#4-21: Way of the Kirin [Tier 3-4] (Gameday 3) - GM Rutseg (Inactive)

Game Master Balacertar

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The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Luminos nods to the sorcerer. "I will assist with putting out the fire, especially since I don't burn as easily as others.". Luminos puts out as many fires as he can.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

Peck will attempt to find something to put out the flame in front of him.
"Guys!! This new tactic means we get hurt and they don't even have to close with us. We either need to charge them or figure out a better way of getting rid of their fire...maybe put out their camp fires!!"
If Peck does not see anything immediately, he will head back down stairs.


Iron Gods: Iron maps;

Luminos extinguishes the flames in the dinning room barricade.

Jules arrows seem to drop one figure behind the rocks. They start moving the fires and do not attack this turn.

Suddenly, a tremendous glass breaking sound happens into the great hall. You turn only to see how some masked saboteurs jump into the room. They are holding bombs in their hands and move very quickly, they throw the bombs before you can even react. Only could be spotted by someone guarding the cliff side of the house with a DC 30 perception roll

Bomb-Range (touch): 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Fire damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Critical confirmation (touch): 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Fire damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14
One of the bombs lands over Peck's head with an explosion of fire like hell. The ashes hit ass well Aiko whom is protected by his resistance to the fire.
Ref DC 14 for half damage

Bomb: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Fire damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10
The green saboteurs does same throwing a bomb towards Akiichi. The bomb explodes directly in front of him enveloping him in fire.
Ref DC 14 for half damage

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22


Flames round 3:
R1: 2 stinguished
R2: 4 on fire
Peck: 15/35 or 25/35
Akiichi: 30/40 or 35/40
Round 1:
Saboteurs
Peck, Akiichi, Aikio, Jules, Luminos, Fire
Those of you beating a 22 initiative can act in the Round 1 before the saboteurs.

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

"Whaaa...?" Aikio squawks.
INI: 1d20 + 9 ⇒ (9) + 9 = 18

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Init: 1d20 + 5 ⇒ (15) + 5 = 20

Luminos has a surprised look on his face as he notices bombs not unlike he throws being used against his companions.

"I'll give them a taste of their own medicine!"

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Initative: 1d20 + 4 ⇒ (9) + 4 = 13

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
reflex: 1d20 + 6 ⇒ (6) + 6 = 12
"What!!! Ouch!"

Scarab Sages

Male Human (Tian) Samurai 4

Ref: 1d20 + 3 ⇒ (14) + 3 = 17
Feeling the fire burn him the samurai countercharges the saboteur with the green scarf.
ChargePA: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 10 ⇒ (4) + 10 = 14Cconfirm: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 10 ⇒ (4) + 10 = 14


Iron Gods: Iron maps;

Akiichi Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Fast as few the red armored saboteur throws another bomb at Peck before he can react, and hides behind the chimney.
Bomb-Range (touch): 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Fire damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10 Ref DC 14 for half damage
The bomb explodes again over his head turning all squares around into a small hell of fire.
The radius of the flames are extra large and past over the resistant Aiko hitting also Jules. 4 fire splash damage; Ref DC 14 for half

Explosive bomb*:
The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

The one with the green scarf retrieves some materials, mixes them and throws them at Akiichi.
Bomb-Range (touch): 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Fire damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Ref DC 14 for half damage
The thing explodes also above his head, although the heat produced only damages him sparingly.

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Peck Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Square hit: 1d20 + 11 ⇒ (18) + 11 = 29
You hear a metallic sound hitting the stairs, and a small can goes down the stairs and ends up in the middle of the entrance corridor, between Jules, Peck and Aiko.

Akiichi charges over the saboteur bombing him and slashes out a terrible blow that almost brings his arm out.


Flames round 4:
R1: 2 stinguished
R2: 4 on fire
Peck: 7/35 or 12/35, on fire
Akiichi: 31/40 or 33/40, on fire
Green: 28 damage
Round 2:
Saboteurs, Akiichi, Peck, Aikio, Jules, Luminos, Fire
Party is up! Akiichi action already done though.

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Rolls:

Alchemist Fire vs Red Touch AC: 1d20 + 6 ⇒ (9) + 6 = 15
Fire Damage: 1d6 + 7 ⇒ (4) + 7 = 11
On fire and takes another 1d6 fire next round

Luminos finishes putting out one of the fires and walks up next to the burning samurai and tosses an alchemist fire onto the red saboteur.

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Jules attempts to put out Aikeo.
If it is possible she will also kick the strange container away from the fire.


Iron Gods: Iron maps;

Jules, place the thing to where you do kick it (in a straight line from you), and provide an attack roll as if throwing something (BAB + Dex bonuses)

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

Aikio sqawks happily as the flames surround her. Her feathers grow red, as she pulls the flames from Peck onto her like a cloak. She then moves around the bard and onto the steps. Knowing only that the device on the floor came down the steps she releases a jet of flame up the stairs.

flame jet: 1d6 + 2 ⇒ (5) + 2 = 7 Reflex DC 14 for half & avoid catching on fire.

Jules, did you mean Aikio or Akiichi? I am ok with the flames around me.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

reflex: 1d20 + 6 ⇒ (20) + 6 = 26
With the flames out, Peck will move over and then pull out his trusty little stick, starting to summon up positive energy to heal himself


Iron Gods: Iron maps;

Aikio brings Peck flames into himself soothing the burning pain of the gnome. She then go upstairs and launches a jet that engulfs the saboteur there in flames.
Ref DC 14: 1d20 + 10 ⇒ (4) + 10 = 14
He barely avoids the flames that just burn him superficially.

Luminos throws the alchemist fire to the red armored saboteur that jumps avoiding the direct hit. The flask explodes on landing behind him slightly burning the guy.
1d8 ⇒ 4

Understanding that Aikio is invulnerable to the flames over her, the yellow armored saboteur mix different components and throws at him.
Bomb (touch): 1d20 + 11 ⇒ (1) + 11 = 12
The bomb hits the wall behind and doesn't explode, saving Aikio from whatever kind of surprise was reserved for her.

Ref: 1d20 + 3 ⇒ (11) + 3 = 14
This time Akiichi also avoids most of the fire.

The saboteur with the green scarf steps back and throws another bomb over Akiichi.
Bomb (touch): 1d20 + 11 ⇒ (11) + 11 = 22
Fire damage: 2d6 + 2 ⇒ (4, 6) + 2 = 12
The explosion is big and renders the samurai into flames again.
Ref: 1d20 + 3 ⇒ (11) + 3 = 14
And yet again Akiichi dodges most of the explosion. The splash damage does not burn in any way to Luminos.

Seeing the fire of the bomb is not useful against the demon, the red armored mix other components and throws them at him before turning around the chimney.
Bomb (touch): 1d20 + 11 ⇒ (17) + 11 = 28
Cold damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9
The explosion also hits Akiichi.
Ref Luminos DC 14: 1d20 + 6 ⇒ (13) + 6 = 19
Ref Akiichi DC 14: 1d20 + 3 ⇒ (4) + 3 = 7


Flames round 5:
R1: 2 stinguished
R2: 4 on fire
Can: 1d3 ⇒ 3
Peck: 12/35
Akiichi: 23/40
Luminos: 16/20
Green: 28 damage (3 bombs)
Red: 8 damage (3 bombs)
Yellow: 3 damage (1 bomb)
Round 3:
Saboteurs, Akiichi, Peck, Aikio, Jules (x2), Luminos, Fire

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Rolls:

Alchemist Fire vs Green Touch AC: 1d20 + 6 ⇒ (19) + 6 = 25
Fire Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Effect: All in the splash take 8 fire damage; direct hit takes another 1d6 fire next round unless they spend a full round action.
Swift Action: Retrieve alchemist fire from belt pouch

Luminos dashes into the alcove retrieving an alchemist flash from his haversack and another from his pouch. He tosses one at the red saboteur who turns just in time as the concoction explodes directly in his face, coating the whole front of his face and body. Luminos grins evilly while holding another alchemist fire in his other hand.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

1d8 + 1 ⇒ (5) + 1 = 6
healing self

Scarab Sages

Male Human (Tian) Samurai 4

attack: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 10 ⇒ (4) + 10 = 14
Shaken by the explosions the samurai fights for his life, but alas his aim is untrue

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38
GM Rutseg wrote:


[dice=Bomb (touch)] 1d20 + 11
The bomb hits the wall behind and doesn't explode, saving Aikio from whatever kind of surprise was reserved for her.

Is that what landed on the floor? If not, did whatever land on the floor do anything? That will determine my action.

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Jules kicks the container toward red hopping it will explode. Then runs toward the green and attacks.

Rapier: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Unfortunely she slips a little as she approches him and misses.

I believe due to the distance that should take two movees.


Iron Gods: Iron maps;

Jules kicks on the can that the higher floor saboteur has thrown. It lands next to the red fellow.
Kick on can: 1d20 + 6 ⇒ (11) + 6 = 17

The red saboteur throws a frost bomb at Aikio.
Bomb (touch): 1d20 + 11 ⇒ (19) + 11 = 30
Cold damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9

The yellow one makes same moving first behind the stairs revenging from the previous fire jet.
Bomb (touch): 1d20 + 11 ⇒ (1) + 11 = 12
Cold damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6
Aikio, the 15 you have there, is because mage armor? that should apply only to Flat-footed but not to touch

Both bombs lands over the tengu on the stairs.

Seen himself cornered, the green saboteur retrieves two canes and with a stupid grin, drops them to the floor on his place.

Craft Alchemy (only trained):

The cans are in fact fuse granades.


Flames round 6:
R1: 2 stinguished
R2: 4 on fire
Can: 1
Peck: 18/35
Aiko: 16/31 or 24/31 [two Ref DC 14]
Akiichi: 23/40
Luminos: 16/20
Green: 28 damage (3 bombs)
Red: 21 damage (4 bombs)
Yellow: 3 damage (2 bomb)
Round 4:
Saboteurs, Akiichi, Peck, Aikio (x2), Jules, Luminos, Fire

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Jules once again attemts to attack the green colored fellow.

1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Short Sword: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

Peck will again stab himself with his wand, healing himself
heal: 1d8 + 1 ⇒ (1) + 1 = 2

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Rolls:

Alchemist Fire Second Round Fire damage: 1d6 ⇒ 3
Free: 5' adjust
Swift: prehensile tail to draw another alch fire
Full Attack:
Main hand alch fire to square NE of red: 1d20 + 6 - 6 ⇒ (16) + 6 - 6 = 16
Off hand alch fire to square NE of red: 1d20 + 6 - 10 ⇒ (12) + 6 - 10 = 8
Effect: 3+8+8=19 total fire damage to red

Luminos's eyes go wide as he points to the bombs at the green saboteur's feet, "Those are going to explode!!"

His tail retrieves an extra alchemist fire, and he then takes a step towards the red, burning saboteur. "Better you then me" states Luminos before he tosses both alchemist fires at the feet of the burning saboteur, engulfing him in an inferno.

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

Aikio sees the canister next to the red saboteur. "Here's hoping!" she shouts and unleashes a jet of flame at the man hitting the canister in the process. She then douses the flames around her.

Moving the front door Aikio picks up the last remaining fire at the front door as a cloak and douses it.
1d6 + 2 ⇒ (2) + 2 = 4 DC 15 for 1/2 & avoid catching fire.
Ref1: 1d20 + 2 ⇒ (15) + 2 = 17, Ref2: 1d20 + 2 ⇒ (19) + 2 = 21
First: move=douse, standard=jet flame. Second: move, free=cloak of flame, move(standard)=douse


Iron Gods: Iron maps;

The saboteur is fast and Jules both attacks hit into the air.

Peck continues healing himself.

Aikio's fire jet engulfs the red saboteur, and the grenade in the floor explodes with a thundering noise hitting the attacker back an adding to the fire surrounding him.
Fuse grenade: 3d6 ⇒ (3, 3, 2) = 8
When the fire goes off, there is nothing remaining on the place others than carbonized bones and furniture.

One of the grenades under the green scarf saboteur also explodes at that very same moment.
Fuse grenade (2d6 bludgeoing+ 1d6 fire): 2d6 + 1d6 ⇒ (5, 2) + (2) = 9
Ref Jules DC 15: 1d20 + 7 ⇒ (11) + 7 = 18
Ref Akiichi DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
Ref Green DC 15: 1d20 + 10 ⇒ (15) + 10 = 25
The other granade is taken by the second one exploding at the same time.
Fuse grenade (2d6 bludgeoing+ 1d6 fire): 2d6 + 1d6 ⇒ (2, 5) + (6) = 13
Ref Jules DC 15: 1d20 + 7 ⇒ (12) + 7 = 19
Ref Akiichi DC 15: 1d20 + 2 ⇒ (19) + 2 = 21
Ref Green DC 15: 1d20 + 10 ⇒ (8) + 10 = 18

Jules moves swift and evades the whole flames protecting herself behind the small wall of the stairs.

Akiichi though is only able to partially dodge some of the second flames. The saboteur jumps over the stairs avoiding partially the damage, but he falls unconcious over the stairs due to the accumulated wounds in his body.

Hearing the death shouts of his companions the remaining saboteur seems to decide a clear way of action, because instead of explosions, you hear the noise of someone running on the floor over your heads, then you see him through the window as he jumps to the waters cliff below.


Flames round 7:
R1: 2 stinguished
R2: 4 on fire
Peck: 20/35
Aiko: 24/31
Akiichi: 8/40
Luminos: 16/20
Green: 38 damage (3 bombs)
Red: 52 damage (4 bombs)
Yellow: 3 damage (2 bomb)
COMBAT IS OVER!

Even you feel you have defeated this menace, the fire is still at the house, and you hear shouts from outside.

Some of you barely on foot, trying to recover your breath and with your cloths half-toren by the explosions and fire, you see how after a minute of silence more troops approach the limit of the house.

Well done! You hold the house against the second wave! :D
Please, let me know, what you do during the next minute before the assailant troops reorganize.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

May we take average healing on a wand of cure light of 2 charges for 11HP?
If so I will use up 4 charges for myself, 4 charges for Aiko, and 2 charges on Luminos for a total of 10 charges and my minute is up.


Iron Gods: Iron maps;

Out of combat sounds good to me.
I will wait for you to RP a bit before advancing to the new event.
I asume you keep holding the house as you were ordered by Amara Li.

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

The ringing in Luminos's ears finally clear and he jumps into action. His tail retrieves a potion of cure light wounds from his pouch and he force feeds the adjacent, unconscious samurai.

Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

"I have a few more that I found on the previous combatants. Can someone search the saboteur in the corner? Any maybe search ... where did the other one go?? Also, we need to put out those fires! I guess I'm more suited to that than some of the others."

Luminos drops another potion of cure light wounds into the samurai's hands before heading over to the conflagration in the center of the house and patting out the flames with his cloak.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

yes, so I will take a minute and heal up as stated above; 22 hp for Peck and Aiko and 11hp for Luminos. Total time of 1 minute and 10 charges

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Luminos was already full, I think some other folks might be down. He pulled out healing potions for others to use.

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

According to the last status update you are 16/20, barely standing

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Jules quickly searches the dead assailants.
I am not sure if I need a perception for this but just in case

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Well if there is anything to find I should find it :)


Iron Gods: Iron maps;

Luminos drunk a potion and healed himself 3hp so he should be now at 19/20.

Jules registers the corpses and finds 6 smokestick, 8 daggers (6 with giant wasp venom applied), 2 fuse grenades, 2 haramaki and 2 thieves’ tools.

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

"Put those grenade thingamajigs by the door or the top of the stairs. I think I can trigger them from a safe distance." Aikio offers. "and lets stack all those villains somewhere out of the way." The tengu continues to put any remaining fires to rest.

Then she thinks better of it and almost wishes she hadn't set the catapult to fire. "Perhaps would can do both. Is it dishonorable to burn these corpse?"

Aikio is only down 7, Akiichi is down 32. Are the steps to the basement hidden again?

Aikio calls down those steps, "Captain Amara-Li? Is everything going alright down there?"


Iron Gods: Iron maps;

Luminos puts the fire inside the house, while Jules helps with the one in the stairs.

Some fires propagate in the second floor and downstairs.

The silence outside the house is suddenly broken by an enormous explosion, a fireball destroys the barricade in the dinner room!

Another fireball just follows up breaking the kitchen barricade! The walls carbonized and some fires are started by the intense fire.

Aikio sees through the door the two sorcerers that just launched the attack, all the other troops seem to have retreated far from the house. Next to them are at least another four sorcerers ready to launch more fireball attacks and turn the area into the damn hell, one looking directly to Aikio in the entrance with his hand pointing towards her.


Round 1:
Party, Sorcerers

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

"Well there goes the neighborhood, I was thinking of making this place my summer home!!!
Peck will start his bardic performance

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

How far are they? Where?


Iron Gods: Iron maps;

When Aikio approaches the entrance, she sees a fireball coming over her. She has the time to just retreat a bit when the ball explodes over her, the flames engulfing the tengu. Fortunately for her her fire resistance is enough to protect her at this distance.

There are heard at least five other explosions around the house. The temperature inside raises as the barricades explodes or are reduced to ashes by the fire and heat.

Suddenly, a seagull flies in through one of the destroyed cliff windows landing between Akiichi and Jules. It flaps its wings to shake of the rain. It has a note attached to its leg.

Akiichi and Jules take the note and read it. It seems to come from Amara Li requesting your immediate help: “The enemy has found us, and we need your immediate aid. Follow our path to find us!

The fire is spreading!
1d100 ⇒ 22
1d100 ⇒ 78
1d100 ⇒ 5
1d100 ⇒ 36
1d100 ⇒ 55


Round 2:
Party, Sorcerers
Party is up!

Scarab Sages

Male Human (Tian) Samurai 4

After the healing received the samurai bows deeply. "You have my thanks!"Helping the others he suddenly finds the note."I will run to help Amara. Tell the others."

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

Jules races to Aikio.
"Just got a message time to go!"
Then she races to the hidden staircase.

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

"I guess the fort is lost..."

Luminos then heads down the stairs following where the captain went.

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

Aikio wraps flames around her, closes the front door and follows Jules to the staircase. "Please tell me you can hide this again?" she asks the rogue.

I am confused. The party was up for round 1 actions, no one did anything and now it is round 2. I also do not know where any potential targets are since they are not on the map. Are any targets in close range? medium? long?

The Exchange

male gnome Init+4 perception+4 darkvision Dirge bard 4 F3 R6 W4(+4 vs. fear, energy drain, death effects, and necromancy spells)

Peck too will run to the stair case and down...stopping the bardic music (lasts for a few rounds if needed)


Iron Gods: Iron maps;

As you go through the secret door behind the fireplace, you start descending into a lava tube that snakes its way through part of the island. In most places the lava tube has a 15-foot-wide circular profile that is easily traversed thanks to the ropey stone floor, which provides plenty of traction. With no side branches, the tunnel is easy to navigate, and you seem to have no difficulty reaching the place where Amara Li and Tsuneo should be performing his calling to the Kirin ally.

As you descend through the tunnel tube, you suddenly realize of certain troops like the ones you defeated at the house. They both seem surprised!

Initiative:

Aikio: 1d20 + 9 ⇒ (9) + 9 = 18
Peck: 1d20 + 4 ⇒ (4) + 4 = 8
Jules: 1d20 + 4 ⇒ (19) + 4 = 23
Luminos: 1d20 + 5 ⇒ (1) + 5 = 6
Akiichi: 1d20 + 1 ⇒ (5) + 1 = 6
Troops: 1d20 + 3 ⇒ (18) + 3 = 21

Only Jules reacts fast enough to act before them!


Round 1:
Jules, Troops, Aikio, Peck, Luminos, Akiichi
Map updated!
Take care of the rubble, is difficult terrain.

Grand Lodge

Female Human Rogue (Level 4)
stats:
HP23 /23, NN, AC=17, T=14 , FF=13 | CMD=17, CMB=3 | F=1 , R=8 , W=1 | Init +4 | Perc= +6 | (Rapier+6/1d6+2/18-20/X2 , Short Sword +6/1d6+1/19-20/X2, Short Bow +7/1d6 +1/20/x3) + 2d6 Sneak attack

If they do not have bows I will wait until they approach and then attack otherwise I will move up. If I move up please remove the -2 from my rapier attack since that will be the only attack I get.

Rapier: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Short Sword: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Iron Gods: Iron maps;

As the enemy have no bows, Jules starts delaying waiting for them, but she is surprised instead of coming close range and attack with their greatclub, they start doing other things from far away.
I could have interpreted like a ready, but I think that would be a bit unfair and take it as a delay!

The red troop starts levitating on place 5' over the floor and starts casting a spell. flying 5' step

Spellcraft DC 18:

The blue armored one casts another spell over Akiichi.

Spellcraft DC 16:

Akiichi Will DC 14: 1d20 + 3 ⇒ (10) + 3 = 13
The guy says to him "This is very dangerous place, we will defend it for you, but you should go away now! Convince your friends to do so!"

The samurai turns to you, the rest of the party, and looks like he is going to try what he was told to do.


Round 2:
Troops, Jules, Aikio, Peck, Luminos, Akiichi
Take care of the rubble, is difficult terrain.
Remember the red one is flying 5' over the floor.
You can't go through Akiichi square as if he was an ally.

Scarab Sages

F Tengu, Wizard Sorcerer 6/1, AC: 15, tch: 11, ff: 14 ! CMD: 14 Perception: +7, Ini +5, F: 3, R: 3, W: 5 hp: 38

spellcraftB: 1d20 + 11 ⇒ (18) + 11 = 29
spellcraftR: 1d20 + 11 ⇒ (3) + 11 = 14
"You think that's safest the course samauri? You have been charmed by those who have attacked our host and captain." Aikio steps around the big man and casts a spell . ray enfeeblement DC 12.
tch: 1d20 + 2 ⇒ (4) + 2 = 6 vs the red trooper.

The Exchange

HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR

Luminos sidesteps the samurai and tosses a stink bomb at the flying caster. The bomb connects exploding in a mixture of fire and noxious chemicals burning and nauseating the enemies.

Rolls:

SpellcraftB: 1d20 + 9 ⇒ (16) + 9 = 25
SpellcraftB: 1d20 + 9 ⇒ (5) + 9 = 14
Attack Red touch AC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Bomb Damage: 2d6 + 7 + 1 + 1 ⇒ (6, 3) + 7 + 1 + 1 = 18
Effects: 11 fire damage on Blue, DC 18 reflex save for half damage
Effects: Stinking Cloud, DC 18 fort save for Red and Blue or nauseated
Need a concentration check for Red to not lose his spell

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