small tunnel on that side.

    Acrobatics, jump, DC 5: 1d20 + 8 ⇒ (9) + 8 = 17

    Darting into the tunnel, she motions to Athrax to step just a bit closer, wand in hand, as she whispers to the kobold. "They're Blakros agents; I recognize their livery!

    Actions:

    Move: 30' including 5' jump
    Standard: Readied action, cast heroism on Athrax if he moves 5' closer

    Heroism wrote:
    This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

    Heroism: CL 5, 50 minutes duration


    ”Athrax” | Male LE Small Kobold alchemist (alchemical trapper) 4  | HP 29/29 | AC 15, T 14, FF 12 | CMD 14 | F +6 R +8 W +2; +2 vs. paralysis, poison, and sleep | Init +3 |  Perc +9, Darkvision  | Speed 30ft | Bombs 9/9  | Extracts 1st 4/4 2nd 2/2 | Mutagen 1/1 Active Conditions: Light sensitivity.  

    Athrax enthralled in the traps going of as intended hears Engashaz's request taking a small step back he speaks "Oh very nice." as a magical aura surrounds him.

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