Our Clockwork Protectors (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'

An Adventure for 12th Level Characters

Karggat Mine: Map

Encounter Map

Note that map scale is 1 square = 10 feet


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Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

"I would like to hear this too. I bet your boot is such an illustrious conversationalist, like you have proven to be," muttering the last part under her breath sarcastically.


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

you know a smaller boot he says raising his left foot like mine right here is easier to shove up in one backside he says smiling.

But you are more welcome to tag along missy


"You'll leave me alone then? Let me be?", the ratperson scratches himself, deep in thought, "The slaves are in the lower mines sir…you need to head north from here…find the decline winch to use a cart….the lower mines are deep, the slope is too steep to climb safely sir….but, I haven't been there for months…somethings moved into the mine just north of here". A look of genuine fear crosses it's face, "Big things sir…they could rip you to pieces…"

The ratperson looks at the rest of you assembled in his hideaway, "Will you go with him? Leave me be?"


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

Thank you for the information. I see no reason not to leave you in peace, what are you doing here any way out of curiosity and what is this? and what purpose? he ask pointing at the lab and the creature


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"So this damn-fooled hunter is right...there actually are slavers here. Nice to know he's here for the right reason, but we really do need to hear more about you." Bragi's voice drips with menace as he snarls the last word and fixes the rat man with a nasty stare."You see. We came looking for information about those." and he gestures with Betty toward the Guardian behind the rat.
Intimidate 1d20 + 7 ⇒ (6) + 7 = 13


The ratperson visibly shivers at the sight of Bragi's firearm, "Please sir, I just found this one...out on the plains it was...I've tried to get it working again...but the mechanisms are beyond poor Habblegash's knowledge". Scratching himself nervously, the pathetic rodent continues, "This one isn't the only one though...every few days I see one marching to or fro...".

Simpering to Sumak, "This is my home now...I used to be a great mechanic...a maker of marvels...but", talking in a sad tone,"those days are behind me. I came here for peace...to be left alone...and everything was okay until these others came along". From his demeanour, he clearly means Bragi et al when bemoaning 'the others'.


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

you satisfied now? says sumak to the gun wielding man


male human fighter (Weapon Master) 6/ Monk (Master of Many styles)1/ Aldori Swordlord 5 HP-81, AC-29, CMD-varies, F+12, R+15, W+9. Init +8, Perc +15

"Well, isn't that interesting, several more of these wandering around? Let's take care of this slaver den, the two situations are probably related."


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

As long as they are dealt with i am fine. I am sumak and this is Fred. he says making a simple nod but you can tell that he isn't relaxing his grip on his weapon.


Hp 57/57 AC 23 (23) / 11 / 21 (+6 Perc; +2 Init; Fort +10, Ref +7, Will +3)

Wouf, Wouf goes the large Wolf


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Bragi scowls, "We'll deal with the slavers in time. These Guardians are a threat to our city. If the two are related, you'll have your justice all the sooner." He turns back to Habblegash and barks several questions, "Tell us more. Where do the Guardians go? What have you learned from this one? What other creatures lurk in these mines?"


Taken aback at Bragi's abruptness, Habblegash stutters a response…"They d.d.d.d.don't come into this part of the mine sir…..somewhere else they be going…maybe the lower mines?". This one….", pointing at the inactive guardian, "…is faulty…I found it on the plains…think it was heading back towards the city…I don't know what's wrong with it though…."

Sense Motive DC20:
The ratperson is lying about something…or at least not telling you everything he knows

Scratching nervously again, "I don't know what it is that has moved into the mine north of here…large hairy creatures they are, with four arms…my spies watch them…look for weaknesses…but there's too many of them…they have their space…and I have mine…."


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Sense Motive 1d20 + 14 ⇒ (18) + 14 = 32
Bragi's nose flares and his hand seeks a cigar that isn't there before he fixes a more fierce glare on Habblegash, "You know something rat. Don't try to hide things from a shieldmarshal, especially things that threaten my city."

He forces himself to back off a little, "Look, maybe we make a deal. Sounds like you're not all that crazy about these big hairy critters. Probably the same slavers our new acquaintance here is all crazed to track down. Maybe we can work together. You tell us everything you know about these Guardians, the lower mines, and the mine north of here. We'll go deal with whoever is behind the trouble with the Guardians and in return, you get a little safer home. What do you think?"
Diplomacy 1d20 + 7 ⇒ (20) + 7 = 27


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

I think that deal is fair simply says the hafling not relaxing one bit tough


"Not hiding anything…not hiding…not hiding….", the ratperson's voice trails away as it glances nervously at Bragi's imposing firearm. "Okay, okay, okay…tell you what I know…this Guardian is contaminated…it's been tampered with…".

Stepping backwards and opening the front panel of the device, in a gentle non-threatening way, Habblegash points at something inside, "There…there…do you see it?". There are green flecks of mineral deposits within the clockwork working of the machine and, similar to the construct that you were shown in Alkenstar, some of the metal appears to be fluctuating between solid and liquid. "That's Eidite…dangerous stuff…it used to be mined here…used by Clockwork mechanics to improve the performance of their constructs…but then people started getting sick…that's why this mine closed…too many deaths…"

"There's not much I could do to help Sir…my machines are lost to me…in a cavern to the north….maybe….", his eyes light up, "yes maybe you could retrieve them for me…valuable clockwork soldiers!!!! They could fight alongside you…". Closing the panel on the Guardian and turning to you again, "I can't come with you though….is too dangerous…"


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Bragi puts his gun back over his back before advancing to look at the Eidite, "Not letting it anywhere near my gun" he grumbles before peering in. "Funny. I don't think Minister Baratella said anything about it being used by the Clockwork mechanics...only about the contamination and how dangerous it was. So who is putting in in the Guardians? Is is these big brutes Habblegash or someone they're working for?"


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

What is all that business about guardians and the machine things?


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"See that thing the rat is poking around in? That's a Guardian. Blasted things have been going mad and suddenly running amok in Alkenstar. Apparently they wander out here, then come back crazy. We're here to figure out what's making it happen."
Think that sums it up quickly.


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

so our interest are colliding. Lets get to exploring that cave and its underground levels


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

"Clearly it is a terrible idea to find these clockwork soldiers. They could just as well turn against us. Let's proceed into the mine."


Will be without internet at home until the end of the week so no map updates until then

"The Creatures, Mister? The ones in the north of the mine…they don't care for Clockwork…the remnants of two of my Clockwok Soldiers are somewhere in the mine….destroyed by whatever those things are….it's not them who are interfering with your Guardians mister", pausing to scratch himself again, "The lower mine is where you should be looking…Two-Heads is mining something down there…I haven't been down there but I guess it's probably Eidite…there's nothing else of value in these hills…"

Towards Twylla, "My Soldiers aren't the problem…there's no one alive who could sabotage my designs….but….if you are set on getting deeper into the mine, you should head north east….there's a tunnel to the lower level there"

In terms of directions from here…your options are, as per the map, directly west (arriving at the water filled cavern) or, retracing steps a bit, heading north at the junction near the entrance to the Mine


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

What is Eidite and why would it be so important?


"I am telling you this already Mister…Eidite is what used to be mined here…no one really knows where it comes from…but it boosts the power of clockwork mechanisms…very popular amongst the guilds in Alkenstar it was….but is outlawed now…too dangerous, too dangerous"


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

ha says sumak trying to make it appear like if he really understood

So lets head north eat and take the tunnel to the lower level then !


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"I agree, let's head that way." Bragi keeps his weapon out and joins Sumak, heading to the north.


Hp 57/57 AC 23 (23) / 11 / 21 (+6 Perc; +2 Init; Fort +10, Ref +7, Will +3)

Wouf !


Taking your leave of Habblegash, you turn back on yourselves and head eastwards to the main entrance cavern. The soft morning light illuminates the entrance to the mine and the air, briefly at least, seems fresher...

Following the ratperson's directions, you turn northwards, back into the mine...your light illuminating the rough hewn tunnel as you move along it. Arriving, fifty feet along the tracks, at a junction, the rails lead in the following directions:

  • to the south east, where they abruptly stop at the tunnels' end after fifty feet
  • to the north east, where they disappear into the gloom
  • and, to the north west, where they also disappear into the dark...

In addition to the various directions that the rails lead, there is a set of steps to the north that lead upwards for around thirty feet... From somewhere in that direction, you can hear the sound of heavy items being dragged around, low guttural voices and, intermittently, the sound of splintering wood.

GM Only:
Gug Perception Roll: 1d20 + 27 ⇒ (2) + 27 = 29
Gug Perception Roll: 1d20 + 27 ⇒ (5) + 27 = 32
Gug Perception Roll: 1d20 + 27 ⇒ (12) + 27 = 39

There is a loud barking noise from somewhere beyond the top of the stairs and the sound of things being moved around abruptly stops.


Internet back at home so routine posting should be back....

Updated map to follow


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

Sumak and Fred will head stealthily toward the noise


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Black Bragi gets his musket ready, activates his slate spider, and proceeds along with Sumak and Fred, keeping his senses focused on the tunnel ahead.
Stealth 1d20 + 15 ⇒ (15) + 15 = 30
Perception 1d20 + 21 ⇒ (10) + 21 = 31


Everything remains quiet at the top of the stairs for a few moments and then a guttural voice rings out again…the language is completely alien to you but, from what you can determine, it sounds less than friendly…

GM Only:
25% chance of Gug at nearby deadfall trap; 1d100 ⇒ 53, Gug is not present

The door nearest to the top of the stairs is suddenly flung open…all is dark beyond the door…and the alien voice barks out again. This time, there is a response to the baying…a similar voice from behind another door up the stairs; the door crashes open and lurching out of the gloom, a towering beast (some fifteen feet high) walking with an unnatural gait…it's arms split at the elbows into twin clawed hands…as it barks in response to the voice from beyond the opened door, you realise that it's mouth is vertically aligned across the crown of it's head…

No one has the required skill (Knowledge - Dungeoneering) required to identify the creature

With a roar, the creature starts to bound towards you…

Initiative for Party and for Enemy

Bragi Initiative: 1d20 + 12 ⇒ (11) + 12 = 23
Sumak Initiative: 1d20 ⇒ 10
Sumak's Animal Companion Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Twylla Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Finnian Initiative: 1d20 + 8 ⇒ (10) + 8 = 18

Enemy Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Initiative Order
Bragi, Twylla, Finnian (possibly GMPC), Sumak and Animal Companion
then Enemy

Map of Mine has been updated to show current position and Encounter Map available as well


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

"No idea what the feck that thing is, but I'm not waiting to find out either!" As soon as Bragi moves up into a clear line, B1tchin' Betty explodes with a violent burst. Bragi quickly reloads to be ready
Looks to me like I need to move up to get a clear shot. Move me in front of Sumak's wolf, but as far from this beast as possible.
Attack 1d20 + 17 ⇒ (4) + 17 = 21
Damage 1d12 + 17 ⇒ (2) + 17 = 19
Think that's all I can get off since we have no surprise round and I needed to move to shoot. Snap shot will probably not come into play since Sumak and his wolf will probably enter melee before the beast has a chance to incur any AoOs, so I'm not going to give you any in advance.


Hp 57/57 AC 23 (23) / 11 / 21 (+6 Perc; +2 Init; Fort +10, Ref +7, Will +3)

Round 1

Fred launches himself in a charge

PA Bite: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 251d8 + 12 + 4 ⇒ (5) + 12 + 4 = 21 if it hits possible Trip: 1d20 + 15 ⇒ (12) + 15 = 27

Current AC 35


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

Rounnd 1

Sumak lowers his visor and Holds his lance steady (Arcane Strike: Swift)

PA Adamantine Lance: 1d20 + 16 + 2 - 3 ⇒ (6) + 16 + 2 - 3 = 211d6 + 11 + 6 + 3 ⇒ (3) + 11 + 6 + 3 = 23 = 69 damage (because of spirited Charge)

It the creature is tripped and prone by Fred's attack please add +4 to hit.

Current AC 34


Bragi's shot easily finds it's target; the wall behind the creature is sprayed with blood, the musket ball apparently having passed completely through its shoulder. Reeling from the wound, the creature is not well prepared to defend itself against the charging wolf, it staggers wildly as jaws clamp around its leg; Growling, the wolf attempts to drag the creature to the floor but it can't topple the enormous beast.

Mistakenly anticipating that his steed would fell the creature, Sumak's lance is dipped too low and misses its mark.

GMPC for Finnian

Following Sumak up the stairs, Finnian raises his sword in an attacking stance and moves in to engage the creature. The creature has recovered enough to swipe at Finnian as he tries to close…

Creature has Reach 15ft and Combat Reflexes allowing two Attacks of Opportunity

Claw Attack against Finnian: 1d20 + 17 ⇒ (1) + 17 = 18, missing
Claw Attack against Finnian: 1d20 + 17 ⇒ (12) + 17 = 29, hitting for 1d6 + 7 ⇒ (4) + 7 = 11

Rolling with the attacks, Finnian slashes, pirouttes and, with a flourish, attempts to impale the creature.

Aldori Duelling Sword against Creature: 1d20 + 23 ⇒ (8) + 23 = 31, hitting for 1d8 + 12 ⇒ (2) + 12 = 14

Will wait a further 24 hours before a GMPC action for Twylla plus taking the Creature's turn


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

Twylla uses shadow evocation to mimic a resilient sphere, attempting to trap the creature inside. DC 27 Will Save to Disbelieve, and then DC 27 Reflex to negate


GM Only:
Gug 1 on 73/127 HP, Gug 2 on 127/127 HP, Gug 3 on 127/127 HP….Finnian on 70/81HP

Twylla raises her hands high….and moments later the creature starts flailing at an invisible barrier…

Gug 1 Will Save: 1d20 + 12 ⇒ (10) + 12 = 22, failed. Gug 1 Reflex Save: 1d20 + 6 ⇒ (6) + 6 = 12, failed

The success is momentary though as the doors in the western wall fly open and a further two monstrosities reach out and attack the nearest targets.

Gug 2 attacking Finnian (15ft reach but cover provided by Gug 1, Sumak and Sumak's Wolf)

Bite Attack against Finnian: 1d20 + 13 ⇒ (10) + 13 = 23, missing
Claw Attack against Finnian: 1d20 + 13 ⇒ (20) + 13 = 33, critical threat
Claw Attack against Finnian: 1d20 + 13 ⇒ (14) + 13 = 27, missing
Claw Attack against Finnian: 1d20 + 13 ⇒ (18) + 13 = 31, hitting for 1d6 + 7 ⇒ (4) + 7 = 11
Claw Attack against Finnian: 1d20 + 13 ⇒ (8) + 13 = 21, missing

Confirming Critical: 1d20 + 13 ⇒ (16) + 13 = 29, confirmed for 2d6 + 14 ⇒ (6, 1) + 14 = 21

2 Claw Hits so 1 further Damage Roll for Rend
Rend: 1d6 + 10 ⇒ (1) + 10 = 11

Total Damage to Finnian = 43

Gug 3 attacking 1=Sumak, 2= Sumak's mount: 1d2 ⇒ 1

Bite Attack against Sumak: 1d20 + 17 ⇒ (18) + 17 = 35, hitting for 1d8 + 7 ⇒ (2) + 7 = 9
Claw Attack against Sumak: 1d20 + 17 ⇒ (15) + 17 = 32, missing
Claw Attack against Sumak: 1d20 + 17 ⇒ (5) + 17 = 22, missing
Claw Attack against Sumak: 1d20 + 17 ⇒ (2) + 17 = 19, missing
Claw Attack against Sumak: 1d20 + 17 ⇒ (20) + 17 = 37, critical threat

Confirming Critical: 1d20 + 17 ⇒ (17) + 17 = 34, confirmed for 2d6 + 14 ⇒ (4, 5) + 14 = 23

Total Damage to Sumak = 32

Everyone may take their action now


Hp 57/57 AC 23 (23) / 11 / 21 (+6 Perc; +2 Init; Fort +10, Ref +7, Will +3)

Fred will use his Bodyguard feat (he can't fail on aid an other action) and improves Sumaks's Ac to 36 => so first attack is a miss and the critical attack doesn't confirm.


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

Sumak takes only 11 points of damage that is possibly reduced by his damage reduction 5/bludgeoning (defending bone spell). Does the creature deal Bludgeoning damage?


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

"One down, two to go," says Twylla matter-a-factually as she traces her finger in a straight line, placing a swirling cloth of color between the party and the two non-trapped monsters.

Loathsome veil, DC 25 Will Save, treat the monsters as 10 HD less than they actually are to figure out the effects

"Sumak, would you like to back away from the trapped creature and try to charge again? I can release the sphere on command. And I think that gives you, Bragi, a chance to fire off your full-attack."


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

No need it is going down anyway, but thanks

Round 2

Using the Feat Risky Striker, and full attack

PA+RS Lance: 1d20 + 17 + 2 - 3 ⇒ (20) + 17 + 2 - 3 = 361d6 + 8 + 12 ⇒ (3) + 8 + 12 = 23

PA+RS Lance: 1d20 + 12 + 2 - 3 ⇒ (17) + 12 + 2 - 3 = 281d6 + 8 + 12 ⇒ (3) + 8 + 12 = 23

Criet Conf Lance: 1d20 + 17 + 2 - 3 ⇒ (13) + 17 + 2 - 3 = 292d6 + 18 + 24 ⇒ (3, 4) + 18 + 24 = 49

Current AC 33


Hp 57/57 AC 23 (23) / 11 / 21 (+6 Perc; +2 Init; Fort +10, Ref +7, Will +3)

Round 2

Fred Will also full attack the creature

Bite: 1d20 + 14 ⇒ (16) + 14 = 301d6 + 12 ⇒ (2) + 12 = 14

Bite: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 12 ⇒ (5) + 12 = 17

Possible Trip: 1d20 + 15 ⇒ (7) + 15 = 22


Female Aasimar (Elven) Oracle 5/Veiled Illusionist 7 // 92 HP, CMD 8, 20 AC, FORT +10, REF +7, WILL +11, (9,9,8,8,7,5)

It's not possible to attack a creature trapped in the sphere.


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

i can attack each of the 3 creatures with a 5ft stp.


Sumak - Actually….No, you can't attack the Gug within the Resilient Sphere unless you save to disbelieve the 'quasi-real' illusion: Will DC25 - the Resilient Sphere acts as a Wall of Force and you would need to get past Hardness 30 and a large number of Hit Points. Could I get a revised action please? (possibly either following Twylla's suggestion or maybe attacking Gugs 2 or 3?)

Will Save for Gugs against Loathsome Veil
Gug 2 Will Save (DC25), 1d20 + 12 ⇒ (18) + 12 = 30, Will Save Made
Gug 3 Will Save (DC25), 1d20 + 12 ⇒ (15) + 12 = 27, Will Save Made

Waiting on revised action from Sumak and an action from Bragi (I will GMPC Finnian following those posts).


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

DM if i read the combat map correctly i can (well actually fred can) 5ft step and we both can attack creature 1, 2 or 3. just pick the creature that is "available" to attack :)


You may NOT attack creature 1 as it is effectively behind a Wall of Force...regardless of whether you 5 foot step or not....you can, however, 5 foot step to attack Creature 2 or 3....


Hp 52/52 AC 26(26) / 18 / 22 (+5 Perc; +0 Init; Fort +5, Ref +3, Will +6)

perfect :) then Fred will 5ft step and we both full attack creature n°2


Just waiting on an action from Bragi - will give until Monday pm (UK Time) for PC otherwise GMPC for this round...


Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11
Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Keeping his distance from their long arms, Bragi fires a pair of shots in rapid succession into the newly arrived giant to the north.
Attack 1 1d20 + 16 ⇒ (14) + 16 = 30
Damage 1d12 + 17 ⇒ (7) + 17 = 24
Attack 2 1d20 + 16 ⇒ (1) + 16 = 17
Damage 1d12 + 17 ⇒ (4) + 17 = 21
If he can, Bragi will take a 5-foot step back to keep distance from Gug #2. Remember that because of Improved Snap Shot, Bragi threatens out to 15 feet and because of Combat Reflexes and his Dex, he gets a ton of AoOs.

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