Matt's Iron Gods Campaign

Game Master Matt Adams 259

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HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

"Could come in handy, I suppose."

Oliver looks to see if any personal effects remain on the body. He turns back to Irgot.

"Might as well work on something while we wait for the others."


The dead body is wearing a Masterwork Chain Shirt, and badly damaged trousers and boots. He is carrying a set of Masterwork Thieves Tools, a Masterwork Hand Crossbow with seven Masterwork Crossbow Bolts, and a pouch containing 277gp, 5sp, and 5cp. The rest of his gear seems to have been taken.


| HP 5/11 | Nonlethal damage 6/11 | AC 17, T 11 FF 16 | CMB +5 (+7 bull rush), CMD 16 (17 bull rush) | F 3, R 1, W 1 | Init +1 (+3 underground), Perc +1 (+3 near Grymm) Darkvision 60ft |

Hope they're 'ere soon. Don't like splittin' up like this, what if they get attacked and I'm not there to 'elp 'em?

Rogar starts pacing around the small area that he, Oliver and Irgot are in, whistling to himself.


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

Ruza nods at the ladies comments. "Stuff is all a lot of people can think of. Most of what they consider valuable is worthless to others. They don't know how to look deeper into somethin to see its true worth." at this point, she winks at the lady and flashes a toothy grin, that only Sef could see. "First we will talk to these goblins and try to get them to see reason. If they don't listen, we might have other avenues in which to explore. Once we come back, I would like to hear the story of your people. As part of a roaming tribe myself, it is always good to know about other people."

Earlier disguise check was around 25, if she wants to make a perception check to realize that I'm not human, give her +5 because of my smile.


"Gremlins," Sef corrects. "Not goblins. Dark fey. Misfortune given life. You are welcome to help yourselves to the gear of the surface dwellers we were able to kill." She directs you to a collection of gear stacked among the other junk and broken devices in her room.

The pile contains four suits of Studded Leather Armor, a Masterwork Buckler, six Shortbows, 96 arrows, two Rapiers, three Short Swords, a Masterwork Sap, three Potions of Cure Moderate Wounds, six Sunrods, four sets of Masterwork Thieves Tools, two Scrolls of Shield, a Scroll of Identify, and pouches totaling 234gp, 30sp, and 2cp.


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

What is she again? "I am sorry, I misspoke. Gremlins. Fey are a tricky bunch, we might not be able to talk to these that easily. But I'll try.

Ruza looks over the items and takes those magical, especially the potions. "these might come in handy.•


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Keldor will grab the money and Sunrods (they are alchemical, not magical) for dividing up later.

"Never hurts to have some spending money."


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

Though Oliver isn't there, he may have informed you that he is the human equivalent of a pack horse and does not get any slower when carrying a large amount of things.


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Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
Ruza Furskin wrote:
What is she again?

I believe he called them Skulks. I know them from way back in 3.5 but not the Pathfinder version. They are basically chameleon people?


Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

Shall we assume we gather all the stuff and let Oliver carry it then? Also, if no one needs an upgrade, I'd like to take the chain shirt or the studded leather. I suggest our front-liners take a healing potion each. I'll also take a shortbow and, say, 20 arrows.

"Thank you. These will certainly be useful. Where can we find these gremlins, and what can you tell us of their tactics and abilities? We will do what we can to get rid of them."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

I could use the MW Chain Shirt, but you need it more than I Myst since I have my Eidolon to protect me. I'm wearing the equivalent of Studded Leather anyway underneath.
If everybody agrees I will take a potion. I can repair my Eidolon, just not myself. Can anybody use the Hand Crossbow? I hate to see that go to waste.


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

if I remember correctly, 10 coppers is a silver and 10 silvers is a gold. Which brings us to. 514.57g when divided equally, that's 85.76 per person. 85g 7s and 6c.


Yeah, skulks. Chameleon people mixed with Gollum from Lord of the Rings. Don't think that their name has been mentioned IC though. You just know the names if the archer, Luepel, and the leader, Sef.

Sef tells you that the gremlins inhabit a series of cramped tunnels and small caves just past her people's camp. The gremlins have a knack for ambushes and traps and the ability to teleport themselves short distances.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
Matt Adams 259 wrote:
Yeah, skulks. Chameleon people mixed with Gollum from Lord of the Rings. Don't think that their name has been mentioned IC though. You just know the names if the archer, Luepel, and the leader, Sef.

@GM: Serious apologies here. I could have sworn you posted that OOC in passing, but I did play though this first part of the AP a year and half ago IRL (Never finished however).

It must have popped into my head from that. Normally I can keep that stuff out of my game play, or just normally have forgotten it. I only mentioned it because I really thought
you had mentioned it in passing during one of your posts. I went back and checked, but you didn't. Could you have posted it by accident then edited it out later? That may explain part of it.
Apologies all around. Anyway...on with the game.

"Let us confirm with our friends and we will see what we can do. To Clarify: What constitutes success with the Gremlins?
Does just driving them off work for now, or does it require a more permanent solution for them all? If they can teleport, it may be pretty hard to eliminate them all."


"Just driving them away would work for us. We hope to be back in the Dark lands soon, so the solution doesn't need to be permanent."

I know I posted the name of the creatures over in the discussion thread. Which is why I said you don't know what they are IC. I'm fine with you knowing what they are OOC.


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

Oliver examines the Masterwork crossbow. He accidentally looses the bolt that had been loaded prior to the discovery of the body. He then spends the next 5 minutes trying to pull the bolt from the ground where it is wedged in.


Oliver breaks the bolt trying to get it out of the rock floor just as the other three party members return to the main camp with Sef. They explain the deal they made with the underground tribe, and tell the rest of the party about the gear they have access too.

Are you ready to head out?


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Keldor looks around at his new compatriots.

"Anybody have the ability to create a area spell or effect that would drive off the gremlins somehow, or other similar ability?
Maybe an alchemical solution? A couple of stink bombs may..."

Keldor's voice trails off and drops an octave as simple realization sets in.

"We are going to have to kill a lot of them them, aren't we?"

Keldor has never hesitated to fight in the heat of a battle, but has never truly had to think about killing creatures before-hand rationally.
Even though the creatures are Gremlins, and are basically vermin-fey as far as he's concerned, his first instinct is still to hesitate to enact wholesale slaughter
of the creatures.

"I won't make the decision for the group, but if everybody else is for it, then I'll help as best I can.
The only reason this makes any sense is because we need to find Khonnir and any others that may be still alive."

Sorry guys. Keldor is Lawful Stupid (Good). I got to play it that way.


Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

"We are fighting to free these people, Keldor. They are trapped here against their will and prevented from returning home. Kindness to the oppressor is cruelty to the oppressed."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"Agreed Doctor. But that does not mean we should not attempt to find another answer that would work for both parties. However, I highly doubt you could negotiate
with gremlins in any way, shape, or form without disaster ensuing. I'm pretty sure the average gremlin is insane to tell you the truth."


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

Oliver shrugs at the request for some method of clearing the gremlins.

"My abilities lie in healing. Unless their good will can be earned that way, I'm afraid I won't be much help for that problem."

He does ponder for a moment longer.

"Did you mention the solution need not be permanent? Could we ward them off temporarily with misinformation of some sort like a plague?"


Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

"If the gremlins are malign, then I suspect that warding them off will only be a temporary fix. You forget that we are also under the town of Torch itself. If the gremlins are allowed to run amok, it will only be a matter of time before they become a plague to the townsfolk. If they cannot be made to leave peaceably and permanently, then leaving them alive in these tunnels will be a disservice to Torch. I would compare it to leaving a rabid dog next to a swaddled child. Mercy to the dog, cruelty to the child."

"If we can't get them to leave peaceably, we'll have to put them down."


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

As soon as the group joined back up with each other, she sat on a rock and watched as the others talked about possible solutions. "Warding spells and stink bombs are not my specialty. We could try and talk. If that doesn't work, we can find another solution." he looked down at her last words. "I would like to avoid any blood shed if possible."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Keldor nods his heads slowly.

"A sentiment I agree with completely Lady Furskin. But I also agree with the Doctor too:
We have to think about all the others involved here, or could be involved, if we make the wrong decision."

Pointing towards the indicated tunnel of the Gremlin's home base, Keldor sighs.

"We should head out if we feel up to it. I feel a sense of time lost on this debate most keenly.
So let's get it over with. Ware traps and teleports however. These gremlins supposedly excel at both."

Keeping his head high Keldor turns fully towards the tunnel but still hesitates to move until he looks at
each of his companions in turn.

"We will attempt to talk if they give us the chance, otherwise we defend ourselves and press their necessity
for their vacation of the premises immediately. Agreed? Ahhhh...By the way: Does anybody know what language
gremlins speak?"


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

"Ah....no clue."


Def directs you to where the gremlins make home and it's not long before you reach passages that you have to stoop to get through. With ceilings less than five feet high, the gremlin tunnels are quite cramped for most of you. Only Ruza is able to easily move around.

Rogar Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Mystiel Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Ruza Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Irgot Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Keldor Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Oliver Perception: 1d20 + 1 ⇒ (1) + 1 = 2

As you come to a series of honeycomb tunnels, Ruza is able to spot a tripwire just before the entrance.


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

Ruza holds out her cane in front of those behind her, "Stop." she says. The points with her cane at the trip wire. "There is a wire there, can we all avoid it or disarm it?"


| HP 5/11 | Nonlethal damage 6/11 | AC 17, T 11 FF 16 | CMB +5 (+7 bull rush), CMD 16 (17 bull rush) | F 3, R 1, W 1 | Init +1 (+3 underground), Perc +1 (+3 near Grymm) Darkvision 60ft |

Before they set off, Rogar will speak:

"I'm afraid I agree wi' the doc. If we leave these critters 'ere they'll jest cause trouble for the town. Best to get 'em out o' here. No need for slaughter or nothin', but if we best a couple of 'em, ah'm sure the others'll get the message and scram. And if nobody else wants it, I'll take one of them there potions, a bow and some arrers.

Rogar takes a cure moderate potion, one of the shortbows and 20 arrows, then heads off with the others.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"What kid of trap is it?"

Knowledge (Engineering): 1d20 + 7 ⇒ (10) + 7 = 17


It's a mechanical trip wire that will cause something to come out of a hole in the wall.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"Probably a dart or gas trap of some kind. Is anybody good with traps?"

Seeing only blank stares in return, Keldor releases his eidolon, revealing himself again from the misty disintegration, and immediately starts digging in his pack.

He will take out a torch from his kit, cut a piece of wood off (ruining that torch) about 2 or 3 inches long and about the size of the hole. Then will trim it with his dagger so that one side is large than the other to make a plug for the hole.

Then carefully Keldor grabs a piece of soap from his kit, shaves it as well to about the right size for the hole, and shoves it into the hole carefully first, and then attempts to plug the hole with the wooden peg he made, giving it at least one good tap with his dagger hilt to "cement" it in place.

"Its not perfect, but it should give us some protection in case the trap goes off. The soap should make an semi-air-tight seal, and the plug should hold it all together.

Ok, I just did a disable device by description rather than knowledge and rolls basically. Hopefully I helped. For the sake of 'rolling' the only appropriate skill I have here is Engineering so here it goes; Knowledge (Engineering):: 1d20 + 7 ⇒ (8) + 7 = 15


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

"Not really good with traps, only the aftermath of triggering one."


"I am experienced with mechanisms mechanically but were I to try and tamper it would likely trigger."


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

"I'm only good at spotting them and avoiding them. Since we all know it's there, it might be best to walk around it and not set it off. It might be an alarm."


Keldor, you expect that your seal wouldn't hold up very well if the hole releases a heavy projectile.


| HP 5/11 | Nonlethal damage 6/11 | AC 17, T 11 FF 16 | CMB +5 (+7 bull rush), CMD 16 (17 bull rush) | F 3, R 1, W 1 | Init +1 (+3 underground), Perc +1 (+3 near Grymm) Darkvision 60ft |

Well, we know it's there right? We could try t' set it off while we're at a distance. Throw a rock at the wire or summat?


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"I think Ruza is right Sir Hammersmith. Let's just avoid it for now. It could trigger some alarm as well.
Besides, who know what may be activated when it goes off. It could cause part of the tunnel to collapse for
all we know!"

At that point Keldor begins his ritual again to summon Gauntlet.

Once fully immersed in the metallic eidolon, Keldor will step over the wire and keep going.

"I'll lead the way for now. If I set off a trap of any sort, at least Gauntlet will give me some protection possibly.
Just don't be afraid to shout if you see a trap before I step on it."


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

"Lead on then."


Rogar Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Mystiel Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Ruza Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Irgot Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Keldor Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Oliver Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Even within the dark confines of the caves, Mystiel's eyes remain sharp. He manages to pick out a shape in the shadows. It is small, about three feet tall and dressed in rags. Black, beady eyes reflect the light of Rogar's hammer and batlike ears twitch at the sound of your voices.

Mystiel Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Gremlin Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Surprise round. Mystiel, go ahead.

Sorry for the hiatus, guys. Finals are over, though.


Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

"Draw," Myst mutters to himself as he nocks an arrow on his newly-acquired bow and fires.

"We've got one over there!" he calls out.

attack roll: 1d20 + 5 ⇒ (13) + 5 = 18 +1 if within 30ft
damage roll: 1d6 ⇒ 6 +1 if within 30ft


Mystiel's arrow hits the gremlin and sinks into it's chest. However, he notices that the arrow didn't pierce as far as he would have thought. It pulls the arrow out and attacks Keldor's eidolon form.
Gremlin Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 - 2 + 1d6 ⇒ (2) - 2 + (3) = 3
The blade does some noticeable damage to Gauntlet.

Rogar Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Ruza Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Irogt Initiative: 1d20 ⇒ 4
Keldor Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Oliver Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

Everyone but Irgot can go ahead.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"Bloody Gremlins!"

Just let me know when I can go. Do you always roll initiative for us? That's fine if it is.


Yeah. I generally try to roll Initiative and reactionary rolls, like saves, for the players to keep the game moving. If you think I got a roll wrong, just let me know.


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

Is it possible to heal Gauntlet's eidolon form? I know that he's gonna be a world of hurt if that fades.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

If I remember correctly normal healing is only half as effective on eidolons. I can heal him some normally if I have a moment and the need. I can also transfer hit points to keep him going, but they come from me then.


| HP 5/11 | Nonlethal damage 6/11 | AC 17, T 11 FF 16 | CMB +5 (+7 bull rush), CMD 16 (17 bull rush) | F 3, R 1, W 1 | Init +1 (+3 underground), Perc +1 (+3 near Grymm) Darkvision 60ft |

Are we on the map somewhere?

Rogar will step up to stand near Keldor, drawing his hammer as he moves.

"Thought yeh could sneak up on us did yeh?"

He swings for the Gremlin, taking careful aim to ensure he hits true.

attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11

"I ain't 'avin that!


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

"I....Hate...GREMLINS!"

Slam Attack:: 1d20 + 4 ⇒ (14) + 4 = 18
Slam Damage:: 1d8 + 4 ⇒ (4) + 4 = 8


HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1) Human Oracle / 1

If Oliver can move into range to do a melee attack, he does, if not, he moves as far in as he can without provoking attacks of oppourtunity.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16

Damage, if applicable: 1d8 + 3 ⇒ (3) + 3 = 6


attack:
[dice=Sword Cane]1d20[/dice][dice=damage]1d6-2[/dice]
Female Kitsune Mesmerist lvl 1 | HP 11/11 | AC:13 T:12 FF:11 | (Saves: F:2 R:4 W:3) |

Ruza sits back and stares at the Gremlin, "Do you guys want me to help you?" she asks while she knows her hypnotic stare is already taken effect and giving the gremlin a -2 on will saves and it is feeling a little bit more pain from every attack that her teammates lay on it through her painful stare. Each attack someone lands gets a +1 on damage

she waves her hands lazily and casts daze and yawns. DC is 16 will, i didn't add the -2 in on it.

"Fighting is not my style."

The extra damage only starts on my turn, so Oliver doesn't get it.

Init Thoughts:
I appreciate you rolling the Inits for us. You could always put them in a spoiler and make a round tracker. That way you can keep track of who goes and when. During Surprise rounds, it's the person with the quickest Init modifier that goes first, so even if you roll us all together, those who don't notice the surprise round won't effect the results too much.

Round 1
GM
Bob
Tomb

is a decent tracker.


Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

The combat map isn't updated, is it?

Myst moves up closer to within 30ft of the gremlin, nocks another arrow and fires.

attack roll: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage roll: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

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