Hot DM's Pawns of Time Campaign (Inactive)

Game Master Hotaru of the Society

Suddenly, Temple!


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Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Once I have everyone's information ready, I'll get a more thorough post opened up. Feel free to dot things at your leisure. I will be retconning everything from the point everyone went night-night onwards. Sorry for you losing your rolls of awesome. :(


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

That's fine, makes sense. Dotting.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

Dot.


Male Human Machinesmith 5

Gosh Darn Dotting Dots!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Perception:

Perception Scath: 1d20 + 12 ⇒ (16) + 12 = 28
Perception Hecate: 1d20 + 11 ⇒ (17) + 11 = 28
Perception Pierce: 1d20 + 8 ⇒ (19) + 8 = 27
Perception Damian: 1d20 + 8 ⇒ (11) + 8 = 19

Knowledges:

Engineering Hecate: 1d20 + 7 ⇒ (8) + 7 = 15
Engineering Pierce: 1d20 + 6 ⇒ (4) + 6 = 10
Engineering Damian: 1d20 + 11 ⇒ (18) + 11 = 29

Key Features:

The room is 30x30.
In the center of one side of the room is a door in the center of the wall.
Opposite that door as a nearly identical door.
Each door has a lever that can have its position manipulated by the group.
Flanking the 'opposite' door are a pair of statues, that also emit light from their shields.
There is nothing else besides the group in the room.

Everyone but Pierce is asleep for now.

Pierce is working at cleaning one of his guns, when he notices what appears to be a light flash from the entrance of the cave. At the same time, he suddenly feels as though he has woken from a dream, but he is in the exact same position he was in said dream, if he is indeed dreaming.

During that brief bit of 'unrealness', he discovers that the the flash of light wasn't so much a flash of light as it was a hue change. Everything glittered a golden-orange, the walls had smoothed out, and the entrance had been replaced by a pair of large solid looking doors (the sort that meet in an arch). Even the firelight behind him had changed. Two slightly more dull shadows darted to either side of him, now.

Nova, Roy, and Gray seem to have disappeared, but the others seem to be resting comfortably. Across from the entrance to the cave stand two golden-looking statues that stand a little under six feet tall. Each holds a shield that is glowing with a golden flame, and carries a short spear. Between the two stands another door, also a double door, that looks somewhat less solid. The shields point towards the interior of the room, and the spears are pointed towards the ceiling. Both statues are turned slightly to face directly towards the door where the entrance had been.

There is a very obvious lever beside each of the doors, on the right hand side when you face them.

Scath:

When you awaken, you note that the cave has changed dramatically! The cave had been natural-looking before, but now it was made out of some sort of shiny stone the color of tree-blood, polished to show a slight reflection! The entryway wall and the walls to either side seem to be made of completely flat and smooth walls, while the doors seem to be full of strange interlocking nobby things, and a pair of humanoid figures, of the approximate size of your companions also had some of the strange nobby things built into them.

Hecate:

When you awaken, you note that the walls and floors are covered in some sort of archaic, soft metal, along with a pair of doors. You quickly realize this is some sort of antechamber that someone would put in the front of their house, or perhaps in a fallout shelter, to try to funnel any people who would assault an area into a smaller space. It wouldn't really work where you're from, but it is what it is, and it could be used as a tactical advantage.

The doors and the pair of statues have strange interlocking wheels and other such mechanisms resting within their designs. It looks almost like some sort of strange art, but you can tell it has a very clear function. Most likely, the pieces move to open the door... but what are the pieces in the machines for?

Pierce:

As you appraise the room, you note the clockwork in the doors and the creatures. You figure that you could probably do something to jam it pretty easily, given the way that it's made, and likely taking out a single important piece would make the majority of it fail, unless it was forced to work. Your best guess is that everything is made out of brass.

Damian:

When you awaken, you notice a pair of clockwork automatons of some kind, flanking a doorway. You figure it's likely the interior, as who sets up guards at the exit facing inwards? You've seen creatures like this before, and their modus operandi is to simply hold their positions until they strike, and when they do it is usually with calculated efficiency. These... seem to be made out of the inferior bronze metal, aside from some of their core components. They're incredibly strong, and can land devastating and accurate blows. If they weren't made out of bronze, they'd very likely be difficult to do any real harm to.

An automaton like this from your world would have taken a small group of men to bring down... but hopefully the inferior design and materials would make a difference.

The levers obviously operate the doors, and may be what activate the armor, but beyond that, nothing stands out as particularly important to you. Other than the room having been a cave before.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath very carefully worms back into his armor, tugging at the strap rings with his teeth until it settles on his body comfortably.

Then he begins sniffing the floor, using his sense of smell to see if the room really changed, or if they got teleported somewhere else.

If their scents are still around the room, then the room changed. If the scents are all gone, except where they are, then they were teleported. At least in his mind.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

While the group's scent was hanging in the air of the enclosed room, which only had one other 'humanoid' smell (able to be seen by the fact that the trail was a straightforward path between the two doors, aside from straying to the levers, whereas the other trails were significantly smaller and ran haphazardly), their trails were all gone. The room hadn't changed, they had been moved somehow.

Forgot how important sense of smell is for a kitty! You're also aware of a temperature change... it's cooler without the fire, and the 'stone' seems to pull warmth out of the pads of your feet, while the air pressure has changed. Likely because the 'cave' is no longer open.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Yep, smell is vital for all animals, kitties, doggies, and even sharkies. :)

Once he has figured out that they moved, he nods to himself, huffing, and then begins making the circuit of the new room, exploring every corner with his nose and eyes.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

"...Interesting." Hecate said quietly as she examined the surroundings. The soldier-girl slowly moved back and forth, looking over the area and trying to get a better sense for how this contraption operated. It was dreadfully out-of-date by modern standards, of course, which meant it shouldn't be too tricky to solve...

The bigger problem was their missing companions. She didn't like that one bit, but panicking wasn't going to save anybody - that was one of the first things a soldier learned, and she took a few deep breaths to calm herself down. All right, one thing at a time...


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Scath's in-depth search shows him that the knobby things are indeed interconnected, and that the levers seem to be in some way connected to them. It doesn't take a cat to realize that it's basically a lot of wheels, turned into something of a pulley system, but for what purpose?

The missing companion's scents were not there at all.

As a side note, as Scath already noted, despite the fact that the room changed, all of your belongings came with you. Even if they weren't on your person.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath makes a pawing motion at one knobby thing, without actually clawing it. Then he traces over to the lever that activates it, and claws at that lever, again without touching it.

Then he repeats that in reverse, picking a different lever, and tracing the path to the knobby thing it moves.

Then it paws at it's own armor, one paw batting at a pull ring, then the pulley it is attached to that let's the armor be tightened by his tugs.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

"What are you doing?" He asks the cat, not truly expecting an answer.


Male Human Machinesmith 5

"You should stay away from the far doors. Those clockwork guardians can be dangerous, and they can be tough to destroy."


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

With the right tools, there's nothing humans can't destroy.

"I think he's trying to tell us that this is a pulley system of some kind." Hecate said quietly, watching the cat's strange movements. "...I don't think I want to activate any pulleys without knowing what they'll do, though. This room seems to be some kind of antechamber, and I wouldn't be surprised if it had some kind of defense to trick intruders." Like, say, a pulley system to drop the ceiling on their heads.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Scath, tracking his way along the various wheels, is able to determine that there's a pretty straight line to the doors from the levers. There are a few extra wheels, as well, in various positions. Exactly how the doors will react is a little harder... over under over under over under... and there's also the fact that there are more wheels behind the wheels that interlock, just making it harder to determine precisely what will happen.

He can understand how the simple machines work (dc 10), but exactly the outcome becomes much more complicated once everything is put together.

He -does- discover in his examinations that unless the statues are connected to clockwork in the floor, they aren't connected to clockwork at all other than their own, as well as their internal nob-wheels being made primarily from shiny gray stone.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath tries to figure out how to show that the levers don't connect to the guardians, but can't think of anything the slow witted two legs will understand.

He pauses, and scratches an ear idly with his rear leg. Finally, he goes from each lever to the cogs it seems to control. He pats the base of the first lever, then pats each cog it connects to once.

He pats the second lever twice, and then all it's cogs twice.

Then the third lever thrice, and then all it's cogs thrice.

Finally, he goes up to the statues, approaching them from the side, and rubs his paw on the floor next to each in a circular pattern.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Only two levers. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Roy:
There's effectively nothing that Roy would notice that anyone else hasn't already pointed out. The clockwork is very probably somewhat alien to you, but it's still basically a bunch of interlocking wheels when push comes to shove. Other than that, the fiction explains everything that's going on.


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Roy wakes up and before doing anything passes back out and calls Bear.
Once he's there, Roy looks around.
"Where's the cave? Why's there branches on the walls?"
He looks around, not knowing quite what to think.


Male Eidolon HP (55/55) MC (1/1)

Bear lays down next to Roy.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As there haven't been any interactions with anything, everything basically stays the same.

It begins to become more apparent to the party that it's extremely quiet when one of them isn't moving or speaking. It's a little cooler than it had been in the cave with the fire, as well, despite the fact that they're in an enclosed area. The flames of the shields do nothing to warm the room.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

sorry, RL stuff got in the way
The special agent looks around for an exit other than the one under guard, figuring that if this was an antichamber there should be an exit/entrance, he also asks the cat who had just awoken, "do you have any magic trick that would help here? Failing that, could you translate for the four legged one?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

There is another pair of arched doors where the cave entrance had been, opposite where the suits of armor are standing.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

The agent tries to open them.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

I've been trying. :) No opposable thumbs, so one of the dumb apes will have to pull levers.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Closer examination reveals that the door is filled with clockwork, as the cat had pointed out. The wheels seem to run from the lever beside the door to the door itself. They aren't really equipped with knobs or any other mechanisms so far as Pierce can see, and they seem to be lacking entirely in hinges.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Pierce is able to figure out that there are also additional mechanisms running behind the primary mechanisms.

Engineering: 1d20 + 6 ⇒ (3) + 6 = 9

But he's unsure of what they do, or exactly where they go.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce called Hecate over and told her wha he could figure out, and asks her if he can make better sence of the secondary mechanisms.


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Roy tries casting Open on the doors from the center of the room, assuming it won't work as the doors are probably barred from the other side. He's not sure why there are levers and wheels, but a door is a door and there may be a chance it's not locked. At least if it was, that's not a spell wasted.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

"Doors without hinges tend to slide." the girl mused. "Well, except for those new field ones, anyway." she looked at the statues for a moment, then started digging around for any parts she could pry out to break the connection inside the statues. Once done with that, she turned to Pierce. "Pull that lever at the same time I pull this one." she said, grabbing one of them and waiting for him to be ready.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Open/Close has a weight limit. It might work, normally, but doors of this size, with all of these mechanisms weigh far too much.

You can hear a grinding sound as Roy attempts to cast his spell, but the doors don't move.

Know:Eng: 1d20 + 7 ⇒ (2) + 7 = 9

Hecate pulls out a few pieces on the outlying portions of the creatures, but can't really do anything to the internal mechanisms without trying to pry them open, or figuring out exactly how to get inside of the things. Despite this, a bit of the plating on one of the suits came off in her fiddling.

Initiative Scath: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Hecate: 1d20 + 13 ⇒ (20) + 13 = 33
Initiative Pierce: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Damian: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Armor: 1d20 + 10 ⇒ (9) + 10 = 19
Initiative Roy: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative Fao: 1d20 + 3 ⇒ (2) + 3 = 5

Initiative Order: Group 1: Hecate, Damian // Monsters // Group 2: Pierce, Scath, Roy and Fao.

As the plating drops to the ground, the visors on the suits of armor snap up into an open position, revealing rotating lenses as the things jitter and jerk for a moment.

Be sure to reference whether you are attacking the one missing some plating or not.

Group 1: Go!


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

Whee, break all the things! XD

Even before the machines had finished moving up, Hecate stepped away, snapped her gun up, and fired a pair of bullets right into the mechanisms of the one with the damaged plating.

Knowledge (Engineering) to identify traits?: 1d20 + 7 ⇒ (13) + 7 = 20

Ranged Touch Attack: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 2d8 + 9 ⇒ (7, 2) + 9 = 18
Ranged Touch Attack: 1d20 + 8 ⇒ (3) + 8 = 11 for Damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20
Crit Confirm: 1d20 + 8 ⇒ (13) + 8 = 21 for Damage: 6d8 + 27 ⇒ (4, 8, 8, 5, 8, 2) + 27 = 62

She didn't know what it planned to do, and had no intention of waiting to find out. "Keep back from these machines!" she warned. "We don't know what they're capable of!"


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce snags his guns on his sleeves as he calls out "maybe you should have thought of that before you started messing with them!"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I already rolled to identify the creatures :) That was part of your Engineering roll in my data dump.

Whatever Hecate did, it worked, as the internals of the creature became its externals, the components that made it maneuver and fidget suddenly fleeing its body with wreckless abandon -all over- the walls and floors. If it were blood, this would already be rated R. It certainly wasn't moving anymore, in fact, it was like an entirely lifeless suit of armor.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Stealth: 1d20 + 17 ⇒ (2) + 17 = 19


Male Human Machinesmith 5

Damian will activate his flame blade and move into a flank on the creature.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Perception: 1d20 ⇒ 14

Attack Spear: 1d20 + 16 ⇒ (17) + 16 = 33 Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Attack Spear: 1d20 + 11 ⇒ (5) + 11 = 16
Attack Shield: 1d20 + 16 ⇒ (20) + 16 = 36
Attack Shield Confirm: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 1d3 + 4 ⇒ (2) + 4 = 6

Scath is considered 'stealthed' to the creature, leaving Damian as the obvious target. Scath may target its AC as if it were flatfooted for the first attack listed in his actions.

The golem-like creature, gears whirring up into a rapid flurry, turns even as Damian is moving into position. It performs a thrust with the spear, which pierces into Damian's side, but doesn't find vitals, and then checks him with the shield (which, even though it looks as though it is on fire, doesn't burn Damian), as it pulls the spear free. It performs another thrust, but the attack doesn't come close to piercing his armor.

Damian takes 19 damage, bringing him to 36/55.

Group 2 round 1 actions, and Group 1 round two actions!


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath let's loose a buzzsaw snarl. His stance is that of a powerful creature attacking. Boar style

Attack Claw 1: 1d20 + 13 ⇒ (15) + 13 = 28
Attack Claw 2: 1d20 + 13 ⇒ (10) + 13 = 23
Attack Bite: 1d20 + 12 ⇒ (16) + 12 = 28
Claw 1: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Includes Backstabber bonus
Claw 2: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Includes Backstabber bonus
Bite: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Includes Backstabber bonus
Sneak Attack Claw 1: 2d6 ⇒ (6, 5) = 11
Sneak Attack Claw 2: 2d6 ⇒ (3, 6) = 9
Sneak Attack Bite: 2d6 ⇒ (5, 3) = 8
Boar Style, bleed damage if both claws hit and creature can bleed: 2d6 ⇒ (3, 1) = 4


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

With a buzzsaw growl, Scath becomes quite similar to a buzzsaw in his assault. A claw connects, then another, and while he does rend the creature, it seems there's not much to leak out. His bite, likewise, connects, and he goes away with pieces of the creature ripping free, from each attack. Several pieces of its internals are now trailing below and behind it.

42 damage taken. It has taken at least 1/3 of its damage threshold.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

If the target was still moving

Hecate raised her gun and fired another pair of shots towards the animate statue, aiming to pierce straight through its weak points. Funny thing about machines - break their joints and so on and there wasn't much they could do. Not unless that nano stuff worked out, anyway... but at least they had nice, big, visible joints.

R. T. Attack: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 2d8 + 9 ⇒ (6, 8) + 9 = 23
R. T. Attack: 1d20 + 8 ⇒ (14) + 8 = 22 for Damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16
Crit Confirm: 1d20 + 8 ⇒ (16) + 8 = 24 for Damage: 6d8 + 27 ⇒ (3, 5, 5, 3, 3, 7) + 27 = 53

If Not

She just watched.


Male Eidolon HP (55/55) MC (1/1)

Bear charges the loud metal contraption.
If someone would please move him to the next unoccupied space on the robot. Phone won't let me move them.
1d20 + 3 + 4 + 2 ⇒ (6) + 3 + 4 + 2 = 15
1d6 + 1d6 + 5 ⇒ (1) + (5) + 5 = 11
He takes -2 AC for the round.
One of those d6 is fire.


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Roy draws his blowgun and shoots a dart at the metal whatever it is.
1d20 + 7 ⇒ (14) + 7 = 21
1d2 ⇒ 2


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Faobear hurtles himself forward, but doesn't manage to gain any prize, hitting a part of the armor that doesn't seem to give enough.

Roy's blowgun pierces into a piece of the armor, however. And whatever it was that he did, left the whole machine producing a keening whine for a few moments, before the dart snapped out... which resulted in a repetitive tinking noise inside of the thing.

44 damage taken. It has taken at least 2/3 of its damage threshold.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce grins with a flourish as he sees his newfound allies take down the one golem, he takes careful aim with his own weapons and fires them at the remaining golem
to hit: 1d20 + 6 ⇒ (14) + 6 = 20
to hit: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16
damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

With another pair of shots that penetrate the thing's chest, the tinking noise continues for a few moments as its body winds down and then collapses, leaving the entire thing slumped. The spears are still locked into their hands, despite the fact that they appear to be entirely unmoving.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

The agent grins and blows the smoke off of his guns, before walking over to the strange robot to get a better look at it, see what it did, see if it could be fixed.


Male Lynx HP (20)
Stats:
AC/Touch/Flat 21/18/14 | CMB/CMD 4/17(21 v Trip) | Fort/Ref/Will +6/+6/+0 | Init +3
Skills:
Acrobatics +5, Bluff +6, Climb +12, Disguise +7, Intimidate +5, Perception +5, Sense Motive +5, Stealth +10/14, Survival/Track +5, Swim +5, Linguistics +6, Kn(Dungeon/Geog/Local) +8, Kn(History) +10
Magical Beast (Slayer 2)

Scath growls at the thing, as if not trusting it to be dead. Then the cat hisses and slams his shoulder itno it, sending it tumbling over with a loud smashing clang.

Then the cat hisses again and leaps backwards five feet from the noise.

Then he's in the corner, licking his paws, nonchalantly. He ignores the remains of both statues as if they did not exist.


Human Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

"Good kitty." Hecate said, smiling slightly. All right, those were out of the way, which meant it ought to be safe to proceed forward once they could break the doors open. As a last resort, she could probably just shoot them down, but that could waste a lot of ammo... best to avoid that.


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

Roy hands Bear his knotted stick to smash the metal thing's grip on the spear.
Spears were valuable...


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The thing does clatter over, and while it could be fixed, the external parts would need to be reforged or similar to make them function properly once more. The internals were mostly intact, but would need to be realigned.

More importantly, the internals were valuable in anything they might wish to rebuild... and the entire bodies could be valuable if they wanted to carry them, but that would be more for scrap.

Bear hits a specific portion of the creature's hand after banging a bit, and the hand snaps open without too much damage to the object.

The shields the two are holding still glow with an off-white fire that is cool to the touch.

Know: Engineering:

No roll needed. The components, to the right people, are worth thousands. The materials the things are made of aren't ideal for armor or weapons, but they would also have value, as a trade material.

OOC Loot Knowledge:

Two Masterwork Everburning Light 'Steel' Shields
Two Masterwork Spears
20 pounds of mechanical equipment, worth 100 gold per pound carried.
950 pounds of copper worth 5sp per pound carried.


Male Half Orc Shielded Armored Soulknife 8 HP: 77/79, Perception 11+DV 60ft

"I'm rubbish with a shield, but I ken use one a these. Y'all have anythin' else."
He inspects the metal of the spear.
"What'n the blue hells metal is this anyway?"

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